High scores room
For how the records are kept and the trophies earned, see Scoring.
The high scores room is a room of Spelunky Classic, behind the title screen's SCORES door, that shows the records, their trophies and the doors they open.
It's one room, built in the room editor, a screen wide: a column of ledges at the left where the trophies stand, a board at the right that shows the records, and a floor with a block and a button that clears them. Each record good enough earns a trophy, and each gold trophy a door: three to the bonus rooms, the secret challenges, and one to the Changing Room. Nothing there can hurt the player for long, and a door leads back to the title screen.
Generation
#Getting there
#The way in is the SCORES door on the title screen, which brings the player in at the bottom left of the room, in the doorway back [4] [5] [6]. The game also goes there by itself:
| From | ||
|---|---|---|
| A game over, with attack (or start) once the final score is counted, but in a custom level | In the doorway | [7] |
| A win, at the end of the credits (Endings) | In the doorway | [8] |
| The end of a custom level's chain (Endings) | In the doorway | [9] |
| The end of a bonus room's challenge | In front of that room's door | [10] [6] [11] |
Coming in sets the level back to 1 and clears the bonus rooms' scores for the next challenge [12]. The room can be paused (Controls) [13]. In the clip, the player comes in from the title screen with three gold trophies, climbs the column of ledges beside them, and goes into the top door [14].
The room
#The player's hearts are set back to the start's on every step, 4, or 2 for the Tunnel Man, so nothing there kills him [15]; his bombs and ropes can't be used outside a level [16].
The board shows what's level with him. On the floor it's the records, the high scores: TOP DEFILERS, the most money, kills and saves in a game, and the best time once the game has been won; then STATISTICS, the plays, deaths and wins [17]. A record the last game beat has NEW beside it [18]. Up the column of ledges it's SECRET CHALLENGES: each bonus room's best score, and the goal of the room whose door is level with him, or LOCKED. if its trophy isn't gold [19]. Scoring has how the records are kept.
The trophies and doors
#Each record earns a bronze, silver or gold trophy, at a score Scoring lists, on the column of ledges, from the top: money, time, kills and saves [20]. A gold one has a door under it:
| Gold trophy | Door | Board | |
|---|---|---|---|
| Money | Sun Room, the damsel challenge | KEEP YOURSELF AND THE DAMSEL ALIVE FOR AS LONG AS POSSIBLE! | [3] [21] |
| Time | Moon Room, the archery challenge | SHOOT THE MOVING TARGETS WITH YOUR BOW AND ARROWS! | [1] [22] |
| Kills | Stars Room, the shotgun challenge | KILL AS MANY ANGRY SHOPKEEPS AS YOU CAN BEFORE THEY GET YOU! | [2] [23] |
| Saves | The Changing Room | LADY IN RED... | [24] [25] |
The Moon Room's goal shows on the board for any win, however slow, though its door needs a time of 10:00 or less (The Moon Room's goal for any win) [26].
The Changing Room isn't a room: going through its door turns the player into the Damsel, with 4 hearts, 4 bombs and 4 ropes, and going through again turns her back into the Spelunker (Spelunker) [27]. In the clip, the Spelunker goes in and comes out as the Damsel [28]. With all four gold trophies, the title screen has a door that does the same for the Tunnel Man (Title screen).
Resetting
#A block on the floor clears everything. Pushed past the middle of the room, it brings up THIS WILL CLEAR EVERYTHING! [29]. Pushed onto the button at the floor's end, it takes the trophies and doors away, and 18 steps later every record, statistic and bonus room's best, and the Tunnel Man's shortcuts, go back to the start, with a thump that shakes the room [30] [31] [32]. The clip shows it with all four gold trophies [33].
Leaving
#The door the player came in by leads back to the title screen, where he comes out of its SCORES door [34] [35] [36].
Hazards
#Only the reset block. It stops against the sign just past the button, and a player who keeps pushing creeps into it and is crushed: he vanishes in blood, but the room isn't a level, so there's no game over, and his hearts are back the next step (Crushed by a pushed block) [37] [38].
Secrets
#The doors under the gold trophies: the Sun Room, the Moon Room and the Stars Room, each a challenge with a best score of its own, and the Changing Room (The trophies and doors).
Trivia
#- The board has a message for the Tunnel Man, "NO MATTOCKS ALLOWED! THIS MEANS YOU!", in place
of each bonus room's goal, but the test that would show it is
if (false), with(global.isTunnelMan)commented out beside it [39]. - The three bonus rooms' bests are kept as one number in the high score table, two digits each, and each room's score is cut to 99 before it's kept [40] [41] [42].
- The room's code still has values for testing every trophy, and a Q key that would clear the table, both commented out [43] [44].
FAQ
#- How do you get to the high scores room in Spelunky Classic?
Through the SCORES door on the title screen, right of START. The game also goes there after a game over (outside custom levels), after a win's credits, and at the end of a bonus room's challenge.
- What do the doors in Spelunky Classic's high scores room lead to?
Each gold trophy has a door under it: the Sun Room for money, the Moon Room for time and the Stars Room for kills, the three secret challenges, and the Changing Room for saves, which turns the player into the Damsel and back.
- How do you reset the high scores in Spelunky Classic?
Push the block on the high scores room's floor onto the button at the end of it. Every record, statistic and trophy, and the Tunnel Man's shortcuts, go back to the start.
- Can you die in the high scores room in Spelunky Classic?
No. The player's hearts are set back to the start's on every step there. The reset block can crush him, but he's back with full hearts the next step.
See also
#- Found here
References
#objects/oHighscores/create.gml:50-66objects/oHighscores/create.gml:68-84objects/oHighscores/create.gml:32-39- Room
rTitle, as the room editor placed it - Room
rHighscores, as the room editor placed it objects/oPlayer1/other_animation_end.gml:96-109objects/oPlayer1/step.gml:907-941objects/oCredits2/step.gml:44-55objects/oEndCustom/step.gml:17-23objects/oPlayer1/step.gml:935-939objects/oHighscores/create.gml:104-118objects/oHighscores/create.gml:1-13objects/oHighscores/create.gml:1- Clip high-scores-room/climb
objects/oPlayer1/step.gml:2-7objects/oPlayer1/step.gml:944-948objects/oHighscores/draw.gml:113-148objects/oHighscores/create.gml:120-123objects/oHighscores/draw.gml:1-112objects/oHighscores/create.gml:32-102objects/oHighscores/draw.gml:14-40objects/oHighscores/draw.gml:41-66objects/oHighscores/draw.gml:67-92objects/oHighscores/create.gml:86-102objects/oHighscores/draw.gml:93-110The Moon Room's goal shows for any winning time.
, docs/quirks.md §1objects/oPlayer1/other_animation_end.gml:173-191- Clip spelunker/change
objects/oHighscores/draw.gml:150-159objects/oButtonHighscore/step.gml:1-32scripts/scrResetHighscores.gml:24-36objects/oHighscores/step.gml:1-17- Clip scoring/reset
objects/oPlayer1/other_animation_end.gml:110-114objects/oTitle/create.gml:72-80- Replay
fidelity/replays/title-doors.txt Pushing a block into a wall crushes the player.
, docs/quirks.md §1- Replay
fidelity/replays/flow-highscores-reset-crush.txt, which the clip Resetting the high scores plays objects/oHighscores/draw.gml:21-27scripts/scrUpdateHighscores.gml:41-43scripts/scrUpdateHighscores.gml:117objects/oPlayer1/step.gml:1910-1912objects/oHighscores/create.gml:24-30objects/oHighscores/keypress_Q.gml:1-8