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Paper Mario Rpg J Iso Gc Nfsmw

16.09.2019 

Home » Gamecube ISO. Gamecube ISO. Bloody Roar Extreme. Super Mario Strikers E3 2005 Prototype. Genre: RPG Language: English. Paper Mario: The Thousand-Year Door is an RPG made by Nintendo and is the second game in the Paper Mario series. GC Paper Mario: The Thousand-Year Door. Paper Mario Rpg J Iso Gc free download programs. Download Paper Mario (U)(OneUp) ROM / ISO for GameCube from Rom Hustler. Download Nintendo Gamecube ISOs.

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Mario arrives at the town of Rogueport, where he discovers that surprisingly (not) Peach has gone missing again. Mario rescues and meets Goombella, an aspiring archaeologist. They talk with her Professor, Frankly, and begin to understand the power of the map Mario was given. The map can reveal Crystal Stars that will unlock the Thousand-Year Door. Beyond that door, evil may plunge the world into eternal darkness. Mario encounters a strange chest which curses him forever with the ability to transform into a paper airplane. Scary, I know!

To rescue Peach and the world, Mario heads out to Petalburg to get the first Crystal Star. Upon entering Petal Meadows, Mario and Goombella see a dragon fly over to a Castle. He enters Petalburg, a town beyond the meadows, and learns about Hooktail the Dragon and the Crystal Star locked away in his lair.

He travels to the sewers to obtain two stones that will unlock the pipe to Hooktail Castle. On his way to reveal the pipe, Mario meets Koops, a Petalburg resident whose father was lost after going to the castle. Mario gladly accepts Koops’ offer to join, and together they set out towards the castle. After fighting his way through several rooms, Mario encounters a chest that’s similar to the one that gave him the airplane curse.

This time, Mario is cursed with the ability to turn into a thin slice of paper, allowing him to slip through narrow spots. Mario, with the help of Koops and Goombella, journeys to the top of Hooktail Castle. At the top, Mario is frightened when he finds Hooktail in his lair, but nonetheless he challenges Hooktail to a fight. With ease, Mario takes down this creature. Upon defeat, Hooktail expels Koops’ father from his belly, reuniting the two family members once more.

Afterwards, he spits up the Diamond Star, which both Koops and his dad agree should be given to Mario for his efforts to save the world. When Mario goes back into the sewers, he encounters a strange creature known as a Puni.

His name is Punio. He explains that his home, the Great Tree, is under attack, and he leads Mario into Boggly Woods to the Great Tree. On their way there, they encounter 3 strange, purple creatures who take no notice of Mario, who they are searching for.

When they get to the tree, they find out that a weird door was put in the front and locked. After some careful thinking, Punio decides it is best to go find Madame Flurrie, a wind spirit, to help them find the secret entrance. Flurrie, selfishly prioritizing things, refuses to help them until she gets her necklace back. Punio recalls that the weird creatures they saw earlier had it.

Upon contact, the 3 creatures, the Shadow Sirens, challenge Mario to a battle. Mario, after defeating them, returns the necklace to Flurrie. Back at the Great Tree, Flurrie helps reveal a small entrance for Punio to go through, which allows him to unlock the main door for Mario and Flurrie.

Once inside, a pair of X-Nauts confronts Mario. Mario meets a few Punies who did not get trapped by the X-Nauts. Mario goes up the tree to release their leader, the Puni Elder. The Elder gives Mario a sun tablet and lets the Punies join Mario. With their help, Mario is able to find the key to unlock the rest of the Punies. With the power of 101 Punies, Mario defeats the Jabbi tribe and reaches the Crystal Star, only for it to be taken by Lord Crump himself.

After racing against the time bomb Crump started, Mario reaches the front of the tree where he battles Crump. Crump transforms into Magnus Von Grapple, but he is no match for Mario. He goes down, and Mario claims the Crystal Star. Mario, after persuading Don Pianta to give him the Blimp ticket, makes his way to the Glitz Pit. When he arrives and goes to the arena room, he sees Rawk Hawk with the Champ's belt, a Crystal Star.

Mario talks to Grubba, who arranges the fights, and signs up to become a fighter. While battling his way to the top, he gets anonymous emails telling him to go to certain places in Glitzville, including getting the Super Hammer.

With it, Mario finds competitors hidden under a block, and he suspects Jolene for doing this to them. When Mario reaches rank 2, he has to fight Rawk Hawk, but he must first escape a room he has been locked in.

He takes down Rawk Hawk with a few blows and becomes the victor. Mario enters the champ room and hears a voice through the air vent, so he breaks it open and comes out into Grubba's office.

He finds out that Grubba was using the Crystal Star for his own selfish reasons. Grubba runs off and Mario chases after him. In the arena, Mario takes down Grubba and finally claims the Crystal Star. Now, disregard everything that was just said because barely any of this happens in the run. When Mario enters Twilight Town, he is surprised to see that some residents are being turned into pigs.

The source: a creature lurking in the Creepy Steeple beyond the town. Mario tracks down this perpetrator and fights him. Doopliss, the creature at the Steeple, clones Mario to match his attacks, yet he is no match for Mario. Once the battle ends, Mario gets the Crystal Star right away, but soon after it is realized that Doopliss stole Mario's appearance, leaving Mario as a lonely silhouette. Mario now heads back to Twilight Town where he meets Vivian. She (well, it's actually a he in the Japanese version) joins Mario in an attempt to help the townspeople because her sisters don't treat her right.

With Vivian's help, Mario is able to find the missing letter to spell Doopliss's name, and when Mario encounters Doopliss, he says his name. Mario then chases him to the Steeple and fights with him once more.

This time, Doopliss goes down and Mario finally claims the Crystal Star. The Crystal Map shows that Mario must head to an island, but the only way to get there is by boat. After Mario talks to Bobbery and persuades him to go, he sets sail with Flavio and crew towards the island. Upon arrival, they are attacked by sets of Embers. Mario must save Bobbery and then give him a Cola.

Bobbery then joins the party. Mario then heads to Pirate's Grotto where he encounters another curse chest. This time, Mario gains the ability to turn into a boat and travel on water. With this ability, he finds Cortez, a boss who had the Crystal Star in his room.

Mario takes down Cortez and gains his 5th Crystal Star. At least that's what's supposed to happen. Mario must get a train ticket to enter the train, which will eventually take him to Poshley Heights. Mario becomes the detective upon the train because he must find a series of clues to find the culprits who stole various things. Once the culprits are found, Mario arrives at Riverside Station because some figure lifted the bridge there.

Mario must go inside to lower the bridge, finding the Ultra Boots in the meantime. Once Mario gets back on the train, it's taken over by a bunch of strange creatures. Mario goes to the top of the train and fights Smorg, a large monster made out of all these creatures. Once Smorg has fallen and the train reaches Poshley Heights, Mario goes to the Poshley Sanctum where he finds the two remaining Shadow Sirens and Doopliss stealing the Crystal Star.

As it turns out, that was a fake. Mario discovers a secret room in the background where he finds the real Crystal Star. Mario talks to Frankly after going to the Thousand-Year Door, and he must wait a few minutes for Frankly to think how to reach the moon, the location for the final Crystal Star. He tells Mario to go to Fahr Outpost and try to use the cannon. In order to use it, though, Mario must search for General White and Goldbub.

After traveling to various areas and talking to Goldbub at Poshley Heights, Mario can return to Fahr Outpost and reach the moon. Mario uncovers the X-Naut base and infiltrates it. He then has to pass through a few rooms to get elevator cards and card keys to go lower in the base and reach Lord Crump once more, now in the form of Magnus Von Grapple 2.0. Once he is defeated, Mario grabs the last Crystal Star and heads towards the Thousand-Year Door for the last time. With the 7 Crystal Stars, Mario opens the Thousand-Year Door and ventures into the swirling purple vortex. Mario must make it past a series of rooms with enemies and spikes. Once he makes it out, he finds Gloomtail, who guards the key to the Riddle Tower.

Once Mario makes it back out, he goes to Riddle Tower where he must solve several secrets to unlock a secret passage beneath the hallway by Gloomtail. Mario must then make it past another set of rooms to reach Grodus who has captured Peach. Bowser makes a surprise appearance afterwards and tries to take down Mario, failing miserably.

In that time, Grodus takes Peach down a secret hallway where she becomes the Shadow Queen, a mix between Peach and an ancient spirit locked away for centuries. Mario has trouble at first, but after receiving support from the people he met along the way, Mario gains the power to take down this creature and save Peach once again. Ultra Hammer Early - Explained down below, a Flurrie superslide works differently in the Japanese version of the game. In the English game, you can move left and right, while in the Japanese version you can move down, which can be utilized to get to the Ultra Hammer chest early. Retaining Peril Status - In the English game, Mario replenishes his health after every Chapter, while he does not in the Japanese game.

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This saves time because I can stay in Peril for Mega Rush’s effect after chapters instead of having to waste time in extra battles taking damage. Faster Text Boxes - Japanese characters condense the dialogue in the game a bit, so more text can fit onto one text box, lowering the amount of text boxes needed to be displayed. This makes certain cutscenes with text boxes shorter, about a 2 minute overall improvement. Cannot Skip Battle Message- When entering mandatory battles, you cannot skip the message that tells you that you can’t run from the battle. This costs 48 frames each battle in comparison to the English version which allowed you to skip it by pressing A. Cannot Skip Koops - In the English version, Koops can be skipped because a Flurrie superslide can skip a room key in Chapter 4. This would save upwards of 3 minutes maybe, but this does not work at all in the Japanese game.

Paper Mode Movement - I can’t do a small speed swap with paper mode that I was able to do in English, and I have to move 1 frame after jumping to turn into paper mode. Otherwise, I stay still when transforming which costs time. Longer Blimp Cutscene - After returning from Glitzville to Rogueport, it takes 7.4 extra seconds for the blimp to land in Rogueport.

For this TAS, I encounter this problem 3 times, so I basically lose 22 seconds or so over English. Excess Express Superslide - In the English version, there is an undocumented Flurrie Superslide I found that allows you to go out of bounds and respawn at the opposite end of the cart Mario is in to skip traveling to the other side. This doesn't work in the Japanese version.

Superguard - Certain attacks cannot be superguarded, such as Smorg's slap attack. Also, all of the Shadow Queen's attacks cannot be superguarded while all of them could in English. This affects the route a bit even though it doesn't appear so. (I just had to do some RNG manipulation to avoid taking damage to Mario.) The Neutral. Menu Music - There is a slight difference in the music on the main menu. TEC Eye - During the Peach intermission, TEC’s eye is red instead of blue. Power Rush - The Power Rush badge has a ‘P’ instead of a ‘D’ on its icon.

Peeka - The westside goods shopkeeper, Peeka, has bunny ears instead of cat ears. Vivian - Confirmed boy. Vivian Cutscene Pause - In the cutscene with Vivian, you can actually pause during it, which leads to a softlock. Bobbery Paper Run - After Bobbery explodes, Mario can start running at full speed while in Paper Mode. Overall, it is best to use Japanese since the good outweighs the bad. Major Tricks Used in This Run. By activating Flurrie's ability, waiting 3 frames, then opening a door, Mario will slide with Flurrie upon entering a building.

This trick is referred to as the Flurrie superslide. In the English version, Mario moves left and right. In the Japanese version, Mario can only move down. After getting in the seam of Rogueport’s inn, Mario can slowly move down and then right in front of the building and reach the Ultra Hammer chest.

This saves time because it skips the majority of Chapter 3, Ms. Mowz, and fish glitches. Bookcase Jump. Not as many people are familiar with the fact that enemies can drop badges from battles. After Chapter 6, you must wait 3 minutes before talking to Frankly to go to the moon. Originally the route was to go to the Pianta Parlor and gamble for 6 Power Rushes and go to Chet Rippo (he will decrease your health for instant Danger) to setup Danger Mario. This eats up a lot of time and takes much longer than 3 minutes.

With the help of a friend, it was realized that it would save time to instead get 3 badges, Mega Rushes, to increase Mario’s amount of damage more than the Power Rushes, while doing it in less time. (3 Mega Rushes is +15 damage, 6 Power Rushes is +12 but I skipped a badge from Chapter 4, so it is a +2 damage increase from the last run.) In order to do so, I must encounter Hammer Bros, who are the only enemy close by that can drop Mega Rush. The goal of this part is to have Mega Rush appear in battle, a 1% chance, three times.

Once it appears in battle, there is an easy-to-manipulate 1/5 drop rate of the badge. If the badge does not show up in battle, its drop rate falls to.6%, and only Hammer Throw or Mega Rush can be set to drop when you enter the room with the enemy. By this I mean that the badge that can be potentially dropped is set in the previous room, making manipulation very confusing, long, and tedious. It is instead much easier and potentially faster to have the badge first appear in battle because it is more common and not as many frames must be waged. I must provide some information in order to understand how the RNG manipulation worked here. As a side note, the second enemy in the Hammer Bros.

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Fight is determined in the previous room. Likewise, whether or not the badge appears in battle is set in that same room prior to the fight. By advancing RNG through opening the menu, I can allow for a sufficient RNG value to give me Mega Rush quickly. Once this value is set, I can change RNG before attacking the enemy in battle. Frames wasted in different spots around the 'Jump,' 'Hammer,' and other boxes will cause RNG to advance at different rates, so the badge can be manipulated easily to drop. This is repeated 3 times in just over the 3 minutes required to wait before talking to Frankly.

It immediately saves around 75 seconds, but will lose a bit of time later on because I must now maintain peril status for the rest of the game. Minor Timesavers Used in This Run. This game is heavily reliant on RNG, or the Random Number Generator. This is basically the system of luck within the game that causes certain things to occur, such as enemy positions, power bounce caps, etc. RNG can be changed depending on how many times Mario jumps, how many characters of text are displayed, and what direction Mario moves in over time. Within battles, RNG can determine what environmental damage occurs. The following are major examples of RNG manipulation used throughout the run.

Blooper Battle - RNG can be manipulated by wasting frames on Blooper’s and Goombella’s text boxes, and also when Mario is choosing his attack. With correct RNG, a bucket can fall on Blooper, eliminating the need for a charged Power Smash and instead only requiring a non-charged Power Smash to save 30 frames. Gold Fuzzy Battle - Prior to the initial fight, the audience members in the Moon and Sun Stone battles can be manipulated to give Mario items. This is a very rare occurrence. I can manipulate an Earthquake from the audience which I can use in the Gold Fuzzy Battle. Once in battle, I use manipulate a bucket to fall on the Gold Fuzzy to eliminate the need for a partner attack.

Next, I use earthquake, and as a result, the background falls to deal additional damage, killing the Gold Fuzzy. Mega Rush Strats - I can manipulate Mega Rushes from Hammer Bros, as explained above. Blue P-Switch without Koops. The Punies are quite annoying, and the tasks required to transport them across rooms can take a while (speed swapping by itself can make Mario lose the Punis because he gets so far ahead).

The Puni count, tracked in the bottom-left corner, will stay at its max as long as Mario moves towards the Punies and not away when on the ground. When in the air, the game doesn't keep track if Mario is moving away from the Punies. By slightly moving towards them before jumping, the count stays full.

Champ Room Reserve. Throughout this run, I constantly rely on maintaining Peril status, or having one health, which allows Mega Rush to do its thing and boost Mario’s attack power.

As mentioned above, the Japanese game retains Mario’s health in-between chapters, so I can get into Peril before I need to and keep it for a while. The quickest way to get into Peril, in preparation for the Macho Grubba battle, is during the Magnus von Grapple boss battle at the end of Chapter 2. This causes different strats during the Magnus fight in comparison to the published run because I have to let another turn happen for Magnus to attack me. Another notable difference is in Chapter 4 on the way to Creepy Steeple. Originally, I had to encounter the Hyper Goombas to quickly get into peril for Doopliss, but because Peril status is maintained, I can skip this to save 20 seconds. One final difference is that I decrease my health to 5 in the previous run to get Mario to Danger right away so Power Rush takes effect.

But, it’s about a minute faster to manipulate Mega Rush drops in the sewers. More info on that below. Items and Leveling. The items compared to the last run are the same until Chapter 2 where things change quite a bit. Essentially, I have to level before the Magnus von Grapple battle, otherwise I will lose my Peril status from leveling up. Because of this, I have to Gale Force 3 times to substitute for 3 Fright Masks that would cause me to level after Magnus. This wastes time, but it saves time overall.

Because of the item substitution, I have more Fright Masks after Chapter 2. These can be used to quickly finish the Chapter 3 battles, saving a lot of time. Below is a chart comparing the first frame that Mario enters the next chapter’s pipe, finishing the listed chapter (or when the last text box disappears before Chapter 5, or the last frame before Mario enters the Thousand-Year Door in Chapter 8). Included is a conversion into hours, minutes, and seconds and the amount of improvement. This applies to the game entirely in saying that fewer text boxes saves a lot of time overall. Also, the first message that pops up when entering mandatory battles cannot be skipped in the Japanese game, wasting a bit of time overall.

Mario has to break Zess T.’s contact lens at some point in order to gain access later to West Rogueport, and it is quickest to do that now. Zess T.’s spawn position can be manipulated so she stops walking as close to Mario as possible to save time. Jumping before leaving Central Rogueport allows Mario to cover more distance when he would normally be stuck farther left. After the Goomba Trio battle, Mario can jump from the staircase to the top of the platform to avoid going all the way to the right. In the following room, I didn’t have to jump by the ‘?’ block because RNG caused the Fire Flower to go left automatically. Using the plane panel timesaver mentioned above, I saved 20 frames. A bucket falls on Blooper to eliminate the need for a charged Power Smash, saving about half a second.

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Afterwards, it’s possible to jump from the last platform to the Chapter 1 pipe before the platform moves over, allowing me to save a lot of time. Once again, I jump before the cutscene to cover more distance. I skip both POW blocks by the Shhwonk Fortresses because of a trick that allows me to skip both battles. Using a Goombella buffer, I can bypass the left loading zone and walk along the perimeter of the room and trigger the loading zone to the right. Before and during the Sun Stone battle in the sewers, I manipulate RNG to get an Earthquake from the audience. This can be used during the Gold Fuzzy battle to skip an entire round of the battle. While getting the Fire Flower for the Red Bones battle in the bridge room, I also get the Mystery item.

Normally I would get this later, but I am closer to the bush at this point. Mystery is used in Chapter 2, so I’ll bring that up later. Before the Red Bones battle, I use a timesaver that allows me to enter the Red Bones battle immediately after the cutscene. While doing so, I jump to the left to save additional time because Mario moves closer to a fixed position after the cutscene. I take the purple block up to the next room where I can do a Goombella buffer, walk out of bounds, and skip opening the previous door by falling back into the room. In between using Koops to get the key and actually getting the key, I can jump to the left to cover more distance when I normally wouldn’t be able to. In the window room, I can walk in paper mode before activating the blue switch in order to walk during the cutscene, allowing me to cover a large amount of distance.

I’m not sure why, but Koops becomes Buzz Aldrin and decides to do a moonjump before leaving the room. I can pause every other frame to avoid the Dull Bones hitbox and skip the battle. The plane panel room is actually longer in the Japanese version, so it is a bit slower. I can do a cutscene walk similar to the window room in Chapter 1. This time though I can enter the pipe during the cutscene, allowing me to access the plane pipe a bit earlier.

I have to get stuck behind the wall for a little bit because entering the pipe too early will cause Mario to drop down from the platform because the platform is still rising as Mario spawns. During the Shadow Siren battle, I use the Mystery item from Chapter 1 and RNG manipulation to use a Shooting Star, taking out a good amount of damage to all 3 sisters. I have to hit the refill block within the Great Tree to get more FP back to Gale Force 2 more times during the escape.

Power Punch is an item I get for the Magnus von Grapple boss fight. A Goombella buffer after the 100 Jabbi fight allows me to enter a blocked pipe. This warps me to the end of the chapter. I have to go back to the Super Boots room since I need Super Boots later on in the run. Getting the boots sets the game back in time, so I can re-enter the Crystal Star room and re-trigger the ending.

This starts a double ticking clock because the escape is triggered twice. Because I can retain my peril status, I modify my battle strategy in order to get to 1 HP in preparation for the Chapter 3 boss fight.

I enter the badge shop to sell some badges for coins and by Power Rush. This increases my damage at low health, which is very useful later in the run. Now this is where it gets exciting. By performing a Flurrie Superslide by activating Flurrie slightly before opening a door, I can slide into the wall’s seam and walk along the perimeter of the wall. This allows me to reach the Ultra Hammer chest early. Instead of getting it in post-Chapter 6, I can now get it post-Chapter 2. This will allow me to skip most of Chapter 3 and skip Ms.

Mowz who I originally needed to skip Chapter 5. Speaking of skipping Chapter 3, here’s how that is done.

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First, I must enter Grubba’s room to talk about fighting to get the Championship Belt which has the Crystal Star in it. Instead, Mario is too lazy, so he decides to skip all that nonsense. Jumping from the couch up to the bookcase and entering the air vent causes the game to warp to the end of Chapter 3. I can immediately fight Grubba. Unfortunately, I need Yoshi in order to reach the Chapter 4 pipe.

Interestingly, you can still go back to Glitzville to get Yoshi post-Chapter 3 because the events leading up to the egg hatching are independent from the game’s storyline. I fight up to the Armored Harriers fight and then leave.

There really isn’t much to say about this chapter. It just involves a lot of backtracking to and from the Creepy Steeple. The only noticeable trick is talking to Atomic Boo from the left side so that when he spooks me, Mario jumps towards the door to the left. During the intermission, since I already have a way to break the block in front of the warp pipes, I unlock the pipes to Chapter 5 and 6, which will be used later.

There is a clip to enter Bobbery’s house without entering the chimney. Using Yoshi for one frame causes Mario to get pushed into the edge of the building’s roof.

Moving down and then to the left allows Mario to walk into the house. After entering Poshley Heights through the warp pipe, I can go to the station and enter the train from the platform.

Because this is the first time entering the train, the game thinks I’m starting Chapter 6 for the first time. After solving the mysteries aboard the train, I reach the Riverside Station. I save time from jumping onto the blue switch while in tube mode. In the following gear room, I save time from manipulating the Ruff Puffs’ spawn positions so that I can enter the door right away without getting hit. After each Goomba battle, you may hear a jump but not see it happen. This causes a speed glitch by jumping first frame after leaving a battle. I use hammer swings to clear away the Smorgs faster than regular hammers both at Riverside Station and right before the SMorg battle.

Once I return to Poshley Heights after all the crazy mayhem aboard the train, I enter the blue pipe and return to Keelhaul to get the boat ability. The first Bullet Bill Blaster set can be skipped by hovering around them. The second and third set can be skipped by walking past them in paper mode against the wall. One last time, I return to Chapter 6 and grab the Crystal Star in the Poshley Sanctum. With RNG manipulation, I am able to get 3 Mega Rushes from the Hammer Bros, explained in detail above. In the room with the pop-up spikes, it is possible to squeeze in between the two sets of spikes to skip walking at a diagonal. During the Gloomtail battle, I have to get hit in order to get the attack boost from my badges.

Afterwards, I have to encounter the Chain Chomp so I can take out the Dry Bones in the Riddle Tower. This takes me until the Shadow Queen battle. I take 9 points of damage in that fight too, deal enough damage to trigger Phase 2, and use bombs to hit her enough to end the phase as early as possible. Known Improvements. The idea was to get the tube curse and then warp the game to Chapter 6 using a Poshley Sanctum cutscene.

You have to get the tube curse in the chapter because the chest is open post-chapter 4. Then you would have to do a Goombella Buffer to get past the moving wall in the well. There are solid walls around that loading zone though, so that’s impossible. Because the lock skip in the Hooktail Castle leaves the door unlocked, it was then thought that the door to the P chest room would be unlocked, when it actually isn’t for some reason. At this point, there are no other ideas for this to work. Chapter 7 Early.

After submitting my old TAS, initially feeling great, realizing all the mistakes I made, and seeing the new strategies and glitches found, I believed that I had to make an improvement to that now obsolete run. This time, I’ve strived to make this improvement much better than the previous run. I had originally begun making improvements in a new run about March of 2014, but after a softlock because of a bad Dolphin revision and 2 desyncs in Chapter 2, I sadly lost motivation for this game. Fast forward to September: I decided to pick this back up. I had finished the Prologue when I started contemplating what version to use. The RTA WR holder, Almo, began using the Japanese version of the game because of its faster text. There was a lack of glitch exploration in the Japanese version of the game, so TiWill14 set out to discover some glitch differences between the two versions.

He stumbled upon the idea of supersliding by the inn door upstairs, proving UHE to be possible. I had to restart my TAS once again, this time with the Japanese version of the game. UHE motivated me throughout the majority of the run because I was so excited for it to save time and break the game down more. I had a pleasure TASing this once more. Looking into the future, I plan to work on both Paper Mario 64 and Super Paper Mario after I work with community members to finalize a route.

Almo, Andrick, Zeph, Nathanisbored, Cronikeys, Dsydude - Routing, glitch-hunting, etc. TiWill14 - Finding Ultra Hammer Early CoolKirby - Feedback, past help with the run Whoever encodes this run - Have fun with that Dolphin Developers - Continuously improving emulation and allowing for this TAS to happen Nintendo and Intelligent Systems - For making a great game Flavio - For being awesome: Sorry for the delay, long run plus difficult to sync does not make a good judging combination. So you switched to a slightly more difficult version of the game, and you ended up surpassing the previous run by quite a few minutes. Aside from an annoying segment, feedback on this run has been very good.

Good job, accepting as improvement to existing run.: Publishing. Similar submissions (by title and categories where applicable):.

-This movie has been obsoleted! Click to see the movie that obsoleted it. Paper Mario: The Thousand-Year Door is an RPG made by Nintendo and is the second game in the Paper Mario series following for the Nintendo 64. It incorporates a world made of paper and turn-based battles, much like its predecessor. In it, Peach asks Mario to help find a treasure hidden in Rogueport. When he arrives, she is missing as usual, and he must collect 7 Crystal Stars to save her and open the Thousand-Year Door to collect the treasure. In this run, Malleoz improves the by 36 minutes and 42.483 seconds with new glitches, notably Ultra Hammer Early, and various route changes.

For more details, we recommend reading the. The author's commentary is available as soft subtitles in all encodes.