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Pizza Tower/Unused Objects

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This is a sub-page of Pizza Tower.

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
  • Add the pizza slice. (It normally doesn't move unless dropped by something, like a broken old cardboard tank)
  • Add vertical grindrails. (Fully works, but no vertical grinding sprites exist, so it's just default grinding)
  • Add more info about epicboogaloo if code of it existed in earlier builds. If not then remove it from list

Arena objects

All arena objects that were used in various different builds.

obj_arenagate

Pizza Tower spr-arenagate-close.gifPizza Tower spr-arenagate.png

A gate intended for in-level arenas for enemy fights, a concept introduced sometime during development in levels like War, the scrapped Kung Fu and Oh Shit. As the mechanic was scrapped in favor of a faster gameplay type, the door followed and became unused.

obj_arenadoor

Pizza Tower spr-arenadoor.png Pizza Tower spr-arenadoor-open.gif

A door where certain enemies, such as the shrimp thugs, would come out from. Like the arena spawn object seen below, the sprite used is a placeholder.

obj_arenaspawn

Pizza Tower spr-arenagate-scroll.png

The trigger for starting the arena fight. The graphic used is a placeholder for something else, had it been used in the game. An oddity about this object is that it's visible before it gets triggered, and when triggered, it disappears from the player's view.

obj_arenalimit

Pizza Tower spr-camera-1x1.png

A boundary object that uses the 1x1 camera sprite from the Level Editor build. This object simply determines the boundary the enemies spawn in the arena.

obj_arenaspawnlimit

Pizza Tower sprite10291.png

The spawn point for enemies. Usually would be placed near the corner of an enemies sprite boundaries for it to work.

obj_balloon

PTballoon.gif

A simple balloon that was first seen in a video preview from September 3rd, 2018, with appearances in early playtest versions of the Halloween demo. It would bounce the player upwards on contact and pop the balloon. It respawns a few seconds afterwards.

obj_clownballoon

A variant of the balloon that flies up for a short moment and then pops, spewing out two spiky cheese balls, however if they are touched, the player would turn into the clown transformation. Shares the same sprite with the regular balloon.

obj_cleaningwater

Ptcleaningwater.gif

Water from the April 2021 build that uses the same sprite as Piraneapple water uses. It can remove the player’s current transformation, however only the pizza box, clown, and sticky cheese transformations will be removed. The other transformations (the shotgun and knight, for example) will still be applied to Peppino even after touching the water.

obj_cheeseboat

PizzaTower CheeseBoat.png

As the name suggests, it's a boat made out of cheese, though only a crude placeholder graphic was made. As seen in hub_port, this boat is supposed to take you into hub_island, and can also move left and right when made contact with in hub_sewer. Below is a colored mockup.
PizzaTower CheeseBoat color mockup.png

obj_goldendoor

Windows-PizzaTower-spr goldendoorvisited-1.png Obj goldendoor.gif

A golden door that was used in older demo builds, mainly the Halloween demo and Demo 2 builds for the dance room, though it has existed since Early Test Build. A different variant for Snick Challenge exists too. Interacting with the door now crashes the game.

obj_phonebooth

This object serves as a few of the alternatives for activating Pizza Time. When approaching the desk, the player picks up the phone and stays in an idle animation. Only when you press Z, the player picks up the phone and activates Pizza Time, though stuck in a screaming animation, unable to move. Pizza Time is also quite short and the small icon of John doesn't draw a bar that fills up behind him.

This object was only used briefly between Demo 2 and the January Patreon build, but was never in the later builds following up to the release.

obj_pizzashield

Pizza Tower spr-pizzashield-collectible.gif Pizza Tower spr-pizzashield.gif Pizza Tower spr-pizzashield-block.gif

A fully functioning very appropriately pizza themed shield, it's even still included in in the unused war_4 room. It can be collected it by going near it. If the player is hit it will absorb all damage and will automatically drop out.

obj_noisesatellite

PT-noiseSatellite.gif Ptnoisesatellitestunned.png Ptnoisesatellitedead.png

Although the Noise Satellite does appear in-game in one of the hub secret rooms, it cannot be interacted with. In earlier builds (such as in Demo 2), destroying this would've activated Pizza Time. Currently, when placing this object in-game, the game crashes due to the stuntouchbuffer variable not being set. When said stuntouchbuffer is set, The Noise Satellite cannot, infact, activate Pizza Time.

obj_priesthazard

PizzaTower-angelpreist.gif

A variant of the priest from the Eggplant build. It's found in Wasteyard, spins around in circles and works like the final game's priest, removing transformations and all. This object is found in the 3rd screenshot on the game's Steam page, and although it is not seen in game as an object, it's used in the pause menu where the other angel priests fly.

obj_tombstone

PTtombstone.png PTtombstoneunmoveable.png

A simple tombstone that was first seen in the Graveyard Playtest Patreon build. If the player touches it while in ghost form, it will convert them back to normal Peppino. In addition, it can also be grabbed and thrown. It also has a bigger variant, obj_bigtombstone, although the code doesn't seem to work anymore, though, and the game crashes if you try to use it to end the ghost transformation. Like the trash can you threw at the Cheese Dragon, the game crashes if you try to pile drive it, and it also lacks sound effects whenever you throw it. The object has a variable named “unmovable”, and if set to “1” (true), the tombstone sprite will change to add dirt and change into a wooden cross.

This, and all other transformation removing objects, were replaced by the generic Pizza Priest object in the final game, likely to lessen the amount of unique objects. Less is more with this game, as shown with everything but the length of development and cut content.

obj_aggressivebaddiespawner

PTagressivebaddiespawner.gif

An unused varaint of a baddie spawner with a red palette that spawns up to 4 enemies at a time, rather than one enemy at a time. This is never used in any of the levels.

obj_baddiespawnernograv

A little known fact is that the baddie spawners have gravity properties to them, with them falling if placed above ground. This specific variant is exactly what it is; a baddie spawner with no gravity enabled. Works just like the original, but has no sprite showcased here because it uses the same sprite as a regular spawner.

Haybale

PThaybale.png PThaybaleburningup.gif PThaybaleburn.gif

This object was used in the Western V1 build and could be used as a platform. Haybales catch fire if the player in firebutt form, a provoked Peasanto, or if the player in firemouth form touches it. Once touched while on fire, the player will be sent into firebutt mode, which can be used to set other haybales on fire, however when getting launched into a firebutt jump, there is no sizzling or screaming sound coming from Peppino. This object was meant to be used in both Fun Farm and the scrapped Mansion level in the Rework build, where it's most infamously known in.

Roped Haybale (obj_haystackrope)

PThaystackrope.png

A variant of the haybale object that is roped up, immune to fire attacks, and can't be stood on. The only thing that can break the rope is the Indian Cheeseslime's axe, making it fall and turning it into a regular haybale. Found in the Rework build's hub to the right of the unused Desert level.

Spider web (obj_spiderweb)

PTspiderweb.png

PTspider.png

(Note: black background added on web for visibility's sake)

Used in the Rework build, this object would trap the player in a web, unable to move but still able to change Peppino's direction with the arrow keys. When the player jumps out of a web, a spider (which is its own object named obj_spider) would come by and put a new web back in the old one's place.

Bowling Ball

PTbowlingball.gif

This object was first introduced in the Boss build. It gets summoned by the Cheese Dragon when it stomps on the ground and falls down slowly from the top of the screen, and if it hits the player, they will be in the squished state, where their movement comes to a complete stop and they will recover from the hit shortly afterwards.

Pizzacoin (obj_pizzacoin)

PTpizzacoin.gif PTpizzacoinbox.png

Pizzacoins were first introduced in the Halloween Demo and were a way to purchase the shotgun and other goodies in a Pizzamart, plus pay for the boxes that held them. Although they've been scrapped a long time ago, they still exist in the game's files. The object itself still works, however once collected it will crash the game because of an invalid varaible.

obj_junk

PTjunk1.png PTjunk2.png PTjunk3.png PTjunk4.png PTjunk5.png PTjunk6.png PTjunk7.png

These objects were used in the Boss build and still are in the game. In Dragon's Lair, this was used to break the first enemy block and to defeat the Cheese Dragon. Doing a piledriver while holding them will crash the game when brought back in. Another thing is that when brought back, the items will vary between 7 different random sprites. Various objects, such as obj_tombstone, are actually built off of this object as a base. Like the tombstone object, it lacks any sound effects when thrown.

obj_wetfloor

PTwetfloor.png

A wet floor sign that acts similarly to the old ice block object; it slides the player forward, however they won't stop until the player hits a wall, where they'll jump up and once landing the ground, go back to normal movement.

obj_breakabledoor

PTdoor.png

A simple breakable wooden door that was first seen in the Early Test Build. The door is solid, but will break if the player Mach dashes into it or attacks it. The door does not make any sound when broken, due to the game's sound engine adopting FMOD support, and the code of the object not being updated to use FMOD sounds.

Baddie Gate (obj_baddiegate, obj_baddiebutton and obj_baddiebutton_perma)

PTbaddiegate.png PTbaddiebutton.gif PTbaddiebuttonperma.gif

The baddie gate would be a solid object that could only be disabled, or enabled if the active variable is set to 0 (false), by enemies when pressing on the baddie button. There are two variants of said button: one temporary red button that gets pressed off when the enemy moves off it, and a permanent blue version that would be permanently pressed, even if the enemy that pressed it was removed from sitting on it. This could've been used for certain puzzles, but was eventually scrapped from the game. Still works as intended if brought back.

Giant Pizza

PTgiantpizza.gif

A giant pizza that, if collected, grants the player with 1,000 points, complete with a unique sound effect. These were presumably replaced by the Pizzasonas seen in the final game. Starting with the Rework build, these also instantly teleport the player to the previous room, with mixed results.

Purple Trashcan

PTpurpletrashcan.png PTpurpletrashcanshoot.gif

A purple trashcan that would shoot out cheese balls that would give you the Cheese Ball transformation. It would later be replaced by the Giant Cheeseslime in the final game.

Corn

PTcorn.png PTcornmort.gif

A pile of corn intended for use in the Fun Farm level. Similar to obj_tombstone, this object would remove Mort from the player. Unlike obj_tombstone, however, it can't be grabbed and thrown around. As stated before in obj_tombstone's section, it was cut and replaced by the Pizza Priest. Perhaps this pile of corn has a obj_tombstone somewhere.

Piraneapple Sign

PTpiraneapplesign.png

An unknown and unfinished sign decoration that would warn the player of upcoming Piraneapples. This mysterious object doesn't do anything and seems to appear in none of the builds (unless gone unnoticed), but is somehow still in the final game...

obj_ratrunaway

PTratrunaway.gif

A rat originating from the Beach and Forest build. This rat would spawn from obj_gnomecustomerblockfinal, a rat block that runs away chasing cheese after the player would successfully make a delivery.

obj_bubbles

PTbubbles.gif

A flying decoration. When touched, it pops. Was used prior to the Early Test Build, when a water level was planned to be used in the game.

obj_lavapot

PTlavapot.png

A solid, separate object version of the lavapot decoration found in Strongcold's tileset from the Peppino's Xmas Break build. It doesn't do much, so it could've been a leftover decoration object from the Level Editor build.

obj_lavapotfall

The same version of the lavapot, except now it has gravity when placed above ground.

epicboogaloo

Found within the game's object list is an unknown object called epicboogaloo. This object either was never used or was an Easter Egg for those who managed to dig through the code. Seeing as it has no events, it's as good as useless unless speculated some more.

Cardboard Mr. Stick

PTcardboardstick.png

Back when Mr. Stick was a boss, he would spawn cardboard copies of himself to fool the player (Fact: the sprite may not look like it, but one of the wrists on his gloves is transparent). When touched, the cardboard will reveal itself to be a spike in disguise! Surprisingly, this object still works in the final game.

Unclimbable Wall

PTunclimbablewall.png

This object is simply a wall that the player can't climb. This was initially used during the development of the 2019 Desert build, having been used in a few rooms like inside the Pizzamart, before being scrapped in temporary favor of removing Peppino's wallrun entirely.

obj_grindrailslope

PTgrindrailslope.png

Introduced in the old Mansion level, there existed a version of the final game's grind rails where the player could grind down slopes. Still exists in the final game, but never reused again.

obj_generaldestroyable

PTgeneraldestroyable.png

This object is a simple destroyable obstacle from the Western build. When destroyed via an attack or Mach dash, it'll fly off screen. This object is not in the final game and is only found in the first room of the unused desert level from the same build.

Noise's Pranks

obj_noisebombspawner

A bomb spawner featuring the Noise throwing a bomb out of a window. The object itself would've lined up with the background walls seen in the Pizzascape level. It was replaced early on and last used in Demo 2. The bomb can't be picked up, and doesn't hurt. Instead, the explosion sends Peppino flying in one direction, with him being able to kill Stupid Rats in this state until he hits a wall.

Ptnoisebombspawner.gif

obj_noisetrap_rock & obj_noiserock

Unused instance where The Noise would push a large rock onto the player meant to be seen in Oregano Desert. (Note: The sprites of The Noise pushing are spr_noisepushrock)

PT spr noisepushrock.gif PT spr noiserock.png

Noise in his Balloon

The scenery sure is pleasant from my hot Noise Balloon. Ptmatch.gif

In one of the scrapped mansion levels, The Noise would have been in a hot air balloon and dropping a lit match on a haystack, which is ALSO an unused object, lighting it on fire. the balloon would later be used as one of his attacks in his boss.

Unused Blocks

There seemed to have been a point in time where the Wario Land influence was more prevalent, judging by the presence of a few of these blocks.

obj_bombblock

PTbombblock.png

Bomb blocks would've been destroyed by... bombs. It was first seen in the Halloween Demo in Ancient Cheese, where if the player ran into the block with a bomb in their hands, it would be destroyed.

obj_barrelblock

PTbarrelblock.png

The barrel block would've been destroyed in the barrel transformation. With the changes that were made to the transformation, the block no longer breaks unless you noclip or walk into it normally. All instances of this block were replaced by the small Stupid Rat pins in the final game, which is interesting considering its large size.

obj_cheeseballblock

Spr cheeseballblock.png

A block that could have only been destroyed by rolling into it with the Cheese Ball transformation. All instances were replaced with the Stupid Rat object in the final game.

obj_hotmetalblock

PTsupermetalblock.png

A red iron block that can only be destroyed by the Knight or Rocket transformation. It was first seen in the April 2021 Build, and was also replaced with the Stupid Rat object by the time the final build came around.

obj_rollblock

Ptballblock.png

This block would've been destroyed when you were in the rolling ball transformation. It no longer breaks on impact now. Yet again, this was replaced with the Stupid Rat object, this time in pin form!

obj_enemyblock

Spr enemyblock.png

An old version of the target blocks that is seen in Oldest Mansion and a few unused secrets. Interestingly, it's called obj_enemyblock, rather than obj_targetblock, meaning the destruction of these would have been likely tied to specific enemies in the level. This is in contrast to how they act in the final game: when in the tutorial, they are destroyed by the destruction of Target objects, while in WAR, Don't Make a Sound, and The Crumbling Tower of Pizza, they are simply shot with the Shotgun to be destroyed.

obj_gustavodestroyable

PTgustavoblock.png

A block with an unfinished texture that could only be destroyed by Gustavo and Brick. It seems that the idea of separating the areas Gustavo and Peppino were playable in came very early on in this object's lifespan, due to how it doesn't have a finished sprite like the other objects here do.

obj_desertdestroyable

PTdesertdestroyable.png

A simple block from the Western build, being a desert themed block that could be destroyed like the standard blocks in the final game. It goes unused, but still remains in the old scrapped desert level.

obj_secretdestroyable

Spr secretblock.png

A version of the big breakable block that was going to appear in the secret rooms. Notably, it doesn't use the final game's brickwork texture seen on other breakable blocks, and instead the cracked stone-like texture seen in older builds. This likely means it was cut before July 2021, when breakable blocks were resprited.

obj_iceblock

PTiceblock.gif

A block made out ice that, if touched, would move them forward. Ice blocks do exist in the final game, notably in the level Refrigerator-Refrigerador-Freezerator, however they look and behave differently compared to this unused object. The biggest change between the two is the fact that the unused object has some slip to it, while the final object doesn't. It's safe to say that players wouldn't let such annoying mechanics slide in a game as fast as Pizza Tower, as can be gleamed from the change. A slope variant also exists.

obj_tomatoblock

PTtomatoblock.gif

A tomato-like block that would bounce the player upwards if touched. Was planned to appear in the Oh Shit! level.

obj_glassblock

PTglassblock.png

A glass barrier that would have protected the Treasure, and was first seen in the Early Test Build demo. Likely cut due to how redundant it would be to have two layers of protection for the Treasure (having to unlock the Treasure Door and then breaking this glass barrier).

obj_johndestructible

PT JohnBlock.gif

A peculiar unused block that is themed around Pillar John. When destroyed, it summons the unused obj_johnghost object (which uses the Mushroom Ghost's graphics as a placeholder). Its theming could suggest that it could've fit in well in John Gutter, although its behavior of summoning the ghost (which is possibly meant to be a smaller version of the Ghost John enemy) could've placed it in Wasteyard instead.


Mach 3 Block

Ptmach3peppinoblock.pngPtmach3noiseblock.pngPtmach3vigilanteblock.pngPtmach3gustavoandbrickblock.png

Some pretty creepy blocks that has the faces of Peppino, The Noise, The Vigilante, and a fusion of Gustavo and Brick. These blocks cannot be destroyed and can only be passed through if the player goes in the speed of either Mach 3 or 4 with the corresponding character that matches the block. Note that the sprites of these blocks do not show up in the game for some reason. The block sprites themselves were briefly used as replacements for the purple collision block sprites used for a majority of the game's development, before McPig finally settled on using pink transparent squares instead.

Mach 4 Block

PTmach4block.png

A block that is only breakable when the player goes in the speed of Mach 4 and Mach 4 only. An interesting quirk of it is that once broken, it shows the secret September 2021 block death sprite. This was never used in the game, seeing as how infuriating it could have been to be forced to build up a lot of speed just to get on by.

Space Blocks

Ptbigspaceblock.gif Ptsmallspaceblock.gif

obj_bigspaceblock and obj_smallspaceblocks were both blocks found in the September 2021 Rework build. However, unlike the usual breakable blocks you see in the final game, these blocks act like enemies and get launched away and respawn when broken by the player. They were removed out of the final game but still exist in the files (as with everything else).

obj_metalblockescape

Ptmetalblockescape.png

In earlier builds, metal blocks were supposed to respawn with a purple coat of paint on them during the escape sequences. However, the object was scrapped later on. Since then, only the sprite of the Pizza Time metal block debris remain.

obj_knightplatform

PTknightplatform.png

A semi-solid platform that could only be entered from the bottom. This was used in the older hub world, specifically hub_medievallobby. Could've been used for Pizzascape as a decorative platform.

obj_mrstickblock

PizzaTower-PinkTransparentSquare.png

A block used in the old hub world. This block is just another version of the solid blocks in the game's files and even uses the exact same sprite, but could've been destroyed by paying Mr. Stick.