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* In this build, the player may only preform a Rising Uppercut when they stand still on the floor and press {{key|up}} and {{key|x}}. In the final release, the player may preform a Rising Uppercut while they jump into the air as well. |
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* In this build, the player may only preform a Rising Uppercut when they stand still on the floor and press {{key|up}} and {{key|x}}. In the final release, the player may preform a Rising Uppercut while they jump into the air as well. |
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* The player may breakdance by holding {{key|up}}. Like the final game, a purple boombox spawns next to the player until they stop breakdancing. |
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* The player may breakdance by holding {{key|up}}. Like the final game, a purple boombox spawns next to the player until they stop breakdancing. |
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* The supertaunt works like in the final game, for the most part. The only differences are that the player needs to hold {{key|up}} before pressing {{key|c}}, and the ability to do a supertaunt can't be kept once a combo past 10 is ended. |
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=== [[Gustavo|Gustavo and Brick]] === |
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=== [[Gustavo|Gustavo and Brick]] === |
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Gustavo and Brick have almost the same moveset as they do in release, except with different properties and occasionally preformed in a different manner. |
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Gustavo and Brick have almost the same moveset as they do in release, except with different properties and occasionally performed in a different manner. |
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* Gustavo takes the same amount of time Peppino does to reach Mach 3. In the final game, he takes less time. |
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* Gustavo takes the same amount of time Peppino does to reach Mach 3. In the final game, he takes less time. |
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* Wall Jumping requires the player to hold {{key|z}} and bounce on the floor before bouncing off of a wall. |
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* Wall Jumping requires the player to hold {{key|z}} and bounce on the floor before bouncing off of a wall. |
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* Double Jumping in this build sends Brick downward and Gustavo upward. The height gained from a Double Jump is shorter compared to release. |
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* Double Jumping in this build sends Brick downward and Gustavo upward. The height gained from a Double Jump is shorter compared to release. |
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* Pressing {{key|x}} while with Brick will preform the Brick Ball move. In the final game, the player must hold {{key|up}} and {{key|x}} in order to preform this move. |
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* Pressing {{key|x}} while with Brick will preform the Brick Ball move. In the final game, the player must hold {{key|up}} and {{key|x}} in order to preform this move. |
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* The player may only preform a Spin Attack when separated from Brick. |
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* Gustavo is only able to perform a Spin Attack when separated from Brick. |
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* Enemies cannot be defeated by jumping on top of them in this build. |
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* Enemies cannot be defeated by jumping on top of them in this build. |
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* Gustavo and Brick can't supertaunt yet, despite them being able to taunt normally. |
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== [[Transformations]] == |
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== [[Transformations]] == |
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All transformations play the same as they appear in release. However, there are some slight differences. |
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All transformations play the same as they appear in release. However, there are some slight differences. |
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* [[Transformations#Knight|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 [[John|John the Pillar]]. |
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* [[Transformations#Knight|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]]. |
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* Hitting a wall with the [[Transformations#Ball|Ball]] transformation instantly ends the transformation. |
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* Hitting a wall with the [[Transformations#Ball|Ball]] transformation instantly ends the transformation. |
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* [[Transformations#Ghost|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 Block|Breakable Blocks]]. |
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* [[Transformations#Ghost|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 Block|Breakable Blocks]]. |
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** [[Dash Pad|Dash Pads]] are the only way the player can move faster, as pressing {{key|x}} simply acts as a method of attacking. |
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** [[Dash Pad|Dash Pads]] are the only way the player can move faster, as pressing {{key|x}} simply acts as a method of attacking. |
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** Spinning does not give the player as much air time, nor does it boost their speed. |
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** Spinning does not give the player as much air time, nor does it boost their speed. |
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* Since the SAGE 2019 demo, the [[Transformations#Shotgun|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 {{key|a}} to use the shotgun, which was removed in favor of being a temporary replacement for Peppino's grab move. |
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== Enemies == |
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== Enemies == |
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* The player cannot parry the axes [[Tribe Cheese|Tribe Cheeses]] throw. However, taunting when they would otherwise hit the player causes the axe to miss. |
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* The player cannot parry the axes [[Tribe Cheese|Tribe Cheeses]] throw. However, taunting when they would otherwise hit the player causes the axe to miss. |
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** When a Tribe Cheese spots the player, they get an effect similar to the one the player has when Mach Running. |
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** When a Tribe Cheese spots the player, they get an effect similar to the one the player has when Mach Running. |
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* [[Vegetable Farmers#Eggplantmobile-0|Eggplantmobiles]] charge at the player at a higher speed, and do not throw sickles at the player. |
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* [[Eggplantmobile|Eggplantmobiles]] charge at the player at a higher speed, and do not throw sickles at the player. |
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* [[Vegetable Farmers#Peasanto-0|Peasantos]] only charge at the player, although at a higher speed than final. They do not damage the player, but do give them the [[Transformations#Firebutt|Fireass]] transformation. This also defeats them. |
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* [[Peasanto|Peasantos]] only charge at the player, although at a higher speed than final. They do not damage the player, but do give them the [[Transformations#Firebutt|Fireass]] transformation. This also defeats them. |
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* [[Golf Demon|Golf Demons]] notice the player much faster. |
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* [[Golf Demon|Golf Demons]] notice the player much faster and are vulnerable to attacks when charging at the player, unlike the final game. |
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* [[Big Cheese]] throws the player and [[Greaseball]] much faster. |
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* [[Big Cheese]] throws the player and [[Greaseball]] much faster. |
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* [[Pizza Slug|Pizza Slugs]] have a similar after effect to the Mach Running one when they cough. |
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* [[Pizza Slug|Pizza Slugs]] have a similar after effect to the Mach Running one when they cough. |
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* [[Pizzice]] does not shoot spikes. |
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* [[Pizzice]] does not shoot spikes. |
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* [[Fake Santa]] can only be killed with a Super Taunt. |
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* [[Fake Santa]] can only be killed with a Super Taunt. |
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* [[Forknight#Ghostknight-1|Ghostknights]] have a much larger hitbox, encasing the entire sprite instead of just their knife. |
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* [[Ghostknight|Ghostknights]] have a much larger hitbox, encasing the entire sprite instead of just their knife. |
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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. |
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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. |
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== Levels == |
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== Levels == |
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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. |
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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. |
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Levels in this build are referred to by their internal name, not yet given more fleshed out ones. |
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Levels in this build are referred to by their internal name, not yet given more fleshed out ones. |
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World 2 = |
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World 2 = |
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== [[Oregano Desert|Badland (Oregano Desert)]] == |
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== [[Oregano Desert|Badland (Oregano Desert)]] == |
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Almost all rooms are near identical to the final game, however there is no proper room transition to the UFO section. In the UFO section, there is a distinct lack of [[Olive|U.F.Olives]]. |
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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. |
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In the Pizzamarts and UFO sections, there is a distinct lack of [[Clerk|clerk sausages]] and [[Olive|U.F.Olives]], respectively. Also, there is no second [[Kentucky Kenny]] [[Enemy Spawner|spawner]] in the section with them and the [[Totem Cloud]]s, forcing the player to backtrack if they get hit and lose the [[Transformations#Firebutt|Fireass transformation]]. |
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The final [[Pizzamart]] is different, being slightly more maze-like compared to the final version. The [[Toppins|Pineapple Toppin]] is still located in the same spot. |
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The final [[Pizzamart]] is different, being slightly more maze-like compared to the final version. The [[Toppins|Pineapple Toppin]] is still located in the same spot. |
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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]]. |
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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]]. |
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=== Secrets === |
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=== Secrets === |
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All secrets are located in the same place as the final game. However, entering and exiting the third [[Secret Eye]] does not keep the player in the [[Transformations#Firemouth|Firemouth]] transformation. |
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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 [[Transformations#Firemouth|Firemouth]] transformation. |
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The rooms are identical to the final version. |
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The rooms are identical to the final version. |
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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. |
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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. |
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The [[Corpse|Corpses]] the player can tide 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. |
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The [[Corpse|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. |
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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]]. |
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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]]. |
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== [[Fun Farm]] == |
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== [[Fun Farm]] == |
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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. |
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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. |
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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]]. |
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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]]. |
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=== Secrets === |
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=== Secrets === |
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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 Eye|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 Ladder|Flying Ladders]] on the far right. |
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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 Eye|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 Ladder|Flying Ladders]] on the far right. |
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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. |
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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. |
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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]]. |
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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]]. |
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=== Secrets === |
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=== Secrets === |
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The secret rooms have the same structure as release, however their order in the level is different. For example, the second and third [[Secret Eye|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 [[Tomato Block#Big Mushroom|Big Mushroom]]. |
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The secret rooms have the same structure as release, however their order in the level is different. For example, the second and third [[Secret Eye|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 [[Tomato Block#Big Mushroom|Big Mushroom]]. |
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== [[Peppibot Factory|Industrial (Peppibot Factory)]] == |
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== [[Peppibot Factory|Industrial (Peppibot Factory)]] == |
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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}}. |
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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. |
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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. |
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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. |
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None of the secrets are similar to the final release, as none of them utilize the [[Toppin Monsters]]. |
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None of the secrets are similar to the final release, as none of them utilize the [[Toppin Monsters]]. |
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==== First Secret ==== |
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==== First Secret ==== |
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Twelve platforms with [[Pizza Points]] is in this room. Ascending to the top allows the player to exit. |
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Twelve platforms with [[Pizza Points]] are in this room. Ascending to the top allows the player to exit. |
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==== Second Secret ==== |
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==== Second Secret ==== |
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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. |
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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. |
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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 [[Transformations#Shotgun|Shotgun]]. When the player is outside, as the background flashes red, it will also become slightly blurry. The blur effect is removed later. |
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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 [[Transformations#Shotgun|Shotgun]]. When the player is outside, as the background flashes red, it will also become slightly blurry. The blur effect is removed later. |
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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. |
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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. |
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Bosses = |
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== [[Pepperman]] == |
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== [[The Vigilante]] == |
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== [[The Noise]] == |
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== [[Mr. Stick]] == |
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</tabber> |
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</tabber> |
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* The score display during gameplay changes the colors of the numbers, however on the pause screen, they are not modified in color at all. |
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* The score display during gameplay changes the colors of the numbers, however on the pause screen, they are not modified in color at all. |
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* No level has special backgrounds for the escape sequence. |
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* No level has special backgrounds for the escape sequence. |
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* To fit with the name of the build, all {{Treasure}} are eggplants. |
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* To fit with the name of the build, all Treasures are eggplants. |
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* Ranks have not been correctly set for levels yet. As such, when completing a level, Peppino instead presents an eggplant with the caption "RANKS YET TO BE SET!" |
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* [[Toppins]] are freed from pizza boxes. |
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* 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. |
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* 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. |
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* Losing a [[Combo]] will also make the player lose the ability to Super Taunt. |
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* Losing a [[Combo]] will also make the player lose the ability to Super Taunt. |
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* [[Golf Demon|Golf Demons]] and [[Burger Golfer|Burger Golfers]] do not have a stunned animation, and use their defeat sprite instead. |
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* [[Golf Demon|Golf Demons]] and [[Burger Golfer|Burger Golfers]] do not have a stunned animation, and use their defeat sprite instead. |
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* [[Ninja Slice|Ninja Slices]] do not have a scared animation implemented yet, instead using their stun animation. |
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* [[Ninja Slice|Ninja Slices]] do not have a scared animation implemented yet, instead using their stun animation. |
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* [[Weenie|Weenies]] use their old stunned animation as their stunned and scared animation. |
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* [[Toppin Monsters]] does not contribute to combo. |
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* Upon being grabbed by a [[Grabbie Hand]] while in Mach 3, Peppino will not retain his Mach 3 animation. |
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* Upon being grabbed by a [[Grabbie Hand]] while in Mach 3, Peppino will not retain his Mach 3 animation. |
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* Exiting the third [[Secret Eye]] in [[Peppibot Factory|Industrial]] does not keep the player with the Boxxed transformation. |
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* Exiting the third [[Secret Eye]] in [[Peppibot Factory|Industrial]] does not keep the player with the Boxxed transformation. |
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== Bugs == |
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== Bugs == |
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* 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. |
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* 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. |
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* The player cannot collect the {{Treasure}} by long jumping into it. They must touch the ground to properly collect it. |
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* The player cannot collect the Treasure by long jumping into it. They must touch the ground to properly collect it. |
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* In [[Wasteyard]], the player can get softlocked in the room with the third [[Mushroom Ghost]] by becoming a [[Transformations#Ghost|Ghost]] and proceeding to the door to the next room. Because the player is transformed, they cannot enter the door, and there are no [[Priest|Priests]] to revert the player. |
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* In [[Wasteyard]], the player can get softlocked in the room with the third [[Mushroom Ghost]] by becoming a [[Transformations#Ghost|Ghost]] and proceeding to the door to the next room. Because the player is transformed, they cannot enter the door, and there are no [[Priest|Priests]] to revert the player. |
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* 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. |
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* 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. |
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* Jumping with the [[Transformations#Sticky Cheese|Sticky Cheese]] transformation temporarily changes the TV Hud's screen to the default sprite that is used when not transformed. |
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* Jumping with the [[Transformations#Sticky Cheese|Sticky Cheese]] transformation temporarily changes the TV Hud's screen to the default sprite that is used when not transformed. |
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* Upon hitting the wall and switching transformations from [[Transformations#Cheeseball|Cheeseball]] to Sticky Cheese, the player will fall unless they hold the direction against the wall. |
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* Upon hitting the wall and switching transformations from [[Transformations#Cheeseball|Cheeseball]] to Sticky Cheese, the player will fall unless they hold the direction against the wall. |
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* [[Cardboard Tank]] uses [[Spit Cheese|Spit Cheese's]] defeat animation despite having its own in the files. |
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* [[Cardboard Tank]] uses [[Spit Cheese|Spit Cheese's]] defeat sprite despite having its own in the files. |
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== Gallery == |
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== Gallery == |
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File:Spr ranks hudeggplant 0.png|Eggplant rank. |
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File:Spr ranks hudeggplant 0.png|Eggplant rank. |
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</gallery> |
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</gallery> |
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{{PTbuilds}} |
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[[Category:Prerelease_builds]] |