Pizza Tower/Unused Objects
This is a sub-page of Pizza Tower.
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. |
Contents
- 1 Arena objects
- 2 obj_balloon
- 3 obj_pizzaslice
- 4 obj_bombdelete
- 5 obj_leveltitles
- 6 obj_cleaningwater
- 7 obj_cheeseboat
- 8 obj_phonebooth
- 9 obj_pizzashield
- 10 obj_noisesatellite
- 11 obj_noisefairy
- 12 obj_priesthazard
- 13 obj_tombstone
- 14 obj_aggressivebaddiespawner
- 15 Haybale
- 16 Cow
- 17 Spider web (obj_spiderweb)
- 18 obj_movingoutlet
- 19 obj_junk
- 20 obj_giantkey
- 21 obj_wetfloor
- 22 obj_woodbarrel
- 23 obj_breakabledoor
- 24 Baddie Gate (obj_baddiegate, obj_baddiebutton and obj_baddiebutton_perma)
- 25 Giant Pizza
- 26 Purple Trashcan
- 27 Corn
- 28 Piraneapple Objects
- 29 obj_lavapot
- 30 Cardboard Mr. Stick
- 31 obj_grindrailslope
- 32 obj_railv
- 33 obj_generaldestroyable
- 34 Noise's Pranks
- 35 Unused Blocks
- 36 epicboogaloo
Arena objects
All arena objects that were used in various different builds.
obj_arenagate
A gate intended for in-level arenas for enemy fights, a concept introduced sometime during development in levels like War, the scrapped Kung Fu, Gnome Forest and Oh Shit. As the mechanic was scrapped in favor of a faster gameplay type, the door followed and became unused.
obj_arenadoor
A door where certain enemies, such as the shrimp thugs, would come out from. Like the arena spawn object seen below, the sprite used is a placeholder.
obj_arenaspawn
The trigger for starting the arena fight. The graphic used is a placeholder for something else, had it been used in the game. An oddity about this object is that it's visible before it gets triggered, and when triggered, it disappears from the player's view.
obj_arenalimit
A boundary object that uses the 1x1 camera sprite from the Level Editor build. This object simply determines the boundary the enemies spawn in the arena.
obj_arenaspawnlimit
The spawn point for enemies. Usually would be placed near the corner of an enemies sprite boundaries for it to work.
obj_balloon
A simple balloon that was first seen in a video preview from September 3rd, 2018, with appearances in early playtest versions of the Halloween demo. It would bounce the player upwards on contact and pop the balloon. It respawns a few seconds afterwards.
obj_clownballoon
A variant of the balloon that flies up for a short moment and then pops, spewing out two spiky cheese balls, however if they are touched, the player would turn into the clown transformation. Shares the same sprite with the regular balloon.
obj_pizzaslice
This is seen in earlier demos when breaking a Large Pizza Block, and seen when defeating an early Cardboard Tank enemy, it rewards the player 25 points upon collect and still functions in the final game. Its sprite was previously used in the 2018 builds as a menu cursor, and in Eggplant onwards these sprites serve as an autosave indicator.
obj_bombdelete
A bomb object from the April 2021 and Rework builds' title screen. It's purpose was to delete a save file by picking it up and trying to enter the door for the corresponding file, though it can't delete files anymore. Outside of that, it functions completely fine, still exploding if you throw it away.
This object is technically used, as the room it's contained in is actually briefly loaded after booting up the game, though the room immediately sends you to the opening cutscene.
obj_leveltitles
This object was only seen in Demo 2, and it was used to denote the demo's two main levels, along with the Tutorial.
obj_cleaningwater
Water from the April 2021 build that uses the same sprite as Piraneapple water uses. It can remove the player’s current transformation, however only the pizza box, clown, and sticky cheese transformations will be removed. The other transformations (the shotgun and knight, for example) will still be applied to Peppino even after touching the water.
obj_cheeseboat
As the name suggests, it's a boat made out of cheese, though only a crude placeholder graphic was made. As seen in hub_port, this boat is supposed to take you into hub_island, and can also move left and right when made contact with in hub_sewer.
Below is a colored mockup.
obj_phonebooth
This object serves as a few of the alternatives for activating Pizza Time. When approaching the desk, the player picks up the phone and stays in an idle animation. Only when you press Z, the player picks up the phone and activates Pizza Time, though stuck in a screaming animation, unable to move. Pizza Time is also quite short and the small icon of John doesn't draw a bar that fills up behind him.
This object was only used briefly between Demo 2 and the January Patreon build, but was never in the later builds following up to the release.
obj_pizzashield
A fully functioning very appropriately pizza themed shield, it's even still included in in the unused war_4 room. It can be collected it by going near it. If the player is hit it will absorb all damage and will automatically drop out.
obj_noisesatellite
Although the Noise Satellite does appear in-game in one of the hub secret rooms, it cannot be interacted with. In Demo 2, destroying this would've activated Pizza Time. Currently, when placing this object in-game, the game crashes due to the stuntouchbuffer variable not being set. When said stuntouchbuffer is set, The Noise Satellite cannot, infact, activate Pizza Time.
obj_noisefairy
Is likely an unused variant of the Rat Fairies seen in Gnome Forest and leftover from the Noise Update, they would originally replace the Rat Fairies in the Noise Campaign. However, this variant doesn't give points.
obj_priesthazard
A variant of the priest from the Eggplant build. It's found in Wasteyard, spins around in circles and works like the final game's priest, removing transformations and all. This object is found in the 3rd screenshot on the game's Steam page, and although it is not seen in game as an object, it's used in the pause menu where the other angel priests fly.
obj_tombstone
A simple tombstone that was first seen in the Graveyard Playtest Patreon build. If the player touches it while in ghost form, it will convert them back to normal Peppino. In addition, it can also be grabbed and thrown. It also has a bigger variant, obj_bigtombstone, although the code doesn't seem to work anymore, though, and the game crashes if you try to use it to end the ghost transformation. Like the trash can you threw at the Cheese Dragon, the game crashes if you try to pile drive it, and it also lacks sound effects whenever you throw it. The object has a variable named “unmovable”, and if set to “1” (true), the tombstone sprite will change to add dirt and change into a wooden cross.
This, and all other transformation removing objects, were replaced by the generic Pizza Priest object in the final game, likely to lessen the amount of unique objects. Less is more with this game, as shown with everything but the length of development and cut content.
obj_aggressivebaddiespawner
An unused varaint of a baddie spawner with a red palette that spawns up to 4 enemies at a time, rather than one enemy at a time. This is never used in any of the levels.
obj_baddiespawnernograv
A little known fact is that the baddie spawners have gravity properties to them, with them falling if placed above ground. This specific variant is exactly what it is; a baddie spawner with no gravity enabled. Works just like the original, but has no sprite showcased here because it uses the same sprite as a regular spawner.
Haybale
This object was used in the Western V1 build and could be used as a platform. Haybales catch fire if the player in firebutt form, a provoked Peasanto, or if the player in firemouth form touches it. Once touched while on fire, the player will be sent into firebutt mode, which can be used to set other haybales on fire, however when getting launched into a firebutt jump, there is no sizzling or screaming sound coming from Peppino. This object was meant to be used in both Fun Farm and the scrapped Mansion level in the Rework build, where it's most infamously known in.
Roped Haybale (obj_haystackrope)
A variant of the haybale object that is roped up, immune to fire attacks, and can't be stood on. The only thing that can break the rope is the Indian Cheeseslime's axe, making it fall and turning it into a regular haybale. Found in the Rework build's hub to the right of the unused Desert level.
Cow
obj_cow
This is seen in the Rework build in the Fun Farm level, which acts like a solid object, however when hitting it with Mort transformation, it causes it to move, defeating enemies in it's path, when collision with the player, the player will be in a squished state.
obj_cowfall
Originally would be seen in the Vigilante boss, and this would have a cow falling into an arena like the falling Pepperman statues, although this object uses obj_peppermanbowlingball as base.
obj_cowstampede
Uses the Cow's bouncing sprite, which moves faster and damage the player upon contact, this was never seen in any builds.
obj_cowspawner
Objects seen out of bounds in Vigilante and Pizzaface boss fights, it would spawn obj_cowstampede.
Spider web (obj_spiderweb)
(Note: black background added on web for visibility's sake)
Used in the Rework build, this object would trap the player in a web, unable to move but still able to change Peppino's direction with the arrow keys. When the player jumps out of a web, a spider (which is its own object named obj_spider) would come by and put a new web back in the old one's place.
obj_movingoutlet
Unlike obj_movingspike seen in Peppibot Factory, this object moves left and right or up and down and is seen in the early Mansion level. It still functions in the final game but upon hurt when touching this object works slightly differently.
obj_junk
These objects were used in the Boss build and still are in the game. In Dragon's Lair, this was used to break the first enemy block and to defeat the Cheese Dragon. Doing a piledriver while holding them will crash the game when brought back in. Another thing is that when brought back, the items will vary between 7 different random sprites. Various objects, such as obj_tombstone, are actually built off of this object as a base. Like the tombstone object, it lacks any sound effects when thrown.
obj_giantkey
Unused early version of the Boss Keys after defeating a boss (excluding Pizzaface), this object is used in the Boss build at the Dragon Lair stage, when defeating the last Cheese Dragon, it doesn't do anything after picking it up.
obj_wetfloor
A wet floor sign that acts similarly to the old ice block object; it slides the player forward, however they won't stop until the player hits a wall, where they'll jump up and once landing the ground, go back to normal movement.
obj_woodbarrel
A unused version of the Barrels leftover from Beach and Forest build, it can be grabbed and thrown, the barrel transformation only occurs when running into it.
obj_breakabledoor
A simple breakable wooden door that was first seen in the Early Test Build. The door is solid, but will break if the player Mach dashes into it or attacks it. The door does not make any sound when broken, due to the game's sound engine adopting FMOD support, and the code of the object not being updated to use FMOD sounds.
Baddie Gate (obj_baddiegate, obj_baddiebutton and obj_baddiebutton_perma)
The baddie gate would be a solid object that could only be disabled, or enabled if the active variable is set to 0 (false), by enemies when pressing on the baddie button. There are two variants of said button: one temporary red button that gets pressed off when the enemy moves off it, and a permanent blue version that would be permanently pressed, even if the enemy that pressed it was removed from sitting on it. This could've been used for certain puzzles, but was eventually scrapped from the game. Still works as intended if brought back.
Giant Pizza
A giant pizza that, if collected, grants the player with 1,000 points, complete with a unique sound effect. They were mainly used in secrets throughout most of the game's development, and were replaced by the secrets having many more collectables and the Pizzasonas. Starting with the Rework build, these also instantly teleport the player to the previous room, with mixed results.
Purple Trashcan
A purple trashcan that would shoot out cheese balls that would give you the Cheese Ball transformation. It would later be replaced by the Giant Cheeseslime in the final game.
Corn
A pile of corn intended for use in the Fun Farm level. Similar to obj_tombstone, this object would remove Mort from the player. Unlike obj_tombstone, however, it can't be grabbed and thrown around. As stated before in obj_tombstone's section, it was cut and replaced by the Pizza Priest. Perhaps this pile of corn has a obj_tombstone somewhere.
Piraneapple Objects
There are two unused objects related to Piraneapple.
Piraneapple Sign (obj_piraneapple_sign)
An unknown and unfinished sign decoration from the files of Rework build that would warn the player of upcoming Piraneapples. However when passing by this sign, an unused early piraneapple will jump out of an existing object called "obj_piraneapple_spawn".
Piraneapple Water (obj_piraneapple_spawn)
Water from the files of Rework build, it uses the same sprites as the piraneapple water, but it would've have an early piraneapple enemy jump out of the water when passing by an unused piraneapple sign.
obj_lavapot
A solid, separate object version of the lavapot decoration found in Strongcold's tileset from the Peppino's Xmas Break build and this is first found in the Rework build, which after completing Bloodsauce Dungeon, it would've cause a cutscene at hub_pizzatowercomplex and the lavapot will turn into "obj_lavapotfall".
obj_lavapotfall
The same version of the lavapot, except now it has gravity when placed above ground, and then turning into a pool of Boiling Sauce when landed.
Cardboard Mr. Stick
Back when Mr. Stick was a boss, he would spawn cardboard copies of himself to fool the player (Fact: the sprite may not look like it, but one of the wrists on his gloves is transparent). When touched, the cardboard will reveal itself to be a spike in disguise! Surprisingly, this object still works in the final game.
obj_grindrailslope
Introduced in the April 2021 version of the unused Mansion level, there exists a version of the final game's grind rails where the player could grind down slopes. Still exists in the final game, but never reused again.
obj_railv
This is an unused vertical variant of the conveyor belts seen in Peppibot Factory. They're only seen in Demo 2 and can only be climbed with the Sticky Cheese transformation. Sprites for it aren't leftover in the game and only the object's data remains.
obj_generaldestroyable
This object is a simple destroyable obstacle from the Rework build. When destroyed via an attack or Mach dash, it'll fly off screen. This object is not in the final game and is only found in the first room of the unused desert level from the same build.
Noise's Pranks
obj_noisebombspawner
A bomb spawner featuring the Noise throwing a bomb out of a window. The object itself would've lined up with the background walls seen in the Pizzascape level. It was replaced early on and last used in Demo 2. The bomb can't be picked up, and doesn't hurt. Instead, the explosion sends Peppino flying in one direction, with him being able to kill Stupid Rats in this state until he hits a wall.
obj_noisetrap_rock & obj_noiserock
Unused instance where The Noise would push a large rock onto the player meant to be seen in Oregano Desert. (Note: The sprites of The Noise pushing are spr_noisepushrock)
Noise in his Balloon
(Video provided by @RandomPicking on YouTube)
In one of the scrapped mansion levels, The Noise would have been in a hot air balloon and dropping a lit match on a haystack, which is ALSO an unused object, lighting it on fire. the balloon would later be used as one of his attacks in his boss.
Unused Blocks
Transformation Blocks
At one point in time there was more Wario Land influence on the game, using blocks that can only be destroyed with a specific transformation. Just about all of these blocks were used up until the game was reworked to focus on much more speedier gameplay in the latter half of 2021, being replaced by the Stupid Rats.
obj_bombblock
(Video provided by @RandomPicking on YouTube)
Bomb blocks would've been destroyed by... bombs. It was first seen in the Halloween Demo and in Ancient Cheese, where if the player ran into the block with a bomb in their hands, it would be destroyed. This object only gets destroyed when in contact with obj_bombexplosion or obj_dynamiteexplosion, and doesn't work with other explosion objects.
obj_barrelblock
The barrel block would've been destroyed in the barrel transformation. It no longer works in the final game due to changes in the transformation.
obj_cheeseballblock
A block that could have only been destroyed by rolling into it with the Cheese Ball transformation.
obj_hotmetalblock
A red iron block that can only be destroyed by either the Knight or Rocket transformation.
obj_rollblock
This block would've been destroyed when you were in the rolling ball transformation. It no longer breaks on impact now.
obj_enemyblock
This block could only be destroyed by throwing an enemy at it. It still functions in-game. Unlike the rest of the blocks here, this one wasn't replaced.
obj_secretdestroyable
A version of the big breakable block that was going to appear in the secret rooms. Notably, it doesn't use the final game's brickwork texture seen on other breakable blocks, and instead the cracked stone-like texture seen in older builds. This likely means it was cut before July 2021, when breakable blocks were resprited.
obj_iceblock
A block made out ice that, if touched, would move them forward. Ice blocks do exist in the final game, notably in the level Refrigerator-Refrigerador-Freezerator, however they look and behave differently compared to this unused object. The biggest change between the two is the fact that the unused object has some slip to it, while the final object doesn't. It's safe to say that players wouldn't let such annoying mechanics slide in a game as fast as Pizza Tower, as can be gleamed from the change. A slope variant also exists.
obj_tomatoblock
A tomato-like block that would bounce the player upwards if touched. Was used in early versions of Oh Shit! and the scrapped Space Pinball level.
obj_glassblock
A glass barrier that would have protected the Treasure, and was first seen in the Early Test Build demo. Likely cut due to how redundant it would be to have two layers of protection for the Treasure (having to unlock the Treasure Door and then breaking this glass barrier).
obj_johndestructible
(Video provided by @RandomPicking on YouTube)
A peculiar unused block that is themed around Pillar John. When destroyed, it summons the unused obj_johnghost object (which uses the Mushroom Ghost's graphics as a placeholder). This object is present in an unused City level from the April 2021 Build.
obj_gustavodestroyable
A block with a placeholder sprite that could only be destroyed by Gustavo and Brick. It was only used in Gnome Forest in the Rework build. No longer works due to being meant for a scrapped biting/eating move.
Mach 3 Block
Some pretty creepy blocks that has the faces of Peppino, The Noise, The Vigilante, and a fusion of Gustavo and Brick. These blocks cannot be destroyed and can only be passed through if the player goes in the speed of either Mach 3 or 4 with the corresponding character that matches the block. Note that the sprites of these blocks do not show up in the game for some reason. The block sprites themselves were briefly used as replacements for the purple collision block sprites used for a majority of the game's development, before McPig finally settled on using pink transparent squares instead.
Mach 4 Block
A block that is only breakable when the player goes in the speed of Mach 4 and Mach 4 only. An interesting quirk of it is that once broken, it shows the secret September 2021 block death sprite. This was never used in the game, seeing as how infuriating it could have been to be forced to build up a lot of speed just to get on by.
Space Blocks
obj_bigspaceblock and obj_smallspaceblocks were both blocks found in the September 2021 Rework build. However, unlike the usual breakable blocks you see in the final game, these blocks act like enemies and get launched away and respawn when broken by the player. They were removed out of the final game but still exist in the files (as with everything else).
obj_metalblockescape
In earlier builds, metal blocks were supposed to respawn with a purple coat of paint on them during the escape sequences. However, the object was scrapped later on. Since then, only the sprite of the Pizza Time metal block debris remain.
obj_knightplatform
A semi-solid platform that could only be entered from the bottom. This was used in the older hub world, specifically hub_medievallobby. Could've been used for Pizzascape as a decorative platform.
obj_mrstickblock
A block used in the old hub world. This block is just another version of the solid blocks in the game's files and even uses the exact same sprite, but could've been destroyed by paying Mr. Stick.
epicboogaloo
This self-described "epic" object has been kicking around in the files ever since the Beach and Forest Build. With that said, it does absolutely nothing, seemingly being a default GameMaker 2 object that was renamed and forgotten.