Pizza Tower Wiki

woon

READ MORE

Pizza Tower Wiki

The Combo Meter is an essential feature in the gameplay of Pizza Tower.

Behaviour[]

The player must defeat enemies to increase the combo. The combo meter lasts for 6 seconds. When it ends, Pizza Points are given based on the size of the combo. The combo has many behaviors depending on what the player does:

Increase:

Decrease:

  • Taking damage reduces the combo timer by 2.5 seconds.

End:

Stop:

  • During cutscenes and posing animations (unlocking a door, switching areas with rockets, getting the treasure, etc.), the combo timer does not decrease.
  • Grabbing Greaseball refills it and keeps the timer at maximum until hitting it.
  • The timer also momentarily pauses when being grabbed by a Big Cheese. It resumes once Peppino is thrown.
  • As The Noise, swinging around a Hamkuff freezes the combo until it's thrown.

Score Value[]

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

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, find the Tower Secret Treasure of the level, and finish Lap 2.

Super Taunts[]

A Super Taunt will be available when reaching a combo of 10. Electric sparks will appear around Peppino/The Noise/Gustavo when a Super Taunt is ready. A Super Taunt will clear every enemy on the screen, but the player must increase the combo by 10 to use it again. For example, if used at a combo of 17, the player needs to get to 27.

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 Not bad but not great either"), and getting a combo of 160 or higher repeats the combo naming scheme of a combo of 80 to 159, looping back to "Very Lame...".

In other languages

Combo names Languages Names Meanings
Lame... French
Russian Ужасно... Terrible...
Spanish
Latin Spanish
Cheesy French
Russian Так себе So-so
Spanish
Latin Spanish
Not bad but not great either French
Russian Ни хорошо ни плохо Not bad, not good
Spanish
Latin Spanish
Getting somewhere! French
Russian Уже лучше! Now that's better!
Spanish
Latin Spanish
Nice, :) Good job French
Russian :) Совсем неплохо :) Not bad at all
Spanish
Latin Spanish
Cheflike French
Russian Достойно шефа Worthy of chef
Spanish
Latin spanish
Brutal! French
Russian Мощно! Powerful!
Spanish
Latin Spanish
Evil French
Russian Жёстко Harshly
Spanish
Latin Spanish
Unclean French
Russian Невероятно Unbelievable
Spanish
Latin Spanish
Disturbing French
Russian Шокирующе Shocking
Spanish
Latin Spanish
Twisted French
Russian С ума сойти insane
Spanish
Latin Spanish
Psychotic French
Russian Крышесносно Terrific
Spanish
Latin Spanish
Ill-willed French
Russian Дьявольски Devilish
Spanish
Latin Spanish
Crushing French
Russian Потрясающе Fabulous
Spanish
Latin Spanish
Funny! French
Russian Смешно! Funny!
Spanish
Latin Spanish
Unfunny French
Russian Несмешно Not funny
Spanish
Latin Spanish

Trivia[]

  • Before the Eggplant Build, the combo meter only depended on enemies and was not the 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 Earlytestbuild and Preearlytestbuild, the combo system is absent.
    • In Demo 1's Tester Builds 1 to 4, the combo timer took the appearance of a small pizza which loses slices as the time decreases. Combo levels and the combo counter were absent.
      • In Tester Build 1, 2 and 3, the timer lasted 1 second.
      • In Tester Build 3.5, the timer lasted 4 seconds.
    • In the Rework build, the timer lasted 4 seconds instead, but the amount of points seems to increase by 10 for every 5th enemy defeated.
  • In PT_Eggplantv15, 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.
  • In some playtest versions of the Eggplant build, the combo meter fill icon was always purple (though its face was the same), and the combo meter was displayed to the left of the TV.
  • "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.
  • Before, the Combo Ghost used to be orange, but after The Noise Update, it would show up as purple at the start of a run, and continue to be until the combo is lost, in which it will revert into it's orange color in the next combo.
  • When playing Pizza Tower on a Nintendo Switch 2, due to an error, the Combo Ghost will always appear purple, even after losing a combo.

Gallery[]

Combo meter[]

Combo levels[]

HUD[]

Old combo system[]

April 2021 Build and Rework[]

Demo 1 - Beachandforest[]

Demo 1 Tester Build[]

Miscellaneous[]

Audio[]

Audio Description Transcript
Getting any combo level. (whistle)
Getting any combo level. (whistle and ringing)
Getting any combo level. (squeak)
When losing the combo. Also used when giving money to Mr. Stick. (cash register sounds)