Pizza Tower is one of those games that can give you a completely different impression depending on how you choose to play it. If you simply want to reach the ending, it is a good, weird, energetic platformer that is honestly not particularly difficult. You run through bizarre levels, smash everything in your path, fight some bosses, listen to excellent music and eventually finish the game. And if that is all you do, I can actually understand someone walking away wondering why people praise Pizza Tower so much. The game truly reveals itself when you decide to get P-ranks. But first, let's get something out of the way: Pizza Tower owes an enormous amount to Wario Land, especially Wario Land 4. I used to associate Pizza Tower much more with Sonic because of its speed, momentum and the process of learning a level until you can fly through it almost without stopping. After actually looking at Wario Land gameplay, though... yeah. Nintendo deserves a lot of credit for the skeleton here. Transformations, smashing through enemies and obstacles instead of carefully jumping on them, the structure of entering a level and later escaping from it, the general physicality of the protagonist — Pizza Tower takes an incredible amount from Wario. What Pizza Tower does with that foundation is effectively turn Wario Land into a speed game. Peppino has a fantastic moveset. Once you build momentum, you can charge through enemies, run up walls, dive, slide, grab things, chain actions together and generally turn yourself into a screaming Italian projectile. There is also the taunt, which doubles as a parry and gives Peppino another defensive option, but the most important addition is simply how strongly the entire game is built around maintaining movement. This is where the Sonic comparison still makes sense to me. The goal eventually stops being merely reaching the end of the level. You learn the route. You learn where you can preserve speed, which movement transitions are faster, where collectibles are located and how to move through the entire stage as one continuous sequence instead of a collection of individual platforming challenges. And this is also why I disagree with people describing Pizza Time as annoying backtracking. I am not even sure I would call it backtracking. A level effectively has two endpoints: the entrance and the pillar you destroy to start Pizza Time. But the route from the pillar back to the exit is not simply the same level played backwards. Sometimes you briefly travel through mirrored pieces of terrain, sure, but in the context of the whole escape route that is a tiny part of the experience. The return trip is designed as its own track. When you destroy the pillar, you are not really returning to the beginning of the level. You are continuing toward its actual ending. That distinction matters because Pizza Time is one of the reasons these levels work so well. You first experience the stage at a relatively normal pace, learn its gimmicks and layout, and then the game effectively says: "Good. Now run." And the geometry suddenly makes sense in a different way. The other major thing Pizza Tower does extremely well is making individual stages memorable. Almost every level has its own theme, visual joke or reference. Cowboys, a farm, Vietnam, aliens, pirates, movies, robots, FNAF-style horror and a ridiculous number of other ideas appear throughout the game. But the important part is that these are not just background changes. Most levels also introduce some kind of transformation or temporary mechanical gimmick that changes how Peppino moves or interacts with the stage. The transformation only lasts for a portion of the level, but you usually have to understand and use it properly to progress. That means stages are remembered not only because they looked different or had different music, but because they actually played differently for a while. This variety is one of the reasons Pizza Tower rarely feels repetitive despite asking you to replay levels. And you WILL replay them if you go for P-ranks. This is where the game goes from "good platformer" to something much more impressive. Getting through a stage normally does not require you to master Peppino's movement. You can make mistakes, stop, look around, take damage and generally brute-force your way through most situations. P-rank completely changes your relationship with the level. Now you need to understand the route. You need to collect everything required. You need to keep your combo alive. You need to avoid unnecessary interruptions. You need to use Peppino's moveset properly instead of treating half of it as optional tricks. Eventually you stop thinking about individual rooms and start thinking about the level as one continuous route. And this is where the level design becomes ♥♥♥♥♥♥♥ impressive. Sections that seemed like random platforms during your first run suddenly reveal themselves as perfectly placed transitions between moves. Obstacles that originally slowed you down become things you learn to destroy without losing momentum. You begin planning how to enter a room before you even reach it because you already know how you want to leave it. At that point Pizza Tower starts giving you something very close to a speedrunning experience without requiring you to actually become a competitive speedrunner. You are routing the stage. You are shaving off unnecessary movement. You are learning how to maintain momentum. You are restarting after tiny mistakes because you know you can do better. And finally getting the P-rank feels good not because the game gave you better equipment, more damage or a higher level. You got better. That is probably the single most important thing Pizza Tower does right. Its progression at the highest level is primarily player progression. The music deserves its own paragraph because it carries an absurd amount of this experience. Pizza Tower's soundtrack is a chaotic mixture of electronic music, samples, strange noises and melodies that somehow perfectly match the game's manic energy. It is fantastic. And this matters mechanically more than it might sound. When you are attempting the same P-rank again and again, restarting a stage stops being nearly as painful when you are listening to music this good. Pizza Time themes turn an already fast platformer into controlled panic. Boss themes are arguably even better. Honestly, some of the strongest music in the game appears during boss fights. Which is funny, because bosses are one area where my opinion became less positive the better I became at the game. During a normal first playthrough, bosses are great. They are expressive, funny, visually memorable and each has its own gimmicks. At that point they can easily seem like some of the best parts of Pizza Tower. But mechanically, most of them can eventually be simplified into something like: dodge dodge dodge attack Repeat. Obviously that is a simplification, but the point is that their movesets are not particularly deep. And the P-rank requirement exposes that limitation. Normal levels become MORE interesting when you chase P-ranks because the requirement forces you to fully engage with the movement system and level design. Bosses have almost the opposite problem. Chasing their P-ranks effectively turns them into no-hit fights. Instead of becoming faster and more expressive, you often become more cautious. You learn the patterns, avoid taking risks and repeat the correct responses until the boss is dead. The regular stages reward mastery with flow. The bosses reward mastery with memorization. That does not make them bad, especially on a first playthrough, but it is one of the few areas where Pizza Tower becomes less interesting rather than more interesting when you pursue perfect ranks. The visual style is another complicated subject for me. I understand what Pizza Tower is going for, and t