Speedrunning basics
Verified against the spelunky.ai port v0.1.10 on .
This page describes a secret.
Speedrunning in Spelunky Classic is winning fast by the game's clock, which only runs in levels: a win from level 1 in 600 seconds opens the Moon Room.
The game keeps its own record of a fast run: the best time in the high scores, the game's clock at a win, which earns a trophy and, at 600 seconds or less, the door to the Moon Room (the high scores). The clock counts only the steps spent in levels, so what a run is timed on is the play itself: how fast the player gets from each entrance to its exit, through all sixteen levels, the last of them Olmec's Lair. One run, a win from the level 13 shortcut, shows the clock stopping at the end and what a shortcut does to the record [1]; the clips of those steps are cut from it, and the others from replays of the moves and the high scores room.
Requirements
#- A game started by the title screen's start door. Only a win in such a game sets a best time: the Tunnel Man's shortcut doors mark the game as a shortcut's, and its win leaves the time as it was [2] [3] [4].
- A win, which takes beating Olmec (Beating Olmec is the guide for him). Only a win records a time, not a death [5].
Steps
#-
Start from the start door, not a shortcut door. The clock starts at 0 with the game, and from then on gains 30 on each step that the player is alive in a level [6] [7]. A second on it is 33⅓ steps, about 1.11 real seconds (the clock).
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Run. Running is twice as fast as walking: 6 pixels per step against 3 pixels per step. The run key runs at once on the ground, and attack held while walking runs after 10 steps (running) [8] [9]. A jump keeps the speed, as the slower limit is only set on the ground [10], and goes farther from a run (the Spelunker's moves). In the clip, the player walks off a pillar, then runs off a ledge and jumps the gap at twice the speed [11].
Walking and running. In the tutorial, the player walks left off a pillar at 3 pixels a step and drops to the ledge below. Then, as the sign says "TO RUN, HOLD DOWN X OR SHIFT.", he runs left at 6 pixels a step off the ledge's end and jumps, keeping that speed across the gap to the next ledge. -
Take each level's exit: up, standing on the ground at its door [12]. The clock only runs in a level, not in the screen between levels [13]: in the run, it reads the same all through the screen between levels 13 and 14 [1]. That screen tallies the level's time and the game's (between levels), as in the clip, after the first level [14].
Level completed. The player leaves the first level, and the screen between levels tallies it: LEVEL 1 COMPLETED!, the time on the level and in all, the loot (a gold bar), the kills (four Snakes) and the money, $1700 of $1700. -
Beat Olmec and take his door. The clock stops there: the ending isn't a level (the door) [15] [13]. In the clip, Olmec drowns, the door opens, and the player climbs out of the shaft and goes through it [16]; the clock reads the same from the ending's first scene to the credits' end [1].
Leaving Olmec's Lair. Olmec, sunk in the lava, dies, and the door at the right end of the lair's hall opens. The player climbs out of the shaft his slams dug on ropes, runs along the hall to the door and goes through it to the ending. -
Watch the ending through. Its last scene shows the game's time after the final score (the final score) [17]. In the clip, the time comes after the money [18].
You made it!. The player falls into the desert and lies stunned, and the golden head lands beside him. YOU MADE IT! The final score counts up to the $21125 he brought out, the treasure adds $50000, and the time, kills and saves follow; the screen fades to black: YOU SHALL BE REMEMBERED AS A HERO. -
Let the credits end. The win goes into the high scores only when the credits fade out to the high scores room (the credits) [19]. Its time is the clock's, cut to whole seconds, and it's kept if it's the first or beats the best [4].
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Check the trophy. The high scores room gives the best time a bronze, silver or gold trophy, and a gold one, for 600 seconds or less, puts the Moon Room's door beside it (the thresholds) [20]. The clip shows the room with all four gold trophies, each with its door, the Moon Room's under the time's trophy [21].
Resetting the high scores. The high scores room, with a gold trophy beside each record and the four doors they unlock. The player pushes a block along the floor; past the middle a warning reads THIS WILL CLEAR EVERYTHING!, and when the block covers the button at the end, the trophies and doors vanish, the screen shakes and every record reads 0.
Tips
#- Pausing stops the clock with everything else, so a pause costs a run nothing (pausing) [22].
- Neither does the screen between levels, the Tunnel Man's requests on it included: it isn't a level [13]. The Tunnel Man's shortcuts start a game at level 5, 9 or 13 (the shortcuts), a way to play the later areas without the earlier ones, though such a game's win sets no time.
- A level left fast keeps the next one lit. The screen between levels rules out a dark next level when the level just left took 20 seconds or less past the minute on its clock, which the code's comment calls not creating "a dark level if player is attempting a speed run" (the clock's quirks) [23] [24]. It reads only the seconds, so a level that took 1:05 rules one out as well as one that took 0:05 (the dark roll).
- The gold trophy's 600 seconds on the clock are 20,000 steps in levels, 11 minutes 6⅔ seconds at the game's 30 steps a second [25].
- The Ghost comes to a player who stays 5,000 steps on a level after the first (Ghost timer), far longer than a fast run spends on one.
- The time's gold trophy is one of the four that let the player play as the Tunnel Man (playing as him) [26].
Common mistakes
#-
Winning from a shortcut. The win counts, but the time stays as it was; with no best time before it, the high scores room shows TIME: 0:00 all the same, as it shows the time whenever there's a win [27] [28]. In the clip, after the run's win from the level 13 shortcut, the room has WINS: 1 and TIME: 0:00 [29].
A win from a shortcut. After a game won from the level 13 shortcut, the credits fade out to the high scores room. The win is counted, WINS: 1, but no time is kept: with no best time before it, the room shows TIME: 0:00. -
Dying. A death ends the game without a time [5]. With the Ankh, the player comes back instead, at the level's entrance as a rule, and the clock runs on [30].
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Reading the Moon Room's goal as unlocked. Climbing up beside the trophies, the panel shows the Moon Room's goal for any best time, though only the door means it's fast enough (the scores' quirks) [31] [24]. In the clip, with a win at 11:40, the time's trophy is silver and there's no door, but the goal shows [32].
The Moon Room's goal for a slow win. With one win timed at 11:40, the high scores room has the time's silver trophy but no Moon Room door. The player climbs the ledges beside the trophies: the Changing Room and the Stars Room read LOCKED, but beside the trophy the Moon Room's goal shows as if it were unlocked. -
A best time of exactly 16:00. It earns no trophy, while 15:59 earns the bronze (the scores' quirks) [33] [24] [34].
See also
#References
#- Replay
fidelity/replays/ending-seed-1.txt objects/oPlayer1/other_animation_end.gml:72-75objects/oPlayer1/other_animation_end.gml:137-157scripts/scrUpdateHighscores.gml:54-62scripts/scrUpdateHighscores.gml:57objects/oGame/step.gml:14-21scripts/scrClearGlobals.gml:119scripts/characterStepEvent.gml:117-129scripts/characterStepEvent.gml:685-698scripts/characterStepEvent.gml:797-800- Clip speedrunning-basics/run
objects/oPlayer1/step.gml:759-765scripts/isLevel.gml:7- Clip scoring/level-tally
objects/oPlayer1/other_animation_end.gml:132-136- Clip olmecs-lair/exit
objects/oEnd3/draw.gml:19-36- Clip endings/tally
objects/oCredits2/step.gml:44-55objects/oHighscores/create.gml:50-66- Clip scoring/reset
objects/oScreen/step_begin.gml:34-61objects/oTransition/draw.gml:89-102- Quirk 1 (docs/quirks.md)
objects/oGame/step.gml:18-19objects/oTitle/create.gml:54-62scripts/scrUpdateHighscores.gml:57-62objects/oHighscores/draw.gml:126-142- Clip speedrunning-basics/shortcut-win
objects/oPlayer1/step.gml:1853-1872objects/oHighscores/draw.gml:46- Clip quirks/moon-room-goal-any-win
objects/oHighscores/create.gml:50-56- Replay
fidelity/replays/flow-highscores-time-960-no-trophy.txt