Flooded level
Verified against the spelunky.ai port v0.1.10 on .
A flooded level is a special Jungle level of Spelunky Classic, a row of rooms deeper than others, whose bottom is a lake holding the Megamouth and Piranhas.
A flooded level is a level of the Jungle with a fifth row of rooms under the usual four, and the bottom two rows given over to a lake. The path to the exit runs as on any Jungle level until the lake, and the exit stands at the lake's edge. In the deep water are Piranhas and, in its own room, the Megamouth, which level generation makes nowhere else. The level opens with "I CAN HEAR RUSHING WATER...".
Generation
#The roll
#The roll is made in the screen between levels, as the player leaves it for one of levels 5 to 8: 1 in 10, and on a 1 the next level is built in the taller room that flooded levels use [3] [4]. So a level the player reaches another way is never flooded: the level 5 shortcut on the title screen goes straight to level 5 [5]. And taking the Black Market's hidden door stops the roll for the rest of the game, the market's own level and every Jungle level after it [6] [7] [8] [9]. The rolls for a graveyard level and a dark level are made separately, so a flooded level can be either or both [10].
A flooded level opens with "I CAN HEAR RUSHING WATER..." [11]. On a graveyard or a dark level, it comes 209 steps after their message [12] [13] [14]. A level that's all three has three messages, and the last is "YOU HEAR RUSHING WATER..." in place of "I CAN HEAR": only the graveyard's message on a dark level sets a timer for the lake's, and that timer's message has its own wording [15] [16] [8]. That's at most 1 flooded level in 120: the graveyard is 1 in 10, and the dark level 1 in 12 once the area has had none and the level before took more than 20 seconds past the minute (Dark level). In the clip below, level 8 is all three, and the graveyard's message gives way to the lake's [17] [18].
The layout
#The level is 42 tiles high instead of 34, room for a fifth row of rooms [19] [20]. The path is laid through the top four rows as on any level (the Mines' Generation). Then the lake takes the bottom two [21]:
| Rooms | What | |
|---|---|---|
| The top three rows | The Jungle's rooms, as on any of its levels | [22] |
| The fourth row | The lake's top, whatever the path made of these rooms: open above, water below. The room the path drops into from above has an open top | [23] |
| The exit's room, in the fourth row | The exit, on a strip of earth just above the water | [24] |
| The fifth row | The lake's bottom: water, with earth along the bed in seven of its eight layouts | [25] |
| One room of the fifth row, never under the exit | The Megamouth's room: water, with the Megamouth in the middle | [26] [27] |
In the clip, the player crosses a flooded level above the water and takes the exit at the lake's edge [28].
Inhabitants
#| Monster | Where | Chance | |
|---|---|---|---|
| Megamouth | In its room along the lake's bottom | One, always | [29] [30] |
| Piranha | In the water, the lake's and the pools' | 1 in 30 for each water tile not inside a block | [31] |
| Dead Fish | As the Piranha's, on a graveyard level, in their place | 1 in 30 | [32] |
So a lake, with hundreds of water tiles, holds many Piranhas: eleven on seed 1's [33]. Above the water, the rooms have the Jungle's monsters as on any of its levels. In the clip, the player swims down into the lake: Piranhas bite him twice, then the Megamouth charges out of the deep water and bites him twice more, and he dies [34].
Hazards
#- The Megamouth, which charges a player who swims.
- Piranhas all through the water.
- Water puts out flares and a crate of flares, on a dark flooded level [35] [36].
Items and shops
#Shops and treasure are as on any Jungle level, in the top three rows: the lake's rooms are never side rooms, which shops need [37]. The Megamouth bursts into four Crates when it dies [38].
Trivia
#- The room script's comments name the lake's rooms "Lake Top", "Lake Bottom" and "Mega Mouth" [39] [40] [41].
- The exit room's layout is picked with
rand(5,5), and the Megamouth room's withswitch(rand(1,1)): rolls with one outcome [42] [43]. - A commented-out
global.lake = false;sits above the lake's code in the level script [44].
FAQ
#- How do you get a flooded level in Spelunky Classic?
By chance: each level of the Jungle reached from the screen between levels has a 1 in 10 chance of being flooded. The level 5 shortcut on the title screen skips that screen, so its level 5 is never flooded, and once the player has taken the Black Market's door, no level is.
- What lives in the lake of a flooded level in Spelunky Classic?
One Megamouth, in its own room along the lake's bottom, and Piranhas all through the water, or Dead Fish if the level is a graveyard too.
- Where is the exit on a flooded level in Spelunky Classic?
In the fourth row of rooms, the lake's top, standing on a strip of earth just above the water. The Megamouth's room is never under it.
- What message does a flooded level show in Spelunky Classic?
"I CAN HEAR RUSHING WATER...", when the level starts, or after the dark level's or the graveyard's message if it's one of those too. A level that's dark, a graveyard and flooded at once says "YOU HEAR RUSHING WATER..." instead, after both.
See also
#- Found here
References
#objects/oTransition/step.gml:20-22objects/oTransition/step.gml:20-24objects/oTransition/step.gml:17-24scripts/scrClearGlobals.gml:57objects/oPlayer1/other_animation_end.gml:137-143objects/oPlayer1/step.gml:879objects/oTransition/step.gml:20- Quirk 1 (docs/quirks.md)
- Replay
fidelity/replays/jungle-seed-9-market-dark-roll.txt scripts/scrInitLevel.gml:147-176objects/oPlayer1/alarm_0.gml:34-39objects/oPlayer1/alarm_0.gml:5-13objects/oPlayer1/alarm_0.gml:27-33objects/oPlayer1/alarm_1.gml:18-23objects/oPlayer1/alarm_1.gml:11-17objects/oPlayer1/alarm_4.gml:1-6- Clip quirks/dark-graveyard-lake-you-hear
- Replay
fidelity/replays/jungle-seed-10-dark-graveyard-lake.txt scripts/scrInitLevel.gml:66-74scripts/scrInitLevel.gml:106-116scripts/scrLevelGen.gml:192-210scripts/scrRoomGen2.gml:52-189scripts/scrRoomGen2.gml:204-221scripts/scrRoomGen2.gml:65-77scripts/scrRoomGen2.gml:190-203scripts/scrLevelGen.gml:204-209scripts/scrRoomGen2.gml:222-228- Clip flooded-level/crossing
scripts/scrRoomGen2.gml:226scripts/scrRoomGen2.gml:390-394scripts/scrEntityGen.gml:326-336scripts/scrEntityGen.gml:332- Replay
fidelity/replays/flow-lake-jungle-seed-1.txt - Clip flooded-level/megamouth
objects/oFlare/step.gml:4-17objects/oFlareCrate/step.gml:3-18scripts/scrLevelGen.gml:239-275objects/oJaws/step.gml:23-28scripts/scrRoomGen2.gml:190scripts/scrRoomGen2.gml:204scripts/scrRoomGen2.gml:222scripts/scrRoomGen2.gml:67scripts/scrRoomGen2.gml:224scripts/scrLevelGen.gml:192-194