This is a sub-page of Proto:Pizza Tower.
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Demo 2 is- to put it bluntly- the second (actually the third) public demo released for Pizza Tower. It was the first and only time Darkonius Mavakar designed levels for Pizza Tower, those being a redesigned Ancient Tower level, a new level simply titled Factory, and two "basem*nt" challenge levels based on the prior two. Notably, these levels aren't as spacious as those seen in builds before and since, with most rooms being singular contained screens.
Most unused content seen in previous demos have been scrubbed out of this demo, but that doesn't stop unused content from… existing.
To do: Not as much as the previous demos, but there's still some noteworthy unused content lying around. For starters...
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Contents
- 1 Unused Music
- 1.1 mu_weird
- 2 Unused Rooms
- 2.1 AT_room#
- 2.2 HAT_room#
- 2.3 floor1_room#
- 2.4 Leftovers from the Early Test Build
- 3 Unused Objects
- 3.1 obj_pepperman
- 3.3 obj_portalend
- 4 Playtest version
Unused Music
mu_weird
Was originally a different version of the knight transformation.
Unused Rooms
AT_room#
The original Ancient Tower level from the Halloween Demo, complete with timer object. The locked door that leads to the 2nd portion of the level has been altered to instead lead to the 2nd portion of Demo 2's Ancient level.
HAT_room#
The unused harder version of Halloween's Ancient Tower, still without tiles as it was during playtesting.
floor1_room#
Another unused Halloween Demo leftover, which may or may not be related to the first version of Oregano Desert that was introduced before the Grinch Race.
Leftovers from the Early Test Build
The rooms "disclaimer_room", "yousuck_room", "demo_startroom" and "normalT_room#" are remain from the Early Test Build, not having been modified since at least one of the Halloween Demo's playtest builds.
The tutorial area had its ceiling closed off, an extra Peppino player object was added to the room with the Pineapple toppin, an extra slope object was added underneath the platform with a 100-point pizza, and normalT_room6 crashes because of stuff about the old Lap 2 object.
Unused Objects
obj_pepperman
Pepperman as he is fought in the Halloween demo. Likely removed to not create a dissonance between having one tower with a boss planned, and a tower without a planned boss.He was also likely unused in this build because of a rare game crash that could happen, should the player fall off the tower while Pepperman is in the middle of exploding, and then return to the boss arena.
obj_lap1 & obj_lap1end
More leftovers from the Early Test Build. Peppino encounters obj_lap1 next to the exit door when Pizza Time is activated, and finds obj_lap1end in front of the door to the treasure room.
obj_portalend
In the Halloween Demo, the player encounters this object at the end of the PP_room tutorial, which leads to the Ancient Tower level.
Playtest version
Dated December 3rd, this early version of Demo 2 has a few odd differences compared to the public release.
- The player can't select Peppino's various color palettes with the Left/Right buttons, with what palette he dons being tied to what ranks the player has in both the Ancient and Factory levels (Peppino is stuck with his gold colors if the player has both S ranks, for instance).
- All of the secret rooms have extra Pizza points decorated around in them. For whatever reason, these were all replaced with electrical sockets in the public release.
- Peppino had his wallrun ability removed. This is the first known build after the Early Test Build, where this is the case.
- The second Knight transformation area has the sword sitting on the ground instead of on a pedestal. It was likely given a pedestal in the public release after some kept running into that specific sword on accident, activating the Knight transformation by consequence.
- Peppino's Knight transformation still controls as it did in the Halloween demo.
- The Sausage toppin is still red.
- The player can re-enter the roof door before the player can destroy the Noise TV satellite.
- This can lead to an easy softlock if the player is entering the door while the satellite is about to be destroyed.
- Both challenge doors have a timer of 4 minutes, instead of 1:59 and 1:30, respectively.
- The dance room is located in the same coordinates as it was in the Halloween demo, which happens to be in front of the door to the Factory level.
- In the public release, it was pushed to the far-right edge of the screen.
- The "Thanks for playing the demo" room appears mostly unchanged from how it was in the Halloween demo, text included.