Thursday, November 24, 2016

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hey guys and welcome to my ttyd let’s play.i thought i'd make a let’s play series of this game since i love it so much. i thinki’ll take my time so i can fully immerse myself in the world of paper mario. well,actually, i only have about 2 hours before i have to go. hmm… i don’t feel like goingto chapters 4, 5, or 6. and the tricky puzzles in the riddle tower? that would take me ages,so i'll cut that out too. that leaves me with...about 2 hours of gameplay. alright, sounds better! but seriously, what's up guys and welcometo my new ttyd tas that includes the recently found glitch called palace skip. this glitchallows us to skip a large portion of the mid-game and parts of chapter 8, saving over an hour.i decided to make audio commentary because

i feel that there is a lot that needs to beexplained because of the new route and palace skip. i hope the commentary helps you betterunderstand what's going on throughout the game. if you’re not familiar with what a tool-assistedspeedrun is, i'm essentially playing the game on an emulator on my computer, slowing itdown, using an on-screen controller to make precise inputs, and savestates that allowme to rewind the game and redo sections to fix mistakes. this allows me to create a theoreticallyperfect run. this may sound like cheating, but the aim isn't to compete against humans,but rather it’s to show the limit to which you can beat a certain game as fast as possible.for more info, you should visit tasvideos.org.

so mario receives a letter from peach talkingabout a secret treasure that she went to rogueport in search of. inside the letter she includeda magical map that mario will use to reach the treasure. mario eagerly heads out to seaand travels to rogueport and thus begins our journey immediately upon gaining control i performa glitch called speed swap. mario’s up and down speed is actually faster than any otherdirection. i can actually walk up or down for one frame and jump in any direction onthe next frame and keep the larger speed value. jumping first frame after landing from a previousjump keeps the larger speed value. in addition, i can push against the railing at a slightangle for an additional speed boost. normally i wouldn't jump while holding up since i alreadyhave the larger speed, but pushing against

the wall without jumping would slow me downa bit since i would lose the up and down speed value. mario encounters goombella who is being interrogatedby lord crump and 2 x-nauts. they're trying to extract information about the crystal starswhich are the key to getting to the treasure. mario comes in and saves the day by fightinglord crump. so in this fight we learn the basic battlemechanics. the quickest way to deal with crump is to jump twice, superguard, and then jumptwice more. superguarding involves pressing b within 3 frames of the enemy attacking mario.mario will take no damage and depending on what enemy he is fighting, the enemy willusually take a point of damage. for some reason,

in the japanese version of the game, thereare certain enemies you cannot superguard, such as smorg, bonetail, and the shadow queen.if you're wondering why we have to use the japanese version of the game, there are about2 hours and 30 minutes worth of timesave due to japanese-only glitches. in addition, textis more condensed which means fewer text boxes, which saves a few minutes overall. and sincei need my let’s play to be as short as possible right now, i have to use this version. so crump is sad that we won, so he has hisx-nauts ambush mario. goombella and mario are able to escape and run to central rogueport. goombella thanks mario for rescuing her, andmario soon realizes that she too is in search

of the treasure. goombella is ecstatic tofind out that mario has the magical map. toadsworth comes in and explains that peach is nowhereto be found. i delay closing this text box for a few framesto manipulate rng. random number generator is the method that many games use to determinewhat random events should occur. normally wasting frames here would cost time, but marioand toadsworth have to wait for the background cutscene to finish before talking no matterwhat. so rng manipulation didn’t cost time here.as you can probably infer, there's good rng and bad rng. with the help of slowdown andsavestates, i can manipulate rng to my liking. if i get a certain rng value and don't likeit, i can waste frames during text boxes because

of the fact that rng advances twice throughits formula per character of text on-screen. goombella uses her ability “tattle” bydescribing goomther, a rogueport resident. depending on his position in central rogueport,he can sometimes turn around and walk backwards when leaving the cutscene. i wasn’t ableto include this because when he did walk backwards, i didn’t have a good rng value. what was i manipulating rng for? well, zesst’s movement is random. when i break her contact lens, i want her to be as close tomario as possible so that she has to move the least amount of distance to yell at mario.she’s blocking the entrance to west rogueport, and the only way to access it is to breakher contact lens, order her a new one inside

the shop, and then give her the new lens afterchapter 2. inside the shop, i buy 10 fright masks. i’llneed one for the upcoming goomba trio fight, one for a fuzzy fight in chapter 1, one fora paratroopa fight in chapter 1, and 7 for chapter 3 fights. if you’re familiar withttyd’s route, you’re probably aware that we don’t normally fight anything besidesmacho grubba in chapter 3. we need yoshi in order to perform palace skip, so i’ll needto go through the minor league fights to get him. after buying the fright masks, i talk to theleft shopkeeper about requesting zess t’s contact lens. after that, i head towards professorfrankly who will explain how to use the magical

map and find the hidden treasure. entering the goombella cutscene, i push againstthe back wall for a speed boost. in this cutscene, goombella explains that we should save, butsince i never save throughout this tas it’s faster to just go through the cutscene. the bandit robs mario of half of his coins.i could chase after him to get my 25 coins back, but it’s not worth it since i cansell a badge quickly instead. after gaining control of mario, i perform what’s calleda walking speed swap. remember how i said you can perform speed swap by pressing upor down on one frame and jumping on the next? if you hold up or down for 2 frames, you canthen walk in any direction for the next 12

frames, then jump, and still have the increasedspeed boost. once inside, frankly freaks out when he learnsthat mario has the magical map. he then explains that they should go locate the thousand-yeardoor. once in front of it, the magical map will enlighten them about the location ofthe next crystal star. i jump into the cutscene slightly to the left.whenever you jump into this cutscene it rotates you a bit and sends you to the right. by jumpingfarther left i land from my jump right above the spot that mario moves to during the cutscene.this cuts down on mario’s walking time, saving a few frames. frankly asks us if weneed a tutorial on battle mechanics like superguarding. this would cost a minute, so we skip it.

down in the sewers we encounter the goombatrio. they're blocking our way, so we'll have to defeat them. i can quickly take them outwith one of my fright masks. whenever you use a fright mask, you only get one star point.this actually helps me a ton. by that i mean i level up less, so i stay at low health fora longer period of time. i'll explain why that's important later in the run. after the fight i can actually jump from thesecond stair to the platform. this skips having to go all the way right and then run backleft, allowing me to enter the pipe earlier. this isn’t possible before the fight becausethere’s an invisible wall present at that point. i jumped while waiting for the platformto move in order to manipulate enemy positions

and item block rng in the following room. by manipulating rng, i made sure i can jumppast the goombas without getting hit. in addition, i made sure the fire flower jumps out to theleft. i'll need the fire flower for the blooper right at the end of the prologue. in this room i need to grab the curse chestkey and head into the curse chest room. it’s faster to jump on the switch than to hammerit because i can cover additional distance while the cutscene starts. i jump right beforereaching the edge of the platform. when i reach the edge, my y-speed is already negative,so i can fall down and reach the key faster than just walking off the edge. with the key,i return back up the stairs and head into

the back room. mario and his company find a black chest.mario eagerly walks up to it. they begin talking and the voice from within the chest persuadesmario to use the key to free himself. mario opens the chest and a purple monstercurses him with the ability to turn into a plane. oh no! i can't believe we fell forhis trap! i think it's funny to note that at a minimum, there are only 3 places thati have to use the plane ability. you'll see after chapter 1 that i can usewhat’s called a paper mode item jump to skip this upcoming plane panel. in addition,i can use that trick to skip a panel in boggly woods. i can skip the plane panel enteringhooktail’s castle by speed swapping across

the edge of the bridge, and i can skip thepanel farther in the castle by using a trick called a double jump, which i’ll explainfarther into the run. the only required uses left are the panel to blooper’s room, thepanel in the last room of chapter 7, and the panel in the room right before grodus in chapter8. i activate the plane ability on the z-axisedge of the panel. when mario transforms, the game begins to think he's not actuallyabove the platform, but behind it rather. this allows me to dip down earlier and pickup more speed. even though i could skip this panel, it wouldrequire me to get an hp or fp item, but my inventory is full right now.

once i get to the thousand-year door, marioholds up his magical map. the map rises in the air and it changes to show where marioand goombella need to go. it's revealed that the first crystal star lies somewhere in petalmeadows. mario and goombella will have to go find the pipe that leads to this otherarea. after returning to frankly’s house, he offersto teach us how to use our newly acquired special attack, sweet treat. it would be slowerto have him walk us through the process of using it, so we'll just skip it. frankly suggests that we go back down intothe sewers in order to find out how to access the petal meadows.

after leaving, frankly gives us power smash,a badge that can increase our hammer’s attack power. he offers to show us how to navigatethrough the menus to equip badges, but that's slower so we skip it. i find it funny thatwe only use this badge three times. immediately upon gaining control of marioi equip power smash. going into the sewers without equipping it causes goombella to warnmario about the fact that he didn't equip it. and since i need to equip it anyway imight as well equip it now. i take the plane panel to blooper’s room. i jump on blooper’s tentacle. this is fasterthan hammering it because i can land from my jump in the exact spot that mario movesto during the cutscene, eliminating the need

for mario to move, which saves some time. inside the battle i use my fire flower withgoombella and then perform an uncharged power smash. it does less damage when compared tocharging it, but we can deal the same amount of damage a faster way. i manipulated rngsuch that a bucket falls on blooper, dealing one damage. this made up for not chargingthe power smash. afterwards i bonk blooper with goombella twice and then perform anotheruncharged power smash, dealing 12 damage total and killing blooper. after defeating blooper i speedswap onto thefirst platform. the gap between the two moving platforms is too wide to speedswap across,so i have to wait until they move just slightly.

i can make it from the second platform tothe pipe though. i enter the pipe, which brings us to chapter 1. the prologue was completedin approximately 13 minutes and 31 seconds. upon entering chapter 1, i jump into the cutscene,allowing me to cover more distance when i would normally stay in place. in this cutscenewe see hooktail the dragon fly to her castle in the background. we won't be able to accessthat area for a bit because we need to grab the sun and moon stone from shhwonk fortressto reveal the pipe to the castle. in the next room i grab the close call badge.if you remember, i explained superguarding and how you can’t superguard any of theshadow queen’s attacks. in order to defeat her at low health, i’ll need to avoid herattacks somehow. i’ll be able to manipulate

rng so that the game lets me dodge her attackswith close call. when i enter the following room, goombellaexplains how i can press x and have her describe where we are in the world. the bridge is out,so i have to go into the background and hit a switch. once in the background, it’s fasterto jump as opposed to just walking right, so i’ll always be jumping whenever i’min the background. once i reveal the bridge, i can return to the foreground and continuetowards petalburg. due to the fact that i move around cornersso fast, partners often get stuck behind objects. for example, goombella decides to fall intothe lake and then appear out of thin air. upon entering petalburg, we’re greeted bya koopa troopa who recommends that we go talk

to the mayor in order to get closer to thecrystal star. i can jump over the mini-toad and land slightly to the right to get a slightspeed boost off the npc. just like before, goombella freaks out andfalls out of bounds. she comes back quickly, but spawns outside of the mayor’s house.once inside the mayor’s house, he explains that murphy...i mean mario...and goombellawill need 2 stone keys in order to access the pipe to hooktail’s castle. they canbe found east of the town. i receive an email, but i don’t open ityet. i talk to the gatekeeper as soon as possible. you may think it might be faster to take amore shallow angle and talk to the gatekeeper from behind so mario is closer to the gate,but when the cutscene starts, it moves mario

to a fixed position. therefore, i want tojust start the cutscene as fast as possible. back to the email. i want to open it at somepoint before i receive the next email. if i don’t, i will constantly get a blue textbox that tells me how to check my email, which would cost me time overall. i’ll do so laterin this chapter. normally i would hit this upcoming questionblock to get a pow block for the bald cleft fight in the shhwonk fortress, but we canskip this fight. i can use what’s called a goombella buffer to bypass the loading zonetrigger, maneuver out-of-bounds, and trigger the loading zone past the gate to the right.goombella buffering works by activating goombella and then moving in a direction 3 frames later.in doing so, mario will move for a frame and

then goombella will activate. the game prioritizesgoombella, so mario ignores any loading zones when he moves. the loading zone trigger ispretty wide, so normally it would take multiple goombella buffers to get past a loading zone,but with precise inputs i can get as close as possible to the loading zone and bypassthe loading zone with only one use of goombella. after the second fortress, i grab the fireflower from the question block. i’ll use this for a fuzzy fight in the fortress sewers. in the final area of the fortress, we needto pass a quiz in order to access the sewers. the correct answers are the first, third,fourth, second, and then third options. this may seem easy, but there’s actually a bitof rng involved. on the first and fifth question,

the thwomp quizzing us will ask us if we’resure about our answer. on questions 2 through 4, it’s random whether or not he asks usif we’re sure. therefore, it’s faster to manipulate rng such that he does not askthat. once i pass the quiz, i head down into the sewers below. upon entering the sewers, i head left towardsthe moon stone. i manipulate rng by jumping a different number of times. this causes enemypositions to change in such a way that i can avoid encounters while still going in a straightline. i can do a different number of jumps by making my jumps higher up in the air orlower. it makes sense that the lower the jump, the more jumps i have to do to cover the samedistance.

i grab the moon stone and a fuzzy falls downand attacks me. inside the battle i use a fire flower to take out the fuzzies. whiledoing so, i manipulated rng so i get some flower points after battle. i’ll need 4fptotal. 2 for the gold fuzzy fight upon exiting the sewers and 2 for the red bones fight inhooktail’s castle. right before entering the second stone battle,i perform what’s called a delayed goombella buffer. this involves doing a normal goombellabuffer, but if goombella is far enough away, her text box won’t show up for an additionalframe. because of this, the game prioritizes the item acquisition. once i close the itemtext box, goombella starts talking, but at the same time, the fuzzy drops from the ceiling,starting the battle. her text box stays up

afterwards, and we call this text storage.by advancing the text box on a certain frame, i can manipulate rng. i manipulate rng suchthat my audience is full of shy guys. the audience can drop items based off rng. onespecific item shy guys can drop from the audience is hp drain. this item will deal 5 damageto an enemy. i can use this on the gold fuzzy in addition to some other attacks to takehim out in one turn rather than two. after the fight, i grab one more fp that imanipulated. with 4fp, i can head out towards the gold fuzzy. the text storage text boxcloses upon leaving the room. i scrolled it back and forth to manipulate rng so the fuzziesin this hallway won’t be near me. upon entering the gold fuzzy fight, i deal4 damage with a charged power smash. when

the fuzzy hoard comes out, i manipulated rngwith the text storage text box in such a way that it caused a bucket to fall on the goldfuzzy, dealing 1 more damage. i then used my hp drain, dealing 5 more damage, killingthe gold fuzzy. in doing so, the hoard runs away. i grab multibounce and head out of the sewers.i’ll need multibounce for a few fights later in the game. with the 2 stone keys, i headleftwards towards hooktail’s castle. on the way to hooktail’s castle, we meetkoops. he’s eager to find out what happened to his missing dad. not only that, but hewants to finish what his dad set out to do: fight against hooktail. you’ll see in abit that i can use a trick called a switch

pause to skip the use of koops to enter thecastle. in the english any% route of the game, this can be used to skip koops and save abouta minute. i can’t skip koops on this version though because i’ll need him for palaceskip in chapter 8. if i didn’t need him for that specific trick, i could skip him. after the game explains how to use koops,his girlfriend koopie koo tells him not to go, but koops refuses to listens. angrily,she dashes left and then back right across the room. koops and mario then eagerly headoff towards the castle. upon gaining control of mario, i hit the questionblock for a fire flower and shake the bush for a mystery item. i'll need the fire flowerfor the upcoming red bones fight in hooktail’s

castle, and i'll need the mystery item fora fight in chapter 2. i place the stone keys inside the pedestals,revealing two switches. i can use a trick called a switch pause to skip the use of koops,saving a bit of time. when you land on top of a switch, there’s a one frame windowin which you can pause. if you pause and then unpause, you can jump in any direction offof the switch when normally you would slowly bounce off. i can speedwap from the left switchtowards the right switch, hammer it, and open the pipe. it’s interesting to note that mario movesin the background at a z-axis position of -450. if i were able to somehow change mario’sposition to this, he would be able to enter

the castle without placing the stone keysinside the pedestals. this would skip all of petalburg and shhwonk, saving maybe 10minutes at the very best. normally to enter the castle doors, i needto use the plane panel above me and fly across the bridge gap, but i can actually make itacross with a speedswap. i don’t quite make it across with a speedswap, but i can holdup right before falling under and clip back up. before i enter the castle doors, i manipulatedrng such that the paratroopa in this room is holding a power rush. i manipulate it todrop after the battle. i’ll need this to deal additional damage to the chapter 2 bossfight. if i didn’t, my max damage in battle

would only be 2 and it would take many turnsto defeat him. afterwards, i hit the question block and get power bounce. this badge isvital for taking enemies out in very few turns. in the next room, i go straight right ratherthan up-right towards the pile of bones. even though you may think it’s faster to go up-right,mario and koops move while the camera pans in and don’t continue talking until thecamera is done panning in. since the camera takes more time to pan in than it takes marioand koops to move from the center of the room to the top of the room, it’s faster to juststart the cutscene as soon as possible. koops thinks this is his dead dad, but we’ll findout later that it’s not. there’s a 1 frame window after activatingred bones in which i can jump. doing this

can cause some interesting things to happen.after mario and koops are moved to the left, if i jump right before koops begins talking,the game will immediately send mario and koops into battle against red bones. i think thishas something to do with the game not updating mario’s position, which means the game thinksi’m still standing next to red bones. i switch koops to the front and use a fireflower. i’ll use an uncharged power smash next to finish off red bones. i can’t usemario first because i can only hammer the enemy in the front. therefore i have to takeout the other enemies and then attack red bones with mario. everytime i get 100 star points, mario willlevel up and have the opportunity to upgrade

either hp, fp, or bp. it’s unnecessary forme to ever upgrade hp because it will just take me more time to get to low health lateron. i’ll explain why getting to low health is important later. right now, i want to upgradefp because i’ll need to use 9fp during the chapter 1 boss fight. in the next room, i ride the purple blockup into the lookout in the next room. i can use a goombella buffer in the area to getout-of-bounds. from there i can maneuver around the seam of the loading zone and land backin bounds. this skips the need to complete a puzzle in the previous room in order tograb the key to the door’s lock. note that the door becomes unlocked once we get pastit, so i never need to grab the key or perform

the goombella buffer again. i shoot koops to the right from as far leftas possible. from there i can speedswap around the railing and make it into the rightmostcell right before the bars fall down. i can jump underneath a low part of the hole’sceiling, causing me to get what we call the speed glitch. for some reason, the game getsconfused that mario is jumping in a really tight space, and it gives him a speed valueof 3. this is a decently larger value than the normal z-axis speed of 2.6775. i actuallydon’t want to jump with this glitch or else i’ll actually lose the larger speed value. in the next room, i grab the curse chest key.mario and koops are surprised to find that

they’ve walked into a trap! a spiked ceilingis going to crush them if they don’t escape quickly.while quickly maneuvering around thespikes on the ground, i can constantly push against the spikes for a small speed boost. i open the curse chest with the key i just gotand we are once again fooled by the purple monster inside the chest! this time, he cursesus with the ability to transform into paper by holding r. when i leave the room with the chest, i getthe speed glitch again. i can jump on the same frame as unspinning from paper mode.right before landing, i hold neutral on the

control stick, and then i jump on the nextframe while holding a direction. the game still thinks i’m in paper mode, but i havefull speed. performing this trick skips the unspinning animation. this is what we callunspin cancels. if you’re wondering why i unspinned before entering the left cell,jumping while unspinning and then unspinning later causes mario to unspin while movingtwice as fast. i use unspin cancels behind the bars rightbefore using koops since i unspin faster by jumping first. if i use koops just barelyclose enough to an item, there’s a window in which i can jump before koops grabs theitem, allowing me to get closer to the vertical cell bars to the left. i then use unspin cancelsagain until i reach the door.

you’re probably asking why i grabbed theattack fx r badge. as odd as it may sound, hooktail hates crickets. hearing the soundterrifies her and lowers her defense. this makes it possible for me to power bounce onher and deal damage. i can use a switch pause to make it onto thegreen block without the use of koops. during this pause i unequip power smash and equippower bounce and attack fx r. this is pretty silly, but koops does a weird moonjump tothe right. in doing so, he actually squeezes in between the two walls at the back rightcorner of the room and falls into the abyss below. rest in peace koops. if i go into paper mode and walk before acutscene starts, mario will continue to walk

during the cutscene. this is what we calla paper mode cutscene walk. i hold koops out and release him after i’m in paper modeto start the cutscene. this allows me to cross the bridge while the cutscene happens. ifi were to start walking too far to the left, i would fall down because the bridge doesn’tappear until a certain amount of time after the cutscene starts. i’m able to maneuver behind the dull bonesjust barely. i then perform another switch pause to skip the use of koops here. whileperforming the switch pause, i check my email so that the game doesn’t keep explaininghow to check it in the future. i speedswap around the dull bones and enter the mowz room.i’ll need to grab a key in this room to

unlock the door to the right. after leaving the mowz room, there’s alwaysa one frame window where i can pause without triggering the enemy mario is touching. ican hold down and pause 7 times to avoid entering a fight with the dull bones. if i press aas soon as possible when opening the lock, it will allow me to jump in a slightly differentdirection, letting me get closer to the door. in the next room, i hit the yellow block,hold koops out, and release him as soon as possible to send the yellow platform up. ifi release koops too soon, he’ll hit the block, but the yellow platform won’t rise.when the platform is high enough, i get the speed glitch by jamming mario underneath thelow ceiling above. i then use paper mode to

go through the bars and use an unspin cancelto activate the plane panel earlier. i could skip the platform by performing a switch pauseon top of the yellow switch down to the right, then jump towards the door, then enter a battlewith the dull bones via koops, and then perform a double jump to reach the door. this is abouta second slower, so i just use the plane panel instead. you might be asking what a doublejump is. after you leave a battle, there is a one frame window in which you can jump mid-air.i’ll need to use that trick for palace skip. after grabbing the key, i head out towardsthe castle lookout and make my way to hooktail’s lair. while going up this spiral, i push at a constantangle against the wall for a speed boost.

inside the lair, mario and koops encounterhooktail. hooktail is in fact guarding the crystal star and won’t give it to them unlessthey defeat her. once in battle, i deal 10 power bounces. thefirst one doesn’t deal any damage because she has one defense, but then she hears thecricket noise and lowers her defense. this allows me to deal 9 damage in this period.normally it’s faster to swap partners than to defend with a partner in order to skipa turn, but it’s faster to have koops already out for the next cutscene than to have goombellaout first. afterwards i deal 11 power bounces to end the first phase of the fight. if you’refamiliar with power bounces, it is really rare that you’re able to deal so many bouncesin one turn. the limit of the number of power

bounces you can deal in one turn is randomlydetermined based on rng. i can manipulate rng by wasting frames on different parts ofthe menu since there’s text on screen. once i deal 20 damage to end the first phase, ilet hooktail attack me for 5 damage. this is faster than refusing to give her moneybecause there are fewer text boxes involved. after she eats the audience, i manipulate10 power bounces, ending the fight. after defeating hooktail, she regurgitateskoops’s dad. they talk for a bit until koops’s dad gives them the crystal star he found insidethe dragon. now that mario and his crew have the first crystal star, they are closer tofinding both the treasure and princess peach. the game transitions to peach’s point-of-viewand we find that she is in an unknown place

and is being held captive by the x-nauts.peach accidentally blurts out mario’s name when they learn that someone got the firstcrystal star. determined to stop mario, the x-nauts’ leader, sir grodus, sends the shadowsirens to stop mario at the location of the next crystal star. optimizing the peach intermissions is veryeasy. first i have to go into the shower room, return to the main room, head into the hallway,and then head into tec’s room. the fastest method of movement is constant walking speedswaps. i hold up or down for 2 frames and then hold a direction for 14 frames. before,i said i could only hold a direction for 12 frames with mario, but that's if i want tojump and still have the speed boost. with

peach, i want to walk until my speed valuedecreases to the normal x-axis value. otherwise, if i try to speedswap while still having thelarger value, peach won't keep the larger value for some reason. after reaching the rightmost room, we meettec, the area’s main computer system. basically tec thinks he’s in love with princess peach.interesting to note, tec’s light in the japanese version is red, but it's blue inthe english version. we're not really sure why. since the computer is in love with peach,he lets her send an email to mario. peach then returns to her room. the game now transitions to bowser’s point-of-view,and we see him entering his castle. once again,

i can perform the same walking speedswapsall the way across to the right. once i make it all the way to the right, kammy koopa andbowser talk about how mario went to rogueport in search for a secret treasure. in addition,they find out that princess peach has been abducted. bowser sets out to beat mario tothe treasure and rescue princess peach himself. back to mario’s perspective. koops saysgoodbye to his dad as he heads out with mario to find the next crystal star. from petalburg,i speedswap all the way across back to the rogueport sewers. before entering this cutscene, i don’t speedswapbecause my partner will slingshot closer to me if i walk rather than speedswap. marioreceives peach’s message in which she lets

him know that she's ok, but she isn't surewhere she is. after closing out of the message, i continue to speedswap left towards the sewers. inside the room with the pipe to hooktail’scastle, i hit the question block for a mushroom. i'll use this to perform what's called a papermode item jump to skip a plane panel in the sewers. inside the sewers, it's faster to jump acrossthe platform than to go down and up the staircase and go into paper mode through the bars. in the following room i use paper mode togo through the bars and i can use an unspin cancel to enter the pipe quickly.

i skip the plane panel in this room by usinga paper mode item jump. i go into paper mode, let go of r for one frame, and then i jumpand pause on the next frame. then i use my mushroom as quick as possible. because i pausedwhile jumping, mario jumps when i unpause. when i use the mushroom, the game gets confusedand causes mario to jump mid-air. because mario’s paper mode hitbox is smaller, ican jump right against the yellow block. when i use the item, my hitbox size resets, causingme to fall onto the yellow block rather than fall below it. i don't speedswap when i get closer to thepedestal. this is because my partner will slingshot closer to me if you walk after speedswappingfor a bit. since this cutscene doesn't progress

until my partner is in their fixed position,i want them to slingshot. i also manipulated them to jump to their spot because their speedis faster while jumping. you may be asking why i paused twice for thepaper mode item jump. i had to use the mushroom as soon as possible after pausing. it takeslonger for the pause menu to show up when you pause for the first time in an area. thesecond time you pause, the menu shows up much faster. if i were to use the mushroom later,my y-speed would reset to 0 when mario is descending from his jump, meaning i wouldn'tjump as high and miss the yellow block. but because of this i was able to pause for thefirst time while beginning to transform into paper mode. in doing so, the game skips mario’stransformation animation, putting me into

paper mode faster than normal. this meansthat i can perform the second pause earlier for the paper mode item jump. the thousand-year door reveals that the locationof the next crystal star is in the boggly woods. we head back to frankly’s house andhe'll help us find our way. he remembers that there's a pipe that leads to this area somewherein the sewers below us. he advises that we make it to the crystal star before peach’scapturers do. entering the first pipe, i use an unspin cancelto reach it immediately instead of unspinning first. i do the same in the following room. in the following room, mario and koops recognizea strange creature that frankly mentioned

lives at the great tree. they follow it intothe back room. i use an unspin cancel to reach the loading zone faster. i follow the creature to the left and talkto him. he asks us if we're bullies, and it's faster to say we're not rather than “guessagain, nerd!” koops asks him if he lives at the great tree, and punio, the creature,confirms this. it turns out that the x-nauts, peach’s capturers, have taken over the greattree. koops concludes that these are the guys that are trying to search for the crystalstars before us. punio helps reveal a pathway to the pipe and mario and koops enter chapter2. once inside chapter 2, i speedswap to theright. we encounter the shadow sirens, the

group that sir grodus sent out for the intentionof destroying mario. they lost their sketch of mario’s face though, so they don't recognizehim when he walks by. on my way to the right, i grab the honey syrup. i'll use this in additionto something called a sort glitch in order to constantly replenish fp. mario heads tothe great tree, but they'll soon find that the main entrance was taken over by the x-nauts.when i make it to the background, i constantly jump. just like in chapter 1, it's alwaysfaster to jump in the background as opposed to walking right. back to the sort glitch. when you open upa menu, you can press z and then up or down to change how the game sorts the items inthat menu. if i change the sorting method

and unpause on the same frame, the game getsreally confused. when i re-open the menu, my cursor will be missing. not only that,but the game still thinks i'm in the sort menu. if i go to use an item and then pressup or down to change the sorting method, the game will try to remove an item in the positionthat you used it from. in doing so, the game identifies that the item you just used isn'tin that position anymore. therefore, it does nothing. we keep the item and can performsort glitch as many times as we want in the future. this allows me to constantly regeneratefp when i would normally have to route in alternative slower ways to get flower points. punio realizes that the door that the x-nautsset up is locked, so he suggests that we visit

madame flurrie. we'll see in a bit that she'supset over her missing necklace. after leaving the background, there's a two frame windowwhere i can jump from the pipe before punio talks. i use this to cover distance towardsthe right loading zone when i would otherwise be standing still. once i enter the plane panel room, i put thesort glitch to use. i want to use a paper mode item jump. if you remember, i need topause once beforehand so the pause menu comes up faster the second time. i can use the firstpause to set up a sort glitch. then i use the honey syrup to paper mode item jump. whileusing it, i change the menu sorting, so i keep the item. performing this paper modeitem jump allows me to skip the plane panel.

in the next room, i can go into paper modeand jump while unspinning. doing so behind this tree causes mario to get pushed backwards,near the pipe. from there i unspin cancel onto the pipe. this skips having to go allthe way to the right and go through the fence with paper mode. as a result of this glitch,punio actually talks while we're in the background. we enter madame flurrie’s house and talkto her behind the door. she refuses to come out unless we help her find her necklace.it's actually faster to first say that we won't go find it because it skips an animationof mario nodding his head. with that, we head out to find her necklace.when the shadow sirens cutscene starts, we quickly learn that they found her necklace.in addition, they found the sketch of mario,

so when mario makes his way back, they'llnotice him. on the way back, i jump throughout the background.then i go through the fence and use unspin cancels towards the loading zone. in the plane panel room, i walk along theback and grab p-down d-up p. i'll sell it later for money. i hold koops out and performa paper mode cutscene walk while hitting the switch. i have to make sure i wait beforeleaving or else the plane panel won't actually rise when i re-enter. by performing this papermode cutscene walk, i’ll now be able to use the plane panel next time i enter theroom, which is a few seconds faster than performing another paper mode item jump.

i approach the shadow sirens and they recognizemario. we head into battle. i use my newly acquired ability, earth tremor,in order to deal damage to all three shadow sirens. i have to hit a when the red bar isinside each of the circles. after hitting all the action commands, it deals 6 damage.next i use rng manipulation to produce a shooting star from the mystery item. this finishesoff the shadow sirens. after the fight, there's a one frame windowwhere i can jump closer to the necklace. from there i go left. normally i would go right,but i can get to the right loading zone a faster way. i squeeze mario in between theleft wall and the tree. the wonky collision pushes mario out-of-bounds. he respawns atthe spot that he entered the room from, which

is from the right loading zone. this doesn'tsave time when i first entered the chapter because since i entered the room from theleft, it respawns me to the left as opposed to the right. with the necklace, mario and his crew headback to flurrie’s house to return the necklace to her. i take the plane panel and enter thenext room. i perform the same out-of-bounds trick i used in this room before to reachthe pipe quicker. after receiving her necklace, flurrie putsit on and comes out into her main room. she willingly joins mario’s party, and theyset off for the great tree. on the way to the great tree, i once againjump in the background since it's faster than

walking. in addition i perform unspin cancelsafter moving through the fence. in the plane panel room, it's faster to walkleft rather than up left towards the back ledge. this is because i don't have to hitthe blue switch like last time, and the fastest path to the loading zone is through the frontof the room. i enter the pipe and jump towards the greattree in the background. i walk up the left side of the tree and use flurrie. in doingso, she reveals a hidden entrance. punio crawls in and unlocks the main door for mario andflurrie. once inside, punio is unable to find any ofthe other punies in the tree. they encounter two x-nauts and go to battle with them.

in the battle i can use flurrie’s gale forcewith 4 flower points in order to blow the x-nauts off stage and end the fight. it israndom whether or not enemies will get blown off stage, but i can manipulate rng to makesure the gale force works. after the fight, there's a one frame windowwhere i can jump forward. this will actually save a bit of time because i'm now slightlycloser to the pipe i'll have to enter. the cutscene also looks a bit silly when mariois standing farther right than intended. the punis that were in hiding from the x-nautsnow come out and talk to mario and his crew. they explain that the elder and the majorityof the punies have been locked away somewhere. mario will have to go locate them and freethem from their cages.

in this room i can push against the back wallfor a speed boost towards the left pipe. mario finds the elder and punies locked away.he'll have to locate a key to unlock the puni elder. in the room to the left, we meet back up withms. mowz who is on the hunt for some more treasure, just like in hooktail’s castle.afterwards, i encounter an x-naut. inside the battle, it's faster to use power bouncesto kill this x-naut compared to using a gale force. i used rng manipulation so that the key jumpsout to the right. i unlock the puni elder cage. he begins to bore mario, causing himto fall asleep.

after mario wakes up, i take the pipe downand return to the first room in the tree in order to talk with the puni elder. while returning to the front of the tree,i go into paper mode right before falling off this ledge. this cancels my forward momentum,allowing me to move down towards the bush quicker. from this bush i grab power punch.this will allow me to do more damage to the chapter 2 boss fight. i walk instead of speedswapping into the cutscene.this causes flurrie to slingshot closer to me when normally she would be farther away.having her float farther away will cause her to take more time to reach a fixed positionlater in the cutscene.

so the elder talks to mario and gives himan orb. mario will be able to use this orb to lure punies together in order to completecertain rooms. mario places the orb in this pedestal andthe punies help reveal a pipe. i can jump right before the punies start the cutscene,allowing me to get on the other side of the pedestal, closer to the pipe. once i enter the bubble room, i use sort glitchon my honey syrup to replenish some fp. then i get into a battle with the x-naut. thisisn’t a necessary fight, but i’m low on star points. i want to level up before thechapter 2 boss fight. that way i can remain in peril longer. this will give me a damageboost later on. i’ll get the remaining star

points necessary to level up from anotherx-naut fight later. normally you need to place the puni orb insidethe pedestal and then use flurrie to blow the punies across the room, but we can dosomething faster than that. the game only checks to see if the punies are with mariowhen he’s standing on the floor. if i walk towards the punies while on the ground, thegame will still think they’re next to me. therefore, i can speedswap to the right, walkfor a frame to the left, and then continue speedswapping right. we call this the puniglitch. in the next room, i can travel to the pipeso quickly that the game doesn’t even have an opportunity to check if the punies arestill with me. i used a bit of rng manipulation

to make sure punio is near the front of thepuni crowd. this way, he doesn’t have to cover a ton of distance before talking. in this room, we have to fight a group ofjabbis, the rivals to the punies. this is one of the most rng dependent parts of therun because there is so much variation as to how fast or slow this fight can take. iuse flurrie right off the bat to stun all of the jabbis. this allows the punies to attackthe jabbis more efficiently. once i win the fight, i head into the next room. i press a as soon as possible to open thekey chest. in doing so, i jump onto the chest at the same time. from here, i can speedswapdirectly onto a stair. i’ll need this key

to unlock the remaining jabbis from theircage. with the key, i now head back up the tree to the cage room. have to use the puni glitch near this piderbecause otherwise the game will detect that the punies got scared and ran away from thepider. i can leave the punies behind in the bubbleroom because i won’t need them until i head back down to the next jabbi fight. use the key to unlock the blue cage and freethe punies. there’s a one frame window in which mario can jump in any direction. itdoesn’t save or cost any time. i just felt like doing it. with the 91 punies i head backdown to the bubble room.

perform the puni glitch again while gettingback the 10 punies i left behind prior to opening the blue cage. with all 101 punies,i head left towards the 100 jabbi fight. i hit an invisible block with mario’s hammerand then jump on it, which is faster than walking all the way around. this fight is identical to the earlier one.i use flurrie to stun most of the jabbis and let the punies do the rest of the work whilei manipulate rng. after the fight i switch to goombella. i usea goombella buffer to get out of bounds, and using paper mode against the edge of the loadingzone wall, i can get out-of-bounds. from there i can maneuver around the back of the roomand fall into the pipe below. this skips the

need to enter another cutscene and get thesuper boots, saving a few minutes. the distance i travel to the pipe is shortenough that the game doesn’t have time to check if all the punies are with me, so idon’t need to use the puni glitch to keep them all with me. in the following room, i can use the puniglitch to skip a long cutscene in which water drains into the room so that the punies cancross the platforms. i place the puni orb in the pedestal and the101 punies cause the platform to sink down. i remove the orb and head into the crystalstar room. inside this room, we see lord crump pacingback and forth and then hide as he hears mario.

i place the orb in the pedestal and the 101punies cause the crystal star cutscene to begin. lord crump appears out of nowhere andsnatches the crystal star before mario can get to it. crump sets off a bomb that willgo off if mario doesn’t escape from the tree in time. i chase crump up through thepipe. in the following room i enter the x-naut fight.i use flurrie’s gale force to take out both of these x-nauts. the star points from thisbattle push me over 100, so i level up. i’ll need more room to equip badges, so i upgrademy badge points to 6. i turn off the door lock and walk through. after unlocking the door to the main treeroom, i pause to equip power rush. this badge

will give me two more damage whenever i’mat five health or lower. in the next room i walk up on crump and thepuni elder arguing. crump turns off his bomb and gets inside his new machine: magnus vongrapple. inside the battle, i pass for three turnsin order to get into danger. after getting dealt 6 damage, i switch to goombella in frontand have her use a power punch on mario. his base damage of one has now increased by 2because of the power rush and 2 more because of the power punch. magnus has one defense,so my max damage is four at the start of my power bounces. i manipulate an 8-cap and a10-cap in order to take magnus out in two turns.

after defeating magnus, the crystal star goesflying towards the elder. mario picks it up, ending chapter 2. everything after this pointisn’t going to make sense sequence-wise, so i’ll try to explain everything that happensand why we do it in that order. the game changes back to peach’s perspective.the right door doesn’t open until after a certain period of time, so i just dancearound until then. i walking speedswap across the hallway into tec’s room. inside tec’s room, he asks peach to dancewith him. according to the game, dancing is as easy as pressing a few buttons! the positionthat peach ends in does not affect the length of the cutscene, so i don’t need to manipulatewhere she ends.

after she sends mario a message, peach headsback to her room. little does peach know that this is the last time she will ever see tecdue to our sequence breaking. there won’t be anymore peach intermissions for the restof the game. we switch to bowser’s perspective, and hehas stumbled upon petal meadows. we switch over to a super mario bros style game. thisis fairly easy to optimize. i just hold right and jump whenever necessary while avoidingany enemies. bowser arrives at petalburg and sees princesspeach in the window. he did it! he rescued peach! except that’s just a poster thatone of the petalburg residents put up on their window. after bowser stomps his fury out,the game switches back to mario’s perspective.

the punies thank mario for his services. heheads out towards rogueport once again. mario receives another message from peach.this time, she says that she’s ok and more worried about mario than herself. i can perform unspin cancels until i get tothe yellow block. then i set up sort glitch and do a paper mode item jump with my honeysyrup. once again i walk as opposed to speedswappingwhen i get close to the pedestal. this way goombella slingshots towards me, and the cutscenewill progress faster. the magical map reveals that the next crystalstar is in the sky. apparently the map is broken because that’s not where we’regoing next. in fact, we’re not going to

need the map to guide us anymore. we visit frankly. he tells us that the nextcrystal star is in a floating town called glitzville. he advises mario to get a blimpticket in order to reach the town. i’ll get the blimp ticket now, but i won’t begoing to glitzville for a while. right before leaving east rogueport, i jumped a differentnumber of times to manipulate rng in central rogueport. i want a power rush to be on salein the badge shop, and i want charlieton, a merchant in central rogueport, to be sellingmega rush. when i head to the badge shop, i sell thep-down d-up p badge that i acquired in the boggly woods plane panel room. now i haveenough coins to buy everything i want. i buy

the power rush on sale for 35 coins, bringingme down to 91 coins. i use the same paper mode momentum glitchas in chapter 2 when i got power punch in order to reach the door below me quicker.i enter the shop and buy zess t.’s contact lens. because i bought 10 items in the prologue,i earned a mushroom. due to a full inventory, the shopkeeper stored it. since my inventoryis no longer full, he decides to give it to me now. i leave the shop and return the lensto zess t. even though i’m about to leave the room, charlieton will still be holdinga mega rush because rng for charlieton does not change unless you are two rooms away. in the west part of town, i head into westsidegoods and i first store my mushroom so i have

more inventory space. then i buy a dried shroomand dizzy dial. this item combination is a secret code that the shopkeeper recognizes.by then saying my favorite color is yellow, the shopkeeper knows that we need to go seedon pianta behind the shop. he'll be able to give us a blimp ticket. the shopkeeperunlocks the door for us. don pianta tells us to go look for his daughter,francesca, who ran away with her boyfriend, frankie. in return for telling him where theyare, he will give us a blimp ticket. mario heads out to go look for them. you can actually skip buying the dried shroomand dizzy dial by using two tricks called a flurrie superslide and a bobbery glitchand then walk along the seam of the shop.

when returning, i can use a paper mode itemjump to return to the front of the room. this is significantly slower than just buying theitems though. i'll explain these tricks in a bit. in central rogueport, i buy mega rush fromcharlieton. this will boost my attack power by 5 when i'm at one health. i immediatelyequip it along with the power rush i just bought. i find francesca and frankie at the rogueportdocks. they beg me not to tell don pianta that they're here, but we need that blimpticket. after mario discloses where don pianta’sdaughter is, francesca and frankie come into

the office. after arguing, don pianta givesmario the blimp ticket. if you jump too close to don when the cutscene ends, you can actuallysoftlock because don will be frozen in place trying to give mario the ticket. next i'llneed to explain two tricks that will be used to warp to chapter 7. the first glitch is called a bobbery glitch.the name is a bit misleading because it was believed to only be possible with bobbery.in an upcoming room i can tap r to go into paper mode. due to some wonky collision inone part of the room, i can get the equivalent of an unspin cancel. if i enter a door withthis glitch active, mario will walk in at a speed of 1 instead of a normal speed. indoing so, i will remain out-of-bounds. the

camera will rotate 90 degrees because i enteredthe room. this is important due to the way the next glitch works. if you press x to use flurrie and then opena door three frames later, mario will simultaneously open the door and use flurrie. tapping x severaltimes will cause mario and flurrie to slide down on the z-axis. since the camera rotated90 degrees i will now be moving to the left if the camera was facing the normal direction.during door transitions, walls aren't solid. i can use the flurrie superslide to go throughthe wall next to the teleporter room. once inside, i activate the teleporter and go straightto chapter 7. and just like that, i've skipped chapters three through six. i’ll actuallyneed to go back to chapter 3 for a short bit

later in order to get yoshi, but we can worryabout that later. we never find this out because of the sequencebreak, but this is the x-naut base on the moon. this is where peach was held captive.right now, the game doesn't correctly recognize that we’re in a chapter seven state, soi have to go a few rooms to the right and read a red note attached to the table. thegame now recognizes that we’re in chapter seven. i go into sir grodus’s office and grab acard key. this is one of three necessary keys that will allow me to access the last roomof the chapter. after returning to the hallway, i ride theelevator up to sublevel 1. i'll need to head

to the room on the left, but it's faster todo that room when returning to this floor later. this is because i can activate theelevator from the right, and then i'll end up further left when returning because marioexits the elevator in the middle rather than the right side. this routing really only savesa couple frames. when i get up to the next hallway, i headright. i have to enter in the code that was on the red note: 014029, in order to unlockthe door. inside this room, i have to take a quiz similarto the one in chapter 1. after completing the quiz, i’ll get an elevator key. theorder of the correct answers is: 3, 4, 2, 3, 1. this quiz will always ask us if we’resure about our answer on the 1st, 4th, and

5th questions. i can use rng manipulationto make sure he doesn’t ask that on the other questions. after getting the elevator key, i exit theroom. this will allow me to operate a second elevator that will take me further down thefortress. i go back down to sublevel 2 and enter the tile room on the left. the floor in this room will electrocute mariounless he steps on certain tiles designated by a sign against the back of the room. ican speedswap from the edge of the platform to skip a few tiles. then i can speedswapfrom the tiles directly to the chest. this is the second key that i'll need. afterwards,i head to the right and leave the room.

i take the elevator down to sublevel 3 andenter the tile room to the left. in this room, mario can only stand on the tiles that arelit up. when he enters the room, the tiles are already moving. you’re supposed to standon the stationary tile to the left of the platform to reset the cycle, but i can actuallystand around for a bit and then speedswap onto the tiles since they swing back aroundtowards the right of the room. this saves a few seconds over resetting the tile cycle. this is the third and final card key thati’ll need to access the last room of the chapter. with that, i head to the other sideof the hallway. i place the three card keys down and enter the factory room.

normally to get to the back of this room,you would need vivian, a partner from chapter 4. rather than go to chapter 4, i can usea paper mode item jump to get over this right wall. i sort glitch first and then use mydried shroom. i want to use sort glitch because i’ll need 10 items for palace skip, so iwant to keep the dried shroom. i also used the dried shroom because being at 5 healthrather than 4 will allow me to get into peril easier. i can’t make it to the backgroundand catch the platform in the first cycle, so i just wait and mess around. right before returning to the foreground,i switch partners to koops. this is faster than doing it in the foreground because itskips an animation of the partners switching.

in the foreground, i face left and shoot koopsout. before he hits the switch, i jump onto the left platform. this allows me to moveleft during the cutscene when i would otherwise be stuck on the right platform when i gaincontrol of mario. i hop up the stairs and drop onto the planepanel. in the old tas, i was able to skip this because i could hover from the platformnear the pipe directly to the card key. i don’t have yoshi yet, so i can’t do this.with the card key, i head back to the start of the room. i go back up the first platformand re-enter the background. after navigating all the way through the background, i hopup the stairs and enter the chapter 7 boss room.

hey, look who it is! that was fast. he alreadyrepaired his magnus suit and renamed it magnus von grapple 2.0. i find it funny that becauseof our sequence break, we go directly from magnus 1 to magnus 2. inside the fight, i defend with mario andthen swap partners. by defending, magnus will do one less damage to mario. by guarding bypressing a in addition to defending, i can take two less damage than normal. this letsme get down to peril. because i’m at 1hp, my mega rush and 2 power rushes activate,increasing my damage from 1 to 10. magnus von grapple 2.0 has 2 defense, so i’ll onlydo a maximum of 8 damage. i perform a seven cap to deal 35 damage. i perform another sevencap on the next turn, dealing a total of 70

damage. with that, magnus is dead. with the seventh… i mean third... crystalstar, mario and his crew of 6… i mean 3… are ready to head to the thousand-year doorand enter the palace of shadows. but not quite. i still need to get yoshi for palace skip,so we’ll be heading to glitzville after the bowser intermission. record after this point:bowser has entered...wait, where is he exactly? i’ve never been here before. this is poshleyheights. normally the sixth crystal star is located inside this sanctum. there’s actually a way to get bowser towalk around in paper mode, which is never

supposed to happen. you can do this by performinga bobbery glitch right before entering the magnus room. the original bobbery glitch normallyworks by holding bobbery over your head with x and then holding r when he explodes. fromthere you can open the door by simply pressing a, and mario will stay in paper mode. thiscarries over into the bowser cutscene. he can fall through the floor and float in midair. bowser enters the sanctum, but he finds outthat mario apparently has already taken the real crystal star, at least according to thispenguin guy. that guy is pennington. he’s a detective that normally has mario completesome puzzles on the chapter six train. this is the last bowser intermission. in total,i only went through two peach intermissions

and three bowser intermissions when normallythere are six peach intermissions and seven bowser intermissions. after returning to mario’s point-of-view,we head down to the fourth sublevel and enter the room to the right. mario and koops meet tec. tec goes on to explainthat mario needs to save princess peach. she’s been taken away by sir grodus. tec runs outof backup power and shuts off. mario now heads out towards the teleporter room in order toreturn to rogueport. upon returning to rogueport, frankly suggeststhat we meet him down by the thousand-year door. first though, i’m going to head offto glitzville for yoshi. on the way, i unequip

power bounce and equip multibounce. whiledoing so, i manipulated rng so that a mega rush appears in the battle in the next room.with multibounce, i’ll be able to take out both of the hammer bros in this fight in oneturn. i then manipulate the mega rush to drop after battle. with that, i head up the pipeto the surface of west rogueport. i head to the north in order to get to theblimp. i give the blimp ticket to the attendant guarding the pipe to the blimp. i hop in thebackground towards the blimp and activate it. we travel across the sky to glitzville,the floating city. immediately upon entering glitzville i…leave? because i never properly entered chapter three, the game is really confused about wherei am. in order to fix this, i have to leave

glitzville and re-enter right away. alright, after returning again, i head insidethe glitz pit. because the game now correctly identifies that i’m in a post-chapter sevenstate, it lets me walk into the back. i can trigger the door by facing the oppositedirection as the guard. normally i wouldn’t be able to open the door at all, but sincei’m in a post-chapter seven state, all doors are active and functional. upon signing up for each fight, jolene willassign a special condition that you have to fulfill in order to progress to the next fight.i can manipulate rng by wasting frames before the condition shows up on-screen. i want toavoid anything that involves me not using

items or not using fp, depending on what fighti’m entering. once we get out on stage, jolene...wait...grubba?well this is awkward. this cutscene before the goomba fight is intended to only occurwhen you’re in chapter three, but since i never entered this fight, it plays thiscutscene for me, which includes grubba. i take these goombas out with a fright mask.with one star point, i level up. i’m going to need more room to equip badges, so i levelup bp. after each fight, jolene gives us some coins.this really isn’t that important because we won’t have to buy anything for the remainderof the game. in this next fight, i’ll be fighting against three kp koopas.

i have to wait for the guard to escort meto the fight, so i dance around randomly. jumping or hammering will actually delay hisentry, so i can only move around. in this fight, i first get into danger bygetting hit by each koopa. because i’m in danger, my damage increases by 4. they haveone defense, so my damage drops from five to four, but this still allows me to killeach koopa by multibouncing. after the fight i...oh? hey look who it is!it’s the yoshi egg! normally, we would go outside by the hot dog stand and get the yoshiegg, but the game is really confused at this point. it recognizes that we’re not in chapterthree anymore, but it also recognizes that we haven’t gotten yoshi yet. it decidesnot to start the hot dog stand sequence and

instead spawns the yoshi egg inside the minorleague room. in order for it to hatch, i have to fight my way up until i reached the armoredharriers. remember how i said the game is confused?the yoshi egg follows mario onto stage. this is never intended to occur, but the game isreally confused about what state the game is in. in the pokey fight, i use a frightmask to knock them out quickly. after the fight, jolene yells at bandy andyfor trying to get into a room that’s off-limits. this is a reference to the storage room thatmario is supposed to enter later in the chapter. of course, we’re just here for yoshi, sowe won’t need to worry about that. in the dull bones fight, i multibounce themas opposed to fright masking them.

from the hallway we hear a fighter being escortedoutside the glitz pit due to an injury. this frightens mario, but king k reminds mariothat this is a brutal sport and it happens from time to time. in the fight against the spike storm group,i use a fright mask. i can’t multibounce these guys because the spinies have thornson their shells that would damage mario. afterwards, king k informs mario that he shouldgo check out the hot dog stand in glitzville. this is supposed to make the player go outsideand get the yoshi egg, but we already have my next fight is with the mind bogglers. ican take them out quickly with a fright mask. i had to use a bit of rng manipulation forthe fright mask to work because these enemies

have a tendency to be unaffected by the frightmask. the next fight is against the punk rocks,and once again i use a fright mask to end the fight as quick as possible. it’s worth mentioning that my old tas ofthis game was actually able to warp straight to the grubba fight at the end of the chapterusing a trick called bookcase jump. in grubba’s office, you can actually jump from the couchto a bookcase. from there, you can access an air vent. upon entering, it starts a cutscenethat’s not supposed to occur until the very end of the chapter. you have to use a hammerswing to break open the panel to get back out, but i was able to use a trick calledultra hammer early to get the ultra hammer

before chapter three. with it, i could breakopen the panel, fight grubba, and end the chapter without getting yoshi. the reasoni could skip yoshi was because i could perform a double jump to the chapter four pipe, whichis normally unaccessible until after obtaining yoshi. upon completing chapter four, the gameactually gives you yoshi even if you didn’t have him before. the next fight is against the bob-omb squad.i take care of these guys by using a fright mask. the last fight before the armored harriers isthe hand-it-overs, a group of bandits. i can

take them out easily with a fright mask. after this fight, jolene comes in with a newfighter named sir swoop. she shows him how to use the fighter console. jolene shows upon screen. wait… how is she in two places at once? this is another side effect of fightingup the ranks for the first time in a post-chapter seven state. normally it would be grubba inthe fighter console talking. after sir swoop heads out for his fight, mariorequests to battle with the armored harriers. you’re supposed to run away from this fight,and then the yoshi will hatch afterwards. it’s funny to note that no matter what yourdamage stat is, you cannot deal damage to them without yoshi.

after running away, the yoshi hatches. itscolor varies on how long it took from you getting the egg to hatching it. the fastestcolor is green, then red, blue, orange, pink, black, and then white. so i end up gettinga...blue yoshi? yet another side effect of fighting up the ranks in a post-chapter sevenstate is that the yoshi color doesn’t actually depend on how long it took you to hatch it.it’s seemingly random, and we aren’t sure why. after getting yoshi, we leave the minor leagueroom and head off towards the thousand-year door. a funny side effect of the guard still beingthere is we end up out-of-bounds when we leave

the minor league room. i can walk back inbounds towards the door though. in any situation where i have to cover a largedistance, walking with yoshi will be faster. his z-axis speed is 4 compared to mario’s2.6775. mario can keep his 2.6775 speed by speedswapping, but you can’t do walkingspeedswaps with yoshi, so in situations where i’m moving left and right as opposed toup and down, it may require a larger distance for riding yoshi to be faster. i ride theblimp back to rogueport. it’s interesting to note that the animationof the blimp returning to rogueport is about seven seconds slower in the japanese versionof the game compared to the american or european versions.

i pause on top of the sewer grate and spininto paper mode and pause on the same frame. i pause to manipulate rng, but this pauselets me enter the sewers faster since i’ll already be in paper mode when i unpause. by manipulating rng, i made another mega rushappear in this fight. i want to get into peril so that i can multibounce these hammer bros,so i swap partners. i’m able to swap to flurrie during this time since i’ll needher in the next room. after manipulating the mega rush to drop, i enter the pipe and gofurther down the sewers. i go through the bars via paper mode. i unequipmultibounce and equip power bounce, my two mega rushes, and close call. i grab the gradualsyrup and slow shroom from the question blocks.

i’ll use these to fill up my inventory forpalace skip. i then use flurrie to blow away the wall that’s hiding a pipe. i swap toyoshi since i’ll need him in a bit, and i take this pipe down to the pit of 100 trialsroom. from there i can speedswap to the right and access the thousand-year door room. frankly was waiting here for about 17 minuteswhile we got yoshi. with my seven crystal stars… i mean three… i stand on the pedestalas the thousand-year door begins to open. mario and his crew approach the door and enterthe palace of shadows in only 1 hour and 55 minutes. while riding on yoshi, it’s actually fastestto move at a slightly up or down angle when

moving left or right. this has to do withthe fact that his speed increases the closer you get towards holding up. if speedswappingdidn’t exist, this would be the fastest method of movement with mario as well. in the staircase room, there’s a hiddenstopwatch item. i now have six items in my inventory out of ten. while riding yoshi,i can push against the wall for a slight speed boost. in the following room, i grab a shooting starfrom the question block to fill up my inventory more. i constantly push against the railingsfor a speed boost. at the bottom of the room, i can walk in the middle and go in betweenthe bullets without getting hit. a the end,

i can go into paper mode and squeeze in betweenthe two gold cannons to avoid encountering them. in the spike room, i can push against thesides of the spikes for a speed boost. i can squeeze in between the last set of spikesso i don’t have to run to the back of the room to get around the spikes. in the fire bar room, i first use yoshi toget near the center. i hop off of yoshi overtop of the fire bar, barely dodging it. from there,i reveal a hidden block containing a boo sheet. normally you need tube mode to get aroundthese fire bars, but i can just barely make it around them by jumping right, holding down,and then holding up to barely make it back

on the ground. this is dark bones. unlike red bones fromchapter one, there is not a window in which i can jump, so i can’t perform a glitchlike red bones early. i hammer away some of the dry bones and thenuse yoshi to get to dark bones quicker. after encountering him, i switch to flurrie andtake them all out with a gale force. it’s about a 12 percent chance that the gale forceworks on all of them, but i got really lucky and barely had to waste any frames. this fight gives an outrageous amount of starpoints, so i level up. there’s nothing i need to make room for, so it’s fastest tojust upgrade fp rather than scrolling over

and selecting bp. i grab the key that darkbones drops and exit the room. in the following room, i grab the ultra shroomfrom the question block. i then perform gold cannon skip again by going into paper modeand maneuvering in between the two cannons. i perform this same skip again at the endof the room. in the following room i grab the jammin’jelly. with ten items, i’m finally ready for palace skip. the next series of rooms is a maze in whichyou have to enter the door next to the lit torch. it goes down, down, up, up, down, up,and down. afterwards, we come across a large room witha tower in the background. what is it you

may be asking? i’m not really sure, sincei never go there anymore. that tower is the riddle tower, and normally you have to completeit to reveal another staircase that leads to sir grodus’s room and the shadow queen.we can get there another way, though. palace skip will occur in the room right beforegloomtail. the room has two embers, and they are essential to making this trick work. to be perfectly honest, i can’t explainpalace skip as it happens. it’s far too complicated in such a short amount of time.for a detailed explanation, please watch my video in the description or on my channelabout the finding of palace skip. i first get an item drop. i use delayed goombellabuffers into the item. the item will stay

in the room because i tossed it due to a fullinventory. i get into the battle with the ember while having text storage. i performanother text storage and keep both text boxes up after battle. i switch to koops and holdhim out in the middle of the room. i walk left and release him to hit the ember. i’mfacing right against the left wall, so when i switch to yoshi and run from battle, yoshiwill spawn out-of-bounds. i close a text box and activate him, causing me to warp downto his y-position and hit a spring that is loaded before the rest of the below room is.i do neutral jumps to delay yoshi’s fall and teleport barely underneath the floor tofirst strike the ember. i double jump out of this battle and reach the loading zone.

with this trick, we eliminated the need fortube mode, vivian, bobbery, the ultra boots, and the ultra hammer. by opening this chest, the game advances toa post-riddle tower state. because of that, it loads the room that was unloaded rightbefore i entered this room. it now thinks i'm about to fight sir grodus. i take the plane panel to sir grodus’s room.i activate the plane panel on its z-axis edge. in doing so, mario’s hitbox is small enoughthat i can fly in front of the platform we just came from, rather than fly higher up.this allows me to pick up more speed as i fly to the door.

inside the hallway i zigzag with yoshi whilepushing against each wall for a speed boost. after running up the staircase, we encountersir grodus. he's holding peach captive somewhere, so mario will have to fight him to rescueher. inside the battle, i get into peril by gettinghit by the grodus xs. i have to superguard one to avoid me or my partner dying, whichwould be slower. i use yoshi to ground pound on the grodus x that i superguarded becausesince it is already at lower health, it will take one less ground pound to kill it. afterkilling the grodus x, his shield breaks. since i'm in peril, i can use a few power bouncesto take sir grodus out quickly. after the fight, grodus reveals that peachis trapped inside a shield that he made. he

then strikes mario with lightning. bowsercomes crashing through the ceiling, crushing sir grodus. he sees mario and challenges himto a battle. just like with sir grodus, i can take bowserout with only a few power bounces. i defend with yoshi instead of swapping partners sincei'll need to ride him down to the shadow queen room. i use a few more power bounces to finishoff kammy koopa. just like in the dark bones fight, it’sfastest to just level up fp because otherwise it would take additional time to scroll overto bp or hp. mario looks around and finds sir grodus escapingto a hidden staircase behind his chair. mario and yoshi follow behind him.

we've made it to the final room, but we'retoo late. sir grodus is using peach to reawaken the shadow queen. she turns daytime into nighttimeacross the mushroom kingdom. as a result of never going to chapter 5, flavio,a toad, and four-eyes a.k.a. lord crump still appear on the beach. they're not meant tobe present in this cutscene, so they stay bright even as the world gets dark. because i did palace skip, i never beat gloomtailand grabbed the riddle tower key. since the game identifies that i never grabbed the key,it keeps gloomtail’s model in the room. but the game uses this room for a cutscenewith professor frankly. as a result, frankly appears behind gloomtail very awkwardly.

the shadow queen has manifested herself insideprincess peach. mario will have to fight against her to free peach. here come the shadow sirens...wait, what’sthat monster that's with them? this is doopliss and he's the chapter four boss who we skipped.even though mario did nothing to doopliss since we skipped that chapter, he still hatesmario. inside the battle, i have to deal 39 damageto end the first phase. i can't get into peril very easily, so i'll have to use more powerbounces than normal to kill her. i first manipulate a seven cap and deal sevendamage. after swapping partners, i get into danger, so now my damage increases by four.i deal six power bounces for 16 damage or

23 overall damage. on her next turn, the shadow queen boostsher defense, so even though i'll deal less damage, i can power bounce still. i deal sixpower bounces to deal seven damage and then swap out partners. while doing so, i manipulatedrng so that i get a close call and avoid the shadow queen’s attack. i deal nine more damage with eight more powerbounces, which ends the first phase of the fight. during the next phase of the fight, i needto attack her three times. well kind of. if i were to do three power bounces, that onlycounts as one attack. if i were to attack

with both mario and a partner in one turnthat still counts as one attack for some reason. i actually need to attack her, end my turn,attack her again, end the second turn, and then attack her a third time. basically ineed to attack her and then there needs to be a long pause afterwards where she talks. i can attack her once with mario. i have herkill my partner. this will make it so my next turn ends faster since i can't do anythingwith my partner in battle now. after she attacks, i got a really rare scenario in which a boocomes out of the audience and slaps the shadow queen. this registers as another attack, sonow i only have to attack one more time. because of the boo, i skip an entire turn, which savesa few seconds.

mario and his crew start to give up becauseshe's completely invincible. going into this cutscene, there's a one frame window in whichyou can jump forwards. the only reason i jump here is because it looks silly when the crystalstars rise. normally they're supposed to rise to the middle of the ceiling, but jumpingforward makes them rise to another part of the ceiling. so the crystal stars appear around the noosein rogueport. don't ask me why they put a noose in a children’s video game. the crystalstars then fly away to different parts of the mushroom kingdom. each crystal star flies away to its correspondingarea. we see the diamond star returning to

petalburg, and we see the mayor, koopie koo,and koops’s dad. the emerald star flies away to the great tree in the boggly woods,and we see a large crowd of punies cheering on mario, including punio and the puni elder.the gold star flies to glitzville and we see jolene, the armored harriers, and some otherfighters cheering mario on. the ruby star flies away to twilight town. what are theycheering for? mario never rescued them from doopliss. he’s probably still turning theresidents into pigs! once again, since we never beat chapter five, the cutscene looksa bit odd here. even though flavio’s not saying anything, deep down inside i know he’sproud of mario. the garnet star goes to poshley heights, and some fancy toad ladyand some bob-ombs cheer on mario. the crystal

star returns to… this place. yeah. thisis fahr outpost, and this is where you would normally start chapter 7 from. peach breaks apart from the shadow queen’scontrol just long enough to give mario and his partners full hp and fp. we head intothe final battle. i manipulate the shadow queen to strike flurriewith lightning and then hit mario with the tiny hands. in doing so, i can guard threeof them and get hit normally by one to get into peril. now that i'm in peril, i manipulatean eleven bounce cap. this is absolutely unheard of normally. i can use stylish after certainjumps to change rng without wasting any time whatsoever. the chance for a seven cap isone-third to the fifth power, or about a 0.4%

chance. using stylish to manipulate the jumpcap after doing a lot of jumps beforehand does make it a bit easier, so in reality it'smore than 0.4%. with that the shadow queen is dead. princess peach is saved. frankly comes into the room. he explains thathe found the treasure, but it dried up into a dried shroom because it was so old. mario and his company head back to rogueport.the crew’s all here. mario, goombella, koops, flurrie, and yoshi. and bobbery and vivian?what? they decided to show up out of nowhere to congratulate mario, even though they didn'thelp him at all. peach and mario set sail and return home.

goombella messages mario and explains thatshe and frankly are still investigating more mysteries about the town of rogueport. shetravels all over the mushroom kingdom reconnecting with everyone we met along the way. firstshe heads to petalburg. there, she reconnects with koops, koopie koo, and the mayor. shefinds out that koops is going to run for mayor soon! we find out that flurrie is now a play performerand is re-enacting our adventure. i don't see why doopliss is part of the play but ok. it turns out that yoshi has registered asa fighter in the glitz pit as “the great jr.”

vivian is back to hanging out with the othershadow sirens. bobbery and cortez...who? anyways, they bothtravel to sea everyday. bobbery is so happy now, compared to how he used to act due tothe loss of his wife. goombella confirms that crump and grodus arestill alive, but they're pretty weak at this point. it turns out tec is doing well now, and hehopes to meet back up with peach and mario sometime in the future. goombella wishes mario good luck in the futureand says goodbye. peach arrives at mario’s house to explainanother adventure that she wants to go on,

referencing a sequel, super paper mario. timingends on last input, which is on peach’s last text box. the final time is 2:22:25.58. thank you guys so much for watching. i spenta lot of time editing the overlay and audio commentary, so it does mean a lot. i'd like to give a shoutout to solidifiedgamingand really_tall for helping find palace skip. this wouldn't have been possible without them.thanks to cronikeys and nathanisbored for finding a ton of glitches that have helpedshave off time over the years. thanks to the ttyd community for motivating me to work onthis. until next time, see you guys later!

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