SpelunkyFan wiki

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

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Skeleton rising. A pile of bones in a Jungle cemetery rises into a skeleton as the player runs at it, and he jumps on it as it stands up.

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

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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

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A Skeleton has 1 hit point, so any damage kills it [15]:

WayDamage
Whip1 hit point[16]
Machete2 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 Rock1[18]
A Shotgun or Pistol bullet4 hit points[19]
A Bomb's explosion30 hit points[20]
A Spear Trap's spears2[21]
Falling onto SpikesKills it[22]
Standing in LavaKills it[23]
Ending up inside solid groundKills it[24]

A pile of bones that hasn't risen isn't a monster yet, and nothing hurts it.

Skeleton whipped apart. A skeleton walks at the player, who whips it once: it falls apart into three bones and a skull, which shatters as it lands.

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

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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]:

SpotChance of a pile
An alcove: a space one block high with a wall on at least one side1 in (40 − 2 × level)[32]
A tunnel: a space with a wall on both sides1 in (80 − level)[33]
Open ground1 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

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  • 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

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  • 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)), but rand(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, from spelunky.gmk, Spelunky Classic 1.1's source, © 2008, 2009 Derek Yu and Mossmouth, LLC (Spelunky User License v1.1b).

FAQ

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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

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Damaged by

References

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  1. objects/oSkeleton/create.gml:10
  2. objects/oEnemy/collision_oCharacter.gml:25
  3. objects/oSkeleton/step.gml:75
  4. objects/oFakeBones/step.gml:15-18
  5. objects/oFakeBones/step.gml:4-13
  6. objects/oFakeBones/other_animation_end.gml:1-5
  7. objects/oFakeBones/step.gml:1-3
  8. objects/oSkeleton/create.gml:27-31
  9. scripts/scrLoadLevel.gml:100
  10. scripts/scrLoadLevel.gml:162-173
  11. objects/oSkeleton/step.gml:37-61
  12. objects/oSkeleton/step.gml:75-76
  13. objects/oSkeleton/step.gml:3-5
  14. objects/oEnemy/collision_oCharacter.gml:14-25
  15. objects/oSkeleton/step.gml:16-32
  16. objects/oEnemy/collision_oWhip.gml:1
  17. objects/oEnemy/collision_oCharacter.gml:6-10
  18. objects/oItem/step.gml:256-348
  19. objects/oBullet/collision_oEnemy.gml:16
  20. objects/oExplosion/collision_oEnemy.gml:14
  21. objects/oEnemy/step.gml:76-106
  22. objects/oEnemy/step.gml:108-128
  23. objects/oEnemy/step.gml:65-74
  24. objects/oSkeleton/step.gml:11-14
  25. objects/oSkeleton/step.gml:16-24
  26. objects/oSkeleton/step.gml:25-30
  27. objects/oTransition/alarm_0.gml:155-159
  28. objects/oEnemy/step.gml:68
  29. objects/oEnemy/step.gml:101
  30. objects/oEnemy/step.gml:120
  31. scripts/scrTreasureGen.gml:47-133
  32. scripts/scrTreasureGen.gml:80
  33. scripts/scrTreasureGen.gml:103
  34. scripts/scrTreasureGen.gml:124
  35. scripts/scrTreasureGen.gml:82-87
  36. scripts/scrEntityGen.gml:257
  37. scripts/scrRoomGen2.gml:490-494
  38. scripts/scrCreateTileObj.gml:122-126
  39. scripts/scrCreateTileObj.gml:143-146
  40. objects/oSkeleton/step.gml:62-73
  41. objects/oSkeleton/step.gml:78-85
  42. objects/oCaveman/step.gml:109-114
  43. scripts/rand.gml:1-2
  44. objects/oEnemy/step.gml:63-74

Source code

  • objects/oFakeBones/step.gml
  • objects/oFakeBones/other_animation_end.gml
  • objects/oSkeleton/create.gml
  • objects/oSkeleton/step.gml
  • objects/oEnemy/step.gml
  • objects/oEnemy/collision_oCharacter.gml
  • scripts/scrTreasureGen.gml
  • scripts/scrRoomGen2.gml
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