SpelunkyFan wiki

Rope

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

For the shop's bundle of three, see Rope Pile.

The Rope is a carryable item in Spelunky Classic that the player throws up, or drops down a ledge, to hang a rope he can climb; he starts with 4.

The player carries ropes as a count, shown at the top of the screen beside his bombs, rather than in his hands, and the rope key uses one [2]. Thrown up, a rope catches where it stops rising and unrolls down to the ground; dropped at a ledge, it hangs over the edge. Either way he climbs it as he would a ladder. More come in Rope Piles, three at a time.

Usage

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Throwing it up

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Rope thrown up and climbed. In the Tutorial, the player throws a rope straight up. It catches near the ceiling and unrolls down to the floor, and he jumps onto it and climbs.

The rope key throws a rope straight up from the player at 12 pixels per step (360 per second), unless there's a ceiling right above him, when nothing happens and no rope is spent [3] [4]. It rises as any thrown item does, slowing by 0.6 pixels a step, so in the open it climbs about 126 pixels, nearly eight blocks (12 + 11.4 + … + 0.6) [5]; on the way up, a ceiling it hits turns it back [6]. On the step it stops rising, it catches: it moves to the middle of the block-wide column it's in, away from a wall, puts a hook at the top, and unrolls down 8 pixels a step, a segment each step, until it reaches the ground or has 16 segments, 128 pixels [1]. In the clip, the player throws a rope up from the floor, jumps onto it and climbs [7].

A rope flying up faster than 2 pixels a step that touches a monster hurts it, as any thrown item does [8].

Dropping it down a ledge

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Rope dropped down a ledge. In the Tutorial, the player presses the rope key under a low ceiling, which does nothing, then crouches at the edge of a ledge and drops a rope down over it.

Holding down, the rope key hangs a rope a block ahead of the player instead, moved half a block to the side where it finds open air below; it catches at once and unrolls down. With no open air to hang it in, as on flat floor or against a wall, nothing happens and no rope is spent [9]. In the clip, the player first presses the rope key under a low ceiling, which does nothing, then holds down at the edge of a ledge and drops a rope down it [10] [11].

Climbing

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To the code a rope is a kind of ladder: pressing up at one, standing or in the air, grabs it, and the player climbs up and down it as he would a ladder [12].

In the hands

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The item key takes a Bomb into the player's hands, and pressing it again swaps the bomb for a rope; a third press puts the rope back and returns what he held before [13]. Holding one, the attack key throws it up or, with down, drops it down a ledge, as the rope key does; dropped where there's no room, it's tossed a little way along the floor instead, a loose rope to pick up again. Either way, what he held before comes back to his hands [14]. A rope in his hands when he takes an exit goes back into his count [15].

Locations

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  • The player's own. A new game starts him with 4, the Tunnel Man with none [16], and the Tutorial with 2 [17]. He can carry 99 at most [18].
  • Rope Piles, three ropes each, picked up by touch: in shops, in Crates, and left by the Yeti King [19].
  • Monkeys: one clinging to the player sometimes takes a rope and throws it out, loose, where he can pick it up again [20].
  • The title screen has one hanging [21].
  • Custom levels start the player with the rope count the level editor gives them, 99 at most [22].

Interactions

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Rope burning in lava. In the Temple, the player drops a rope over a lava pool and climbs onto it. Its foot catches fire in the lava, and the fire climbs the rope, burning it away, until the player's segment goes and he drops.
  • Lava. A segment hanging in lava catches fire. The fire climbs the rope a pixel a step, and each segment it reaches burns away; a player climbing the rope falls when his segment goes [23] [24]. In the clip, a rope dropped over a Temple lava pool catches fire at its foot, and the player hanging from it drops off as the fire reaches him [25].
  • Bombs. An explosion knocks away a rope that's in flight or lying loose, as it does any item, but not one that's unrolling, and it leaves a hung rope alone, even when the blocks it hangs from are blown away [26].
  • Webs don't catch a rope, where they stop other items [27].
  • Leaving the screen. Unlike other items, a thrown rope doesn't freeze just past the edge of the screen [28] [29].

Tips

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  • A rope thrown up in the open climbs about 126 pixels and unrolls 128 at most, so it hangs down to about where it was thrown from.
  • The rope key wastes nothing when it can't be used: under a low ceiling, on flat floor or against a wall, the rope stays in the count.

Trivia

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  • The code that drops a rope down a ledge has a commented-out line that would toss the rope out along the floor when there's no room [30]; a rope dropped from the hands still does that [31].
  • The game has a "rope bag" object whose type says "Bomb Bag", which nothing makes [32] [29].

FAQ

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How many ropes do you start with in Spelunky Classic?

4, as many as bombs; the Tunnel Man starts with none, and the Tutorial gives the player 2. He can carry 99 at most, and a Rope Pile gives him 3 more.

How long is a rope in Spelunky Classic?

16 segments of 8 pixels at most, 128 pixels or eight blocks, hanging down from where it caught. It stops short where it reaches the ground.

How do you throw a rope down a ledge in Spelunky Classic?

Stand at the ledge's edge facing out, hold down and press the rope key. The rope is hung a block ahead, over the drop. On flat floor or against a wall, nothing happens and no rope is spent.

Can a rope burn in Spelunky Classic?

Yes. A segment that hangs in lava catches fire, and the fire climbs the rope a pixel a step, burning away each segment it reaches; a player climbing it drops when his segment goes.

See also

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Related

References

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  1. objects/oRopeThrow/step.gml:1-36
  2. scripts/scrDrawHUD.gml:40
  3. objects/oPlayer1/step.gml:1045-1050
  4. objects/oPlayer1/step.gml:1119-1129
  5. objects/oItem/step.gml:71-85
  6. objects/oItem/step.gml:153-158
  7. Clip rope/climb
  8. objects/oItem/step.gml:256-350
  9. objects/oPlayer1/step.gml:1053-1118
  10. Clip rope/ledge
  11. Replay fidelity/replays/action-rope-tunnel.txt
  12. scripts/characterStepEvent.gml:606-630
  13. objects/oPlayer1/step.gml:954-1043
  14. scripts/scrUseItem.gml:36-119
  15. objects/oPlayer1/step.gml:835-841
  16. scripts/scrClearGlobals.gml:103-114
  17. objects/oPlayer1/other_animation_end.gml:87-94
  18. objects/oPlayer1/step.gml:11
  19. objects/oPlayer1/step.gml:2052-2066
  20. objects/oMonkey/step.gml:244-255
  21. Room rTitle, as the room editor placed it
  22. scripts/scrLoadLevel.gml:146-148
  23. objects/oRope/step.gml:1-17
  24. objects/oRopeBurn/step.gml:1-15
  25. Clip rope/burn
  26. objects/oExplosion/collision_oItem.gml:20-29
  27. objects/oWeb/collision_oItem.gml:1-5
  28. objects/oItem/step.gml:1-3
  29. Quirk 1 (docs/quirks.md)
  30. objects/oPlayer1/step.gml:1090-1106
  31. scripts/scrUseItem.gml:89-97
  32. objects/oRopeBag/create.gml:3

Source code

  • objects/oRopeThrow/create.gml
  • objects/oRopeThrow/step.gml
  • objects/oRope/step.gml
  • objects/oRopeBurn/step.gml
  • objects/oPlayer1/step.gml
  • scripts/scrUseItem.gml
  • scripts/characterStepEvent.gml
  • scripts/scrClearGlobals.gml
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