Name: | 100 Rooms of Enemies |
Authors: | Daizo Dee Von, Mellonpizza |
Added: | |
Demo: | No |
Featured: | No |
Length: | 1 exit(s) |
Type: | Standard: Hard |
Description: | Do you like the "Pit of 100 Trials" side-challenges from the Paper Mario games? If you did, then you'll sure like this concept. 100 Rooms of Enemies is a enemy rush platformer that consists of 100 setups for the player to go through. Think of this as if you're in an arcade game; you essentially try to improve your record as you die many times. If you succeed to conquer Room 100, you'll be prized with a reward that stands as a reminder that you completed the game. What kind of prize? You'll have to improve all of your skills to find out! There are two versions of 100 Rooms of Enemies that you can try out: -100 Rooms of Enemies (Arcade Mode) A mode where you can die up to 5 times before restarting... -100 Rooms of Enemies (Do or Die Mode) A mode where you only have one shot to get through all 100 rooms. How far can you go in this mode?! Now here's my question: do you have the strategies and skills to conquer all 100 Rooms? WARNING: Do not jump over fryguy in Room 79. Game breaking Bug may occur. |
Tags: | asm bosses gimmick huge level less exgfx music |
Comments: | 54 (jump to comments) |
Rating: |
Download
548.68 KiB | 45,536 downloads
Comments (54)
100 Rooms of Enemies, a one-exit hack by Daizo Dee Von
In the Do or Die Mode, I have completed 100 Rooms of Enemies, and to summarize, I would definitely recommend playing this huge level. For some of the reasons why I recommend playing the hack, there are excellent challenges surrounding the enemies. To add more pros to this hack, the music choice, ASM and challenging boss battles were all phenomenal. As a Super Mario World ROM hack player since way before "joining" SMWC, I want to express that 100 Rooms of Enemies is the greatest single-level hack I've ever played, hands down.
The boss battles were extremely challenging, yet very impressive! Understandably so, I did encounter the Thwomp and Bob-omb boss battle a lot of times in multiple hacks. It was very impressive that you created that battle with a ton of effort and dedication on top of it! I liked the Mouser and Fryguy battles more than I did the Thwomp, even if they're both ported from SMB2 US.
In all restrospect, I like to say that as a hack reviewer, it's a blast to play a hack over half a decade of age. I had a lot of fun playing 100 Rooms of Enemies, and it's not at all disappointing the critics. With fewer exGfx, and an addition of gimmicks, it's no wonder how it sets the bar at a perfect level as the best hack with one screen of enemies transitioned to the other. Is it worth the recommendation? Of course, it's perfect for hardcore gamers with save states and casual gamers without save states!
5 stars out of 5
Still working on that "Nightmare Edition" update.
ooooh. thank you, and sorry about the stupid question, im new to romhacking 😁 great romhack
Spinjump on the shell.
Everytime you close the MP3 file it will change ANOTHER Gender Voice
Inspector Man IS gonna go take a break
Try this:
I didn't use the level ender sprite. The exact generator I used was removed long ago because of the recent sprite remoderation project, but there is an uberasm version of it which requires use of the UberASM Tool to patch to specific levels (the patch works too, you just have to change all 'RTL's to 'RTS's).
I've decided to keep a list of all the problems I've heard with this version, so keep all of these in mind before playing:
-It is possible to lock yourself in the game in rooms 9, 13, 68, 69, 79, and 95; either by trying to lock yourself or luck bites you in the ass.
-The 1-ups in the Arcade Mode are in places where they aren't placed appropriately, like in Rooms 23, and 65, and the final room before Room 100.
-If you die in the final room before Room 100 due to a misplaced 1-up box, you'll get sent back in the beginning. A huge killjoy.
-The 1-up farms in the hack are left there intentionally in the Arcade Mode. YOU'RE WELCOME.
-Fryguy is still not 100% fixed, but it's passable AS LONG AS YOU DON'T JUMP OVER HIM, and KILL HIS LITTLE MINIONS.
E: for the sake of relevancy, I had one of the mods note the bug in the actual description just so I won't have to post this again when more comments arrive.
E2: Don't allow the boss to shoot projectiles above the screen and you're good
CHECKLIST
-Luigi
-Cheetamen
-Room 0
i founded the room 0 but whats the "cheetamen"??
2 players - give all lifes to mario = 9 instead of 5 tries. but thats about it.
btw. THIS IS REALLY R**M 0
Apply .bps patches using Floating IPS to a clean ROM.
What to expect:
-Fixed Fryguy
-New Phase for Fryguy
-Added extra tweaks to previous levels
-Nightmare Mode
-New Boss(?)
-Seperate maps for each mode
-Different music for Nightmare Mode's Map
-Luigi as a playable character (Skin swap only)
-Fixes for all self-lock rooms
-New Rooms (replacing rooms from
-All versions combined to one IPS.
-Fixed Credits (Sorry HuFlungDu & other misspellings)
-Two Logos
What may be added, but may not happen until above is done:
-Another Playable Character
-Opening Cutscenes (for each mode)
-Title Screen GFX?
Confirmed Date: idk, soon i guess
Title Screen- ???
Intro Theme- Intro Theme
Overworld- Star World
Rest Area 0- Forest of Illusions Map
Rooms 1-9- Some SMW Overworld Remix (Forgot the name)
Rooms 10-19- Sky Sanctuary Zone
Rooms 20-29- ???
Rooms 30-39- Pokemon Gold And Silver Cave Theme
Rooms 40-49- ???
Boss Theme (New)- ???
Rooms 50-59- ???
Rooms 60-69- ???
Rooms 70-79- Hyrule Temple (SSBM)
Rooms 80-89- ???
Boss Theme (Thwomp)- ???
Rest Area 90-96- Valley Of Bowser Map
Rooms 90-96- Egg Engines 3
Rest Area 97-99- Cave Of The Past
Boss Theme (Rematch)- ???
Rest Area Final- ???
Final Boss Theme (Phase 1)- Sonic 3 and Knuckles Final Boss
Final Boss Theme (Phase 2)- Final Fantasy Legend 2 Boss Battle
Thank You- Super Mario Land Pre-Ending Theme
Ending- Super Mario Land Ending Theme
Boss Theme (Unused Boo Room)- Super Mario World Boss Theme
Boss Theme (Old)- Mega Man X2- Sigma Stage 1
Q&A- ???
Airman Stage- ???
Grass Area- Kid Icarus Underworld
So yeah, I'd like to know the tracks I couldn't find.
I've decided to keep a list of all the problems I've heard with this version, so keep all of these in mind before playing:
-It is possible to lock yourself in the game in rooms 9, 13, 68, 69, 79, and 95; either by trying to lock yourself or luck bites you in the ass.
-The 1-ups in the Arcade Mode are in places where they aren't placed appropriately, like in Rooms 23, and 65, and the final room before Room 100.
-If you die in the final room before Room 100 due to a misplaced 1-up box, you'll get sent back in the beginning. A huge killjoy.
-The 1-up farms in the hack are left there intentionally in the Arcade Mode. YOU'RE WELCOME.
-Fryguy is still not 100% fixed, but it's passable AS LONG AS YOU DON'T JUMP OVER HIM, and KILL HIS LITTLE MINIONS.
What to expect in the next -BIG- update version:
-Nightmare Mode: a mode where you die in one hit, you only get one life, no powerups can be found, and you're on a time limit.
-Time Scores for "Do or Die" Mode (or I dub it as "Original" Mode) and the new Nightmare Mode. May be useful for the TASers on the internet.
-New Title Screen theme for Nightmare Mode.
-Preview of my next experimental project.
-New 1-up locations in Arcade Mode to fix some previous issues.
-Fryguy once again fixed.
-All self locks removed (or... reworked. ( ͡° ͜ʖ ͡°)).
-Herobrine Removed
-There may be more...
If there are any other problems, please private message me with images or mini clips of the issues. I may call the next update either v2.1.0., or v3.0.0 depending on how big the update really is. With Nightmare Mode being a thing... I think the latter maybe better. That being said though, I'd like to thank you all for the 1000 downloads this hack received throughout it's 4 months of release!
E: Anyone who has been unfairly trapped in Room 79 (Fryguy Fight) may contact me for a special save state. We've attempted to fix this room twice already, and there's still issues apparently. I assure you all that the next update will be the FINAL fix for this room, as the boss is being completely reworked.
im ready for it!
chaaaaaaarge!!!!
Lesson for me is don't be an idiot and throw shells up where you can't reach them. It might be worth reworking levels so that is not a problem. Simply adding a mid-level platform would let Mario get up there and get the shell down to destroy.
Edit: I agree about the bug in room 79. It took about 10 minutes to clear out of the room after beating the boss.
Also, this isn't exactly a bug, but perhaps an unintended way to get extra lives that you may choose to edit out, though I like having it in! In room 13 you can get 5 or 6 extra lives by jumping from koopa to koopa, then kill yourself and do it again. I've banked up to 19 lives in there before moving on ;)
Ah, and as Mario3andU pointed out, there is indeed a bug in room 79. Sometimes, some sprite goes offscreen and stays alive for about 3 minutes after the boss dies, obligating you to wait that time to proceed. It actually isn't related with the throw blocks.
We're sorry for any inconvenience, but please don't be discouraged to play it still! V2.1.0 will be released as soon as other projects are out of the way.
BTW I'm using ZMZ. Does it have something to do with that?
Edit: Sorry, but I didn't see this until now. You will only get stuck in room 79 if you beat the boss, and there are NO "throw blocks" on the screen. Odd. Can that still be fixed?
With the pretty art, cool title screen and overworld, and cute credits, I could totally see this having been an actual game for the SNES. Aside from the brutal parts at the end of every Yoshi level.
A TAS of this game would be very entertaining.