Score and Ranks
Score and ranks
Your score is displayed at the top-left corner of the screen, and it increases whenever you collect pickups and kill enemies. Score is the only thing that affects your rank, up to S-rank, which makes it of crucial importance in the 100% and 101% categories.
Your score during a level, as well as your current rank, is displayed at the top-left corner of the screen. Your score increases as you collect pickups and kill enemies in each level, which determines what rank you receive at the end of the level. Each level has its own score you must have to obtain an S-rank, and how hard that score is to reach can vary significantly for each stage: Some levels are notoriously difficult, while others can be S-ranked without going through the 2nd lap portal.
The requirement for every other rank below S is half as much as the rank above. Because of this, getting a D-Rank can be difficult or impossible unless you go well out of your way to tank your score.
- S-rank is given on meeting the required score.
- A-rank is given on 1/2 the S-rank score.
- B-rank is given on 1/2 the A-rank score (Or 1/4 the S-rank score).
- C-rank is given on 1/2 the B-rank score (Or 1/8 the S-rank score).
- D-rank is given under 1/8 the S-rank score.
S-Rank Score Requirements
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P rank
P rank is a special rank that has a number of requirements:
- You must kill an enemy before leaving the first room of the level.
- You must obtain an S rank score.
- You must obtain all secrets and the treasure.
- You must do a second lap.
- You must not drop a combo once.
Interestingly, collecting all toppins is not strictly required to obtain a P rank. However, skipping any of them is still hard to justify since they each give you 1000 points, not to mention that they also have weight on game progression and completion.
Boss Fights
Boss fights have no score. Instead, your rank here is determined only by how much damage to take during a fight.
- Clearing the fight with no hits grants a P-rank.
- Otherwise, clearing the fight 2 hits or less grants a S-rank.
- Otherwise, clearing the fight 4 hits or less grants a A-rank.
- Otherwise, clearing the fight 6 hits or less grants a B-rank.
- Otherwise, clearing the fight 8 hits or less grants a C-rank.
- Clearing the fight with over 8 hits grants a D-rank.
Pickups
Each level is littered with many pickups and interactables that give out points. This will make up the majority of your total score.
Combo
The other big contributor to your final score is combos. Whenever you kill an enemy, a combo will start, displaying your combo count and a combo meter under the TV at the top right of the screen. Note that points to be gained from your combo are not reflected in real time on your score on the top left. However, the rank you are going to earn is always accurate. This may cause situations where you can see you’re going to earn a higher rank than your score might seemingly suggest.
Math
Each time you kill an enemy (except pizzaboy cutouts or any infinitely respawning enemy), you will be awarded points and the combo counter will increase. The higher the combo counter goes, the more each additional kill is worth. All enemies are worth the same, and each kill is worth points based on the formula , where n is the combo count.
Oddly, certain enemies will increase the combo count when killed, but not award any points. This may result in the combo in question not awarding as many points as one would expect. The enemies in question are:
- Don't Make a Sound's monsters.
- Don't Make a Sound's piranapples spawned by the pineapple monster.
- Oregano Desert's sausage clerks.
Combo Count | Single Kill | Combo Total |
---|---|---|
1 | 10 | 10 |
2 | 11 | 21 |
3 | 11 | 32 |
4 | 12 | 42 |
5 | 12 | 56 |
6 | 13 | 69 |
7 | 13 | 82 |
8 | 14 | 96 |
9 | 14 | 110 |
10 | 15 | 125 |
15 | 17 | 206 |
25 | 22 | 406 |
30 | 25 | 525 |
35 | 27 | 656 |
40 | 30 | 800 |
45 | 32 | 956 |
50 | 35 | 1125 |
60 | 40 | 1500 |
70 | 45 | 1925 |
80 | 50 | 2400 |
90 | 55 | 2925 |
100 | 60 | 3500 |
110 | 65 | 4125 |
120 | 70 | 4800 |
130 | 75 | 5525 |
140 | 80 | 6300 |
150 | 85 | 7125 |
Graph
Combo Meter
The combo meter is measured by the little ghost going from the right to the left. It takes roughly 7 seconds to deplete from full, and if this timer runs out, your combo will end. Most cutscenes and transitions will pause meter depletion.
This meter can be refilled, either partially or completely, by doing any of the following:
- Gaining points. (Except when taunting at level exit)
- Collecting Gerome the Janitor.
- Killing enemies.
- Hitting or grabbing GOLF’s Greaseball.
Hurting Peppino will cause the meter to be depleted by about 50%, which will most likely cause you to drop your combo unless you react quickly. One way you can usually recover is by using a Super Taunt to kill an enemy nearby (such as the one that may have just hurt you).