Paper Mario Talks — Kappy’s 64 Badge Tier List (& comparison to Glitz Pit Tier List)

It’s finally done. Over the past few months, the Glitz Pit Discord Server (link at the end of this post) has been debating and voting on how good and how bad badges in Paper Mario: The Thousand-Year Door and Paper Mario are. Finally, this past week, discussion on badges for 64 has completed. It’s the end of creating tier lists for the Glitz Pit…for now.

We had some 30+ players voting in the Glitz Pit, and all votes were taken and boiled down to a score. However, because of this, some votes for each player for certain badges differ from what is shown on the Glitz Pit. Obviously, this is to be expected; I, of course, have some pretty varied opinions on some badges, so let’s once again compare how I’d rate them to how the Glitz Pit rated them!

Before we do that, let’s categorize what each tier means (taken directly from the Glitz Pit on ranking badges):

S Tier — Well above average
A Tier — Above average
B Tier  — Slightly above average
C Tier — Average
D Tier — Slightly below average
E Tier — Below average
F Tier — Well below average
Now, F Tier badges aren’t “unusable”…generally speaking, S-B tier are badges you’ll likely keep equipped a good portion of the time, while C-F are more niche picks and filler.

First, let’s take a look at the Glitz Pit’s ranking. A few things to note are that, because of the aggregate of votes, there are +/- categories in each tier to represent a high/low end. SS = S+, and FF = F-. Badges within each tier aren’t listed in any order — they were basically listed by the order we voted them in (credit to Jdaster64 for the image).

glitz-pit-64-rankings.png
Now, here’s mine. I don’t really care what’s on the high or low end of a tier, so I didn’t include those. That also means I have no SS or FF tier. This is basically a list of how I voted for these badges during the rankings, so keep that in mind. They’re sorted in the order we voted them in per tier.

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I’ll talk about a few key differences:

All or Nothing (GLRB: A+; Kappy: S) — I wanted to point this one out because All or Nothing is S in TTYD on the Glitz Pit tier list and it’s still got the same perks over Power Plus and is available even earlier (and it’s from Rowf’s Badge Shop)! Can’t believe it didn’t make it to S here. I thought it was a no-brainer.

Dizzy Jump – (GLRB: E; Kappy: D) — While I understand that using FP to deal the same damage as a normal jump can sometimes be a waste, I’d maintain that this one has slightly more use in certain boss fights because many are aerial, even if you can use Dizzy Dials. If Sleep Stomp is D and you have access to Sleepy Sheep, I think this one follows suit easily. What really surprises me is that this badge was rated better than Shrink Stomp.

Refund (GLRB: E; Kappy: F) — I’m really hard-pressed to understand how Refund got into F when it doesn’t serve much use besides giving you back some coins when you use items. Cool to use with Double Dip or Triple Dip, but there are so many other (and better) filler options.

Those are the big differences I wanted to comment on; to be honest, there weren’t many big differences in tiers between mine and the Glitz Pit. What do you think of each list? Agree, disagree? Let me know in the comments below, or on Twitter, or on Facebook!

Oh, and thanks for reading all of these! I hope these helped you to understand how challenge runners (and I) approach these games. These lists will likely be refined in the future (and I’ll definitely make another post when that’s the case) but for now, this is the end of the Glitz Pit tier list series.

Just Sayin’

 

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Paper Mario Talks — Why Pre-Hooktail Pit is the Perfect Challenge

There are many, many challenges in Paper Mario: The Thousand-Year Door — Level Zero, No Jump No Hammer, Single Partner, BP Only, Double Damage, etc… but one among them all stands the test of time, for me, as the best TTYD challenge out there. That challenge…is Pre-Hooktail Pit.

A Pre-Hooktail Pit run is a run where the player completes the Pit of 100 Trials before completing Chapter 1, which is done by defeating Hooktail. Back in the old challenge running days, this was considered one of the top challenges. Today, I consider it to be one of the “gatekeeper” challenges, a challenge that breaks you into the higher tier of Paper Mario players. Despite my labeling it as a “gatekeeper” challenge, I think it’s the perfect challenge for upcoming challenge runners and veterans alike. Here’s why:

1) It tests everything

Remember my first blog post for Paper Mario Talks? I talked about the 4 skills of a challenge runner. Well, this challenge tests every single one of them and does so in an amazing way. You need to manage peril’d partners, choose the right badges/items for the job, work with on-the-fly RNG, and figure out strategies for all the various enemy loadouts you’ll encounter. Sometimes, you’ll be put in a tight spot and need to superguard and guard well or execute good Power Bounces, Multibonks, and Sweet Treats. Seriously, no other challenge tests everything at the same time so much.

What separates this from a challenge like Level Zero is it also tests your endurance. In full-game runs, you have the luxury of saving and quitting, only doing bite-sized chunks of the challenge. Pre-Hooktail Pit (and other Pit of 100 Trials challenges in general) provide no such luxury. You have to go through the whole thing, including Bonetail, before it is truly complete. And while I don’t consider endurance a particular skill of a Paper Mario challenge runner, it certainly is a skill that any player can benefit from. If you get too tired, you can start committing silly mistakes that can cost you a run.

2) It’s modular

Pre-Hooktail Pit is only the base form of its type of challenge. One can also choose to up the difficulty by including extra restrictions such as 10 HP (Mario cannot increase his HP above 10 in any way) or No Mega Rush P (cannot equip the badge Mega Rush P). You can also combine the two to create a devilishly difficult 10 HP No Mega Rush P restriction. All three of these add to the difficulty, but don’t take away too much from what it’s testing of the player. They all require a little more superguarding, but other than that they function mostly the same, and so provide a good stepping stone of challenges to attempt as you improve as a player. This is what allows newer challenge runners and veterans to continue performing this challenge.

What’s more, speedrunning the base form of the challenge is somewhat popular, and tests the player in a completely different way since you don’t have time to loaf around and prepare – you need to think on your metaphorical feet much faster than someone going through a normal Pre-Hooktail Pit run, who has all the time in the world to figure out a solution. While it’s a little too RNG-heavy to be a completely legitimate speedrun, it is a cool and interesting take on the challenge.

Now, other full-game challenges are also modular (it’s a nice thing about TTYD’s challenges – many are modular), but I particularly like the increase in difficulty the different restrictions of Pre-Hooktail Pit provide without sacrificing something. Many of the “step ups”, so to speak, of full game challenges omit or heavily downplay something crucial in terms of skills being used.

3) There are multiple ways to complete it

While most players follow a general rough guideline on stats, badges, and items to bring, the challenge itself can be completed in a myriad of ways. Some players will choose Heart Finder or Item Hog, Quick Change or Power Plus, Pretty Lucky or Close Call, etc… some decide to upgrade Goombella, others decide to upgrade Koops (or both!). Some will bring Life Shrooms, others will bring Courage Shells, Fire Flowers, POW Blocks, Mushrooms… in short, there’s a lot of variety depending on the player’s preference, and it changes how the run is tackled. While some strategies are definitely better than others, there are enough viable strategies to keep the run fresh and exciting for new players looking to enter challenge running and for veterans to try new things when doing the run.

Again, lots of full game runs offer this same level of variety, but I think an important distinction to make here is that many strategies will be developed on-the-fly that will vary. While you have time to prepare in a Pre-Hooktail Pit run, you have to work around your preparations in case something goes wrong. When you’re really only fighting bosses, you can prepare very well and not have to worry about something going wrong impacting your strategy too much.

And, well…that’s really all I have to say on the subject. I do want to say that most challenges, full game and Pre-Hooktail Pit, are very good, barring a select few I don’t think test all the skills I’d want it to. but if you ever want to get into the next tier of Paper Mario players, Pre-Hooktail Pit is a perfect place to start. There is no better challenge run. Give it a try!

Just Sayin’