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[[File:SMRPG Trial Course.png|thumb|[[Mario]] before the doors]]
[[File:SMRPG Trial Course.png|thumb|[[Mario]] before the doors]]
{{quote2|Of the 6 doors... 2 open onto action courses! You can handle a lot of action, right? 2 others will lead to battle courses. You can fight, right?! The last 2 open onto puzzle courses. No sweat for a great puzzle solver like you, right?! Once you choose a course, there's no turning back! The only way to know what's behind a door is to walk through it! You must pass 4 of the 6 courses to move ahead.|Narration|[[Super Mario RPG: Legend of the Seven Stars]]}}
{{quote2|Of the 6 doors... 2 open onto action courses! You can handle a lot of action, right? 2 others will lead to battle courses. You can fight, right?! The last 2 open onto puzzle courses. No sweat for a great puzzle solver like you, right?! Once you choose a course, there's no turning back! The only way to know what's behind a door is to walk through it! You must pass 4 of the 6 courses to move ahead.|Narration|[[Super Mario RPG: Legend of the Seven Stars]]}}
'''Six-Door Chamber''' is a series of corridors located deep within [[Bowser's Castle#Super Mario RPG: Legend of the Seven Stars|Bowser's Keep]] in ''[[Super Mario RPG: Legend of the Seven Stars]]''. It begins with a room of six numbered doors. Two of the doors lead to "action courses" where [[Mario]] must use his jumping ability to navigate obstacles and enemies (which do not lead to battle encounters) and collect items, two lead to "battle courses" with a series of consecutive fights against enemies summoned by [[Wizakoopa]], and two lead to "puzzle courses" where the player is challenged by quizmaster [[Dr. Topper]]. Each door's destination is randomized each playthrough. When a course is completed, the player is sent back to the room with the doors, where that course's door is now marked with an X. Each course has a reward at the end, and four must be completed to progress; once the fourth is completed, the paths leading back to the room with the doors and the castle before become inaccessible until Bowser's Keep is exited upon [[Exor]]'s defeat.
The '''Six-Door Chamber''' is a series of corridors located deep within [[Bowser's Castle#Super Mario RPG: Legend of the Seven Stars|Bowser's Keep]] in ''[[Super Mario RPG: Legend of the Seven Stars]]''. It begins with a room of six numbered doors. Two of the doors lead to "action courses" where [[Mario]] must use his [[jump]]ing ability to navigate obstacles and enemies (which do not lead to battle encounters) and collect items, two lead to "battle courses" with a series of consecutive fights against enemies summoned by [[Wizakoopa]], and two lead to "puzzle courses" where the player is challenged by [[Dr. Topper]]. Each door's destination is randomized each playthrough. When a course is completed, the player is sent back to the room with the doors, where that course's door is then marked with an ''X''. Each course has a reward at the end, and four must be completed to progress; once the fourth is completed, the paths leading back to the room with the doors and the castle before become inaccessible until Bowser's Keep is exited upon [[Exor]]'s defeat.
 
==Action courses==
==Action courses==
Mario gets ten tries to get through a series of obstacle-filled rooms; if he makes 10 faults before the course is complete, he is booted back to the room with the doors. Every fault also causes a loss in [[coin]]s.
Mario gets 10 tries to get through a series of obstacle-filled rooms. If he makes 10 faults before the course is complete, he is sent back to the room with the doors. Every fault also causes a loss in [[coin]]s.
 
===Action course 1===
===Action course 1===
;Room 1:
;Room 1:
A series of rising-and-falling gray [[Block (Super Mario RPG)|block]]s between a stone overhang and a [[lava]] pit must be jumped across. A [[treasure chest|treasure box]] on top of the overhang contains a [[Croaka Cola]].
A series of rising-and-falling gray [[Block (Super Mario RPG)|block]]s between a stone overhang and a [[lava]] pit must be jumped across. A [[treasure chest|treasure box]] on top of the overhang contains a [[Croaka Cola]].
;Room 2:
;Room 2:
Mario must balance on an iron ball to jump to high places as two [[Bob-omb]]s loosely pursue him, exploding if they touch him off the ball. Eight large coins are up in the air. Treasure boxes contain a [[Pick Me Up]], a [[Ultra Mushroom|Max Mushroom]], a [[Rock Candy (item)|Rock Candy]], and two [[Flower (Super Mario RPG)|Flower]]s.
Mario must balance on an iron ball to jump to high places as two [[Bob-omb]]s loosely pursue him, exploding if they touch him off the ball. Eight large coins are up in the air. Treasure boxes contain a [[Pick Me Up]], a [[Ultra Mushroom|Max Mushroom]], a [[Rock Candy (item)|Rock Candy]], and two [[Flower (Super Mario RPG)|Flower]]s.
;Room 3:
;Room 3:
A pair of gray blocks rotate around each other when stood upon, shown previously in [[Bandit's Way]]. This time, however, it is over an enormous lava pit. Treasure boxes contain a [[Royal Syrup]], a [[Fire Bomb]], a Pick Me Up, a Croaka Cola, and two Flowers.
Two gray blocks rotate around each other when stood upon, shown previously in [[Bandit's Way]]. This time, however, they are over an enormous lava pit. Treasure boxes contain a [[Royal Syrup]], a [[Fire Bomb]], a Pick Me Up, a Croaka Cola, and two Flowers.


The reward is the [[Sonic Cymbals]].
The reward is the [[Sonic Cymbals]].
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;Room 1:
;Room 1:
An invisible maze is suspended over lava. It becomes visible for an instant when jumped upon, which is demonstrated by three [[Terrapin]]s that briskly move from the beginning to the end ahead of Mario. Four large coins are in the air over the maze. Treasure boxes contain a [[Fright Bomb]], an [[Ice Bomb]], a Royal Syrup, and a Rock Candy.
An invisible maze is suspended over lava. It becomes visible for an instant when jumped upon, which is demonstrated by three [[Terrapin]]s that briskly move from the beginning to the end ahead of Mario. Four large coins are in the air over the maze. Treasure boxes contain a [[Fright Bomb]], an [[Ice Bomb]], a Royal Syrup, and a Rock Candy.
;Room 2:
;Room 2:
Several gray blocks move back-and-forth laterally across a lava pit, stopping while Mario jumps. Treasure boxes contain a Max Mushroom, a [[Red Essence]], a Fire Bomb, and a Flower.
Several gray blocks move back and forth laterally across a lava pit, stopping while Mario jumps. Treasure boxes contain a Max Mushroom, a [[Red Essence]], a Fire Bomb, and a Flower.
 
;Room 3:
;Room 3:
A [[Guerrilla]] imitates [[Donkey Kong]], throwing barrels down an isometric room similar to [[25m]], though without slopes or ladders. Once Mario reaches the Guerrilla at the top, it flees down the side.
A [[Guerrilla]] imitates [[Donkey Kong]], throwing barrels down an isometric room similar to [[25m]], though without slopes or ladders. Once Mario reaches the Guerrilla at the top, it flees down the side.
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==Battle courses==
==Battle courses==
Magikoopa spawns an enemy at each pair of statues, leading to an encounter against a group of standard enemies.
Wizakoopa spawns an enemy at each pair of statues, leading to an encounter against a group of standard enemies.
 
===Battle course 1===
===Battle course 1===
;Room 1:
;Room 1:
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*[[High Boo]]: 2 [[Boo]]s, 2 [[Orbison]]s
*[[High Boo]]: 2 [[Boo]]s, 2 [[Orbison]]s
*[[Sling Shy]]: 5 Sling Shies
*[[Sling Shy]]: 5 Sling Shies
;Room 2:
;Room 2:
*[[Chewy]]: 2 Chewies, 2 [[Beezo]]s
*[[Chewy]]: 2 Chewies, 2 [[Beezo]]s
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*[[Amanita]]: 2 Amanitas, 1 Orbison
*[[Amanita]]: 2 Amanitas, 1 Orbison
*[[Glum Reaper]]: 2 [[Greaper]]s, 1 Glum Reaper
*[[Glum Reaper]]: 2 [[Greaper]]s, 1 Glum Reaper
;Room 3:
;Room 3:
*[[Lava Babble]]: 3 Lava Babbles
*[[Lava Babble]]: 3 Lava Babbles
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*Shaman: 6 Shamans
*Shaman: 6 Shamans


The reward is the [[Star Gun]] ([[Drill Claw]] in the remake).
The reward is the [[Star Gun]] ([[Drill Claw]] in the [[Super Mario RPG (Nintendo Switch)|Nintendo Switch remake]]).


===Battle course 2===
===Battle course 2===
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*[[Sackit]]: 1 Sackit, 2 [[Big Blaster]]s
*[[Sackit]]: 1 Sackit, 2 [[Big Blaster]]s
*[[Chow]]: 2 Chows, 1 [[Forkie]]s
*[[Chow]]: 2 Chows, 1 [[Forkie]]s
;Room 2:
;Room 2:
*[[Alley Rat]]: 1 Alley Rat, 2 [[Armored Ant]]s
*[[Alley Rat]]: 1 Alley Rat, 2 [[Armored Ant]]s
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*[[Stinger]]: 5 Stingers
*[[Stinger]]: 5 Stingers
*[[Geckit]]: 2 Geckits, 1 [[Chained Kong]]
*[[Geckit]]: 2 Geckits, 1 [[Chained Kong]]
;Room 3:
;Room 3:
*[[Bob-omb]]: 1 [[Rob-omb]], 2 Big Blasters
*[[Bob-omb]]: 1 [[Rob-omb]], 2 Big Blasters
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==Puzzle courses==
==Puzzle courses==
[[Dr. Topper]] challenges Mario to solve his brainteasers. Failure puts Mario back in the room with the doors.
[[Dr. Topper]] challenges Mario to solve his brainteasers. Failure puts Mario back in the room with the doors.
===Puzzle course 1===
===Puzzle course 1===
;Room 1:
;Room 1:
Coin collecting: Mario and Dr. Topper take turns hitting a coin-filled treasure box up to four times in a row, trying to avoid collecting the 21st coin.
Coin collecting: Mario and Dr. Topper take turns hitting a coin-filled treasure box up to four times in a row, trying to avoid collecting the 21st coin.
;Room 2:
;Room 2:
Dr. Topper introduces Mario to a game called "Magic Buttons." Mario needs to depress a 4x4 group of 16 [[! Switch|button]]s, which each invert the state of all cardinally surrounding buttons.
Dr. Topper introduces Mario to a game called Magic Buttons. Mario needs to depress a 4×4 group of 16 [[! Switch|button]]s, which each invert the state of all cardinally surrounding buttons.
 
;Room 3:
;Room 3:
Dr. Topper has Mario play "Ball Solitaire." Mario must kick iron balls into bouncing over each other, similar to {{wp|checkers}}, to reduce a 4x4 grid of 15 balls down to one. It is automatic failure if a ball is made to leapfrog over two at once or bounces over nothing.
Dr. Topper has Mario play Ball Solitaire. Mario must kick iron balls into bouncing over each other, like in {{wp|checkers}}, to reduce a 4×4 grid of 15 balls down to one. It is an automatic failure if a ball is made to leapfrog over two at once or bounces over nothing.


The reward is a Rock Candy.
The reward is a Rock Candy.
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===Puzzle course 2===
===Puzzle course 2===
;Room 1:
;Room 1:
Dr. Topper gives Mario a trivia quiz consisting of 12 questions about the game, chosen randomly from a pool of 40. He has five seconds to answer each, with correct answers raising the block Mario stands on by one step, wrong answers lowering it by two, and timing out lowering it by one. The goal is eight steps high. The correct answers are highlighted in green.  
Dr. Topper gives Mario a trivia quiz consisting of 12 questions about the game, chosen randomly from a pool of 40. He has five seconds to answer each, with correct answers raising the block Mario stands on by one step, wrong answers lowering it by two, and timing out lowering it by one. The goal is eight steps high. Below is a list of all 40 questions and the possible answers to each. The correct answers are highlighted in green.


{|class="responsive" width="100%"
{|class="responsive" width="100%"
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|data-label="Answer 3" style="background:#99ff99"|[[Chef Torte|Torte]]
|data-label="Answer 3" style="background:#99ff99"|[[Chef Torte|Torte]]
|}
|}
;Room 2:
;Room 2:
Dr. Topper shows a small pile of barrels for ten seconds and has Mario count them, including the ones hidden by the camera angle, before hiding them again and having him give an answer. If Mario is correct, he moves on to a much larger pile, which he gives 20 seconds to count. Both numbers of barrels vary each play.
Dr. Topper shows a small pile of barrels for 10 seconds and has Mario count them, including the ones hidden by the camera angle, before Dr. Topper hides them again and has him give an answer. If Mario is correct, he moves on to a much larger pile, which he gives 20 seconds to count. Both numbers of barrels vary each play.
 
;Room 3:
;Room 3:
Dr. Topper introduces [[Boo, Goo, Bones, and Kipp]], who took part in a triathlon of swimming, cycling, and a marathon. He has Mario interview each to determine what order they finished in. Once Mario has an answer, Dr. Topper has him speak to them again in the order they came in. The one in first place said they outrode another during cycling and was never passed by them, the one in second says he fell into fourth during cycling but had a shared higher position in the other events, the one in third says he got the same position in swimming and cycling but was beaten by two in the marathon, and the one in fourth says he placed third in swimming.
Dr. Topper introduces [[Boo, Goo, Bones, and Kipp]], who took part in a triathlon of swimming, cycling, and a marathon. He has Mario interview each to determine what order they finished in. Once Mario has an answer, Dr. Topper has him speak to them again in the order they came in. The one in first place says they outrode another during cycling and were never passed by them, the one in second says they fell into fourth during cycling but had a shared higher position in the other events, the one in third says they got the same position in swimming and cycling but were beaten by two in the marathon, and the one in fourth says they placed third in swimming.


The reward is a Rock Candy.
The reward is a Rock Candy.

Revision as of 12:22, November 30, 2023

The Trial Course within Bowser's Keep
Mario before the doors

Template:Quote2 The Six-Door Chamber is a series of corridors located deep within Bowser's Keep in Super Mario RPG: Legend of the Seven Stars. It begins with a room of six numbered doors. Two of the doors lead to "action courses" where Mario must use his jumping ability to navigate obstacles and enemies (which do not lead to battle encounters) and collect items, two lead to "battle courses" with a series of consecutive fights against enemies summoned by Wizakoopa, and two lead to "puzzle courses" where the player is challenged by Dr. Topper. Each door's destination is randomized each playthrough. When a course is completed, the player is sent back to the room with the doors, where that course's door is then marked with an X. Each course has a reward at the end, and four must be completed to progress; once the fourth is completed, the paths leading back to the room with the doors and the castle before become inaccessible until Bowser's Keep is exited upon Exor's defeat.

Action courses

Mario gets 10 tries to get through a series of obstacle-filled rooms. If he makes 10 faults before the course is complete, he is sent back to the room with the doors. Every fault also causes a loss in coins.

Action course 1

Room 1

A series of rising-and-falling gray blocks between a stone overhang and a lava pit must be jumped across. A treasure box on top of the overhang contains a Croaka Cola.

Room 2

Mario must balance on an iron ball to jump to high places as two Bob-ombs loosely pursue him, exploding if they touch him off the ball. Eight large coins are up in the air. Treasure boxes contain a Pick Me Up, a Max Mushroom, a Rock Candy, and two Flowers.

Room 3

Two gray blocks rotate around each other when stood upon, shown previously in Bandit's Way. This time, however, they are over an enormous lava pit. Treasure boxes contain a Royal Syrup, a Fire Bomb, a Pick Me Up, a Croaka Cola, and two Flowers.

The reward is the Sonic Cymbals.

Action course 2

Room 1

An invisible maze is suspended over lava. It becomes visible for an instant when jumped upon, which is demonstrated by three Terrapins that briskly move from the beginning to the end ahead of Mario. Four large coins are in the air over the maze. Treasure boxes contain a Fright Bomb, an Ice Bomb, a Royal Syrup, and a Rock Candy.

Room 2

Several gray blocks move back and forth laterally across a lava pit, stopping while Mario jumps. Treasure boxes contain a Max Mushroom, a Red Essence, a Fire Bomb, and a Flower.

Room 3

A Guerrilla imitates Donkey Kong, throwing barrels down an isometric room similar to 25m, though without slopes or ladders. Once Mario reaches the Guerrilla at the top, it flees down the side.

The reward is the Super Slap.

Battle courses

Wizakoopa spawns an enemy at each pair of statues, leading to an encounter against a group of standard enemies.

Battle course 1

Room 1
Room 2
Room 3

The reward is the Star Gun (Drill Claw in the Nintendo Switch remake).

Battle course 2

Room 1
Room 2
Room 3

The reward is the Drill Claw (Star Gun in the remake).

Puzzle courses

Dr. Topper challenges Mario to solve his brainteasers. Failure puts Mario back in the room with the doors.

Puzzle course 1

Room 1

Coin collecting: Mario and Dr. Topper take turns hitting a coin-filled treasure box up to four times in a row, trying to avoid collecting the 21st coin.

Room 2

Dr. Topper introduces Mario to a game called Magic Buttons. Mario needs to depress a 4×4 group of 16 buttons, which each invert the state of all cardinally surrounding buttons.

Room 3

Dr. Topper has Mario play Ball Solitaire. Mario must kick iron balls into bouncing over each other, like in checkers, to reduce a 4×4 grid of 15 balls down to one. It is an automatic failure if a ball is made to leapfrog over two at once or bounces over nothing.

The reward is a Rock Candy.

Puzzle course 2

Room 1

Dr. Topper gives Mario a trivia quiz consisting of 12 questions about the game, chosen randomly from a pool of 40. He has five seconds to answer each, with correct answers raising the block Mario stands on by one step, wrong answers lowering it by two, and timing out lowering it by one. The goal is eight steps high. Below is a list of all 40 questions and the possible answers to each. The correct answers are highlighted in green.

Question Answer 1 Answer 2 Answer 3
How much...does a female beetle cost? 1 coin 50 coins A frog coin
What does Belome really like to turn people into? Scarecrow Ice cream cones Mushrooms
What is Raini's husband's name? Raz Romeo Gaz
Johnny loves WHICH beverage?... Currant juice Grape juice Boysenberry smoothie
What's the name of the boss at the Sunken Ship? Johnny Jimmy Jackson
Booster is what generation? 7th 8th 78th
Where was the 3rd Star Piece found? Moleville Forest Maze Star Hill
In the Moleville blues, it's said that the moles are covered in what? Soil Dirt Slugs
What color are the curtains in Mario's house? Blue Green Red
Speardovich is what? A boss A new breed of cattle A special attack
The boy at the inn in Mushroom Kingdom was playing with...What? Game Boy Super NES Virtual Boy
What did Carroboscis turn into? A carrot A beet A radish
Who is the famous sculptor in Nimbus Land? Garro Gaz Goya
What is Cinder Toad in charge of at the middle counter? The inn Weapons Items
Who is the ultimate enemy in this adventure? Smithy Bowser Goomba
Who is the leader of The Axem Rangers? Red Black Green
What's the name of Jagger's "sensei"? Dinky Jinx Johnny
How many underlings does Croco have? 2 3 4
What was Peach doing when she was kidnapped by Bowser? She was playing cards She was looking at flowers She was digging for worms
Who is the famous composer at Tadpole Pond? Toadoskfy Toadofsky Frog Sage
Which monster does not appear in Booster Tower? Jester Terrapin Bob-omb
The boy getting his picture taken at Marrymore can't wait 'til which season? Hunting Skiing Baseball
What technique does Bowser learn at Level 15? Mechakoopa Stomp Crusher Terrorize
What words does Beezo use when he sings? Dum dee dah~ La dee dah~ Dum lee lah~
What does Birdo come out of? A barrel An eggshell A basket
What's the first monster you see in the Pipe Vault? Goomba Lava Bubble Chompweed
What's the password in the Sunken Ship? Corals Pearls Oyster
What was Mallow asked to get for Frog Sage? Honey Syrup Cricket Pie Carbo Cookie
Mite is Dyna's...WHAT? Big sister Little brother Second cousin
What does the Red Essence do? Makes you sleepy Gives you strength Relieves back pain
How long have the couple inside the chapel been waiting for their wedding? 1 hour 30 minutes 45 minutes
What do Culex, Jinx, and Goomhilde have in common? They are immortal They live in Monstro Town They all like bratwurst
What is the 4th selection on the Menu screen? Important Items Special Items Equip
The man getting his picture taken at Marrymore hates what? Getting married Mowing the lawn on Sundays Getting his picture taken
Where was the 1st Star Piece found? Bowser's Keep Mario's Pad Mushroom Kingdom
How many legs does Wiggler have? 10 8 6
What's the full name of the boss at the Sunken Ship? Johnny Jones Jesse James Jones Jonathan Jones
Who helped you up the cliff at Land's End? Sky Troops Flying Troopa Paratroopas
What color is the end of Dodo's beak? Yellow Orange Red
What's the chef's name at Marrymore? Blintz Gateau Torte
Room 2

Dr. Topper shows a small pile of barrels for 10 seconds and has Mario count them, including the ones hidden by the camera angle, before Dr. Topper hides them again and has him give an answer. If Mario is correct, he moves on to a much larger pile, which he gives 20 seconds to count. Both numbers of barrels vary each play.

Room 3

Dr. Topper introduces Boo, Goo, Bones, and Kipp, who took part in a triathlon of swimming, cycling, and a marathon. He has Mario interview each to determine what order they finished in. Once Mario has an answer, Dr. Topper has him speak to them again in the order they came in. The one in first place says they outrode another during cycling and were never passed by them, the one in second says they fell into fourth during cycling but had a shared higher position in the other events, the one in third says they got the same position in swimming and cycling but were beaten by two in the marathon, and the one in fourth says they placed third in swimming.

The reward is a Rock Candy.

Names in other languages

Language Name Meaning
Japanese クッパ迷宮めいきゅう[1]
Kuppa Meikyū
Bowser's Maze; rendered "The Trial Course" in the Shogakukan guide.[1]

Italian Sala delle sei porte
Hall of the six doors
Korean 6개의 문
Yeoseot Gae-ui Mun
The 6 Doors

Spanish Sala de las 6 puertas
6-Door Chamber

References

  1. ^ a b Super Mario RPG Final Edition, page 2.