Shop: Difference between revisions
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Sign, shopkeeper and display case as thumbnails |
Trivia from downwell.fandom.com/wiki/Shop (CC BY-SA) + TCRF; quotes verified against language.ini and shop code |
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<div class="dw-grid__tile">[[Curry|<span class="dw-sprite" data-sprite="items/curry.png"></span><span class="dw-grid__label">Curry</span>]]</div> | <div class="dw-grid__tile">[[Curry|<span class="dw-sprite" data-sprite="items/curry.png"></span><span class="dw-grid__label">Curry</span>]]</div> | ||
</div> | </div> | ||
== Trivia == | |||
* It is possible to jump over the counter. The shopkeeper will glare at the player until they return to the other side. Jumping from too close to the counter starts a transaction instead, and the shopkeeper will say something whether or not the player has the gems. | |||
* In an earlier build of the game, the player could destroy the item cases. Doing so would anger the shopkeeper and cause them to attack. Fumoto removed the feature because he [https://twitter.com/moppin_/status/658926722675556352 couldn't make it work] "in terms of balance and fun". | |||
** The behaviour survives in the shipped game's code: changing the byte at <code>0x1ADDCC</code> from <code>00</code> to <code>01</code> in the Windows version's <code>data.win</code> breaks all item cases automatically and triggers the hostile shopkeeper, per [https://tcrf.net/Downwell_(Windows) The Cutting Room Floor]. | |||
** The hostile shopkeeper (<code>shopKeeperEnemy</code> in the game code) is invincible, extremely agile, and pursues the player for the remainder of the stage. | |||
* Attempting to purchase an item without enough gems, the shopkeeper says "TOO POOR!" | |||
* Attempting to purchase an item the player has already bought, the shopkeeper responds with "WHAT", "HUH", or "?". | |||
* The shopkeeper's look is [https://twitter.com/moppin_/status/1178600581117558784 based on jizo statues]; at one point during development, jizo statues [https://twitter.com/moppin_/status/493241474784317441 took the shopkeeper's place]. | |||
Latest revision as of 04:33, 5 July 2026
The sign that appears when the shop spawns.
The shopkeeper.
A display case, one of three on the counter.
The shop appears randomly like other safe zones - unless you have the Member's Card upgrade, in which case it appears at the start of every floor.
The track that plays in the shop normally is the first variant of Mochi Yasan. In the underwater shop, the second variant plays.
The three display cases are stocked in tiers: the first case holds only the cheapest consumables, while the priciest, Energy Drink and Curry, only ever appear in the third. When the player is at 2 HP or less, the first case is guaranteed to hold a Rice Ball.
Items[edit]
Trivia[edit]
- It is possible to jump over the counter. The shopkeeper will glare at the player until they return to the other side. Jumping from too close to the counter starts a transaction instead, and the shopkeeper will say something whether or not the player has the gems.
- In an earlier build of the game, the player could destroy the item cases. Doing so would anger the shopkeeper and cause them to attack. Fumoto removed the feature because he couldn't make it work "in terms of balance and fun".
- The behaviour survives in the shipped game's code: changing the byte at
0x1ADDCCfrom00to01in the Windows version'sdata.winbreaks all item cases automatically and triggers the hostile shopkeeper, per The Cutting Room Floor. - The hostile shopkeeper (
shopKeeperEnemyin the game code) is invincible, extremely agile, and pursues the player for the remainder of the stage.
- The behaviour survives in the shipped game's code: changing the byte at
- Attempting to purchase an item without enough gems, the shopkeeper says "TOO POOR!"
- Attempting to purchase an item the player has already bought, the shopkeeper responds with "WHAT", "HUH", or "?".
- The shopkeeper's look is based on jizo statues; at one point during development, jizo statues took the shopkeeper's place.