SpelunkyWiki

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

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Getting there

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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].

Replays it in the game, where you can take over.Replays it in the game, to pause and scrub.
The Moon Room's goal for a slow win. With one win timed at 11:40, the high scores room has the time's silver trophy but no Moon Room door. The player climbs the ledges beside the trophies: the Changing Room and the Stars Room read LOCKED, but beside the trophy the Moon Room's goal shows as if it were unlocked.

The room

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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

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Replays it in the game, where you can take over.Replays it in the game, to pause and scrub.
The archery challenge. In the Moon Room the player picks up the bow, and ARCHERY CHALLENGE BEGINS IN 3... counts down as three bat-shaped targets fly up and down at the right. The 60-second timer starts, and he shoots an arrow every two seconds: one hits the nearest target for a point, and a new one flies in from the top in its place; six seconds later another arrow hits it for a second point.

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:

TargetPointsSpeed
Nearest the player11 pixel per step (30 per second)[12] [13]
Middle22 pixels per step (60 per second)[12]
Furthest44 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

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Replays it in the game, where you can take over.Replays it in the game, to pause and scrub.
The archery challenge's last 20 seconds. With 20 seconds or less left in the Moon Room, the targets that come back are UFOs, worth 2 more points and faster, and the targets sway as they rise and fall. The player's arrows down a UFO every two seconds, each for 3 points, until the timer runs out at 35 points: FINISHED!, the entrance turns into a door, and he goes through it to the high scores room.

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

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Hazard
SpikesAlong the hall's floor, below the targets[5]
Spring TrapOne[5]
The targetsA touch costs a heart, unless the player lands on them[35]

Trivia

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  • The room was a basketball game first. Its score is baskets, the icon beside it is sHoopsIcon, 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

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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

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References

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  1. objects/oHighscores/create.gml:50-66
  2. objects/oHighscores/draw.gml:41-66
  3. The Moon Room's goal shows for any winning time., docs/quirks.md §1
  4. Clip quirks/moon-room-goal-any-win
  5. Room rMoon, as the room editor placed it
  6. objects/oMoonRoom/create.gml:11-18
  7. objects/oMoonRoom/create.gml:1
  8. objects/oMoonRoom/create.gml:9
  9. objects/oPlayer1/step.gml:1216-1220
  10. objects/oMoonRoom/draw.gml:10-18
  11. objects/oMoonRoom/alarm_3.gml:1-12
  12. objects/oBatTarget/create.gml:5-7
  13. objects/oBatTarget/step.gml:1-16
  14. objects/oMoonRoom/create.gml:4-6
  15. objects/oMoonRoom/alarm_0.gml:19
  16. objects/oMoonRoom/alarm_11.gml:1-28
  17. objects/oBatTarget/collision_oArrow.gml:1-11
  18. objects/oMoonRoom/draw.gml:5-6
  19. objects/oBatTarget/collision_oCharacter.gml:1-30
  20. Clip moon-room/archery
  21. objects/oBatTarget/create.gml:10-14
  22. objects/oBatTarget/collision_oArrow.gml:9-10
  23. objects/oBatTarget/step.gml:18-22
  24. objects/oBatTarget/collision_oArrow.gml:7
  25. objects/oBatTarget/collision_oCharacter.gml:13
  26. objects/oBatTarget/create.gml:5-14
  27. objects/oMoonRoom/alarm_11.gml:2-26
  28. objects/oMoonRoom/alarm_10.gml:1-9
  29. objects/oGame/draw.gml:76-98
  30. objects/oPlayer1/other_animation_end.gml:96-109
  31. objects/oHighscores/create.gml:109-113
  32. objects/oPlayer1/step.gml:1903-1908
  33. Clip moon-room/ufos
  34. Replay fidelity/replays/bonus-moon-archery.txt, which the clips The archery challenge and The archery challenge's last 20 seconds play
  35. objects/oBatTarget/collision_oCharacter.gml:18-30
  36. objects/oMoonRoom/alarm_0.gml:1-17
  37. objects/oBasketball/step.gml:31-55
  38. oJordans, oRopeBag, oBasketball and oFireFrogArmed are unreachable, docs/quirks.md §1
  39. objects/oTarget/collision_oArrow.gml:1-22
  40. objects/oTarget/step.gml:35-39
  41. objects/oArrow/step.gml:24-37

Source code

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