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To do: |
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This needs some investigation. |
This is a sub-page of Pizza Tower/Unused Graphics.
Peppino, having been present ever since the game's earliest development stages, has a lot, and we mean a lot, of unused sprites - some of which date all the way back to the first public build from 2018. Many are leftovers from earlier builds that were either replaced or lost their purpose in the final game, while others give insight into mechanics and features that were never implemented.
Note: Peppino's clothes are yellow in many of these sprites; this is due to how the game renders his (and, by extension, Gustavo and Fake Peppino's) palettes. To show the palette chosen, the game takes the sprite, chroma keys the yellow out, and then replaces it with the chosen palette. Sprites in which Peppino has white clothing are those that were never updated to work with palette swaps.
General#
Idle#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
![]() |
spr_player_idle |
Yes |
Peppino's idle from the Early Test Build, featuring him blinking and looking around. This animation was replaced by the final idle by the Halloween 2018 demo, making it a very old leftover. |
![]() |
spr_player_idlevomit |
No |
An unused idle animation that first appeared in the Early Test Build, later repurposed in builds with a health system, for when Peppino is low on health. Interestingly, a red blood-like variant is also present and wasn't updated to support palette swaps. This animation is unique in that the frames of Peppino vomiting have particles tied to it, so green pixels bounce and fly off the screen when he pukes. |
![]() |
spr_player_idlevomitblood |
Falling#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
spr_player_facestomphit |
No |
Peppino hitting something while freefalling. |
|
spr_player_freefallprep |
Peppino preparing to freefall. This animation has 9 frames, despite it not animating. |
Jump#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
spr_player_hurtjump |
No |
Peppino was planned to have an alternate jumping animation for when Pizzaface begins giving chase. This graphic never got finished, yet they were put into the game, so it's likely it was scrapped early into its implementation process. |
|
spr_player_Sjumpprep |
No |
In the Early Test Build, the player could hold up and press the jump button to perform a high jump that would increase Peppino's height. This was scrapped later in development. |
|
spr_player_Sjumpstart |
|||
spr_player_Sjump |
|||
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spr_player_jump2 |
No |
The Early Test Build and the Christmas Race build used this animation for jumping while walking. |
spr_player_fall2 |
|||
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spr_player_groundpoundjump |
No |
This move would be activated after ground pounding and then pressing jump to gain extra height. This feature was in the Rework and April 2021 builds, but they used a different graphic, with this one only being seen in development streams. |
![]() |
spr_player_hanstandjump |
No |
Peppino performing a handstand jump. |
Walking#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
![]() |
spr_player_climbstairs |
No |
Peppino was originally going to climb up stairs instead up just walking up them. |
spr_player_stairs |
Sliding#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
spr_player_crouchslidestart |
No |
Sliding was originally going to be more painful for Peppino, as he would slide on his face rather than do a back-facing-up slide. Ouch. This is most notably used in the SAGE 2019 Demo, after the intro cuscene where Peppino gets thrown off his scooter, landing in front of the SAGE building. |
|
spr_player_crouchslide |
Mach#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
spr_player_upslopes |
No |
Peppino had an animation for running up a slope. |
|
spr_player_downslopes |
No |
... and for sliding down a slope. |
|
![]() |
spr_player_airdash1 |
No |
When both in Mach 1 and jumping in older builds, this animation would play rather than the animation the player sees in the final game. This animation was cleverly re-used when switching to Peppino in the Noise Update's Swap Mode. |
spr_player_airdash2 |
|||
spr_player_machhit |
No |
This graphic was going to be used after Mach running when rolling. |
|
![]() |
spr_player_running |
No |
Peppino doing a standard run. This idea was introduced in the Early Test Build, where the player could do a run by pressing and holding the Shift key, whereas the X key would be for Mach running. Of course, this concept was removed in later builds. This graphic would later be reused as an alternative animation for Mach 1 in the Desert build, before being scrapped altogether. |
spr_player_mach3 |
No |
Back when Mach 3 was originally going to be like a shinespark in Super Metroid, it was going to use this animation. Interestingly, the in-game Mach 3 animation is labeled as "Mach 4", and the real Mach 4 animation is labeled "spr_player_crazyrun". |
|
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spr_player_machclimbwall |
No |
This was used in the Blue Block Land demo, and is basically Peppino's mach 2 run animation that's rotated 90 degrees. |
spr_player_climbwall |
Yes |
Replaced the older wall run animation mentioned above. This animation was used for the majority of the game's development; it wasn't replaced with the final animation until the Eggplant build in 2022. |
|
spr_player_machpunch1 |
No |
These animations were used in various early demos, such as Demo 2. When below Mach 3 and when breaking blocks, these animations will play. |
|
spr_player_machpunch2 |
Super Jump Cancel#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
spr_player_Sjumpcancelland |
No |
Leftovers from the Rework Build's version of the super jump cancel, where Peppino would slide on the ground after landing until jumping or pressing the Mach Run button. These were reused for a slide move in the Eggplant Build, but were never used again. |
|
spr_player_Sjumpcancelslide |
Moveset#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
spr_player_supersidejumpprep |
No |
Peppino can only Super Jump vertically, but here is what appears to be animations for a horizontal variant, originating from Early Test Build. Noise with his pogo moveset had a similar mechanic when mach dashing. spr_player_supersidejumpprep has 7 frames despite not animating. spr_player_supersidejump and spr_player_supersidejumpland are both referenced in unused scripts for the bomb transformation, seemingly being repurposed for a scrapped mechanic where the player could be launched sideways by explosions. |
|
![]() |
spr_player_supersidejump |
||
![]() |
spr_player_supersidejumpland |
||
spr_player_superjumpprep |
Yes |
Peppino preparing a superjump. This has 9 frames of animation yet is not animated. |
|
spr_player_superjump |
Peppino superjumping. Like spr_player_superjumprep, this was used in the Early Test Build. The first frame of the animation would also be the basis for the superjump animation used in the final game. |
||
![]() |
spr_player_faceplant |
No |
Peppino doing the faceplant move, as seen in the Beach and Forest build. |
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spr_player_attackdash |
No |
Peppino performing a shoulder bash attack, similar to how Wario does in his games like in Wario Land 4. This sprite was used for an attack that replaced the grab in late 2020 - early 2021, |
![]() |
spr_player_jumpdive1 |
No |
Peppino jumping while crouch sliding, as seen in the Beach and Forest Build. |
spr_player_jumpdive2 |
|||
![]() |
spr_player_slam |
No |
Peppino performing an old version of the slam attack. |
Attacking#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
![]() |
spr_player_diagonaldownthrow |
No |
Peppino performing an attack where he throws enemies diagonally downwards. |
![]() |
spr_player_diagonalupthrow |
Peppino performing a similar attack where he throws enemies diagonally upwards. |
|
![]() |
spr_player_charge |
No |
Peppino used to have a move in earlier builds where he would charge with an enemy in tow. |
![]() |
spr_player_tackle |
No |
An old tackle move, as seen in builds made before the GOLF April Fool's build. |
![]() |
spr_player_backkick |
No |
Peppino performing a back kick. |
spr_player_shoulderprep |
No |
Peppino preparing to hit an enemy downwards. |
|
![]() |
spr_player_shoulder |
Peppino hitting an enemy downwards. |
|
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spr_player_backbreaker |
Removed |
Peppino doing the backbreaker, the old version of the piledriver. |
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spr_player_uppunch |
No |
Peppino performing an upwards punch. |
Grab#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
spr_player_grabbing |
No |
Peppino grabbing an enemy. This and all other animations in this section were used in the Early Test Build. |
|
spr_player_grabbingfall |
Peppino falling while holding an enemy. |
||
spr_player_grabbingjump |
Peppino jumping while grabbing an enemy. |
||
![]() |
spr_player_grabbingmove |
Peppino moving while grabbing an enemy. |
|
spr_player_grab |
Peppino grabbing an enemy, but this time he is flashing, about to attack it on the player's command. |
||
![]() |
spr_player_grabmove |
Peppino grabbing something in midair. |
Kung-Fu#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
![]() |
spr_player_attackstance |
Removed |
Peppino performing an attack stance, might have been intended for the scrapped Kung-Fu level. It was removed by the Eggplant build. |
![]() |
spr_player_kungfuair1transition |
No |
Peppino hitting enemies while in the air. These can all be seen when McPig plays through Ancient Cheese at the beginning of the November 21st, 2021 development stream. |
spr_player_kungfuair1 |
|||
![]() |
spr_player_kungfuair2transition |
||
spr_player_kungfuair2 |
|||
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spr_player_kungfuair3transition |
||
spr_player_kungfuair3 |
|||
![]() |
spr_player_kungfujump |
No |
|
![]() |
spr_player_kungfu1 |
No |
Peppino hitting enemies in a variety of ways. These can also be seen in the aforementioned stream. Still frames of spr_player_kungfu1 and spr_player_kungfu2 were reused for boss fights. |
![]() |
spr_player_kungfu2 |
||
![]() |
spr_player_kungfu3 |
Lunge#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
![]() |
spr_player_lunge |
No |
Peppino performing the lunge attack. Some of the frames were used in the final game at the beginning of Pizzaface Phase 3. |
![]() |
spr_player_lungestart |
A shorter version of spr_player_lunge. |
|
![]() |
spr_player_lungeattack |
Peppino attacking via lunging. Among other graphics, this is the only one that doesn't support palette swaps. |
|
![]() |
spr_player_lungehit |
Peppino landing a hit after doing the lunge attack. Was used in the Rework Build after breaking blocks. |
Breakdance#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
spr_player_breakdancestart |
No |
Peppino performing the infamous breakdance attack, as seen in the Beach and Forest build. The spr_player_breakdancestart and spr_player_breakdancesuper graphics were reused for the breakdance move when holding down the taunt key in the final game. |
|
spr_player_breakdancesuper |
|||
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spr_player_buttattackstart |
||
spr_player_buttattack |
|||
spr_player_buttattackend |
|||
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spr_player_breakdancesmash |
Peppino performing a ground smash. |
Slap#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
![]() |
spr_player_slaprun2 |
No |
In earlier builds, such as the Halloween Demo, Peppino had a slap attack that would break blocks and defeat enemies. While Peppino could also slap in mid-air in said build, he couldn't move around until he stopped slapping. this attack was made very versatile in Demo 2, as he could then walk and slap simultaneously. This move was replaced by an early version of the grab move just four days later, however a few of the slap animations would be repurposed as one of his suplex animations, notably during certain boss fights. |
![]() |
spr_player_slaprun1 |
||
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spr_player_slap2air |
||
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spr_player_slap1air |
||
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spr_player_slap1 |
||
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spr_player_slap2 |
||
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spr_player_slapup |
||
![]() |
spr_player_slapdash |
Taunts#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
spr_player_taunt |
Removed |
A reference to promotional art of Peter Griffin from Family Guy. This taunt was used in the September 18th Lets Go To SAGE build all the way up to Western Build v2, but was removed starting with Western Build v3 because McPig wanted to tone down the number of direct meme references. |
|
A reference to the "I'll have to give myself a promotion!" bit from Adventures of Sonic the Hedgehog. Used only in the September 18th Lets Go To SAGE build. Removed because McPig didn't want to think of a way for the word "promotion" to face the right way regardless of the player's direction. |
|||
Yes |
Peppino strikes the same pose as Sonic does on the Sonic Adventure cover art. It was first used in the Golf build (where taunting was introduced), and later removed for the same reason as the Peter Griffin taunt. Both this taunt and its Super Taunt variant wouldn't be replaced until after the Octobe22 build. |
||
![]() |
spr_player_supertaunt1 |
Yes |
A Super Taunt variant of the previous taunt. Was replaced by the "Mash" pose, a nod to WarioWare Gold. Though it's no longer used, two of Fake Peppino's super taunt animations are still based on it. |
Boss Fights#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
spr_player_bossdefeat |
Removed |
Peppino posing for the player after defeating Pepperman prior to Early Test Build. |
|
![]() |
spr_vspeppino |
Yes |
Peppino's hyper-realistic portrait for boss fights. Like the TV graphics below, the shading on his clothes got removed |
![]() |
spr_player_bossintro |
No |
Peppino's old animation for when a boss fight starts and was used in builds such as Peppino's Xmas Break. |
HUD#
TV#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
![]() |
spr_tv_idle |
Yes |
The older version of the TV's, specifically the one seen in the April 2021 build, had a different design. Peppino's hat and clothes would have more shading, and so would the background. This would later be replaced with the simple colored TV backgrounds. |
![]() |
spr_tv_squished |
No |
HUD for the scrapped squished state for Peppino. This can interestingly be seen in the Steam trailer for the game. |
![]() |
spr_tv_clown |
No |
During the midpoint of Pizza Tower's development cycle, a clown transformation was planned. However, it was cut from the main game due to a shift in the game's design philosophy; instead, it was repurposed as a secret inside World 3's Hub. The respective TV animations for it (for Peppino and The Noise) go unseen because the HUD is disabled in the hub world. |
Faces#
This HUD, featuring just the face of the character you're playing as on the left side of the screen with an inventory slot and a speed bar, was used for half of the game's development and was updated over time with new animations for different characters and their transformations. It wouldn't be until the April 2021 Patreon build that it got replaced with the TV HUD used in the final game. Almost all the sprites of the old HUD are here. The ones that no longer exist are the TV score displays.
Also, it's not Peppino anymore. It's Pepino.
|
|
Misc.#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
![]() |
spr_player_deathstart |
No |
Before transitioning into the death animation the player sees in the "Time's up" screen, Peppino would go through a short series of animations before he flew off screen and was used in earlier builds. |
spr_player_grind |
Yes |
Old version of player grinding on grind rails. A nearly identical animation is also present for when riding a skateboard (was used in early builds). |
|
![]() |
spr_player_hang |
No |
Peppino hanging on a hook. Seen in Tumblr previews, the hook will later be replaced by the grabby hand in later builds. |
spr_player_hangslide |
No |
Peppino riding on a moving hook. |
|
petah |
Removed |
An image of Peter Griffin edited to make him look like Peppino. Was only used in a joke version of the Early Test Build, in which it replaced every single one of Peppino's sprites. Hey Lois, remember when... |
|
spr_pepcooter |
No |
Peppino riding on his scooter (or cooter, rather), as seen in the intro cutscenes of various builds, such as Demo 2, the SAGE 2019 Demo, and the Octobe22 build, and it's the default player object sprite. |
|
spr_player_turning |
Removed |
Peppino turning around. This graphic was introduced and used in the Early Test Build and was permanently removed in future builds. |
|
![]() |
spr_player_slipnslide |
No |
Peppino slipping on a banana peel or sliding on an ice block, like in Peppino's Xmas Break. |
![]() |
spr_player_gnomepizza |
No |
Peppino receiving a pizza from Gustavo to deliver in the Beach and Forest build. |
![]() |
spr_player_knock |
Peppino knocking on the gnome's houses to deliver them pizzas, leftover from the Beach and Forest build. |
|
![]() |
spr_player_givepizza |
Peppino nervously giving his customer a pizza. |
|
![]() |
spr_Opeppino |
No |
A realistic portrait of Peppino that has been tugging around the game's files ever since the SAGE 2019 Demo, it could possibly be referencing the O-face from Egoraptor's Awesome Series. |
![]() |
spr_climbstairscutscene |
No |
Peppino climbing a spiraling staircase, as seen in the Halloween Demo. |
spr_player_phonestart |
No |
Peppino's starting animation to answering the phone. Wasn't used in any builds. Seen in the January build files. |
|
![]() |
spr_player_eatspaghetti |
No |
Peppino eating the old spaghetti powerup that would recover his HP. More info can be found here. |
spr_player_ufotransition |
No |
Peppino getting beamed up into the level Deep-Dish 9 after delivering a pizza to an alien, which is how he would get into said level. |
Co-Op#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
spr_peppinoicon |
No |
This icon would be used if the player went off screen in the scrapped Co-op mode. |
|
spr_peppinoflag |
In Co-op mode, players would take control of the camera by taking the other's flag. This would be Peppino's flag. |
Main Menu Files#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
![]() |
spr_file1 |
No |
Peppino answering the phone on the first file. |
![]() |
spr_file1confirm |
Peppino worried on the phone when the first file is confirmed. |
|
![]() |
spr_file2 |
Peppino reading a book about the tower. This was file 2's icon, but before that it was the options icon. |
|
![]() |
spr_file2confirm |
Peppino being a bit worried about what's in the book. |
|
spr_file3 |
Peppino on his scooter. Used as file 3's icon and was an exit option before becoming a save file. |
||
![]() |
spr_file3confirm |
Peppino sheepishly smirking on his scooter. |
Transformations#
Ball#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
![]() |
spr_player_tumblestart |
No |
In earlier demos, such as the SAGE 2019 Demo, Peppino formerly had the ability to tumble down slopes and enter the ball transformation à la Wario Land 4 by pressing the down key on slopes. This ability was removed in the Rework Build. |
Fireass#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
![]() |
spr_player_fireassend |
No |
Peppino landing on the ground in Fireass form. This animation was removed highly likely due to it being time-consuming. |
Barrel#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
spr_player_barrelidle |
Yes |
The old idle sprite for Barrel Peppino. |
|
spr_player_barrelfall |
Old falling animation, interestingly a "jump" counterpart didn't exist. |
||
![]() |
spr_player_barrelmove |
Old walking animation for Barrel Peps. |
|
![]() |
spr_player_barrelslipnslide |
Peppino starting a roll while in the Barrel Transformation. |
|
![]() |
spr_player_barrelroll |
Peppino rolling for his life. |
|
![]() |
spr_player_barrelroll |
Old version of Peppino rolling with more lightings on barrel. |
|
spr_player_barrelcrouch |
No |
An unused crouching animation for Peppino while in the Barrel Transformation. |
|
![]() |
spr_player_barrelmach |
Peps running while in the barrel. |
|
![]() |
spr_player_barrelfloat |
Peppino while in the Barrel Transformation, floating in water, looking helpless. |
Bomb#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
![]() |
spr_bombpep_intro |
No |
Peppino grabbing a bomb from a baddie spawner or from a Pizza Goblin. |
spr_bombpep_run |
Peppino running in panic with the bomb over his head. This is from back when the Bomb Transformation didn't give much control to the player, instead making Peppino run uncontrollably and changing direction only when bumping into walls. This animation was also reused later in development in older versions of the title screen for deleting save files before being definitively scrapped. |
||
spr_bombpep_runabouttoexplode |
Same animation as before but with the bomb flashing white, about to explode. |
||
![]() |
spr_bombpep_end |
Peppino exploded and recovering. His initial black frame is in fact 12 separate frames of animation that reuse the same sprite. |
Clown#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
spr_player_clowncrouch |
No |
In earlier builds, Clown Peppino was able to both move down quickly in the air and crouch when pressing down. This ability was removed in the final game to prevent the player from being able to take the transformation into the hub. |
Ghost#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
spr_player_dead |
No |
Peppino being shot by a Ranch Shooter, who would have triggered the Ghost transformation in earlier builds. |
|
spr_player_ghostbump |
The ghost transformation bumping into walls. This gimmick was removed in the final game. |
||
![]() |
spr_player_ghostend |
Peppino transforming back into his regular form when touching a tombstone. |
Knight#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
spr_knight |
No |
An uncolored static sprite of Knight Peppino's idle animation. Originally made as a placeholder for a scrapped "sentient armor" hazard in Pizzascare, as can be seen in the Rework build, before being replaced with giant sockets later on. |
|
![]() |
spr_knightpep_attack |
Way back in the Early Test Build and up to the April 3rd 2019 build, the player was able to jab enemies with Peppino’s sword in his knight form. This attack was removed from later builds, but was also briefly repurposed for the aformentioned Pizzascare hazard. |
|
|
spr_knightdebris (frames separated) |
In various builds, such as the SAGE 2019 Demo, bumping into walls would cause Peppino's armor to fall off him. This was changed in later revisions of the game. |
Skateboard#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
spr_player_skateboard |
No |
Peppino riding a skateboard, as found in the Early Test Build. The skateboard might look familiar, as its (almost) the same skateboard The Noise uses in his boss fight in the final game, however there the skateboard is used as a projectile rather than a transformation. It also does not use this animation. |
Pizza Car#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
![]() |
spr_player_pizzacar |
No |
Peppino riding around in a pizza box car. This originated from the Phil enemy, where stomping on him would let the player drive his car. |
![]() |
spr_player_pizzacarjump |
Peppino jumping in the pizza car. This graphic also has a landing animation, even though a separate landing animation exists, albeit animated differently. |
|
spr_player_pizzacarfall |
The pizza car falling. This sprite is not animated. |
||
![]() |
spr_player_pizzacarland |
Peppino landing while in the pizza car. |
Meteor#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
spr_meteorpep_flying |
No |
Meteor Peppino was a scrapped transformation where if near a bomb, he could be launched far away and wouldn't stop flying until he hit a wall. These graphics were introduced in the Early Test Build and have stayed since. |
|
![]() |
spr_meteorpep_impact |
||
![]() |
spr_meteorpep_land |
Mort#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
![]() |
spr_player_mortrun |
No |
A running animation with Mort smacking Peppino's butt. Yikes. |
![]() |
spr_player_morthook |
Mort grabbing onto a hook with Peppino in tow. |
|
![]() |
spr_player_mortthrow |
Peppino throwing Mort. This was used in earlier builds and acted similar (but not exactly the same) to how the Noise throws Mort in the Noise Update. |
Firemouth#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
![]() |
spr_player_firemouthshoot |
No |
Peppino shooting a fireball out of his fiery mouth, as seen in demos such as the Western build. |
Pizzabox#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
spr_boxxedpep_intro |
Yes |
This transformation was introduced in the Halloween Demo. Before the final game, Peppino's pizza box transformation was more of a downgrade than a power-up. His speed and jump height would be reduced and he couldn't attack enemies, but he would at least have a dash move to get around quicker. Luckily, this was changed in later builds to be more useful. |
|
![]() |
spr_boxxedpep_idle |
||
![]() |
spr_boxxedpep_jump |
No |
|
spr_boxxedpep_dashstart |
|||
spr_boxxedpep_dash |
|||
spr_boxxedpep_dashend |
|||
spr_boxxedpep_air |
Yes |
||
spr_boxxedpep_walk |
|||
Sticky Cheese#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
spr_cheesepep_intro |
No |
Peppino turning into sticky cheese from above. This was used in demos like the Demo 2 build, where the player would need to get under a cheese dispenser for the transformation to occur. |
|
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spr_cheesepep_stick |
Cheese Peppino sticking to the floor via crouching. |
|
spr_cheesepep_stickceiling |
Cheese Peppino sticking to a ceiling. |
||
spr_cheesepep_stickfloor |
Cheese Peppino sticking to the floor. This graphic is the same as spr_cheesepep_stickceiling, however it is rotated 180 degrees. |
Jetpack#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
spr_player_jetpackstart |
Yes |
An old version of the jetpack where Peppino would be able to boost upwards. This was used in the Eggplant build and was changed in builds after it. |
Pistol#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
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spr_player_pistol |
No |
Peppino shooting his pistol. This was used in earlier builds, and the pistol had a more square-ish design compared to the final game. |
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spr_player_pistolair |
Peppino shooting the pistol while mid-air. This graphic doesn't support palette swapping, though. |
|
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spr_player_crouchshoot |
Peppino shooting the pistol while crouched. |
|
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spr_player_shootdiagonal |
Peppino shooting the pistol diagonally. |
|
spr_player_shootslide |
Peppino sliding with the pistol in hand. |
||
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spr_player_shootup |
Peppino shooting the pistol upwards. |
|
spr_peppinobullet_land |
Although not exactly a "Peppino" graphic, this one goes unused. Apparently, Peppino's bullets would originally bump into walls instead of phasing through them. |
Chainsaw#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
spr_player_chainsawstart |
Removed |
Peppino pulling out the chainsaw. |
|
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spr_player_chainsaw |
Peppino running with the chainsaw. |
|
spr_player_chainsawair |
Peppino running midair with the chainsaw. |
||
spr_player_chainsawbump |
Peppino bumping into a wall with his chainsaw. There are 8 frames of animation and all are not animated. |
||
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spr_player_chainsawcrouch |
Peppino crouching with his chainsaw. |
|
spr_player_chainsawend |
Peppino charging up the chainsaw. |
||
spr_player_chainsawend2 |
Peppino with his fully charged chainsaw. |
||
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spr_player_chainsawswing |
Peppino frantically swinging his chainsaw around. |
|
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spr_player_chainsawpogo1 |
Peppino beginning to jump with the chainsaw. |
|
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spr_player_chainsawpogobounce |
Peppino bouncing on his chainsaw. |
|
spr_player_chainsawpogo2 |
Peppino in midair after a chainsaw bounce. |
Chainsaw (April 2021 Variant)#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
spr_player_chainsawidle |
Removed |
Peppino's idle with his chainsaw. |
|
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spr_player_chainsawrev |
Peppino revving up his chainsaw. |
|
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spr_player_chainsawhit |
Peppino hitting an enemy with his chainsaw. |
|
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spr_player_chainsawdash |
Peppino performing a dash with his chainsaw. |
|
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spr_player_chainsawhitwall |
Peppino hitting a wall with his chainsaw. |
Shotgun#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
![]() |
spr_shotgun_suplexdash |
No |
Peppino dashing with the shotgun, as seen in older demos like the Halloween Demo. |
spr_shotgun_shootair |
Peppino shooting the shotgun in mid-air. No palette swaps are supported with this animation. |
||
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spr_shotgun_crouchjump1 |
Peppino crouch jumping with the shotgun. It's unclear as to why this is unused - Peppino can indeed crouch jump with the shotgun, but just uses his regular crouch jump animation instead of the shotgun-specific one. |
|
spr_shotgun_crouchjump2 |
Peppino falling after doing a crouchjump with his shotgun. Despite having 2 frames, it doesn't animate. |
||
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spr_shotgun_pullout |
Yes |
Older version of Peppino pulling out his shotgun. |
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spr_player_shotgun |
Oldest version of Peppino shooting his shotgun. |
|
spr_shotgun_pullin |
Peppino putting away his shotgun. |
||
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spr_shotgunjump1 |
An old version of Peppino's shotgun jump. |
|
spr_shotgunjump2 |
An old version of Peppino midair from a shotgun jump. |
||
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spr_player_shotgun |
Older version of Peppino shooting. Almost the same as the final version but has one frame less and no palette swap. Used in Halloween Demo build. |
|
Old version of Peppino shooting. For some reason starting with January monthly build to Desert build this graphic only uses 4 frames. |
Squished#
Graphic |
Name |
Replaced |
Description |
|---|---|---|---|
![]() |
spr_player_squished |
No |
Peppino getting squished by something from above. |
2018 Credits Transformations#
One sprite batch simply titled spr_credittransformation was used for the credits in the Halloween demo from 2018 to tease players for upcoming transformations. They're single frames, and the majority of these transformations were either changed visually or scrapped.


























































































































