Moon Room
This page describes a secret.
The Moon Room is a bonus room of Spelunky Classic, opened by a win in 10:00 or less, where the player shoots flying targets with a bow for 60 seconds.
It's the second of the three secret challenges behind the trophies of the high scores room, the ARCHERY CHALLENGE, and the reward for a fast win (Speedrunning basics). One room, built in the room editor: ledges on the left for the player, a Bow to pick up, and an open hall over a floor of Spikes, where three bat-shaped targets fly up and down. It's the only bonus room the player can finish alive: the challenge runs on a 60-second timer.
Generation
#Getting there
#A best time of 600 seconds or less, 10:00 on the game's clock, puts a gold trophy second from the top of the high scores room's column of trophies, and a door to the Moon Room under it [1]. Only a win from level 1, without a shortcut, sets a time (Scoring). Climbing up beside it, the board reads MOON ROOM and the goal, SHOOT THE MOVING TARGETS WITH YOUR BOW AND ARROWS! [2]. It shows the goal for any win, though, however slow, while the door needs the 10:00 (The Moon Room's goal for any win) [3]. In the clip, with one win at 11:40, the board shows the goal beside a silver trophy with no door [4].
The room
#The room editor laid out the whole room, a screen wide: the entrance on the highest of the ledges at the left, the Bow beside it, Spikes along the hall's floor and a Spring Trap [5]. A carved crescent moon hangs on the back wall. As in every bonus room, the bricks around its edge can't be broken [6], the player has 8 hearts [7], and his bombs and ropes can't be used outside a level (Sun Room). The room gives him 100 arrows, and picking up its Bow adds the 6 a new Bow brings [8] [9].
The challenge
#ARCHERY CHALLENGE BEGINS IN 3... counts down at the bottom of the screen, and as it ends three targets fly in from the top [10] [11]. They look like Bats, and each flies straight up and down, between 64 and 160 pixels from the top, as fast as it's worth:
| Target | Points | Speed | |
|---|---|---|---|
| Nearest the player | 1 | 1 pixel per step (30 per second) | [12] [13] |
| Middle | 2 | 2 pixels per step (60 per second) | [12] |
| Furthest | 4 | 4 pixels per step (120 per second) | [12] |
From 100 steps in, the timer at the top counts down from 60, a second every 30 steps [14] [15] [16]. An arrow that hits a target scores its points, beside the target icon at the top, and the target bleeds and is gone; a new one flies in from above in its place [17] [18]. Landing on one scores it too, and bounces the player up, as a stomp does; any other touch costs him a heart and knocks him back, at most once every 30 steps [19]. In the clip, the player picks up the Bow, and from the countdown on looses an arrow every 2 seconds from the ledge: the nearest target falls to the first that hits, for a point, and to the next, 6 seconds later [20].
The last 20 seconds
#With 20 seconds or less left, each target that comes back is a UFO, worth 2 points more and flying 2 pixels a step faster, and one shot down crashes rather than bleeds [21] [22]. Every target also sways sideways as it flies below the top of its path, up to 32 pixels to the left, toward the player's ledges [23]. A shot target's replacement still comes in at its own place, but a stomped one's comes in where the target had swayed to: it isn't at the middle or far target's place, so it's worth what the nearest is, 3 as a UFO, and sways from there [24] [25] [26].
When the timer runs out, the score is kept as the room's best in the high scores, up to 99; the targets vanish in puffs of smoke, and the entrance becomes a door back to the high scores room [27]. FINISHED! comes up, then 30 steps later YOU SET A NEW RECORD! if the score beat the room's best, or BETTER LUCK NEXT TIME..., and the music stops [28] [29]. The door leads out to the high scores room, in front of the Moon Room's door [30] [31]. A death before then ends the challenge at once, with the same score kept [32]. In the clip, the player downs a UFO every 2 seconds, 3 points each, until the timer runs out at 35 points; he walks off the ledge onto the new door and goes back to the high scores room [33] [34].
Hazards
#| Hazard | ||
|---|---|---|
| Spikes | Along the hall's floor, below the targets | [5] |
| Spring Trap | One | [5] |
| The targets | A touch costs a heart, unless the player lands on them | [35] |
Trivia
#- The room was a basketball game first. Its score is
baskets, the icon beside it issHoopsIcon, and its code still has the lines that made a basket and its rim, commented out [36]. The basketball itself is in the game, scoring 1 for a dunk, 2 for a shot and 3 off a wall, but nothing makes it [37] [38]. - An older target is in the code as well, a bullseye that scores 1 to 5 by how near its middle an arrow hits and sways when 30 seconds are left. Nothing makes it, though the arrow's code still keeps arrows from flying through it [39] [40] [41].
FAQ
#- How do you unlock the Moon Room in Spelunky Classic?
Win a game in 10:00 or less on the game's clock, from level 1 without a shortcut. The high scores room then has a gold trophy for the time, and a door beside it into the Moon Room.
- What do you do in the Moon Room in Spelunky Classic?
Shoot the targets flying up and down the room with the Bow for 60 seconds. Each target is worth 1, 2 or 4 points, and 2 more in the last 20 seconds, when they come back as UFOs.
- How many arrows do you get in the Moon Room in Spelunky Classic?
106: the room gives the player 100, and picking up its Bow adds the Bow's own 6.
- Why does the high scores room show the Moon Room's goal when its door is locked?
That's a quirk: the board tests the best time against 600,000, a number of milliseconds, while the time is kept in seconds, so any win shows the goal. The door itself needs 600 seconds or less.
See also
#- Found here
References
#objects/oHighscores/create.gml:50-66objects/oHighscores/draw.gml:41-66The Moon Room's goal shows for any winning time.
, docs/quirks.md §1- Clip quirks/moon-room-goal-any-win
- Room
rMoon, as the room editor placed it objects/oMoonRoom/create.gml:11-18objects/oMoonRoom/create.gml:1objects/oMoonRoom/create.gml:9objects/oPlayer1/step.gml:1216-1220objects/oMoonRoom/draw.gml:10-18objects/oMoonRoom/alarm_3.gml:1-12objects/oBatTarget/create.gml:5-7objects/oBatTarget/step.gml:1-16objects/oMoonRoom/create.gml:4-6objects/oMoonRoom/alarm_0.gml:19objects/oMoonRoom/alarm_11.gml:1-28objects/oBatTarget/collision_oArrow.gml:1-11objects/oMoonRoom/draw.gml:5-6objects/oBatTarget/collision_oCharacter.gml:1-30- Clip moon-room/archery
objects/oBatTarget/create.gml:10-14objects/oBatTarget/collision_oArrow.gml:9-10objects/oBatTarget/step.gml:18-22objects/oBatTarget/collision_oArrow.gml:7objects/oBatTarget/collision_oCharacter.gml:13objects/oBatTarget/create.gml:5-14objects/oMoonRoom/alarm_11.gml:2-26objects/oMoonRoom/alarm_10.gml:1-9objects/oGame/draw.gml:76-98objects/oPlayer1/other_animation_end.gml:96-109objects/oHighscores/create.gml:109-113objects/oPlayer1/step.gml:1903-1908- Clip moon-room/ufos
- Replay
fidelity/replays/bonus-moon-archery.txt, which the clips The archery challenge and The archery challenge's last 20 seconds play objects/oBatTarget/collision_oCharacter.gml:18-30objects/oMoonRoom/alarm_0.gml:1-17objects/oBasketball/step.gml:31-55oJordans, oRopeBag, oBasketball and oFireFrogArmed are unreachable
, docs/quirks.md §1objects/oTarget/collision_oArrow.gml:1-22objects/oTarget/step.gml:35-39objects/oArrow/step.gml:24-37
Source code
objects/oMoonRoom/create.gmlobjects/oMoonRoom/alarm_0.gmlobjects/oMoonRoom/alarm_3.gmlobjects/oMoonRoom/alarm_11.gmlobjects/oMoonRoom/draw.gmlobjects/oBatTarget/create.gmlobjects/oBatTarget/step.gmlobjects/oBatTarget/collision_oArrow.gmlobjects/oBatTarget/collision_oCharacter.gmlobjects/oHighscores/create.gml