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The Jungle

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The Jungle is the second area of Spelunky Classic, levels 5–8: overgrown caves of vines, trees and water, with Mantraps, Frogs, Monkeys and Piranhas.

The Jungle's levels are built from earth rather than brick, with ruins of temple stone, pools of water, vines to climb and trees. Mantraps and Cavemen patrol the ground, and the area's traps are Spear Traps. It holds more special levels than any other area: the Black Market, flooded levels and graveyard levels.

Generation

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The Jungle is levels 5 to 8 [1]. Taking level 4's exit leads to the screen between levels, where the Tunnel Man may wait, and from it to level 5 [2] [3]. In the first clip, the player takes level 4's exit, gives the Tunnel Man money for a shortcut, and level 5 loads [4].

From the Mines to the Jungle. The player takes level 4's exit. In the screen between levels, the Tunnel Man asks for $100,000 for a new shortcut and the player gives him $4,100; then level 5, the first Jungle level, loads, with a tree and webs.

Once the first shortcut is paid for, the title screen has a ladder up to a door that starts a game on level 5 [5] [6]. The second clip shows it: the player climbs the ladder, passes the shortcut doors, and enters the level 5 door [7].

The level 5 shortcut. With the shortcuts built, the player climbs the ladder from the title screen to the Shortcut House, where doors lead to levels 5, 9 and 13, and enters the level 5 door. The first Jungle level loads, with Cavemen and vines.

A level is laid out as the Mines' are, four rooms by four on a path from the top row to the bottom, but from the Jungle's own layouts [8]. Its blocks are earth, with temple stone in some layouts [9], and generation makes no arrow traps there [10]. Layouts add pools of water (the tiles at their edges as likely earth), vines, Spikes and trees, a trunk several blocks tall with branches and leaves [11] [12]. Two side rooms in three get a side room's layout, and one of those may be [13]:

RoomChance
Kali's altar1 in 12, once a level[14]
Golden Idol room: the idol on trap blocks over a pool1 in 9, once the altar's roll fails, once a level[15] [16]
The Crystal Skull's room, in place of the idol's, on a graveyard levelAs the idol room[17]

A level may be a special level instead, each with its own message as it starts:

LevelChance
Black MarketOnce a game, the level after a hidden door on level 5, 6 or 7 is taken[18] [19]
Flooded level1 in 10 for each level reached from the screen between levels, until the player takes the Black Market's door: none after it[3] [20] [21] [22]
Graveyard level1 in 10[23] [24]
Dark level1 in 12, at most once in the area, and never the first level after the title screen, nor one after a level finished 20 seconds or less past a whole minute on its clock. Never the Black Market, though a roll that comes up there still uses up the area's dark level[25] [26] [21] [22]

A flooded level can also be a graveyard or a dark one: the rolls are separate.

Inhabitants

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Level generation goes over every block outside the shops [27]:

MonsterWhereChance
ScarabHanging under a block, on a dark level only1 in 40[28]
BatHanging under a block1 in 80 (1 in 60 on a graveyard level), once the Scarab's fails[29]
MantrapOn a block, with no water above1 in 60[30]
CavemanOn a block, with no water above1 in 60, once the Mantrap's fails[31]
Fire FrogOn a block1 in 120, once those fail[32] [33]
FrogOn a block1 in 30, once those fail[34] [35]
MonkeyOn a vine1 in 15 for each vine tile[36]
PiranhaIn the water1 in 30 for each water tile[37]

As in the Mines, the monsters on top of blocks keep out of the entrance's room, and the hanging ones need two open tiles below. On a graveyard level, the ground's monsters are Zombies (1 in 25) and Vampires (1 in 160) instead, and the water holds Dead Fish in place of Piranhas [38] [39]. A flooded level's lake holds the Megamouth [40]. The Ghost comes to a level the player stays on too long, as in every area.

Hazards

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  • Spear Traps. One block in twelve on the surface of the ground (with two open tiles above it, open ground on at least one side and solid ground under it, more than 64 pixels from the entrance, outside a few fixed columns) becomes a Spear Trap, two blocks tall [41]. On a dark level, a tiki torch takes one block in twenty of those first [42].
  • Spikes line some layouts' floors, and come with others one tile in three [43].
  • Water, where Piranhas swim.
  • The idol room's trap blocks crumble when the Golden Idol is lifted.

Items and shops

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Shops come as in the Mines: a level's chance is 2 in its number (2 in 5 on level 5 down to 1 in 4 on level 8), in a side room beside the path, of the same seven kinds [44] [45]. But once the Black Market has been made, no level has a shop for the rest of the game: the roll for one requires that it hasn't [46] [21] [22].

Treasure is scattered as in the Mines, with more bones on a graveyard level, whose graves hold gold and gems [47] [48]. The earth hides more gems than the Mines' bricks: 1 in 80 blocks holds a big sapphire, and rarer ones a big emerald, a big ruby or an item [49].

Secrets

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  • The Black Market, behind a hidden door on one of levels 5 to 7.
  • Kali's altars.
  • The Crystal Skull, on a graveyard level.
  • Shortcuts. In the screen after level 8, the Tunnel Man may ask for money toward the next shortcut [50].

Trivia

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  • The room script's header calls the area "the Lush Jungle" [51].
  • Two of its side room layouts are the same string, so that layout comes up twice as often as the others [52] [21].
  • A commented-out line would have hung Spiders under the Jungle's blocks too, 1 in 40 [53].

FAQ

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What levels are the Jungle in Spelunky Classic?

Levels 5 to 8, after the Mines. Taking level 8's exit leads to the Ice Caves.

What monsters live in the Jungle in Spelunky Classic?

Mantraps, Cavemen, Frogs, Fire Frogs and Bats on the ground and ceilings, Monkeys on the vines and Piranhas in the water. A graveyard level has Zombies and Vampires instead, and a flooded level the Megamouth.

How do you get to the Jungle in Spelunky Classic?

By taking level 4's exit, or, once the Tunnel Man's first shortcut is paid for, through the title screen's level 5 door.

Are there arrow traps in the Jungle in Spelunky Classic?

No. Level generation makes no arrow traps in the Jungle; its traps are Spear Traps and Spikes.

See also

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References

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  1. scripts/scrInitLevel.gml:26
  2. objects/oPlayer1/other_animation_end.gml:63
  3. objects/oTransition/step.gml:20-24
  4. Clip jungle/from-mines
  5. objects/oTitle/create.gml:27-47
  6. objects/oPlayer1/other_animation_end.gml:137-143
  7. Clip jungle/shortcut
  8. scripts/scrRoomGen2.gml:52-243
  9. scripts/scrRoomGen2.gml:327-343
  10. scripts/scrEntityGen.gml:173-337
  11. scripts/scrRoomGen2.gml:344-379
  12. scripts/scrRoomGen2.gml:495-541
  13. scripts/scrRoomGen2.gml:79-117
  14. scripts/scrRoomGen2.gml:81-85
  15. scripts/scrRoomGen2.gml:86-94
  16. scripts/scrRoomGen2.gml:112
  17. scripts/scrRoomGen2.gml:109-113
  18. scripts/scrInitLevel.gml:186-192
  19. scripts/scrLevelGen.gml:44-69
  20. scripts/scrClearGlobals.gml:57
  21. Quirk 1 (docs/quirks.md)
  22. Replay fidelity/replays/jungle-seed-9-market-dark-roll.txt
  23. scripts/scrInitLevel.gml:147-148
  24. scripts/scrClearGlobals.gml:56
  25. scripts/scrInitLevel.gml:167-176
  26. scripts/scrClearGlobals.gml:54
  27. scripts/scrEntityGen.gml:207-301
  28. scripts/scrEntityGen.gml:271
  29. scripts/scrEntityGen.gml:268-272
  30. scripts/scrEntityGen.gml:285-289
  31. scripts/scrEntityGen.gml:290
  32. scripts/scrEntityGen.gml:291
  33. scripts/scrEntityGen.gml:294
  34. scripts/scrEntityGen.gml:292
  35. scripts/scrEntityGen.gml:295
  36. scripts/scrEntityGen.gml:321-324
  37. scripts/scrEntityGen.gml:326-336
  38. scripts/scrEntityGen.gml:280-284
  39. scripts/scrEntityGen.gml:332
  40. scripts/scrRoomGen2.gml:222-228
  41. scripts/scrEntityGen.gml:226-253
  42. scripts/scrEntityGen.gml:235-238
  43. scripts/scrRoomGen2.gml:351-352
  44. scripts/scrLevelGen.gml:239-297
  45. scripts/scrRoomGen2.gml:160-189
  46. scripts/scrLevelGen.gml:240
  47. scripts/scrEntityGen.gml:175-205
  48. scripts/scrEntityGen.gml:255-259
  49. objects/oLush/create.gml:5-15
  50. objects/oTransition/create.gml:52-56
  51. scripts/scrRoomGen2.gml:1-5
  52. scripts/scrRoomGen2.gml:103-104
  53. scripts/scrEntityGen.gml:273
  54. objects/oLush/destroy.gml:12-32
  55. scripts/scrRoomGen2.gml:483-489

Source code

  • scripts/scrInitLevel.gml
  • scripts/scrLevelGen.gml
  • scripts/scrRoomGen2.gml
  • scripts/scrEntityGen.gml
  • objects/oTransition/step.gml
  • objects/oLush/create.gml
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