YMMV / Paper Mario: The Thousand-Year Door


  • 8.8: Game Informer originally gave the game a 6.5. This would have been bad enough, but the reviewer's primary complaint? The writing was bad. The ensuing fan backlash actually prompted two letters of apology. The first one claimed that the reviewer gave the score not of his opinion, but guessing how well consumers would like it. This caused more complaints about the review, so a second apology letter was written with the exact opposite message.
  • Anticlimax Boss: Macho Grubba from Chapter 3. Despite having a whopping 60 HP, which is massive for this point, considering that the last chapter boss only had 30 HP and the next one will only have 40 HP, he's still incredibly easy to beat with attacks that are easy to Superguard.
  • Ass Pull: TEC's return to life at the end of the game. Not even TEC is sure how this is possible, though he suspects Peach has something to do with it.
  • Awesome Music: See AwesomeMusic.Paper Mario.
  • Best Level Ever:
    • The Glitz Pit in Chapter 3. It is primarily battle-focused with no two enemies being the same, the plot is interesting, and even Bowser pops up at the most appropriate time.
    • Chapter 6's train ride is an incredibly varied and interesting chapter. It focuses on Mario riding a train across the country, and has elements of mystery. You visit a number of different and varied locales, and the boss of the chapter is challenging but fair and looks awesome.
    • Chapter 8, since it's the final chapter, is awesome as well, being packed with interesting puzzles, several bosses, the fight against the Big Bad (followed by a good case of a Giant Space Flea from Nowhere) and of course, the grand finale.
  • Best Boss Ever:
    • A lot of them. The chapter boss fights are some of the best parts of the game, and even some of the minor bosses are fun to fight against, too. However, the Shadow Queen stands out. After her introduction and the Hopeless Boss Fight, followed by one of the best moments in the entire game, she reveals herself as a severely difficult boss in an otherwise not-too-difficult game (depending on how you play it, of course) with a very varied moveset, dark blood-pumping music and the fact that she's an all-out Marathon Boss with a whooping 150 HP, which is impressive considering that no other enemy, let alone boss in the main game has HP going past triple digits (the only other boss with triple-digit HP in the whole game is Bonetail, and even then he's entirely optional).
    • Cortez, the fifth boss, definitely counts. He's a Sequential Flunky Boss that changes patterns entirely every time you "beat" him, with an interesting moveset that involves skill to counter, and also has one of the best boss themes in the game. Not to mention that he's also one of the hardest bosses up to that point.
    • Magnus Von Grapple. Both versions, fought as the second and seventh boss respectively, with one of the best boss themes in the game, also have quite interesting attacks with some hilarious dialogue. And even though the 2.0 version has one attack that's hard to avoid, it doesn't change that it's one of the more challenging bosses.
    • Grodus. He's the boss of Chapter 8 (not counting Bowser, who's fought right after with no chance to stop and heal), and boy, does he put up a fight, being a Shielded Core Boss that uses several dangerous tricks but isn't unfair at all, and best of all, this is the same asshole that has been hunting you down for nearly the entire game, kidnapped Peach and threatened to rule the world, so beating up his ass results in a very strong Catharsis Factor.
    • Also, Bowser in both instances he's fought. Yeah, he has almost zero reason to be there except for accidentally saving Mario from Grodus, but he puts up one hell of a fight either way, especially the second time around when he's aided by Kammy Koopa and you're likely worn out from defeating Grodus.
    • Smorg. Yeah, he's a Giant Space Flea from Nowhere, but the fight itself is very fun, and a great conclusion to Chapter 6. The blood-pumping music especially helps.
    • Doopliss, one of the best examples of a Mirror Boss. It helps that he's fought after one of the more annoying parts of the game.
    • Rawk Hawk is a mid-boss, but his awesomeness is comparable to that of a major one. With epic rocking music, awesome build-up and a challenging but fair fight (especially in BP-only runs), it makes for a memorable fight, especially when beating him.
  • Big-Lipped Alligator Moment:
    • The Smorgs, (the boss of Ch. 6). They just show up to block the switch to lower the drawbridge at Riverside Station, then the next morning, they just attack the train, kidnap the passengers, get a beatdown from Mario, and are never seen from Again.
    • Bowser ambushing you in the Glitz arena. Made especially strange in that a little later in the game, Bowser's subplot involves him attempting (and failing) to go to Glitzville.
  • Breather Boss:
    • Hooktail if you have the Attack FX R badge equipped. It progressively lowers Hooktail's attack power, gets rid of her defense point, and makes it possible for Hooktail to miss with her attacks. Not using the badge, however, turns this into something else entirely.
    • Doopliss does not have many fancy attacks and he has less HP and attack than the previous boss. He also comes between Macho Grubba, who can attack twice in a turn and up his attack and defense, and Cortez with powerful attacks. Even in his second battle which is harder the real threat comes from your partners who fight alongside him.
  • Breather Level: The Excess Express in Chapter 6, for the most part. It's more puzzle-oriented than battle-oriented, but it does have a "dungeon" portion with some fairly tough enemies, including an enemy who is obscenely difficult to deal with for the game's standards.note  Professor Frankly even lampshades just how easy a three-day train ride will be compared to the backbreaking work of the other chapters (while you still have work to do, of course).
  • Complacent Gaming Syndrome:
    • Like with the first game, just about every experienced player only ever focuses on leveling up their Badge Points and never raises any other stat past 20. It's an even bigger case than before thanks to the addition of Superguarding, which negates all damage if pulled off, and the max BP cap being raised from 30 to 99.
    • For partners we have Goombella with her Tattle ability to let you see enemy stats, Multibonk which does ridiculous amounts of damage, and Rally Wink can make Mario pull off some insane combinations. Bobbery who has the highest HP and attack of any of your partners. Vivian as well, since her Shade Fist and Fiery Jinx abilities can be very useful in combat. Yoshi who's very versatile, Gulp Pierces defense, Stampede hits every enemy onscreen and Mini Egg serves as a useful Stat lowering move that does damage and when attack buffed does the best damage of any partner. Flurrie can be a ridiculous tank thanks to Lip Lock and her Dodgy Fog serves as a useful defensive option. Koops has Shell Shield and Shell Slam, the latter of which pierces defense. And Ms Mowz has Kiss Thief.
      • For the exact same reasons as Goombario in the previous game, it's particularly easy to just stick to Goombella. To reiterate from Paper Mario 64's YMMV page, the main reasons are A) Tattle, B) Multibonk, and C) good, solid attack power. And again, if you have the Quick Change Badge, it's even easier because you can just switch in a partner who can swap out someone to defeat an enemy that Goombella can't fight (likely Yoshi or Vivian) and then immediately go back to her. Or for more strategic uses Goombella's Rally Wink can serve the same purpose. As any enemy she can't normally damage she can just give the extra turn to Mario instead, and depending on your setup can be really useful.
  • Contested Sequel: Although almost unanimously considered better than its three sequels, whether this game is better than the original Paper Mario can be a touchy subject in some circles of the fandom, even though it doesn't happen always. Common reasons for this include less interesting area design (as in, several areas being merely horizontal corridors) and some tedious backtracking, even though the first game also had its fair share of annoying backtracking, among other things. For the most part however the backtracking in the first game can be largely skipped over.
  • Crack Pairing: Vivian and Doopliss are very often shipped together for no apparent reason.
  • Demonic Spiders:
    • Amazy Dayzees. Their attacks can deal twenty points of damage, and put both of your characters to sleep. Also double as a Metal Slime. Fortunately, they usually run away, and give out more star points than any other enemy in the game even after the point where all battles only earn you one or two.
    • Regular Crazee Dayzees are usually no big deal, but their singing attack can be annoying, as it can put Mario and/or his partner to sleep if not blocked, which can be quite difficult if one doesn't get the timing down right. Worse, they are almost never alone, which means that if you're unlucky, you'll repeatedly get put to sleep by their attacks and take a lot more damage than you normally would, as you can't guard (and thus avoid falling asleep) while asleep. This is especially dangerous during Mario's brief time alone, as not only are all attacks obviously geared towards him (versus the enemies occasionally targeting the partner in normal battles), but the Dayzees are sometimes accompanied by hyper enemies or Amazy Dayzees; the former can boost themselves up to deal huge damage and the latter sometimes runs away, but if it doesn't, can inflict 20 damage. The threat of a Game Over during this part is very real.
    • Some of the later monsters in the Pit of 100 Trials can be BRUTAL. Namely, Wizzerds of any sort, Arantulas, and even the dreaded Amazy Dayzees can show up (and always accompanied by Bob-ulks!). Pretty much any enemy on levels 81-99 are beyond brutal and dangerous, as well as exclusive to the pit.
      • To elaborate, almost everything in the last 30 floors falls squarely into this. The first ones you'll encounter are the Badge Bandits who are also found after the half-way point of the pit, whose attacks are hard to guard against and, as their name suggests, they can steal your badges. Later, you face Wizzerds, more powerful versions of the Dark Wizzerd enemy from the Palace of Shadow. It gets even worse near the bottom, with Spunia, Piranha Plants, Arantulas, and Dark Bristles, which are very difficult to hit without getting hurt and have a whopping 4 defense! On the lowest levels, you'd run into aforementioned Amazy Dayzees, Poison Puffs (with the ability to store up poison, surrounding them in a cloud of unapproachability and allowing them to do a breath attack for 10 damage and chance of poisoning), Swampires (with and the ability to drain your HP and replenish their HP, which is at an absurdly-high 20), Bob-ulks (which would charge up before unleashing a self-destruct attack so that they'd be up to 16 by the time they hit—including a defense boost almost immediately in the sequence.), and the absolute worst, Elite Wizzerds—12 HP, 7 attack (8 with beam), 5 defense, and the full complement of buffs. And for some reason, they tended to appear in groups of four or five. 5 Elite Mooks at once practically amounts to a boss battle. The only saving grace is you no longer need the Spike Shield to jump on any enemies. If you can manage to survive all of that, you'll probably find the actual boss at the bottom floor to be, ironically, an Anti-Climax Boss.
    • A rather infamous one is the Spiky Parabuzzy found in Chapter 6. Take Jr. Troopa's fourth form in the first game (itself already considered That One Boss there) and multiply him by about 3 per room in the Brutal Bonus Level. And you might not have the Spike Shield badge if you can't get past the retracting Spikes of Doom trap protecting it. To make things worse, the only partner to hit them without being damaged themselves is Vivian, who can't damage them because of its immunity to fire! If you haven't equipped Hammer Throw, either just run away, use Flurrie's defense penetrating Lip Lock on them, Earth Tremor, or Thunder Rage... hope you've been warming that audience up. This regular enemy is essentially a Boss in Mook Clothing and has quite a reputation among fans of the series.
    • There is only one X-Yux in the game, and its HP isn't very high, but you had better kill it before it gets a turn. If it attacks, its beam will immobilize Mario regardless of if he blocks it. While Mario's unable to act or defend, it will build up its mini-Yuxes until it has four, which allows it to shoot five beams every turn. Once that happens, it's pretty much Game Over. Fail the Thwomp quiz, and you must fight TWO at once.
  • Ensemble Darkhorse:
    • Vivian, whether it's for being a very sympathetic Anti-Villain who turns on her sisters to join Mario, being a Cute Witch with an original design, being a surprisingly well-written transgender character in non-English versions, or her incredible usefulness in combat. She gets the most fanart of all the partners, hands down.
      • There's also the fact that, of all the partners from the Paper Mario series, Vivian's design is completely unique, and not from a preexisting race in the Mario universe (possibly excluding Flurrie, who many argue is based on the Puff line of enemies).
    • For a character that only plays a major role for a short time, Jolene is pretty popular with the fans. Might be because of her Sugar and Ice Personality and being one of the more attractive Toads.
    • Rawk Hawk, to the point where he's one of only three Paper Mario characters to get a nod in Paper Mario: Sticker Star, along with Parakarry and Goombella.
    • The Yoshi partner. Not only is Yoshi already a popular species, but he's a newborn that the player gets to hatch. The fact that you get to name him and he can come in different colors, you're allowed a basic level of customization as well. Helping things is his endearing Cute Boisterous Bruiser personality.
    • Doopliss, for being the source of a lot of the game's funniest moments while also being a surprisingly effective and savvy villain. The Chapter 3 and 4 areas are chock full of darkhorses, it seems.
    • The Shadow Queen, thanks to being an Eldritch Abomination that's played shockingly straight for a Mario game.
    • Goombella is beloved for her sassy personality, her good design, her use in battle and her mix of sweet-hearted charm and Deadpan Snarker moments.
    • Flavio. Even though his crew hate him, the fans surprisingly adore him. Even moreso after the discovery of a glitch that lets him stay in Mario's party permanently.
  • Even Better Sequel: Widely agreed to be a better game than its predecessor for multiple reasons. The first game was already great to begin with, but The Thousand-Year Door takes almost everything that made the original great and cranks it Up to Eleven, with an improved battle system, awesome locales, even more memorable characters, an intriguing, more original story, epic boss fights and more. The result is a game that is often seen as the best of the Paper Mario series and even the Mario RPGs in general, let alone one of the best Mario games ever made as a whole.
  • Evil Is Sexy: Possessed Peach has this appeal.
  • Fanon:
    • There is no evidence or even hints that the Secret Society of X-Nauts are aliens in the game, but it's a common fan interpretation, given that their base is on the moon. This stems from the game's NOA webstite, which incidentally also got K.P. Pete's colors wrong (NOA has a reputation for making mistakes).
    • It is generally assumed that The Shadow Queen is of the same species as the Shadow Sirens, but the game never explicitly gives them a species.
  • Franchise Original Sin:
    • Sticker Star was hated by fans for going overboard with the paper aesthetic (as in, the characters NEVER shutting up about being made of paper and most jokes being paper-related). In The Thousand-Year Door, the characters themselves never said that they were made of paper, being only an aesthetic, but the game took advantage of the aesthetic with the "curses" Mario gets throughout the game. These were actually one of the better received additions to the gameplay, in a stark contrast to Sticker Star's overemphasis on the paper aesthetic.
    • Sticker Star's Thing weakness system was also one of the biggest criticisms the game had, but The Thousand-Year Door did something similar with the Hooktail battle, in that she hates the sound of crickets, and if you used the Attack FX R badge (which makes cricket sounds) she would become a pushover, on top of this being foreshadowed previously. However, you don't need to use it to beat her, and if you do so, she becomes much more challenging, especially in BP-only runs. Sticker Star on the other hand, required to use a Thing sticker in almost every boss fight to be winnable, and most of the time clues would be very vague, but the moment you find it the bosses become a complete joke, meaning that skill and strategy are essentially replaced with "guessing the correct sticker".
  • Game Breaker: The "Danger Mario" setup, the epitome of a Glass Cannon. By setting his max HP at 5 thanks to Chet Rippo and equipping tons of Power Rush badges, which can easily be gotten at the casino, Mario can deal obscenely huge amounts of damage. Add to that the Spike Shield, which allows you to jump on spiked enemies safely, Close Call, which sometimes causes enemies' attacks to miss when Mario is in Danger mode and can be gotten by stealing them from any Goomba, Ice Power, which allows you to jump on fire enemies safely, and several Life Shrooms in case Mario dies, and you can kiss the difficulty good-bye. This is alleviated somewhat by the fact that you can only make the best use of it late in the game, as you need Bobbery to reach Chet Rippo, but it still makes the rest of the game (As well as the Pit of 100 Trials, if you haven't cleared it already) a breeze. Almost anything in the game is broken given the right setup. Yoshi and Goombella are downright broken when given access to attack buffs.
    • Depending on the setup anything can really be a gamebreaker in reality. As many options outright rip through enemies and bosses. Especially having Attack raising badges and Power Lift, which does a lot of damage.
    • Goombella and Yoshi can be considered this. Decreasing their HP down to one combined with some Attack Raising badges, Power Lift, Power Rushes and Mega Rush P and they do massive amounts of damage (the best damage of any party member in game) leading to some game breaking battles. This easily makes them the best party members. This has been named "Danger Yoshi/Goombella"
    • Power Lift and Art Attack, as they are both the most consistently useful Star Powers and can ridiculously overpower entire battles. All Crystal Stars are useful, but these two are the most useful.
    • Since Mario and Co are given so many options almost anything they do can be considered overpowered. Flurrie's Lip Lock can be game breaking against Gloomtail and Bonetail, Vivian can break many enemy swarms, Yoshi and Goombella do ridiculous damage, Koops can sweep the Pit of 100 Trials easily and Bobbery can clear fog.
  • Good Bad Bugs: By doing some sequence breaking to get to Chapter 5 early, Flavio can "join" Mario permanently. This can lead to some hilarious cutscenes where he randomly warps in or flies off for no reason while the game tries to figure out what to do with him.
    • There's a not so known glitch know as the "Hazard Respawn Glitch" which allows players to sequence break into Chapter's 5 and 6 as early as Chapter 2 when the Super Boots are obtained. This can lead to getting the Ultra Stone during Chapter 5, and even getting to West Rogueport during the Prologue, which helps prepare for Pre-Hooktail Pit runs.
    • As mentioned with the Hazard Respawn Glitch above this can also be used to obtain Ms Mowz early as a party member. This is done by Using the glitch to Poshley Heights, activating the Note on the Sanctum Door and having the game register you in Chapter 6, do Ms Mowz's "??? Elusive Badge" mission and then head back to "The Great Tree and Spin Jump to break the Punies out" which means you officially can have Ms Mowz during chapter 2. She's registered as a glitch until after Chapter 4 though. She's even active during Chapter 4 where its just Mario, Vivian and Ms Mowz.
  • Hilarious in Hindsight:
    Peach: TEC! You terrible machine! So your goal is to conquer the world, is it?
    TEC: Of course. After all, I was built for that purpose.
  • It Was His Sled: The Thousand-Year Door was set up to seal the Shadow Queen. It's kept a secret at first while gradually revealing this to the player, but it quickly became very well known.
  • Like You Would Really Do It: Was anybody actually worried over Peach's "death" after the final boss fight?
  • Moral Event Horizon:
    • Sir Grodus shutting TEC-XX down. As the player's guide says: "If you don't feel much animosity toward Sir Grodus at this point, you will by the time the event is over."
    • Grubba trapping King K and Bandy Andy under a box and leaving them to (presumably) die after draining their powers with the Crystal Star. And he's been doing this for years.
  • Nightmare Fuel:
    • Let's just say that there's a very good reason why the Rogueport citizens feel uneasy whenever they're near the Thousand-Year Door. It's fabled in legend as the door leading one to a grand legendary treasure. It's actually the gateway to the Palace of Shadow, where the Shadow Queen has remained sealed for a thousand years.
    • The tune that comes with X's e-mails as well as Grubba's when he threatens you (from the ice world in Super Mario Bros. 3). It doesn't help that the controller rumbles whenever you receive one of these calls, which will often jolt the player's focus. Even Mario and his partner are startled when it happens.
    • The Shadow Queen is basically a nightmare incarnate. And when she actually makes an appearance in the story, the first thing that happens is the entire world is plunged into darkness. Instantly. It gets worse from there.
    • The 'victory' music that plays at the end of a battle and your partner has been knocked out. Ugh...
    • While Mario explores the unused rooms of Glitz Pit, finding the half-dead forms of two of your former opponents-turned-allies.
    • From Chapter 6, waking up the third day to find that all of the passengers on board the Excess Express have been abducted by a weird tentacle monster made up of smaller creatures that are abundant enough to swarm the entire train, covering every single window.
    • The abilities of the Chapter 4 boss, Doopliss. The boss himself might be Nightmare Retardant, but him first turning the villagers into pigs, then performing identity theft in the most literal manner possible is definitely scary. Hits home if you try to take the pipe to Rogueport during the second bit; you can't, because that pipe requires you have something with your name written on it...and you no longer have a name.
    • Bonetail and the Pit of 100 Trials in general. The Pit itself was made by the Shadow Queen as a sort of dungeon that is almost completely filled with dangerous and non-stop monsters! There are ways out, but they were most likely never there before. Meaning that anybody that got trapped there was left to either be killed by the monsters or to eventually rot! And there are one hundred floors of this! And the scariest part is that it's all a few rooms under Rogueport, the Hub Level that's supposed to be the "safe" zone.
  • Nightmare Retardant:
    • Doopliss has abilities that remain terrifying throughout Chapter 4, but that doesn't change the fact that the one responsible for the town's curse is a Bedsheet Ghost in a party hat and bowtie who is sitting in an easy chair watching TV when you first meet him. Your partner even lampshades how ridiculous Doopliss looks.
    • The black chests count as well. The first time you open one, the encounter is (at first) somewhat scary...until the spirit explains the nature of the curse just put upon you. The second one is less scary because of the choice of words, and also because you end up getting Cursed with Awesome again. The third time, you already know how it's gonna go, and by the last one, Mario is clearly just letting the last spirit put on its act.
  • One-Scene Wonder: The Shadow Queen never actually appears until the True Final Boss battle. But as Peach, Grodus, Beldam, and Mario and co. as well as pretty much the rest of the world can attest to... she definitely doesn't let her only scene go to waste.
  • Padding:
    • Some of the fight conditions Grubba sets down for you can be this such as "Don't attack for the first three turns" or "Let your enemy damage you five times" as it only unnecessarily drags out the fights.
    • Then there's the backtracking in Chapter 4 and Chapter 5.
    • While not as bad as Chapter 4's backtracking, the search for General White makes Chapter 7 much longer than it needs to be and the order you visit past locations seems to be designed to take as long as possible, even with the warp pipe shortcuts. To say nothing of the sidequest where you have to chase him around again.
    • The 100 "I love yous" Francesca makes Frankie say, when they lose the ring on the island. It's unskippable and really feels like it drags on far too long for a quest that shouldn't even be that long. The only other gag even present is a counter for each "I love you" starting from 10.
  • Player Punch:
    • Sir Grodus shutting TEC-XX down, if you really felt for TEC.
    • Seeing Doopliss possess Mario's body and running around pretending to be him, while the player is unable to do anything about it just yet or even return to Rogueport, can be a little jarring.
  • Sacred Cow: In the eyes of popular gaming sites like GameFAQs and classic RPG fans, this game is the golden standard for Mario spinoffs and even Mario games, period. Nowadays it's practically immune to criticism, especially as the newer games get considerable backlash while this one (along with the first and to a lesser extent Super) still gets a lot of praise from gamers, just like it did back when it was released.
  • Breaking Base Character:
    • Beldam actually. While some actually love her for her "Plot Reveal Twist as the Actual Antagonist leading up to Shadow Queen's reveal" and being fun to fight in their boss fights. Other's hate her for her total verbal abuse toward Vivian and Doopliss. Considering Vivian's fanbase and how many love her for being and [Adorkabe] Wobbie this doesn't set well with some people, and many people still haven't forgiven her even after she and Vivian made Ammends. They also see Beldam as a huge Jerkass Karma Houdini for being easily forgiven for everything she caused in the game.
    • The Punies as a whole. Many people consider Chapter 2 as the least favorite of the game because of the puni mechanic, which made people dislike them. They also find them to be annoying characters. Others find them to be quite charming in dialogue (especially the favorable Puni Elder who has funny dialogue) and ignore their mechanic and don't see it as that bad because they enjoy their charming characters.
  • The Scrappy:
    • Flurrie is easily the least popular partner, which can mostly be attributed to her odd and creepy design and her abilities are outclassed by later partners.
    • General White is despised for the copious amount of backtracking he makes the player go through during Chapter 7. He does it again if the player takes up Goldbob's request in the Trouble Center.
    • Podley the Bartender is also hated by fans for his actions regarding Bobbery's Wife. After telling the player Bobbery's backstory he admits that he never gave Bobbery a letter Scarlet wrote on her deathbed, even though not doing this caused Bobbery years of heartbreak. Podley comes off as a Passive Aggressive "Jerkass" who refuses to admit his own mistakes. There's also his actions regarding the "Pure Hearted Eve" sidequest. Where he flatout forgets Eve and tells the player to tell her "Live in the Moment" as a response.
    • Ms Mowz has became this to some people. (While not to the extent of Flurrie) Ms Mowz isn't hated character or design wise, but her dislike seems to come from her subpar use in combat. Aside from Flurrie, Ms Mowz is regarded by some as the least favorable in terms of combat due to her moves being very poor (Love Slap only does 4 damage at max, Tease isn't too reliable and Smooch's use is killed by the cost of FP it takes to use it being 10FP) while her Kiss Thief move is cited as one of the most helpful moves in the game and the key reasons fans favor her to Flurrie, her combat is not popular past that one more and she's preforms the worst of any partner in game.
    • Francesca Pianta is hated for her selfish attitude as well as being a controlling "Sickingly Sweetheart" attitude toward Frankie. When she hears that her father Don Pianta is sick and misses her, rather than be concerned for her father's health she forces Frankie to say the infamous "I love You" scene which in game time serves to waste the player's time, but makes her demanding toward Frankie when he suggests they try and help Don Pianta. Also Frankie's trouble in losing his ring implies she's has a temper in regarding their love for each other.
  • Rescued from the Scrappy Heap:
    • Flurrie herself. While she's still not too popular design wise, as of recent there is a small minority of players who have noted actual use in her moveset. Most noteably Lip Lock and Dodgy Fog. Her Lip Lock ability pierces defense and makes her a total wall against enemies. This downright cripples Bonetail and Gloomtail's offense, meaning Flurrie never loses HP. Flurrie is also a great shield for protecting other partner's HP by taking hits and restoring her health. Dodgy Fog acts as a nice evasive option that can be very useful in many later boss fights even more reliable than Veil. And finally Gale Force (despite its RNG factor) can be reliable in rewarding the player free star points and dispelling Fog, which is the better option to use over Bobbery in non Boss battles. Its even effective against the most dangerous of foes like Poison Puffs. Because of this a few people argue that she has more potential than many players believe and that there are worse partners combat wise (Ms Mowz). Even her usaged compared to Bobbery has been debatable.
  • Scrappy Mechanic: A few of the random elements injected by the audience/stage into battles are not well-regarded, mostly for being random events that can screw you over even in the Pit of 100 Trials:
    • Falling stage props. While the background scenery tipping over is slow and predictable to defend against, sometimes buckets or spotlights will fall from above at way too high a speed to properly react to, and some can inflict the Dizzy condition.
    • Random stage fog reduces everyone's accuracy to about a 50/50 chance. While this can potentially save your hide if an enemy misses you, it can also ruin you just the same. Bobbery's explosions can dispel the fog, but you need to have them on hand for that and there's no guarantee the attack will also hit the foe, potentially wasting an attack just to get rid of the fog. There is another alternative in using Flurrie's Gale Force, which not only dispels the fog, but the accuracy of the move is not effected by the Fog because Gale Force gets rid of the fog the moment the animation starts, meaning RNG is the only thing stating in the way of free star points. Because of this Gale Force is the superior option for regular battles, while Bobbery is the option for boss battles.
    • Once you reach higher ranks, the nozzles on the front of the stage will sometimes spew ice jets, fire, or explosions at the combatants. Unlike other stage elements these all deal more than one damage, and the ice jets can potentially freeze you while the fire and explosion jets can make Bulky Bob-Omb enemies explode instantly so that you either die from their explosions or get weakened enough so that another attack can kill you.
    • As far as audience members go, Bulky Bob-ombs. They take up two chairs in the pit, thus reducing your maximum audience size, never throw any items onto the stage, and sometimes will light their fuse and explode, taking out a huge chunk of the audience. Dull Bones are also similarly disliked, as they do not provide any Star Power to Mario and only ever throw damaging objects at him, being an effective waste of a seat.
    • For first-time comers, the audience can be a horrendous distraction as if you screw up the timing on your attacks or counter poorly, your audience starts to leave. But you get Star Power from the audience, which you need to pull off your special attacks. Things can get really hectic in boss fights causing you to accidentally attack someone throwing a gift at you, leading to more people bailing again. The audience can be the not-Glitz Pits.
  • Tier-Induced Scrappy: Ms Mowz. While its debatable by many between Flurrie and Mowz about who's worse, However Flurrie as of recent has received the Rescued from the Scrappy Heap treatment by a certain minority. Ms Mowz however is received as very cumbersome in combat with subpar effects in battle. While Love Slap pierces defense and is the only base move that pierces defense without using FP, it does such little damage in battle (being 4 damage at max) which is way too low for the point she's obtained and leveled up to max. Especially since enemies at that point do 5 and above as well as partners. Not to mention Love Slap can't hit Fire, Spike or Flying enemies is limited to "Front Target Only" in which you can't chose who to hit doesn't help the base power. Not to mention its completely outclassed by Gulp, Shell Slam, Fiery Jinx and Lip Lock, all of which have superior defense piercing capabilities. Tease gives enemies the "Dizzy Status" and while its nice for avoiding moves (useful for keeping Bandits from Stealing your things), its subpar in that like Vivian's Infatuate its largely inconsistent in use and most of the time just doesn't work, for her only ranged move this is pretty disappointing. Smooch could be a useful move, and while there's nothing wrong with the move itself the FP cost cripples any chances of it being consistent in use, 10FP just to recover 10HP for Mario. You can avoid this with 8FP with Two Flower Savers, but its still too much FP. Because of these flaws Ms Mowz barely receives any attention in combat aside from arbitrary uses in occasionally needing to Love Slap someone. (Which does see use in Level Zero Challenge Run) Or using her for Kiss Thief, which is admittedly her saving grace and one of the more useful abilities.
  • Not Completely Useless: Kiss Thief is Ms Mowz's best move and is often cited to be the only reason to even obtain her into the party, which is completely true. Kiss Thief can help a lot for badge stacking sake and it can steal Coins from enemies not holding badges, Steal your stolen inventory like Items or Badges back from Bandits and useful for badge grinding. Especially since the chances are better to steal the Badge than to have a low chance of getting it after battle if you miss it. However Kiss Thief is not without issues. Its still limited by "Front Target Only" meaning unless you Clock Out or KO enemies in front of the badge holder Kiss Thief will miss the chance to be useful, it also can't steal from Fire, Spike or Flying enemies.
  • Useless Useful Spell: Bobbery's Bomb Squad is this. While Bomb Squad has its uses like its stacking properties against certain bosses like Lord Crump and Shadow Sirens, as well as decreasing how long the 2nd phase of Shadow Queen stays out, but aside from those few instances its largely arbitrary. As using it against normal enemy battles is null because enemies can be KO'd pretty quickly. (And its better to use Gale Force or Area of Effect moves like Fiery Jinx, Stampede, Power Shell and Shell Slam) Plus Bomb Squad forever stays at 3 Damage each and can't be buffed under any circumstance (Power Lift, Charge, Power Punch etc) because of this any enemy with a defense hinders its use completely and in some cases enemies are immune to the attack in general make its overall use scarce and has very little utility.
    • Then there's Hold Fast, which is easily the worst move in the entire game. Not only is its use subjected to Enemies that suck your health (which only 3 kinds exist in the entire game, 1 of which is useless in experience by the time the move is required) aside from Swampires it serves no use at all and unlike "Double Pain/Return Postage Combo" direct attackers receive less damage. Plus 95% of bosses in game have long range and can completely avoid the move's use entirely, making using it to tank moves completely useless. Not to mention aside from few enemies, many direct attackers have other moves that aren't effected by Hold Fast's effect.
    • Vivian's Veil attack is generally overlooked in terms of its disadvantages. While there's no doubt she's a helpful and very strong partner, Veil's usage is very minimal. Its very useful against enemies with Charged attacks, the problem is these are so few and the ones like Cortez can be defeated easily before his Charge attack means anything (That Blue Jewel actually makes Killing him easier giving him Negative Defense) Hyper Goombas and Clefts are so easy to Superguard and its a bad idea to use it against Marliyn because of her strength and the fact Beldam rewards her the "fast status". So its only use is against Gloomtail and the Shadow Queen. While it does its job well at avoided those two's charge moves, what most players don't know is that's its only use. It wastes both Mario and Vivian's next turn, meaning the enemy attacks right after Veil is used, meaning the last move you avoid is Moot just to take damage again. It also completely dispels any status buffs (such as Attack, Defense, Static, Dodgy Etc) placed on Mario or Vivian, meaning if you Veil when buffed all stats go away or get a decrease in how long they stay out, because of this Veil is vastly subpar and made for two specific instances.
    • The same also applies to Infatuate, while it can be fun to use on enemies such as Magikoopas or Wizzerds, as they'd grant Mario and Co buffs they normally place on themselves, the move's execution requires stiff timing and due to RNG factor can be inconsistent in how effective it is as sometimes enemies won't confuse at all.
  • Shocking Swerve: Beldam, not Grodus, was the one behind everything. While the Shadow Queen turning on Grodus is to be expected of powerful evil beings, the subsequent reveal that Beldam was using Grodus and knew this would happen came completely out of left field — this revelation may have been mitigated by the fact that the Shadow Queen is a Living Shadow, just like the Sirens.
  • Sidetracked by the Gold Saucer: Lampshaded by Lahla; any time you hang out in the Pianta Parlor, she points out that rescuing the Princess is important, but also encourages you to have fun.
  • Spoiled by the Format: Did you really think Chapter 4 would be finished in about 15–20 minutes?
  • That One Attack:
    • X-Yux's primary attack can immobilize you, and it can only be neutralized with a well-timed Superguard. If that doesn't kill you, then its attack when it has four mini X-Yux shielding it definitely will.
    • The Crazee Dayzee's sing attack. It has an obscure timing for dodging and can put you to sleep if you fail to dodge it correctly.
    • Magnus Von Grapple 2.0 would be easy if it weren't for its audience-machine-gun attack.
  • That One Boss:
    • The Shadow Queen is quite hard, even by Final Boss standards, although Bonetail himself is harder. Despite having only 1 Defense and her Attack being outmatched by a boss from 10 minutes ago, she gets multiple attacks per round, as well as being very difficult to time for dodges. And all of said attacks ignore your defense, so the damage starts racking up very quickly. She also has an attack that will drain your HP to replenish her own, and at one point, eats the audience's SOULS to restore her health. Speaking of which, she has more health than the two preceding bosses combined. Oh, and there's a pair of very long unskippable cutscenes before the real fight starts. Have fun.
    • Magnus 2.0. He's got That One Attack where he sucks up the audience in a hose and rapid-fires them at you, dealing completely massive damage unless you can block correctly. Hope you still have Star Power left for Sweet Feast and/or Power Lift!
    • There's also Bowser's appearance out of nowhere in the Palace of Shadow, primarily because Mario is likely worn out from the preceding battle with Grodus, Bowser and Kammy both have quite a bit of health and hit like a truck, and you have no opportunity to heal in between. Thankfully, Showstopper works here, and if one wants to fight said boss fair and square, they can also deliberately attack Grodus while having enough Star Points to ensure a level up, which fully heals Mario and his partner.
    • Cortez can be a real pain, especially when you go for a BP-only run. He's a Flunky Boss with several hard-hitting attacks and multiple forms, and every time you "defeat" him he becomes even tougher. And even if you're not going for a BP-only run, he can still be surprisingly difficult, especially at that point in the game.
    • Hooktail if you don't have (and/or equip) the Attack FX R badge, since Hooktail has an attack power of 5 and 20 HP, then when she's defeated, she replenishes half her HP. Oh, and she has a defense of 1, which is a lot for that early in the game.
  • That One Level:
    • Chapter 4 is infamous for the amount of backtracking, requiring four trips on the Twilight Trail at the minimum. What makes it a pain is the enemies, who are capable of very strong attacks, and the fact that all your partners have left you for this segment. It gets a little better when Vivian joins you halfway through, but only a little.
    • Pirate's Grotto from the fifth chapter, particularly with the part where Boat Mario has to get past some rolling waves.
  • They Wasted a Perfectly Good Character: Jolene's brother and the Glitz Pit's first champion, Prince Mush. After you beat Grubba and the Crystal Star releases him, he could have been a good Bonus Boss along with Bonetail and the Atomic Boo. He was at one point intended to be a bonus boss... but instead, after the end of Chapter 3, you never see him again.
  • They Wasted a Perfectly Good Plot: More than a few fans would have enjoyed a defictionalized version of Luigi's adventure. That there's a Toad kid in Petalburg who was playing the Paper Mario games and speculates if they'll release a "Paper Luigi" doesn't help.
  • Unpopular Popular Character: Despite being universally hated in-game, Flavio has a surprising fanbase.
  • The Woobie:
    • Vivian would be very difficult not to feel sorry for. To elaborate, she's blamed for literally everything that goes wrong for the Shadow Sirens, has a necklace she found taken from her by Beldam and repetitively kicked around by her sisters, and she's implied to be transgender, which Beldam isn't any kinder about in the versions where it's inferred. The player is quite surprised that it took her that long to finally be fed up with Beldam's abuse, and join up with Mario.
    • Bobbery's backstory involving Scarlette qualifies him as one as well.
    • Podley the bartender is difficult not to feel sorry for given his guilt in his connection to the aforementioned tale of Bobbery, even if it is warranted, as well as his mysterious past involving the character Eve in the sidequest involving said character.
    • Jolene and Prince Mush certainly qualify too. Their family was poor, Mush disappeared as a result of Grubba's machine resulting in Jolene having to work for Grubba to find her brother and Jolene seems to be putting on a brave face the whole time. It helps that Jolene is popular with the fans and a lot of fans thought Mush would've been a cool Bonus Boss.
    • Even Mario qualifies to some extent. Having your body and name stolen by a Jerkass, and no-one recognizing you with nothing but your jump, a hammer, some badges, and whatever items you had. While everyone talks about how great you are. Not to mention having your girlfriend transformed into the Big Bad before your eyes.
    • Luigi is either this or Iron Butt Monkey due to a certain request in Poshley Heights. Basically, a fangirl of Luigi's wants to meet him, and in order to do that you need the L Emblem. When you show up, the real Luigi also shows up and she thinks YOU are the real one, practically crushing poor Luigi. That's right, if you want 100%, you have to be a dick to your own brother.
    • TEC-XX is this. Knowing nothing about love, helping Peach try escape, and trying to cheer her up when she misses the Mushroom Ball. But then he is shut down by Grodus, and uses the last of his power to tell Mario where Peach is and activates the teleporter back to Rogueport. He gets better at the end of the game, but still...

http://tvtropes.org/pmwiki/pmwiki.php/YMMV/PaperMarioTheThousandYearDoor