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The sequel to Paper Mario was released in October 2004. Mario journeys to Rogueport after Peach writes him a letter, including a treasure map she bought. When Mario arrives, Peach is nowhere to be found. Mario soon makes friends and learns about the ancient town buried under Rougeport and the crystal stars required to open the mysterious 1000 year-old door.

 

Timing note: Runs are timed manually since you could theoretically do a Single-segment run that never reveals the game's timer. It's accurate though, so the listed time is probably the game's timer if you save after the credits, minus two minutes for the opening and 12 minutes for the ending.

Best time: 7:11 by James 'Brown Bomber' Bunkley on 2005-06-24, done in 16 segments.

Quality note: Parts 10 and 12 have some ~30 second portions of bad quality due to damaged source tape.

Author's comments:

Hey. This is my first speed run, and I decided to do it on Paper Mario: The Thousand-Year Door. I'm probably crazy for picking such a long game as my first game to speed run; however, I really like this game, and I wanted to run it. When I decided to speed run this game, I thought, "All right, I'll try to beat it in five hours or less." LOL... I was really off on my estimate. Eventually, after playing through this game several times, I found I couldn't get it under seven hours. I was depressed; however, there was a lot of interest for this game, so I decided to run it anyway. Most people consider this a short RPG. So, some people may wonder why it took more than seven hours to complete this game? There's a ton of dialogue in the game: I estimate about a third of the game is made of dialogue. Plus, there are a lot of repetitive tasks; for example, you have to run back and forth between areas several times. During the run, I increase my FP three times, and put the rest of my stat increases in BP. I need to lower my HP to 5 to run a Danger Mario strategy, so I'm at base HP throughout most of the game. Usually, this isn't a problem, as I don't take a lot of hits. I'll try to list comments for each of the sections.

Prologue:
-When I made this run, I believed that jumping was a little faster than normal running. So, until I get Yoshi, I jump everywhere. However, when I timed running vs. jumping after the run, they were about the same time. So, I encourage future runners of this game to run so that viewers won't be annoyed by the noises Mario makes while he's jumping. ;)
-I try to use Stylish moves whenever possible, so that the video will be more appealing.
-You'll notice that I go through the first part of Mario and Toadsworth's conversation slowly. If you finish the conversation before the scene in the background with the Piantas and the Robbos end, you'll have to wait until the background scene ends before Toadsworth talks again. I figure it's faster to get through the conversation slowly until the background scene ends.
-I spend all of my money on Fright Masks at the Item Shop. Radix indirectly gave me the idea of using Fright Masks in his commentary on his Pit of 100 Trials run on archive.org; he said he used Fright Masks on random enemies to stay at a low level. I tried this for myself, and found that Fright Masks worked on almost every random enemy I encountered. I rely on Fright Masks for most of the Glitz Pit.

Chapter 1:
-After hitting the switch in the background, I stay on the pipe for a couple of seconds longer than I should have; I was distracted due to problems with the TV (don't worry, it doesn't affect the quality of the run).
-I shouldn't have used the Fire Flower on the first set of Fuzzies; I should have used Fright Mask instead. However, this does help me level up quicker.
-I grab a Life Shroom off a ledge in Hooktail's Castle with Koops's shell; in my opinion, it's a pretty cool trick. Unfortunately, I don't have the Life Shroom when I need it.

Intermission:
-I upgrade Goombella here; she and Yoshi are the only characters that I upgrade during the run.

Chapter 2:
-I was a little worried about the fight against the Shadow Sirens. I devised a plan to take out the Sirens in two turns; I get them to 7-8 HP during the first turn, then use Earth Tremor for 5-6 damage. If Earth Tremor does 5 damage, I use Fire Flower to finish them; if Earth Tremor does 6 damage, I use Koops's Power Shell to finish them. Since I used up my Fire Flower against the Fuzzies, I had to max out Earth Tremor to take out the Sirens in two turns. Fortunately, I max out Earth Tremor.
-I discovered a glitch with the Punies that I dubbed the "Puni Glitch"; however, I don't exploit it during this run. After the Punies from the blue cage join your party and you go to the level below the cages, you can jump off the ledge and into the pipe below quickly so that the number of Punies in the Puni counter doesn't change. After you emerge from the pipe, the number of Punies on the timer will follow you out of the pipe, even though the Punies didn't jump off the ledge. I didn't use this glitch in this run since I wasn't sure if I could pull it off consistently; I had only pulled it off once before the run. After trying the glitch after the run, I found that it wasn't hard to pull off; I wish I could've done it, as it would have saved about 30 seconds.

Chapter 3:
-This is the section of the run that I think people will be the most interested in. Normally, this is my favorite chapter; however, it's my least favorite chapter during a speed run. First, you have to face almost every enemy in this chapter - you have to face all of the enemies in the tournament (plus, you have to face the Armored Harriers twice, since you can't defeat them the first time you fight them), then you have to face Macho Grubba, for a total of 23 battles. Plus, I lose against Hamma, Blamma, and Flare the first time I fight them due to some poor guarding, so I have to face 24 battles. Secondly, the conditions are set at random, so they can screw up your progress. For example, during practice runs, I had to get damaged by Craw-Daddy five times! For most of the battles, I use Fright Masks, as they work on every enemy except the Armored Harriers, Craw-Daddy, Rawk Hawk, and Macho Grubba. I fight enemies that I can defeat in one turn normally to gain experience.
-When I have to perform a special move against the Tiny Spinies, I mess up on Earth Tremor intentionally to save time.
-Yes, I die against Hamma, Blamma, and Flare. I have to appeal three times, and I fail to have Mario guard a couple of times. Unfortunately, Mario only has 10 HP, so he dies quickly. :( I shouldn't have stored my Life Shroom... Fortunately, I defeat Hamma, Blamma, and Flare the next time I fight them.
-The fight against Macho Grubba is the most stressing fight in the run. If I don't paralyze him with Clock Out, then he can increase his Defense or make himself dodgy to prolong the battle, or he can increase his Attack to do massive damage to Mario or his partner. After Macho Grubba activated his ability to attack twice per turn, I used Clock Out on him, hoping that it would work; unfortunately, it failed. Fortunately, Grubba increased his Attack and attacked Goombella, so Mario wasn't in danger of dying. I used Clock Out again later in the battle; fortunately, it worked, and the battle was easy from there.

Intermission:
-I upgrade Yoshi; I need him to perform five attacks later in the game.

Chapter 4:
-Before I leave for Twilight Town, I give Ratooey 200 coins so I can get 600 coins to pay for Power Rush badges later in the run. I had to restart my segment of Chapter 4 since I forgot to give Ratooey the coins the first time. :(
-This chapter is pretty straightforward; unfortunately, you have to do a lot of repetitive tasks (such as running back and forth between Twilight Town and Creepy Steeple).
-Feel free to laugh as I misspell Doopliss's name several times; fortunately, I input the correct name.

Intermission:
-If you talk to Frankly before you talk to Bobbery, you only have to talk to Bobbery once before getting the letter from Podley. I forgot about this, and lost a few seconds here.

Chapter 5:
-Honestly, I thought this was my sloppiest chapter. It embarrasses me to see some of my mistakes. : (
-I get the Courage Shell so I can sell it, as I didn't think I would have enough money to pay to heal. As it turned out, I didn't need the Courage Shell after all.
-In Keehaul Key, I mess up the jump from the ship to the pipe twice; I thought it was pretty sloppy.
-I thought my fights against Cortez and Crump went well.

Chapter 6:
-I buy a lot of Boo's Sheets here, as I'll need them for later in the run.
-If you ride on Yoshi through the Smorgs, your movement won't be hindered by the Smorgs. I found this out during this run.
-At Poshley Sanctum, I make my way to the top of the sanctum, feeling confident; then I fall off the top airplane panel to the bottom level. :( I lose about 30 seconds here.

Intermission:
-Here, I use the "Danger Mario" set-up. First, I lower Mario's HP to 5 with Chet Rippo, so that Mario's in Danger all of the time. Then, I buy seven Power Rush from the Pianta Parlor and one Power Rush from the Howz of Badges, and equip all eight Power Rush badges to Mario. Since he's always in Danger, the Power Rush badges are always active, increasing his Attack by 16! This allows me to kill almost any enemy in one hit with five Power Bounces. If I don't win a battle in one turn, I use Boo's Sheets to hide Mario; if he's hit, he's probably going to die. I could super guard the attacks, but using Boo's Sheets to protect Mario is a safer method.

Chapter 7:
-I HATE GENERAL WHITE.
-It's pretty cool killing Magnus 2.0 with one Power Bounce. : )

Chapter 8-Ending:
-Again, this is a pretty straightforward chapter. Nothing really worth noting.

I hope you enjoy the run! :)

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