Eggplant

From Pizza Tower Wiki

Unfinished? Not on my watch!
This article is a work in progress. You can help the wiki by finishing it. Notes: There's a whole list of things to do for this page:

  • Find out what the differences are between each revision of Eggplant.
  • Datamine the game to find and explore leftover content.
    • Potentially talk about leftover data from April 2021's bosses [seen here].
  • Populate the page with some more screenshots (preferably one per level/secret at max to show differences).
  • Potentially check this page for more major differences.

Cactus goes well on pizza.

This build has a page on The Cutting Room Floor.

Eggplant, also known as Eggplant Build is a build of Pizza Tower that has the final set of levels. It gives a big overhaul to the gameplay and level design.

At the beginning of the build, there is a disclaimer that says not everything is final, and that things are subject to change. Not everything has their proper sound effects, and most importantly, ranks for each level have yet to be properly set.

Gameplay

In this build, gameplay is very similar to the final game, although with many differences. The differences themselves are minor and small, but all together it makes the game feel slightly clunky and slower compared to the final version. A noticeable visual difference is when preforming any attack moves, the player will have a blue trail behind them.

When the player is hurt by an enemy, invincibility frames do not last as long as they do in final.

Despite ranks in the HUD being replaced with an eggplant, levels that have previously appeared in the previous build retain settings for ranks. Ones that do not instead reference the last played level's. However, if the player has not entered any level with a set ranks, the rank will instead be set to S by default.

Peppino

Peppino controls very similar to how he does in the final game, although with a few differences.

  • The Body Slam is mostly the same as final, however it only destroys one Breakable Block at a time if used at a short height.
  • Functionally, the Mach Run works identically to the final game. Mach 3 is slightly slower and Mach 4's speed is a lot faster, with the transition from Mach 3 to Mach 4 being more noticeable. However, the window for jumping after drifting in Mach 3 or Mach 4 is delayed, meaning the player cannot jump right after changing directions. This is changed in the final release.
    • When the player drifts into an enemy, it is unaffected and not defeated.
    • The camera also drifts forward while in the Mach 3 or Mach 4 states. This is more noticeable when a Hamkuff grabs the player or when the player enters a Secret Eye at Mach 2, 3 or 4, with the camera pushing ahead of the player until a certain point. This is dialed down in the final release.
  • If the player begins to climb a wall while falling, Peppino will cling to the wall and slide down until he builds up enough momentum to climb it.
  • If the player preforms a Spinning Piledriver on an enemy on a Breakable Block, the enemy will not be defeated.
  • If the player presses then , the player will slide. Unlike the final game, the slide slowly loses momentum overtime.
    • Like the final game, if the player holds and lets go of , they will immediately begin dashing in Mach 2.
    • The sprite used for sliding is different, using an animation instead where Peppino is sliding on the ground after preforming a Shoulder Bash out of the Super Jump.
  • Like the final game, the player can exit a Super Jump by pressing and either or to change the direction. However, when colliding with a wall while in this state, the player will bounce off of the wall instead of climbing onto it.
    • The player also cannot dive out of this state.
    • Enemies do not get scared when in this state.
  • In this build, the player may only preform a Rising Uppercut when they stand still on the floor and press and . In the final release, the player may preform a Rising Uppercut while they jump into the air as well.
  • The player may breakdance by holding . Like the final game, a purple boombox spawns next to the player until they stop breakdancing.
  • The supertaunt works like in the final game, for the most part. The only differences are that the player needs to hold before pressing , and the ability to do a supertaunt can't be kept once a combo past 10 is ended.

Gustavo and Brick

Gustavo and Brick have almost the same moveset as they do in release, except with different properties and occasionally performed in a different manner.

  • Gustavo takes the same amount of time Peppino does to reach Mach 3. In the final game, he takes less time.
  • Wall Jumping requires the player to hold and bounce on the floor before bouncing off of a wall.
    • Unlike the final game, this does not allow the player to break a Metal Block.
  • Double Jumping in this build sends Brick downward and Gustavo upward. The height gained from a Double Jump is shorter compared to release.
  • Pressing while with Brick will preform the Brick Ball move. In the final game, the player must hold and in order to preform this move.
  • Gustavo is only able to perform a Spin Attack when separated from Brick.
  • Enemies cannot be defeated by jumping on top of them in this build.
  • Gustavo and Brick can't supertaunt yet, despite them being able to taunt normally.

Transformations

All transformations play the same as they appear in release. However, there are some slight differences.

  • Knight is identical, except the jump height. The jump height is modified in release to be slightly higher, allowing a partial skip in the room with Pillar John.
  • Hitting a wall with the Ball transformation instantly ends the transformation.
  • Ghost is functionally similar, although unlike the final version, the player is able to hold shift and dash. There are no Ghost Peppers in this build, meaning the player cannot build up their default speed and destroy any Breakable Blocks.
  • Weenie Mount is the same as release, except here, it constantly bounces slightly.
    • There is no sprite for the TV Hud when in this transformation.
  • Barrel is similar, with a few differences from the final:
    • Walking in the barrel is much tighter and less slippery.
    • The jump height is much smaller, making some sections trickier.
    • Rolling up slopes onto a platform makes the player continue to roll in the initial direction instead of reversing.
    • When the Barrel transformation is removed while rolling, the player no longer keeps the speed they had.
  • The Mort transformation is mostly the same as release, with a few differences:
    • When hitting a Mort Hook, the player grabs onto the hook for a second before being launched upward in that direction.
    • When damaged with Mort, instead of his defeat sprite like in the final game, he simply flies off screen.
    • Pressing with Mort will send the player forward much farther than in the final game.
  • The Rocket transformation is much faster. The player cannot speed or slow it down in this build. In the final version, the player may do so by pressing or .
  • The Sticky Cheese transformation has a slower move speed.
  • The Boxed transformation also has a slower move speed.
    • Dash Pads are the only way the player can move faster, as pressing simply acts as a method of attacking.
    • Spinning does not give the player as much air time, nor does it boost their speed.
  • Since the SAGE 2019 demo, the Shotgun was a wide-range weapon that shoots out 3 projectiles at once, in a similar fashion to Contra's "Spread" power-up. Starting with Octobe22, this was changed to be more in line with how it was in the Halloween Demo, though now with fancy graphics for its blast radius. Also, as a holdover from previous builds, the player is required to press to use the shotgun, which was removed in favor of being a temporary replacement for Peppino's grab move.

Enemies

Almost all enemies in this build function as they do in release, although with some exceptions.

  • Often, the first Cheeseslime in the first room of a level is a slightly different shade of yellow.
  • The player cannot parry the axes Tribe Cheeses throw. However, taunting when they would otherwise hit the player causes the axe to miss.
    • When a Tribe Cheese spots the player, they get an effect similar to the one the player has when Mach Running.
  • Eggplantmobiles charge at the player at a higher speed, and do not throw sickles at the player.
  • Peasantos only charge at the player, although at a higher speed than final. They do not damage the player, but do give them the Fireass transformation. This also defeats them.
  • Golf Demons notice the player much faster and are vulnerable to attacks when charging at the player, unlike the final game.
  • Big Cheese throws the player and Greaseball much faster.
  • Pizza Slugs have a similar after effect to the Mach Running one when they cough.
    • Elite Pizza Slugs do not have a red bow tie.
  • Disguised Ninja Slices do not have alternate colors. Upon being defeated, unless their outfit is red or purple, their colors default to red.
    • Upon being scared, they also will leave their disguises.
  • Mr. Pinch holds the player for a slightly shorter time.
  • Riding Trash Pan's lid down a slope makes the player accelerate much faster.
  • Peppibots are defeated in 3 hits instead of one.
  • Elite Weenies do not drop a can that shoots a fist at the player upon defeat.
  • Pizzice does not shoot spikes.
  • Fake Santa can only be killed with a Super Taunt.
  • Ghostknights have a much larger hitbox, encasing the entire sprite instead of just their knife.

It is also important to note that sliding into enemies does not stun them like the final game. Enemies also have a shorter range of sight when it comes to being startled by the player when approached in Mach 3 or 4.

Levels

Most levels are functionally similar to release. Some have differences visually, such as different tiles being used in rooms. Some secret rooms are completely different in layout compared to the final version, though often share a similar idea in concept. All levels but WAR have three secrets and a Treasure implemented. Almost every secret is unmarked, unlike in the final release, where tiles usually drawn with a Secret Eye on them will hint at at a secret room location, however a few, such as the second one in John Gutter, are not hidden at all and can be seen in plain sight.

Levels in this build are referred to by their internal name, not yet given more fleshed out ones.

Only major differences will be noted in this section. Minor differences, such as Pizza Points placement, will not be noted.

Entrance (John Gutter)

Peppino falling after exiting the third Secret Eye in Entrance.

All rooms are near identical to the final game, outside of minor tile changes. The first few rooms have a foreground that parallax scrolls incorrectly, moving as if they were in the background.

All collectables and the Pizza Portal are located in their final position. The S-rank cap is set to 11,500 Pizza Points.

Secrets

All secret rooms are near identical to the release version. The second secret room has a checkpoint that is later removed.

Medieval (Pizzascape)

All rooms are near identical to the final game. The only difference is the route to leave the room once grabbing a key, requiring the player to backtrack though the book section in order to leave.

The music, Hot Spaghetti, only plays in the first two rooms in this build. Spaghetti, an unused variant, plays instead once the player enters the door in the second room. It continues to play until Cold Spaghetti plays as it does in final.

All collectables and the Pizza Portal are located as they are in the final game. The S-rank cap is set to 10,300 Pizza Points.

Secrets

All Secret Eyes are located in their final position, and all secret rooms are identical to the release version. The Stupid Rat blocking the first secret room is moved a tile to the left, however. Exiting the first secret puts the player in a sliding state in the Knight transformation, whereas in release, the player regains full control in the transformation.

Ruin (Ancient Cheese)

The foreground in the first room parallax scrolls incorrectly, moving as if it is in the background. Otherwise, all rooms are near identical and all collectables are located as they are in release.

The music for the second half of the level is Theatrical Mischief instead of Put On A Show!!

All collectables and the Pizza Portal are located in their final position. The S-rank cap is set to 11,200 Pizza Points.

Secrets

Peppino throwing a bomb over walls in the second secret room in Ruin.

Only secret room 2 is different from release. The layout is mostly the same, however it requires the player to throw and catch the bomb twice before throwing it at a Stupid Rat.

Dungeon (Bloodsauce Dungeon)

All rooms are near identical to the final game. However, when the tileset changes from a dark red to a blue color, Meatophobia plays in this build. This is changed to keep the main song, Dungeon Freakshow, instead.

All collectables and the Pizza Portal are located in their final position. The S-rank cap is set to 10,300 Pizza Points.

Secrets

Peppino with the Fireass transformation in the third secret room of Dungeon.
Only secret room 3 is completely different from the final game. The core idea of the room is even different, with the room utilizing the Fireass transformation instead of weaving between Pizza Cutters.

Badland (Oregano Desert)

Almost all rooms are near identical to the final game; however, not only are the Pizza Time-exclusive rooms in between the level after the second cave section and the UFO section, but there is no proper room transition to said UFO section. In the Pizzamarts and UFO sections, there is a distinct lack of clerk sausages and U.F.Olives, respectively. Also, there is no second Kentucky Kenny spawner in the section with them and the Totem Clouds, forcing the player to backtrack if they get hit and lose the Fireass transformation. The final Pizzamart is different, being slightly more maze-like compared to the final version. The Pineapple Toppin is still located in the same spot.

All collectables and the Pizza Portal are located as they are in the final game. The S-rank cap is set to 13,400 Pizza Points.

Secrets

All secrets are located in the same place as the final game. However, entering and exiting the third Secret Eye (second in the final game) does not keep the player in the Firemouth transformation. The rooms are identical to the final version.

Wasteyard

Up until the second Mushroom Ghost encounter, Wasteyard is very similar to release with some changes in tileset and object appearances. For example, the second Mushroom Ghost is located within the first room the player enters upon going underground. Like the final version, the Mushroom Ghost gives the player the Ghost transformation, however the player must defeat Grandpas in order to proceed. By the third Mushroom Ghost encounter, the layout of the level is very different. Here, the player must utilize the Ghost transformation to pass through Cheese Graters while avoiding Angel Priests that fly in circles. Later in the same room, the player now must do the opposite, and stay corporeal while avoiding Mushroom Ghosts that also fly in circles. Some fly around at different speeds, making navigation tricky. There are moments in these sections where the player may need to defeat Grandpas as a Ghost in order to progress.

After defeating John the Pillar, the escape route within the room is conceptually similar. The player is transformed into a ghost, and must navigate back around through a Cheese Grater and become corporeal to exit. From there, the rest of the level is functionally similar to release.

The music that plays in Wasteyard is The Phantom Tower. This was replaced later with Tombstone Arizona due to being deemed unfitting for the level.

The Corpses the player can ride are functionally similar, although the main difference is the speed is more momentum based. For example, if the player rides a Corpse while going down a slope, they will go faster.

All collectables and the Pizza Portal are located as they are in the final game. The S-rank cap is set to 11,855 Pizza Points.

Secrets

All secrets except the second Secret Eye are located in their final position. However, the second secret room is very different while utilizing the same core idea of being a Ghost to navigate around the room. In this build, the player must defeat multiple Grandpas in order to progress. In the release, the room has Bandito Chickens instead.

Fun Farm

While some rooms are identical in layout to release, many rooms are more complex in comparison. Some rooms, like the room that has the Treasure, are only slightly different.

All Toppins are located in the same rooms are they are in the final game, except they are placed in slightly different spots due to the more complex layout of Fun Farm. Gerome, the Pizza Portal and the Treasure however are located in the same spots as in the final game. The S-rank cap is set to 10,300 Pizza Points.

Secrets

The secrets are very different in structure compared to the final game, with some using different concepts for the secret room. The first two Secret Eyes are located in the same spot as final, however the third is in a completely different location. It is located in an indent in the wall with three Flying Ladders on the far right.

First Secret

This secret is located in the same place as the final game, although this room is different. While the concept of defeating multiple Potato Farmers is here, with multiple Potato Farmers in the room, the layout suggests that the player should lure them into a wall of Outlets on the left. In the final version, the player has to Mach Run into lines of Potato Farmers in order to safely exit the room.

Second Secret

This secret is identical to the final version.

Third Secret

This secret is completely different in concept and layout compared to the final release. It utilizes the Fireass transformation with Peasantos spawned in by an Enemy Spawner in order to defeat multiple Stupid Rats. In the final version, the player must break multiple Metal Blocks in order to exit. The only similarity between final and this build's room is the many Peasantos found here.

Saloon (Fastfood Saloon)

The structure is mostly the same as release, although with some visual tile differences and a slight layout change in a room during the escape sequence. The room with multiple Weenie Mounts is slightly different, with the second Weenie Mount in this build being moved a tile or two to the left.

All collectables and the Pizza Portal are located as they are in the final game.

Secrets

All Secret Eyes are in their final position. However, two of the secret rooms are slightly different, although with the same basic layout.

First Secret

The concept of running on Cheese Blocks while pressing a Timed Gate Button is the same, although here, the player simply runs in a straight line without having to go out of their way to navigate to press the buttons. The player can press them by running into or jumping into them instead, making the secret very easy.

Second Secret

This secret is the same, except the player spawns on top of a Dash Pad that puts them into Mach 3. In the final game, the player must build up the speed themselves.

Plage (Crust Cove)

The layout and tileset are very close to the final version. There are also no Treasure Chest Guys hidden in the ground of the level to find.

All collectables and the Pizza Portal are in their final position.

Secrets

The first two Secret Eyes are in their final position, however the third Secret Eye is not located behind a Cannon Goblinbot in the room with John. Instead, it is located further ahead, closer to John. All secret rooms are identical to the release version.

Forest (Gnome Forest)

The format of the level is very similar to the final version, however the main difference is requiring the player to switch between Gustavo and Peppino multiple times throughout the level. In the final game, the player only has to switch between them at least twice.

The tutorial for Gustavo and Brick use the same tileset as the rest of the level, while in the final game, it uses the Tutorial tileset. Pizza Granny is also not seen in the tutorial room in this build.

In this build, a Treasure Chest Guy is where Gerome would be in the final game. Gerome is located above the Treasure Chest Guy though a passage in the top right of the area, often visually blocked by the TV Hud.

All Toppins, the Pizza Portal and the Treasure are located as they are in the final game. The S-rank cap is set to 14,000 Pizza Points.

Secrets

The secret rooms have the same structure as release, however their order in the level is different. For example, the second and third Secret Eyes in the final game are swapped in this build. The now third Secret eye takes the place of the final game's location of the second, and the now second Secret Eye is instead located near a Pickle under a space with a Big Mushroom.

Space (Deep-Dish 9)

The layout of the level is near identical to the final game. This build lacks any rocket transition scenes between sections of the level, temporarily uses doors, except for the final one, which uses a Box of Pizzas instead. This allows for further backtracking, unlike the final game. Upon knocking down Pillar John with the Rocket transformation, the player can continue into the next room with the transformation. In the final game, the player is forced out of it. In the room full of Teleporter Pizzas in the escape sequence, there is an additional Teleporter Pizza placed above the second Anti-gravitational Olive, making navigation slightly more tricky.

In the first room, in front of the Rocket is a Recoverable Block. This is removed later.

All collectables, and the Pizza Portal are located as they are in the final game.

Secrets

All Secret Eyes are in their final position. The way to access the second secret is slightly different, with the player having to uncover a hidden Anti-gravitational Olive in a wall. In the final version, it was moved out of the wall. The third Secret Eye is also not obscured, whereas in the final version, only the Asteroid peeks out from the wall.

Every secret room also has nearly identical layout, except the second secret. The Rocket is placed a tile further, and there are arrows to indicate what direction to push in while in the Rocket transformation.

GOLF

The layout of the level is almost identical to the final game, except with some minor tile placement differences.

All collectables and the Pizza Portal are located as they are in the release.

Secrets

All Secret Eyes are in their final position, and the first two secret rooms are identical to their final versions. The third secret room is the same in concept, with the player needing to defeat multiple Golf Demons, however the layout is much different. In the final version, the player must lure them to the middle of the room, where a portion of the floor is covered in Outlet tiles. In this build, the player simply must run at Mach 3 or higher through them, much like in the final game with the first Fun Farm secret.

Street (The Pig City)

The layout of the level is similar to final, although with some differences in tile placements and in the rooms each Taxi takes the player. A notable difference is the location of the Pizza Portal. It is located where a Grandpa is found in the final version. The level is not yet populated with pig citizens.

The room with Bacon does not have a unique tileset, nor does it have specific music set to play. Bacon God also does not make an appearance in the room. In the final game, this room is hidden in the third Taxi room with Bacon sticking out of the ceiling above the fake Taxi, however in this build, it is clearly visible. Entering this room opens a textbox from the TV Hud with the text, "Smells good..."

Way Of The Pig does not play during the segment of the level where the player controls Gustavo and Brick.

All collectables are in their final position.

Secrets

All secrets are the same and the first two Secret Eyes are located in the same spot as the final game except for the third. The third Secret Eye has not been placed in any of the level's rooms, meaning it is inaccessible through normal means.

Sewers (Oh Shit!)

The format of the level is very close to final, although some rooms near the end are more maze-like in this build. Many Sewer Pipes are often facing the wrong direction or are misplaced, not appearing attached to a wall.

The beginning of the level uses a rougher background. Roughly halfway through the level, it switches to a more rough tileset and background.

Giant Slimes are not fully implemented, as their sprites are temporarily set to a Cheeseball. Cheeseballs spawned do not roll until hitting a wall like in the final game, but rather only go a set distance until despawning.

Strangely, the One Way Breakable Blocks are not animated in this level, despite being animated in others.

All collectables and the Pizza Portal are located as they are in the release, except for the final Toppin. It is located in the same room, however it is pushed farther back, requiring being caught by Mr. Pinch to collect it.

Secrets

All Secret Eyes are located in their final position, however accessing the third Secret Eye is slightly different. Instead of simply riding a Trash Pan's lid into the wall, the player must jump off before colliding with the wall and grab onto the wall, destroying a Breakable Block. The secret rooms are identical to the release version.

Industrial (Peppibot Factory)

The layout of the level is near identical to the final version. Objects, like the Door next to the Treasure, have not been placed yet, requiring the player to backtrack if they intend to collect the Treasure.

The background tileset in this build is older, with the tiles for outside of the factory using a warmer palette. Blue brick tiles are instead purple in this build. The background outside of the factory has an orange sky, much like the final game's gate portrays. However, in the final version, the background in the level has a blue sky.

All collectables and the Pizza Portal are located in their final positions.

Secrets

All Secret Eyes are located in their final position, however the secret rooms are different in this build. The pathway to the third secret is less maze-like compared to the final game.

First Secret

The first secret room still uses the same idea as final, where the player is tasked with defeating multiple Elite Weenies before exiting. However, because Elite Weenies don't drop cans in this build combined with the new layout of the room, it is harder to be damaged in this room. In this build, Elite Weenies are on a ladder-like structure above a Present, with one on each level. The concept is for the player to wait for the Elite Weenies to vertically align themselves so upon being launched by the Present, they defeat as many as possible until hitting the ceiling.

Second Secret

The second secret room has the same concept as final, requiring the player to use a Grabbie Hand and a bomb in order to defeat a Stupid Rat. However, the room is much taller, defeating the Stupid Rat isn't required, and the Grabbie Hand travels above the Stupid Rat until it hits the ceiling, requiring the player to time when they toss the bomb.

Third Secret

The third secret does not share the same concept as the final version, however it does keep the idea of having the player utilize the Boxxed transformation. In this build, the player simply must avoid hitting Outlets on their way to the exit. In the final game, they must defeat many Stupid Rats in order to reach the exit.

Freezer (Refrigerator-Refrigerador-Freezerator)

The layout of the level is identical to the final version. The background is much more vibrant compared to the final version.

Instead of grabbing a Pepper Pizza at the end of the level, the player instead equips a Jetpack that can be used at any time for the rest of the level. The sprite that gives the player a Jetpack here uses a sprite of The Noise wearing his own Jetpack.

Unique UI appears under the TV Hud when playing in this level, however it does not do anything.

All collectables and the Pizza Portal are located as they are in the release.

Secrets

All Secret Eyes are located in their final position, and all secret rooms are near identical to their final version. The first secret has some misplaced collision objects in some spots, making the player appear like they are standing inside a wall.

Pizzascare

The layout of the level is near identical to the final game. However, Exorcists aren't implemented yet, meaning Ghostknights are impossible to kill unless the player has a Super Taunt.

All collectables and the Pizza Portal are in their final position. The S-rank cap is set to 9,300 Pizza Points.

Secrets

All Secret Eyes are located in their final positions. However, the first secret room is quite different compared to its final version. The last two secret rooms are near identical, with the second room only having Breakble Blocks instead of Stupid Rats after freeing the Ghost King. The third room has no differences.

The first secret room, similar to final, tasks the player with avoiding many Ghostknights. However, unlike the final version, there is no Exorcist to interact with, therefore the player must avoid the Ghostknights until they reach the exit of the room.

Kids Party (Don't Make A Sound)

The layout of the level is near identical to the final version. In the room with the Shotgun, it is simply placed on the ground very close to the player. In the final version, the player must climb a wall in order to reach it.

When the player is caught by any of the Toppin Monsters before Pizza Time, they are send back to the previous room and are not given the Peshino Transformation. However, when the player encounters any of the Toppin Monsters wakened by the Pineapple Toppin Monster, they get a jumpscare with the Pineapple Toppin Monster and get the transformation. They are not send back a room or moved in any form.

All collectables and the Pizza Portal are in their final position.

Secrets

The first two Secret Eyes are located in the same spot as final, however the third one in this build is located in the room with four Toppin Monsters. In order to access it, the player must first grab the shotgun and initiate Pizza Time in the next room. Then, as they return to the room with the four Toppin Monsters, there is a section of Breakable Blocks on the right side of the hole they fall through.

None of the secrets are similar to the final release, as none of them utilize the Toppin Monsters.

First Secret

Twelve platforms with Pizza Points are in this room. Ascending to the top allows the player to exit.

Second Secret

Two (now unused) Balloons leading to Pizza Points and the exit are in this room. The Balloons cause them to pop and the player to bounce on them.

Third Secret

Four ladders leading to Pizza Blocks and a straight pathway to the exit are in this room.

WAR

The format of the level is near identical to the final game, with only a few rooms being changed later. The timer specific to WAR starts immediately instead of beginning when the player picks up the Shotgun. When the player is outside, as the background flashes red, it will also become slightly blurry. The blur effect is removed later.

There are no secrets, and there is no Treasure or Pizza Portal in this level. However, the Toppins are found in their final locations and can be collected.

Revisions

Revision 1

Revision 2

Revision 3

Minor Differences

  • Many music tracks use an older version in this build.
  • The score display during gameplay changes the colors of the numbers, however on the pause screen, they are not modified in color at all.
  • No level has special backgrounds for the escape sequence.
  • To fit with the name of the build, all Treasures are eggplants.
  • The Toppins and Gerome partially have gravity. When the player stands still, if the Toppin or Gerome are not on solid ground, they will fall. Upon moving again, they will snap back in line behind the player.
  • Losing a Combo will also make the player lose the ability to Super Taunt.
  • Pizza Cutters in some instances are somewhat obscured behind floor tiles.
  • The Anti-gravitational Olive makes the player rise much faster.
  • When the player is able to switch between playing as Peppino or Gustavo, a sign immediately spawns to return to the previously played character. In the final game, this does not happen.
  • Screen transitions for the Taxi and switching between Peppino or Gustavo are missing.
  • The static for the "Technical Difficulty" screen and the static for the TV Hud are less stylized and are visually closer to real static.
  • Electric Potatoes have a placeholder graphic in this build.
  • Ranch Shooters appear in both Saloon and Fun Farm.
  • Aiming with Greaseball lacks an indicator.
    • The player must hold after pressing until Greaseball is hit in order to aim upward.
  • Golf Demons and Burger Golfers do not have a stunned animation, and use their defeat sprite instead.
  • Ninja Slices do not have a scared animation implemented yet, instead using their stun animation.
  • Weenies use their old stunned animation as their stunned and scared animation.
  • Toppin Monsters does not contribute to combo.
  • Upon being grabbed by a Grabbie Hand while in Mach 3, Peppino will not retain his Mach 3 animation.
  • Exiting the third Secret Eye in Industrial does not keep the player with the Boxxed transformation.
  • Peppino does not have a unique idle animation for Freezer yet.
  • While wearing a Jetpack, the player can press and shoot in a straight line. This does not de-equip the player with the Jetpack.
  • The player must hold in order to bounce off of enemies while wearing a Jetpack.

Bugs

  • Pausing on the level select screen and selecting Exit Level will bring the player to the Eggplant Build notice screen. Coincidentally, selecting Exit Level while on this screen also takes the player to the level select screen.
  • The player cannot collect the Treasure by long jumping into it. They must touch the ground to properly collect it.
  • In Wasteyard, the player can get softlocked in the room with the third Mushroom Ghost by becoming a Ghost and proceeding to the door to the next room. Because the player is transformed, they cannot enter the door, and there are no Priests to revert the player.
  • Upon acquiring the Ghost transformation, Peppino's death sprite does not have the player's palette applied. This makes his hat and shirt appear yellow.
  • In Plage, there is a slightly misplaced collision object near the third Secret Eye against a wall, causing the player to stand on air.
  • Pausing in Street in the room with John and unpausing will cause both Meatophobia and Bite The Crust to play.
  • Because Street only has 2 Secret Eyes implemented, this means it is impossible to access the third secret room. The third room still exists within the game's files.
    • This makes fully completing the build impossible, as the game can mark Street as only having 2 out of 3 secrets.
  • In Sewer, it is possible to enter an Exit Sewer Pipe. However, this only spits the player back out after a brief moment. The player cannot re-enter the pipe afterward.
  • Jumping with the Sticky Cheese transformation temporarily changes the TV Hud's screen to the default sprite that is used when not transformed.
  • Upon hitting the wall and switching transformations from Cheeseball to Sticky Cheese, the player will fall unless they hold the direction against the wall.
  • Cardboard Tank uses Spit Cheese's defeat sprite despite having its own in the files.

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