the cutting room mirror

Unused Code

This is a sub-page of Pizza Tower.

Unused Scripts#

scr_losepoints#

This script is empty, but its function can be inferred from its name. It's called by some of the objects that transform the player, as it was for a mechanic where gaining transformations would take points away, a mechanic that was removed very quickly due to very negative feedback. It was removed so fast that it never even appeared in any released prototype builds.

tile_meeting#

This script would have allowed the game to use tilesets for collisions rather than objects. This code is unfinished, as the developers gave up on this new collision system before getting it to work well in even a single room, that room being rm_testing4.

scr_secrettriggers#

This script is a leftover from an old version of the secret system used during the Rework era of the game's development. It contains functions that check how many secret triggers are pressed, opens secret portals when all of them are pressed, and closes secrets portals.

scr_piggyblock_destroy()#

A function that can be found in scr_ratblock, and is never called by any objects. When an object is hacked to use it, it'll simply check if the player touches it while attacking, destroying itself if this requirement is met. Notably, this function was added to the files in the Halloween Update.

Unused Object Code#

Pillar John#

Pillar John's Destroy event contains the code that sets the escape time. However, the script also contains an early table for them left over from earlier builds. This code sets the variables global.minutes and global.seconds, which were used for escape times in every build before the Rework Build when escape times were changed to use a single variable, global.fill, instead. Several escape times are for unused levels, half of which being unused versions of levels from pre-Eggplant builds. The early escape times are as follows:

Level

Early Escape Time

Final Escape Time

John Gutter

2:30

2:35

Pizzascape

2:15

2:50

Ancient Cheese

2:59

3:00

Bloodsauce Dungeon

4:30

3:25

Pizzascare

3:15

3:30

Strongcold (Unused)

4:00

N/A

Dragon Lair (Unused)

0:59

N/A

Oregano Desert (Pre-Eggplant Version)

2:30

N/A

Wasteyard

3:59

3:40

Fun Farm

3:59

2:40

Space Pinball (Unused)

3:12

N/A

Pineapple Beach (Crust Crove Pre-Eggplant Version)

3:30

N/A

Gnome Forest

3:30

3:30

GOLF

7:30

4:30

Deep-Dish 9

5:30

3:05

Oh Shit!

5:30

4:35

City (Unused)

5:30

N/A

Mansion (Unused, April 2021 Version)

5:30

N/A

Factory (Peppibot Factory Pre-Eggplant Version)

6:30

N/A

Refrigerator-Refrigerador-Freezerator

5:30

3:40

WAR

6:30

N/A (Uses unique timer)

Exit (Unused)

9:59

N/A

Kids Party (Don't Make a Sound Pre-Eggplant Version)

3:30

N/A

custom_lvl_room (2020 Level Editor Leftover)

2:15

N/A

Many of these escape times are too long for the final game, as the escape themes no longer loop and will end before the the timer reaches 0. If the current level doesn't match any of the ones above, it defaults to 5:30, which is the same default escape time the final game uses. On that note global.fill is set to 4000 (which is 5:30, as mentioned before) when Pillar John is destroyed, but it's immediately set to whatever the escape time for the level is supposed to be afterwards.

Sword in the Stone#

The Sword in the Stone's Step code references boss_pizzaface (Pizzaface's boss room), as it was originally going to be used as a way for the player to stun Pizzahead while in the knight transformation, however the idea was scrapped.

Legacy Toppin Behaviour#

Found in the Collision code of the Toppins lies behavior from older builds, where obtaining a Toppin would display a message that would say "YOU NEED # MORE TOPPINS!" once collected, with # being the number of Toppins left. Once all have been collected, a message saying "YOU HAVE ALL TOPPINS!" would display. This no longer functions due to it relying on code from obj_tv that was removed after the HUD overhaul in the April 2021 Build.

Outlets#

The outlets seen in various levels have an unused variable named "fake" in its Create code. If changed to 1, the outlet will destroy itself once the player touches it.

Character Select#

The object that handles the Swap Mode character select, obj_characterselect, has alternate behaviour for selecting a character if the room is somehow entered without entering Swap Mode. If the global.swapmode variable is set to false, the cursor will instead use otherwise unused graphics for Peppino and the Noise's names added in the Noise Update. The player will also only be able to select one character, and only that character will use their "selected" sprite instead of both of them. This may imply that the character select was going to be used to select the player's character outside of Swap Mode, just like in prototype builds where the character select is intact, but that functionality was added to the main menu instead.