Combo: Difference between revisions

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Combos 80 and over will loop the names of the combo, adding "Very" in front of them.
Combos 80 and over will loop the names of the combo, adding "Very" in front of them (for example "Very Lame...").


==Trivia==
==Trivia==
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***"Very good!"
***"Very good!"
**In the Rework build, the timer lasted 4 seconds instead, but the amount of points increased by 10 for every 5th enemy defeated.
**In the Rework build, the timer lasted 4 seconds instead, but the amount of points increased by 10 for every 5th enemy defeated.
**In the Demo 1 Tester Build, the combo timer took the appearance of a small pizza which loses slices as the time decreases. The timer also lasted only 1 second.
**In the Demo 1 Tester Build, the combo timer took the appearance of a small pizza which loses slices as the time decreases. The timer also lasted only 1 second. Combo levels and the combo counter are were also absent.
* In PT_Eggplantv15 build, the highest combo title was "Brutal!" and after that it keeps reusing the same title. However, in the files of the game, there were already all of the animations for all of the levels.
* In PT_Eggplantv15 build, the highest combo title was "Brutal!" and after that it keeps reusing the same title. However, in the files of the game, there were already all of the animations for all of the levels.
* In the October 2022 build, combos after "Unfunny" reuse "Unfunny".
* In the October 2022 build, combos after "Unfunny" reuse "Unfunny".
*Ending a combo at "Funny!" level gives the player "Funny Polka" [[Clothes|outfit]], and ending a combo at "Unfunny" level gives the player "Unfunny Cook" outfit.
*Ending a combo at "Funny!" level gives the player "Funny Polka" [[Clothes|clothes]], and ending a combo at "Unfunny" level gives the player "Unfunny Cook" clothes.
*Combo meter fill icon originally had inverted color pattern.
*Combo meter fill icon originally had inverted color pattern.
*Getting a combo of 160 or higher repeats the combo naming scheme of a combo of 80 to 159, looping back to "Very Lame..." after a "Very Unfunny" combo level.
*Getting a combo of 160 or higher repeats the combo naming scheme of a combo of 80 to 159, looping back to "Very Lame...".
*"Cheflike" Is a reference to Unreal Tournament's "Godlike" where a player has to attain 25 frags without dying, while in Pizza Tower the player has to achieve a combo of 25.
*"Cheflike" Is a reference to Unreal Tournament's "Godlike" where a player has to attain 25 frags without dying, while in Pizza Tower the player has to achieve a combo of 25.


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Spr_tv_combobubble_0.png|Combo meter.
Spr_tv_combobubble_0.png|Combo meter.
Spr_tv_combobubblefill_0.gif|Combo meter fill icon.
Spr_tv_combobubblefill_0.gif|Combo meter fill icon.
spr_tv_combobubbletext.gif|Combo numbers.
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Revision as of 08:22, 25 May 2023

Combo is an essential feature to the gameplay of Pizza Tower.

Behaviour

To increase a combo, the player must defeat enemies. The combo meter depletes in 6.7 seconds, after which Pizza Points are given based on the size of the combo. The combo timer can be refilled by various things:

Increase:

  • Picking up items. Pizza Points, Clocks, and small Pizza Blocks extend the combo time by 1.1 seconds, while some other items fill the timer completely.
  • Getting blessed by a Priest fills up the combo timer, but getting blessed by the same priest again does not fill the combo timer.
  • Finding Gerome (aka. the Janitor) fills up the combo timer.
  • Defeating respawning enemies does not increase the combo, but refills the timer.
  • Activating the Heaters in Refrigerator-Refrigerador-Freezerator fully refills the combo meter.

Decrease:

  • Getting hit by enemies reduces the combo timer by 2.5 seconds.

Stop:

  • During cutscenes and item pose animations (such as when getting the Tower Secret Treasure), the combo timer does not decrease.
  • Grabbing the Greaseball keeps the timer at maximum until it is hit.

P-rank

In order to earn a P-Rank, the player needs to keep a combo going for the entirety of the level - starting it in the first room and keeping the same combo for the rest of the level. It is also required to get the score requirement of an S-Rank, find all 3 secrets, the Tower Secret Treasure of the level and enter the Lap 2 portal.

Score Value

Score earned from a combo is determined by the formula (x^2 * 0.25) + 10x. A calculator can be found here.

Combo levels

Combo level Name
1 Lame...
5 Cheesy
10 Not bad but not great either
15 Getting somewhere!
20 Nice, :) Good job
25 Cheflike
30 Brutal!
35 Evil
40 Unclean
45 Disturbing
50 Twisted
55 Psychotic
60 Ill-willed
65 Crushing
70 Funny!
75 Unfunny

Combos 80 and over will loop the names of the combo, adding "Very" in front of them (for example "Very Lame...").

Trivia

  • Starting with Demo 1 and before the Eggplant Build, the combo meter only depended on enemies, and it was not main priority. The player would get points from killing enemies, rather than at the end of the combo. The timer also lasted 2 seconds. The points the player would be given start at 10, then double after each enemy defeated up to 80, then staying at 80 after each enemy. The combo meter was displayed directly on the TV rather than below it.
    • The combo meter only had 4 levels:
      • "OK..."
      • "Alright"
      • "Good!!!"
      • "Very good!"
    • In the Rework build, the timer lasted 4 seconds instead, but the amount of points increased by 10 for every 5th enemy defeated.
    • In the Demo 1 Tester Build, the combo timer took the appearance of a small pizza which loses slices as the time decreases. The timer also lasted only 1 second. Combo levels and the combo counter are were also absent.
  • In PT_Eggplantv15 build, the highest combo title was "Brutal!" and after that it keeps reusing the same title. However, in the files of the game, there were already all of the animations for all of the levels.
  • In the October 2022 build, combos after "Unfunny" reuse "Unfunny".
  • Ending a combo at "Funny!" level gives the player "Funny Polka" clothes, and ending a combo at "Unfunny" level gives the player "Unfunny Cook" clothes.
  • Combo meter fill icon originally had inverted color pattern.
  • Getting a combo of 160 or higher repeats the combo naming scheme of a combo of 80 to 159, looping back to "Very Lame...".
  • "Cheflike" Is a reference to Unreal Tournament's "Godlike" where a player has to attain 25 frags without dying, while in Pizza Tower the player has to achieve a combo of 25.

Gallery

Combo meter

Combo levels

HUD

Old combo system

April 2021 Build and Rework

Demo 1 - Beachandforest

Demo 1 Tester Build