Pizza Tower/Unused Rooms - The Cutting Room Floor (2024)

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.

With the game's structure constantly getting major overhauls, many levels and other miscellaneous rooms were worked on, left in a work-in-progress state, finished, reworked heavily or even scrapped and redone from the beginning. Whatever rooms weren't overwritten during a redesign process are still present and functional to varying degrees.

Contents

  • 1 Sub-Pages
  • 2 Testing Rooms
    • 2.1 rm_blank
    • 2.2 rm_test
    • 2.3 rm_testing#
  • 3 Old Tutorial Rooms
    • 3.1 PP_room#
    • 3.2 Tutorialtrap
  • 4 From Used Levels
    • 4.1 Pizzamarts
    • 4.2 war_4 and war_5
  • 5 Other
    • 5.1 Level Editor Rooms

Sub-Pages


Because one title screen wasn't enough.

Hub Rooms
Got some spare change for Mr. Mooney?

Levels
Collision Chaos.

Secrets
They're so secret, you have to go through the game's files to see them.

Bosses
The ones that left the boxing ring before release.

Testing Rooms

rm_blank

Last modified: Unknown.

An empty room with nothing in it. It'll attempt to perform events that crash the game.

rm_test

Last modified: Between Noise's Hardoween and Peppino's Xmas Break.

A small area with some breakables and a Cheeseslime. This room was created to demonstrate an issue related to live room editing when using GMLive. The game would leave a variable related crash if a Cheeseslime was added to the room, which was fixed in a later GMLive release.

rm_testing#

Last modified: Present (as rm_testing4 continues to be used).

To do:
Research each room in detail & rewrite this a bit to be consisent with the rest of the page.

A series of rooms for testing various features that was built around the April 2021 Patreon build.

DescriptionNotesImage
rm_testingA basic map that uses the first background of John Gutter. In the Halloween update, "loadtest" would redirect here instead of rm_testing4, and would also spawn the player as Pogo Noise. This map includes the Patron credits roll from Peppino's game ending (can be dismissed by pressing the Jump button), and the "Pause Menu" icon from the main menu at the very top-left of the area. Going to the right leads to rm_testing3.350px
rm_testing2A map with 4 platforms, an exit to the right, and a secret eye. The game thinks that the player has found a secret if the player enters this room through debug. Entering through the secret eye that's already there will take the player to rm_testing3 without spawning the player properly. Using "noclip" will make the player character appear, however they will be invisible.350px
rm_testing3A map with 3 platforms, with a Mort pickup on each and a Alien pickup in between 2 of the platforms, Is supposed to use the Mini-Golf background.
rm_testing4Testing map, looking at the file for it, It has: A Enemy Spawner, Pizzahead pulling up Rubble, Fork, Pizzice's Idle, and the sprites for the Floor Transitions (IE. the Elevator Sequence), It was probably a test for Phase 3 of the final fight.NOTE: "loadtest" in the console loads up this map, without a Player and Collision View gets enabled. In the current version of the game, this map uses a static version of one of Peppibot Factory's backgrounds, contains a baddie spawner that spawns the Vigilante's pistol for Peppino (and nothing for The Noise, and doesn't turn on visible collisions when "loadtest" is used).
rm_testing5Test for the Space Shuttle stops, Supposed to use the Mini-Golf background, however when loaded in-game it does not.
rm_testing6Simple Geo Test, has 2 Monster Doors in the top middle and top bottom of the stage.The Doors do not work.
rm_testing7rm_testing6 but bigger, lacking the platforms and instead being a wide open room
rm_testing8Has two Monster Doors and a Robot Door, however neither of these load in, and a Door in the middle that takes you back to rm_testing4

Old Tutorial Rooms

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Please find an archived version of the video(s) or a suitable replacement.

PP_room#

  • Last modified: Between Noise v12 and Boss v0 Patreon builds.
  • Last used: Beach and Forest Patreon build.

An old version of the tutorial that was used for most of the game's development. It still works as intended and teaches the game some of the basic controls and gameplay elements with little to no text. This tutorial was built when the game's mechanics were different and was updated over the years to keep up with the changes, though it was ultimately decided to scrap this version and start over with a more text-based approach.

One oddity is that PP_room6 is not present here. This room was already deleted before it was included in any released build of the game, and would've teached the player how to do a high jump seen in the Early Test Build by pressing Up on the D-pad and pressing Z.

Tutorialtrap

  • Last modified: Early Entrance Patreon build.
  • Last used: Early Entrance Patreon build.

A small room with a beginners trap for newcoming players. As you would approach the tower, a hole will send the player into the old tutorial (PP_room#). Falling into the tutorial will softlock the player into a falling state, even when you're on solid ground. Jumping over the hole and running into the tower's entrance will misplace you into a wall in John Gutter, as this room was reused for a Patreon build and planned to be the entrance for that level. However, it got scrapped anyway.

From Used Levels

Pizzamarts

  • Last modified: Noise's Hardoween.
  • Last used: Noise's Hardoween.

Although there's Pizzamarts in Oregano Desert, for a very brief period, they were available in a handful of levels to obtain a shotgun as an extra powerup using the also scrapped Pizza Coins. These Pizzamarts became unused some time after the Noise's Hardoween demo, though the rooms have remained with shifted tiles.

Left is a regular Pizzamart seen in Pizzascape (medieval_pizzamart), The Ancient Cheese (ruin_pizzamart), and Bloodsauce Dungeon (dungeon_pizzamart), right is a Pizzamart from an older version of Pizzascare (chateau_pizzamart).

war_4 and war_5

  • First used: April 2021
  • Last used: April 2021

Two unused rooms seen only in the april 2021 build. war_4 is just a short corridor with a few pizza toppings and a pizza shield, while war_5 is a bigger room with a door that closes the moment you enter it. It has a fight that comes in waves (four in total) with pizza soldiers, ninja slices, spit cheeses, shrimp thugs, pineacools, pizza slugs, cannon pizza goblins, mini johns, pizzards, cheeseslimes and unused variants of two used enemies, trash pans (which are killable and glitch out when they spawn) and cardboard tanks (which are able to move and shoot cannon balls). The room also has a cheese topping at the very end of the fight room.

Other

Level Editor Rooms

To do:
Could use some further research. Some development GIFs show that the level editor was revived between September 2021 and Eggplant.

Last modified: Between Noise v21 and Boss v1 Patreon builds.

Starting from 2020, work began on a level editor for the game built on top of the game's engine itself, which was maintained by Sertif, one of the game's programmers. The player would be given a list of objects and tilesets to create their own level in a singular room. You would be able to save your level in a .ptlevel file, save it, share it online on the level editor's servers and play it. However, after some time, the level editor was cancelled and the online servers housing the community-made levels were shut down.

What's available here is from a very unfinished branch, as the level editor was quickly split up to become it's own official mod. All that was built from this branch is editor_entrance, a placeholder entrance using SAGE assets (which's tile layout has now been messed up) and two rooms for editing and loading levels titled rm_editor and custom_lvl_room, neither of which are finished and crash upon loading.

Pizza Tower/Unused Rooms - The Cutting Room Floor (2024)
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