This page serves as a collection of useful information for Paper Mario: The Thousand-Year Door (NTSC).

RAM Addresses

All float values are Big Endian. GameCube RAM Addresses start at 0x80000000.
OffsetNameValue Type
0x008C6504X-PositionFloat
0x008C6508Y-PositionFloat
0x008C650CZ-PositionFloat
0x00B079CCSpeed (X and Z)*Float
0x0041E3C0RNG4 Bytes
*Does not apply to contact with other objects. Walking into a wall will give a speed value greater than 0.

RNG

Random Number Generator is the basis of many key characteristics of this game. The chance of an item affecting an opponent in a battle is an example of this. RNG can be manipulated in many ways. Jumping will advance RNG once, so depending on how high you jump and how frequent you jump, RNG can have many variations in one area. Wasting frames will also alter RNG; wasting frames in different places will change RNG also. Moving in different directions will alter this too, which can be manipulated to avoid enemies spawning in bad spots.

Tricks and Glitches

Speed Values

Mario's speed while walking on the X-axis is 2.25 units per frame. Z-axis movement is always 1.19 times faster than X-axis speed for any given character, meaning that Mario's speed while walking on the Z-axis is 2.6775 units per frame. Peach and Bowser's X-axis speed is 2 and Z-axis speed is 2.38. Yoshi's X-axis speed is 3.375 while his Z-axis speed is 4.01625, meaning that Yoshi is 50% faster than Mario.

Speed Swap Glitch

There are several ways to maintain the Z-axis speed while walking on the X-axis. This can be done because (in most cases) it takes 1 extra frame to update to the correct speed. Which method you use depends on whether or not you're capable of jumping.

This glitch does not work while riding Yoshi. For some reason, the game is better at updating Yoshi's speed than that of Mario, Peach, or Bowser.

Running through NPCs

By jumping precisely into an NPC, Mario will get trapped inside them. If he keeps moving in the same direction, he will be ejected at more than double his walking speed. Unfortunately, this speed boost cannot be stored with the Speed Swap Glitch, so this is currently useless.

Red Bones Battle Early

Jumping 1 frame after pressing A next to Red Bones will cause Mario to jump in the air while the cutscene starts. When Mario gets pushed back by the Dull Bones, he will jump into the air right before Koops talks. When Koops finishes, Mario will immediately enter the Red Bones battle. This has something to do with the game storing Mario's position when he jumped.

Chapter 1 Staircase Flip Skip

By having Koops hit the yellow block switch while Mario is on it and riding the block up, then making a fairly precise jump over to the platform on the left, walking to the left (and jumping over the Star Piece) and then jumping down to the key, you can unlock the door without ever needing to flip the staircase.

Goombella Buffering

There is a 4 frame delay between pressing X to activate Goombella's ability and when her speech bubble actually starts to come up. Moving on the last frame of the delay ignores all loading zones. Repeatedly doing this last frame movement will allow Mario to bypass any loading zone, such as open doorways into a new area.

Puni Glitch

By moving towards the Punies for a short amount of time and then jumping away from them, the counter will not update, and all Punies following you prior to the jump will remain with you. This allows you to skip most of the puzzles in Chapter 2.

Flurrie Superslide

By pressing X to activate Flurrie's ability four frames before opening a door with A, Mario will stay outside the door holding Flurrie and will slide around outside the room. Meanwhile, the game loads the graphics of the room it thinks you entered while unloading those of the area it thinks you just left. Despite the graphics unloading, all collision remains solid. No use has yet been found for this glitch or any of its variants.

Invalid Item Glitch

An application of the Flurrie Superslide that allows you to render one of the Item Shop items invalid. You can't buy this Invalid Item, despite it being 0 coins and requiring 0 BP. However, through repeatedly entering and leaving the shop and buying and selling regular items, you can make the Invalid Item disappear off the shelf entirely.

Bobbery Door Clip

A variation of this glitch that is only possible on the Japanese version of the game. By flipping into Paper mode with R while activating Bobbery's ability with X and then pressing A to open the door as soon as he explodes, you can clip outside the door just like with Flurrie. You can't superslide with this method though.



Out of Bounds in Rogueport Train Station

This is a precise jump out of bounds onto the train tracks. Unfortunately, there are no loading zones in that area and the wall is too high to reach the pipe to the blimp, so there is currently no way to utilize this clip.

Riding Yoshi

When pressing X to use Yoshi's ability, you have 5 frames to move around before you begin to get on him. Transitioning to Yoshi takes 25 frames when getting on, and 20 to get off.
Yoshi is used often because riding him is the fastest method of movement, though there are some rooms where it's slower to ride him. If the distance you need to cover takes 77 or more frames with Mario, it is faster to use Yoshi. If the distance you need to cover takes 42 or less frames with Mario, it is faster to walk. For every case in between (distance takes 43-76 frames with Mario), testing should be done to see which is faster.

Pig Mayor Cutscene from Outside

With a precise position outside the house of Twilight Town's mayor, you can trigger the cutscene of seeing the mayor as a pig without having to enter the house.

Plane Pad Skip on Ms. Mowz's Trouble

While in Hooktail Castle the second time to get Ms. Mowz for the Fish Glitch, you can use Yoshi's flutter jump to skip one of the plane pads.

Fish Glitch

Somewhat like Goombella Buffering, using Ms. Mowz by pressing X a few frames before falling into a body of water will cause the player to regain control of Mario in the air when he gets launched out by the fish.


Avoid Bill Blaster Battles

By positioning Mario between two Bill Blasters and flipping into Paper mode, you can walk right between the Blasters and avoid the battle entirely.

Shadow Sirens Rematch Skip

By jumping sideways off of the bridge and walking around the trigger for the second battle against the Shadow Sirens, you can skip the whole cutscene and battle.

Early Boat Pad Outside Riddle Tower

By Fish Glitching inside the statue on top of the boat pad, you can enter Boat mode and sail into Riddle Tower without having to break the statue. Because you can just walk back out of the statue upon returning, you never have to do half of the background.

Chapter 7 Skip Part of Gear Room

After getting the Card Key in the large room with conveyor belts and gears, by using Yoshi to flutter to the top of the Save Block and then over to the health-restoring block, you can spring jump up onto the moving platforms and save the time of having to go all the way back up to that part of the room.

Chapter 8 Green Switch Skip

You can use Yoshi's flutter to fly behind a big green block in Chapter 8 and continue on without hitting a green switch to move the block.

Wooden Wheel Skip

In Chapter 8, you can flip into Paper mode and jump up the slope of the wooden wheel and over to the next platform. This skips having to get a key, unlock a door, enter a light code, and return to the wheel to get across.

Thanks to

Cronikeys for discovering most of these tricks and Nathanisbored for finding a few others.

Any% Route Breakdown

Prologue

Chapter 1

Chapter 2

Chapter 3

Chapter 4

Chapter 5

Mid-Chapter 6

Chapter 7

Chapter 8


GameResources/GC/PaperMarioTheThousandYearDoor last edited by Malleoz on 11/9/2013 6:54 PM
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