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Pizza Tower/Unused Rooms

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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.

With the game's structure constantly getting major overhauls, many levels and other miscellaneous rooms were worked on, left in a work-in-progress state, finished, reworked heavily or even scrapped and redone from the beginning. Whatever rooms weren't overwritten during a redesign process are still present and functional to varying degrees.

Sub-Pages

Windows-PizzaTower-icon titlescreens-1.png
Title Screens & Cutscenes
Because one title screen wasn't enough.
Windows-PizzaTower-icon hubs-1.png
Hub Rooms
Got some spare change for Mr. Mooney?
Windows-PizzaTower-icon levels-1.png
Levels
Collision Chaos.
Windows-PizzaTower-icon secrets-1.png
Secrets
They're so secret, you have to go through the game's files to see them.
Windows-PizzaTower-icon bosses-1.png
Bosses
The ones that left the boxing ring before release.

Testing Rooms

rm_test

Windows-PizzaTower-rm test-1.png

Last modified: Between Noise's Hardoween and Peppino's Xmas Break.

A small area with some breakables and a Cheeseslime. This room was created to demonstrate an issue related to live room editing when using GMLive. The game would leave a variable related crash if a Cheeseslime was added to the room, which was fixed in a later GMLive release.

(Source: itch.io)

rm_testing#

Last modified: Between Noise Update and International Update.

Hmmm...
To do:
Research each room in detail & rewrite this a bit to be consisent with the rest of the page. Also check rm_testing4 in every big post-release update, as it was changed various times since the game's release.

A series of rooms for testing various features that was built around the April 2021 Patreon build.

Description Notes Image
rm_testing A basic map that uses the first background of John Gutter. In the Halloween update, "loadtest" would redirect here instead of rm_testing4, and would also spawn the player as Pogo Noise. This map includes the Patron credits roll from Peppino's game ending (can be dismissed by pressing the Jump button), and the "Pause Menu" icon from the main menu at the very top-left of the area. Going to the right leads to rm_testing3. 350px
rm_testing2 A map with 4 platforms, an exit to the right, and a secret eye. The game thinks that the player has found a secret if the player enters this room through debug. Entering through the secret eye that's already there will take the player to rm_testing3 without spawning the player properly. Using "noclip" will make the player character appear, however they will be invisible. 350px
rm_testing3 A map with 3 platforms, with a Mort pickup on each and a Alien pickup in between 2 of the platforms, Is supposed to use the Mini-Golf background. PizzaTower rm testing3.png
rm_testing4 Testing map. On release, it had an Enemy Spawner, Pizzahead pulling up Rubble, Fork, Pizzice's Idle, and the sprites for the Floor Transitions (IE. the Elevator Sequence). Since then, all the objects except the collisions have been removed, as it now only contains the object for deciding the player's final judgement after the end credits.

This room is also unique in that it has a tile layer no other map contains, Tile_Collision, which is a remnant from an unfinished attempt at using tiles for collision rather than objects. The tiles in the layer appear to be cut off and the normal collision objects extend far outside of the room, implying that this room was once much longer when being used to test tile-based collision.

NOTE: "loadtest" in the console loads up this map, without a Player and Collision View gets enabled. In the current version of the game, this map uses a static version of one of Peppibot Factory's backgrounds, contains a Pizza Granny, and doesn't turn on visible collisions when "loadtest" is used. Pressing the Enter key anywhere in the room will respawn her to the player's location and bring up a different textbox (In order, Noise's tutorial, Peppino's tutorial, Gustavo's tutorial, and the various hub messages; Only "GET OUT NOW!!!" And the unused Lap 2 message get skipped). Pressing Enter when she says "Kiss my ass!" will do nothing, as the player will have to exit a level to reset the Pizza Granny to her first textbox. PizzaTower rm testing4.png
rm_testing5 Test for the Space Shuttle stops, Supposed to use the Mini-Golf background, however when loaded in-game it does not. PizzaTower rm testing5.png
rm_testing6 Simple Geo Test, has 2 Monster Doors in the top middle and top bottom of the stage. The Doors do not work. PizzaTower rm testing6.png
rm_testing7 rm_testing6 but bigger, lacking the platforms and instead being a wide open room PizzaTower rm testing7.png
rm_testing8 Has two Monster Doors and a Robot Door, however neither of these load in, and a Door in the middle that takes you back to rm_testing4 PizzaTower rm testing8.png

Old Tutorial Rooms

PP_room#

  • Last modified: Between Noise v12 and Boss v0 Patreon builds.
  • Last used: Beach and Forest Patreon build.

An old version of the tutorial that was used for most of the game's development. It still works as intended and teaches the game some of the basic controls and gameplay elements with little to no text. This tutorial was built when the game's mechanics were different and was updated over the years to keep up with the changes, though it was ultimately decided to scrap this version and start over with a more text-based approach. Leaving the room attempts to bring the player to hub_room1, but they're instead brought to the first room of the Rework Hub due to hub_room1's creation code sending the player there.

One oddity is that PP_room6 is not present here. This room was already deleted before it was included in any released build of the game, and would've teached the player how to do a high jump seen in the Early Test Build by pressing Up on the D-pad and pressing Z.

Tutorialtrap

  • Last modified: Early Entrance Patreon build.
  • Last used: Early Entrance Patreon build.

A small room with a beginners trap for newcoming players. As you would approach the tower, a hole will send the player into the old tutorial (PP_room#). Falling into the tutorial will softlock the player into a falling state, even when you're on solid ground. Jumping over the hole and running into the tower's entrance will misplace you into a wall in John Gutter, as this room was reused for a Patreon build and planned to be the entrance for that level. However, it got scrapped anyway.

From Used Levels

Pizzamarts

  • Last modified: Noise's Hardoween.
  • Last used: Noise's Hardoween.

Although there's Pizzamarts in Oregano Desert, for a very brief period, they were available in a handful of levels to obtain a shotgun as an extra powerup using the also scrapped Pizza Coins. These Pizzamarts became unused some time after the Noise's Hardoween demo, though the rooms have remained with shifted tiles.

Left is a regular Pizzamart seen in Pizzascape (medieval_pizzamart), The Ancient Cheese (ruin_pizzamart), and Bloodsauce Dungeon (dungeon_pizzamart), right is a Pizzamart from an older version of Pizzascare (chateau_pizzamart).

Windows-PizzaTower-pizzamart-1.png Windows-PizzaTower-chateau pizzamart-1.png

war_4 and war_5

Two unused rooms seen only in the april 2021 build. war_4 is just a short corridor with a few pizza toppings and a pizza shield, while war_5 is a bigger room with a door that closes the moment you enter it. It has a fight that comes in waves (four in total) with pizza soldiers, ninja slices, spit cheeses, shrimp thugs, pineacools, pizza slugs, cannon pizza goblins, mini johns, pizzards, cheeseslimes and unused variants of two used enemies, trash pans (which are killable and glitch out when they spawn) and cardboard tanks (which are able to move and shoot cannon balls). The room also has a cheese topping at the very end of the fight room.

Pizza Tower war 4.pngPizza Tower war 5.png

Other

Level Editor Rooms

Hmmm...
To do:
Could use some further research. Some development GIFs show that the level editor was revived between September 2021 and Eggplant.

Last modified: Halloween Update.

Starting from 2020, work began on a level editor for the game built on top of the game's engine itself, which was maintained by Sertif, one of the game's programmers. The player would be given a list of objects and tilesets to create their own level in a singular room. You would be able to save your level in a .ptlevel file, save it, share it online on the level editor's servers and play it. However, after some time, the level editor was cancelled and the online servers housing the community-made levels were shut down.

What was left upon release is from a very unfinished branch, as the level editor was quickly split up to become it's own official mod. All that was built from this branch is editor_entrance, a placeholder entrance using SAGE assets (which's tile layout has now been messed up) and two rooms for editing and loading levels titled rm_editor and custom_lvl_room, neither of which are finished and crash upon loading. For unknown reasons, all rooms were dummied out in the Halloween Update, being left as empty default rooms.

Windows-PizzaTower-editor entrance-1.png Windows-PizzaTower-custom lvl room-1.png

rm_blank

Last modified: Unknown.

An empty room with nothing in it and all of its layers removed. This room is present because it's required for reloading rooms while using GMLive, a GameMaker/GameMaker 2 extension that allows you to make changes to your game while it's running. The room's creation code attempts to use GMLive features, which crashes the game due the extension being removed from public versions of the game.