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Proto:Pizza Tower/April 2021

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This is a sub-page of Proto:Pizza Tower.

PTapril2021title.png

The April 2021 build. It's the first public build that has all the levels featured in the final build (save for Fastfood Saloon), though only half of them have been tiled and even less have their music implemented.

This is the final publicly available build that adheres to the gameplay style established by the SAGE 2019 Demo, as shortly after this build's release the game would enter a stage where level design, movesets, the rank system, tilesets, and more would be reworked.

Hmmm...
To do:
  • Document more stuff. For example the level differences and unused objects.
  • Although it may seem like not much was changed gameplay-wise between the Beach and Forest Build and this build, the game actually underwent an experimental period during that time, in which there were moveset and combat changes that were pretty much all reverted by this build. Look for stuff from that period, like remnants of the extended combo system, the combo-based moveset, the chainsaw move, etc.
  • Don't forget the build differences!

General Differences

  • A lot of levels have small sections where you're stuck inside an arena and you need to kill all the enemies before leaving. This is probably a leftover from the Jay Leno builds where the game placed heavy focus on combat.
PTaprilTVtext.png
  • This is the only public build that features the scrapped feature of the tv screen documenting what's happening in the level. It only does it in Pizzascape and Entrance though.
  • The Noise is playable again, but his unique moveset from previous builds has been scrapped in favor of making him a reskin of Peppino again. The only difference between his moveset and Peppino's is that the Noise will throw bomb's upwards instead of uppercutting.
    • The version of the Noise with a unique moveset is still left in the files, accessible by changing the character variable to "N".
    • The version of the Noise used in this build uses the same character letter as Peppino ("P"), with the deciding factor for which character is being played as instead being a the variable "ispeppino", which is the same method used for playing as the Noise as in the final game.
  • The Vigilante is also playable again, playing exactly like he does in the Western v2 Build, although more objects have been changed to support his moveset, making him less prone to getting softlocked.
  • This is the first build with the final's TV screen HUD. Peppino and Noise only have their idle and transformation animations on the hud finished. Vigilante doesn't have any.
  • The collision is visible by default, with no way to turn it off. This is likely due to many of the later levels either having incomplete tiling or missing any tiling completely.
  • The game has a unique title screen that would only be used in this build and the Rework Build.
  • Some sprites have been improved.
  • The first revision of this build accidentally left the debug console activated. This mistake was quickly fixed, with the code being completely wiped from the files in the second and final revision aptly titled "April hotfixoopsie1"

Unused Playable Characters

Pepperman

It's not easy being the perfect pepper... (Character value: "M")

Playable Pepperman was first seen in one of the previews from April 2021. In this version, Pepperman is essentially the same as in the final release, except he can taunt while on the ground.

Snick

PTsnickidle.gif (Character value: "S")

Playable Snick is still leftover from SAGE 2019. When selecting this character, Snick is in a very broken state; for example, he can’t dash due to the removal of certain code, and he can only move and perform a ground pound.

Gameplay differences

  • In the first build revision, the player can be knocked back multiple times in the hurt state if they collide with another damage inflicting object, though they will eventually be given invincibility frames after a few seconds if they keep getting hit repeatedly. The player will only lose points from the first hit, as any successive hits while the player is stun locked will only drain the heat meter. This feature was removed in future build revisions.
  • The Heat Meter is fully implemented with enemies getting faster and having special attacks when it's filled.
  • Peppino can now use his revolver. It has limited ammo, but it recharges after a few seconds.
  • The player character will automatically parry any damage inflicting hazard if they run into it at mach 3 or higher.
  • Gerome is now present, thought he functions a bit differently. He's placed at the beginning of each level and only able to be obtained during Pizza Time. This is essentially a pseudo-Lap 2, as you have to run all the way back to the level's treasure door with him before time runs out, with the level ending upon obtaining the treasure. Having Gerome also prevents the Heat Meter from draining.