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We can use Mario's Power Bounce to repeatedly jump on Hooktail. Okay, here's the tough one! For the Hooktail fight, we want to try ending the first phase of the fight (deal 20 damage) in a single turn. This skips the need to go into the background after obtaining the Card Key in order to make our way back to the higher platforms and activate the staircase. After obtaining this jump storage, we navigate to the scooter, step up onto it to gain Y-velocity, which is the second prerequisite for Super Jump, and then Super Jump all the way to the door to Magnus von Grapple 2.0. In doing so, we obtain Jump Storage, which is a prerequisite for Super Jump, the trick that allows us to gain infinite height. Thus, we can swap to Yoshi and use him a few frames before the item lands on us. This results in the Card Key falling off the platform after Mario is done using the item. Going into Paper Mode allows the overworld to freeze after a small delay. The item will allow Koops to bring the item over to the edge of the upper platform. Then we go into Paper Mode briefly and pause to use an item. This allows us to control Mario before Koops grabs the items, whereas we would normally be stuck in place until after Koops grabs the item. We pause and unpause upon landing in order to gain control of Mario earlier. We first set Koops up in such a position that Mario falls down below while Koops grabs the Card Key. All of this madness saves merely a few seconds. This sufficiently allowed me to navigate to a Z-axis position of 100.000000, which satisfies the condition to walk through the double-sided collision. As a result, I could use this knowledge to offset my Z-axis speed by 1 millionth of a unit everytime I performed the corresponding analog stick inputs for these speeds. As it turns out, as the result of (seemingly) inaccurate floating point rounding, the faster Z-axis speed value is not precisely twice that of the other Z-axis speed. I then discovered that particular angles were associated in a way in which one angle produced a Z-axis speed twice that of the other angle. This was performed in the TAS by first using a Lua script to test different analog stick inputs and output their corresponding Z-axis speed values. If we obtain a Z-axis position of exactly 100, we can walk straight through these bars along the top path and drop down by the door. The alignment of these pieces of collision is such that there is a small gap between the two collision pieces. In other words, there is a piece of collision for the front-facing portion of the bars and a piece of collision for the back-facing portion of the bars. When you ride the block up to the top path, there is double-sided collision for the bars. The need for the plane panel was obsoleted through the use of a Double Jump, however this still took a considerable amount of time as the transition in and out of battle is slow. Two rooms before we reach the spiral of the castle, there is an airplane panel that we usually have to take in order to reach the door higher up. This game has a floating point precision-perfect trick. Teleporter Room Early (found by SolidifiedGaming and Really_Tall) Considering we don't have to return to the title screen 3 times, this saves a considerable amount of time, leading to US pulling ahead of Japanese! Also, I'd like to add that it has been incredibly weird to actually be able to read what everyone is saying in-game. Instead of creating a save file at Flurrie's house, there is an e-mail in the Excess Express that we can use to obtain Jump Storage. The other noticable difference is the faster method of setting up the Chapter 6 Super Jump. However, this timeloss is immediately cut in half when we factor in the US and PAL-exclusive Goomba Trio Skip (described below). We estimate we lose about a minute due to more text. As such, we lose a few frames every few text boxes, which can progressively add up over a (less than!) 2 hour game playthrough. Firstly, there is more English text than there is Japanese text. Now that we have dodged this barrier, we could start to time the region differences.
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This was the main cause of timeloss between the different regions of the game. The new TRE method works equally as fast on either version, as we no longer need to depend on the Japanese-exclusive Flurrie Superslide method. I'd first like to discuss the regional changes that occurred upon the discovery of Teleporter Room Early (described below).