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Screenshot of the scrapped level, Mansion. Also pictured is the original HUD.

As Pizza Tower was in development for five years, had a very open development cycle compared to other contemporary games, and even had multiple pre-release builds playable by backers (or for free for certain events such as SAGE or holidays), various ideas which were showcased and even included at certain points, but ultimately ended up subsequently scrapped or reworked; enough to warrant its own page.

Be wary of unmarked spoilers!

Gameplay

  • The Toppins were originally conceptualized as obligatory pick-ups which the player had to collect, so that they could feed them to the level's Pillar John; doing so would make him open the path to the Tower Secret Treasure which, when collected, would activate Pizza Time. In the final game, the Toppins give you money to open boss battles, and the Tower Secret Treasure is not connected to Pizza Time.
    • Additionally, one point in development saw the Toppins being used as a defense against Pizzaface during Pizza Time, where they would transform into Sentai-looking Topping Warriors who could be launched at enemies to kill them.
    • They were also originally in pizza boxes before being collected but the final game changes it so they are in cages, likely to make them easier to find.
    • The Toppins originally had more basic designs that made them look more similar to each other, with the cheese having legs and the pineapple not wearing sunglasses. When they were redesigned to look more distinct, the mushroom Toppin had the smallest number of changes and his old design would be used as one of his taunts in the final game.
  • At one point, a "W-Rank" was considered, higher than S-Rank and obtained by having a high combo for the entirety of a level, which was accompanied by a new combo system. When the latter was removed with the old system, the W-Rank was scrapped along with it. The concept would later be re-used in the form of the "P-Rank" in the final game.
  • The Heat Meter was a mechanic introduced in Patreon demos released shortly before the game's release. Performing well on a level would cause enemies to move faster and develop new attacks (such as Cheeseslimes attacking Peppino with a bat or Forknights using jetpacks to charge forward), but would grant more points when defeated. The feature was first announced in a development log video, only for the developer to reflect on how it could bloat the game and immediately scrap it (with the log being reuploaded blanking out the entire segment)... only for it to be added back to the game anyway, largely unchanged to how it was first depicted. As of the launch version, however, the Heat Meter is once again fully absent.
  • The transition from Gustavo to Peppino was changed from a comical "Back to Peppionno—uh Peppino!!!" message sliding into view to a flat-out disdainful "back to that guy" screen with the Waddling Head Peppino framed much tinier in the dark under a spotlight.
  • Present in the SAGE demo were pizza coins that would occasionally drop from breaking blocks. These could then be spent at a recurring "Pizzamart" convenience store chain in the levels, which allowed Peppino to buy the shotgun. Pizzamart got scrapped, but the shotgun was placed elsewhere in the game with unlimited ammo, and the level graphics were reused for Oregano Desert's sublevels. The shotgun also functioned differently; shooting a short Spread Shot instead of a screen-wide blast, didn't entirely replace Peppino's basic grab attack, and allowed him to absorb an extra hit without losing score.
  • One development log showed off a pair of power-ups in the form of a pizza shield and a pepper pizza; the former would protect the player from a single hit of damage, while the latter would let them reach Mach 4 instantly when running. The pizza shield was scrapped, while the pepper pizza was changed to be able to melt ice blocks and give a Screw Attack, before being placed in Refrigerator-Refrigerador-Freezerator.
  • The breakdance was originally introduced as an attack rather than just a taunt. Beyond it being able to kill things by itself, clicking its respective key in the middle of the dance would launch Peppino forward butt-first, killing enemies along the way.
  • Peppino originally had a slapping attack instead of grabbing, as shown in some of the earlier demos. In the final game, the Peppino Robots still have a slapping attack as a reference to the move.
  • The Super Taunt previously could be used as much as the player wanted, so long as they beat at least three enemies in a combo, with the timer for when one combo stopped and the next started being a lot shorter. This is different in the final release, where the Super Taunt is only allowed to be used every 10 enemy kills whilst a combo is active, but the combo timer is more lenient to compensate.
  • Originally, more weapons existed than the shotgun. Sprites were made for a pizza cutter weapon which required fuel to use, which could be used to attack enemies or as a pogo stick, presumably to avoid hazardous terrain. Peppino also had access to the pistol used in the Vigilante boss fight in normal levels, albeit with limited ammo.
  • The SAGE demo features Snick's Challenge, in which Peppino would need to get to Pillar John's location in each of the levels in sequence, while being chased by Snick.exe. The gamemode isn't present in the final game.
  • In the game’s files, a telephone similar to the one in the old menu screen can be found. When modded into the game, touching it causes Peppino to pick up the phone and do a Wild Take, afterwards, Pizza Time starts. This is likely the precursor to Pillar John, and also possibly where the scrapped ‘Noise is calling, pick up phone’ song in the game’s files originated from.
  • There was a planned "hard mode" which would feature a character called Pizzamancer (who resembled Pizzaface but with limbs and a wizard wardrobe), who would continuously float around the player, spawning enemies along their path as they progressed through the level. The mode was scrapped, but it is fully functional in-game through the use of console commands; the only exception is that Pizzamancer never received sprites, and instead uses Snick.exe as a placeholder.

Characters

Playable Characters

  • More playable characters than just Peppino were considered, with some being added in pre-release builds, though only Peppino and Gustavo were playable at the time of the game's launch.
    • The Noise was planned as a secondary playable character and was present in multiple Patreon demos. However, he was cut for the game's initial release, relegated to being only a boss character, though the developer has stated he would be added in a post-release update, which eventually happened on March 12th, 2024. He has a number of elements to him which have changed through development:
      • His playable moveset has been altered many times through development. At one point, he rode on a washing machine in order to break steel blocks and had a double jump similar to how Mario holds his cape while flying in Super Mario World. Later, his skate was replaced with a pogo stick, his grab was replaced with a spinning tackle, his dash was turned into him using a jetpack which allowed him to go horizontally or vertically, and he lost the ability to Wall Run and it was replaced with the Wall Jump instead. As of the final Patron build, his moveset was virtually identical to Peppino's, with the only difference is that his special attack was throwing Noise Bombs rather than firing a pistol like the former. In the final game, his moveset is once again different from Peppino, with him having various new abilities such as a spin attack and Noise Crusher, along with some of his transformations working differently.
      • When the Noise's moveset was changed into the pogo stick-based one, a playable character named "King Noyz" was briefly considered who would retain the old moveset seen in the Noise's Hardoween demo, described as looking similar to the Noise save for having a purple costume, a Burger King-esque crown and a beard. He was quickly scrapped, never even receiving sprites, and the Noise's moveset would be reverted anyway, making the character unnecessary.
    • The Vigilante was also considered as a third playable character after Peppino and the Noise, having the gimmick of not being able to use transformations and having Hit Points replenished by picking up collectibles. He had enough development to receive a full trailer. Like the Noise initially was, his playable appearance was cut and he was restricted to being a boss character, though a lot of his sprites were reused for his boss fight.
    • Pepperman was briefly considered as a fourth playable character, restricted to certain levels due to having different mechanics from the others, with the developer even musing that he would open doors by simply bulldozing through them. This was eventually scrapped due to the developer not wanting to restrict characters in such a manner, and Pepperman retained his sole role as a boss character.
    • Snick the Porcupine appears as a fully playable character in the SAGE 2019 demo, but is absent from the launch game outside of small cameos and unlike the Noise, the Vigilante, and Pepperman, he was never intended to be playable in the full game.
  • Alongside the idea of multiple playable characters, some Patreon demos also had co-op, where one player controlled Peppino and the other controlled the Noise, and the two were able to reach Mach 4 speed by running into each other. As the extra characters were cut, co-op was also taken out from the game's initial release, though it was eventually re-added in a slightly altered form in the Noise update.
  • Noise's animation for slamming an enemy was originally him dressed up in basketball clothes complete with an afro but in the final game it's replaced with him becomming feral as it does so.

NPCs

  • The Noise originally had much more presence in the game, where he would actively attempt to hinder the player through levels by doing things like dropping explosives (which the player could then pick up to solve puzzles). He was also meant to be a Recurring Boss, fought over the course of the whole game. On top of that, he was responsible for initiating Pizza Time, by pressing a Big Red Button that caused the tower to collapse after the player reached the end of a level.
    • His design at one point was more detailed, with him having a full pizza drawn on his head as well as his torso, and his mustache directly connected to his nose. When he was considered as a playable character, these details were removed in order to make him easier to animate.
    • Regarding his backstory, at first Noise was even more blatant Expy of Noid, as he was a mascot brought to life by a pizza joint named "Dominion" from a noise of other pizzerias' unfulfilled promises. Currently, Noise is a completely insane TV personality who is just a human with a very weird surname, while the role of a rival mascot was taken over by Pizzahead.
  • Mr. Stick was, at one point in development, the boss of World 4. He would attack primarily by summoning past bosses and using their moves. He was eventually replaced by Fake Peppino on that role, though the concept of summoning past bosses was repurposed as part of the Final Boss.
    • His role as a Cash Gate was also originally meant to be paid using points. In the final version, you pay him with money earned by finding Toppins.
  • Fake Peppino was originally introduced as an enemy who would spawn during Pizza Time and chase down the player, killing them instantly if he managed to grab them, a role later taken by Pizzaface. Later on, he was changed into being the central enemy of the Mansion level, but after that was scrapped, he would become the boss of World 4.
  • One point of development saw conventional bosses scrapped for a Puzzle Boss approach, with the Cheese Dragon being created as the boss of World 1. The developers stepped back on this, however, and the Cheese Dragon's only appearance in the launch version is as part of a Development Gag.
  • Noisette, the Noise's girlfriend, was originally meant to serve as a shopkeeper who would sell things like alternate costumes and music tracks in exchange for points. In the final game, she only makes a brief appearance at the end of the Noise's boss fight and in a secret room, and alternate costumes are unlocked through specifying various unlock requirements. Meanwhile, in The Noise's campaign, she replaces Mr. Stick as the Cash Gate guarding the bosses.
  • Clownmato was originally envisioned as a boss and counterpart to Pepperman, but was later repurposed into a common enemy.
  • An enemy called the Camembert Squire was meant to be the source of the Weenie Mount; the player had to lure him into charging into a wall, which would stun him and make him killable, allowing Peppino to ride on the Weenie. In the final version, the Camembert Squire's sole appearance is in a hidden Easter Egg room, where he can't be interacted with, and the Weenie Mount shows up on its own in the Fast Food Saloon level.
  • Unused sketches in the game files show an earlier, much different take on the final phase of Pizzahead's fight, where instead of starting a Boss Rush, he would have a Villainous Breakdown and start dashing, shouting and throwing out various punches and kicks. This phase ended up being scrapped due to the developers wanting Pizzahead to be more of a Foil to Peppino who never takes anything seriously.
    • This gameplay video shows Pizzahead tossing a large Peppino head around instead of the TV. He sometimes turns into a fencer, which triggers the Knight transformation on Peppino to match. And instead of tossing Brick, he picks and throws Gustavo. On low health, Pizzahead goes mad and spams a single rubber kick (based on a MUGEN depiction of Ronald McDonald) that stretches across the screen, forcing Peppino to crawl under it and hit him from behind. The video ends with what's likely a draft of the No-Holds-Barred Beatdown Peppino inflicts on Pizzahead before dunking him into the tower. An alternate intro for the third phase has Pizzahead ominously rise up before Peppino screams in rage and the two engage in a Pummel Duel before breaking off.
  • Pineacools could originally taunt at random, meaning the player could potentially get parried by them. In the final game, they only taunt if you do so first.
  • An enemy called the Piraneapple was one of the earliest ones designed, and would float around the screen trying to bite Peppino. In the final game, they don't appear as normal enemies, biting Peppino if he doesn't dash across still water in Crust Cove, and being the Pineapple Toppin Monster's projectiles in Don't Make A Sound.
  • The Pineapple Toppin Monster was originally designed to be more in line with its fellow Monsters, and would even disguise itself as the real Pineapple Toppin to try and get a jump on the player. It also had its own Jump Scare (where it would make finger guns while smiling), but in the launch version, it instead acts as a teleporting enemy who shoots Piraneapples at Peppino and can't jumpscare him at all. Frame of the grinning animation it had while disguised was reused as one of Pineapple Toppin's taunts.
  • There were plans for Mort to be the boss of World 2, but these were scrapped fairly early on.
  • During the early stages of development, Pillar John was originally the main antagonist of the game, tricking the player by feeding him Toppins to grant him strength and insulting Peppino if the player gets a low rank at the end of a stage. And unlike the final version where there's multiple copies of him, it would later be revealed that he is the Pizza Tower itself, resulting in a final boss akin to Rudy the Clown from Wario Land 3.

Transformations

  • Various transformations were considered, with sprites for Peppino under their effect being made, but remained unused;
    • "Meteor Peppino" would send him flying in a direction after being attacked by an unused "Muscle Pizza" enemy, bouncing off corners and stopping when colliding with a wall.
    • "Caffeinated Peppino" would turn him brown and make him immediately sprint at high speed after drinking an energy drink thrown by an unused "Cool Kid" enemy until he hit an enemy. Its purpose was to traverse through falling platforms that required instant high speed.
    • "Spinny Peppino" would turn him green and cause him to jump really high while slowly descending on the way down.
    • "Muscle Peppino" would make him musclebound and allow him to destroy any obstacle.
    • "Hungry Peppino" would turn his head huge as he chomped the air in front of him, following an aroma uncontrollably until he reached the source.
    • "Shy Peppino" would turn him red and flustered after being afflicted by an unused "Pizza Lady" enemy, which would hinder his movement.
    • "Drunk Peppino" would turn him purple and make him drunk, being a clear nod to Crazy Wario.
    • "Superhero Peppino" would put him in a superhero costume similar to that of the Noise and grant him flight, possibly being a nod to Wario-Man.
  • In earlier demos, Peppino could activate the Ball transformation at will by crouching while standing on a ledge. This was removed for the launch version.
  • In earlier builds, being hit by a Pizzard's lightning bolt would turn Peppino into the Knight transformation. As of the launch version, however, the attack simply deals damage. Knight Peppino also used to get his armor broken by slamming into a wall; in the launch version, doing that only causes him to bounce upwards, and a Priest is necessary to undo the transformation.
  • When picking up a bomb, Peppino originally entered an entirely unique transformation called "Bomb Peppino" in which he ran around in panic until the fuse ran out or he collided with a Bomb Block, which would explode the bomb. This was removed in exchange for making the Bomb a more typical item.
  • Firebutt Peppino used to have a short animation when Peppino exited the transformation, where he'd glance sullenly at his burnt trousers.
  • A clown-themed transformation was present in some of the last pre-release demos. By running into a clown tent, Peppino would be turned into a Sad Clown riding on a tiny car who'd be forced to drive forward without stop, running into any enemies along the way. This transformation isn't used in any levels of the game's launch version, only showing up in a secret room as part of an Easter Egg.
  • In some builds, each transformation had a different stage element that would remove it. Fire mouth could be removed by drinking milk from pizza cows. Mort would go away when Peppino passed by a pile of chicken feed. The ghost transformation would end when Peppino passed by a gravestone, coming back to life. In the final game, all transformations are cancelled by the priest, who was originally meant just for the knight transformation. Milk from a pizza cow is used to remove the effects of the Satan's Choice pizza when going for Lap 2 in Refrigerator-Refrigerador-Freezerator.
  • Similar to the above, transformations each had their own tiles that could only be destroyed with those forms. Most of them were replaced with the Stupid Rat, an enemy that acts as a block that Peppino cannot destroy with his normal attacks, although a few transformation specific assets still exist such as the cheese meteors in Deep-Dish 9 and bowling pin-shaped Stupid Rats in Golf and Pizzascare.

Levels

  • The game's levels went through many revisions. If you compare levels present in public builds (Pizzascape, Ancient Cheese, Bloodsauce Dungeon and Pizzascare) to their final versions, you'll notice vague similarities that were massively reworked for later versions. An early room in Pizzascape with floating platforms, for one of many examples, didn't have a Bottomless Pit that it would get in the final release, making traversal trivial as players could just wallclimb up the far wall to bypass the floating platforms.
  • Strongcold, a harder version of the early Bloodsauce Dungeon present in the public "X-Mas Break" demo, is completely absent from the final game.
  • The Dragon Lair was the level where the player would encounter the Cheese Dragon. After the bosses were revamped into conventional fights, the level was scrapped.
  • A circus-themed level was considered, and at point was also merged into the Streets level that would later become The Pig City, though no elements from it survived to the launch game. One of the game's Development Gag rooms is theme around the circus.
  • Kung Fu was a level set in a Chinatown-esque city where Shrimp Thugs served as the primary enemies. The level was eventually merged with Space Pinball (see below) and heavily retooled to become Fastfood Saloon. This level used an early version of "Way of the Pig" called "Way of the Italian" as its music, except the ping oinks were dog barks (later cat meows).
  • At one point, the idea of a Space Zone level was merged with the concept of a Pinball Zone, leading to the creation of the level named Space Pinball. Ultimately, the pinball theme was removed and the level was merged with Kung Fu to become Fastfood Saloon, while Deep-Dish 9 inherited the space theme. The backgrounds for the level were reused for the Chef Task rooms, and Fastfood Saloon includes a small reference to Space Pinball in the form of a background poster.
  • The Mansion was a scrapped level that went through a number of revisions, with some featuring a chase sequence with Pepperman halfway through. A later concept art featured Fake Peppino as the central enemy of the level, but the whole thing was eventually scrapped, with Fake Peppino being repurposed into a boss fight.
    • The invincible Pepper Grandpa who punches you away in The Pig City was supposed to be a regular enemy in this level, killable only by using the Knight or Ghost transformations. He can still be killed (and his defeat sprite is still in the game) by editing the Knight or Ghost transformations into that room or spawning him in another level where those appear.
  • An old version of Gnome Forest was much more open-ended, and involved Peppino playing delivery boy for Gustavo, with Brick being used to block off the Toppins until Peppino delivered the pizzas (which were normal pizzas in boxes, mind) to the other gnomes, with Peppino gaining a health bar to represent the pizza he was carrying, and with too many hits the pizza would be lost and Gustavo would pummel points out of Peppino to make replacements. Eventually, the level got retooled to where in the final game Gustavo & Brick are the ones delivering pizzas to the gnomes, with the pizzas instead being bipedal and with gnome outfits and functioning on a time limit before they (and the Toppin they corresponded to) were lost for the level.
  • The Toppin Monster jumpscares in Don't Make A Sound were supposed to be in 3D and animated, much like Five Nights at Freddy's, which the stage was heavily inspired by, but this was scrapped in favor of the static 2D jumpscares that are in the final game due to performance issues. The level itself was also originally going to be called "Kids' Party".
  • In the Eggplant build of WAR, the timer automatically started from the moment you entered the level. In the final game, the timer doesn't start until you grab the shotgun.
  • Originally, The Crumbling Tower of Pizza was going to be much longer, with "PIZZA TIME NEVER ENDS" playing for the first half, and "Bye Bye There!" only playing for the second half. Pizzahead was also going to join you in escaping the tower.
    • Before getting its final name, The Crumbling Tower of Pizza was first known as "Exit".
  • Instead of Secret Eyes, the game had hidden rooms that used the same tileset as Secret Eye rooms. Also, the design of the hidden rooms was more oriented around giving the player a pretty easy point bonus instead of featuring a platforming challenge, and Pizzasonas didn't exist.

Music

  • A song track named "Pizza Mayhem" was meant to serve as the music of the game's opening, featuring female vocals. However, the track is not used in the launch version's opening, though it is one of the bonus tracks included in the game's soundtrack.
  • Originally the intention was for every level to have its own respective escape theme. However, the idea was scrapped early during development due to the heavy workload it would result for the game's composers. A few of these escape themes were composed and, while unused, were shared publicly:
  • During the Noise's period as a playable character, his escape theme was originally a track called "Pesto Anchovi", which can be heard in certain demos and Patreon builds. However, due to the composer developing a dislike for the track, it was eventually replaced with "Distasteful Anchovi". Neither theme is present in the final game, as Distasteful Anchovi got a heavy remix for the final product as the Lap 1 theme, while Pesto Anchovi was outright replaced with World Wide Noise as a Lap 2 theme.
  • As some levels were scrapped, so were the music tracks associated with them.
    • Ground Bound was the theme of the Mansion.
    • Tarragon Pizza was the theme of the Dragon Lair.
    • Freefallin' and its escape version, Collapse!, were the soundtracks of a cut "freefalling" level.
    • This theme was made for a "spooky apartment" level, and had an accompanying escape theme which was reused as one of the tracks for Snick's Challenge in the SAGE 2019 demo.
  • "I Ain't Got No Time to Dance" was the theme for the level that would later become The Crumbling Tower of Pizza.
  • "PIZZA TIME NEVER ENDS" was originally called "pizza time bro u know this u remember this" but was changed as too many other songs had that Stylistic Suck sort of naming scheme and it would stop being funny by this point.
  • "Leaning Dream", the track used for the game's pause screen, was originally composed to be the theme of the level that would become Deep-Dish 9. An accompanying escape track named "LEANING NIGHTMARE" was made for it, and while unused in the launch game, it was reused for Snick's Challenge in the SAGE 2019 demo.
  • The track "Overcooked Meat Lover" was meant to serve as a boss theme, though to what boss in particular was never specified.

Others

  • McPig originally worked on several scrapped games, some ideas from which were used in Pizza Tower.
    • The one game that went past concept phase was Weenie Cop, a Jazz Jackrabbit-inspired platformer starring Peter the detective wiener and Mac the burger cop who would fight against variety of burglar-themed foods, though the only ones that were fully developed was a gang of the french fries, known as the Fryboys. This was cancelled and McPig started development on Pizza Tower instead because he "wasn't feeling the frankenstein game mechanics that didn't mesh well together". Some of the ideas and designs would be repurposed for various demos of Pizza Tower, though most of them were changed by the final release or scrapped entirely. One of the few that made it all the way through was Peter's redesign into Weenie enemy from Peppibot Factory.
    • Peppino himself was created as a protagonist of a comic series where he would fight various pizza-themed monsters in his own restaurant. The idea didn't go past sketches, but would be used for a horror RPG. The game was known as Pizza Massacre and had Peppino getting sucked inside a nightmare world. He was drawn with brown shoes and darker skin, likely due to grimmer art style. This idea didn't last either, and Peppino would be repurposed for Pizza Tower instead.
  • Pizza Crawler was a Spin-Off game in the form of a rogue-like dungeon crawler with turn-based combat featuring Gustavo as the main character, with its own set of programmers while McPig was responsible for the graphics. However, the programmers eventually left the project, leading it to be canceled and to Gustavo being re-purposed into a character for Pizza Tower.
  • At one point, it was said that the plot was Peppino would brave multiple Towers to collect ingredients for his pizza while dealing with The Noise’ antics.
  • The "large score pickup" item used to be a large pizza, instead of a large pizza topping like the final game would feature.
  • Beta builds of the game display an unique in-game title for each area in every stage. In the final game, only the hub areas and the secret rooms they contain feature in-game titles. By playing on windowed mode, each menu screen, hub area and stage gets a Title Drop phrase on the window's header, but it doesn't go as far as having titles for every area.
  • At some point in development, Peppino's Final Judgement was meant to be seen only once per save file, with the game instead telling you ominously that the judgement was, indeed, final should you try to get another judgement. This would've prevented players from seeing better and better end screens from simply continuing to find the Toppins and Secret Treasures until getting to a 95% or above clear rate; in contrast, in the final game, the only judgements a player could permanently miss out on a save file (discounting any ranks they already got the better equivalents for, of course) are the two time-sensitive ones, and the only in-game acknowledgement of the judgement originally being once per save file is the name itself.
    "The judgement was final. Please try a new save file."
    • If "That's the one, officer!" with a injured Peppino pointing at the player sounds like something you'd get for hurting Peppino a lot, it's because that was the original unlock condition of the picture. "Confused?" was supposed to require killing as few enemies as possible and "No judgement" meant a failure to accomplish any special objective, but in the end all judgements were just tied to completion time and percentage.
  • The HUD used to be slightly different: it had an Expressive Health Bar in the top left (until health was removed, after which the status face stayed for flavor) and the television in the top right showed the player's current number of points and ranking. This got changed in the final release, in which the top left is the player's point total and rank, while the television screen changed to be Peppino's status indicator.
  • Various sprites of Peppino, Mr. Stick, Pillar John, and Gustavo talking suggest that the game was going to have more dialogue at some point in development. In the final version, there is no dialogue at all from these characters aside from various exclamations/shouts/screams.
  • Since SAGE demo and for the most of the development the enemies had a chance to make one out of 10 screams when they are killed. The screams were recorded by the members of Pizza Tower Discord server as part of the contest, and the fifth one ('WA-WA-WA WAAH!') was also used as a scream for Peppino's firebutt transformation (which was also shared by other characters that were playable). In the final game, the enemies scream when Peppino runs towards them, and Peppino himself got his own distinct scream, though both his and the two new ones enemies got were taken from a sound library.

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