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Flooded level

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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

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The roll

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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].

A dark, flooded graveyard level's third message. Level 8 of the Jungle is dark, a graveyard and flooded at once. After the dark level's message comes the graveyard's, "THE DEAD ARE RESTLESS!", and then the lake's, which only this mix of levels shows as "YOU HEAR RUSHING WATER..." instead of "I CAN HEAR RUSHING WATER...".

The layout

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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]:

RoomsWhat
The top three rowsThe Jungle's rooms, as on any of its levels[22]
The fourth rowThe 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 rowThe exit, on a strip of earth just above the water[24]
The fifth rowThe 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 exitThe 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].

Across a flooded level. A Jungle level loads flooded, with the message "I CAN HEAR RUSHING WATER..." The player crosses it above the lake that fills its bottom, and takes the exit, which stands on a strip of earth just above the water.

Inhabitants

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MonsterWhereChance
MegamouthIn its room along the lake's bottomOne, always[29] [30]
PiranhaIn the water, the lake's and the pools'1 in 30 for each water tile not inside a block[31]
Dead FishAs the Piranha's, on a graveyard level, in their place1 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].

The Megamouth in its lake. On a flooded level, 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.

Hazards

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  • 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

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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

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  • 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 with switch(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

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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

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Found here

References

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  1. objects/oTransition/step.gml:20-22
  2. objects/oTransition/step.gml:20-24
  3. objects/oTransition/step.gml:17-24
  4. scripts/scrClearGlobals.gml:57
  5. objects/oPlayer1/other_animation_end.gml:137-143
  6. objects/oPlayer1/step.gml:879
  7. objects/oTransition/step.gml:20
  8. Quirk 1 (docs/quirks.md)
  9. Replay fidelity/replays/jungle-seed-9-market-dark-roll.txt
  10. scripts/scrInitLevel.gml:147-176
  11. objects/oPlayer1/alarm_0.gml:34-39
  12. objects/oPlayer1/alarm_0.gml:5-13
  13. objects/oPlayer1/alarm_0.gml:27-33
  14. objects/oPlayer1/alarm_1.gml:18-23
  15. objects/oPlayer1/alarm_1.gml:11-17
  16. objects/oPlayer1/alarm_4.gml:1-6
  17. Clip quirks/dark-graveyard-lake-you-hear
  18. Replay fidelity/replays/jungle-seed-10-dark-graveyard-lake.txt
  19. scripts/scrInitLevel.gml:66-74
  20. scripts/scrInitLevel.gml:106-116
  21. scripts/scrLevelGen.gml:192-210
  22. scripts/scrRoomGen2.gml:52-189
  23. scripts/scrRoomGen2.gml:204-221
  24. scripts/scrRoomGen2.gml:65-77
  25. scripts/scrRoomGen2.gml:190-203
  26. scripts/scrLevelGen.gml:204-209
  27. scripts/scrRoomGen2.gml:222-228
  28. Clip flooded-level/crossing
  29. scripts/scrRoomGen2.gml:226
  30. scripts/scrRoomGen2.gml:390-394
  31. scripts/scrEntityGen.gml:326-336
  32. scripts/scrEntityGen.gml:332
  33. Replay fidelity/replays/flow-lake-jungle-seed-1.txt
  34. Clip flooded-level/megamouth
  35. objects/oFlare/step.gml:4-17
  36. objects/oFlareCrate/step.gml:3-18
  37. scripts/scrLevelGen.gml:239-275
  38. objects/oJaws/step.gml:23-28
  39. scripts/scrRoomGen2.gml:190
  40. scripts/scrRoomGen2.gml:204
  41. scripts/scrRoomGen2.gml:222
  42. scripts/scrRoomGen2.gml:67
  43. scripts/scrRoomGen2.gml:224
  44. scripts/scrLevelGen.gml:192-194

Source code

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