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Proto:Pizza Tower/Rework

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

How about a nice leek in this trying time?
This page or section details content from the March 2023 Pizza Tower Leak.
Check the March 2023 Pizza Tower Leak category for more pages also sourced from this material.
Windows-PizzaTower-Sep2021TitleScreen-1.png

One of the builds included in the March 2023 Leak is PT_Reworkv1.1, compiled on September 25th 2021, over eight months before the next Patreon build release. This build took a turn for the worst, introducing level and mechanic changes that would be reverted before the Eggplant Patreon build in a very unfinished state. It didn't help that playtesters would openly mock this build, even before it was even leaked online.

Despite the game's state, it's.. somewhat playable from start to finish with 24 levels, 5 bosses and a hub world that functionality wise does the job, with only a few softlocks that can be bypassed pretty easily.


Main

Windows-PizzaTower-icon rework-1.png
Level Differences
Oh... Oh no...

Level Order

The level order and world names were changed one final time before it would match that of the final game. Below is the world and level order as it appears in the level select from the April 2021 Patreon build to the Eggplant Patreon build.

April 2021 Patreon Build PT_Rework (September 2021) PT_Eggplant (June 2022 - Final)
World Level World Level World Level Full Level Name
World 1 Entrance Tower Realm Entrance Tower Lobby Entrance John Gutter
Pizzascape Medieval Medieval Pizzascape
The Ancient Cheese Ruin Ruin The Ancient Cheese
Bloodsauce Dungeon Dungeon Dungeon Bloodsauce Dungeon
World 2 Oregano Desert Cosmic West Oregano Desert Western District Badland Oregano Desert
The Wasteyard The Wasteyard Wasteyard Wasteyard
Fun Farm Fun Farm Fun Farm Fun Farm
Pinball Space Saloon Fast Food Saloon
World 3 Pineapple Beach No Vacation Cruise Beach Vacation Resort Plage Crust Cove
Gnome Forest Forest Forest Gnome Forest
Kung Fu Pinball Space Deep-Dish 9
Golf Golf Golf GOLF
World 4 Space 21st Century Empire Street Slum Street The Pig City
City Sewers Sewers Oh Shit!
Sewers Factory Industrial Peppibot Factory
War Freezer Freezer Refrigerator-Refrigerador-Freezerator
World 5 Factory Terror Nation Pizzascare Staff Only Pizzascare Pizzascare
Mansion Mansion Kids Party Don't Make A Sound
Freezer Kids Party War WAR
Kids Party War
World Extras Dragon Lair The Top Top
Pizzascare
Strongcold
Exit Exit World Extras Dragon Lair
City
Strongcold

Differences

Gameplay

  • This is the first build to have use a new secret system that somewhat resembles the modern one, involving finding secret eyes (which use lap portal graphics as placeholders) to enter secrets, sometimes requiring touching triggers or performing certain actions to make the eyes appear. The secret rooms themselves are still very similar to how they are in the April 2021 build, but have their layouts modified to require entering secret eyes to leave. Unfortunately, due to coding errors, the secret eyes never actually appear in game.
  • As in the April 2021 build, the music changes speed and pitch depending on the transformation the player has, as in Wario Land 4.
    • When sliding down a slope, performing a roll or doing a shoulder bash, the music speeds up.
    • During the Knight transformation, the music slows down.
  • The player now climbs ladders faster than in previous builds. This is one of few gameplay changes in this build to survive in the final game.
  • When changing direction whilst midair while in a mach state, the game now waits until the player has landed on the ground before they can start moving again.
    • The graphics for falling while changing direction aren't made yet so the current graphic just stops in place.
    • The player also won't be bumped if they collide with a wall when changing direction in a mach run.
  • A lot of the transformations have been reworked to be faster and more fun. Most of them like the firemouth transformation are now the same as in the final (albeit less refined), but some like the cheeseball or ghost are entirely different.
  • While the player can now run down slopes to quickly increase their speed, running up slopes can slow the player down. This also carries over to the Eggplant build, albeit with the values for both speeding up and slowing down being halved.
  • Every level has an escape time of 5:30. This is a result of the game switching from using the variables global.minutes and global.seconds for the escape timer to a single variable, global.fill. The variable has a default value of 4000, and since gameplay and level design was being heavily reworked every level used this default time up until the Octobe22 Build.
    • The game also displays the global.fill variable in place of the escape timer. In the final game, a system was introduced to take the global.fill variable, convert it into minutes and seconds, and display that instead.
    • This change seems to have been recent, as the debug console's "panic" command still sets global.minutes and global.seconds rather than global.fill.
  • After the player runs out of time, Pizzaface now appears as he does in the final game, although he's significantly slower than in the final game, being the same speed as he is in the Boss Builds. This results in him being pretty easy to avoid, which was likely changed in the final game to make running out of time more punishing.

Aesthetics

  • More sprites were made capable of rotating and squashing/stretching, such as characters moving around on slopes, enemies turning around, and Pillar John being busted through to activate Pizza Time/unlock more of the hub area.
    • In the final game, this aspect of sprite scaling is rarely used, though it is still retained for when the player is bouncing on an enemy/Pizzaboy cutout (another surviving change that debuted in Rework).
  • This is the first available build to use the finalized Pillar John design.
  • The object for switching from Peppino to Gustavo and Brick uses Gustavo's hurt sprite from Peppino's Xmas Break as a placeholder.
  • Although it can't normally be seen in-game, the Lap 2 pizza portal sprites are used as a placeholder for the Secret eye animations.
    • This can best be viewed when entering John Gutter's secrets via the debug console.

Controls

  • The most well known change that's the biggest contributing factor to this build's infamy is that Peppino and The Noise can't do a conventional wallrun (like in the Desert Patreon build), though The Vigilante can, albeit only when in Mach 3, and he can't continue a wallrun when he jumps from one wall to another. Instead, wallruns can only be done by running up a slope that's against a wall, and as such slopes are placed throughout all levels to make up for this (except for World Extras, of which its levels were not modified to compensate). This change was due to McPig believing that players were not using the superjump enough, a similar reason as to why the superjump was nerfed back in the Western Build, though this time with a different, significantly worse solution.
  • Superjumps can only be be cancelled out of by pressing Down instead of the Dash button.
  • Rolling on the ground will send the player into a semi-roll transformation where they progressively lose more speed. It can be cancelled by either jumping or pressing the Dash button.
  • Landing on the ground after doing a long jump will force the player into the aforementioned semi-roll transformation.
  • This is the first available build to feature Gustavo and Brick as playable characters, and their moveset has some differences:
    • When double-jumping, Gustavo hops off of Brick, who slams down to defeat enemies and destroy metal blocks.
    • To wall jump, the player must hold the Jump button while landing to make Gustavo and Brick start bouncing. They can only wall jump after bouncing once, and can also bounce on the ground to gain more air.
    • Jumping on enemies does not kill them; they player must start bouncing to kill enemies during a jump.
    • Gustavo and Brick's method of attack is totally different: rather than Gustavo dismounting from Brick to perform a spin attack, the duo has a variant of Peppino's grab in which Brick eats an enemy; Brick can either swallow it or spit it out (the animation for which shows Gustavo punching his head, a reference to Mario punching Yoshi's head to make him eat enemies in Super Mario World) to damage other nearby enemies.