The Flipside Pit of 100 Trials is a location that appears in Super Paper Mario. 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 trials are simple - clear all 100 rooms without fail. If you get a game over while in the trials, you have to start them over. However, any of the card you collected from the chests in the trails will remain in your inventory, meaning you cannot obtain them again. You are allowed to bring any item into the trials, as well as being able to use any character or pixl. You 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 you flip to 3D.
Upon entering the Flipside Pit of 100 Trials, you are put into a room with one or many enemies. One of them will contain the key, which is completely random. As soon as you get the key, there is a door in the room with a lock on it. You cannot go through the door until you've grabbed the key. Also, each room has a timer of 5 minutes. If you do not complete the room in the time limit, you will fail. This is unlikely, considering how much time you have to take out a few enemies. 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. In the background of each room, it shows a pure heart and where Mario got it. It changes every 25 rooms. There is unique music for the trials, and it plays until Floor 100.
Rooms and Enemies
The rooms and the enemies in them are fairly easy at first, but the difficulty ramps up the farther you get.
Room 1: The background currently shows a drawing of Flipside along Flopside and the pure heart Mario got there. The only enemy here are Squiglets. There are five of them in the room.
Room 2: The same as room 1, but there are Goombas instead.
Room 3: Also like Room 1, but now there are Squigs as well as Squiglets.
Room 4: It has 5 Boing-Oings in it.
Room 5: Very similar to Room 2, but there are Gloombas as well. There are also more enemies altogether.
Room 6: There are four Cherbils in here.
Room 7: Just like Room 3, but instead of Squiglets there are now Boing-Oings.
Room 8: Just Room 3 but with more Squiglets and Squigs.
Room 9: Two Poision Cherbils appear along with some Gloombas.
Room 10: Contains a chest with a Tippi card in it. After grabbing the card, you can either leave through the pipe on the left, or keep going through the door on the right. Exiting the pipe resets your progress each time, meaning once you leave, you have to start back at Room 1 again. Each room ending in 0 (excluding 100) is like this, the only difference being the card. If you skip the card on any of the floors, it will stay there until you try it again and take it.
Room 14: Similar to Room 2, but the Goombas can flip through dimensions. There are also two Koopa Troopas.
Room 15: There are Boomboxers and Shlurps.
Room 16: There are a few Koopa Troopas and Tileoid Gs.
Room 17: The only enemies here are Koopa Troopas that can flip through dimensions.
Room 18: There are Squigs and Buzzy Beetles.
Room 19: There are Koopatrols, Koopa Troopas, and Squiglets.
Room 20: The player is rewarded with a chest containing a Thoreau card and is faced with the option to leave the pit or keep going. At this point, Flimm may appear to sell items. This can happen on any other floor ending in 0 (excluding 100) and his appearance is seemingly random.
Room 21: The only enemies here are Spinies.
Room 22: There are a few Gloombas and a lot of Boos.
Room 23: There are Fuzzies and Cherbils.
Room 24: Similar to Room 4, but there are Sproing-Oings as well.
Room 25: The only enemies located here are Chain Chomps. This is one of their two appearances in the game (not counting any of its counterparts).
Room 26: The background changes to Fracktail, circulating the second pure heart Mario recieved. A few Paragoombas and Crazee Dayzees appear.
Room 27: Just like Room 1, except there are more Squiglets.
Room 28: There are some Hammer Bros. and Koopa Troopas on this floor.
Room 30: The player is rewarded with a chest containing a Boomer card. They are also faced with the option to keep going or leave. Flimm may possibly appear here.
Room 31: There are Tileoid Bs and Tileoid Gs located here.
Room 32: The only enemies on this floor are the Longators.
Room 35: Squigs reappear, along with Choppas.
Room 36: The only enemies here are Ninjoes.
Room 37: Squigs reappear once more, having Buzzy Beetles and Spike Tops as cohorts.
Room 38: Magikoopas make their first appearance in the trials, along with some Spiked Goombas.
Room 39: Fire Bros. make their first appearance here as well, along with the return of Tileoid Gs.
Room 40: The player is rewarded with a chest containing a Slim card, and are once again faced with the option to leave or keep going. Flimm may appear.
Room 41: Squiglets come back, with the help of some Clubbas.
Room 42: Pokeys appear along with some Gloombas.
Room 43: The only enemies here are the Koopa Strikers.
Room 44: Squigs and Squogs appear here, along with another Cursya.
Room 45: The Tileoid Bs reappear, along with their red counterparts, Tileoid Rs.
Room 46: There are only Paratroopas and Goombas here, but they can both flip through dimensions.
Room 48: Clubbas make their return, and so do Magikoopas.
Room 49: The only enemies here are the Squogs, hungry for vegenance.
Room 50: The player is rewarded with a Thudley card, and is given the option to keep going or leave. Flimm can appear here as well.
Both Pits of 100 trials in Super Paper Mario are inspired by the black and white design from the Game Boy.