Skeleton
Verified against the spelunky.ai port v0.1.8 on .
The Skeleton is a monster in Spelunky Classic that rises from a pile of bones as the player comes near, then walks at him and hurts him for 1 heart on contact.
Level generation scatters piles of bones through every area, and 1 in 8 of them is a Skeleton waiting to rise. When the player comes level with one, it stands up and walks toward him; it has no attack beyond touching him. With 1 hit point, it dies to any damage, and falls apart into bones and a Skull.
Behaviour
#A Skeleton starts out as a pile of bones on the ground, which falls if the ground under it goes [5]. When the player is within 8 pixels of the pile's middle in height and 64 pixels of it across, the bones rise; when the rising animation ends, the pile is a Skeleton [4] [6]. The pile only does this while it's on screen [7]. The clip shows a pile on a Jungle graveyard level rising as the player runs at it, and the player jumping on the Skeleton as it stands up.
A new Skeleton faces the player if he's there yet; one from a custom level's tile K is made before him,
and faces right [8]
[9] [10]. It stands for
20 steps (0.67 seconds), and then walks the way
it faces at 1 pixel per step (30 per second), turning
around at walls [11]
[12]. It doesn't stop to rest, and it doesn't turn at the edge
of a ledge, so it walks off (Trivia). It only acts while it's on screen or just off it
[13].
Damage
#When the player touches a Skeleton without stomping it, he loses 1 heart, is knocked away from it, and blinks, invincible, for 30 steps (1 second) [14]. This is the touch code most monsters share; the Skeleton has no attack of its own. A pile of bones that hasn't risen does nothing to him.
Defeating
#A Skeleton has 1 hit point, so any damage kills it [15]:
| Way | Damage | |
|---|---|---|
| Whip | 1 hit point | [16] |
| Machete | 2 hit points | [16] |
| Stomp (landing on it) | 1, plus 1 for every 16 steps of falling; three times that with Spike Shoes | [17] |
| A thrown item moving faster than 2 pixels per step, such as a Rock | 1 | [18] |
| A Shotgun or Pistol bullet | 4 hit points | [19] |
| A Bomb's explosion | 30 hit points | [20] |
| A Spear Trap's spears | 2 | [21] |
| Falling onto Spikes | Kills it | [22] |
| Standing in Lava | Kills it | [23] |
| Ending up inside solid ground | Kills it | [24] |
A pile of bones that hasn't risen isn't a monster yet, and nothing hurts it.
A Skeleton that dies falls apart into three bones and a Skull, thrown upward [25]. The clip shows the Whip breaking up a Skeleton that walks at the player; its Skull shatters as it lands. Skeletons killed count toward the player's kills, and the screen between levels draws a Skeleton icon for each [26] [27]. One that Spikes, Lava or a Spear Trap killed doesn't count [28] [29] [30].
Locations
#Level generation leaves piles of bones in the Mines, the Jungle, the Ice Caves and the Temple, as one of the things it may put on a block with open space above it, after the rolls for the things before it have failed. The chance depends on the spot and on the level number [31]:
| Spot | Chance of a pile | |
|---|---|---|
| An alcove: a space one block high with a wall on at least one side | 1 in (40 − 2 × level) | [32] |
| A tunnel: a space with a wall on both sides | 1 in (80 − level) | [33] |
| Open ground | 1 in (140 − 2 × level) | [34] |
Each pile has a 1 in 8 chance of being one that rises as a Skeleton; the others are plain bones with a Skull beside them, and never rise [35]. On a graveyard level in the Jungle, each chance is 11 times higher [36], and the graveyard's rooms have piles of their own, every one of which rises (Trivia) [37].
In custom levels, the level editor's tile K is a Skeleton, ready to walk, and its tile
k is plain bones with a Skull, which never rise [38]
[39].
Tips
#- A pile that will rise has its skull in the pile. A pile that won't has no skull in it, and a separate Skull lies beside it.
- A pile only rises for a player at about its own height, so passing above or below it leaves it be.
- A Skeleton walks off ledges, so one on a platform doesn't stay there.
Trivia
#-
The Skeleton's step event has two blocks commented out that would have turned it around at the edge of a ledge and stopped it at random, the latter the same lines as the Caveman's [40] [41] [42].
-
For each bone tile in the graveyard's rooms, the code chooses between rising bones and a Jar with
if (rand(1,2)), butrand(1,2)is 1 or 2, and both count as true, so it always makes bones [43]:else if (tile == "p") { if (rand(1,2)) instance_create(xpos, ypos, oFakeBones); else instance_create(xpos+8, ypos+10, oJar); }scripts/scrRoomGen2.gml:490-494, fromspelunky.gmk, Spelunky Classic 1.1's source, © 2008, 2009 Derek Yu and Mossmouth, LLC (Spelunky User License v1.1b).
FAQ
#- How much damage does a Skeleton do in Spelunky Classic?
1 heart per touch. Touching a Skeleton costs the player 1 heart, knocks him back and makes him invincible for 30 steps (1 second).
- How do you kill a Skeleton in Spelunky Classic?
Hit it once with anything. A Skeleton has 1 hit point, so a Whip hit, a stomp, a thrown item, a bullet or a Bomb kills it, and it falls apart into bones and a Skull.
- How do you tell which bones will rise in Spelunky Classic?
By the skull. A pile that will rise as a Skeleton has its skull in the pile; a pile that won't has no skull in it, and a separate Skull lying beside it.
- Where do Skeletons appear in Spelunky Classic?
In every area: 1 in 8 of the piles of bones level generation leaves in the Mines, the Jungle, the Ice Caves and the Temple rise as Skeletons. Graveyard levels have many more.
See also
#References
#objects/oSkeleton/create.gml:10objects/oEnemy/collision_oCharacter.gml:25objects/oSkeleton/step.gml:75objects/oFakeBones/step.gml:15-18objects/oFakeBones/step.gml:4-13objects/oFakeBones/other_animation_end.gml:1-5objects/oFakeBones/step.gml:1-3objects/oSkeleton/create.gml:27-31scripts/scrLoadLevel.gml:100scripts/scrLoadLevel.gml:162-173objects/oSkeleton/step.gml:37-61objects/oSkeleton/step.gml:75-76objects/oSkeleton/step.gml:3-5objects/oEnemy/collision_oCharacter.gml:14-25objects/oSkeleton/step.gml:16-32objects/oEnemy/collision_oWhip.gml:1objects/oEnemy/collision_oCharacter.gml:6-10objects/oItem/step.gml:256-348objects/oBullet/collision_oEnemy.gml:16objects/oExplosion/collision_oEnemy.gml:14objects/oEnemy/step.gml:76-106objects/oEnemy/step.gml:108-128objects/oEnemy/step.gml:65-74objects/oSkeleton/step.gml:11-14objects/oSkeleton/step.gml:16-24objects/oSkeleton/step.gml:25-30objects/oTransition/alarm_0.gml:155-159objects/oEnemy/step.gml:68objects/oEnemy/step.gml:101objects/oEnemy/step.gml:120scripts/scrTreasureGen.gml:47-133scripts/scrTreasureGen.gml:80scripts/scrTreasureGen.gml:103scripts/scrTreasureGen.gml:124scripts/scrTreasureGen.gml:82-87scripts/scrEntityGen.gml:257scripts/scrRoomGen2.gml:490-494scripts/scrCreateTileObj.gml:122-126scripts/scrCreateTileObj.gml:143-146objects/oSkeleton/step.gml:62-73objects/oSkeleton/step.gml:78-85objects/oCaveman/step.gml:109-114scripts/rand.gml:1-2objects/oEnemy/step.gml:63-74
Source code
objects/oFakeBones/step.gmlobjects/oFakeBones/other_animation_end.gmlobjects/oSkeleton/create.gmlobjects/oSkeleton/step.gmlobjects/oEnemy/step.gmlobjects/oEnemy/collision_oCharacter.gmlscripts/scrTreasureGen.gmlscripts/scrRoomGen2.gml
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