the cutting room mirror

Unused Peppino Graphics

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There's a whole lot here, but make sure to keep looking for any unused or replaced sprites!

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Due to there being a lot of animations for Peppino, it's easy to mistake one from the files due to most of them coming from older builds, make sure to double check.

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

spr_player_jump2

No

The Early Test Build and the Christmas Race build used this animation for jumping while walking.

spr_player_fall2

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".

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.

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.

spr_player_backbreaker

Removed

Peppino doing the backbreaker, the old version of the piledriver.

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

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

spr_player_buttattackstart

spr_player_buttattack

spr_player_buttattackend

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

spr_player_slap2air

spr_player_slap1air

spr_player_slap1

spr_player_slap2

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
spr_tv_idleanim1
spr_tv_idleanim2

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.

Graphic

Name

Replaced

Description

spr_pepinoHUD

No

Peppino's idle animation. Earlier, it was used when he had 2 HP left. It was later used in the Rework build's version of the Pizzahead fight for an early version of the attack in which Pizzahead throws the HUD at the player.

?

Removed

Peppino being calm at full health.

spr_pepinoHUDmach1

No

Peppino running at mach 1 or when preparing a super jump.

spr_pepinoHUDmach2

Peppino running at mach 2.

spr_pepinoHUDmach3

Peppino running at mach 3.

spr_pepinoHUDmach4

Peppino running at mach 4.

spr_pepinoHUDthunder

Peppino getting struck by lightning, turning him into a knight.

spr_pepinoHUDknight

Peppino in the knight transformation.

spr_pepinoHUDscream

Peppino panicking while in the bomb transformation.

Graphic

Name

Replaced

Description

spr_pepinoHUDbombend

No

Peppino's exploded face after the bomb explodes.

spr_pepinoHUDrolling

Peppino either in the ball transformation or rolling.

spr_pepinoHUDhappy

Peppino unlocking a door.

spr_pepinoHUDhurt

Peppino taking damage.

spr_pepinoHUDstun

Peppino during a groundpound.

spr_pepinoHUDpanic

Peppino's idle face during Pizza Time.

spr_pepinoHUDmenacing

Peppino with a high combo.

spr_pepinoHUD3hp

Peppino after taking out enemies. Earlier, it was used when he had 3 HP left.

spr_pepinoHUD1hp

Peppino looking delirious while being chased by Pizzaface. Earlier, it was used when he had 1 HP left.

spr_pepinoHUD_shove

Switching the leading player during coop. This is the only HUD graphic that doesn't have Peppino's clothes colored yellow, meaning it doesn't support palette swaps.

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.

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.

PTknightdebris1.png PTknightdebris2.png PTknightdebris3.png
PTknightdebris4.png PTknightdebris5.png PTknightdebris6.png

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.

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

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.

spr_player_pistolair

Peppino shooting the pistol while mid-air. This graphic doesn't support palette swapping, though.

spr_player_crouchshoot

Peppino shooting the pistol while crouched.

spr_player_shootdiagonal

Peppino shooting the pistol diagonally.

spr_player_shootslide

Peppino sliding with the pistol in hand.

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.

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.

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.

spr_player_chainsawswing

Peppino frantically swinging his chainsaw around.

spr_player_chainsawpogo1

Peppino beginning to jump with the chainsaw.

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.

spr_player_chainsawrev

Peppino revving up his chainsaw.

spr_player_chainsawhit

Peppino hitting an enemy with his chainsaw.

spr_player_chainsawdash

Peppino performing a dash with his chainsaw.

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.

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.

spr_shotgun_pullout

Yes

Older version of Peppino pulling out his shotgun.

spr_player_shotgun

Oldest version of Peppino shooting his shotgun.

spr_shotgun_pullin

Peppino putting away his shotgun.

spr_shotgunjump1

An old version of Peppino's shotgun jump.

spr_shotgunjump2

An old version of Peppino midair from a shotgun jump.

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.