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Pizza Tower/Unused Enemies

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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.
Hmmm...
To do:
  • Missing descriptions
  • obj_weenie, obj_weenieOLD, obj_invtrash & obj_sausageeyes, check them before uploading.
  • There's an object called obj_tank, which is just obj_tankOLD but less glitchy.It's NOT the one in the final release.
  • Videos showcasing the enemies.

Bear Trap (obj_beartrap)

PizzaTower Beartrap.gifWindows-PizzaTower-spr press-1.gif

The Bear Trap would have clamped down if the player made contact with it and display a button prompt on top. To get out of it, mash the jump button and the trap will let loose.

The trap was only available in the equally unused Hard Mode present in the 2018 Halloween demo.

Camembert Squire

obj_weeniesquire

Ptsquireidle.gifPtsquirecharg.gifPtsquirestunned.gifPtsquirekilled.png

Although this fella can be seen in the secret Old Room room and the unused Dragon Lair boss, Camembert Squire is an enemy that would charge towards the player and gets faster as it charges, but gets stunned if it hits a wall. Defeating it drops a Weenie mount.

obj_weeniesquireOLD

One Camembert Squire is not enough. This earlier variant leaves behind a trail effect, has a slower and set charging speed, and cannot be grabbed like any other enemy in the game. Hitting or charging towards it will drop a Weenie mount.

Kentucky Lenny (obj_kentuckylenny)

Windows-PizzaTower-kentuckylenny.png

This is an unused Elite mode variant of a Kentucky Kenny, where instead of throwing hot chicken legs, he throws fiery flames instead, making the player take damage when touched. His palette is also more orange and tan compared to the dark red of the original Kentucky Kenny.

(Video by @RandomPicking on YouTube)

Early Cardboard Tank (obj_tankOLD)

Windows-PizzaTower-spr tank charge-1.gifWindows-PizzaTower-spr tank chargestart-1.gifWindows-PizzaTower-spr tank hitwall-1.gifWindows-PizzaTower-spr tank spawnenemy-1.gifWindows-PizzaTower-spr tank stun-1.gifWindows-PizzaTower-spr tank stunstart-1.gifWindows-PizzaTower-spr tank turn-1.gifWindows-PizzaTower-spr tank walk-1.gif

This early version of the Cardboard Tank functions differently. It doesn't stand in place, spawns Cheeseslimes and charges towards the player in an attempt to flatten you. The only way to defeat it is by hitting an enemy at it. Doing so will make it drop 2 pizza points, and will also cause it to collapse into a mess of cardboard boxes, plus 3 dead Cheeseslimes.

The enemy's placement is a bit off, as it'll float in the air. Forcing the enemy to be on solid ground will make it destroy itself.

Early Piraneapple (obj_piraneapple)

Windows-PizzaTower-oldpiraneapple.gif

The Piraneapples had a more prominent role in the game, being an enemy that would travel at fast speeds and could be only be defeated with a parry or certain transformations. They were given this ability in the Beach and Forest build. However, this was later scrapped and the Piraneapples would become only something the pineapple monster could summon and in the waters of various levels.

Cheese Peppino Robot (obj_cheeserobot)

PTcheeserobotidle.gifPTcheeserobotwalking.gifPTcheeserobotattacking.gifPTcheeserobotprojectile.gifPTcheeserobotstuned.gifPTcheeserobotdefated.png

The Cheese Peppino Robot is an unused yellow variant of the Peppino Robot enemies. Rather than charging, it spits out a floating cheeseball, which grants the player the Sticky Cheese transformation. The enemies' collision is a bit buggy. You can't grab it as you'll move right through it, and a groundpound just makes him disappear without any (sound) effects. The only way to properly kill him is by walking up to him while in the Sticky Cheese transformation.

The enemy only appeared once in Demo 2.

(Video by @RandomPicking on YouTube)

Early Clownmato (obj_clownmatoOLD)

Windows-PizzaTower-spr clownmato fall-1.gifWindows-PizzaTower-spr clownmato land-1.gifWindows-PizzaTower-spr clownmato bounce-1.gif

This early version of the Clownmato hops so slowly that it almost isn’t moving and cannot be defeated whatsoever. Approaching the enemy will make you bounce up.

The enemy will crash the game as it's missing scr_initenemy() in its creation script.

(Video by @RandomPicking on YouTube.)

Dummy Test Enemy (obj_dummyTEST)

Windows-PizzaTower-spr slimemove-1.gif

While it appears to be a regular Cheeseslime, it's not. Dashing towards it will start an unused interaction that will make the player flash, after which you'll have to repeatedly press the dash button to kill the enemy. Groundpounding on top of it will crash the game.

Turret Enemy (obj_turret)

(Video provided by @RandomPicking on YouTube)

This enemy was seen in "playtest" build of the game, and in the level "War". It used a placeholder sprite of the cardboard tank, and when Peppino is in sight, it will start to shoot rapidly.

Fake Peppino (obj_fakepeppino)

Windows-PizzaTower-spr fakepeppino idle-1.gifWindows-PizzaTower-spr fakepeppino walk-1.gifWindows-PizzaTower-spr fakepeppino fall-1.gifWindows-PizzaTower-spr fakepeppino jumpstart-1.gifWindows-PizzaTower-spr fakepeppino jump-1.gifWindows-PizzaTower-spr fakepeppino land-1.gif

(Video provided by @RandomPicking on YouTube)

Fake Peppino was originally intended to be an enemy rather than a boss. He would show up during Pizza Time, or when the player collects a key, following them around and jumping over obstacles to keep up. He doesn't do anything else besides that, as he can't be grabbed or defeated.

The reason as to why his clothing is yellow here is due to how the game renders palettes for Peppino, and by extension, Gustavo and Fake Peppino (both here and in the final game). To show the palette chosen, the game takes the sprite, chroma keys the yellow out, and then replaces it with the chosen palette. As such, it can be presumed this older Fake Peppino would behave similarly to the final game's Fake Peppino; graphics-wise, that is.

The enemy only appears in one of the scrapped variants of Mansion as well as the equally scrapped Top level.

Fake Peppino's Limbs (obj_fakepeplimb & obj_fakepeplimb2)

PTfakepeppinoarm.gifPTfakepeppinoleg.gif

Fake Peppino was supposed to make a comeback - though only in arms and legs. Fake Peppino's Limbs would stick out of walls and attack the player. Unlike Fake Peppino, however, they CAN be defeated if you Parry them.

These were meant for the scrapped Mansion level where he chased you down.

Early Grabbie Hand (obj_grabbiehandOLD)

Windows-PizzaTower-spr grabbiehand idle-1.gifWindows-PizzaTower-spr grabbiehand hifive-1.gif

The Grabbie Hand's earlier version has a few extra tricks up its sleeve. It behaves identical for grabbing, though it'll get stuck in the air trying to grab the player. However, instead of dragging you to the nearest platform, you have to specify to what coordinates you want the enemy to drag you to with the variables dropspotx and dropspoty, which also allows it to move left and right. Additionally, there's some unused functionality for giving it a high-five, which will make the enemy give a thumbs up.

The enemy only appeared once in Demo 2.

Meatball Boulder (obj_boulder)

PTmeatballsleeping.gifPTmeatballrolling.gifPTmeatballdefated.png

Though the Meatball Boulder still appears in the final game in the secret Ravine room, its enemy behavior is still in the final game. It would sleep during gameplay and do nothing. Once the player groundpounds, it starts rolling on the ground (like a boulder would), though its code to destroy enemies and other objects has been removed. It can be grabbed and thrown, but you can't defeat it unless you kill it near a solid wall.

The enemy can be seen in the scrapped version of Oregano Desert.

Mr. Car (obj_car)

PTmrcar.gif

Although Mr. Car appears in the secret Graffiti room and in The Pig City as tiles, it was supposed to be an enemy. It doesn't move and only takes damage from running into it in mach 3. Defeating it creates an explosion and drops behind a pizza point.

The enemy can be found in Exit.

Noise Bomb (obj_noisebomb)

PTnoisebombappearing.gif PTnoisebombidle,gif.gifPTnoisebombrunning.gifPTnoisebombrunningsmiling.gif

The Noise, but in bomb form. It was used in the Desert Patreon build as one of the early iterations of Pizza Time, where it would follow Peppino as the Toppins do, and it would later appear in Peppino's Xmas Break, where it sticks around during The Noise miniboss. It likely would've retained its functionality in the final fight, had it not been scrapped.

Pepperman Bomb (obj_peppermanbomb)

"Pepperbomb"? "Bomb-erman"? Oh wait, we can't do that one...

Pepperman, also in bomb form. Leftover sprites remain from the 2018 Halloween demo, meant for a scrapped harder version of the demo's boss fight.

Note that the sprite seen here is not present in the final game, and only the object remains.

Phil (obj_motodude)

PTphildriving.gifPTphiljumping.gifPTphilfalling.pngPTphillanding.gifPTphildefated.png

Phil is an enemy that closely resembles the Pizza Slugs. The fella drives a car in the shape of a pizza box. It drops the unused Pizza Car transformation when defeated.

Police Car (obj_policecar)

Windows-PizzaTower-spr policecar-1.gifWindows-PizzaTower-spr policecar dead-1.png

This weenie-shaped police car can be found in The Pig City in the September 2021 Rework build. During the Pizza Time sequence, Peppino is required to ride a Weenie mount through a few fast-paced obstacle courses with the police car following quickly behind (not unlike the unused Fake Peppino enemy from above), though instead of just damaging Peppino, it takes him all the way back to the start of the appropriate section.

Green & Blue Shrimp Thug (obj_thug_green & obj_thug_blue)

Hmmm...
To do:
  • Replace uploads with alternate palette (NOT THE BLUE/GREEN ONES AS THEY DO NOT EXIST IN THE FINAL GAME).
  • Elaborate a bit more on the blue variant

Windows-PizzaTower-spr shrimp knife-1.gifWindows-PizzaTower-spr shrimp throw-1.gif

Two different variations of the Shrimp Thug enemies that have their own different abilities. The blue variant will dodge the player and throw knives, even if they are off-screen. The green variant will get real close or jump to the player and hurt them with trash objects. Despite the object's names, there are no green or blue palettes present - only one that is slightly brown-colored. This isn't the case in the Rework Build, where they are colored the way the objects claim.

The video above showcases the green shrimp in action, provided by RandomPicking on YouTube.

Early Trash Pan (obj_trashOLD)

Windows-PizzaTower-spr trash-1.gif Windows-PizzaTower-spr trash throw-1.gif Windows-PizzaTower-spr trash bump-1.gif Windows-PizzaTower-spr trash dead-1.png

The Trash Pan's earlier version could've been attacked and grabbed by the player like any other enemy and would've spit out Cheese Balls from the top, much like the Giant Slimes. However, the object no longer functions as intended and gets stuck on a loop where the enemy tries to spit out a Cheese Ball. The enemy is also invisible until you grab it.

The enemy can be found in early versions of Oh Shit! and The Pig City.

Early Bosses

Early versions of most bosses, created circa the April 2021 Patreon build, plus some bosses from earlier builds that were left in the final game’s code. These mostly crash the game upon loading them in due to utilizing the old boss controller, so further hacking is required to fix the crashes.

obj_peppermanOLD

obj_vigilantebossOLD

obj_noisebossOLD

obj_pizzafacebossOLD

obj_pizzafaceboss_p2OLD

obj_pizzafaceboss_p3OLD

Hmmm...
To do:
After fixing up the crash this causes, describe what this boss fully does.

Readying up for the final showdown

The earlier version of the final phase of the Pizzahead fight.

Cheese Dragon (obj_cheesedragon)

PT-cheesedragon.gif PT-cheesedragonfire.gif PT-cheesedragonstomp.gif PT-cheesedragondefeat.gif Pt-cheesedragonupward.gif PT-cheesedragonflame.gif

Introduced in the Boss build, the Cheese Dragon was the main “boss” of Dragon’s Lair. He would spit out fire and stomp on the ground to spawn bowling balls that out fly downwards from the top of the screen, and would be defeated by throwing the old junk object at him, causing the dragon to fly upwards to get out of Peppino’s way. He isn’t much of a boss, but rather more of an obstacle. The Cheese Dragon’s code still exists and works as intended, but he was scrapped out of the game and is now an NPC that flies around in World 1’s secret. Another thing is that the flame’s object code still exists in the game and also goes unused.

Bee (obj_bee)

PT-bee.png

After Mr. Stick was scrapped, a bee was a possible contender for the fourth boss before Fake Peppino was ultimately chosen. This boss was simple, flying around and trying to get Peppino. The player would try to spray toxic gas at the bee, but if the bee catches the player, they would temporarily run around the room. A playtester once said that this was more of a level gimmick than a boss, so it eventually it was scrapped behind.

obj_mrstickboss

At one point during development, it looks like Mr. Stick would've fought Peppino as the 4th boss instead of Fake Peppino. All of Mr. Stick's animations are incomplete, placeholders, and aren't animated due to just being 1 frame long. Mr. Stick would fly across the screen to avoid Peppino's attacks, spawn dust particles and run away, and would even spawn in the game's bosses and fake, harmful cardboard copies of himself to distract the player. After his fight was scrapped, most aspects of his fight (such as running across the screen away from Peppino) and the idea of having the player fight the game's bosses again was reused for the final fight against Pizzahead for his 2nd & 3rd Phases.

Sprites