SpelunkyWiki

Sun Room

This page describes a secret.

The Sun Room is a bonus room of Spelunky Classic, opened by $200,000 in a game, where the player keeps himself and a Damsel alive among traps as long as he can.

It's the first of the three secret challenges behind the trophies of the high scores room, the DAMSEL CHALLENGE. One room, built in the room editor, over a pool of Lava, with Arrow Traps, Spear Traps, Smash Traps and Spring Traps that work on their own, and a Damsel who wanders among them. The score is the seconds the player and the Damsel last, and as it climbs the room drops in lit bombs, then Vampires, then the Ghost.

Generation

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Getting there

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Replays it in the game, where you can take over.Replays it in the game, to pause and scrub.
Climbing to the Sun Room. The high scores room, with gold trophies for money, time and kills, each with a door beside it. The player climbs the column of ledges beside them by hanging and pulling up; at each one the board reads that room's goal, and from the top ledge he goes into the Sun Room's door.

A best money score of $200,000 or more puts a gold trophy at the top of the high scores room's column of trophies, and a door to the Sun Room under it [1]. Climbing up to it, the board beside the trophies reads SUN ROOM and the goal, KEEP YOURSELF AND THE DAMSEL ALIVE FOR AS LONG AS POSSIBLE!, or LOCKED. without the score [2]. In the clip, with gold trophies for money, time and kills, the player climbs the column ledge by ledge, the board naming each room, and goes through the top door [3].

The room

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The room editor laid out the whole room, a screen wide, with the player's entrance, the Damsel, the traps and the vines [4]. A carved sun hangs on the back wall. The bricks around its edge can't be broken, "to prevent the Tunnel Man from tearing up the whole level", as the code's comment says [5]. The player starts with 8 hearts, whoever he plays as [6]; his bombs and ropes can't be used outside a level [7] [8] [9]. The music is the boss music, the same in all three bonus rooms [10].

The challenge

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Replays it in the game, where you can take over.Replays it in the game, to pause and scrub.
The damsel challenge. In the Sun Room, a countdown reads DAMSEL CHALLENGE BEGINS IN 3... while the Damsel walks about among the traps. A point is counted each second as the arrow traps shoot her and the spear traps stab; a lit bomb drops from the ceiling onto the player, who stands still, and kills him at 10 points. FINISHED! and YOU SET A NEW RECORD! follow.

DAMSEL CHALLENGE BEGINS IN 3... counts down at the bottom of the screen as the room starts [11] [12]. From 100 steps in, a point is counted every 30 steps, a second, shown at the top beside the Damsel's head [13] [14]. The count stops at 99, the most the high scores keep for a bonus room, two digits of one number [15].

After 200 to 300 steps, and then every 100 to 200, something comes in, once the top of the room above the player is open: while a block is there, the room tries again each step [16] [17] [18]:

PointsWhat comes in
Under 50A lit Bomb, at the top of the room above the player[19]
50 to 79A Vampire, flying, at the top of the middle[20]
80 or moreThe Ghost, from the side away from the player, unless it's there already[21]

The room's bombs are armed, as the player's and a Monkey's are and no other bomb the game lights is (Unarmed lit bombs) [22] [23].

The challenge ends when the player dies, or when the Damsel dies or is gone: the room then takes all his hearts [24]. FINISHED! comes up, then YOU SET A NEW RECORD! if the points beat the room's best, or BETTER LUCK NEXT TIME... [25]. The points are kept as the room's best in the high scores, which count no play, death or win for it [26] [27]. Attack (or start) goes back to the high scores room, in front of the Sun Room's door [28] [29].

In the clip, the player stands still through the countdown while the Damsel walks into the traps: Arrow Traps shoot her and a Spear Trap stabs at her, and a lit bomb drops above the player and kills him at 10 points. YOU SET A NEW RECORD! follows, the room's first score [30] [31].

Inhabitants

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MonsterWhere
DamselOne, placed in the room, walking about as she does in a level[4]
VampireDropping in from the top of the middle, once the player has 50 points[20]
GhostComing in from a side, once the player has 80 points[21]

The Damsel can be picked up and carried as anywhere, and her death ends the challenge. Nothing else lives there [4].

Hazards

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Hazard
Arrow TrapsFour, in the side walls, firing every 100 to 200 steps whatever is in front of them, while the player is alive[4] [32]
Spear TrapsTwo, side by side in the middle of the floor[4]
Smash TrapsFour, on the ledges either side[4]
Spring TrapsFour[4]
LavaThe pool under the floor[4]
Bombs, the Vampires and the GhostDropped in as the points climb (The challenge, above)[33]

The Arrow Traps here are the only ones that fire again and again; no level has them [34].

Trivia

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  • The countdown isn't even: its 3 and its 2 show for about a second each, its 1 for a third of that, as in the other two bonus rooms [11] [35] [36].

FAQ

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How do you unlock the Sun Room in Spelunky Classic?

Finish a game with $200,000 or more. The high scores room then has a gold trophy for money, and a door beside it into the Sun Room.

What do you do in the Sun Room in Spelunky Classic?

Stay alive with the Damsel: a point is counted each second, and the challenge ends when the player dies or the Damsel does. Its traps fire on their own, and bombs, then Vampires, then the Ghost drop in.

What is the best score in the Sun Room in Spelunky Classic?

99 points, about 100 seconds: the count stops there, and the high scores keep two digits for each bonus room.

Does the Sun Room count as a game in Spelunky Classic?

No. It keeps its own best score, but adds nothing to the plays, deaths or wins.

See also

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Found here

References

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  1. objects/oHighscores/create.gml:32-39
  2. objects/oHighscores/draw.gml:14-40
  3. Clip high-scores-room/climb
  4. Room rSun, as the room editor placed it
  5. objects/oSunRoom/create.gml:10-17
  6. objects/oSunRoom/create.gml:1
  7. objects/oPlayer1/step.gml:944-948
  8. objects/oPlayer1/step.gml:1045
  9. objects/oPlayer1/step.gml:1132-1137
  10. scripts/startMusic.gml:75-80
  11. objects/oSunRoom/alarm_1.gml:1-2
  12. objects/oSunRoom/draw.gml:9-17
  13. objects/oSunRoom/alarm_11.gml:1-5
  14. objects/oSunRoom/draw.gml:7-8
  15. scripts/scrUpdateHighscores.gml:117
  16. objects/oSunRoom/create.gml:5
  17. objects/oSunRoom/alarm_0.gml:1-8
  18. objects/oSunRoom/alarm_0.gml:48-51
  19. objects/oSunRoom/alarm_0.gml:29-51
  20. objects/oSunRoom/alarm_0.gml:15-28
  21. objects/oSunRoom/alarm_0.gml:9-14
  22. objects/oSunRoom/alarm_0.gml:31-33
  23. A bomb lit by anything but the player, a Monkey or the Sun Room isn't armed., docs/quirks.md §1
  24. objects/oSunRoom/step.gml:1-14
  25. objects/oGame/draw.gml:56-75
  26. objects/oPlayer1/step.gml:1901-1914
  27. scripts/scrUpdateHighscores.gml:78-117
  28. objects/oPlayer1/step.gml:907-941
  29. objects/oHighscores/create.gml:104-108
  30. Clip sun-room/challenge
  31. Replay fidelity/replays/bonus-sun-damsel.txt, which the clips The damsel challenge and Climbing to the Sun Room play
  32. objects/oArrowRepeaterL/step.gml:1-9
  33. objects/oSunRoom/alarm_0.gml:1-52
  34. oThwompTrap is unreachable, docs/quirks.md §1
  35. objects/oSunRoom/alarm_2.gml:1-2
  36. objects/oSunRoom/alarm_3.gml:1
  37. objects/oSunRoom/alarm_0.gml:29-47

Source code

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