KRUNCH% Entry 2 | Darkmoon Caverns And The Five Lap Disaster

KRUNCH% Entry 2 | Darkmoon Caverns And The Five Lap Disaster

Seed: 232968 • Platform: Steam Deck • Character: Krunch • Format: No Commentary


Back Into Snowflake Mountain

With progression still fairly limited, I decide to return to Snowflake Mountain to investigate what waits behind the six-balloon door.

Apparently, the answer is Dino Domain.

So if I want to visit Dino Domain in this randomizer, I now need to take a detour through Snowflake Mountain first. That feels entirely normal and not concerning whatsoever.

I briefly consider checking where Snowflake Mountain itself has been relocated to, but curiosity wins out. I want to know what the randomizer has hidden behind Dino Domain’s doors first.

The results are already questionable.

Darkmoon Caverns now occupies Hot Top Volcano’s slot, while Smokey 2 has been shoved behind Fossil Canyon’s door.

So naturally, I decide to fight Smokey 2.


Smokey 2 Goes Better Than Expected

Beating Smokey 2 would secure the second piece of the Wizpig amulet and remove another major boss from the campaign early. Unfortunately, the randomizer has once again decided this should happen on the mirrored Adventure 2 version of the race.

Over four laps.

Could be worse, I suppose.

I get the best possible boost at the start of the race and immediately fly directly into a fireball, which feels like an excellent summary of KRUNCH% so far.

Thankfully, the recovery goes significantly better than the opening corner.

Between aggressive flying, momentum preservation, and two blue balloon speed boosts, I manage to overtake Smokey shortly before the end of lap one. Once Krunch gains momentum, he becomes surprisingly difficult to stop, even if controlling him still feels like negotiating with heavy machinery.

From there, I hold the lead for the remainder of the race and secure the second Wizpig amulet piece.

For a character widely considered one of the worst racers in the game, Krunch becomes genuinely dangerous once the speed starts building.


Whale Bay And A Quick Reconnaissance Mission

With Smokey 2 defeated, I investigate the remaining balloon doors inside Dino Domain.

One leads toward Dragon Forest.

The other leads to Whale Bay.

I choose Whale Bay first. The randomizer grants me a relatively merciful version of the race this time: only two laps on the mirrored Adventure 2 layout.

Compared to everything else happening in this seed, the race feels surprisingly stable. I secure first place without much resistance and continue exploring the island to see what other horrors the randomizer has prepared.

Fire Mountain’s entrance now leads to Sherbet Island, which somehow feels completely believable at this point.


The Return To Darkmoon Caverns

Then I remember something important.

The music in Darkmoon Caverns.

I spent an unreasonable amount of time in this course back when I originally played Diddy Kong Racing, and now that it has appeared early in the randomizer, there is no chance I am leaving without revisiting it properly.

So I head into Darkmoon Caverns.

The randomizer responds by handing me my first five-lap race of the campaign.

And very quickly, I realise this was a mistake.

Darkmoon Caverns is normally one of the later tracks in the game. It expects you to already understand your chosen racer. Meanwhile, I am still actively fighting Krunch every time I attempt to take a corner cleanly.

After a failed attempt and a restart, I finally remember an old technique from years ago: holding the brake button during drifts to tighten turns.

Suddenly, everything starts making sense again.

The race transforms from complete instability into five laps of uninterrupted concentration.

Five laps later, I secure first place, although I am fairly certain my hands have partially cramped in the process.

The silver coin challenge for Darkmoon Caverns still remains waiting in the future, but that can wait for another day.

Right now, I just want to sit in Darkmoon Caverns and listen to the music for a while.


Episode Video


Progress Log

  • Current Seed: 232968
  • Balloons: 8
  • Bosses Defeated: Bubbler 2, Smokey 2
  • Wizpig Amulet Pieces: 2
  • Current Threat Level: Escalating instability

Continue the Journey


Entry 1 | Snowflake Mountain Was Not Supposed To Be Here ←


Krunch% Archive

— All entries in this run.


Super Mario ROM Hacks Archive

— All Mario ROM hack content.


Entry 3 | Darkmoon Caverns Fights Back →

Super Mario Galaxy 63 Entry 9 – Bowser in the Dark World

Super Mario Galaxy 63 Entry 9 – Bowser in the Dark World

Apparently Peach’s painting was a trap. Looking back, that probably should have been obvious.


The Double Door

I still have a few options on this floor. There’s a painting I’ve noticed that feels like it probably has something hidden behind it, but I decide to investigate the double door beside the entrance to Bob-Omb Battlefield Galaxy first.

As soon as I see Peach’s painting, I immediately know what is supposed to happen.

Only nothing happens.

I jump.

The painting changes to Bowser.

The floor opens beneath me.

So apparently we’re doing Bowser in the Dark World now.

Or at least this hack’s version of it.


Bowser in the Dark World

And honestly, I really like this course.

For me, it captures that feeling of entering Bowser in the Dark World in Super Mario 64 for the first time and somehow makes it feel even more dangerous.

It genuinely feels like something that could have existed in an official Super Mario Galaxy game.

The only thing that probably could have made it better would have been the original Bowser music, but even then, the music they do use fits this place really well.

It just feels right.


Comet Coins and Checkpoints

I have two Comet Coins to grab here and I sort of immediately know where both of them are going to be once I get close enough.

One floats above two rotating platforms.

The other is sitting on top of a Thwomp.

I also unintentionally activate the checkpoint before Bowser.

I jumped because I thought there was either a hidden path above me or maybe even a shortcut.

There wasn’t.

Still, once that checkpoint activated, I immediately felt a lot more relaxed about the rest of the course.

If I fell now, at least I knew I wasn’t starting from the beginning again.


The First Grand Shine

With the course complete, it’s time to face Bowser.

Of course he delivers the usual villain speech first.

The fight itself is basically the first Bowser fight from Super Mario Galaxy 2, which honestly helped because at least I already knew what I was dealing with.

There’s also a strange symbol on the planet during the fight.

I still have absolutely no idea what it means.

Three hits later and the first Grand Shine is mine.

Only instead of returning to the castle, I get sent somewhere else entirely.

Bowser’s Evil Dome.

Apparently the Grand Shine I just grabbed is cursed.

So I guess I’ve still got a bit more work to do before I can return to the castle grounds.


The Run

This is how it actually went.


Continue the Journey

← Entry 8: Beneath the Snow Blocks


Super Mario Galaxy 63 Hub

— All entries in this run.


Super Mario ROM Hacks Archive

— All Mario ROM hack content.


Dolphin Setup Guide

— How this run is even possible.


Entry 10 →

The Hostile Castle Protocol – Entry 1: Back Into The Castle

The Hostile Castle Protocol – Entry 1: Back Into The Castle

Game: Super Mario 64 Randomizer
Platform: Steam Deck
Format: No Commentary

Video: Jolly Roger Bay, seven stars collected, and the first discoveries about Non-Stop Mode.


Back Into The Castle

I told myself I wouldn’t come back to this anytime soon.

Apparently that plan lasted about as long as most of my attempts at sticking to a schedule.

At the time of writing this, Krunch% is still ongoing, but the more I thought about my original Super Mario 64 Randomizer run, the more I found myself wanting another trip through the castle.

Before long, I was setting everything up again.

This time the difficulty has been increased a little. To keep things fair, I deleted the test save file I’d been using while checking the settings and started fresh.

Non-Stop Mode is enabled this time around, which means once I enter a course, I stay there until I choose to leave, run out of health, or the game decides to remove me from the level.

Given my previous experiences with randomizer chaos, none of those possibilities can be ruled out.

The Castle Opens Its Doors

With the settings chosen, it was time to see what the randomizer had prepared for me.

Its answer was Jolly Roger Bay.

That wasn’t what I expected.

In my original randomizer run, Jolly Roger Bay ended up being one of the more straightforward courses. I wasn’t about to complain, although the course itself seemed determined to make sure I didn’t become too comfortable.

The balancing pillars inside the cavern appeared to have developed a personal interest in my whereabouts and spent much of the session trying to introduce me to the water below.

Despite that, progress came quickly.

Seven Stars In Jolly Roger Bay

One by one the stars started falling.

The objectives themselves weren’t especially difficult, but the randomizer had added just enough uncertainty to keep me paying attention.

While working on the 100 Coin Star, I remembered that I would eventually need to raise the sunken ship guarded by the eel.

My assumption was that collecting the star inside the ship would force me to leave the course and re-enter before I could finish the final objective.

Apparently Non-Stop Mode had other plans.

After collecting the ship star, I was simply placed back into Jolly Roger Bay with the final objective still available.

That left only Can the Eel Come Out to Play?

Convincing the eel to cooperate took a few attempts. During that time I was fully expecting the randomizer to have hidden the star somewhere completely different.

Thankfully, tradition survived the randomization process.

The eel eventually emerged with the star still attached to its tail, allowing me to collect the seventh and final star of the course.

Jolly Roger Bay was officially cleared.

An Unexpected Discovery

With the course complete, I decided to experiment with the menu options.

Choosing to exit the course launched Mario out of the level and immediately cost me a life.

Useful information to have.

Not information I was particularly pleased to discover.

To make sure it wasn’t some strange one-off, I entered the course again and selected the option to return to the lobby instead.

This time Mario simply appeared back inside the castle with no life penalty attached.

Lesson learned.

The castle apparently charges a fee for leaving incorrectly.

End Of Entry Status

The first course is complete and seven stars are already on the board.

I also learned a few important things about how Non-Stop Mode behaves, which is knowledge that will hopefully save me from losing additional lives in the future.

I forgot to check how many stars are required for the various doors throughout the castle, but that’s a problem for the next entry.

I’m also not sure whether the Boos have appeared in the courtyard yet.

Those are both questions for future me.

For now, the castle has been surprisingly cooperative.

I’m sure that won’t last.

  • Stars Collected: 7 / 119
  • Lives Remaining: 5
  • Courses Cleared: 1

Continue The Journey

Entry 2 →


The Hostile Castle Protocol Hub


Super Mario 64 Randomizer – Survivor Edition

The Hostile Castle Protocol entries are written after each recording session. Every seed tells a different story. Some are simply more hostile than others.

KRUNCH% Entry 1 | Snowflake Mountain Was Not Supposed To Be Here

KRUNCH% Entry 1 | Snowflake Mountain Was Not Supposed To Be Here

Seed: 232968 • Platform: Steam Deck • Character: Krunch • Format: No Commentary


The Island Introduces Itself

The genie of the island greets me by explaining that he is here to help and wishes me good luck. Given the state of the randomizer and my choice of driver, I can only assume this was less encouragement and more a warning.

I begin by collecting the overworld balloons. There are four available immediately, all reachable using the plane, which conveniently gives me a chance to relearn how flying works before the randomizer fully starts dismantling the island around me.

It goes about as well as expected.

I am already crashing into objects I had no intention of crashing into, which unfortunately feels very on-brand for both Krunch and the challenge itself.

One balloon in particular sits near the entrance that should normally lead to Dino Domain. Somehow I manage to collect it cleanly, which may genuinely be the most surprising moment of the episode.


Snowflake Mountain Is Apparently Dino Domain Now

With enough balloons collected, I enter the first available door expecting Dino Domain.

Instead, the randomizer reveals that Dino Domain has been replaced entirely by Snowflake Mountain.

So this is how the island intends to behave.

At this point, my available options are still limited. Two doors remain locked behind additional balloon requirements, leaving only a couple of places to investigate. I enter the first available track and discover Ancient Lake waiting for me.

Except it is not really Ancient Lake anymore.

It is the Adventure 2 mirrored version of Ancient Lake, and the race has been reduced to two laps.

The Dino Domain key is also available.

I briefly consider trying to win the race and collect the key simultaneously before remembering that I am driving Krunch through a mirrored randomizer while relearning how Diddy Kong Racing functions in the first place.

I used to main Tiptup back in the day. Krunch handles like someone replaced the steering wheel with a polite suggestion.


The First Reset

The key attempt immediately turns into a disaster.

I grab a boost balloon, panic slightly, and instead of reversing properly, Krunch launches himself forward like he has suddenly remembered somewhere else he needs to be.

T.T. politely informs me I am going the wrong way while I attempt to recover what little dignity remains.

Attempt number two goes far better. I secure the key successfully, although by that point the race itself is completely lost, so I restart the event and focus purely on survival.

Without the distraction of the key, the mirrored Ancient Lake race becomes surprisingly manageable. I take first place cleanly and secure the Dino Key without much additional trouble.

For a brief moment, the island allows optimism.


Bubbler 2 Appears Far Earlier Than Expected

Door number two immediately removes that optimism.

Behind it waits Bubbler 2.

So apparently we are doing this already.

The race is mirrored again thanks to the Adventure 2 setting, although this time the randomizer grants me four laps instead of two. Given how the fight starts, I absolutely need all four of them.

Fortunately, I feel much more comfortable using the hovercraft than the kart. Even with Krunch handling like an active mechanical dispute, the hovercraft gives me enough control to keep the situation from collapsing completely.

That does not stop me from landing in bubbles repeatedly.

Three laps in and I am still sitting in second place, but I can feel the race stabilising. My mistakes become less frequent each lap, the homing rockets start connecting consistently, and Krunch slowly transforms from an uncontrollable disaster into a very fast uncontrollable disaster.

And once Krunch builds momentum, he builds momentum quickly.

At the start of lap four, I finally overtake Bubbler and manage to hold the lead for the remainder of the race.

The first piece of the Wizpig amulet is mine.


The Car Challenge

Leaving Snowflake Mountain triggers the next event immediately: the car challenge.

Thankfully, the randomizer decides not to become completely unreasonable just yet.

One lap.

Simple enough.

I clear the challenge successfully and secure balloon number six.

For now, progression remains limited, but the next destination is already obvious. There is still one locked door waiting back in Snowflake Mountain, and whatever sits behind it is probably not going to improve the situation.

Still, for a first proper look at KRUNCH%, this was a surprisingly strong introduction to what this randomizer intends to become.

Unstable. Confusing. Occasionally hostile.

And somehow still survivable.


Episode Video


Progress Log

  • Current Seed: 232968
  • Balloons: 6
  • Keys Collected: Dino Key
  • Bosses Defeated: Bubbler 2
  • Wizpig Amulet Pieces: 1
  • Current Threat Level: Controlled instability

Continue the Journey


Krunch% Archive

— All entries in this run.


Super Mario ROM Hacks Archive

— All Mario ROM hack content.


Entry 2 | Darkmoon Caverns and The Five Lap Disaster →

Super Mario Galaxy 63 Entry 8 – Beneath the Snow Blocks

Super Mario Galaxy 63 Entry 8 – Beneath the Snow Blocks

Apparently every frozen floor in this galaxy has collectively decided it wants Mario dead.


One Last Shine Sprite

With one more shine sprite and two more Comet Coins left to collect, it’s time to head back into Snowman’s Land Galaxy for Beneath the Snow Blocks.

I instantly know where this shine sprite is going to be.

As soon as I land, there’s a suspicious set of snow blocks sitting off to the right.

That usually means one thing.

I grab the Fire Flower because I have a feeling spinning into the blocks probably isn’t going to work this time.

Sure enough, burning the blocks reveals a pipe.

Honestly, I was half expecting the shine sprite itself to just be sitting there.

But apparently that would have been too simple.


More Frozen Lava

Inside the pipe is another platforming course built over frozen floors that still somehow count as lava.

At this point I’m just accepting that ice is no longer safe in this galaxy.

The first Comet Coin involves moving platforms and disappearing blocks, which is already enough to make me nervous.

The second coin is even worse.

I have to create a path towards it, but every jump destroys one of the blocks leading up to the coin.

Thankfully I manage to grab it before running out of floor completely.

Probably closer than it needed to be.


The Final Stretch

The final part of the course involves rotating platforms and logs that immediately start sinking into the frozen lava the second I touch them.

Which definitely helps with the stress levels.

Thankfully though, the shine sprite is mine.

Snowman’s Land Galaxy complete.


Three Galaxies Down

Three galaxies down now, and honestly I’ve been having a lot of fun with this hack so far.

I’m pretty sure I’m nowhere near finishing it either.

Honestly, I’m completely fine with that.


The Run

This is how it actually went.


Continue the Journey

← Entry 7: Inside the Igloo


Super Mario Galaxy 63 Hub

— All entries in this run.


Super Mario ROM Hacks Archive

— All Mario ROM hack content.


Dolphin Setup Guide

— How this run is even possible.


Entry 9 →

Super Mario Galaxy 63 Entry 7 – Inside the Igloo

Super Mario Galaxy 63 Entry 7 – Inside the Igloo

Apparently inside the igloo is where the ice itself becomes the problem.


Back Into Snowman’s Land Galaxy

No prizes for guessing where I’m heading for this entry.

Back into Snowman’s Land Galaxy I go, this time for Inside the Igloo.

Hopefully this version is a little different from the one back in Super Mario 64.

I remembered passing the igloo while climbing towards the giant snowman, so I had a feeling there would be a shine sprite hidden in there somewhere.

Would have been disappointed if there wasn’t.


Ice Mario Returns

Before heading inside, I grab the mushroom that gives Mario an extra three hits.

My theory was that the extra health would carry over into the igloo.

It doesn’t.

So already off to a strong start.

Inside the igloo introduces the next power-up for this hack: the Ice Flower.

Which means Ice Mario returns.

Inside the igloo, the frozen floor is basically lava unless I’m using the power-up, so staying Ice Mario becomes fairly important.


Snowballs and Comet Coins

Before long I’m rolling snowballs around to make them larger.

The idea is to push them into the frozen floor so they create paths I can safely cross.

The first Comet Coin takes a few attempts.

That one needs a triple jump into a spin, followed by a wall jump to actually reach it.

The second one isn’t quite as awkward, although I do mess up my timing with the Ice Flower power-up slightly.

Nothing to do with Mario suddenly deciding to show off his acrobatic skills of course.

That mistake does leave me sitting on one health though.


One Health Left

Thankfully, I manage to take that single remaining hit point all the way to the shine sprite.

I do briefly consider immediately going for the final shine sprite in this galaxy while I’m already here.

Then I remember how lucky this run felt at several points.

I decide not to push it.

The shine sprite is mine, and honestly, I’m happy enough taking the win.


The Run

This is how it actually went.


Continue the Journey

← Entry 6: Red Coins on The Summit


Super Mario Galaxy 63 Hub

— All entries in this run.


Super Mario ROM Hacks Archive

— All Mario ROM hack content.


Dolphin Setup Guide

— How this run is even possible.


Entry 8 →

Super Mario Galaxy 63 Entry 6 – Red Coins On The Summit

Super Mario Galaxy 63 Entry 6 – Red Coins On The Summit

Apparently even when I know where I’m going, I still somehow end up finding the wrong objective first.


Back Into Snowman’s Land Galaxy

Back into Snowman’s Land Galaxy I go for Red Coins On The Summit.

Full disclosure, I actually found this shine sprite completely by accident while recording The Big Snowman.

I took the wrong path and somehow ended up right beside the red coin challenge.

This was after doing a practice run specifically to make sure I knew where I was going for the previous shine sprite.

So apparently that worked out well.


Red Coins Return

It’s been a while since I last had to collect red coins.

The last proper red coin challenge I remember doing was back during the Super Mario 64 Randomizer.

Thankfully, I already have a rough idea where most of the coins are here.

There’s also a map nearby if I need it, but I already have a route planned out in my head.

The plan is basically to work my way up the mountain.

Or summit.

The shine sprite name says summit, so I’m counting it as a mountain.


The Hidden Comet Coin

There’s also a Comet Coin hidden here.

And by hidden, I mean properly hidden unless you move the camera around.

It’s floating up in the sky and the only realistic way to reach it is with the help of Cloud Mario.

Thankfully I’ve already had enough practice with the cloud power-up by now that getting to it isn’t too bad.


The Summit

Eight red coins later and the shine sprite appears almost exactly where I landed earlier.

Convenient for once.

I’m not too concerned about fall damage, so I long jump back down towards it and grab the shine sprite.

Honestly, this was a pretty fun shine sprite overall.

It reminded me a lot of the red coin missions back in Super Mario 64.

Maybe that’s just nostalgia talking.

Either way, I had fun with this one and I’m looking forward to seeing what the next shine sprite throws at me.


The Run

This is how it actually went.


Continue the Journey

← Entry 5: The Big Snowman


Super Mario Galaxy 63 Hub

— All entries in this run.


Super Mario ROM Hacks Archive

— All Mario ROM hack content.


Dolphin Setup Guide

— How this run is even possible.


Entry 7 →

Neo Mario Galaxy – Daredevil Edition Entry 5: The Chimp’s Challenge

Neo Mario Galaxy – Daredevil Edition Entry 5: The Chimp’s Challenge

Apparently hidden stars now require advanced movement tech and panic skating.


The Secret Star

So, there is a secret star hidden somewhere within Sweet Treat Galaxy.

I had a feeling I knew where it was.

The problem was getting there.

Every time I entered this galaxy, I noticed those flying ice bird enemies above the starting area, which made me think it had to be possible to reach that platform somehow.

The question was how.

I thought I had an idea.


The Trick

During my research into Mario Galaxy ROM hacks, I’d seen people using a movement trick involving either a triple jump or backflip into a wall.

Before landing on the wall, they spin, jump off it, then spin again for extra height.

I still need a better name for it than “spin, wall jump, spin thing.”

The question was which version I needed here.

I settle on the triple jump.

My theory is that there’s a wall slightly higher than the starting platform. If I can hit the perfect spot with the triple jump, I should get enough height to pull the trick off properly.

That was the theory anyway.


Eventually Getting It Right

It takes quite a few attempts before I finally manage it.

A few times I’m more concerned about the ice bird enemies than the jump itself, mainly because they occasionally decide to swing directly at me.

Not ideal when Daredevil Mode only gives me one health.

Eventually though, I make it up there.

I follow the path and spot a pipe trapped inside a crystal.

Which usually means something unpleasant is waiting for me.

I go in.

The Chimp is there.

Great.


The Skating Challenge

The Chimp gives me a simple challenge: beat his score and I get the star.

Sounds reasonable enough until he tells me I need 500 points in 40 seconds while avoiding spikey enemies.

So naturally this turns into panic skating.

The only realistic way to move fast enough is by skating across the ice.

Regular enemies are worth 10 points each, while the gold enemies are worth 50, which immediately makes them the priority targets.

About halfway through, I’m sitting around 170 points and starting to think this attempt is doomed.

Then more gold enemies start appearing.

I do hit a spikey enemy at one point, which thankfully only stuns Mario instead of ending the run immediately.

With one second left on the clock, I hit one final gold enemy.

530 points.

The Chimp’s Skating Challenge star is mine.

Sweet Treat Galaxy complete.


A New Problem

I don’t really get time to celebrate though.

A prankster comet has appeared back at Galactic Garden Galaxy.

I have absolutely no idea what challenge it’s about to throw at me.

Looks like I’m heading back there next.


The Run

This is how it actually went.


Continue the Journey

← Entry 4: The Chocolate is Lava


Neo Mario Galaxy – Daredevil Edition Archive

— All attempts in this challenge.


Super Mario ROM Hacks Archive

— All Mario ROM hack content.


Dolphin Setup Guide

— How this is even running on Steam Deck.


Entry 6 →

Super Mario Galaxy 63 Entry 5 – The Big Snowman

Super Mario Galaxy 63 Entry 5 – The Big Snowman

Apparently going left this time means snow, icy water, and more Comet Coin theories.


A New Galaxy

So Shifting Sand Land Galaxy is complete, which means it’s time to move on.

Seeing as I went right last time, I decide to go left and see what is waiting there.

The painting in the room suggests a snow world, so naturally I assume I’m about to enter Cool, Cool, Mountain Galaxy.

Nope.

Instead, the painting leads to Snowman’s Land Galaxy, and the first shine sprite is The Big Snowman.

I kind of like the nod to the first star from Snowman’s Land back in Super Mario 64.

And honestly, this galaxy would probably look a bit strange without a giant snowman standing in the middle of it.


Comet Coins

The first Comet Coin is basically within jumping and spinning distance from the starting area.

There are crystals nearby that can be destroyed with a spin attack, and inside one of them is the coin, along with a mushroom that gives Mario an extra three hits.

I could have used that last entry.

The second Comet Coin is also nearby.

There’s a Fire Flower and two unlit torches, so I’m sure you can guess what the game expects me to do.

Mario had other ideas though.

Mainly falling into the icy water multiple times while I tried to light them.


The Climb

The path up towards the giant snowman is mostly uneventful.

I do meet a penguin who seems very impressed by a snow Goomba statue someone built nearby.

Naturally, I immediately try to destroy it.

No luck.

During practice runs, I convinced myself there was probably a Comet Coin hidden inside it somewhere, and honestly I’m still not fully convinced there isn’t.

I eventually reach the giant snowman and immediately prepare myself to get blown off the mountain.

Apparently this one is a lot friendlier than the original version.

Instead of trying to launch Mario into the distance, it’s perfectly happy letting me climb all the way to the top.

At this point I start wondering if this snowman is somehow related to Freezeezy Peak from Banjo-Kazooie.

Another brilliant game, by the way.

I grab the third Comet Coin on the way up and eventually reach the top of the snowman itself, which turns out to be the hat.

I do briefly consider jumping off the edge of the hat in case there’s a hidden Comet Coin sitting on the rim somewhere.

I decide against it.

My logic is simple enough: there are still three shine sprites and five Comet Coins left in this galaxy, so they must be spread across the other stars somewhere.

Probably.

I grab the shine sprite and celebrate a job well done.


The Run

This is how it actually went.


Continue the Journey

← Entry 4: The Gravity Scramble


Super Mario Galaxy 63 Hub

— All entries in this run.


Super Mario ROM Hacks Archive

— All Mario ROM hack content.


Dolphin Setup Guide

— How this run is even possible.


Entry 6 →

Neo Mario Galaxy – Daredevil Edition Entry 4: The Chocolate is Lava

Neo Mario Galaxy – Daredevil Edition Entry 4: Chocolate Lava

One hit resets everything. Some surfaces don’t even need to hit you.


Back to Sweet Treat Galaxy

With one more star needed before I can reach the Luma and whatever comes after it, I head back to Sweet Treat Galaxy for Prince Pikante’s Peppery Mood.

And for probably the first time ever, the chocolate is lava.

Touch it, and it’s straight back to the start.

The ice enemies from before are gone, replaced with fire versions, which feels like a fair trade. Not a good one, just a fair one.


Ice Mario

The first job is collecting five star bits.

Two are just along the path. The other three are floating right over the chocolate lava.

Which means it’s time for the Ice Flower.

Ice Mario lets me skate across the lava by creating a path as I move. Without it, those bits aren’t happening.

It works well enough, as long as I don’t panic and overcorrect. That feels like the main risk here.

Five bits collected, launch star unlocked, onto the next section.


Narrow Margins

The next part keeps the Ice Mario, but makes things a bit tighter.

Narrow paths, moving platforms, gaps that are just big enough to matter.

It’s not too bad, but it’s the kind of section where one small mistake would undo everything.

I do think about jumping early for the launch star at one point.

I don’t.

That felt like the right decision at the time.


Prince Pikante

Then it’s time for the boss: Prince Pikante.

He’s riding something, not entirely sure what, but it doesn’t matter too much.

Like Dino Piranha, it’s a three-hit fight.

The difference is the space. There’s a lot more room to move, which helps, because standing still here doesn’t feel like an option.

I spend most of the fight sliding around just to avoid getting cornered.

Turns out the only way to hit him is sending his own watermelons back at him.

Not the flaming ones.

The green ones.

Three hits later, it’s done.

The star is mine.


The Run

This is how it actually went.


What’s Next

This opens the path forward.

The Luma wants 500 star bits, which probably means some farming at some point.

There’s also Gloomy Galleon sitting there with a single star available.

But before that, I noticed something in Sweet Treat Galaxy.

Every time I’ve been through it, there’s been a spot that feels like it leads somewhere.

And there’s still another star listed here.

I think I know where I’m going next.


Continue the Journey

← Entry 3: A Birthday Problem


Neo Mario Galaxy – Daredevil Edition Archive

— All attempts in this challenge.


Super Mario ROM Hacks Archive

— All Mario ROM hack content.


Dolphin Setup Guide

— How this is even running on Steam Deck.


Entry 5 →

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