Game Overview:

Paper Mario: The Thousand-Year Door is an RPG developed by Intelligent Systems. The Thousand-Year Door is the second game in the Paper Mario series following Paper Mario, and is part of the larger Mario franchise. In the game, when Mario and Princess Peach get involved in the search for a mystic treasure that holds great fortune, Peach is kidnapped by an alien group called the X-Nauts; Mario sets out to find the treasure and save the princess.
This is the first recorded TAS of the category "All Crystal Stars" and manages to achieve a time under the 3 hour mark, which is over half an hour faster than the current RTA WR set by SwayNC on 01/21/2021.

Syncing:

  • Emulator used: Dolphin 5.0 LUA Core
  • Idle Skipping off
  • Dual Core off
  • DSP LLE audio recompiler
  • Memory Card in Slot A
  • Uses OpenGL
  • 6x Native internal resolution
  • No Anti-Aliasing
  • 1x Anisotropic Filtering
  • Enable MMU under game properties

Objectives:

  • Obtain all seven of the games "Crystal Stars" as fast as possible
  • RNG manipulation
  • Sequence breaking
  • Taking damage to save time
  • Abusing save files
  • Abusing the item system
  • Abusing programming errors several times
I use the Japanese ISO with the MD5 checksum: bec52fb8c1912bc6f8014801b6281422

Highlighted Glitches and Skips of "All Crystal Stars"

Blue Key Skip "EVT Overflow" (Discovered by SolidifiedGaming):

RTA demonstration of "Blue Key Skip"
In Chapter 2 there are 2 cages which each contain a set of Punies, the Red Cage contains the Puny Elder which is opened near the start of the chapter to have 10 Punies join Mario's party, and the Blue Cage which contains another 90 Punies. In order to acquire the Blue Cage Key we must traverse further into the Great Tree and solve a couple puzzles, then go back to the cages and free the 90 Punies. However, there is a glitch that we can do to open the Blue Cage without needing the key. Using an "EVT overflow", we can essentially trick the game into setting our EVT (event) sequence to when the door unlocks, so if I mash A when unpausing to activate the keyhole unlock cutscene, the game will let me open the door without the use of a key, saving a couple minutes. (read description on the video above for a detailed explanation on "EVT overflow", and how it's applied for this glitch)

Bookcase Jump:

Bookcase Jump is a sequence break in Glitzville that allows me to skip the majority of Chapter 3. Later in the chapter, there is a cutscene that occurs by entering Grubba's office through an air vent, setting the game's sequence to right before the chapter's boss fight. By denying Grubba's offer to sign up for the Glitzville tournament at the beginning of the chapter, Mario is able to move around Grubba's office freely. With that, I am able to make a precise jump up the bookcase, walk through and into the air vent, triggering the end of the chapter and effectively skipping all of the minor and major league battles, which saves a substantial amount of time.

Vivian Skip (Discovered by SolidifiedGaming):

RTA demonstration of "Vivian Skip"
In Chapter 4, Mario runs into a suspicious character named Doopliss at Creepy Steeple. Mario manages to beat him, but gets his body stolen mid fight, and now Mario's party is with this "fake" Mario, who is actually Doopliss. Mario is now just a purple shadow with no name, he ends up going back to Twilight Town and meets one of the Shadow Sirens; Vivian. She ends up joining Mario's party, and you use her ability to get past a few puzzles back at Creepy Steeple in order to progress the chapter further. This requires a fair amount of backtracking, and takes up a large chunk of time. However, SolidifiedGaming found a way to completely skip acquiring Vivian. In the video, you'll see that we can use a Super Jump to trigger the Doopliss cutscene while still being able to move around, this allows for some interesting cutscene interactions after the fight. But first, I need to obtain Jump Storage. By saving and copying the file back at Flurrie's House in Chapter 2, I'm able to use the Flurrie cutscene in order to acquire Jump Storage. Following that, I proceed to get a game over and that will allow me to carry over the Jump Storage state into the main Chapter 4 file. I then use a Super Jump to trigger the Doopliss cutscene and initiate the fight. Afterwards, I'm able to move around the room freely, this allows me to leave the room between when Mario's partners are taken from the menu, and the partner we have out is removed. With this newly obtained "fake partner" I can keep them out to do the previously mentioned puzzle at Creepy Steeple that normally requires Vivian by using a Double Jump to get past the door. I can then proceed through the chapter as normal until right before Doopliss 2, otherwise having a partner out other than Vivian will cause the game to crash. I first need to save and reload to remove them before Doopliss 2 since the partner will only be kept out on reload if we have them in our menu. As I trigger the cutscene, the game sets my sequence and puts Vivian in my party. This glitch skips talking to Vivian and her joining our party, as well as 1 full trip through the forest, saving around 3 minutes. In actuality, this trick saves about 5 minutes in Chapter 4 alone, but we have to take into account the time it takes to save and copy the file back in Chapter 2. As well as the 2 reloads that are required for the trick to work.

Various Chapter 5 Timesavers:

Bobbery Early:
By Goombella buffering through a loading zone, I am able to traverse around the back seam of the room and fall down 1,000 units to where a couple enemies are stored. After the fight, the game now sets my sequence to a Chapter 5 State, skipping all of the Pre-Chapter 5 setup saving several minutes.
Pirate's Grotto Early:
By using Yoshi right as I grab an item, I'm able to obtain Jump Storage. I can then Super Jump over an invisible wall and use Bobbery to blow up a portion of the grotto entrance from out of bounds, and skip a couple trips to and from the camp site, as well as a puzzle, saving a couple minutes.
Lord Crump Skip:
By using a Super Jump to access a normally inaccessible loading zone, I am effectively able to skip the entire ending sequence of Chapter 5. This includes the Lord Crump fight, the Peach and Bowser intermissions, a trip to the Thousand-Year Door, and all the cutscenes in this sequence, saving several minutes.

Ultra Boots Skip & Star Shot (Discovered by Sjorec):

RTA demonstration of "Star Shot"
In Chapter 6, Mario is normally required to have the Ultra Boots in order to get the Garnet Star and complete the chapter. However, we don't have the Ultra Boots, which refrains us from completing the chapter. That's where "Ultra Boots Skip" comes in. First, I get Jump Storage using Yoshi from a nearby Inn Coupon item, then I do a Super Jump up to the blue switch at the top of Poshley Sanctum. I have now negated the need for Ultra Boots and I have full access to the Garnet Star. But there is still one more glitch I can do to skip the normally required Peach and Bowser intermissions, as well as a trip to the Thousand-Year Door, the "Star Shot". I first encounter an enemy and manipulate an item drop, then I use that item to get text storage and encounter another enemy, allowing me to move around with a textbox. I can then swap to Yoshi and use the item again to get Jump Storage, do a Super Jump up to the left edge of the sanctum, swap to Koops, shoot Koops towards the Garnet Star and close the textbox at the same time. This effectively allows me to grab the Garnet Star in an unintended way with Koops, which ultimately avoids setting the flag which tells the game that I've finished Chapter 6. This set of tricks skips getting the train ticket, doing the train mission, completing Riverside Station and the Smorg boss fight, saving a substantial amount of time.

Comments:

There are a few things I'd like to mention. Firstly, this TAS was made solely by myself with no outside help (other than the discoveries of these glitches) and was just a fun little project that I wanted to do based on my own research and knowledge of the game. Secondly, this route is likely not the most optimal TAS route, what I do is heavily based on the RTA route just with some minor adjustments for things only a TAS can realistically achieve, like manipulating item and badge drops from enemies. Thirdly, there are a couple improvements that have come to my attention that can be made in certain areas of the game. Fence Skip to avoid talking to Frankly in the prologue. Kroop Skip in Petal Burg (which was discovered about a month ago, as I was nearing the end of the TAS). A faster method for Blue Key Skip in Chapter 2. Performing a Super Jump to get the Steeple Key early in Chapter 4, and so on. Overall, I am happy with the outcome of this TAS and I enjoyed creating it, and depending on the general reception of this TAS, as well as my motivation, I may or may not make an updated one in the future.

Memory: Claiming for judging.
Memory: Thanks CasualPokePlayer for confirming sync.
So it was fine to not do those couple of skips, but they should be incorporated into a future TAS.
As this is not really a 100% TAS, it can be accepted into alternative. The TAS was fun with various skips and tricks. The TAS received good votes but not a lot of dedicated feedback to entertainment.
Accepting to alternative as a new branch.
fsvgm777: CasualPokePlayer is going to provide me the lossless dump for this movie. Once I have it, I will start processing it. This is going to take a while.


TASVideoAgent
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Fortranm
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Wonderful to see a TAS with this goal at last. Easy Yes vote. Some questions: 1. Why is the Fence Skip (used since #6509: Malleoz's GC Paper Mario: The Thousand-Year Door in 2:00:58.23) not done? 2. Why is the US/PAL version not used for Goomba Trio Skip (used in #6802: Malleoz's GC Paper Mario: The Thousand-Year Door in 1:47:09.03)? 3. I remember watching a video about the glitch used to break a lock in Ch.2 and how it can be used to perform credit warp a while ago. Is the specific application of the glitch in this movie different from the type that can be used to do credit warp? 4. Why is Clip Blimp Ticket Skip not done? Is it actually faster to do things in the intended way up to the start of Ch.3 if the second Crystal Star is acquired? 5, Would it be possibly faster to use Jump Storage in the mansion main hall in Ch.4 to get the key and then to the saving point instead of freeing the Boos? 6. What if you break into the room with the letter and the key before fighting Doopliss for the first time, so that you can open the box with the Boos along the way as well? Or does that set the story progression irreversibly to a later point? 7. What is the reason that you traversed to a certain room in Ch.5 before entering the boss place from the back? 8. In the room at the 2:33:45 mark, would it be possibly faster to some get Jump Storage use it?
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Joined: 1/23/2022
Posts: 4
Fortranm wrote:
Wonderful to see a TAS with this goal at last. Easy Yes vote. Some questions: 1. Why is the Fence Skip (used since #6509: Malleoz's GC Paper Mario: The Thousand-Year Door in 2:00:58.23) not done? 2. Why is the US/PAL version not used for Goomba Trio Skip (used in #6802: Malleoz's GC Paper Mario: The Thousand-Year Door in 1:47:09.03)? 3. I remember watching a video about the glitch used to break a lock in Ch.2 and how it can be used to perform credit warp a while ago. Is the specific application of the glitch in this movie different from the type that can be used to do credit warp? 4. Why is Clip Blimp Ticket Skip not done? Is it actually faster to do things in the intended way up to the start of Ch.3 if the second Crystal Star is acquired? 5, Would it be possibly faster to use Jump Storage in the mansion main hall in Ch.4 to get the key and then to the saving point instead of freeing the Boos? 6. What if you break into the room with the letter and the key before fighting Doopliss for the first time, so that you can open the box with the Boos along the way as well? Or does that set the story progression irreversibly to a later point? 7. What is the reason that you traversed to a certain room in Ch.5 before entering the boss place from the back? 8. In the room at the 2:33:45 mark, would it be possibly faster to some get Jump Storage use it?
Hello, thank you for taking an interest in my first TAS. To answer your questions: 1. Honestly, because I couldn't be bothered to figure it out or ask for help (pathetic, I know). It's a very complex glitch that I just don't understand. And since this is the first TAS of "All Crystal Stars" I wasn't bothered by not figuring out a trick that doesn't even save 60 seconds. I see it as free timesave for a potential updated "All Crystal Stars" TAS in the future. 2. In "All Crystal Stars" since its a longer category, there are naturally more textboxes to scroll through, meaning the fewer textboxes compared to US/PAL, as well as a couple JPN exclusive tricks used in the run add up to be faster than performing GTS. 3. No, it's not different. It's the same technique used in CW. 4. Yes, it's faster to do things the intended way. Since we are required to grab the Emerald Star in Ch.2, we're already set to get the Blimp Ticket. Unlike in Any% where we set our sequence to a Ch.7 state in order to skip all the puzzles in Ch.2 up to getting the Super Boots, which then sets our sequence back to Ch.2 allowing us to enter Ch.6 to read the note on the door and set our sequence, then grab the Garnet Star, and perform BTS after the Peach and Bowser intermissions, which we are required to do in order to correctly set up BTS. Meaning the "Star Shot" glitch, which saves several minutes over doing the Peach and Bowser intermissions, would not be in the run. Overall, BTS would lose quite a bit of time in this category. 5. I didn't think about this, but I'm pretty confident it doesn't save time, at least not doing a Super Jump for both. Doing a Super Jump up to just the key might be faster, considering it sets our sequence past the point of freeing the boos, meaning we would skip freeing them, talking to the boo, and we'd only be hitting the switch for the stairs 1 time instead of 3. Doing 2 Super Jumps would definitely lose time, because reloading the saves in order to get Jump Storage simply takes too much time however, doing 1 Super Jump would probably save a few seconds at most. Nice catch. 6. This doesn't work for a big reason. Grabbing the letter sets an irreversible sequence to right before entering Doopliss' name and doesn't set the flag that gets rid of our partners, meaning we can't save and reload to get rid of our partner right before fighting Doopliss 2 which is an issue because if we have any partner out except Vivian then the game will softlock, preventing further progress. 7. Entering the wave room sets our sequence to right after getting the Boat Curse and before the Cortez fight. If we were to enter the Grotto from the backside into the plane panel room without setting our sequence, the Toad cutscene wouldn't play and we'd be softlocked in that room. 8. In order to perform a Super Jump, Mario needs to gain Y velocity by walking up a slope or a step, and the only steps in said room are too high up for Mario to reach without jumping, which would get rid of Jump Storage.
Fortranm
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Reya wrote:
3. No, it's not different. It's the same technique used in CW.
What's special about this specific application that it's not used for anything else in the run?
Reya wrote:
6. This doesn't work for a big reason. Grabbing the letter sets an irreversible sequence to right before entering Doopliss' name and doesn't set the flag that gets rid of our partners, meaning we can't save and reload to get rid of our partner right before fighting Doopliss 2 which is an issue because if we have any partner out except Vivian then the game will softlock, preventing further progress.
What if you only unlock the door from the room with the letter and proceed to free the Boos on the right and fight Doopliss for the first time so that you can return to the room with the letter from the right side later instead? Does unlocking that door early ultimately cause the same softlock?
Player (96)
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Fortranm wrote:
What's special about this specific application that it's not used for anything else in the run?
There are no other practical uses for this glitch to my knowledge, and if there are then they probably don't save time considering you have to sit in the pause menu for awhile for the glitch to work. It saves time here because it negates the need to traverse the Great Tree further and complete a couple puzzles in order to get the Blue Key, then go back up and open the Blue Cage, which is ultimately slower than doing the glitch. I have updated my submission to include this glitch under the "Highlights" portion of the post.
Fortranm wrote:
What if you only unlock the door from the room with the letter and proceed to free the Boos on the right and fight Doopliss for the first time so that you can return to the room with the letter from the right side later instead? Does unlocking that door early ultimately cause the same softlock?
I should've been more clear here, falling down to the corridor right before the chest room sets the sequence (you can see that Mario goes into his shadow form between rooms), so there's no way to enter that room without being in a post-Doopliss 1 state. And I can't grab the Steeple Key in the main room or open the chest containing the Boos to reverse the sequence to pre-Doopliss 1, as the key vanishes after entering a post-Doopliss 1 state, and the chest is already opened as well.
Fortranm
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Speaking of Kroop Skip, is it possible to skip the gate in Ch.4 via Jump Storage in a similar manner?
Player (96)
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Fortranm wrote:
Speaking of Kroop Skip, is it possible to skip the gate in Ch.4 via Jump Storage in a similar manner?
It might be possible to Super Jump over and even if it is, there is no fast method of getting Jump Storage other than using the Gate cutscene trigger, so it wouldn't save any time.
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Nice surprise to see TTYD on the Workbench again. Thanks for that. And the route is an enjoyable throwback to the early TASes of this game. "What ticking?" -Malleo Reasonably optimized, especially for your first. I think for a run of this length, it's okay not to have Fence or Kroop Skip, but an updated run should include them. It's up to the judge to decide, though. I have a few questions: 1. Once you start the second timer in Ch. 2, why do you exit the room and come back? Is it to cancel a stored jump? 2. Why is Poshley Sanctum already unlocked after you beat Cortez? Does it have to do with the game state/Ultra Hammer Early?
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CoolKirby wrote:
I have a few questions: 1. Once you start the second timer in Ch. 2, why do you exit the room and come back? Is it to cancel a stored jump? 2. Why is Poshley Sanctum already unlocked after you beat Cortez? Does it have to do with the game state/Ultra Hammer Early?
1. No, it's to reset Mario's state. When Mario enters the room, the cutscene activates while he is exiting the pipe, this puts him and the active partner in to a very glitchy state. In this state, if Mario were to jump, he would clip straight through the floor, and if he attempts to enter the pipe, the game will softlock. I don't know what causes this but it probably could've been avoided by taking the Punies with me, since the reason the cutscene activates later than it normally would in an RTA run, is because Punio appeared with us during the Jabbi cutscene, so he had to run back to the panel. If I had brought the Punies with me to the Jabbi hive, then it probably could've been avoided. I didn't go back to fix it due to sheer laziness. 2. Reading the note on the Sanctum door activates the cutscene with Pennington, regardless of what state the game is in, and effectively sets the state to the end of Ch.6
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I can confirm sync:
Post subject: Movie published
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [5085] GC Paper Mario: The Thousand-Year Door "All Crystal Stars" by Reya in 2:56:47.87