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Dice House

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The Dice House is a shop in Spelunky Classic where the player bets on a throw of two dice: above 7 pays twice the bet, and a 7 wins the prize in its case.

Its Shopkeeper welcomes the player with "WELCOME TO LEMMY'S DICE HOUSE!", his name one of 32 drawn at random, and "PRESS P TO BET $2000.", the bet's price on level 2 [7] [8]. It has no wares for sale: it has two dice on its floor, a sign of the rules on its wall, and a prize behind two blocks of ice at the back, which only a throw of 7 wins [2] [9] [10]. Outside the Black Market, it's a side room off the way through a level like every shop, with the Shopkeeper on a ledge above the floor.

Stock

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Winning at the Dice House. In a Dice House on level 2, the shopkeeper invites the player to bet $2000. He bets, and a second bet is refused while the first is on. He throws the two dice across the shop; they come up 4 and 5, a 9, and he wins twice his bet.

The pay key in the shop bets: the bet comes out of the player's money ("YOU BET $2000! NOW ROLL THE DICE!"). Pressed again while a bet is on, it says "ONE BET AT A TIME!", and without the money, "YOU NEED $2000 TO BET!". A thief, or a killer of Shopkeepers, gets nothing [11]. The dice are picked up and thrown like any item. Each shows a number from 1 to 6, and rolls a new one on every step it moves faster than 2 pixels a step; thrown while a bet is on, it's rolling, and it counts once it comes to rest on the ground [12]. When both have, the Shopkeeper adds them up [13]:

TotalShoutWhat the player gets
2–6"YOU ROLLED A 5!" (the total), "I'M SORRY, BUT YOU LOSE!"Nothing[14]
7"YOU ROLLED A SEVEN! YOU WIN A PRIZE!"The prize, and the bet is lost[15]
8–12"YOU ROLLED A 9!" (the total), "CONGRATULATIONS! YOU WIN!"Twice the bet, so the bet back and as much again[16]

Either way the bet is settled and both dice are ready to throw again. He settles only while he's calm and near the screen, and only with both dice still on the level [17] [18] [19]. In the clip, the player bets $2,000 and is refused a second bet; the dice come up 4 and 5, and his $1,100 counts up to $5,100 [20].

Rolling a seven at the Dice House. The player bets again and throws the dice, which come up 5 and 2. On the seven, the prize in its case of ice blocks, a pair of spike shoes, pops out of it in a puff of smoke, free, and a bomb box takes its place in the case. He picks the shoes up and they go on.

The prize is rolled from a set of the dearer items: each roll is tried in turn until one hits, and a Bomb Box if none does [21] [22]:

PrizeRoll
Jetpack1 in 40[23]
CapeOtherwise 1 in 25[24]
ShotgunOtherwise 1 in 20[25]
Climbing GlovesOtherwise 1 in 10[26]
TeleporterOtherwise 1 in 10[27]
MattockOtherwise 1 in 8[28]
PasteOtherwise 1 in 8[29]
Spring ShoesOtherwise 1 in 8[30]
Spike ShoesOtherwise 1 in 8[31]
CompassOtherwise 1 in 8[32]
PistolOtherwise 1 in 8[33]
MacheteOtherwise 1 in 8[34]
Bomb BoxOtherwise[35]

Unlike a shop's wares, a prize is rolled without checking what the level already has, so it can be a second Compass or pair of Gloves. On a 7, the prize jumps 32 pixels toward the player, out of its case and free, and a new one from the same set appears in the case, the next 7's [36]. In the clip, the dice come up 5 and 2: the case's Spike Shoes come out in a puff of smoke, a Bomb Box takes their place, and the player picks the shoes up and they go on [37] [38].

Prices

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The bet is $1,000 and $500 for each level, whatever the dice house [39] [40]:

Level 2Level 5Level 9Level 13Level 15
Bet$2,000$3,500$5,500$7,500$8,500

A win above 7 pays twice the bet, so it gains the player one bet. A prize costs only the bet it's won with: it keeps the price its item is made with, but nothing marks it for sale, and a 7 sets the price to nothing as it frees it [22] [41] [42].

Shopkeeper

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The Shopkeeper doesn't follow the player about the shop, as he does where there are wares; he stands on his ledge and settles the bets [43]. What angers him in other shops angers him here (the General Store has the rules): the blocks of ice around the prize are the shop's walls, so breaking one in is vandalism, which frees the prize with everything else [44] [45] [46]. Two things are the Dice House's own, both "COME BACK HERE, THIEF!" [47]:

  • A die rolled twice. A die that has come to rest and is thrown again before the bet is settled angers him as it lands. The code's comment calls it "NO CHEATING!" [48].
  • A die out of the shop. A die near the screen outside a shop's room angers him at once, though it has no price [49]. The check is for any shop's room [50].
Cheating at the Dice House. The player bets a third time and throws one die, which comes up 5. He picks the same die up and throws it again: as it lands, the shopkeeper shouts "Come back here, thief!", jumps down from his ledge and shoots him dead.

In the clip, the player bets again and throws one die, which comes up 5, then picks the same die up and throws it again. As it lands, the Shopkeeper shouts, comes down from his ledge and shoots him dead [51].

Stealing

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The Dice House has no wares to steal, but a die carried out angers the Shopkeeper as a theft does, and marks the player a thief for the next level, where the General Store's rules apply [52] [53]. A thief can't bet [54]. A prize in its case has a price, so on a thief's level it's freed and counted as stolen in the end-of-game statistics as it comes on screen, as wares are [55] [56].

Locations

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A level from 2 to 15 that rolls a shop builds one of seven kinds, each as likely, so a shop is a Dice House one time in seven (one in six on a Temple sacrifice pit level, which never has a Kissing Parlor), in every area and on a Yeti lair level too [57] [1] [58] [59]. The Mines has how levels roll shops. Every Black Market has a Dice House, the third column's third room, where the pay key bets only in that room [6] [60].

Trivia

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  • The source calls it the "Craps" shop [2]. A new game sets a global.crapsPoint to 0 with the other globals, and nothing reads it [61].
  • The prize's tile rolls a number from 1 to 6 that nothing uses before rolling the prize [21].
  • The end-of-game statistics count dice games played, won and lost; a 7 counts as won [62] [63].

FAQ

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How does the Dice House work in Spelunky Classic?

The player pays a bet with the pay key in the shop, then throws its two dice. Once both have come to rest, the Shopkeeper adds them up: below 7 loses the bet, above 7 pays back twice the bet, and a 7 wins the prize in the shop's case.

How much is the bet in the Dice House?

$1,000 and $500 for each level: $2,000 on level 2, up to $8,500 on level 15. There's one bet at a time.

What do you win for rolling a 7 in the Dice House?

The prize in the case at the back of the shop, free: one of thirteen items, from a Jetpack (1 in 40) to a Bomb Box (when every other roll fails). A new prize takes its place in the case, and the bet isn't paid back.

Can you cheat at dice in Spelunky Classic?

No. Throwing a die again once it has come to rest, before the bet is settled, angers the Shopkeeper as a theft does, and so does carrying a die out of the shop.

See also

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References

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  1. scripts/scrRoomGen.gml:173-204
  2. scripts/scrRoomGen.gml:185
  3. scripts/scrRoomGen2.gml:171
  4. scripts/scrRoomGen3.gml:133
  5. scripts/scrRoomGen4.gml:168
  6. scripts/scrRoomGenMarket.gml:142-146
  7. objects/oShopkeeper/step.gml:131-139
  8. scripts/scrGetName.gml:24-60
  9. scripts/scrRoomGen.gml:385-403
  10. scripts/scrRoomGen.gml:452-455
  11. objects/oPlayer1/step.gml:1392-1420
  12. objects/oDice/step.gml:211-231
  13. objects/oShopkeeper/step.gml:154-223
  14. objects/oShopkeeper/step.gml:213-220
  15. objects/oShopkeeper/step.gml:173-201
  16. objects/oShopkeeper/step.gml:202-212
  17. objects/oShopkeeper/step.gml:3-4
  18. objects/oShopkeeper/step.gml:99
  19. objects/oShopkeeper/step.gml:156-169
  20. Clip dice-house/win
  21. scripts/scrRoomGen.gml:392-397
  22. scripts/scrGenerateItem.gml:47-62
  23. scripts/scrGenerateItem.gml:49
  24. scripts/scrGenerateItem.gml:50
  25. scripts/scrGenerateItem.gml:51
  26. scripts/scrGenerateItem.gml:52
  27. scripts/scrGenerateItem.gml:53
  28. scripts/scrGenerateItem.gml:54
  29. scripts/scrGenerateItem.gml:55
  30. scripts/scrGenerateItem.gml:56
  31. scripts/scrGenerateItem.gml:57
  32. scripts/scrGenerateItem.gml:58
  33. scripts/scrGenerateItem.gml:59
  34. scripts/scrGenerateItem.gml:60
  35. scripts/scrGenerateItem.gml:61
  36. objects/oShopkeeper/step.gml:180-200
  37. Clip dice-house/seven
  38. Replay fidelity/replays/shop-seed-12-dice-seven-cheat.txt
  39. objects/oShopkeeper/create.gml:35
  40. objects/oPlayer1/step.gml:1399-1404
  41. objects/oItem/create.gml:25-26
  42. objects/oShopkeeper/step.gml:196-198
  43. objects/oShopkeeper/step.gml:154-235
  44. scripts/scrRoomGen.gml:398-403
  45. objects/oSolid/destroy.gml:1-7
  46. objects/oShopkeeper/step.gml:337-348
  47. scripts/scrShopkeeperAnger.gml:7-23
  48. objects/oDice/step.gml:217-224
  49. objects/oDice/step.gml:1-17
  50. scripts/isInShop.gml:7-13
  51. Clip dice-house/cheat
  52. objects/oDice/step.gml:10-17
  53. scripts/scrShopkeeperAnger.gml:21-22
  54. objects/oPlayer1/step.gml:1395-1398
  55. objects/oItem/step.gml:8-15
  56. Quirk 1 (docs/quirks.md)
  57. scripts/scrLevelGen.gml:239-297
  58. scripts/scrRoomGenYeti.gml:149-181
  59. scripts/scrRoomGen4.gml:155-188
  60. objects/oPlayer1/step.gml:1392-1393
  61. scripts/scrClearGlobals.gml:47
  62. objects/oShopkeeper/step.gml:175
  63. scripts/scrWriteStats.gml:72-79

Source code

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