Pink Sweets: Ibara Sorekara/Advanced Rank
There are two separate difficulty settings affecting the rank in Pink Sweets. Difficulty 1 determines the starting base rank as well as the minimum rank cap. After the player has started a run, the rank is then gradually increasing determined by difficulty 2, which is the per frame rank increase. Under normal circumstances the game always starts with a base rank 1,048,576 (100,000 in hex) higher than the minimum rank cap. Starting a game in Special Version always begins at minimum rank.
Difficulty 1 (base rank) | Starting rank in dec (hex) | Minimum rank in dec (hex) |
---|---|---|
Super Easy | 15,204,352 (E80,000) | 16,252,928 (F80,000) |
Very Easy | 14,680,064 (E00,000) | 15,728,640 (F00,000) |
Easy | 14,155,776 (D80,000) | 15,204,352 (E80,000) |
Normal [default] | 13,631,488 (D00,000) | 14,680,064 (E00,000) |
Hard | 13,107,200 (C80,000) | 14,155,776 (D80,000) |
Very Hard | 12,582,912 (C00,000) | 13,631,488 (D00,000) |
Super Hard | 12,058,624 (B80,000) | 13,107,200 (C80,000) |
Unbelievable | 11,534,336 (B00,000) | 12,582,912 (C00,000) |
Difficulty 2 (per frame rank) | in dec (hex) |
---|---|
Minimum Slow | 4 (4) |
Very Slow | 8 (8) |
Slow | 12 (C) |
Medium [default] | 16 (10) |
Fast | 20 (14) |
Very Fast | 24 (18) |
Maximum Fast | 28 (1C) |
Unforgettable | 32 (20) |
Notes:
- Rank maxes out at 00,000,000 (000,000 in hex) regardless of the difficulty settings.
- Starting rank for Score Attack mode is the same as on Normal.
- Minimum rank cap for Extended mode is 11,010,048 (A80,000 in hex) on loop 1 and 8,257,536 (7E0,000 in hex) on loop 2 on default difficulty settings.
Both the overall rank and the per frame rank are influenced by certain actions of the player, e.g. firing your Shot or picking up an item. All of the actions that have an effect on rank are listed in the tables below. Even though, an increase in difficulty is actually measured by a decreasing rank counter, the numbers below are listed as if the rank counter would count up. This is simply to make things easier to follow.
Action | Rank increase in dec (hex) |
---|---|
Death from 0 lives > Game Over | -2,097,152 (-200,000) |
Death from 1 life > 0 lives | -1,048,576 (-100,000) |
Death from 2 lives > 1 life | -524,288 (-80,000) |
Death from 3 lives > 2 lives | -262,144 (-40,000) |
Death from 4 lives > 3 lives | -131,072 (-20,000) |
Death from 5 lives > 4 lives | -65,536 (-10,000) |
Death while on infinite lives | -1,048,576 (-100,000) |
Death during Score Attack mode | -524,288 (-80,000) |
Speed Change | 16,384 (4,000) |
Formation Change | 4,096 (1,000) |
Absorb a bullet w/ Shield or RC | 16 (10) |
Shoot a destructible bullet | 16 (10) |
Seal a bullet | 1,024 (400) |
Notes:
- Simply pressing the A or B button has no effect on rank. It is only the action that counts.
- Grazing enemy bullets has no effect on rank.
- Absorbing enemy lasers with your Rose Cracker has no effect on rank.
Action | Per Frame Rank increase in dec (hex) |
---|---|
Shot Special Power Up | 1 (1) [permanent] |
Search Formation | 1 (1) [permanent] |
Rose Hip equipped (per Rose Hip) | 10 (A) |
Rose Cracker Gauge fully charged | 64 (40) |
Notes:
- The per frame rank increase from activating Shot Special Power Up and Search Formation stays even after the player dies or unequips them.
Item | Rank increase in dec (hex) |
---|---|
100~900 Medals | 256 (100) |
1,000~9,000 Medals | 1,024 (400) |
10,000 Medal | 4,096 (1,000) |
100pt. Rose Item | 256 (100) |
200pt. Rose Item | 512 (200) |
400pt. Rose Item | 768 (300) |
800pt. Rose Item | 1,024 (400) |
Power Up Item | 16,384 (4,000) |
Rose Hip Item | 16,384 (4,000) |
1-Up Item | 524,288 (80,000) |
Notes:
- Dropping a medal has no effect on rank.
Attack | Rank increase in dec (hex) |
---|---|
Any character, Shot (power Level 0) | 5 (5) |
Rose Hip Shot | 10 (A) |
Rose Cracker | 32,768 (8,000) |
Meidi&Midi, Twin Shot | 5 (5) |
Kasumi, Napalm | 20 (14) |
Kasumi Homing | 15 (F) |
Shasta, Laser (per frame) | 6 (6) |
Lace, Lightning (per beam) | 60 (3C) |