SpelunkyFan wiki

Parachute

Verified against the spelunky.ai port v0.1.10 on .

The Parachute is an equipment item in Spelunky Classic that opens by itself during a long fall and lowers the player gently; shops sell it from $2,000.

Wearing one, the player doesn't have to do anything: on a fall long enough to hurt, it opens over him, and he floats down slowly enough to land unhurt. It works once, and then it's gone. General Stores sell it, and Crates and buried blocks give it away. It isn't worn for good: the player carries it from the moment it's picked up or paid for until it opens.

Effect

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Parachute opening. Wearing a parachute, the player runs off a ledge into a deep drop. After half a second of falling it opens over him, and he floats down a pixel a step and lands unhurt; it falls away behind him.

Picking up a free parachute, paying for one or carrying one out of a shop takes it: the message "YOU GOT A PARACHUTE! IT WILL DEPLOY AUTOMATICALLY." shows, the pack disappears, and an icon of it joins the row under the hearts [3] [4]. A new game takes it away if it's still unopened [5] [6].

It opens when the player has been falling for 15 steps (half a second), isn't stunned, and has nothing solid 32 pixels below him. Opening uses it up: the icon goes, and a new fall needs a new parachute [7]. A fall that long would otherwise end badly: landing after more than 16 steps of falling stuns the player and costs him 1 heart, after more than 32 steps 2, and after more than 48 steps 10 [8].

While it's open, it hangs over the player and follows him [9], his falling speed is halved each step [10], and the count of steps he's been falling starts again from 0 on every step, so the landing never hurts [11]. With gravity adding 1 pixel a step and the parachute halving the total, he settles at 1 pixel a step (30 per second), against up to 10 in a free fall [12]. The clip shows him running off a ledge at the top of a deep drop: after 15 steps the parachute opens, he slows from 10 pixels a step to 1, and he lands without losing a heart [13].

The parachute comes off when the fall ends: when the player lands, grabs a ledge or a rope, or climbs, and when he's stunned or killed [14] [15]. It drops away as a limp canopy, which falls until it lands [16].

Obtaining

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SourceChance
General Store1 in 3 for each ware, once the rolls for a Mattock (1 in 20), Climbing Gloves and a Compass (1 in 10 each) fail[17]
A Crate1 in 10, once the rolls before it, from a Jetpack's 1 in 500 to a Compass's 1 in 20, fail[18]
Buried in a block1 in 19 of the items buried in blocks[19]

A General Store stocks as many as its rolls give: unlike the rarer wares, the parachute has no check for one already on the level [20]. Shops add 10% of the base price for each level past the second [21]. Shops are made from level 2 on [22], and level 16, Olmec's Lair, has none:

Area1st level2nd level3rd level4th level
The Mines—$2,000$2,200$2,400
The Jungle$2,600$2,800$3,000$3,200
The Ice Caves$3,400$3,600$3,800$4,000
The Temple$4,200$4,400$4,600—

Every block of rock away from the level's edges that isn't gold and holds no gem has a 1 in 1200 chance of hiding an item, one of nineteen at random [23] [19]. Kali never gives one, and the Dice House never offers one. In custom levels, it's the level editor's tile ` [24].

Carrying one out of a shop without paying takes it and angers the Shopkeeper, as with any ware; whether it's taken at once depends on whether the player or the parachute leaves the shop first [25] [26].

Interactions

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  • A second parachute adds nothing: the player has one or none, and picking up another while he has one only sets it again, though shops go on selling them to him [27] [25].
  • An item touching the open parachute while it moves right or down tears it away, and the player falls freely again; one moving left or up doesn't [28].
  • The Cape slows a fall the same way, halving it each step, but it lasts and is opened by hand [29].

Tips

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  • A parachute only opens with 32 pixels of open air below the player, so it saves him on a deep drop, not on a short one onto a ledge.
  • Its one use goes on the first long fall, wanted or not: dropping down a shaft spends it.

Trivia

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  • Its type is "Parachute", and its shop message the plain "A PARACHUTE FOR $2000." [30].
  • The parachute shown open over the player and the spent one that falls away are objects of their own: oParachute, and oParaUsed, which falls a fifth of a pixel a step faster each step [31].

FAQ

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How do you open the Parachute in Spelunky Classic?

It opens by itself. Once the player has fallen for 15 steps (half a second) with nothing solid 32 pixels below him, it opens over him; there's no key for it.

Can the Parachute be used more than once in Spelunky Classic?

No. It's used up the moment it opens: landing cuts it away, and the player needs another one for the next fall.

Does the Parachute stop fall damage in Spelunky Classic?

Yes, for the fall it opens in. It slows the player to 1 pixel a step, and while it's open the fall counts as starting afresh every step, so the landing never costs a heart.

Where do you find the Parachute in Spelunky Classic?

In General Stores, for $2,000 on level 2 and more on each level after it. Free ones come out of Crates (a 1 in 10 roll, once the rolls before it fail) and out of blocks that hide them.

See also

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Related

References

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  1. objects/oPlayer1/step.gml:258-266
  2. objects/oParaPickup/create.gml:7
  3. scripts/scrStealItem.gml:115-125
  4. scripts/scrDrawHUD.gml:165-169
  5. scripts/scrClearGlobals.gml:91
  6. objects/oTransition/create.gml:20-24
  7. objects/oPlayer1/step.gml:254-267
  8. objects/oPlayer1/step.gml:268-289
  9. objects/oParachute/step.gml:1-5
  10. scripts/characterStepEvent.gml:867-871
  11. objects/oPlayer1/step.gml:252
  12. scripts/characterCreateEvent.gml:59-62
  13. Clip parachute/open
  14. objects/oPlayer1/step.gml:290-298
  15. objects/oPlayer1/step.gml:1738-1744
  16. objects/oParaUsed/step.gml:1-10
  17. scripts/scrShopItemsGen.gml:156-177
  18. objects/oPlayer1/step.gml:617-634
  19. scripts/scrGenerateItem.gml:63-89
  20. scripts/scrShopItemsGen.gml:173-175
  21. scripts/scrShopItemsGen.gml:179-191
  22. scripts/scrLevelGen.gml:240
  23. objects/oBrick/create.gml:7-16
  24. scripts/scrCreateTileObj.gml:321-326
  25. Quirk 1 (docs/quirks.md)
  26. Replay fidelity/replays/item-seed-26-parachute.txt
  27. scripts/scrStealItem.gml:115-117
  28. objects/oParachute/collision_oItem.gml:1-5
  29. scripts/characterStepEvent.gml:867-875
  30. objects/oParaPickup/create.gml:3-8
  31. objects/oParaUsed/create.gml:3-4

Source code

  • objects/oParaPickup/create.gml
  • objects/oParachute/step.gml
  • objects/oParachute/collision_oItem.gml
  • objects/oParaUsed/step.gml
  • objects/oPlayer1/step.gml
  • scripts/characterStepEvent.gml
  • scripts/scrStealItem.gml
  • scripts/scrShopItemsGen.gml
  • scripts/scrGenerateItem.gml
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