Combo

**Combos** are an essential feature to the gameplay of Pizza Tower.

## Behaviour

The player must defeat enemies to refill the combo. The combo meter lasts for 6.7 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:**

* Pizza Points, Clocks, and small Pizza Blocks extend the combo time by 1.1 seconds, while some other items fill the timer completely.
* Priests will refill the combo timer when used for the first time.
* Collecting Toppins or finding Gerome refills the combo timer.
* Respawned enemies will not increase the combo, but they will refill the combo timer.
* Activating Heaters in Refrigerator-Refrigerador-Freezerator fully refills the combo meter.

**Decrease:**

* Taking damage reduces the combo timer by 2.5 seconds.

**End:**

* Getting caught by a Toppin Monster immediately ends the combo, meaning they must be completely avoided to P-Rank Don't Make A Sound.

**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 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.

## 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/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.

## Combo levels

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...".

## 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 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.

## Gallery

### Combo meter

Combo meter.Combo meter fill icon.Combo numbers.
### Combo levels

"Lame..." combo level."Cheesy" combo level."Not bad but not great either" combo level."Getting somewhere!" combo level."Nice, :) Good job" combo level."Cheflike" combo level."Brutal!" combo level."Evil" combo level."Unclean" combo level."Disturbing" combo level."Twisted" combo level."Psychotic" combo level."Ill-willed" combo level."Crushing" combo level."Funny!" combo level."Unfunny" combo level."Very" combo addition."That combo was" text at the end of the combo.
### Old combo system

#### Early test build

"Bad..." combo level"Ok" combo level"Good" combo level"Wow" combo level"OMG!!!" combo level
#### Demo 1 - Beachandforest

The combo counter with all possible background colors.Combo numbers."Ok..." combo level."Alright" combo level."Good!!!" combo level."Very good!" combo level.
### Miscellaneous

An old combo meter in one of Pizza Tower Guy's videos on Twitter.The combo filler