SpelunkyFan wiki

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

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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].

  1. Close enough. Nothing happens unless the player's middle is within 12 pixels, across, of the monster's [2].
  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].
  3. 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].
  4. 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

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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:

MonsterReachDamageAlso
Most, such as the Snake12 pixels across, 8 below its top1, plus 1 for every 16 steps of falling[12]
Caveman, Vampire8 across, 5 below its topAs mostStunned; a stunned one can't be stomped again[13] [14]
Hawkman8 across, 5 below its top, while the player isn't stunnedAs mostAs the Caveman[15]
Yeti8 across, 5 below its top, while the player isn't stunned1 for every 16 steps of falling, rounded upStunned[16]
Shopkeeper8 across, 5 below his top, only once he's angryAs the YetiStunned[17]
Yeti King16 across, 8 below its topAs the Yeti[18]
Giant Spider, Tomb Lord16 across; 16 below the Giant Spider's top, 8 below the Tomb Lord'sAs most[19] [20]
Alien BossAnywhere across, 8 below its topAs most[21]
Mantrap8 across, 5 below its top, only with Spike Shoes on or while it's eatingAs mostStunned[22]
Monkey4 across, 2 below its top, not while it clings to the player1, however far he fell, Spike Shoes or not[23]
Magma ManNone: its touch burns the player[24]
GhostNone: its touch kills the player[25]

Numbers

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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 fallingMost monstersWith Spike ShoesYeti, Yeti King, ShopkeeperWith Spike Shoes
0 (rising)1300
1–151313
162613
17–312626
323926
33–473939

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

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Stomp from a height. The player walks off a high ledge and lands on a caveman after 33 steps of falling: the stomp takes all three of its hit points, and he bounces off it without the fall hurting him.
  • 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

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  • 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

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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

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References

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  1. objects/oEnemy/collision_oCharacter.gml:1-14
  2. objects/oEnemy/collision_oCharacter.gml:2-5
  3. objects/oEnemy/collision_oCharacter.gml:6
  4. objects/oEnemy/collision_oCharacter.gml:14
  5. objects/oEnemy/collision_oCharacter.gml:9-10
  6. objects/oPlayer1/step.gml:254-257
  7. objects/oEnemy/collision_oCharacter.gml:8
  8. objects/oEnemy/collision_oCharacter.gml:11
  9. objects/oSnake/step.gml:16-26
  10. Quirk 1 (docs/quirks.md)
  11. Replay fidelity/replays/enemy-mines-seed-1-kills.txt
  12. objects/oEnemy/collision_oCharacter.gml:2-13
  13. objects/oCaveman/collision_oCharacter.gml:2-22
  14. objects/oVampire/collision_oCharacter.gml:1-16
  15. objects/oHawkman/collision_oCharacter.gml:2-16
  16. objects/oYeti/collision_oCharacter.gml:2-15
  17. objects/oShopkeeper/collision_oCharacter.gml:1-14
  18. objects/oYetiKing/collision_oCharacter.gml:2-14
  19. objects/oGiantSpider/collision_oCharacter.gml:2-13
  20. objects/oTombLord/collision_oCharacter.gml:2-15
  21. objects/oAlienBoss/collision_oCharacter.gml:1-10
  22. objects/oManTrap/collision_oCharacter.gml:1-16
  23. objects/oMonkey/collision_oCharacter.gml:2-12
  24. objects/oMagmaMan/collision_oCharacter.gml:1-18
  25. objects/oGhost/collision_oCharacter.gml:1-16
  26. objects/oYeti/collision_oCharacter.gml:11-12
  27. scripts/characterCreateEvent.gml:58-62
  28. Clip stomping/caveman
  29. Replay fidelity/replays/enemy-yeti-stomp-sixteen-steps.txt
  30. Replay fidelity/replays/item-seed-7-spike-stomp.txt
  31. Replay fidelity/replays/enemy-yeti-stomp-rising.txt
  32. objects/oEnemy/collision_oCharacter.gml:6-13
  33. objects/oEnemy/collision_oCharacter.gml:6-10
  34. objects/oCaveman/collision_oCharacter.gml:6-22
  35. objects/oGiantSpider/collision_oCharacter.gml:6-14
  36. objects/oHawkman/collision_oCharacter.gml:8-22
  37. objects/oManTrap/collision_oCharacter.gml:5-19
  38. objects/oMonkey/collision_oCharacter.gml:6-12
  39. objects/oShopkeeper/collision_oCharacter.gml:5-21
  40. objects/oTombLord/collision_oCharacter.gml:6-18
  41. objects/oVampire/collision_oCharacter.gml:5-23
  42. objects/oYeti/collision_oCharacter.gml:6-22
  43. objects/oYetiKing/collision_oCharacter.gml:6-15

Source code

  • objects/oEnemy/collision_oCharacter.gml
  • objects/oCaveman/collision_oCharacter.gml
  • objects/oYeti/collision_oCharacter.gml
  • objects/oMonkey/collision_oCharacter.gml
  • objects/oPlayer1/step.gml
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