The other rushing water message
Verified against the spelunky.ai port v0.1.12 on .
The other rushing water message is a quirk of Spelunky Classic in which a dark, flooded graveyard level words the lake's message YOU HEAR RUSHING WATER.
A flooded level says "I CAN HEAR RUSHING WATER...", first, or after a graveyard's or a dark level's message. A level that's all three shows three messages, and the lake's, the last, comes from a timer of its own, which words it "YOU HEAR RUSHING WATER..." instead. Nothing else is different; only the wording gives the mix of levels away.
What happens
#Level 8 of the Jungle is dark, a graveyard and flooded at once. After the dark level's message comes the graveyard's, "THE DEAD ARE RESTLESS!", and then the lake's, as "YOU HEAR RUSHING WATER..." [1].
Why
#The player's alarms show a level's messages, one after another. Alarm 0 shows the first: on a dark level the dark level's, which sets alarm 1 for the next [2], and on a flooded level that's nothing else, "I CAN HEAR RUSHING WATER..." [3]. Alarm 1 shows the second, and only its graveyard branch, which needs the level to be dark too, sets a timer for a third:
else if (global.cemetary and global.darkLevel)
{
global.message = "THE DEAD ARE RESTLESS!";
global.message2 = "";
global.messageTimer = 200;
if (global.lake) alarm[4] = 210;
}
else if (global.lake)
{
global.message = "I CAN HEAR RUSHING WATER...";
global.message2 = "";
global.messageTimer = 200;
}objects/oPlayer1/alarm_1.gml:11-23, from spelunky.gmk, Spelunky Classic 1.1's source, © 2008, 2009 Derek Yu and Mossmouth, LLC (Spelunky User License v1.1b).That timer is alarm 4, which has the lake's message in other words:
if (global.lake)
{
global.message = "YOU HEAR RUSHING WATER...";
global.message2 = "";
global.messageTimer = 200;
}objects/oPlayer1/alarm_4.gml:1-6, from spelunky.gmk, Spelunky Classic 1.1's source, © 2008, 2009 Derek Yu and Mossmouth, LLC (Spelunky User License v1.1b).A dark flooded level without the graveyard gets the lake's message from alarm 1, and a lit flooded graveyard, whose message alarm 0 shows, gets it from alarm 1 too [4]: both say "I CAN HEAR". Only a level that's all three reaches alarm 4 [5].
Reproducing it
#It takes a Jungle level that wins three separate rolls. The lake is 1 in 10, rolled for levels 5 to 8 entered from the screen between levels, and never again once the player has gone through the Black Market's door [6]; the graveyard is 1 in 10, and the dark level 1 in 12, but only while the area has had none and the level before's clock read more than 20 seconds past the minute [7]. So at most 1 such level in 1,200 says it, and fewer for the dark roll's conditions [5]. The replay, with seed 10, waits at level 7's exit until level 8 comes up all three: the dark level's message shows, then the graveyard's 209 steps later, then "YOU HEAR RUSHING WATER..." another 209 steps later, and "I CAN HEAR RUSHING WATER..." never does [8].
In the port
#The spelunky.ai port reproduces it exactly: it's in docs/quirks.md's list of the 1.1 source's bugs [5], and the oracle's fingerprint of the replay pins each message and the step it shows on. No option turns it off.
FAQ
#- Why does Spelunky Classic sometimes say "YOU HEAR RUSHING WATER..."?
It's the lake's message on a level that's dark, a graveyard and flooded at once. Every other flooded level says "I CAN HEAR RUSHING WATER...": only that mix of levels shows the message from a third timer, which has its own wording.
- How rare is "YOU HEAR RUSHING WATER..."?
At most 1 Jungle level in 1,200: the lake, the graveyard and the dark level are each rolled separately, 1 in 10, 1 in 10 and 1 in 12, and the dark level's roll is only made on some levels.
- What are the three messages on a dark, flooded graveyard level?
"I CAN'T SEE A THING!", then "THE DEAD ARE RESTLESS!", then "YOU HEAR RUSHING WATER...", each about 209 steps after the one before.
See also
#References
#- Clip quirks/dark-graveyard-lake-you-hear
objects/oPlayer1/alarm_0.gml:5-13objects/oPlayer1/alarm_0.gml:34-39objects/oPlayer1/alarm_0.gml:27-33- Quirk 1 (docs/quirks.md)
objects/oTransition/step.gml:18-24scripts/scrInitLevel.gml:147-176- Replay
fidelity/replays/jungle-seed-10-dark-graveyard-lake.txt