This is a sub-page of Proto:Pizza Tower.
Level Order#
The level order and world names were changed one final time before it would match that of the final game. Below is the world and level order as it appears in the level select from the April 2021 Patreon build to the Eggplant Patreon build.
April 2021 Patreon Build |
PT_Rework (September 2021) |
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|---|---|---|---|---|
World |
Level |
World |
Level |
World |
World 1 |
Entrance |
Tower Realm |
Entrance |
Tower Lobby |
Pizzascape |
Medieval |
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The Ancient Cheese |
Ruin |
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Bloodsauce Dungeon |
Dungeon |
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World 2 |
Oregano Desert |
Cosmic West |
Oregano Desert |
Western District |
The Wasteyard |
The Wasteyard |
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Fun Farm |
Fun Farm |
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Pinball |
Space |
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World 3 |
Pineapple Beach |
No Vacation Cruise |
Beach |
Vacation Resort |
Gnome Forest |
Forest |
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Kung Fu |
Pinball |
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Golf |
Golf |
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World 4 |
Space |
21st Century Empire |
Street |
Slum |
City |
Sewers |
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Sewers |
Factory |
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War |
Freezer |
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World 5 |
Factory |
Terror Nation |
Pizzascare |
Staff Only |
Mansion |
Mansion |
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Freezer |
Kids Party |
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Kids Party |
War |
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World Extras |
Dragon Lair |
The Top |
Top |
|
Pizzascare |
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Strongcold |
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Exit |
Exit |
World Extras |
Dragon Lair |
|
City |
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Strongcold |
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The level order is nearly the same as the final, but Space and Pinball (which was reworked into Fast Food Saloon) are yet to be swapped, and Mansion and the World Extras are yet to be scrapped. Additionally, Exit has been replaced by Top, a second take on the level that would eventually become The Crumbling Tower of Pizza.
General Differences#
Controls#
This is the only build in which Peppino, the Noise, the Vigilante, and Gustavo and Brick are all playable through normal means, as well as the last build in which the Noise and the Vigilante can be selected normally, as the options to switch to them were disabled in Eggplant.
- The most well-known change, and the main reason for this build's infamy, is that Peppino and the Noise can't do a conventional wallrun, like in the Desert Patreon build. They can only begin wallrunning by running up a slope against a wall; slopes are placed throughout all levels (sans the World Extras, which weren't modified) to compensate. This was due to McPig believing that players were not using the superjump enough, similar to why the superjump was nerfed back in the Western Build, though this time with a different, significantly worse solution.
- The Vigilante can still do a wallrun, albeit only when in Mach 3, and he can't continue a wallrun when he jumps from one wall to another. Development on the Vigilante had stalled at this point, which is likely why conventional wallrunning wasn't fully disabled for him.
- Superjumps can only be be cancelled out of by pressing Down instead of the Dash button.
- Rolling on the ground will send the player into a semi-roll transformation where they progressively lose more speed. It can be cancelled by either jumping or pressing the Dash button.
- Landing on the ground after doing a long jump will force the player into the aforementioned semi-roll transformation.
- This is the first available build to feature Gustavo and Brick as playable characters, coming around two months after they were first previewed.
- Gustavo and Brick cannot Mach Run. Instead, when the player holds Dash, they will start bouncing, which allows them to wall jump and kill enemies.
- Gustavo and Brick's double jump replaces the ground pound. Gustavo hops off of Brick, who slams down to defeat enemies and destroy metal blocks.
- Gustavo and Brick can slide down slopes. Unique graphics were made for this, but here, they simply reuse their spinning animation.
- Their standard jump does not kill enemies.
|
Rework |
Eggplant onward |
|---|---|
|
|
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:*Gustavo and Brick's manner of attacking is different - the duo has a variant of Peppino's grab in which Brick eats an enemy and can spit it out to break blocks and/or damage other nearby enemies. This was changed to Gustavo dismounting from Brick to perform a spin attack in the Eggplant build. The attack animation was repurposed as their Mach 1 / 2 run (which is why it's referred to as ratmountattack in the files), while the spit animation was repurposed as their parry.
Gameplay#
- Stupid Rats have replaced transformation blocks. This makes it impossible for the Vigilante to finish many levels, as he can't use transformations and thus can't kill Stupid Rats.
- As in the April 2021 build, the music changes speed and pitch depending on the transformation the player has, as in Wario Land 4.
- When sliding down a slope, performing a roll or doing a shoulder bash, the music speeds up.
- During the Knight transformation, the music slows down.
- The player now climbs ladders faster than in previous builds.
- When changing direction whilst midair while in a mach state, the game now waits until the player has landed on the ground before they can start moving again.
- The graphics for falling while changing direction aren't made yet so the current graphic just stops in place.
- The player also won't be bumped if they collide with a wall when changing direction in a mach run.
- A lot of the transformations have been reworked to be faster and more fun. Most of them like the firemouth transformation are now the same as in the final (albeit less refined), but some like the cheeseball or ghost are entirely different.
- Slope acceleration and deceleration have been added, raising the player's speed when going down a slope and lowering it when going up a slope. This would also carry into the Eggplant Build, although the values for speeding up and slowing down in this build are double what they are in that build, making slopes much more aggressive. The player can also slow down on slopes while in Mach 4, which is prevented in the Eggplant Build. Only slope acceleration ended up in the final game.
- Every level has an escape time of 5:30. This is a result of the game switching from using the variables global.minutes and global.seconds for the escape timer to a single variable, global.fill. The variable has a default value of 4000, and since gameplay and level design was being heavily reworked every level used this default time up until the Octobe22 Build.
- The game also displays the global.fill variable in place of the escape timer. In the final game, a system was introduced to take the global.fill variable, convert it into minutes and seconds, and display that instead.
- This change seems to have been recent, as the debug console's "panic" command still sets global.minutes and global.seconds rather than global.fill.
- After the player runs out of time, Pizzaface now appears as he does in the final game, although he's significantly slower than in the final game, being the same speed as he is in the Boss Builds. This results in him being pretty easy to avoid, which was likely changed in the final game to make running out of time more punishing.
Aesthetics#
- More sprites were made capable of rotating and squashing/stretching, such as characters moving around on slopes, enemies turning around, and Pillar John being busted through to activate Pizza Time/unlock more of the hub area.
- In the final game, this aspect of sprite scaling is rarely used, though it is still retained for when the player is bouncing on an enemy/Pizzaboy cutout (another surviving change that debuted in Rework).
- This is the first available build to use the finalized Pillar John design.
|
Rework |
Eggplant onward |
|---|---|
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|
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- The object for switching to Gustavo and Brick uses Gustavo's hurt sprite from Peppino's Xmas Break as a placeholder.
- Although it can't normally be seen in-game, the Lap 2 pizza portal sprites are used as a placeholder for the Secret eye animations.
- This can best be viewed when entering John Gutter's secrets via the debug console.
Unused Content#
Secrets#
This is the first build to use a new secret system that somewhat resembles the modern one, involving finding 3 secret eyes (which use lap portal graphics as placeholders) to enter secrets, sometimes requiring touching triggers or performing certain actions to make the eyes appear. The secret rooms themselves are still very similar to how they are in the April 2021 build, but have their layouts modified to require obtaining a Giant Pizza to leave. However, for whatever reason instance_destroy() was added to the create events for obj_secrettrigger and obj_secretportal, making it impossible to enter secrets normally without hacking.
Sticky Cheese Transformation#
Watch on YouTubeThe Sticky Cheese transformation goes unused in this build, but can be accessed from the debug console with the command player_set_state states.cheesepep. This is the same version of the transformation that McPig showcased in a Twitch stream in August 2021. It remains similar to its April 2021 incarnation, but unlike the previous build, the player can't freely move up or down a wall, and they will slide down after a few seconds. Additionally, compared to later builds, movement is faster and the transformation has a long jump that the player can charge by holding Dash.
Kung Fu#
Watch on YouTubeKung Fu was scrapped sometime in between the July 2021 devlog build and Rework (Scrapped in August 2021). It can still be accessed via the debug console.