List of Builds/Eggplant Build Differences

This sub-page catalogues the differences between the Eggplant Build and the final version of the game.

## General

* The Hub is absent, a basic level select menu being used instead. Almost all levels can be accessed through this menu, aside from the Tutorial, bosses, and The Crumbling Tower of Pizza.
* The Heat Meter is present in this version. It only increases the amount of points gained from Pizza Points and the speed of enemies.
* Hitting enemies at Mach 1 without killing them refills the combo timer, unlike in the final game.
* The pause menu is different, it has four options on the right and a sprite of Peppino on the left that changes depending on the option selected. The background is simply black. There is the score display in the bottom right and in the bottom left are shown which Toppins have been collected (and which have not).
* When the score changes, the numbers on the score display randomly change between the usual tan to red, green and brown.
	+ However, every number is tan-colored in the score display in the pause menu.
* Toppins are still freed from pizza boxes.
* Due to the Eggplant Build being made in the stage of development where the overarching secret theme was "hmm look what u done did you found a secret :)", most secret rooms use it as their theme.
* The TV on the HUD is sometimes able to display text. This usually consists of simple tutorial text and "This is the [transformation here] transformation(/powerup) text."
* Many sound effects are missing, and several placeholder sound effects (sourced from zapsplat.com) are used.
* Secrets still use their old background, which uses more colors than just shades of purple.
* The combo name is shown above the player's head when they achieve it, instead of appearing underneath the combo meter itself.
* Any combo title above 30 displays the Brutal title instead, despite the higher titles being in the files for the build.
* All Tower Secret Treasures are eggplants, and they do not give the player any Pizza Points.
* During Pizza Time, the timer until Showtime does not appear (only the bar). Along with that, all timers were set to 5:35.
* The Pizza Portal is present in all levels, no matter if the player has beaten it yet or not, as if they had cleared the Tutorial fast enough to unlock them all from the get go.
	+ The Pizza Portal also allows you to lap around the stage an infinite amount of times.
		- "It's Pizza Time!" continues to play during Lap 2 and beyond.
* All levels apart from Fun Farm,  Golf and Pizzascare use their internal names.
* "Your Fat Ass Slows You Down", which plays during the "Time's Up" screen in the final game, is absent.
* Pizzaface uses his old animation.
	+ Pizzaface also uses his old laugh when he appears.
* Due to the score requirements for ranks not being set for all the levels yet, the player will always get a special version of the D rank screen, with Peppino presenting an eggplant with a caption beneath stating "RANKS YET TO BE SET!".
	+ Despite this, the P-Rank animation can be found in the files.
	+ On the HUD, an eggplant icon is also in place of the rank icon.
* When transitioning to and from Gustavo & Brick, the "Gustavo & Brick (the rat) Hour" and "back to that guy" screens are absent.
* To breakdance, the player needs to hold UP instead of the taunt button.
* Picking up Gerome will not reset the combo meter, play the animation or make any sound.
* Gustavo and Mr. Stick do not appear during Pizza time (in the final game, they will point towards the exit). Instead, there are exit signs.
* Taunting at the exit door does not give any points.
* One-way breakable blocks are not animated.
* Gustavo and Brick are missing their Mach 3 animations.
* Peppino's clothes in his default HUD animation have shading, unlike the final game where they only use one color.
* The background of the TV in the HUD is always a dark purple color, rather than being different for each level.
* The game is not downscaled to 960x540 pixels before being displayed on-screen. This allows slightly smoother movement with screen resolutions higher than that, most noticeable on the combo meter.
* Entering the Lap 2 Portal does not give 3000 points and does not refill the combo timer.
* Killing Pillar John does not increase the combo or refill its timer.
* Toppins and Gerome do not taunt or super-taunt if the player does.

## Peppino's Moveset

* Peppino's idle changes based on how much filled the Heat Meter is. For instance, when the Heat Meter is half-filled, Peppino's angry idle (between a combo of 25 and 49 in the final game) will play. He'll start dancing in rage (aka the idle used when the combo is over 50) when the meter is filled over two thirds.
* Climbing works a little differently. If Peppino is falling and the player tries to climb a wall, depending on how long his fall is, he might have more or less troubles picking up speed to start climbing, as he'll first descend when grabbing it.
* The super jump cancel works differently. Rather than acting like a re-skin of Mach 2, it causes the player to bounce off walls and the player is able to slightly move around in the air. Landing without hitting a wall will return the player to Mach 2.
* The after-images are blue whenever the player attacks, uppercuts, shoulder-bashes or bounces off a wall, instead of going through red and green.
* The grab-slide and roll will eventually lose its speed and switch to crawling.
	+ The grab-slide's animation is also different.
* The player can Super Taunt after getting a combo of 10. However, in this build, losing the combo will make the player unable to Super Taunt until getting another combo of 10.
* With the Weenie Mount transformation, the player constantly jumps with a low height (without getting off).
* Body slamming onto a large breakable block will make Peppino stop body slamming instead of continuing, unless he has enough speed to.
* With the Shotgun Transformation, Peppino shoots three bullets, and with a different button.
	+ This means that the player is also able to grab.

## Gustavo's Moveset

* Gustavo does a double jump by jumping off Brick.
	+ Brick will rocket downwards, which can destroy metal blocks.
* Pressing the grab button will kick Brick, instead of up + grab.
	+ This means that Gustavo is unable to use his spin attack with Brick.
* Gustavo moves slower with his spin attack.
* Holding the jump button when landing will cause Gustavo and Brick to bounce. Continuing to hold the jump button after bouncing will cause them to bounce higher. You could also wall-jump by holding the jump button while pushing against a wall while bouncing in the air.

## Levels

### John Gutter

* Due to the tutorial being absent in this build, the controls are explained in this level, via the now unused TV messages functionality.
* The level is temporarily called "Entrance".
* The room with Pillar John is missing its background walls.
* The first secret and third secrets do not have indicators, making them harder to find.
* The second secret is not hidden under tiles.
* In one of the rooms during Pizza time, enemies aren't spawned using John faces, meaning they are absent during Lap 2 and beyond. This makes it inevitable to lose a combo, since there are no clock or bell pickups in the room or nearby after it.

### Pizzascape

* This level is temporarily called "Medieval".
* There is a unique door sprite for some doors in this level. This sprite is used in the final game for doors in Floor 1's levels, however there are two other variants which weren't re-used - one with a red glow, and another with a golden frame.
* The first secret is missing a slope at the beginning.
* The platform next to the 2nd secret are missing.
	+ Additionally, the second secret's layout is slightly different, making you jump over more walls.
* In the 3rd secret, Pizza Granny's note is missing.
* The hole in the key room is located above, on a pile of books, instead of being next to the key.
* There aren't any Pizza Points which would point to the door to the Tower Secret Treasure.

### Ancient Cheese

* This level is temporarily called "Ruin".
* The Cheeseslime at the beginning of the level is missing.
* The Forknight in the first room is elite, meaning he can use his Heat Meter attack (in which he charges forward).
* An old version of Put On A Show!! is played.
	+ Additionally, the song plays a room later than in the final game.
* The 2nd secret is slightly different, having two platforms requiring the player to crouch.
* The 3rd secret is not hidden, however its path is blocked by breakable blocks, unlike the final game.

### Bloodsauce Dungeon

* This level is temporarily called "Dungeon".
* The Cheeseslime at the beginning of the level is missing.
* One of the Pizza Cutters, in the room with Gerome's door, is hidden behind the ground tiles.
* The path to the janitor's door is now filled with a destroyable wall.
* While in the colder areas of the level near the end, Meatophobia will play.
* The third secret is completely different, being an open area with pools of Boiling Sauce instead of being filled with Pizza Cutters.
	+ Due to the secret requiring the player to touch the lava to access other areas, it was most likely reworked for the Chef Task "Very Very Hot Sauce".

### Oregano Desert

* This level is called "Badland".
* The Cheeseslime at the beginning of the level is missing
* Sausage clerks in Pizzamarts are absent.
* Totems which create Totem Clouds do not have an inactive sprite.
	+ Additionally, they can't be reactivated with the Mach Dash.
* Pizzamarts' exits are misplaced, causing the player to walk out from next to the Pizzamart.
* In the room with Gerome, some Kentucky Kenny were replaced with Tribe Cheeses in the final game.
* The level's layout has some changes. For instance, the room during Pizza Time in which the player is kicked by a cow that makes the ground break is much earlier, being just the second room after the aforementioned "Gerome" room.
	+ Followed by is the room with the last Pizzamart. However, afterwards is the room with the second secret.
* The UFO is entered through an object with a placeholder design of a red square with a white arrow pointing to the right.
* U.F.Olives are absent in the UFO section.
* The fourth Pizzamart has a gap of breakable blocks.

### Wasteyard

* Peppino has yellow clothes in his death sprite.
* Grandpa Peppers are present in this level. They can only be killed with the Ghost transformation, and are used to block the way unless the player has that transformation.
* Angel Priests are present in this level. They move in circles and act as obstacles.
	+ Angel Priests and Mushroom Ghosts have a similar function, being obstacles you need to avoid in order to move on with your current state.
* John Ghost immediately teleports the player back to the start of the room when touched, instead of having a short delay.
* Ghost Peppers are not present in this build, and the player is able to dash freely in the Ghost transformation
* The first secret does not have a drawing of an eye indicating where it is, making it much harder to find.
* The path leading to Gerome is exposed, unlike being subtly hidden, but is now blocked by a breakable wall.
* The Janitor room is completely exposed instead of being hidden by rocks.
* The Third secret, while having the same layout, is completely different. The player has to dodge various grandpas before reaching a Ghost mushroom, which is used to open the exit.
* A room was removed in the build in the escape sequence.
* The Phantom Tower is used as a placeholder song instead of Tombstone Arizona.

### Fun Farm

* Ranch Shooters appear in this level.
* Electric Potatoes use a placeholder design, looking like a plain potato with a smiley face.
* Several background decorations are missing.
* The Potato Farmers move faster in the build.
* "What's on the Kids' Menu" does not play in the second part of the level.
* Mort Hooks function differently. Instead of immediately giving the player extra height, an unused animation of Mort gripping onto the hook is played and then the player is launched upwards.
* The level layout presents a lot of differences.
* The first secret is different - instead of using potato farmers to kill more potato farmers, the player needs to get close to them so they charge and die to an outlet.
* The 3rd secret's location is different, as well as the secret itself. In it, the player has to use Peasantos to kill Stupid Rats.
* Electric potatoes don't count towards combos and don't refill the timer.

### Fast Food Saloon

* The level is called "Saloon".
* At the beginning, the Big Pizza Topping hidden in the wall, next to the entrance, is absent.
* The first Cheeseslime in this level is slightly greener.
* When reloading a room, Horsey will be back at its starting point, and not remain defeated or victorious when coming back.
	+ This however doesn't let the player restart a race.
* The timed gate's timer is displayed as a number on top of the button, rather than an alarm clock on top of the player with a pizza in it which loses slices as time decreases.
* In the first room with a Weenie Mount, there's large text saying "Press JUMP", with the word "JUMP" shaking vertically.
* The signs showing the rooms where the key and lock are respectively are absent.
* The 1st secret has some changes, in which the player is required to jump to touch some of the buttons higher up.
* Bottles are nowhere present in this build.

### Crust Cove

* The level is called "Plage".
* Buried Treasure Chest Guys are absent.
* Some background tiles are missing.
* The "Exit" sign is absent.
* The Gerome door is not hidden under tiles, but is blocked by breakable blocks.
* In certain parts of the level, it is impossible to progress unless the player stops rolling in the barrel.
* Captain Pizza Goblin's sprites are not present, despite his behaviour coded in.
* The 2nd secret has no indicators, making it hard to find.
* The 3rd secret's location is different.
	+ Due to the secret itself still being the same, the TV displays text inside of the secret, telling the player to taunt to deflect the cannon goblinbot's projectile.
* The pit right before Pillar John, which would have Pizza Tower Guy in it during Lap 2, is deeper and falling into it causes the "Technical Difficulty" screen to appear and the player to be teleported back.

### Gnome Forest

* No bees are present in the level.
* The Gustavo & Brick tutorial doesn't take place in the same pizza dimension that the normal tutorial takes place in. As such, the Pizza Grannies are missing and Gustavo's moveset is explained by the unused TV messages mechanic.
* "mmm yes put the tree on my pizza" does not play during Peppino's section of the level, as Wudpecker plays instead.
* The player needs to switch between Gustavo and Peppino much more often, while in the final game, it only happens twice (4 times if lap 2 is included).
* Gerome's location is higher than his final spot, being now taken by a Treasure Chest Guy.
* The 2nd secret is clearly visible.
* Darker parts of the level in the final game are always bright.
* The room with the Pizza Portal misses clocks to refill the combo meter.

### Deep-Dish 9

* The level is called "Space".
* The first Cheeseslime in this level is slightly greener.
* Asteroids do not refill the combo timer.
* When getting onto a rocket, another one immediately spawns.
	+ An overlay issue also seems apparent, as the rocket is in next rocket is in front of Peppino.
* In the room with the second Toppin, Pizza Toppings are missing on top of the door.
* The player enters the other planets via doors instead of rocket ships.
* In the 2nd secret, there are arrows pointing which direction to vertically move the rocket to avoid crashing into a wall.
* The rat astronaut decoration is in a slightly different location, and is partially inside of the ceiling.
* An asteroid is missing in the room before Pillar John.
* After destroying Pillar John, there is no tight gap for the player to crouch.
* The 3rd secret is clearly visible.
* In the room with the 3rd secret, a portal is placed on top of an Anti-gravitational Olive.
* The teleporter next to the Gerome door is absent.
* Enemies aren't spawned using John faces and regular pizza toppings are instead of clock and bell pickups. This makes Lap 2 useless, since the player will only lose score.
* Space Pinball is used as a placeholder song instead of Extraterrestrial Wahwahs.
* The Default speed of the Rocket Transformation is faster
* The Anti-gravitational Olive, which leads to the second secret, is hidden inside a block instead of being exposed.

### Golf

* The golf hit counter is a simple number on the middle right of the screen.
	+ It does not reset after getting the Greaseball to the goal.
* Golf blocks use their old design.
* Instead of a Stupid Rat blocking the entrance to the Fry Course, a breakable wall is found instead.
* Sir Noses are missing their cooldown animation.
* The golf ranks are missing.
* Burger Golfers and Golf Demons lack stunned and scared animation and have to use their death sprite as their scared and stunned sprites instead.
* Golf Demons don't burn when running and remain vulnerable.
* The 3rd secret is different. Instead of making Golf Demons fall onto outlets, the player has to run to defeat them.
* Big Cheese's throw animation is much shorter.
* Instead of John blocking some doors during Pizza Time, these doors are closed.

### The Pig City

* The level is still called "Street".
* The first room does not have a Cheeseslime.
* This level plays the old version of Bite The Crust.
	+ Instead of a strange Pizzahead laughing voice for the music, it uses a strange voice heard from the old music.
	+ Instead of starting right when Peppino exits the room, the music plays right when the level is started.
* The secret passage which would normally lead to Grandpa Pepper instead leads to the Pizza Portal.
	+ The portal itself is visible immediately when entering the level, overlapping the tiles.
* The pig citizens are completely absent.
* The animation of Peppino holding a Rat Balloon is much faster.
* The signs next to taxis are missing.
* The taxi cutscenes are absent.
* Hamkuffs count towards the combo meter, but don't refill the timer.
	+ This means that, if the player does not have a combo, they will immediately get 10 points from killing a Hamkuff.
	+ Additionally, when Gustavo touches the Hamkuffs, it is not counted as a hit, but Gustavo will play his hurt animation and the TV will display as if he was hit.
* Hamkuff's sausage chain looks more simple - not animated and does not have shading.
* In the 2nd taxi room, there is a dash pad inside of a breakable wall which is missing in the final game.
	+ Still in that room, Pizza Toppings are missing in the area Peppino climbs up.
* The bacon room does not have a unique background and tileset (meaning it looks like a regular room). Its entrance is also not hidden under tiles.
	+ Entering the room makes the TV display the text "Smells good...".
* The second background is one sprite as opposed to several layers.
* The backgrounds do not change during the escape.
* Some background and foreground elements are missing.
* "Way of the Pig" does not play in the Gustavo and Brick section of the level.
* In the 4th taxi room, when Gustavo and Brick need to wall-jump in between outlets, there are no Pizza Toppings, leaving it much harder to keep the combo.
* The third secret exists in the game files, but the entrance to it is nowhere in the level, leaving it with only two secrets.
* Elite Pizza Slugs's bowtie color is the same as regular Pizza Slugs.
	+ Elite Pizza Slugs also flash before shooting.

### Oh Shit!

* Giant Slime uses the cheeseball's sprite.
* Moving with the Sticky Cheese transformation is slower than in the final game.
* Disguised Ninja Slices look identical to the Pizza Boy cardboards.
* Ninja Slices' defeat sprite always shows them with a red mask.
* Ninja Slices lack scared animation and have to use their stunned animation as their scared animation.
* Mr. Pinch is not inside of a pipe and there are no black orbs between his hand and his head.
* Certain pipes move the player faster than others.
* In the 1st secret, a pipe is misplaced, making it float in mid-air.
* In the area with the 3rd Toppin, instead of a Ninja Slice on the right, a Giant Slime is present.
* The room in which the player slips on a Banana Peel in order to destroy a Metal Block misses a booster.
* Instead of an Eye graffiti to mark the second secret's placement, a "The Noise" one is used instead.
* The blocks that force the player to go in a specific direction don't work if the player walks.
* Riding a trash pan is much faster.
* A Trash Pan, being absent in the final game, is present more closely to the third secret.
* The last Toppin is found in mid-air.

### Peppibot Factory

* The level is now called "Industrial" instead of "Factory".
* Several background and foreground elements are missing.
* The first background has a completely different color palette.
* All Weenies are red (the color of the Elite Weenies in the final game), but none of them drop cans that spawn fists.
* Peppibots take 2 hits to defeat due to them being set to as elite and their elitehit as 2.
* The first secret is different. Instead of Elite Weenies walking into outlets, the player needs to time getting launched by the present to kill as many weenies as possible. Also they use the stomped animation as their stunned animation.
* "Peppino's Sauce Machine" does not play in the second part of the level.
* The second secret is slightly different. While the bomb isn't behind a breakable wall, there's a question of timing to throw the bomb in the hand for it to explode on the Stupid Rat.
* The third secret is different - instead of killing many Stupid Rats, the player has to avoid outlets while collecting big pizza toppings.
* The physics of the Boxed transformation function differently. Instead of gradually gaining speed, the player walks at a constant speed normally, and normally cannot glide for a bit in the air. Instead, the player can touch Dash Pads in the boxed transformation to move much faster and glide after flapping.
	+ There are also no Stupid Rats in the level, meaning the transformation cannot be used to destroy them.
* When the Exit door is dragged upwards, the Pizzaface emblem on it doesn't change its expression.
	+ The door also overlays on top of the level assets.
* There is no door next to the Janitor one, meaning that the player has to backtrack manually to the exit.
* The Box of Pizzas leading to the Pizza Portal is hidden beneath the ground tiles.

### Refrigerator-Refrigerador-Freezerator

* The level is still called "Freezer".
* Some sort of bar, on the right side of the screen, is present, but doesn't have a shown use.
* Peppino does not have unique idle animations in this level.
* This level uses an old version of Don't Preheat Your Oven Because If You Do The Song Won't Play.
* The 1st secret presents slight differences: instead of a set of three Snowmen, only one appears for each set.
* Fake Santa can only be killed using a supertaunt. Because of this, enemies spawned by him count towards combos and points can infinitely gained from that for as long as Fake Santa stays alive.
* Instead of taking multiple Jetpacks in the 2nd secret, one is taken and Peppino bounces off Recoverable Blocks.
* The only other song in this level is It's Pizza Time! as Celsius Troubles and On The Rocks weren't implemented yet.
* Jumping on enemies using a **Jetpack** is not automatic, as it is in the final game. Instead, the player has to hold the jump button.
* **Jetpacks** use their old animation.
* In the room where would be the Pepper Pizza in the final game, The Noise is there to give the player a permanent jetpack, or super jetpack as called in-game, which can be activated at any time by pressing the "shoot" button while in the air.
* The player can use the grab button to fly in a straight line while a jetpack is being used.
* The room just before Pillar John in the final game, having multiple Snowmen in it, isn't implemented in this build.
* Due to the absence of the Pepper Pizza, the 3rd secret makes use of the Recoverable Blocks.
* During Pizza Time, Gustavo isn't frozen, and still greets Peppino next to his cabin.

### Pizzascare

* The 3rd secret is not hidden with tiles and there are no John blocks before it, meaning it can be entered before Pizza Time.
* Ghost King is not transparent.
* Exorcists are absent. This makes Ghostknights only defeatable using a supertaunt.
	+ Because of this, the 3rd secret is different. It involves jumping over Ghostknights.
* Ghostknights don't have a defeat sprite.
* Gabaghouls and Bad Rats are not present in the level.
* In the room where two Exorcists would be in the final game, the Goblinbot is closer to the Small Pin Stupid Rats than in the final game.
* The room with Gerome, after the player's first encounter with Ghost King, has less Ghostknights.
* The platform next to Gerome isn't hidden by the foreground's elements.
* The second secret involves killing Pepperoni Goblin Bats instead of collecting Pizza Toppings.
* Ghost King's Goblinbot launches the player much faster than in the final game.
* The Level's background doesn't change during Pizza Time.

### Don't Make A Sound

* The level is still called "Kids' Party".
* The level's dark rooms are darker.
* If the player stuns a Patroller while staying out of their sight, the Patroller does not start a countdown afterwards.
* This level uses a slightly different version of Tunnely Shimbers.
* All secrets are different, with the second one using the now unused Balloon.
* Toppin Monsters don't refill or add toward combo when killed.
* Toppin Monster jumpscares use the unused enemy death screams instead of their current screeches.
* The Pineapple Monster is unable to spawn Piraneapples. His activation point is also indicated with a big orange rectangle with a black arrow on it instead of being invisible. He also doesn't fade in and out. He also can't be defeated.
	+ Getting jumpscared by any monster activated by him displays an unused jumpscare featuring the Pineapple Monster.
* Animatronic Peppino could only be inflicted by getting jumpscared by a monster activated by the Pineapple Monster, every other Toppin Monster teleports the player after jumpscaring, with no transformation inflicted.
* After getting jumpscared, the player gets teleported to the previous room near the entrance to the current room, instead of being teleported to the start of the current room.
	+ Additionally, the combo doesn't end if the player gets jumpscared.
* "Hard Drive to Munch You" doesn't play when activating a Toppin Monster.
* In the final game, when activating a Toppin Monster, the background would get a red, moving pattern. In this version, it instead becomes blurry and flashes red.
* Clownmatos lack stunned animation and have to use their falling animation as their stunned animation
* The third secret's location is different. Instead of being above a metal block near a wall behind which are two flying patrollers, the secret is found in the room where the player is chased by four Toppin Monsters
* 2 Target Blocks in the second room which are not in the final game are here.

### WAR

* The numbers on the timer are bigger and look different.
* The timer and "Thousand March" start instantly instead of after grabbing the shotgun.
* There is no Pizza Portal, making Lap 2 inaccessible.
* Cardboard Tanks use Spit Cheese's defeated sprite instead of their own.
* The background also has a blur effect, instead of only flashing red.
* All secrets and the Tower Secret Treasure are missing.