Paper Mario: The Thousand-Year Door is regarded by many to be the greatest game in the series. From its
extremely distinct personalities and locations, to its grand and investing story, to its tight and engaging
gameplay, this game leaves very little room for improvement.
Plot
The game opens with Princess Peach, on a royal trip, taking a stop at the not-so-inviting
town of Rogueport. Rogueport is home to many criminals and lower-class
individuals, which
becomes apparent the second you arrive there. While there,
Princess Peach gets given a
mysterious treasure, and writes a letter to Mario, with a mysterious treasure map attatched.
Peach invited Mario to come and meet her so they could have a look at what it may mean.
However, by the time Mairo arrives, the Princess is missing! It is up to Mario to slowly
piece together what happened, and save Princess Peach from whoever took her.
Gameplay
Battle System
The battle system of this game has the same root mechanics as its predecessor while
introducing many new ones as well that freshen things up. One major difference is that
Mario's partners have their own health, and can now also be targeted by
enemies when they
attack. This adds a new layer of strategy, allowing allies to take hits that Mario would
otherwise have to endure, and it also gives the partners a sense of impermanence in battle.
Mario's partners can also use items and badges just like Mario could in the previous game,
making partners a lot more versatile in what they can do. Another big change is that
enemies can use items and badges, adding a new element of unpredictability
that was
not seen in Paper Mario 64. Sometimes these items can really give you a run for your
money.
The third major addition to combat is moves.
While these do nothing to deal
more
damage to the opponent, not only are they fun to pull off and discover, but they also
provide
extra star power, allowing you to execute star moves more frequently. Nearly every
move has
a stylish timing that you can discover by simply pressing
at the right time. They are extremely
satisfying and fun to pull off, adding even more engagement to
the battle system. And
finally, TTYD introduces a new defensive move
that you can do with really precise timing, the Superguard. This move is
effectively a
counterattack, negating all incoming damage, and in turn, dealing one damage back to the
attacker. While this is extremely satisfying to pull off, I find that if you really get the
timing down, it takes away a lot of the challenge that the game would otherwise have if you
could only defend.
Overworld
The overworld gameplay of Paper Mario: The Thousand-Year Door is also very iterative upon
its
predecessor. Because of the upgraded power from the N64 to the Gamecube, TTYD was able to expand the worlds in which you
explore, making for much more detailed, immersive, and grand areas. There are also new
gameplay
elements on top of Mario and his partners' overworld abilities. Throughout the game, Mario
gets
"cursed", providing him with traversal abilities that take
advantage of his paper
nature. Mario's curses enable him to transform into a paper airplane, a paper boat, and a
paper
tube, as well as fold sideways to be parallel to the camera's view. These curses add a lot
more variety to the types of puzzles you have to solve to progress, as well as opening up
the design of the areas to new possibilities.
 
 
Side Content
Perhaps the biggest area of gameplay that TTYD
adds to its predecessor is the amount of side content the player gets to do. For one, in
Rogueport, there's an entire quest board, called the Trouble Center, taking
the player all
across the game for them to solve all sorts of problems and get useful rewards for doing
them. This adds to the game a whole lot
more to do and also really fleshes out the world in which you are exploring. You can even
get an entirely optional extra party member for doing a certain quest! Another big
piece of side content is the Pit of 100 Trials, which I absolutely love.
Effectively, it is
a gauntlet of pure battling through 100 descending floors. The enemies get more difficult as
you go, and it can become an extreme challenge very quickly. This is especially so because
you don't have any way of re-stocking up on items as you go. Once you go down into the pit,
there's no pausing and coming back later, you either keep going or exit and
restart from
floor 1 later. There's also a very tough final boss awaiting you at floor 100, amounting to
the ultimate test after you have already endured 99 floors of pure fighting. You also get
rewarded with very useful badges every 10 floors, making the trips down feel very
fulfilling. My favourite way to tackle the pit is going another 10 floors each chapter,
allowing me to reap the rewards of the badges through my playthrough as well as go to the
floor that I believe matches the limit of my current strength.
Partners
Goombella
Goombella is a university graduate with a degree in archeology and is always eager for her
next journey. Mario met her within the first minute he arrived at Rogueport. Mario can use
her overworld ability to
learn more about his environment and get hints on tough puzzles. In combat,
she has the
following abilities: - Headbonk (0
FP) - A
standard jumping ability, behaving the same as Mario's jump. - Tattle (0
FP) - Provides
useful
information on the selected enemy, such as their health, damage, defence, and their
behaviours. - Multibonk (3 FP) - Continues to jump on the enemy until you
mistime an
action
command. - Rally Wink (4 FP) - Gives up her turn and gives Mario a second
one.
Koops
Koops is a somewhat insecure koopa. He joins Mario so that he can gain more self-confidence
and feel stronger. Mario can use his overworld ability to
reach faraway objects and hit switches to solve puzzles. In combat, he has
the
following abilities:
- Shell Toss (0 FP) - Gets into his shell and hurls himself at the enemy,
but
is
only
able to hit enemies on the ground. - Power Shell (3 FP) - Like Shell Toss
but hits all
enemies on the ground. - Shell Sheild (4 FP) - Provides Mario with a
protective shield
that protects Mario from all damage until it is broken. - Shell Slam (6
FP) - The same
as power shell but pierces enemy defence.
Madame Flurrie
Madame Flurrie is a sophisticated fashionista who also has a big heart. She joined Mario as
soon as she heard people were in danger. Mario can use her overworld ability
to
blow away fake walls to find secret passages or solutions to puzzles. In
combat, she has the
following abilities:
- Body Slam (0
FP) - Jumps at an enemy, essentially belly-flopping into them. -
Gale Force (4 FP) -
Blows enemies out of the battle. You do get EXP for the enemies that get blown away. -
Lip Lock (1 FP) - Damages an enemy while taking their HP, healing her. -
Dodgy Fog (4 FP)
- Increases Mario's evasion for a few turns, making him harder for the enemies to hit.
Yoshi
Mario first met this Yoshi when he was an egg! Yoshi hatched and has been by Mario's side
ever since. He's extremely energetic and always ready to fight. Mario can use his
overworld ability to
ride on him to run faster and hover over small gaps. In combat, he has the
following abilities: - Ground Pound (0
FP) - Hovers up to an enemy and bounces off of them for a maximum of 6 times. -
Gulp (4
FP) - Eats one enemy and spits them out at another enemy, piercing both their defences. -
Mini-Egg (3 FP) - Lays 3 eggs and throws them at random enemies. -
Stampede (6 FP) -
Calls a herd of adult Yohsie that stampede through and trample all enemies.
Vivian
Vivian is one of the three Shadow Sirens, which are a group of sisters working against
Mario.
Vivian joins Mario after having enough of being picked on by her older sister Beldam. Mario
can use her overworld ability to
sink down and hide within the floor, hiding from enemies and obstacles. In
combat, she has the
following abilities: - Shade Fist (0
FP) - Punches an enemy and leaves them with a burn effect, dealing damage slowly over
time. - Veil (1 FP) - Hides Mario from incoming enemy attacks. Can't be
used twice in a
row. - Fiery Jinx (6 FP) -
Attacks all enemies with a firey spell, dealing damage and lighting them all on fire. Has a
special elemental strength against icey enemies. - Infatuate (4 FP) -
Blows a kiss at all
enemies, possibly leaving them confused, unable to discern between Mario and their fellow
enemies.
Admiral Bobbery
Admiral Bobbery is a tragic washed-up sailor who blocked the sea from his life ever since
his wife passed away while he was on a voyage. Upon reading a missing letter containing his
wife's final words, he gained enough course to sail once again, alongside Mario. Mario can
use his overworld ability to
explode cracked walls, gaining access to new areas beyond them. In combat, he
has the
following abilities: - Bomb (0
FP) - Walks up and explodes next to an enemy. - Bomb Squad (3 FP) - Sets
down three
mini-bombs that will detonate on the next turn. - Hold Fast (4 FP) - Preps
himself to
detonate on any enemy who comes in contact with him when attacking him. -
Bob-ombast (9
FP) - Explodes and deals massive damage to all enemies.
Ms. Mowz
Ms. Mowz is a charismatic badge thief that you encounter multiple times on your adventure.
She eventually
becomes an optional party member whom you can recruit by helping her with her problem posted
at the Trouble Center. Mario can use her overworld ability to
sniff out any nearby treasures or collectibles. In combat, she has the
following abilities: - Love Slap (0
FP) - Slaps an enemy, ignoring their defence. - Kiss Thief (2 FP) - Runs
up and steals
whatever item or badge the enemy is holding. - Tease (3 FP) - Runs and
jumps around
frantically,
making enemies dizzy. - Smooch (10 FP) - Kisses Mario, replenishing 10
health.
Chapters
Prologue: A Rogue's Welcome
The game begins with Mario arriving at Rogueport, and not one minute later
seeing a
fight
break out between Goombella and Lord Crump. Lord Crump is one of the higher-ups of the
group called the X-Nauts, who are a group of high-tech, mysterious, and kinda weird
folks.
Regardless, it will later be revealed that they are the big bads of the game, and are
responsible for taking Princess Peach! After this run-in with the X-Nauts, Goombella
takes
Mario to visit Professor Frankly, who's an old goomba who is well-versed
in history.
Mario
consults him about the treasure map that Peach sent him and Frankly tells him that it
is a
legendary treasure map that guides him to the Crystal Stars, which are very magical and
powerful objects sealed away long ago. It is said that these crystal stars can be
used to
open the 1000-Year Door and find the fabled legendary treasure within. With that in
mind,
Mario embarks on his newest adventure to find and secure the seven Crystal Stars
to reveal
the truth of the legend of The Thousand-Year Door. Mario then
travels into the Rogueport
Sewers to have
a look at The Thousand-Year Door and holds his map aloft at it to get the location of the
first crystal
star.
On the way, he gets "cursed" for the first time, providing
him with the paper airplane traversal ability.
Chapter 1: Castle and Dragon
Being the first chapter of the game, it does an incredibly good job of setting the tone of
adventure and excitement. From the music to the visuals, you can tell right away that this
journey will be a special one. The first area, Petal Meadows, is similar in
nature to
Pleasant Path of Paper Mario 64, very introductory and grassy, but that's not a bad thing.
This chapter serves as a great introduction to the overworld and battle mechanics. Once
Mario
arrives at the local town, PetalBurg, it's there he discovers that it's being
terrorized by
a dragon that lives nearby. Mario takes it upon himself to help the village and defeat the
dragon. But before he does, Koops stops him and begs Mario to let him join. Mario of course
agrees, and they set off to confront the dragon in Hooktail's Castle. Inside,
numerous dry
bones roam,
showing all the koopas who had fallen
before. This castle consists of a lot of puzzles to do
with Koops' abilities, and it's a very fun one to make your way through, with many secrets
dotted about as well. Halfway through the castle, Mario received his second "curse" from the
black chest ghost, allowing him to flip sideways. At the top, Mario faces
Hooktail the
dragon in a very dynamic and grand-scoped boss fight. It really signifies the step-up in
ambition and power that this game has over its predecessor. After defeating Hooktail, Mario
obtains his first crystal star.
Chapter 2: The Great Boggly Tree
The next chapter takes place in Boggly Woods. It's a very visually unique
location that has
a lot of black-and-white environments in it. Mario came here because a Puni, one of the
residents of The Great Boggly Tree, called for Mario's aid. Their tree is being held hostage
by the
X-Nauts. On the
way, Mario encounters Madame Flurrie, who is a friend of the punies, and leaps to their aid
when she hears that they're in danger. Afterwards, Mario also runs into the Shadow Sirens
for the first time, who are three phantom sisters who love to cause trouble. Inside
The Great Tree, Mario finds it crawling with X-Nauts and gets the feeling it
has
something to do with
them searching to find the next crystal star. Eventually, Mario finds a way to free all 100
punies from their captivity, and he rallies them all to help him find the crystal star
first. Herding all the punies can be challenging and finicky, but they are required for many
puzzles within the tree. After travelling through the whole tree, Mario gets duped by Lord
Crump of the X-Nauts, who steals the crystal star right out from under their
noses and
makes a break for it. Luckily, Mario is able to catch up to him and go head to head with
him for the crystal star. However, Lord Crump came equipped with a high-tech mech suit
called Magnus Von Grapple. Despite this, when Mario emerges triumphant, he
recovers the
crystal star and sends the X-Nauts away from the tree. This chapter is the moment we
discover that the X-Nauts will be a constant threat in our quest for the crystal stars.
Chapter 3: Of Glitz and Glory
Up next is one of my personal favourites. Mario's map takes him next to the town in the sky,
Glitzville. Glitzville is a
place whose culture is all-encompassed by gladiator matches in the arena called the Glitz
Pit. When Mario arrives, one
of the first things he sees is the champion, Rawk Hawk, with his champion's belt. And what
else would be on it, but the
next crystal star. From there Mario's objective was clear: Climb the gladiator ladder and
become the ultimate champion
to win the crystal star. So yes, a lot of the gameplay of this chapter is battles, however,
they are more unique than
regular enemies you'd find in the field, making them feel a bit more special. Bowser
even crashes the party at one
point! And battling's already so darn fun that it's not even a problem. Where the real meat
of the chapter comes from is
everything that happens between battles. For one, Mario hatches Yohsi's egg. Also, more and
more Mario starts getting cryptic messages
asking him to go places.
After a while, it became clear that something was amiss about the whole place. There have
been
conspiracies of fighters
that went missing, and as the chapter goes on, Mario ends up proving these conspiracies
true. The mystery and suspense
of this chapter is truly awesome and I can't do it justice just by writing about it here.
After Mario makes his way to
the top of the ladder, defeating Rawk Hawk in the championship battle, he
discovers that the
crystal star on the belt is
fake! Not long after, Mario finds incriminating evidence of the Glitz Pit's manager and
announcer, Grubba. Mario finds
out that he's responsible for the missing fighters, and that he is the true
possessor of the
crystal star. When Mario
confronts him about this, it is revealed that Grubba had been using the crystal star to suck
energy out of
strong
fighters to keep himself young and spry. Not long after, Grubba uses the power of his
crystal star to become Macho
Grubba, in hopes of defeating Mario. After an intense fight, Mario emerges victorious and
recovers the crystal star.
Chapter 4: For Pigs the Bell Tolls
Chapter 4 is a lot of people's favourite chapter. It comes with a very cool and creepy area,
as well as a very cool sub-plot. Mario's map takes him to the dark and depressing town of
Twilight Town. This place has an eerie sense about it, making you feel
slightly uneasy as
you go through it. The town's inhabitants don't help either. They're mostly friendly, but
they also add to the eerie feeling of the place. Shortly after Mario arrives, he encounters
a problem. People are sporadically turning into pigs! Every time the town bell tolls,
another townsperson is randomly selected to become a pig. Mario goes to confront the source
in the nearby Creepy Steeple, which is a big and creepy mansion. Inside the
Creepy Steeple,
Mario receives his next "curse", giving him the ability to roll up into a tube and roll
under small gaps. Not long after arriving, Mario
encounters the troublemaker, Doopliss, who's responsible for turning the town
into pigs,
simply for his amusement. Mario battles Doopliss, finding out that he is capable of
shape-shifting. He copies Mario when they fight, but Mario ends up winning surprisingly
easily. Or so he thought. Doopliss had one more trick up his sleeve, he changed bodies with
Mario! Now all his partners think they've just won with Mario and are off to the next place,
but Mario gets left behind, as a shadow of his former self.
Mario leaves the Steeple
feeling at a loss as to what to do. But on the way he finds Vivian, who is
sad because of
being picked on by her sisters again. When Mario decides to cheer her up, she decides to
help him get his body back, not knowing he's actually Mario. Together, they confront
Doopliss again, this time having to fight him as Mario with all our partners.
After
succeeding, Mario gets his body back, leaving his partners confused and slightly ashamed of
themselves that they couldn't tell the difference. It also leaves Vivian extremely
conflicted, because she was actually helping the enemy the whole time, but actually
appreciated Mario's kindness. She eventually makes the tough decision to leave her sisters
behind and join Mario. Mario also received the next crystal star from defeating Doopliss.
Chapter 5: The Key to Pirates
This next chapter is very thematic to pirates. It begins with Mario recruiting Admiral
Bobbery to help him sail across the sea to the next Crystal Star location, Keelhaul
Key. As
part of their pirate crew, unbeknownst to Mario, was Lord Crump in disguise.
While on their way, their ship gets attacked by a large number of fire ghosts,
causing their ship to sink. Mario and Co. then wake up on the shore of the island. After
exploring the lush island, Mario heads inside the mountain of the island, Pirate's
Grotto.
Inside Pirate's Grotto, Mario receives his fourth and final "curse", the paper boat
transformation, which is used heavily in this area. Exploring Pirate's Grotto is one of the
most enjoyable areas in the game I think. Once they reach the end, Mario encounters
Cortez,
who is a legendary ghost pirate who has been residing here for a very long time. His boss
fight can be quite challenging if you aren't careful with your strategy. After defeating
him, Cortez actually decides to aid Mario and willingly gives his Crystal Star to him.
However,
just when they thought everything was done, Lord Crump ditches his disguise and launches an
all-out X-Naut attack with their X-Naut battleship. In retaliation, Mario and Cortez use his
ship to go head-to-head with Crump and his X-Nauts in an epic clash. Mario, once again,
triumphs over Lord Crump, and he flees yet again.
Chapter 6: 3 Days of Excess
This chapter is a bit different from previous ones. It sees Mario and Co. riding a train,
the
Excess Express, for 3 days to get to Poshley Heights, where the next
crystal star
is. Because the entire chapter takes place on the train, there's little combat this time
around, which some fans don't like as much, but I think it provides a good change of pace.
Instead of battling, you get to know all the other characters riding the train, and even get
to solve some train mysteries as well. Halfway through, the train makes a stop at the
Riverside Station to refuel. It is here where the more classic Paper Mario
gameplay comes
back for a brief intermission. Battles and puzzles take place here, and Mario encounters
weird creatures called the Smorgs, but beats them relatively easily. However, a
short time
after the train embarks again, it's revealed that the Smorgs had boarded the train, and
began
multiplying in numbers, eventually engulfing the whole train. Mario has to climb onto the
roof of the train to put a stop to them. After that, the train arrives at Poshley
Heights,
which, as the name implies, is a very prestigious place where rich people live. You even run
into Lady Bow there! It is there
that Mario retrieves the crystal star.
Chapter 7: Mario Shoots the Moon
Now is time for the infamous Chapter 7, within it having some of the highest highs of the
game, as well as possibly the lowest low. The chapter begins with Mario finding out that the
final crystal star is on the Moon. To get there, he confides in the bob-ombs of
Fahr Outpost to shoot him to the Moon out of a giant cannon. However, they
need a special
key that only the bob-omb named General White has, but it seems he is
missing. To find him,
the game sends you on a wild goose chase to almost all the locations you've already
explored, making for a very cumbersome and tedious task that many fans call the worst part
of the game, myself included.
After we find General White, the
bob-ombs explode the cannon
in a spectacular fashion, hurdling Mario toward the Moon.
Once there, what does Mario find, but
the X-Naut Fortress. This is where their base of operations has been the
whole time, and
this must mean they have the last crystal star already. Mario heads inside the fortress with
no hesitation, into one of the best areas of the game. Not only is it a very cool feeling
infiltrating the enemy's main base, but it also has an incredibly good song to go along with
it. After making his way through the fortress, not letting anyone stand in his way, Mario
encounters, yet again, Lord Crump. This time, he is equipped with an upgraded version of his
mech, Magnus Von Grapple 2.0. This boss fight is similar
in difficulty to that of Magnus
Von
Grapple's previous iteration. Once defeated, Lord Crump drops the crystal star and Mario
retrieves it. But, Mario thought he would also be able to find Peach here, but she had
already been taken away from the main base by the X-Naut higher in status than Lord Crump.
Mario then learns that Peach has been taken to the Palace of Shadow, which is the realm
beyond the Thousand-Year Door. The chapter ends as Mario sets off for the door posthaste.
Chapter 8: The Thousand-Year Door
The final chapter of the game ties the story up incredibly well. The legendary
Palace of Shadow beyond The Thousand-Year Door adds so much mystery, lore,
and intrigue to
this game's story. I absolutely love it whenever stories incorporate legendary locations
that
were significant so long ago, and have the protagonist find them millennia later. This game
does it extremely well. From the moment you walk inside the door, all you can feel is
intrigue and wonder as to what events occurred in this place. The atmosphere is dark and
abandoned, and emanates a sense of "we shouldn't be here." Also as you make your way
through, you encounter enemies that are other-worldly and very strong, only adding to that
foreboding feeling. The atmosphere of this place is even cooler because it's in a Mario
game.
Mario games aren't known for deep stories or unhappy locations, so it's very cool to see
this game break conventions and try
something new with Mario. Much
like the final chapter of
Paper Mario 64, this entire chapter is one big dungeon-like journey, making it super
engaging and fun to explore the entire labyrinth. Also adding to the fear factor of this
place, the further and deeper you go in, the more it begins to feel like "How am I ever
going to get back out?" because it is such a large place. Eventually, Mario
encounters a dragon, who has resided in the Palace of Shadows for who knows how long! It
turns out this dragon is the sibling of Hooktail, called Gloomtail. This
fight is a very
challenging one, but once you defeat Gloomtail, the way forward is unveiled.
At the
very end
of the dungeon, Mario runs into the leader of the X-Nauts, Grodus, who has
Princess Peach
with him. Grodus is truly powerful, but always sounds very calm, making him feel very
intimidating when fighting him. Despite this, Mario emerges triumphant, but Grodus runs
along ahead with Peach, taking her to a sort of altar. He then uses Peach as an offering to
the demon, the Shadow Queen, who is an uber-powerful being who had been
sealed away in the
Palace of Shadow 1000 years ago. The Shadow Queen possesses Peach, using her as a host.
And when Grodus tries to boss the Shadow Queen around like his pet, she outright kills
him! Again, it's crazy (and awesome) the places
this Mario game goes! This boss
fight is intense. It is the most difficult, high-stakes boss fight of the game, and possibly
of the entire Paper Mario series.
It is extremely thrilling, with Mario and the
Shadow Queen
trading blows back and forth. Eventually, Mario breaks Peach free of the Queen,
revealing
the shadow queen's true, even more powerful self. In the end, it takes Mario using
the power
of the crystal stars, along with all the people he's met on his journey, to defeat the
Shadow Queen and save Princess Peach, and the world!