Post subject: Paper Mario: The Thousand Year Door
Joined: 5/30/2007
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Assuming in the late future, emulation improves, and even that game becomes an outdated legend, I was wondering what people knew about this game when aiming for the fastest time possible is the goal. After all, this is my most favorite RPG. It has a lot of unique techniques and enhancements, the option of a No-Damage run, and a great storyline to boot (which would unfortunately be skimmed through very briefly in a speedrun). In particular, I don't know of any real glitches in this game, particularly not the abusable kind. And what would be the optimal badges to use? In particular, is quick change, an incredible badge in normal play, worth it in a speedrun? What star pieces should be collected, etc, etc?
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http://speeddemosarchive.com/PaperMarioTTYD.html This is the unassisted Speedrun, and some techniques are explained there.
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Since my question relates to this game, I'll ask it here: Assumming a TASer mainipulates the appearance of an Amazy Dazy(To level up), I wonder would this be faster than to run thru the game at a low level?
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My thought is if you can't beat a boss no matter what you do, then my theory is level up.
Editor, Expert player (2331)
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jlun2 wrote:
Since my question relates to this game, I'll ask it here: Assumming a TASer mainipulates the appearance of an Amazy Dazy(To level up), I wonder would this be faster than to run thru the game at a low level?
Maybe manipulate a few on the way to the mansion and back, I don't know... Have you watched the SDA run (I only did partially)? The player only boosts attack points after each level-up, so he can defeat bosses with a repeated jump which does 10, 9, 8 , 7, ... damage. (Haven't played the game in years)
N._Harmonik
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MUGG wrote:
jlun2 wrote:
Since my question relates to this game, I'll ask it here: Assumming a TASer mainipulates the appearance of an Amazy Dazy(To level up), I wonder would this be faster than to run thru the game at a low level?
Maybe manipulate a few on the way to the mansion and back, I don't know... Have you watched the SDA run (I only did partially)? The player only boosts attack points after each level-up, so he can defeat bosses with a repeated jump which does 10, 9, 8 , 7, ... damage. (Haven't played the game in years)
You don't boost Attack Points after leveling up, you boost either Heart Points, Flower Points or Badge Points.
Why, oh, why do I even <i>try</i> to understand my own species?
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Joined: 4/16/2004
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Location: Finland
I really don't think killing Amazy Dayzees is worth it. Even in the unassisted run he has no problems with bosses and with this game I think tools really make a difference since there is so much the player can control. Is there a specific fight you're thinking that could benefit from more levels?
Editor, Expert player (2331)
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hmm, then he boosts badge points and invests in charge badges? lol, I need to watch the run and play the game more
Joined: 5/9/2005
Posts: 752
Mark Wong on SDA Author comments for PMTTYD wrote:
I upgrade FP each time except after the first Shadow Sirens fight, both times in Glitzville and from Chet Rippo.
The main strat used in the Run is the 'Danger Mario' strat. There are badges that raise Marios Attack damage by one and five, when Marios health is at/below five and one respectivly. (ie when Marios health is in 'Danger' range or 'Peril' range.) The badges stack with each other, and with multiple copies of themselves. So Mario spends the game at 1hp as much as possible, and survives by killing enemies before they can act or performing perfect guards. As for improving the SDA run, manipulation of the 'Mystery' item is a possibilty. (Mystery randomly picks the effects of of a small pool of other items when used in battle.) One such example is a free 'Mystery' in a bush in Petalburg feilds. It can be used as a Shooting Star which easilly kills the Red Bones and her 4 Dry Bones friends soon after picking it up in Hooktail Castle.
Joined: 6/27/2009
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Location: Zebulon, NC
I'd actually recommend manipulating a thunder rage, because the Red bones has 5 health, and the thunder rage has a considerably shorter animation.
Nothing to be found here.
Joined: 11/21/2006
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Rhien wrote:
I'd actually recommend manipulating a thunder rage, because the Red bones has 5 health, and the thunder rage has a considerably shorter animation.
Mystery is insanely slow, so it'd actually be faster to just use a Fire Flower and finish Red Bones with a Power Smash.
Joined: 4/29/2005
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The only thing the new Thousand Year Door Speed RUn doesn't do, is speed up by jumping through the backgrounds. I mean, it's been proven that jumping in the foreground doesn't do squat, but jumping is visibly faster in the background.
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I think I'll TAS this game. I've already started planning the route. Though I have some questions that hopefully someone can answer: First of all, I've never used the Mystery item, although Miles says it's "insanely slow". Would it really be worth it to use that to manipulate a Thunder Rage to use on Red Bones, or should I stick with Miles' idea and use a Fire Flower and Power Smash? Second, the speedrunner on SDA says that he needs to be at Level 8 or higher by Riverside Station to instantly kill the Goombas there. I noticed the speedrunner went into battle with some Crazy Dayzees but ran away. To get the Star Points needed, should I manipulate an Amazy Dayzee so I don't need to battle other enemies on the way to Riverside Station? Finally, I noticed the speedrun on SDA does Frankie's trouble and gets a Gold Card. Why does the speedrunner do this if he never needs to play the Tube Parlor Game? It seems like it just wastes time.
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CoolKirby wrote:
Finally, I noticed the speedrun on SDA does Frankie's trouble and gets a Gold Card. Why does the speedrunner do this if he never needs to play the Tube Parlor Game? It seems like it just wastes time.
I think it also enables you to purchase power rush from the parlor.
Joined: 11/21/2006
Posts: 94
CoolKirby wrote:
First of all, I've never used the Mystery item, although Miles says it's "insanely slow". Would it really be worth it to use that to manipulate a Thunder Rage to use on Red Bones, or should I stick with Miles' idea and use a Fire Flower and Power Smash?
Mystery is slower for that fight.
Second, the speedrunner on SDA says that he needs to be at Level 8 or higher by Riverside Station to instantly kill the Goombas there. I noticed the speedrunner went into battle with some Crazy Dayzees but ran away. To get the Star Points needed, should I manipulate an Amazy Dayzee so I don't need to battle other enemies on the way to Riverside Station?
In the (real-time speedrun) route I made I don't go into any unnecessary fights and still end up at level 8 beforehand.
Finally, I noticed the speedrun on SDA does Frankie's trouble and gets a Gold Card. Why does the speedrunner do this if he never needs to play the Tube Parlor Game? It seems like it just wastes time.
See above.
Joined: 4/29/2005
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Would be nice to see both any% and 100% runs for this game, as well as the first game. :3
TheKDX7
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What objectives has to be to make the 100%?
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100% for most RPGs is so hard to quantify. For Paper Mario TTYD, there wouldn't be a whole lot differentiating "beat the game" and "beat the game while also collecting everything"... especially with the Pianta Parlor offering unlimited purchase of some badges. I would assume 100% to entail the following, at least: -All Star Pieces collected and traded for items. -Trouble Center completed. -All optional badges collected, including Return Postage from the bottom of the Pit of 100 Trials. -All Shine Sprites collected and used to upgrade all party members to Ultra Rank. Possibility to also entail the following: -Tattle Log completed. Can be shortcutted, as you can skip using it on bosses/one-shot enemies and just check the trash in Frankly's house... which, of course, is much much quicker. -Cooking Log completed. -Mario at maximum level. -High scores in all Pianta Parlor games. ...Personally, I'd find these differences far too negligible and insubstantial to warrant a separate run. Virtually everything additional would be tedious to both perform and watch.
First a movie gets submitted, and ends up accepted despite breaking rules other runs have been rejected for. And when I vote less than spectacularly on this movie, I become the victim of harassment and threats. Yay, favoritism.
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Miles wrote:
In the (real-time speedrun) route I made I don't go into any unnecessary fights and still end up at level 8 beforehand.
Wow, that's a really helpful worksheet! I can't believe I didn't search for an SDA forum topic on this game before. The "improvement" topic has a lot of useful information (including this worksheet, of course). I'm still reading it, but I noticed that you (Miles) said that to "Waste turns by swapping partners" is faster. Could you explain this?
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If you want to do nothing on a turn, switching your partner is faster than guarding or appealing.
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That makes sense. I read through the whole Chapter 1 page of the worksheet and it looks like a brilliant route. Though, I have two more questions about the route: First, (Miles), what was the Gate Handle trick that qwerty1605 found in the SDA forum? Second, (anyone), would it be slower to get a Turtley Leaf (like the SDA run and vatipaa's runs do) than to manipulate 3 FP from the Sun Stone Fuzzies (line 78)?
TheKDX7
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Manipulate 3 FP is faster than to set the koopa leaf.
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I would think all of those above except for the high scores in the Pianta Parlor and Mario at Maximum level. Other than those two, everything else likely.
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THE GRAPHICAL PROBLEMS HAVE BEEN FIXED! The X-Nauts and more importantly, the Punies, are visible! Pipe animations and paper animations all look perfect! Finally the run won't be annoying to watch anymore (which it would have been with the graphical glitches in previous revisions)! I'll redo the run on this new revision once I finish up some schoolwork. The revision is the latest Dolphin from 6.5 hours ago, 3.0-188: 32-bit (x86) download 64-bit (x64) download
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Nice! By the way, I noticed something small in this game the last time I played that might save time. If you go to the menu at the same time you enter a cutscene that starts with Mario walking to a certain spot (like the first cutscene after gaining control, meeting Goombella), after closing the menu Mario just appears at the spot, skipping walking there. Also, here's a vid of some small glitches me and Kazooie found. None of it has been tested in a frame-precise environment, so who knows if something good could still come out of 'em. Buffering entering a pipe was something especially interesting to us. http://www.youtube.com/watch?v=hZi-Rak9qUY