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 →

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 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 →

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