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Proto:Pizza Tower/Early Test Build/Build Revisions
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This is a sub-page of Proto:Pizza Tower/Early Test Build.
To do: Add images and document other builds. |
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
Version 1
Gameplay Differences
- Peppino has a unique run button mapped to Shift.
- Holding Shift while standing makes Peppino start running in place. In the final game, this animation is re-used as his idle animation when pizza time is engaged.
- This was removed in later versions, likely due to it being inferior to the regular dash.
- Both pedestals of which the Knight transformation sits on acts as strictly a solid platform, rather than a semi-solid. This creates an easy softlock should the player walk off the wrong side of the pedestal.
- Bomb Peppino explodes after hitting 4 walls instead of 3.
- The pause menu has yet to be implemented, and pressing Escape automatically resets the game.
- Peppino automatically enters the exit door if he is in front of it at ground level. While not necessarily a softlock, it does make it more difficult to go for Lap 2.
- Enemies don't teleport back to their spawnpoint if they're hit out of bounds.
Level Differences
Version 1 |
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Version 2 |
- The hidden pizza in the first corridor was more hidden and precise to get.
- After dropping down, there would be a ladder to the platform above. The ladder was replaced by a platform that required a high jump to land on, alongside the addition of signs that explained how to make it.
Version 1 |
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Version 2 |
- The hidden tunnel above the main tunnel was made 2 blocks taller.
- An underground passage was made for the 3 jumps.
Version 1 |
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Version 2 |
- The first half of the room is much emptier, lacking any structuring.
- The map poster is missing.
Sprite Differences
- Weenies and Smoked Weenies are both red.
Peter Griffin
A modified revision that has Peppino's code altered so that he uses a singular sprite, named "petah", in lieu of every regular player sprite.
- While one may think every sprite was replaced with this image, it was actually achieved by an alteration to Peppino's draw code.
- Changing "petah, 0" to "sprite_index, image_index" will turn Peppino's sprites back to normal.
- The level has seen an influx of additional decorations and flair to its visual appearance.
- For this build only, "Theatrical Shenanigans" has been replaced with "Family Guy Cool Whip (OFFICIAL Remix Maniacs TRAP REMIX)".
- Pressing Down or Z before hitting the ground from a long-enough fall will make Peppino do a handstand and do a high jump, instead of slamming his face on the ground.
- The arrangement of blocks around the second door has had its big blocks removed, so that if the player were to get trapped there, they can climb out instead of being softlocked.
- The bonus 200 points that appear during Lap 2 are placed outside and near the treasure door, instead of inside the treasure room itself.
- However, the bonus points inside the treasure room are still present, and can be seen if the player bypasses the bonus points that are outside the door. If the player collects those bonus points, and then collects the bonus points this build expects the player to collect after, that allows the player to collect a maximum of 3,200 points.