Stomping
Verified against the spelunky.ai port v0.1.10 on .
Stomping in Spelunky Classic is landing on a monster from above, which hurts it and bounces the player off: the longer he fell, the more it takes.
A stomp is the player's attack without a weapon, and one of the few that scales: a monster with several hit points, such as a Caveman, survives a hop onto it but not a fall from high above. It also ends the fall, so the drop that would have stunned the player costs him nothing. Most monsters share the code for it, and a few have their own, with other rules.
How it works
#The stomp is part of a monster's touch: the code most monsters share (oEnemy's collision with the
player) decides between a stomp and a bite [1].
- Close enough. Nothing happens unless the player's middle is within 12 pixels, across, of the monster's [2].
- From above. It's a stomp if the player is alive, not swimming, jumping or falling, and his middle is above a point 8 pixels below the monster's top. Otherwise the monster bites, if he isn't invincible (Damage and stun) [3] [4].
- The hit. The monster loses 1 hit point, plus 1 for every whole 16 steps the player has been falling,
and three times that if he wears Spike Shoes, which draw blood as well
[5]. His step counts the falling steps, adding 1
on every step he moves down (
fallTimer) [6]. - The bounce. He's sent up at 6 pixels per step, plus a fifth of his falling speed, and his count of falling steps starts again, so the landing that ends the bounce isn't a long drop [7] [8].
The monster's own step kills it once its hit points are gone; the stomp only takes them [9]. A stomp while the player is still rising counts too, since jumping is enough, so jumping up into a Bat from just below it kills it [10] [11].
Monsters with their own stomp
#A monster with a touch of its own has its own stomp, with its own reach and damage. Each is cited on its page; in short:
The reach is how far the player's middle may be from the monster's middle across, and how far below the monster's top it must be above:
| Monster | Reach | Damage | Also | |
|---|---|---|---|---|
| Most, such as the Snake | 12 pixels across, 8 below its top | 1, plus 1 for every 16 steps of falling | [12] | |
| Caveman, Vampire | 8 across, 5 below its top | As most | Stunned; a stunned one can't be stomped again | [13] [14] |
| Hawkman | 8 across, 5 below its top, while the player isn't stunned | As most | As the Caveman | [15] |
| Yeti | 8 across, 5 below its top, while the player isn't stunned | 1 for every 16 steps of falling, rounded up | Stunned | [16] |
| Shopkeeper | 8 across, 5 below his top, only once he's angry | As the Yeti | Stunned | [17] |
| Yeti King | 16 across, 8 below its top | As the Yeti | [18] | |
| Giant Spider, Tomb Lord | 16 across; 16 below the Giant Spider's top, 8 below the Tomb Lord's | As most | [19] [20] | |
| Alien Boss | Anywhere across, 8 below its top | As most | [21] | |
| Mantrap | 8 across, 5 below its top, only with Spike Shoes on or while it's eating | As most | Stunned | [22] |
| Monkey | 4 across, 2 below its top, not while it clings to the player | 1, however far he fell, Spike Shoes or not | [23] | |
| Magma Man | None: its touch burns the player | [24] | ||
| Ghost | None: its touch kills the player | [25] |
Numbers
#Damage of a stomp by how many steps the player fell, for most monsters and for those that round up (the Yeti, the Yeti King and the Shopkeeper) [5] [26]:
| Steps of falling | Most monsters | With Spike Shoes | Yeti, Yeti King, Shopkeeper | With Spike Shoes |
|---|---|---|---|---|
| 0 (rising) | 1 | 3 | 0 | 0 |
| 1–15 | 1 | 3 | 1 | 3 |
| 16 | 2 | 6 | 1 | 3 |
| 17–31 | 2 | 6 | 2 | 6 |
| 32 | 3 | 9 | 2 | 6 |
| 33–47 | 3 | 9 | 3 | 9 |
The player falls 1 pixel a step faster each step, up to 10 pixels a step [27], so from a standing start 16 steps of falling are about seven blocks, and 32 about seventeen.
Examples
#- From a height. The player walks off a high ledge and lands on a Caveman after 33 steps of falling: the stomp takes 3 hit points, all of its 3, and he bounces off it with his 4 hearts, where the same drop to the floor would have cost him 2 [28].
- On the 16th step. Landing on a Yeti on the 16th step of falling takes 1 of its hit points, where the same drop onto a Caveman takes 2 [29].
- With Spike Shoes. A stomp from a short drop takes 3 hit points, three times a plain one's 1, so a Caveman with 2 left dies [30].
Quirks
#- A stomp doesn't need the player to be falling. Jumping is enough, so a monster he jumps up into from just below is stomped, and he bounces off its underside [10] [11].
- Stomping a Yeti, the Yeti King or a Shopkeeper on the way up takes nothing, as their stomps round the steps of falling up where the others' add 1: a Yeti is stunned all the same [10] [31].
FAQ
#- How much damage does a stomp do in Spelunky Classic?
1 hit point, plus 1 for every 16 steps the player was falling, so a long drop kills a monster a short hop only stuns. Spike Shoes triple it. The Monkey always takes exactly 1.
- Can you stomp an enemy while jumping up in Spelunky Classic?
Yes. A stomp only needs the player to be jumping or falling with his middle above the monster's, so jumping up into a Bat or a dropping Spider from just below it counts.
- Does a stomp stop fall damage in Spelunky Classic?
Yes. A stomp starts the player's count of falling steps again as he bounces, so landing on a monster at the end of a long drop costs him no hearts.
- Which monsters can't be stomped in Spelunky Classic?
The Magma Man, which burns the player instead, and the Ghost, which kills him. A Mantrap can only be stomped with Spike Shoes on or while it's eating, and nothing can be stomped while the player is swimming.
See also
#References
#objects/oEnemy/collision_oCharacter.gml:1-14objects/oEnemy/collision_oCharacter.gml:2-5objects/oEnemy/collision_oCharacter.gml:6objects/oEnemy/collision_oCharacter.gml:14objects/oEnemy/collision_oCharacter.gml:9-10objects/oPlayer1/step.gml:254-257objects/oEnemy/collision_oCharacter.gml:8objects/oEnemy/collision_oCharacter.gml:11objects/oSnake/step.gml:16-26- Quirk 1 (docs/quirks.md)
- Replay
fidelity/replays/enemy-mines-seed-1-kills.txt objects/oEnemy/collision_oCharacter.gml:2-13objects/oCaveman/collision_oCharacter.gml:2-22objects/oVampire/collision_oCharacter.gml:1-16objects/oHawkman/collision_oCharacter.gml:2-16objects/oYeti/collision_oCharacter.gml:2-15objects/oShopkeeper/collision_oCharacter.gml:1-14objects/oYetiKing/collision_oCharacter.gml:2-14objects/oGiantSpider/collision_oCharacter.gml:2-13objects/oTombLord/collision_oCharacter.gml:2-15objects/oAlienBoss/collision_oCharacter.gml:1-10objects/oManTrap/collision_oCharacter.gml:1-16objects/oMonkey/collision_oCharacter.gml:2-12objects/oMagmaMan/collision_oCharacter.gml:1-18objects/oGhost/collision_oCharacter.gml:1-16objects/oYeti/collision_oCharacter.gml:11-12scripts/characterCreateEvent.gml:58-62- Clip stomping/caveman
- Replay
fidelity/replays/enemy-yeti-stomp-sixteen-steps.txt - Replay
fidelity/replays/item-seed-7-spike-stomp.txt - Replay
fidelity/replays/enemy-yeti-stomp-rising.txt objects/oEnemy/collision_oCharacter.gml:6-13objects/oEnemy/collision_oCharacter.gml:6-10objects/oCaveman/collision_oCharacter.gml:6-22objects/oGiantSpider/collision_oCharacter.gml:6-14objects/oHawkman/collision_oCharacter.gml:8-22objects/oManTrap/collision_oCharacter.gml:5-19objects/oMonkey/collision_oCharacter.gml:6-12objects/oShopkeeper/collision_oCharacter.gml:5-21objects/oTombLord/collision_oCharacter.gml:6-18objects/oVampire/collision_oCharacter.gml:5-23objects/oYeti/collision_oCharacter.gml:6-22objects/oYetiKing/collision_oCharacter.gml:6-15
Source code
objects/oEnemy/collision_oCharacter.gmlobjects/oCaveman/collision_oCharacter.gmlobjects/oYeti/collision_oCharacter.gmlobjects/oMonkey/collision_oCharacter.gmlobjects/oPlayer1/step.gml