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.
Secrets
All secret rooms are near identical to the release version. The second secret room has a checkpoint that is later removed.
All rooms are near identical to the final game. The only difference is the route to leave the room once grabbing a key, requiring you 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.
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.
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.
All collectables and the Pizza Portal are located in their final position.
Secrets
Only secret room 2 is different from release. The layout is mostly the same, however it requires you to throw and catch the bomb twice before throwing it at a Stupid Rat.
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.
Secrets
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 Firebutt transformation instead of weaving between Pizza Cutters.
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 U.F.Olives.
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.
Secrets
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 Firemouth transformation.
The rooms are identical to the final version.
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 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.
All collectables and the Pizza Portal are located as they are in the final game.
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.
While some rooms are identical in layout to release, many rooms are more complex in comparison. Some rooms, like the room that has the
, 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
however are located in the same spots as in the final game.
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 Firebutt 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.
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.
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.
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
are located as they are in the final game.
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.
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.
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.
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.
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.
The layout of the level is near identical to the final version. Objects, like the Door next to the
, have not been placed yet, requiring the player to backtrack if they intend to collect the
.
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.
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.
The layout of the level is near identical to the final game.
All collectables and the Pizza Portal are in their final position.
The Excorist wasn't implemented yet, meaning the Ghostknights were impossible to kill unless you had a supertaunt.
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.
All collectables and the Pizza Portal are in their final position.
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
or Pizza Portal in this level. However, the Toppins are found in their final locations and can be collected.