2425 reviews liked by This_IS_Also_Bll


How I learned to stop worrying and love Pizza Tower.

Seriously though, despite being a bit disappointed in my first playthrough, I kept coming back to it eventually in some way. The Noise update gave me another reason to do a full playthrough since he is a pretty different character, and I think that was enough to convince me that this game is actually pretty great. As much as I want to hate it due to its Ohio rizz band kid zoomer fanbase, I really can't. It really is an exceptional game. There's a lot of charm and genuine soul put into this that's very rare these days. I even went for a few P ranks and was surprised by how addicting it was. Definitely don't have the patience to P rank the whole game, but I finally get what people love about this game.

It's still not as good as Wario Land 4 though.

if u play this w the mods that turn peppino or the toppins into cute anime girls then u are a coward and a total freak. u shld not make this game "cute"

I'll get straight to the point and say that Pizza Tower fucks and is one of my favorite games of all time. It is an exhilarating and extremely rewarding experience chasing the P rank on every level. A P rank is awarded for clearing a level near flawlessly, with a combo active the entire level, and getting them is, without a doubt, the best part of the game. Levels are laid out such that you can gracefully, and extremely efficiently, flow through them as you grab each collectibles while continually refreshing your combo meter. This makes the moment to moment gameplay extremely rewarding in itself, once you understand Peppino's moveset and are able to soar through the obstacles laid out by the level at mach-speed! Racking up your combo while pulling off efficient movement tricks makes me feel cool as hell and is what drove me to devour this game.

The level design is far from the only thing that Pizza Tower knocks out of the park; the music, visuals, and aforementioned controls were all clearly given a lot of time to cook, giving the game an extremely unique identity and cumulating in the game's extremely sicknasty style. The hyper stylized MSPaint aesthetic was very offputting to me at first, but the brazen individuality of it quickly grew on me, and the game often takes advantage of it with surprisingly charming artwork that evokes the emotion of high quality MSPaint shitposts (such as the Baja Blast heist to name an example), which I am a major fan of. The music is just as strange as the visuals, with an extremely unique sound and random samples thrown in every so often. Despite that, I think that the music is still generally appealing in a way that non-terminally online people would be able to appreciate (although I am often told I have a terrible taste in music so I may be way off on this).

And finally, to get to Peppino's moveset, once you get a grasp on it, it's amazing. His run speed quickly builds to extreme heights, making long stretches of perfect play super rewarding as you reach record speeds. Fortunately, the camera is way zoomed out the whole game, so there is no issue with not being able to see things that are ahead of you that other speedy platformers like Sonic have. His wall climb also maintains his running speed, allowing you to continue building it up through large sections of each level. Turning around also conserves some of your speed, but it unfortunately has a pretty low cap on how much speed you can retain from it, which I would have liked to see increased or removed all together. The upward dash also stalls for no reason when you do a horizontal dash out of it, which is unsatisfying to lose seconds to. Peppino also has some secret tech that is never explained to the player which I am pretty baffled by. You can build instant speed from 0 with a crouch dash, cancel a dash by dashing in the opposite direction, and ground pound out of a dive by pressing down + jump midair. These moves are really useful, especially the ground pound, and I think I would have enjoyed the game less if I hadn't been informed of their existence by a friend. The second playable character, The Noise, also has some pretty great controls. He is more similar to Peppino than not, but his minor changes end up making him feel very different. Although, there are times where levels were clearly not designed with the abilities of The Noise in mind, making for strangely difficult obstacles and less satisfying sequences. Despite the minor imperfections, Pizza Tower's controls are a huge enabler for the frantic gameplay and rewarding level design that I love so much about it.

I do think that PT has a couple of major flaws that make it hard to get into. First, the best part of the game (getting P ranks) is not at all obvious to the player. Beyond existing and adding to the save files % score on the file select, there is no extrinsic incentive for players to try and get P ranks. In my initial playthrough, I didn't worry about getting S or P ranks at all and ended up being pretty underwhelmed by the game after I had beaten all the levels. Only after deciding to go back and try getting a few P ranks did I realize that that is the main appeal of the gameplay. I think this issue is exacerbated by my second major complaint, being the hidden collectibles. Every level has 9 major collectibles, multiple of which are hidden, often in hard to find places, especially if you are going fast (which is the best part of the game). This leaves the player in a really awkward spot, having to choose between taking their time to explore the level looking for secrets, and going fast to maintain their combo exercise mastery of the game's controls. This conflict is even more apparent when the secrets are hidden in parts of the level that are only accessible during the timed escape sequence at the end of each level. After I decided to get all the P ranks in this game, I just looked up a guide of all the collectible locations and had a much better time with the game after that, which I think speaks volumes as to how the secrets interfere with the game's biggest strength.

Pizza Tower makes me feel cool as fuck when I am showcasing my understanding of the game's controls and mechanics by earning P ranks. It is unforgettable, with its extremely unique music and art, not to mention the final boss, which is one of the most hype levels in any video game I've ever played. It occasionally gets in its own way by slowing the player down, and getting P ranks does admittedly ask for a lot of effort from the player, since they will have to play through the level at least one time before even attempting P rank just to get familiar with the route they'll have to take. These are relatively easy flaws to ignore though, and everything else is so well done that Pizza Tower has earned its place as one of my favorite games of all time!

this game is the equivalent of super meat boy for 2010 is that good

imagine eating pizza with one hand and knockin down a capri sun with the other while hitting the sickest rail grind of your life with the boys on your rocket-powered board in a dinosaur costume with your headphones on blasting nofx in front of that skater girl you like. pizza tower is at LEAST as fun as that.

Review for the newly released Noise Update

I already loved this game so much, the Noise update just amplifies my love for the game. The Noise is such a fun character to control with his own unique mechanics and spins on the level specific alterations that Peppino is affected by. It spices the game up even more if you've already mastered it. The new music is awesome too. 10/10

Very competent in emulating FromSoftware's flagship games, but also replicates the same mistakes the former commits

quite possibly my favorite game of all time
this music sends my soul into the stratosphere
the lore is that good shit that makes me want to collect every log about every item, monster, and person to piece it all together
ridiculously fun with friends, and getting good at this game (E8) makes you better at video games period. real ass masterpiece of a game

damn my music album came with a game

Dada

Dada (/ˈdɑːdɑː/) or Dadaism was an art movement of the European avant-garde in the early 20th century, with early centres in Zürich, Switzerland, at the Cabaret Voltaire (in 1916), founded by Hugo Ball with his companion Emmy Hennings, and in Berlin in 1917.[2][3] New York Dada began c. 1915,[4][5] and after 1920 Dada flourished in Paris. Dadaist activities lasted until the mid 1920s.

Developed in reaction to World War I, the Dada movement consisted of artists who rejected the logic, reason, and aestheticism of modern capitalist society, instead expressing nonsense, irrationality, and anti-bourgeois protest in their works.[6][7][8] The art of the movement began primarily as performance[9] art, but eventually spanned visual, literary, and sound media, including collage, sound poetry, cut-up writing, and sculpture. Dadaist artists expressed their discontent toward violence, war, and nationalism and maintained political affinities with radical politics on the left-wing and far-left politics.[10][11][12][13]


Cover of the first edition of the publication Dada, Tristan Tzara; Zürich, 1917
There is no consensus on the origin of the movement's name; a common story is that the German artist Richard Huelsenbeck slid a paper knife (letter-opener) at random into a dictionary, where it landed on "dada", a colloquial French term for a hobby horse. Jean Arp wrote that Tristan Tzara invented the word at 6 p.m. on 6 February 1916, in the Café de la Terrasse in Zürich.[14] Others note that it suggests the first words of a child, evoking a childishness and absurdity that appealed to the group. Still others speculate that the word might have been chosen to evoke a similar meaning (or no meaning at all) in any language, reflecting the movement's internationalism.[15]


Francis Picabia: left, Le saint des saints c'est de moi qu'il s'agit dans ce portrait, 1 July 1915; center, Portrait d'une jeune fille americaine dans l'état de nudité, 5 July 1915; right, J'ai vu et c'est de toi qu'il s'agit, De Zayas! De Zayas! Je suis venu sur les rivages du Pont-Euxin, New York, 1915
The roots of Dada lie in pre-war avant-garde. The term anti-art, a precursor to Dada, was coined by Marcel Duchamp around 1913 to characterize works that challenge accepted definitions of art.[16] Cubism and the development of collage and abstract art would inform the movement's detachment from the constraints of reality and convention. The work of French poets, Italian Futurists and the German Expressionists would influence Dada's rejection of the tight correlation between words and meaning.[17] Works such as Ubu Roi (1896) by Alfred Jarry and the ballet Parade (1916–17) by Erik Satie would also be characterized as proto-Dadaist works.[18] The Dada movement's principles were first collected in Hugo Ball's Dada Manifesto in 1916. Ball is seen as the founder of the Dada movement.[19]

The Dadaist movement included public gatherings, demonstrations, and publication of art/literary journals; passionate coverage of art, politics, and culture were topics often discussed in a variety of media. Key figures in the movement included Jean Arp, Johannes Baader, Hugo Ball, Marcel Duchamp, Max Ernst, Elsa von Freytag-Loringhoven, George Grosz, Raoul Hausmann, John Heartfield, Emmy Hennings, Hannah Höch, Richard Huelsenbeck, Francis Picabia, Man Ray, Hans Richter, Kurt Schwitters, Sophie Taeuber-Arp, Tristan Tzara, and Beatrice Wood, among others. The movement influenced later styles like the avant-garde and downtown music movements, and groups including Surrealism, nouveau réalisme, pop art and Fluxus.[20]



I fucking hate playing Baldi's Basics but I can appreciate a good shitpost when I see one.