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{{about|the ''Donkey Kong'' level|other uses of the term "100m"|[[100m (disambiguation)]]}}
{{about|the ''Donkey Kong'' level|other uses of the term "100m"|[[100m (disambiguation)]]}}
{{level infobox
{{Levelbox
|name=100m
|name=100m
|code=Level 4 (arcade)<br>Level 3 (NES)<br>Stage 0-4 (Game Boy)
|code=Level 4 (arcade)<br>Level 3 (NES)<br>Stage 0-4 (Game Boy)
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}}
}}
[[File:Donkey Kong Super Game Boy Screen 6.png|thumb|left|100m in the Game Boy game]]
[[File:Donkey Kong Super Game Boy Screen 6.png|thumb|left|100m in the Game Boy game]]
'''100m''' (or '''100 m'''), also called the '''Rivets scene''',<ref>Instruction manual for the Coleco Adam port.</ref> is the final level of the ''[[Donkey Kong (game)|Donkey Kong]]'' arcade game and the final level of [[Construction Site|Stage 0]] in ''[[Donkey Kong (Game Boy)|Donkey Kong]]'' for the [[Game Boy]]. This level is different from all the previous levels, as Mario now has to pull out the [[Bolt (object)|bolt]]s attached to the steel girders holding up [[Donkey Kong]], rather than getting to the top. To do this, he must simply walk or [[jump]] over the yellow bolts, and they will disappear. [[Fire (100m)|Fire]]s will randomly begin to appear from the edges of the screen to chase [[Mario]]. Two [[hammer]]s are located around the level and can be used to destroy the Fires, although more will eventually be summoned. There is a maximum limit of five Fire sprites onscreen in the arcade version and four for its [[Nintendo Entertainment System|NES]] port. In the [[Game Boy]] game, this is where the [[Pauline's lost items|Bag]] appears.
'''100m''' (or '''100 m''') is the final level of the ''[[Donkey Kong (game)|Donkey Kong]]'' arcade game and the final level of [[Construction Site|Stage 0]] in [[Donkey Kong (Game Boy)|''Donkey Kong'']] for the [[Game Boy]]. This level is different from all the previous levels, as Mario now has to pull out the [[Bolt (object)|bolt]]s attached to the steel girders holding up [[Donkey Kong]], rather than getting to the top. To do this, he must simply walk or [[jump]] over the yellow bolts, and they will disappear. [[Fire (100m)|Fire]]s will randomly begin to appear. Fires will chase after Mario and try to kill him. Several [[hammer]]s are located around the level and can be used to destroy the Fires, although more will eventually be summoned. There is a maximum limit of five Fire sprites onscreen in the arcade version and four for its [[Nintendo Entertainment System|NES]] port. In the [[Game Boy]] game, this is where the [[Pauline's lost items|Bag]] appears.


Once Mario has disabled the eight yellow bolts (six in the Game Boy game), the middle girder will collapse, and Donkey Kong will fall down to the bottom, banging his head on the ground. Mario will rescue [[Pauline]] and a heart will appear. In the original game, the game ends here and repeats itself. In the Game Boy game, Donkey Kong will stand up again and grab Pauline again. He will then escape with her into the [[Big-City]], with Mario following the two.
Once Mario has disabled the eight yellow bolts (six in the Game Boy game), the middle girder will collapse, and Donkey Kong will fall down to the bottom, banging his head on the ground. Mario will rescue [[Pauline]] and a heart will appear. In the original game, the game ends here and repeats itself. In the Game Boy game, Donkey Kong will stand up again and grab Pauline again. He will then escape with her into the [[Big-City]], with Mario following the two.
{{br|left}}
{{br|left}}
==Enemies==
==Enemies==
*[[Fire (100m)|Fire]]s
*[[Fire (100m)|Fire]]s
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==Cutscene after level completion (Game Boy only)==
==Cutscene after level completion (Game Boy only)==
[[File:Donkey Kong Super Game Boy Screen 7.png|thumb|Donkey Kong's "defeat"]]
[[File:Donkey Kong Super Game Boy Screen 7.png|thumb|left|Donkey Kong's "defeat"]]
After the level is completed, it plays out just like the original game, except instead of ending, Donkey Kong gets back up, causing the ground to shake, breaking the girders Mario and Pauline are on, causing them both to fall. Mario just hits the ground but Pauline gets caught by Donkey Kong who makes an escape with Mario chasing after him. The scene then cuts to Donkey Kong running into an open [[Key Door|door]]. Donkey Kong closes and locks the door just before Mario could enter it, causing Mario to crash into the door and become dizzy, then the [[key]] falls from the sky, which Mario then grabs and takes to the door, unlocks it and enters, ending the cutscene. The player is then given lives based on their score.
After the level is completed, it plays out just like the original game, except instead of ending, Donkey Kong gets back up, causing the ground to shake, breaking the girders Mario and Pauline are on, causing them both to fall. Mario just hits the ground but Pauline gets caught by Donkey Kong who makes an escape with Mario chasing after him. The scene then cuts to Donkey Kong running into an open [[Key Door|door]]. Donkey Kong closes and locks the door just before Mario could enter it, causing Mario to crash into the door and become dizzy, then the [[key]] falls from the sky, which Mario then grabs and takes to the door, unlocks it and enters, ending the cutscene. The player is then given lives based on their score.


==Trivia==
==Trivia==
*A glitch in this level allows Mario to "taunt" Donkey Kong. If Mario stands next to him and jumps, he is awarded 100 points per jump. Touching DK is fatal, and the glitch serves no purpose unless the player jumps twice per second, as the timer removes 100 points per second.
*A glitch in this level allows Mario to "taunt" Donkey Kong. If Mario stands next to him and jumps, he is awarded 100 points per jump. Touching DK is fatal, and the glitch serves no purpose unless the player jumps twice per second, as the timer removes 100 points per second.
*Another glitch can cause a Fire to get stuck between two platforms if Mario removes a bolt underneath the enemy as they are programmed not to fall from platforms.
*Another glitch can cause a Fire to get stuck between two platforms if Mario removes a rivet underneath the enemy as they are programmed not to fall from platforms.


==References==
<references/>
{{DK}}
{{DK}}
[[Category:Cities]]
[[Category:Donkey Kong (game)]]
[[Category:Donkey Kong (game) levels]]
[[Category:Donkey Kong (Game Boy) levels]]
[[Category:Donkey Kong (Game Boy) levels]]
[[Category:Amiibo tap: Nintendo's Greatest Bits]]
[[Category:Amiibo tap: Nintendo's Greatest Bits]]
[[it:100m]]
[[it:100m]]

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