| To do: 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 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.
|
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
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 preform 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 preforming 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 preforming 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 preforming an old version of the slam attack.
|
Attacking
Graphic
|
Name
|
Replaced
|
Description
|
|
spr_player_diagonaldownthrow
|
No
|
Peppino preforming an attack where he throws enemies diagonally downwards.
|
|
spr_player_diagonalupthrow
|
Peppino preforming 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 preforming a back kick.
|
|
spr_player_shoulderprep
|
No
|
Peppino preparing to hit an enemy downwards.
|
|
spr_player_shoulderprep
|
Peppino hitting an enemy downwards.
|
|
spr_player_backbreaker
|
Removed
|
Peppino doing the backbreaker, the old version of the piledriver.
|
|
spr_player_uppunch
|
No
|
Peppino preforming 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 preforming 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 preforming 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 preforming 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 SAGE 2019 demo, but was removed from the final game 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. 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 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
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.
|
|
?
|
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_pepinoHUDmach2
|
Peppino running at mach 3.
|
|
spr_pepinoHUDmach2
|
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 used in a joke version of the Early Test Build in which it replaced all of Peppino's graphics.
By the way, remember the time 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.
|
|
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
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.
|
![PTknightdebris3.png](/images/5/5d/PTknightdebris3.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 preforming 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 doing a crouchjump with his shotgun.
|
|
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.
Early version of the Barrel transformation, with a more shaded barrel.
Sticky Cheese transformation.
Scrapped Meteor transformation, which has finished animations in the game's files.
Scrapped Spinny transformation. According to McPig, the transformation would have "[made] you spin, go real high then float back down spinning" and "Stun you for a second when landing." Notably, the final version of the Firemouth transformation depicts Peppino spinning as he jumps, but this has a minimal effect on the jump itself.
Scrapped Shy transformation. "Makes you unable to charge, slow. Spikes."
Scrapped Caffeinated transformation. "Makes you go really fast without being able to charge until you are hit and drop your coffee. Used to get through falling platforms that requires high speed instantly." Likely made obsolete by Dash Pads.
Scrapped Drunk transformation. No info was given for this, which suggests it was scrapped pretty early on. It would have most likely acted a lot like Drunk Wario from Wario Land II and 3.
Scrapped Muscle transformation. "Makes you able to destroy everything."
Cheeseball transformation.
Early Pizza Box transformation. Has visible legs and a logo on the top.
Scrapped Swiss transformation. No info was given for this either, but it was most likely an early version of the Ghost transformation, which would have been given to you by a... "fat guy that farts eating pizza". Notably, around the Western Builds, the ghost transformation was given via Ranch Shooters' bullets.
Scrapped Superhero transformation. Has an uncanny similarity to The Noise's old design. "Makes you fly anywhere and destroy metal blocks when running into them at high speed. Spikes."
Early Peshino/Animatronic transformation.
Early Fireass transformation.
Scrapped Sick transformation. No info was given for this one.
Unseen Hungry Peppino transformation that would allow him to eat things. It may be a nod to Pac-Man.
An unseen transformation that wasn’t with the others, but rather found in the announcements channel of the old Pizza Tower Discord.