

If you switch into 3D, you will drop back down to the bottom of the room.( Flipside and Flopside Pit of 100 Trials).Every ten rooms (except for the boss) is a 'checkpoint floor'. The two pits are listed below, along with both of them together: In Super Paper Mario, there are two Pits of 100 Trials. Occasionally, Flimm will be standing next to the door, enabling you to purchase some extra items. On the checkpoint floor, there is a treasure chest with a Catch Card about a Pixl or a character, and a one way pipe leading back to the top. (except for the boss) is a "checkpoint floor". In Super Paper Mario, there are two Pits of 100 Trials. See here: Pit of 100 Trials (Rogueport) Super Paper Mario One of the treasure chests contains an item that is very useful in the game, the large sack, allowing Mario to carry more items. On the 100th floor you must face Bonetail, arguably the hardest boss in the game, with 200 HP. You might also run into a mover, who will let you skip floors for coins. Every ten rooms there is a one way pipe leading back to the top, a guy selling items, and a treasure chest containing a badge. In Paper Mario TTYD, you must go through 100 floors to get to the bottom. Then I got Sticker Star for the 3DS and it disappointed me so much that I haven't even considered Paper Jam.The Pit of 100 Trials is a side quest in Paper Mario: The Thousand Year Door and Super Paper Mario. Put the two together, and you can see the Void consuming heaven and hell - there is no escape everything really will cease to exist! The graphics are also well done and suit the game, but has the strange side-effect of making some Mario universe characters and items look out of place. The variety of worlds is another strong point - they're all different and interesting (though some are still better than others). Not many games have characters openly recognise death and their thoughts on it.

Nowhere is this done better than World 6.

They know they're doomed yet they continue to urge Mario forward. The Pit of 100 Trials is a side quest in Paper Mario: The Thousand Year Door and Super Paper Mario. It's hard to pin down exactly why this is, but a good example is how the Void grows, and people recognise and comment on it. On the flipside*, the story is definitely one of the game's strong points, and has one of the best stories in games I've played. Switching partners and Pixls is tedious and they're barely used outside of where you first obtain them. The game as a whole can basically be summed up as: Walk forward until you hit a roadblock. There are also some parts of the game that feel like a missed opportunity. So often, you're given choices (there's even a questionnaire mini-game) and what you do has literally no impact on the end result at all. One of my criticisms about the game is that there is so much text, and a lot of it is pointless.

Like many others, I disliked SPM at first, primarily because it wasn't TTYD. (I didn't have the original PM on the N64.) Everything about it just suited me - the turn based battle, strategy, the story (if cliché) and I still play the game every now and again.
#SUPER PAPER MARIO PIT OF 100 TRIALS TIPS SERIES#
My favourite of the series was PM: TTYD, which may also be my second favourite game ever.
