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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''') 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.
'''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 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.


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.

Revision as of 15:37, December 12, 2022

This article is about the Donkey Kong level. For other uses of the term "100m", see 100m (disambiguation).
Level
100m
A screenshot from the final stage in the original Donkey Kong game.
100m in the arcade version
Level code Level 4 (arcade)
Level 3 (NES)
Stage 0-4 (Game Boy)
Game Donkey Kong (arcade)
Donkey Kong (Game Boy)
Boss Donkey Kong
<< Directory of levels >>
100m in the Game Boy game

100m (or 100 m) is the final level of the Donkey Kong arcade game and the final level of Stage 0 in Donkey Kong for the Game Boy. This level is different from all the previous levels, as Mario now has to pull out the bolts 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. Fires will randomly begin to appear from the edges of the screen to chase Mario. Two hammers 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 NES port. In the Game Boy game, this is where the 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.

Enemies

Pauline's lost items

Within this stage, Pauline's lost items can be found in the following order and in the following places:

  • Bag: On the lowest girder pass the ladder in the middle.
  • Hat: Under the ladder on the second girder on the right.
  • Parasol: On the highest girder where Donkey Kong stands on the left.

Note: The Bag is on the second girder on the left near the bolt, while the Hat and Parasol are absent in the Game Boy game.

Cutscene after level completion (Game Boy only)

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 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

  • 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.