Room 19: There are Koopatrols, Koopa Troopas, and Squiglets. Room 18: There are Squigs and Buzzy Beetles. Room 17: The only enemies here are Koopa Troopas that can flip through dimensions. Room 16: There are a few Koopa Troopas and Tileoid Gs. Room 15: There are Boomboxers and Shlurps. Room 14: Similar to Room 2, but the Goombas can flip through dimensions. Room 13: There are many Bald Clefts and three Shlurps. Room 12: There are many Spiked Goombas and Paragoombas. Room 11: There are two Koopa Troopas and two Koopa Paratroopas. ![]() If you skip the card on any of the floors, it will stay there until you try it again and take it. Each room ending in 0 (excluding 100) is like this, the only difference being the card. Exiting the pipe resets your progress each time, meaning once you leave, you have to start back at Room 1 again. After grabbing the card, you can either leave through the pipe on the left, or keep going through the door on the right. Room 10: Contains a chest with a Tippi card in it. Room 9: Two Poision Cherbils appear along with some Gloombas. Room 8: Just Room 3 but with more Squiglets and Squigs. Room 7: Just like Room 3, but instead of Squiglets there are now Boing-Oings. Room 5: Very similar to Room 2, but there are Gloombas as well. Room 3: Also like Room 1, but now there are Squigs as well as Squiglets. Room 2: The same as room 1, but there are Goombas instead. Room 1: The background currently shows a drawing of Flipside along Flopside and the pure heart Mario got there. The rooms and the enemies in them are fairly easy at first, but the difficulty ramps up the farther you get. There is unique music for the trials, and it plays until Floor 100. In the background of each room, it shows a pure heart and where Mario got it. Each room has light shadows of other places the blocks, pipes, and doors could be, possibly a reference to the style of the Game and Watch, which kept all frames on screen. This is unlikely, considering how much time the player has to take out a few enemies. If the player does not complete the room in the time limit, the player will fail. Also, each room has a timer of 5 minutes. ![]() The player cannot go through the door until they've grabbed the key. As soon as the player gets the key, there is a door in the room with a lock on it. One of them will contain the key, which is completely random. Upon entering the Flipside Pit of 100 Trials, the player is put into a room with one or many enemies. Mario can also flip to 3D, however, it doesn't matter much because the bricks are 2D and Mario will fall right down as soon as he flips to 3D. The player is allowed to bring any item into the trials, as well as being able to use any character or Pixl. However, any of the card the player has collected from the chests in the trails will remain in their inventory, meaning they cannot obtain them again. If the player gets a game over while in the trials, the player will have to start them over. ![]() The trials are simple - clear all 100 rooms without fail. It is one of the two Pit of 100 Trials located in the game with the other being the Flopside Pit of 100 Trials. The Flipside Pit of 100 Trials is a location that appears in Super Paper Mario.
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