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
#Throwing it up
#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
#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
#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
#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
#- 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
#- 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
#- 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
#- 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
typesays "Bomb Bag", which nothing makes [32] [29].
FAQ
#- 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
#- Related
- Rope Pile
- Bomb
References
#objects/oRopeThrow/step.gml:1-36scripts/scrDrawHUD.gml:40objects/oPlayer1/step.gml:1045-1050objects/oPlayer1/step.gml:1119-1129objects/oItem/step.gml:71-85objects/oItem/step.gml:153-158- Clip rope/climb
objects/oItem/step.gml:256-350objects/oPlayer1/step.gml:1053-1118- Clip rope/ledge
- Replay
fidelity/replays/action-rope-tunnel.txt scripts/characterStepEvent.gml:606-630objects/oPlayer1/step.gml:954-1043scripts/scrUseItem.gml:36-119objects/oPlayer1/step.gml:835-841scripts/scrClearGlobals.gml:103-114objects/oPlayer1/other_animation_end.gml:87-94objects/oPlayer1/step.gml:11objects/oPlayer1/step.gml:2052-2066objects/oMonkey/step.gml:244-255- Room
rTitle, as the room editor placed it scripts/scrLoadLevel.gml:146-148objects/oRope/step.gml:1-17objects/oRopeBurn/step.gml:1-15- Clip rope/burn
objects/oExplosion/collision_oItem.gml:20-29objects/oWeb/collision_oItem.gml:1-5objects/oItem/step.gml:1-3- Quirk 1 (docs/quirks.md)
objects/oPlayer1/step.gml:1090-1106scripts/scrUseItem.gml:89-97objects/oRopeBag/create.gml:3
Source code
objects/oRopeThrow/create.gmlobjects/oRopeThrow/step.gmlobjects/oRope/step.gmlobjects/oRopeBurn/step.gmlobjects/oPlayer1/step.gmlscripts/scrUseItem.gmlscripts/characterStepEvent.gmlscripts/scrClearGlobals.gml