User:SONIC123CDMANIA+&K(B&ATSA)/Pizza Tower if Mods & Hacks were documented/Unused Sprites
This is a sub-page of User:SONIC123CDMANIA+&K(B&ATSA)/Pizza Tower if Mods & Hacks were documented.
Contents
- 1 Sub-Pages
- 2
BluePurple Block Land Build Leftovers - 3 Captain Bomb
- 4 Credits Transformations
- 5 Halloween Update
- 6 Old Pillar John Animations
- 7 Old Pause Screen
- 8 Old Player HUD
- 9 Pizzahead Boss Fight Sketches
- 10 Placeholder Flush Cards
- 11 Miscellaneous Placeholder Graphics
- 12 The Noise Boss Fight Sprites
- 13 Unused Enemy Animations
- 14 Loose Sprites
Sub-Pages
Unused Peppino Animations Yes, even the fat Italian has some unused animations, and there are a lot. |
Unused Noise Animations That pesky gremlin again. |
Blue Purple Block Land Build Leftovers
One of the Patreon builds titled Blue Block Land had sprites created for a placeholder hub room in a time when gates did not display level names. These served as a temporary replacement until that was implemented. There's also sprites for ranks and a "cover" for the build of sorts.
The mixup of the "Blue Block Land" and "Purple Block Land" names is the result of the solid objects being changed from blue to purple in one of the builds. These solids were, ironically, changed again for the final game to be a pink transparent square.
Captain Bomb
Captain Goblin was originally called Captain Bomb and had a more humanoid design. The only sprites created for him consist of the same idle animation badly rotated and edited. He was probably replaced as his sprites would've obstructed the player's view too greatly.
Credits Transformations
One sprite 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.
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 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 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.
Halloween Update
To do:
|
The 2023 Halloween Update added a whole bunch of sprites related to Mr Stick and possibly to the scrapped level "Stickland", alongside sprites for another goblin variant.
Coins & Cash
There's also animations for opening and finishing to collect bags and the suitcase.
Mr Stick's Chest
Very much placeholder sprite for a Mr Stick chest.
Stick Switch
Placeholder sprites for a switch also for Stick.
Goblin
Goblin's Cage
The goblin's cage, alongside its key.
- Debris
The debris after the cage is destroyed.
Old Pillar John Animations
Some old sprites for Pillar John. Since these sprites were never reused after his redesign, they've remained in the game's files using his earlier design.
spr_hungrypillar_mouth
Pillar John opening his mouth to be fed Toppins, a scrapped mechanic that was last used for Demo 2.
Old Pause Screen
Sprites for one of the old pause screens (titled spr_pausescreen) that was used from the SAGE 2019 demo up to the April 2021 builds. It fully covers the screen and only gives three options, featuring Peppino's face next to the text.
Old Player HUD
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.
Peppino
It's not Peppino anymore. It's Pepino.
The Noise
The Vigilante
Misc
This HUD wasn't just about faces...
spr_pizzaHUD
A reload system for the shotgun to show how long it would take before the gun was reloaded. In pre-release footage, it would have tracked the amount of Pizza Points you had, with single points (pizza toppings, defeated enemies) showing up as a single pizza slice on the HUD, and 10 points being shown as the number of full pizzas you had.
Pizzahead Boss Fight Sketches
To do: Elaborate based on some of the stuff seen in the September 2021 build. |
A good number of sketches created for the 2nd and 3rd phases of Pizzahead's boss fight are in the game's files as separate sprites created from cutouts. Not every attack seen here appears during the final fight.
Used Attacks
Unused Phase 2 Attacks
Scrapped 3rd Phase
One of the more bizarre things that these sketches reveal is that the final phase was going to play out a lot different than in the final game. Originally, Pizzahead wouldn't have pulled the floor bosses up for Peppino to rematch, but instead completely lose it with attacks depicting him frantically charging and punching Peppino. According to the developers and playtesters, this phase was scrapped as the developers didn't want to portray Pizzahead as an angry character, and instead be seen as nothing more than a clown. The proper sprites that were created for this phase never showed up in the game's files at all.
A couple of duplicate sketches exist as well in the form of spr_pizzahead and spr_pizzahead2.
Placeholder Flush Cards
There's crude placeholder versions of the flush cards seen in Fast Food Saloon that lack any animations. These were used in the Rework build, in the Pinball level.
Miscellaneous Placeholder Graphics
Placeholder Horsey
A crudely drawn placeholder graphic of a horse used as a placeholder for Horsey in prerelease builds.
Cardboard Tank Placeholder
A very basic placeholder graphic for the Cardboard Tank.
Car Placeholder
And equally basic placeholder graphic for a car.
Placeholder Gabaghoul
A placeholder Sprite for the Gabaghoul enemies.
The Noise Boss Fight Sprites
The background for The Noise's old boss arena is still present in the files...
As are a few uncolored, non animated sprites for the phase 2 cutscene, used as a base for the finalized sprites.
Unused Enemy Animations
Unused Cheeseslime animations
The most common enemy has some unused animations, all leftover from 2018-era builds. The turning and falling animations even then went unused as the turning felt slow, and Cheeseslimes don't fall off ledges. The bounce animation is a leftover from when they could be used like springs.
Eggplantmobile idle
An unused idling animation for the Eggplantmobile, leftover from their initial concept of being recruitable in the scrapped Mansion level, and using their abilities to the player's advantage.
Pineacool Parrying
Originally the Pineacool enemies would taunt to the beat of a level's music, similar to the enemies in the New Super Mario Bros. games, though this was scrapped. Pineacools still taunt when the player taunts near them, though this feature being removed disallowed them the ability to potentially parry the player.
Big Cheese death sprite
The Big Cheeses weren't always invincible, evidently; In early builds such as the Golf demo, these enemies could be KO'd, with this sprite being used upon defeat.
Noisey Jumping
When the Noiseys were re-occurring enemies, rather than a boss hazard, they had 2 phases; Their 1st being the normal walking one, and then the 2nd one where they bounce around on a spring. Likely scrapped for it being deemed too hard to attack them in this state, especially on the front.
Toppin Monsters walking
There are walking animations for the Mushroom and Cheese Monsters. In early versions of the Don't Make A Sound level, the Toppin Monsters would roam freely and would chase when the player was in their view, instead of only being active when the alarms go off.
Pineapple Toppin summoning the Pineapple Toppin Monster
Also within those early versions, the Pineapple Toppin Monster would be summoned when this Toppin smiled. Only one of the smiling frames gets used in the final game, as one of its taunts.
Pineapple Toppin Monster Jumpscare
This was used in the Eggplant Build when you got jumpscared by an animatronic summoned by the pineapple monster.
Loose Sprites
These sprites are single and don't have several animations that would otherwise make them part of a gallery.
spr_finaljudgement2
The final judgement that is given when the game is first beat was originally permanent. If a player wanted to try for a different judgement, they would have to either delete their save and start over, or start a new game in another save slot. A textless version of this screen can be seen in-game as of update v1.0.594 when attempting to exit the Halloween Event's Tricky Treat bonus level through the starting point using the Ghost transformation before the game closes itself, but this version remains unused. The screen with the textless version appears to be some sort of an error handler, because it also appears when doing other unintended things in the game