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!
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