Pink Sweets: Ibara Sorekara/Advanced Rank

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The following page is an indepth look at rank in Pink Sweets.[1]

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 default settings the game always starts with a base rank of 1,048,576 (100,000 in hex) higher than the minimum rank cap, which corresponds to 18.75%. Starting a game in the debug mode Special Version always begins at minimum rank or 0%.

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)
  1. Most of the values are taken from Archer's website: http://archerstg.web.fc2.com/pinksweets/bitterrank.htm. There are smaller changes and some additions by Serrara Mayfield