Cape
Verified against the spelunky.ai port v0.1.10 on .
The Cape is an equipment item in Spelunky Classic that the player opens in mid-air to glide down slowly and land unhurt; shops sell it from $12,000.
Wearing it, the player can turn a fall into a slow glide: pressing jump in mid-air opens it, and he sinks a pixel a step and lands without harm, however far he's dropped. Clothing Shops, Rare Shops and the Dice House offer it; Crates, blocks, Vampires and Kali give it away. It's worn from the moment it's picked up or paid for until the game ends, unless a Jetpack takes its place.
Effect
#Picking up a free cape, paying for one or carrying one out of a shop puts it on: the message "YOU GOT A CAPE!" shows, the cape disappears, and an icon of it joins the row under the hearts [3] [4]. From then on the player wears it on his back [5] [6]. It stays on until a new game starts, which clears it [7] [8].
It opens and closes with the jump key. In the air, a press of jump opens it if it's closed and closes it if it's open [1], as long as the player didn't leave the ground with that press still held: walking off a ledge readies it at once, and after a jump it's ready once the jump key is let go of [9] [10].
Open, it halves the player's falling speed each step [11], and the count of steps he's been falling starts again from 0 on every step, so the landing never hurts [12]. With gravity adding 1 pixel a step, he settles at 1 pixel a step (30 per second), against up to 10 in a free fall [13]. It closes again when he lands [14], climbs [15], hangs from a ledge [16] or goes into water [17]. The clip shows the player running out of a shop with the cape, which puts it on, and off the edge of a gap in the floor: one press of jump in mid-air opens it, and he sinks 1 pixel a step to the ledge below and lands with all his hearts [18].
Obtaining
#| Source | Chance | |
|---|---|---|
| Clothing Shop | Each of its wares is one of its six items or a Rope Pile | [19] |
| Rare Shop | Each of its wares is one of its eleven items or a Bomb Box | [20] |
| The Dice House's prize | 1 in 25, once the roll for a Jetpack (1 in 40) fails | [21] |
| A Crate | 1 in 200, once the roll for a Jetpack (1 in 500) fails | [22] |
| Buried in a block | 1 in 19 of the items buried in blocks | [23] |
| A Vampire | Every one killed leaves one | [24] |
| Kali's first gift | 1 in 8, or the next of the eight the player hasn't got; never while he wears the Cape or a Jetpack | [25] |
A shop stocks one only if the level hasn't got one already [26] [27], even for a player who wears one [28], and it adds 10% of the base price for each level past the second [29]. Shops are made from level 2 on [30], and level 16, Olmec's Lair, has none:
| Area | 1st level | 2nd level | 3rd level | 4th level |
|---|---|---|---|---|
| The Mines | — | $12,000 | $13,200 | $14,400 |
| The Jungle | $15,600 | $16,800 | $18,000 | $19,200 |
| The Ice Caves | $20,400 | $21,600 | $22,800 | $24,000 |
| The Temple | $25,200 | $26,400 | $27,600 | — |
The Dice House puts its prize up from a set of rare items, and a roll of seven gives it away and puts up
another [31] [32].
Every block of rock away from the level's edges that isn't gold and holds no gem has a 1 in 1200 chance of
hiding an item, one of nineteen at random [33]
[23]. A Vampire that dies leaves a cape, free to take, where it
falls [34]. Kali's first gift, when the player's favour with her reaches 8 at one of
her altars, is one of eight pieces of equipment the player hasn't got; the Cape counts as had while he wears
a Jetpack [35]. In custom levels, it's the
level editor's tile \ [36].
Carrying one out of a shop without paying puts it on and angers the Shopkeeper, as with any ware; whether it goes on at once depends on whether the player or the cape leaves the shop first [28]. In the clip, stealing it puts it on at once: the player runs out at 6 pixels a step, ahead of the cape he holds out in front of him [37].
Interactions
#- The Cape and the Jetpack are never worn together. Putting on the Cape while wearing a Jetpack drops the Jetpack at the player's feet, free to pick up again; putting on a Jetpack drops the Cape the same way [38] [39].
- The Parachute slows a fall the same way, but opens by itself and only once [40].
- It does nothing closed: a long fall with the Cape closed hurts as it would without it [41].
Tips
#- On any drop too deep to land from safely, a press of jump in the air opens the Cape and makes the landing safe; after a jump, the key has to be let go of first.
- Pressing jump again closes it, which drops the player at full speed: a way down faster when the ground is close.
Trivia
#- Its
typeis "Cape", and its shop message the plain "A CAPE FOR $12000." [42]. - The worn cape is drawn behind the player, hanging down while he stands, streaming behind him while he moves and spread above him while it's open; on the level's end screen, as he walks out, it's drawn from behind [43] [44].
FAQ
#- How do you use the Cape in Spelunky Classic?
By pressing jump in mid-air: after walking off a ledge, or after a jump once the jump key has been let go of. That opens the Cape, and the player glides down at 1 pixel a step; pressing jump again closes it, and landing closes it too.
- Can you have the Cape and the Jetpack at the same time in Spelunky Classic?
No. Both go on the back, so putting on the Cape drops a worn Jetpack at the player's feet, and putting on a Jetpack drops the Cape.
- Does the Cape stop fall damage in Spelunky Classic?
Yes, while it's open: every step it's open counts the fall as starting afresh, so landing with it open costs nothing. A fall with it closed hurts as usual.
Gallery
#See also
#References
#scripts/characterStepEvent.gml:320-324objects/oCapePickup/create.gml:7scripts/scrStealItem.gml:204-213scripts/scrDrawHUD.gml:150-154objects/oPlayer1/step.gml:13objects/oCape/step.gml:23-47scripts/scrClearGlobals.gml:96objects/oTransition/create.gml:20-24scripts/characterStepEvent.gml:257-264scripts/characterStepEvent.gml:284-292scripts/characterStepEvent.gml:872-875objects/oPlayer1/step.gml:15-18scripts/characterCreateEvent.gml:59-62scripts/characterStepEvent.gml:288-292scripts/characterStepEvent.gml:185-190scripts/characterStepEvent.gml:494-496scripts/characterStepEvent.gml:750-752- Clip cape/glide
scripts/scrShopItemsGen.gml:68-101scripts/scrShopItemsGen.gml:102-155scripts/scrGenerateItem.gml:47-50objects/oPlayer1/step.gml:617-618scripts/scrGenerateItem.gml:63-89objects/oVampire/step.gml:257-259scripts/scrGetFavorMsg.gml:85-98scripts/scrShopItemsGen.gml:91-94scripts/scrShopItemsGen.gml:141-144- Quirk 1 (docs/quirks.md)
scripts/scrShopItemsGen.gml:179-191scripts/scrLevelGen.gml:240scripts/scrRoomGen.gml:392-397objects/oShopkeeper/step.gml:173-200objects/oBrick/create.gml:7-16- Clip vampire/cape
scripts/scrGetFavorMsg.gml:67-108scripts/scrCreateTileObj.gml:405-410- Replay
fidelity/replays/item-seed-35-cape.txt scripts/scrStealItem.gml:214-221scripts/scrStealItem.gml:233-241scripts/characterStepEvent.gml:867-875objects/oPlayer1/step.gml:268-289objects/oCapePickup/create.gml:3-8objects/oCape/step.gml:1-47objects/oTransition/create.gml:15-18
Source code
objects/oCapePickup/create.gmlobjects/oCape/step.gmlscripts/characterStepEvent.gmlscripts/scrStealItem.gmlscripts/scrShopItemsGen.gmlscripts/scrGenerateItem.gml