A childhood dream just came true for me: PAPER LUIGI - THE THOUSAND YEAR DOOR is finally a thing. Or at least, a very talented hacker called NINTEGA DARIO sent me a PAPER MARIO - THE THOUSAND YEAR DOOR MOD/ROM HACK that replaces Mario's character model with Luigi. Of course, this hack is not perfect yet and doesn't feature certain animations such as the hammer attack, but it's a good beginning for what could turn out to be an amazing project.
Near the end of the Chapter 7 factory room, after grabbing the card key, it is intended that you enter the pipe on the floor, go all the way to the left of the background, ride the platform up to the first pipe in the room, and then go up the stairs to Magnus. Instead, you can Spring Jump on the ground and, upon descent, land on the left or right moving platform, skipping traveling through the background again.In addition, you can hover with Yoshi from the card key platform to the top of the save block. This way, you can visually see when the platforms are moving and time when to Spring Jump onto them.Backwards Goomther. In Pirate’s Grotto in the bright room, Mario can either jump or hover with Yoshi around the Bill Blasters. This is because the platform past the blasters extends slightly farther up on the Z-axis compared to the bridge to the left.In the room before the boat, you can go into paper mode and walk behind the first set of bills and in front of the second set of bills in order to avoid encountering them. On the way back from the boat, you can skip the first bills by entering the room in paper mode and then moving left slightly before moving down.
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After this, you can use tube mode to jump over the second set of bills.Block Switches without Koops. When Mario jumps onto a switch that raises or lowers a block, there is 1 frame where the game can be paused. Once the game is unpaused, there is another 1 frame opportunity to jump off of the switch while activating it at the same time. This allows hitting some switches without Koops that would normally require his ability, which is particularly helpful when he is not already out.
The most significant use of this trick is speed swapping off of the first blue switch outside Hooktail Castle and using the hammer on the second, allowing you to enter Hooktail Castle without using Koops. There are also two currently known uses in Hooktail Castle: jumping off of the green switch that raises the large green block in the big room, and the purple switch a few rooms later.Bobbery Door Clip. By Goombella Buffering in the room before Pirate’s Grotto, you can fall out of bounds. There are a few NPCs there because unused NPCs are stored at the coordinates 0, -1000, 0. By falling while riding Yoshi, you can maneuver Mario in the air to land right on top of the ember, triggering the ember fight that normally occurs while rescuing Bobbery. This sets the game to a mid-Chapter 5 state. Since you can warp ahead using this trigger, you no longer need to complete the pre-Chapter 5 sequence which included visiting The Thousand-Year Door, talking to Flavio, Podley the bartender, and Bobbery.Bobbery Glitch.
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This glitch only works on the Japanese version of the game. Holding X until Bobbery explodes, while holding down R and a direction, will cause Mario to walk at full speed while in paper mode.
The game thinks that Mario is in his normal state, so he can still open doors. This is useful for Teleporter Room Early (see here).Misleadingly, this glitch can be done without Bobbery by holding down R after leaving a battle.This can also be done by pressing R when entering a tight space that Mario can barely walk through in his normal state and via trap doors.Performing the Bobbery Glitch on the door right before Magnus von Grapple 2.0 will cause Bowser to be in paper mode during the intermission. This causes some very odd effects. Since you are in paper mode, you can also go into tube mode. If you try to jump while in tube mode, the game will lock your Y Speed, your Base Speed, your current angle, and your direction; although you can still move around freely. Since these value are locked, this also allows you to float in the air.
Trying to jump in tube mode results in a softlock, because you are unable to go back to normal. If you enter and leave tube mode, another glitch will occur with Bowser's collision with the ground of the area. If you try to walk up the stairs to the Sanctum, you will simply clip into the first two before hitting a wall by the third stair.
If you try to walk onto the grass, you will clip through it and fall underneath the level. This will also occur repeatedly each time you respawn, although it is possible to land back on solid ground in some way. If you try to jump while in paper mode as Bowser, you will lose the paper mode properties, and will have similar properties to Bobbery Glitch. Bowser will appear to be in paper mode, but will function as if he isn't in paper mode.
Also, you can gain the paper mode properties back by going on the third or fourth stair of the Sanctum. However, if you go down a stair, you will lose the paper mode properties again. It should also be noted that even with being able to jump, Bowser still cannot enter the blue pipe. This is because the game is programmed so that neither Bowser nor Peach can enter a pipe.Bookcase Jump. By using a Goombella Buffer in the room to the left of the 100 Jabbi fight, Mario can go into paper mode to get farther into the back wall, walk left a bit, and maneuver onto the seam of the room. When on the far back seam of the room, Mario can fall below and enter the pipe that is normally only accessible after getting Super Boots to break the platform. Because you still need Super Boots, you need to get them during the escape sequence.
Grabbing the Super Boots sets the game back earlier in a Chapter 2, but using the escape sequence pipe to return works because the game thinks it is your first time entering the Crystal Star room.This is also possible by using a double jump on the Piranha Plant below the pipe that you enter.Card Key Hover. 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.
This is an alternative to the Goombella buffering method used to skip the same door. Interestingly, releasing Koops earlier and clipping into the lock's corner to make the yellow block rise earlier makes this skip slightly faster than Goombella buffering.Chapter 3 Skip (Theoretical). This is a theoretical skip. The only reason we need to go to Chapter 6 is for Ultra Boots.
The only need for Ultra Boots currently is for one room in Chapter 8. There are two pits connected by an overhead railing. The first pit is very wide, so Mario must Spring Jump and shimmy across. The second pit is short enough across that you can use a Yoshi Hover instead of a Spring Jump to cross the pit. If we found a way to skip the need of Spring Jump in this room, we no longer would need to go to Chapter 6.It is possible to Mowz glitch in this room to get on the seam.
From there, you can fall down into the pit's seam and wander underneath the spikes. From here, there isn't any known way to make it up to the next loading zone. Performing a Mowz glitch while jumping doesn't allow for a high enough jump to hit the spikes' hitbox in order to regain control of Mario in the air.In addition, the only reason we go to Chapter 4 is for Vivian and Tube Mode, which both are required for Chapter 6. Therefore, if Chapter 6 is skipped, then so will Chapter 4. This could cut out 30 minutes of in-game time.Chapter 7 Skip Part of Gear Room.
Turn into Paper Mode and fall into the water outside of the Riddle Tower. You now have hitbox glitch. Keep active either Bobbery or Koops. Jump and have them trigger a Chain Chomp battle as you approach one of the two pipes. After leaving the battle, you can double jump up to the mouth of the pipe statue.
Because of the active hitbox glitch, you can get farther into the statue than normal. Use a Spring Jump in a VERY precise spot and hold down on the analog stick. You will hit the roof of the mouth of the statue and start floating down, and if done in the correct spot Mario will be set underneath the statue base’s Y position, meaning that Mario will enter the pipe from this point and be able to activate the switch in the background.There currently is no benefit from using this because you still need Bobbery for a room in the Riddle Tower.Factory Room Switch Skip. Activating Mowz, waiting 3 frames, then pressing a direction and falling into a body of water causes Mowz to begin talking while Mario respawns. When Mowz’s text box closes, you can regain control of Mario at any point in the air.
When done relatively fast, the player can do a regular speed jump. When done relatively slow, the player can only do a slow speed jump, meaning their horizontal velocity is significantly decreased. This glitch can be used in the following places:. Chapter 5 and 6 warp pipes. East Rogueport to get on top of Trouble Center. Pirate’s Grotto Key Room. Skip boat panel after Boat Curse.
Entering the exit of Pirate’s Grotto (Through the wall you blow up with Bobbery). HP Drain at Rogueport Docks to skip boat panel.
Outside Riddle Tower to skip a boat panel switchAfter performing this glitch, enemies appear to freeze in place, but in fact they still move around and ignore wall hitboxes. Having Mario get hit by a hazard updates the enemies positions visually.Interestingly, you can get a similar fish glitch effect by using Koops to hit the Keelhaul Key Wacka and cutscene walking left into the ocean.Flavio Glitch. After getting Bobbery and talking to Flavio after, Flavio will follow you until you go to blow up the entrance to the Grotto. Skipping this cutscene by loading a trigger that occurs later in the game will prevent Flavio from ever leaving Mario’s party. This has some interesting effects later in the game.
This can also be done when taking Flavio to Cortez. If you have the blue pipes open already, you can simply go through the pipe while taking Flavio with you.By activating the Super Mario Easter Egg in Chapter 7 with any partner except for Yoshi out, you can duplicate Flavio by having Flavio’s model replace your partner’s. This is only a visual glitch and is assumed to work with other followers as well if you manage to get one there.Flurrie Direction Lock. This glitch works by allowing you to control the normal mechanism that moves Mario through a door using Flurrie's ability. By pressing X to activate Flurrie's ability 4 frames before opening a door with A, Mario will stay outside the door holding Flurrie.
By pressing X on different frames, Mario and Flurrie will quickly slide around in different directions outside the room. Since hitboxes are ignored while in this state, you can slide into the seams of the wall surrounding the door. Meanwhile, the game loads the graphics of the room it thinks you entered while unloading those of the area it thinks you just left (and sometimes floors and objects too). This allows you to walk around the seam of the building and potentially open up new shortcuts. There are currently two time-saving uses of this glitch:.
After getting the Blimp Ticket from Don Pianta and exiting his office, you can superslide left from the outside of his office door and walk behind the casino to get to the blimp/train loading zone without having to go through Westside Goods. You can also superslide on the door of the house to the left of the item shop in Twilight Town and precisely seamwalk into the locked storeroom, allowing you to skip getting the red storeroom key. This trick, along with the block switches without Koops tricks, allows you to skip Koops entirely for half of the game. In the Japanese version of the game, Flurrie superslides move Mario along the opposite axis as in the English version.
Instead of moving left and right, Mario will move forward and backward. This allows Mario to get on the seam of the inn in Rogueport to get the Ultra Hammer as early as mid-Chapter 2.Zlamp's Description:This glitch begins with activating Flurrie and then opening a door 3 frames later. This causes Mario to use Flurrie while walking into a building. By letting go of the analog stick (holding a direction will end the superslide) and pressing X more times, Flurrie will reactivate, which can cause Mario’s angle of entry to change significantly. In the English version of the game, Flurrie Supersliding will take you left or right, depending on which way you are facing.
In the Japanese version of the game, Flurrie Superslides will send you down on the Z-axis (towards the camera).In the English version of the game, this glitch is used for the following timesavers:. Don Pianta to North Rogueport.
Shop Key SkipIn the Japanese version of the game, this glitch is used for the following timesavers:. Ultra Hammer Early. Twilight Town Shop Superslide.
Teleporter Room EarlyGate Handle Early (Samura1man). This glitch occurs after doing Cage Skip and getting the Super Boots. This glitch will also only occur if you have the punies following you, and not at the pedestal already. When you re-enter the Crystal Star room, there is a chance that the game can do a 'long load', in which the game stays at a black screen in order to load more stuff before resuming. When this occurs, the punies will go through the pipe animation before Mario, and will get to the pedestal before Mario is done coming out of the pipe.
When this happens, the Crystal Star cutscene will start, and will cancel the ending of the pipe animation. Because of this, your partner will likely look glitchy, and Mario will retain some of the properties of being in the pipe animation. This glitch is only possible on console, as it involves the disc not being fully read, so it has to be read again. It’s currently only known to work in the Chapter 2 Crystal Star room.Glitzville Clip.
Activating Goombella with X, waiting 3 frames, and then moving towards a loading zone will cause Mario to move without triggering the loading zone. Doing this enough times will allow Mario to bypass the loading zone trigger. In most cases, the loading zone is surrounded by invisible walls, but sometimes there aren’t walls on all sides. Goombella Buffering is useful in the following places:.
Shhwonk Fortress Skip. Chapter 1 Key Skip. Cage Skip. Bobbery Early. Pirate’s Grotto EarlyUsing this glitch on the North Rogueport loading zone causes Mario to enter a walking animation while Goombella starts talking.
He walks off, even though the loading zone has an invisible wall. As soon as Goombella’s textbox closes, Mario takes the loading zone, no matter what position he’s at.This effect can also happen in some other areas, such as in the Great Tree and at Rogueport Harbor.This glitch does not produce the same effect as the Mowz glitch because using Goombella produces a different cutscene value.Goomba Trio Skip (Theoretical).
This can be performed with either Flurrie Supersliding or performing a Bobbery Glitch on the Lovely Howz of Badges door. It allows you to set an Item Shop item's ID to 0000 (No Item). This happens because the glitch most likely duplicates the flag that checks whether the item is bought and sets the original flag to 'bought', while the copy is still set to 'not bought'. The Invalid Item appears to require 0 coins and 0 BP, and through repeatedly entering and leaving the shop and buying and selling regular items, you can make the Invalid Item disappear off the shelf entirely. However, as the item isn't real and can't be bought, this glitch has no practical use. Performing two superslides and then entering and leaving a building results in the badge shop badges appearing in the middle of Rogueport at coordinates (0,0,0).
Loading the shop 8 times will cause all of the text in the game to appear corrupted upon walking up to the badges.Invisible Shadow Queen Hands. It is possible to enter Hooktail's Castle without Koops.
Pausing when jumping on the left switch cancels all of Mario's momentum. From here, he can Speed Swap to the right and hammer the right switch. This has some interesting side effects:. Koops still comes out and talks in the castle when they discover what they think is Koops' dad.
He does not appear in the partner menu, and you cannot switch back to Goombella. He disappears from the partner menu after getting Flurrie, but reappears after Doopliss 2, just like Yoshi.This trick only works in conjunction with Shop Key Skip. Otherwise, Mario cannot access the tube mode curse chest room in the back of the item shop in Twilight Town. This means that this is currently an English exclusive trick.Lock Jump. By manipulating RNG and standing near NPCs, Mario can control how NPCs move.
The best example is in the Rogueport sewers outside of the Teleporter Room. The bandit will move for a bit and then stand still. Changing RNG will cause the Bandit to move in different directions.
If the bandit doesn’t move in quite the right direction, Mario can stand next to the Bandit to keep it from moving, and then move away again when RNG sends him in a desired direction. This can be used to have Mario clip into the floor with tube mode right in front of the Teleporter Room.You can push Bobbery out of bounds in any corner in the game. Nothing significant comes from this as far as we know.Out of Bounds in Rogueport Train Station.
This theoretical glitch involves skipping a section of the Palace of Shadows. This would occur in either the first, second, or fourth room before Gloomtail by somehow falling beneath the floor and entering a loading zone that is always present, even if the floor beneath it isn’t loaded. At the minimum, this would skip Gloomtail and the Palace of Shadows, approximately 15 minutes of in-game time. In the best case scenario, meaning that it would not require Yoshi, tube mode, Vivian, Bobbery, or Ultra Boots, then this would save close to 2 hours. The route for the best case scenario would be Prologue, Chapter 1, Chapter 2 up until Super Boots, Ultra Hammer Early, Teleporter Room Early, Chapter 7, Chapter 8.There currently is no known way to either clip through the wall or fall through the floor in any of these rooms.
The most likely room is the room right before Gloomtail. Present in this room are 2 Embers and a save block. It is currently impossible to reach the top of the save block.
Even from the save block, there isn’t any way to get out of bounds in the room. The ceiling is solid, so an infinite height exploit wouldn’t help.There are 3 theories currently. The first is somehow decreasing Mario’s hitbox value. The second is changing Mario’s angle upon entering the room. The third is entering a battle while using Vivian.Mario’s hitbox value is defaulted at 20.
When in paper mode, his hitbox decreases to 6, which makes sense since paper mode allows Mario to move through tighter spaces. Mario is able to use one of the corners of the room to clip out of bounds normally when he is at a hitbox value of 1.7 or lower. There currently is no known way to reach such a low hitbox value.Mario’s angle upon entering the room is either 90 degrees or 270 degrees, depending if he is coming from the left of right.
If his angle was to change to 15 (from the left door) upon entering, he would walk onto the back seam of the room. If that value is lower, Mario would walk straight up, causing him to fall out of bounds instead of walking onto the seam (unless it was changed further into the entering animation). There currently is no known way to change Mario’s angle during these cutscenes.The third and most recent theory is entering a battle while using Vivian. If Mario were to enter a battle while using Vivian, walls would become disabled. This is because Vivian’s cutscene value is added to the battle’s cutscene value and therefore is stored after the battle even though Vivian would be sent behind you (and deactivated because of it).
Mario could then simply walk onto the seam of the room, use Vivian again to return to a normal state, and fall off the level to land on the loading zone below.Paper Mode Glitches. There are 2 methods to doing this. The first is Japanese only. Using Bobbery Glitch on the door to the Shadow Queen room can allow Mario to finish the game in paper mode during all the cutscenes. After the first phase, you must hold down R because there is a one frame window where Mario can move. If you don't hold R, he will unspin from paper mode.Alternatively, you can enter the room normally and just hold down R after the first phase. Unlike the first method, Mario won't move during the Crystal Stars cut scene, but everything after will be the same.Paper Mode Momentum Cancel.
Paper Mario Thousand Year Door Mods 1
Upon first moving in tube mode, your speed starts off at 0 and gradually increases to 3. Pausing at any point during the speed up and unpausing will cause Mario to instantly jump to 3 speed. Pausing while jumping can allow for a Hyper Jump.
If you use an item when the game registers Mario on the ground, Mario will shoot up in the air 60 units high, which is higher than a regular jump. Pausing while hammering and then using an item can sometimes cause Mario to softlock because he will continue to hammer, even after the animation for the item has ended. Whether it softlocks or not seems to be random. Pausing while unspinning from paper mode causes Mario's unspin animation to cancel, returning him to his normal state immediately. Using Koops and then pausing as Mario falls onto Koops’ shell cancels Mario’s jump off of the shell, allowing him to move immediately after unpausing.Pencil Diving.
Facing the Punies and then jumping away from them allows Mario to keep all the Punies without them following him. This can be used to skip the bubble room and water switch puzzles.In addition to this, a similar thing can also occur if you drop down from a high ledge while having the punies with you. If you keep jumping after you reach the ground, you will not lose the punies, even though they are on a different level than you. This can be used several times in The Great Tree to skip having to take the punies through entire rooms to the pipes.Red Bones Battle Early. 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.Riverside Goomba Skip (Theoretical). Go to any sort menu within the start menu (can be the one for items, key items, badges, tattles, the badge database, or emails) and hit A and Start simultaneously. Doing this will cause the game to think you are still in the sort menu the next time you open the menu, but the normal cursor will still be available to use (although invisible). This allows you to sort any of those categories within the start menu every time the A button is pressed.Using an item while this glitch is active allows you to sort it to another position within the item menu during its use, causing it to remain there instead of being removed. This means that by using this glitch, you can reuse any HP or FP restoring items infinitely many times.This glitch can also crash the game if you obtain it using the sort menu for emails and then sort the emails using the first sort option while having one open to read (requires at least 2 emails to pull off).Speed Glitch.
Speed Glitch refers to a sudden increase in Mario’s speed when jumping right when he returns from a battle (1 or 2 frames earlier than the double jump frame). There are four different speed values that can be produced by four different scenarios. With scenarios 1 and 2, you can also get an extra 4 units of jump height if you enter the battle with no speed along the Y-axis by jumping 2 frames after getting the initial speed glitch.Scenario #1: WalkingMario can walk into an enemy when he is on the ground and jump first frame after leaving. In doing so, this causes Mario to reach up to 2.969 speed.
If you stop walking or jump, your speed resets to normal.Scenario #2: Backwards WalkingHitting the A button to jump with a direction at the same time as unspinning from paper mode allows Mario to walk backwards. If he walks backwards into an enemy while on the ground, the speed glitch can still be performed, but with a speed of 2.55 instead of the original 2.969 speed.Scenario #3: Paper ModeSpin into paper mode right before entering a battle. Hold A, R, and a direction on the first or second frame after leaving a battle.
Mario will have 1.19 speed as opposed to his normal 1 speed in paper mode.Scenario #4: FallingDepending on an enemy’s height, you can sometimes get speed glitch. After triggering a battle by jumping on an enemy, Mario slowly falls. If he is low enough to the ground, Mario can still store his Y-axis speed after the battle. Mario can be anywhere from 0 to 4 units off the ground. If he is within this range, his speed will reach 2.6775, which is the same as the speed when speed swapping. Oddly enough, Mario slows down for a bit once his invincibility frames end.Speed Swap Glitch.
Moving up or down is faster than moving left or right. The game takes 2 frames to updates Mario’s, Peach’s, and Bowser’s speed normally.
By moving up or down for one frame and then jumping in any direction, Mario maintains his greater speed value. Jumping first frame possible when landing from a previous jump maintains this speed value.
This method requires jumping, so it is only used when playing as Mario. A variation of this is a 2 frame speed swap, wherein Mario, Peach, or Bowser can move up or down for 2 frames and then move in any direction for 14 frames without losing the greater speed value. This can be used with Peach and Bowser and occasionally used with Mario to cover more distance whenever jumping doesn’t reach a loading zone or a door completely.This glitch allows you to reach the key to Grodus’ room without the use of Yoshi, meaning that if a future glitch is found that obsoletes getting Yoshi, we can still reach the end of the game.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. Jumping: Walk on the Z-axis for 1 frame, then press A (jump) and go either left or right on the next frame.
This can be constantly repeated. Only possible with Mario. Not jumping: Walk on the Z-axis for 2 frames. For the next 14 frames you can maintain this speed in any direction. This can also be constantly repeated. Only way to do this glitch with Peach and Bowser. Mario can also do this, but it is usually slower than jumpingThis 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.Speed Values. By pausing on top of a switch, such as the Hooktail Castle pipe switches, Mario’s momentum gets cancelled. When you regain control of Mario, you can immediately jump in any direction, rather than have the switch send Mario bouncing up in the air slowly. This can be used throughout Chapter 1.
Unlocking the Hooktail Castle Pipe. Large Staircase Room.
Large Room before MowzThis trick also allows for Koops Skip, though only the English version can complete the game without getting Koops from Chapter 1 due to the specifications of Shop Key Skip.Teleporter Room Early. The first mechanic of this glitch requires Mario to perform a Bobbery glitch by holding Bobbery over his head until he explodes. When he explodes, you hold down R. This causes Mario to walk as fast as normal but while in paper mode. In doing so, you can also open doors while in paper mode.
This causes Mario to remain outside of the building when entering. Now the camera is rotated 90 degrees. From here, since you’re still outside of the building, you can perform a Flurrie Superslide, just like during Ultra Hammer Early. Because the camera is rotated, Mario moves down on Z-axis, relative to the screen's rotation. This means that Mario slides down into the Teleporter Room. Currently, the game doesn't think you’re in Chapter 7, so you have to read a note that makes the game think Mario is indeed in that chapter.
This skips grabbing the sixth Crystal Star, the Peach and Bowser intermissions, Fahr Outpost, and the General White Hunt. Just like Ultra Hammer Early, this is a Japanese-only glitch because of the superslide mechanics.This can be done without the use of Bobbery, but is slower. The space between the fallen pillar and the railing slightly south of the eastern loading zone is small enough that pressing R causes Mario to get pushed through while turning into paper mode, causing him to maintain his full speed while staying in paper mode. This can also be done by obtaining hitbox glitch and walking underneath the sides of the fountain statue the same way you would with the pillar. This means that if something is found that eliminates the need for Bobbery, you could still perform this glitch to do the trick.Tile Room Glitch.
This glitch essentially allows for the Great Tree escape timer to be shown on screen in areas that it wasn’t intended to, but can also cause some weird after effects if done in the right way (see Cutscene Walk Method).There are 2 ways of achieving this glitch:. Reversion MethodThis is the easiest way to keep the timer on screen.
All you need to do is use the trapdoor or super boots during the escape sequence to revert the game to before the escape and still keep the timer on screen. Then simply leave the tree before the timer runs out and the timer should stay on screen for as long as you don’t re-enter the tree (kills you if you do) or go to the Hooktail Castle spike room and leave (removes it from the screen like it normally would during Chapter 1). Cutscene Walking MethodWait until the timer reaches near 0.
Use a paper mode cutscene walk to enter a pipe or loading zone after the timer runs out. When using this method, the game will think you are in a Chapter 3 state (more specifically, having just entered Glitzville). Also, the Punies will remain outside of the tree, like they are for the rest of the game after Chapter 2 normally.Train Station OOB. While on Yoshi, Mario retains his hitbox value of 20. Because Yoshi has greater speed, sometimes Yoshi's greater speed allows Mario to clip through certain things that he otherwise would not be able to. An example of this is on top of Bobbery's house.
Yoshi can clip through the roof, skipping the need to go down the chimney in tube mode. Because the house was never loaded, the walls are not solid. After talking to Bobbery, you can walk through the wall instead of opening the door.This glitch can also be used in Petalburg and on the screen with the entrance to the Great Tree, though it’s meaningless.Yoshi Skip. You can skip Yoshi when entering Chapter 4.
In the west sewers, hold X with Koops out. Walk on top of the trash to the left between the two platforms. Let go of X and jump on top of the trash. Leave the battle and do a double jump. Jumping at a slight left angle allows Mario to clip to the top and enter Twilight Town without Yoshi.Note: you do get Yoshi back after Doopliss 2 since the game thinks you already got him. Because you did not get the Yoshi or name the Yoshi, his color is the default green and his name is the default 'Yoshi.'
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Close. The Thousand-Year Door hack (Thousand-Year Door+), is now available for download! This mod tweaks dialogue and textures throughout the game to bring things closer to the Japanese release, fixes various oversights from the English localization, and much more!This hack makes a bevvy of script and texture changes to Paper Mario: The Thousand-Year Door. The modifications can be broken up into four categories, all of which are fully customizable – you can mix-and-match them as you like.The default, bare-bones mod only makes basic fixes – mostly oversights from the localization team.The second category contains de-localizations – any major elements that were changed between the Japanese and English releases have been reverted.The third category is modernizations. Any enemies or items whose designs have noticeably changed since Thousand-Year Door’s release have been tweaked to more closely resemble their current counterparts.The fourth category includes some miscellaneous additions that didn’t quite fit in the other mods. Look in file for more details regarding these.Source.