- 16:02, 22 February 2009 diff hist +76 Version →Version 0.99.8: Significant gameplay-related changes were
- 23:34, 21 February 2009 diff hist +482 Source Code mention license clarifications included in v0.99.8
- 23:24, 21 February 2009 diff hist +26 N Level editor #REDIRECT Level Editor current
- 23:19, 21 February 2009 diff hist +107 Version →Version 0.99.5: +exe md5
- 23:16, 21 February 2009 diff hist +10 Template:Infobox version no-break
- 23:15, 21 February 2009 diff hist +54 Template:Infobox version +.exe MD5
- 23:13, 21 February 2009 diff hist +1,872 Version +Version 0.99.8
- 16:46, 21 February 2009 diff hist +167 Coverage +critical-gaming.squarespace.com, another lengthy analysis of Spelunky
- 04:11, 17 February 2009 diff hist -350 Bugs/Classic Bugs#Pushable Block Self-Crush is the same as Bugs#Falling Off A Pushable Block
- 17:01, 16 February 2009 diff hist +72 Source Code +debug mode screenshot
- 17:00, 16 February 2009 diff hist +115 N File:DebugMode.gif The debug mode window, showing the options that are available there. current
- 16:49, 16 February 2009 diff hist -19 Shopkeeper/Classic →Long-term consequences of raiding a shop
- 16:37, 16 February 2009 diff hist +8 Shopkeeper/Classic →Short-term consequences of raiding a shop: the whip might be nearly useless, but is it really *completely* useless?
- 16:27, 16 February 2009 diff hist +19 m Shopkeeper/Classic →Long-term consequences of raiding a shop: wording nitpicks
- 16:03, 16 February 2009 diff hist +11 m Shopkeeper/Classic →Long-term consequences of raiding a shop: the lexical ambiguity of "level" unfortunately makes it necessary to carefully distinguish between "wanted level" and "game level"
- 15:59, 16 February 2009 diff hist +103 Shopkeeper/Classic break up into more sections, and consolidate the "strategy" bits into one section, and make the earlier sections focus on objective matter-of-fact stuff
- 15:37, 16 February 2009 diff hist +1,421 Talk:Shopkeeper →Exit Shopkeeper Trigger: I'm not 100% sure that my clarifications are correct
- 04:36, 16 February 2009 diff hist +16 Alien Lord/Classic apparently |center| makes the WYSIWYG editor unhappy. Does this work?
- 03:30, 16 February 2009 diff hist +58 Shopkeeper/Classic this allows for one situation where you can steal from the shop with *zero* long-term consequences, and thus, it's almost certainly a bug
- 03:22, 16 February 2009 diff hist +536 Bugs/Classic →Pursue Thieves, Watch for Murderers: by luring him away with non-fatal damage, you can loot the shop with zero long-term consequences
- 02:20, 16 February 2009 diff hist +333 Restless Dead level empirically verified
- 01:44, 16 February 2009 diff hist +423 Shopkeeper/Classic give more details on "and often future ones as well"
- 19:03, 15 February 2009 diff hist +223 Coverage +metanet
- 21:13, 14 February 2009 diff hist +155 Scarab/Classic explain in more detail the fact that "they're sort of enemies, but not really"
- 18:21, 14 February 2009 diff hist +524 Bugs/Classic +Shopkeeper stuck in web bug
- 16:06, 14 February 2009 diff hist +16 File:FrozenRegion.png make more clear current
- 13:46, 11 February 2009 diff hist +241 Spelunky okay, this is a bit of personal conjecture, but it seems to really fit, no?
- 13:36, 11 February 2009 diff hist +327 Talk:Fall Damage promised I'd help, now I'm suddenly busy... :(
- 22:31, 10 February 2009 diff hist +339 Bugs/Classic →Missing Whip Animation Bug: I reproduced this too. A little more info.
- 19:04, 10 February 2009 diff hist +227 N File talk:Damsels.jpg very nice :)
- 17:22, 10 February 2009 diff hist +20 Giant Idol/Classic +Category:Items
- 17:17, 10 February 2009 diff hist +31 Category:Characters +Category:Dungeon Features
- 14:49, 10 February 2009 diff hist +671 N Talk:Guy Spelunky You won't hear any complaints from me on this article's name. Who initially suggested the "Indie" name?
- 02:59, 10 February 2009 diff hist +527 User-Made Levels +Lemmings1
- 20:56, 9 February 2009 diff hist +5 m Piranha/Classic link [[restless dead levell]
- 17:41, 9 February 2009 diff hist +147 Coverage +61fps @ nerve.com
- 16:09, 8 February 2009 diff hist +370 Source Code →Debug mode: how to make an "always start in debug mode" .exe
- 15:58, 8 February 2009 diff hist +44 Source Code
- 14:33, 8 February 2009 diff hist -11 Version restore TOC, it looks fine now
- 14:10, 8 February 2009 diff hist +92 Coverage +another that I missed
- 13:55, 8 February 2009 diff hist +365 N Talk:Traps →GameShopOnline.net: It would be good if someone could integrate the specific findings into our article.
- 13:46, 8 February 2009 diff hist +104 User:Interiot +admin tasks current
- 13:34, 8 February 2009 diff hist +240 Coverage +a 3000 word analysis of Spelunky (wow)
- 03:25, 8 February 2009 diff hist -187 Source Code →Object names: unified
- 22:38, 7 February 2009 diff hist +2 Talk:Skeleton/Classic →Attn: Archduke: fixed image
- 22:36, 7 February 2009 diff hist +2 Skeleton/Classic fixed image
- 22:35, 7 February 2009 diff hist +243 N File:Bones Different Appearance.gif Bones can appear two different ways. To observe this more clearly in-game, it's best to start in debug mode, and then Tools>Execute <span style="background-color:#afa">tile_layer_hide(3)</span> current
- 22:07, 7 February 2009 diff hist +21 Jumping Update based on comments on the forum. More confirmation on this is needed, but I don't have time right this second.
- 20:43, 7 February 2009 diff hist +82 Skeleton/Classic this is NOT the knife they start with... the appearance difference is more or less a bug. Try to explain what's on the talk page, but less verbose.
- 20:26, 7 February 2009 diff hist +1,402 Talk:Skeleton/Classic it's.... COMPLICATED
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