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edizione capolavoro

PT v1.1.28 https://datanodes.to/u4rv6cgzzsvs/Pizza-Tower-AnkerGames.rar
BYOC v2.0 https://allfearthesentinel.com/zandronum/download.php?file=byocv2.0.pk3
Antonblast v1.1.2f https://mega.nz/file/Q0AAEQLb#IsRQoRJZV3uJj3fV_-PNZxZLeonbKlavfwbQJSvDTBY

>Old Builds
https://mega.nz/folder/W9ZxEAxJ#T0yji1Y-VTeJlpXeu9vbsg

>Decomps
Demo 1 Engine https://drive.google.com/file/d/1ThGUiwttZ63h11UpfrdP8B7KaoqnnjVg/view
GMS 2022 https://drive.google.com/file/d/1CW_LN07NEd3ISn8DDNwEEKjso8-0e7g7/view
GMS 2023 https://mega.nz/file/bFhQ0LLa#ga3tVIL1c07uXWmzZD9QbWYFsulLIirjKL_sdINmcxU
Xmas Break https://drive.google.com/file/d/1JWaJcetWX8Wp_zS_khrkBjTNZXMgGMzI/view
September 2021 https://archive.org/details/september-build-decomp
Eggplant https://mega.nz/file/14QAXATT#_BkDLYrVIQ6azqX5VTG7UfQRfV0oUuwL57nSsjOqjfc
Western v3 https://archive.org/details/pizza-tower-western-source-code
April 2021 https://archive.org/details/pt-april-2021-hotfix-decomp

/pizzatrash/ Resources: https://rentry.org/pizzatrash

Previous Thread: https://desuarchive.org/trash/thread/78231079
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>>78539086
Anchor for ripe, fresh and original content posts!
(Remember to reply to this post number before posting OC!)
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Hosting Zone 400, a set of relatively short maps, with the latest dev build of VF.

Server name: The Running Man
Password: cocks

https://rentry.org/pizzatrash#bring-your-own-class
>>
I've been replaying old builds of the game, and its made me kind of melancholy.

I got into the game very early into its development (Halloween Demo specifically), and seeing the game as it existed in earlier states reminded me that a lot of what had me excited for the project to begin with, the way it combined the platforming, exploration, and score-attack gameplay of Wario Land with the high speed and emphasis of movement of Sonic, was kind of lost as it got deeper into development. Even as early as SAGE, you started seeing the platforming and exploration toned down in favor of sonic-esquire speed, and come release, the level design is heavily streamlined and everything about the game is oriented around keeping you nonstop moving.

Now don't get me wrong, I love the final game. It's absolutely fantastic, one of the best platformers I've ever played. But there's still this part of me that's bummed that we didn't get something with a bigger emphasis on exploring the levels themselves.
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>>78540715
>The game
Meaning Pizza Tower specifically, if context didn't make that clear.
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>>78539097
He loves to shake that big jiggly thing.
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>>78539306
The Par Priest rooms are looking great, even if we put up with a co-op bug that made poison dart damage exist even after respawning. Feppino came in the clutch as I was getting my ass handed to, but I didn't get a screencap of that.
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>>78541826
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>>78540715
You aren't alone. Some of my favorite aspects of PT's stages are the puzzle segments and secrets that are extremely easy to scuff if you're well in the speedrun mindset. This includes the locations of the secrets themselves, like the one near Gnome Forest's exit. I understand limiting exploration in a game about going fast, but having that trait in an optional stage if not the hub world would have been nice.
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>>78539306
Apparently there's a programming oversight wherein any Cottonjaws made friendly (for instance with Magnifico's book) will become hostile again once their armor comes off, since that process involves making a new enemy actor. And that is very funny.
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>>78540715
Anything specific you enjoy in the early builds?
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>>78541885
Grey alien or Anon? I can totally see cryptids and such being drawn to Melty's presence...
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>>78546589
Anon, although now I'm picturing Melty recounting sightings and up-close experiences of a wide array of cryptids, only to be dismissed as a schizophrenic hobo (which he is, to be fair).
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i believe it
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>>78549682
He has the most AoE attacks in the roster, being able to swallow multiple enemies whole and agonisingly metabolise them into bombs.
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>>78544969
There's a lot of individual things I like from all over the course of the game's development, but if we're narrowing it down to the big stuff, I think the two specific points where the game was at its most interesting were Demo 2, and April 2021.

I like Demo 2 because it placed a very heavy emphasis on exploration. The key system meant you'd be backtracking a lot more, the toppins were often placed much further off the beaten path, there were way more rooms dedicated solely to increasing your score, and there were a ton of transformation-based puzzles.

I like April 2021 because it was the peak of the game's ambition and variety. Every build after this point was focused primarily on streamlining the game, cutting ideas and modifying the ones that remained to fit the game's new focus on pure speed. If you want a good a/b comparison, look at Don't Make a Sound in the April 2021 compared to the final.

My ideal Pizza Tower would be something between those two, with the exploration of the former and the bolder ideas of the latter. You can throw in Rework's hub and the release's controls for good measure.
>>
Speaking of the April build https://youtube.com/watch?v=j2s3ocmOU4M an interesting video if you can ignore the cancerous comment section.
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im surprised doise got to appear in here. (also cute feppino)
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>>78557153
That paint looks fresh, unless he is the paint.
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>>78541826
>pic
kek
it's just standard binary encoding, it maps to a standard keycode table.
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"Rework" could mean Noise or another class...
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>>78553273
Demo 2 turned out the way it did because McPig hired a separate level designer (Darkonius Mavakar). Despite being a learning experience for the guy, he brought with him a notable increase in creativity and quality for the stages.
>>
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https://pomf2.lain.la/f/896cbz44.mp4



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