The Hostile Castle Protocol – Entry 3: Finishing Rainbow Ride

The Hostile Castle Protocol – Entry 3: Finishing Rainbow Ride

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

Video: The final three stars of Rainbow Ride, an overdue visit to the big house, and the first completed late-game course of the run.


Back To The Big House

When the recording begins, I’m still standing on the crow’s nest of the floating ship. Unfortunately, staying there forever is not a viable strategy, so I climb down the pole and start trying to work out how I’m supposed to reach the big house without donating half my health bar in the process.

While looking around, I notice the falling logs below me and begin wondering whether they could be used as a shortcut.

I have absolutely no idea if the plan will work.

That has never stopped me before.

I stand on one of the logs and wait for it to descend. To my surprise, it lowers me directly onto the carpet route leading towards the house.

Good to know.

The castle had finally provided me with a safer route.

More Coins, More Questions

Working my way up past the maze, I spot a few extra coins and a pair of boxes sitting nearby.

The coins are what interest me most, so I grab them and realise my red coin total has reached seven.

That leaves only one missing.

At this point I’m assuming the final red coin is either inside the house or somewhere along the carpet route leading towards it.

The boxes are also worth investigating, but after hitting the first one I get blown clean off the platform.

Normally that would be a problem.

This time it actually helps because I needed a way back down anyway.

On the way back up, I pause for a quick look at the course menu just to make sure I haven’t missed anything obvious.

Three stars remain.

No more. No less.

The House In The Sky

It takes a few more trips along the carpets before I finally reach the big house.

Part of that delay comes from wanting to check the second box I’d spotted earlier.

Eventually, though, there is nothing left to do except step inside.

The moment I enter, it feels like I’ve interrupted some sort of gathering.

Almost every enemy in Rainbow Ride appears to be packed into the building together.

Apparently this is where they’ve all been hiding.

More importantly, I spot star number five.

I hop off the carpet to collect it and immediately notice something even more useful.

The final red coin.

One quick collection later and the red coin star appears back at the triangles.

While exploring the house, I also collect the last few coins needed for the 100 Coin Star.

Just like that, only one objective remains.

The red coin star.

After that, Rainbow Ride is finished.

The Final Star

Reaching the final star still requires one more risky move.

I attempt a long jump towards the maze and spend the entire jump wondering whether this is actually a sensible idea.

I’m fairly certain I did something similar during my previous randomizer run, but certainty feels like a luxury in this seed.

Thankfully Mario grabs the ledge.

From there, the rest is simply a matter of staying focused and not making a careless mistake.

I take my time crossing towards the star.

There is no point rushing now.

Not after all the effort it took to reach this point.

A few moments later, the final star is collected.

Rainbow Ride is complete.

Looking Ahead

Before leaving, I check the course menu one final time.

All seven stars have been collected.

The course can officially be crossed off the list.

Back in the lobby, I realise this has opened most of the doors currently available to me.

The light still isn’t shining down from the ceiling, so I clearly haven’t reached the requirement for that area yet.

What lies ahead remains a mystery.

One thing has become obvious, though.

If I’m going to keep track of where I’ve been, what courses I’ve found, and what the randomizer keeps throwing at me, I need to start taking notes.

The castle is only getting stranger.

  • Stars Collected: 14 / 119
  • Lives Remaining: 8
  • Courses Cleared: 2
  • Rainbow Ride Stars Collected: 7 / 7

Continue The Journey

← Entry 2
Entry 4 →
The Hostile Castle Protocol Hub
Super Mario 64 Randomizer – Survivor Edition

The Hostile Castle Protocol entries are written after each recording session. The castle decides the route. Keeping track of it is becoming its own challenge.

KRUNCH% Entry 3 | Darkmoon Caverns Fights Back

KRUNCH% Entry 3 | Darkmoon Caverns Fights Back

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


Darkmoon Caverns Round Two

With Darkmoon Caverns still fresh in my mind, I decide it is time to tackle my first silver coin challenge of the randomizer.

For those unfamiliar with Diddy Kong Racing’s silver coin races, the objective is simple in theory: collect all eight silver coins and still finish the race in first place.

Unfortunately, this is KRUNCH%, where nothing is ever allowed to remain simple.

With the randomizer settings active, I have no idea how many laps the game is about to demand. Thankfully, Darkmoon Caverns gives me five laps to work with. Considering the alternative could have been one lap, I am choosing to view this as mercy.


Attempt One Goes Poorly

The first attempt actually goes reasonably well from a coin collection perspective. I manage to locate and collect every silver coin without too much trouble.

The racing itself is the problem.

By lap four, it becomes painfully obvious that the run is collapsing. Krunch is fighting every corner, momentum is inconsistent, and the race no longer feels recoverable.

I decide to restart.

Which, honestly, feels like the correct survival decision.


The Coin That Nearly Ended Me

The second attempt goes significantly better.

I collect seven coins cleanly and know exactly where the final one is waiting. More importantly, I spend a large portion of the race holding first place, which immediately makes the pressure worse.

By the final lap, things begin to unravel slightly.

I drop into second place while still missing the final coin. Thankfully, the racer ahead of me clips one of the craters, allowing me to retake the lead. Suddenly, the race is still alive.

All I need to do is grab the final coin positioned before the second loop.

I drive directly into it.

At that point, I know the race is mine.

I head into the loop already doing victory laps in my head while Krunch somehow continues holding the lead together long enough to survive the final section of the race.

One final corner remains.

I cross the finish line in first place.

I immediately start fist pumping the air in celebration.

The hardest challenge of the randomizer so far is finally complete.

Although somewhere out there, Wizpig 1 is still waiting for me, and I strongly suspect that particular problem is going to be considerably worse.


Crescent Island Appears

With nine balloons collected, I briefly get lost trying to remember where I actually intended to go next.

Eventually, I remember that the nine-balloon door inside Snowflake Mountain still needs investigating.

Behind it waits Crescent Island.

And naturally, the randomizer decides this should be another five-lap race.

At this point, I am beginning to suspect the island simply enjoys watching my hands suffer.

The Sherbet Island key is available here, so I prioritise grabbing that before restarting properly for the race win.

Tiptup proves to be an immediate problem.

Not only are they faster than me, they also appear significantly more capable of driving in a straight line. Meanwhile, Krunch continues narrowly missing boost pads like he has developed a personal grudge against them.

Eventually, I manage to overtake Tiptup and maintain the lead for the remainder of the race.

Thankfully, Crescent Island is nowhere near as physically painful as Darkmoon Caverns. There are still some tight turns, but nothing too severe.

Although I suspect the silver coin challenge here will eventually attempt to change that.


The Hovercraft Challenge

With ten balloons collected, it is finally time for the hovercraft challenge.

Compared to everything else happening in this randomizer, the challenge itself is surprisingly straightforward. Three laps pass without any major disasters.

The real struggle begins when attempting to actually collect the balloon afterwards.

It genuinely feels like the balloon is attempting to actively avoid me.

Eventually, I manage to grab it and secure balloon number eleven.

Which means the door to where Sherbet Island should normally be is now open.

Unfortunately, I still have not investigated the door leading to where Snowflake Mountain itself has ended up.

But that feels like a problem for another day.


Episode Video


Progress Log

  • Current Seed: 232968
  • Balloons: 11
  • Bosses Defeated: Bubbler 2, Smokey 2
  • Silver Coin Challenges Cleared: Darkmoon Caverns
  • Current Threat Level: Increasing mechanical instability

Continue the Journey


Entry 2 | Darkmoon Caverns And The Five Lap Disaster ←


Krunch% Archive

— All entries in this run.


Super Mario ROM Hacks Archive

— All Mario ROM hack content.


Entry 4 | Krunch Versus Basic Driving →

The Hostile Castle Protocol – Entry 2: Rainbow Ride

The Hostile Castle Protocol – Entry 2: Rainbow Ride

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

Video: Rainbow Ride becomes the second course of the run, bringing difficult stars, risky jumps, and a growing appreciation for solid ground.


Course Number Two

A quick check of the castle doors revealed that there was only one place I could actually go next.

Normally this doorway would lead to Princess’s Secret Slide.

Instead, the randomizer had other ideas.

Course number two was Rainbow Ride.

Yep. Second course of the entire playthrough and already I was dealing with one of the game’s final levels.

At that point I knew this wasn’t going to be an easy run.

I spawned on the platform that would normally contain the first star in a regular playthrough. Unfortunately the star wasn’t there. What was there was the immediate problem of figuring out how I was supposed to get down.

There was really only one option available, so I checked where the platforms below were, took a leap of faith, and jumped.

I survived the landing.

My health bar didn’t come through quite as well.

Half of it disappeared on impact.

Exploring Rainbow Ride

After that less-than-ideal introduction, I worked my way towards one of the seesaw platforms and found my first star of the session.

I grabbed it and started exploring the area around me, collecting whatever coins I could along the way. Rainbow Ride is not the sort of course where I want to be careless with health, especially when the first thing it did was take half of it away for landing.

A Fly Guy decided to get involved as I reached the falling log platforms on the way towards the triangles. That gave me another hit to think about and a reminder that this course was not short on ways to become a problem.

The triangles were useful at least, since that seemed to be where the red coin star would appear. I made a mental note of that and kept moving.

Once I was satisfied there was nothing else useful nearby, I started working my way back up and spotted another star.

This one was floating above the first carpet route.

I also caught a glimpse of another star over by the maze.

So at least I knew where two of the remaining stars were.

Knowing where they were did not make them comfortable.

Backflips And Bad Ideas

The star above the first carpet looked awkward straight away. The carpet moves, the space is limited, and there wasn’t much room to stand around thinking about better options.

I only had one idea, and no real confidence that it would work.

I went for a backflip.

Somehow, it worked.

I collected the star and landed back on the carpet before the whole idea could become evidence against me.

From there I headed for the maze and used the same basic approach for the next star. Another backflip, another brief moment of concern, and another star collected.

At that point I had exhausted the stars I could clearly see. I checked the maze properly, grabbed the coins available, and looked around for anything else the randomizer might have hidden nearby.

There was nothing obvious left.

Which meant my options were starting to narrow.

The Big House In The Sky

With the easier routes running out, I headed for the big house.

That did not go well.

I failed the route twice and ended up down to two wedges of health. At that point, forcing the issue started to feel less like persistence and more like offering the castle a written invitation to end the run.

I decided to cut my losses and try again later.

There was still another route available, so I changed direction and headed for the floating ship instead.

That is probably the first point in this run where The Hostile Castle Protocol really felt like it was doing what it was meant to do. This was not just about collecting stars. It was about deciding when a route had become too expensive to keep pushing.

The big house could wait.

My remaining health could not.

The Floating Ship

The journey up the carpets towards the floating ship was tense, but it also gave me time to notice something I wasn’t expecting.

Rainbow Ride actually felt better with the background the randomizer had given it.

The music, unfortunately, did not have the same effect. It felt out of place, which is a shame, because the course itself already had enough going on without the soundtrack making things feel stranger.

Still, the route paid off.

I found another star on a box on the platform before the floating ship. Naturally, this one also required another backflip, because apparently Rainbow Ride had decided that was the theme of the session.

The ship itself had plenty of coins, which finally got me back to full health. After spending so much of the recording one bad hit away from serious trouble, that felt like its own reward.

I checked the crow’s nest and looked around the ship, but there was nothing else waiting for me there.

End Of Entry Status

By the end of the session, I had four of Rainbow Ride’s seven stars.

That sounds decent on paper.

It felt less decent while actually doing it.

Three of those stars were in awkward places, and the big house had already taken enough out of me to make it clear that charging ahead was not the smart choice.

Eventually I had to admit there was no getting around it. The big house in the sky would need to be dealt with.

Just not immediately.

After the amount of work it took to collect those four stars, I decided to stop there, pause the run, and compose myself before continuing in the next entry.

Jolly Roger Bay gave me a friendly start.

Rainbow Ride has corrected that misunderstanding.

  • Stars Collected: 11 / 119
  • Lives Remaining: 7
  • Courses Cleared: 1
  • Rainbow Ride Stars Collected: 4 / 7

Continue The Journey

← Entry 1
Entry 3 →
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 just start making threats earlier than expected.

Submerged: A Subnautica Survival Diary – Log 17 | The Descent Continues

Submerged: A Subnautica Survival Diary – Log 17 | The Descent Continues

Platform: Steam Deck
Mode: Survival – No Commentary

Video Entry

Apparently, the answer has been staring me directly in the face this entire time.

I checked my PDA and noticed something I had completely overlooked before: a clue mentioning a Disease Research Facility located 800 metres down near skeletal remains.

I have already been somewhere with skeletal remains 800 metres below sea level.

So naturally, I’m going back.

I take both my orange and purple tablets with me just in case. At this point I’ve learned that alien doors have a habit of refusing entry unless you happen to be carrying the correct glowing geometry.

One More Stop At The Aurora

Before descending, I decide to stop by the Aurora wreckage one more time. I had a feeling I didn’t properly loot it during my last visit.

Turns out I was right.

I found another hole in the hull leading deeper inside and eventually came across a Cyclops Thermal Module.

Very useful timing considering what I’m preparing for.

The Disease Research Facility

Once I reach the skeletal remains in the Lost River, I head left and finally find the Disease Research Facility.

To make this even worse, I realise I could have discovered this place during my previous visit if I had simply paid more attention. The only reason I found it at all was because I had been hunting for Ruby in the area and didn’t want to properly explore the structure without recording it.

Did I scout for an entrance beforehand?

No.

That would have been sensible.

Eventually I locate a way inside and immediately find somewhere to insert one of my alien tablets. The facility powers up enough for me to access alien data terminals, and suddenly several things become painfully clear all at once.

First: there may actually be a cure for the infection I’m carrying.

Second: the facility containing that cure is approximately 1.4 kilometres below sea level.

That is currently well beyond my capabilities.

For now.

While exploring further I recover Ion Cubes and additional alien data. I also learn something I already suspected: I am the last surviving crew member of the Aurora, and the quarantine enforcement platform is specifically preventing infected lifeforms from leaving the planet.

Good thing I didn’t build the Neptune Rocket yet. That would have been an incredibly brief launch sequence.

I also finally learn the true purpose of the Warpers.

They are effectively hunter-killers designed to eliminate infected targets.

Which means every encounter I’ve had with them suddenly makes a lot more sense.

So now I know what happened to the Aurora crew.

And likely what happened to the Degasi survivors too.

The Time Has Come

But now I finally have direction.

The cure exists.

It is below me.

And if I want to reach it, I need to descend another 600 metres beyond my current limit.

Which means the time has finally come.

I’ve spent the last several entries preparing for this off camera: building infrastructure, gathering materials, expanding the base, stockpiling supplies and trying to make sure I don’t descend into the planet completely unprepared.

I return to my larger base, empty out the lockers containing all the materials I’ve gathered and head for the Mobile Vehicle Bay.

I even wait for sunrise because if I’m about to construct giant survival vehicles, I may as well make it look cinematic.

The Prawn Suit

First up: the Prawn Suit.

It still doesn’t have a proper name or colour scheme yet. That sounds like a problem for future me.

But the important thing is that it exists.

And unlike Valentino, it can already reach 900 metres below sea level without immediately complaining about pressure.

That alone makes it valuable.

The Cyclops Problem

Then came the real objective: the Cyclops.

I press the button and immediately get informed that the water is too shallow.

Excellent start.

I briefly consider dragging everything back to the larger base before remembering my original base should still be located in deeper water.

So naturally I load the Mobile Vehicle Bay onto my back, climb into the Prawn Suit and begin walking across the seabed.

It is slower than travelling in Valentino.

But honestly?

Possibly just as entertaining.

Eventually I reach deeper water and try again.

Attempt number two succeeds.

I officially have a Cyclops.

The onboard AI calmly informs me the vessel is designed for a three-person crew.

Unfortunately for the Cyclops, there is only me.

We will adapt.

Preparing For The Descent

Before ending the expedition, I install a MK1 depth module into the Cyclops to improve its diving range.

Eventually it will need a MK2 or MK3 upgrade if I want to reach the 1.4 kilometre facility.

But for now, the next objective is preparation.

I want both the Cyclops and Prawn Suit outfitted as thoroughly as possible before continuing deeper into the Lost River.

I still have no idea what ultimately waits below the planet.

I only know one thing for certain:

I would rather face it prepared.


Continue The Journey

Previous Log: Submerged Log 16
Next Log: Coming Soon
Series Hub: Subnautica Hub


Related Subnautica Content

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.

Submerged: A Subnautica Survival Diary – Log 16 | The Descent Begins

Submerged: A Subnautica Survival Diary – Log 16 | The Descent Begins

Platform: Steam Deck
Mode: Survival – No Commentary

Video Entry

The new base is finally operational.

Honestly, I’m pleased with how it turned out. I had a rough vision in my head while building it, and somehow the result actually resembles what I imagined instead of a collection of underwater tubes held together by panic and titanium.

That said, construction was not exactly smooth. The base developed leaks almost immediately after expansion started, which explains why the walls are now covered in reinforcements. I would love to add more windows eventually, but considering the ocean already tried to force its way inside once, restraint may be the smarter option.

The important systems are online. I’ve got hydroponics running, a water filtration unit producing clean water, and a Gel Sack farm outside. For anyone playing along, once you finally find a Gel Sack, hit it with a knife a few times before harvesting it. The seeds can then be planted in an exterior growbed, saving you from repeated trips into increasingly worrying cave systems every time Aerogel becomes necessary.

The Call From Lifepod 2

During the time spent working on the base, another radio message arrived. I deliberately left it alone until this entry. If I’ve learned anything on this planet, it’s that distress calls rarely improve the situation.

This one came from Lifepod 2.

The coordinates placed it roughly 500 metres below sea level, which is now comfortably within Valentino’s range. Since the last entry, Valentino has received a MK3 depth module, allowing him to descend to 900 metres. I also installed sonar. During testing, it picked up a Reaper Leviathan nearby, so at least now I can detect incoming nightmares slightly earlier than usual.

I still had Lifepod 13 sitting on my HUD as well, so I decided to clear that first. Naturally, I got distracted by wreckage along the way, because apparently I cannot pass abandoned technology without investigating it.

The wreck did not offer much, and neither did Lifepod 13. I suspect I had already visited it earlier and simply forgot to remove the marker. Efficient? No. Consistent? Sadly, yes.

Below 500 Metres

Lifepod 2 was exactly as expected: empty.

No survivors. Just another quiet reminder that everyone else who tried to survive this planet appears to have failed.

While using sonar near the pod, I noticed something else nearby. An opening.

Dark. Deep. Wide enough to continue downward.

With Valentino upgraded and the sonar active, I convinced myself this was a good idea.

That confidence lasted until I saw what looked like an enormous crab with an exposed brain. I briefly considered turning back, but I had already come this far, and apparently that now counts as decision-making.

The deeper I travelled, the stranger the environment became. An underwater river flowed through the cavern, with glowing green fog drifting through the darkness. I scanned what I could and picked up anything that looked useful, because if this planet insists on becoming stranger, I may as well keep stealing from it.

The Waterfall Rule

Eventually I found a waterfall.

Years of gaming have taught me that waterfalls are legally required to hide something, so naturally I investigated.

The passage beyond could not take Valentino with it. It looked like there was breathable air inside, or at least something close enough that I was not immediately dying. Unfortunately, I was also sure I had seen a Leviathan somewhere nearby, along with Warpers moving through the area.

Leaving Valentino outside did not feel great.

I parked him as close as I could and went in anyway.

The Structure Beneath The Planet

Behind the waterfall, I found a giant alien structure buried deep beneath the surface.

I looked for a way to power it, scan it, or interact with it in some useful way, but nothing responded. It just sat there in the silence, which was not comforting.

I returned to Valentino much faster than I entered.

Thankfully, he was still there.

By this point, I was around 800 metres down, and it looked like the route continued even deeper. Before leaving, I found something else: a massive skeleton.

The scan identified it as the remains of a Sea Dragon.

That felt like the planet politely suggesting I leave.

I dropped a beacon to mark the route. I can go further this way later, but not yet. I need the ability to go deeper, and I need more than Valentino if I am going to survive what comes next.

New Targets Unaccounted For: 1

Back at base, another message was waiting.

New targets unaccounted for: 1.

I am assuming that “1” is me.

Which means something knows I exist.

That changes things.

The deeper I go, the clearer it becomes that Valentino alone is no longer enough. If I am going to keep descending into these caverns, I need a mobile base. Somewhere to store supplies, recharge equipment, carry resources, and support longer expeditions far below the surface.

And if something down there decides it wants me dead, I would also like something capable of meeting the problem head-on.

So the time has come.

I said I needed to go deeper.

Now I do.

Which means it is finally time to build a Cyclops and a Prawn Suit.


Continue The Journey

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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 →

Submerged: A Subnautica Survival Diary – Entry 15: New Horizons, New Problems

Submerged Entry 15: New Horizons, New Problems

Platform: Steam Deck
Game: Subnautica

Video: Lifepod 7 expedition, Cyclops breakthrough, and selecting the new base location (no commentary)

The first thing on today’s agenda was finally listening to the radio message I had completely forgotten about during the last entry. The signal came from Lifepod 7. The message itself was not exactly precise, but it did give me something useful to work with: approximately one kilometre from the stern of the Aurora, around 200 metres deep.

Valentino could reach that depth without too much trouble. The bigger issue was everything beyond it. If I wanted to keep pushing deeper into the ocean, I was going to need to improve the Seamoth’s depth capabilities properly.

Which meant another trip to the Jellyshroom Caves.

Back Into the Caves

By this point I know the route into the caves well enough that it no longer feels completely alien, although I still would not describe the place as welcoming. Giant glowing mushrooms, abandoned Degassi structures, and the general sense that the entire biome wants to swallow you whole does tend to ruin the atmosphere slightly.

While collecting Magnetite, I noticed a PDA I had somehow missed previously. The logs mentioned another Degassi base deeper within the caves, roughly 250 metres down.

Conveniently, that depth was perfect for Valentino.

Naturally, I went looking for it immediately.

The base itself was partially abandoned, partially destroyed, and still somehow more organised than anything Alterra has left me with so far. I moved through the structure scanning and looting whatever I could find. Amongst the debris were fragments for a Nuclear Reactor, which is potentially useful later, but the real discovery was something else entirely:

A Water Filtration Machine.

That is a massive upgrade for long-term survival. The idea of having a permanent source of clean drinking water inside the base changes things considerably.

Unfortunately, the universe immediately balanced this optimism by informing me the machine requires Aerogel to construct. I still have absolutely no idea how to make that.

So for now, the Water Filtration plans have been pushed onto the increasingly large “future problems” list.

The Stalker Tooth Problem

Returning to base, I turned my attention toward upgrading Valentino properly. The MK2 Depth Module required Enameled Glass, which meant gathering Glass and Stalker Teeth.

Quartz was easy enough to collect. Stalker Teeth were another matter entirely.

At first the Scanner Room refused to cooperate, so I switched the scan to Metal Salvage instead, figuring I could track the Stalkers themselves and wait for a tooth to drop naturally while they played with the scrap.

This approach did not work.

I tried patience. I tried following them around. I even tried encouraging the process slightly more aggressively by ramming them with Valentino and stabbing them with a knife.

Still nothing.

At this point I briefly convinced myself I probably needed a Stasis Rifle for the whole process and headed back toward the Scanner Room in defeat.

Then I noticed it.

The Scanner Room could scan directly for Stalker Teeth.

Suddenly the entire situation became significantly easier.

I switched the scan immediately, headed back outside, and found a tooth almost instantly. Apparently the solution to my problems was simply reading the Scanner Room properly instead of behaving like an underwater caveman for twenty minutes.

Valentino Goes Deeper

With the final materials gathered, the MK2 Depth Module was finally completed and installed into Valentino.

Maximum operating depth: 500 metres.

That is a very significant improvement over the previous 300 metre limit. The deeper parts of the planet suddenly feel far more accessible now, which is either excellent news or a terrible idea.

Probably both.

Lifepod 7

With Valentino upgraded, it was finally time to investigate Lifepod 7 properly. I checked the coordinates again and began making my way toward the stern of the Aurora.

The closer I moved toward the wreck, the more careful I became. I wanted to search thoroughly without drifting too far into open water, particularly considering what lives around the Aurora.

Unfortunately, the local Reaper Leviathan decided to introduce itself anyway.

The thing appeared out of nowhere and chased Valentino for a short distance before somehow losing interest. I still do not entirely understand how we escaped that encounter intact, but I was not about to question my good fortune.

And then, almost immediately afterwards, I saw something far more important resting on the seabed.

The final Cyclops engine fragment.

After all this time, the Cyclops blueprint was finally complete.

Which means I now have another vehicle to eventually construct. More importantly, I now have another vehicle that will eventually require a name.

The Lifepod and the Doll

Eventually I found Lifepod 7 itself, carefully matching the surrounding terrain against the photograph I had been given. Valentino had taken a beating during the earlier encounter, so I stopped briefly to repair the damage before entering the pod itself.

Truthfully, there was not much left inside worth salvaging.

There was, however, one unusual discovery.

A strange doll sitting quietly within the wreckage.

I could not pick it up directly, but I was able to scan it. After checking my blueprints later, it appears I can now build my own version of it.

Something about the doll felt strangely familiar though. It reminded me of someone from another underwater disaster involving another submarine.

If memory serves correctly, things did not end particularly well for them either.

New Base Location

Before heading home, I spent some time surveying the surrounding area carefully. The more I explored near the stern of the Aurora, the more obvious something became.

I need a second base.

The original Mushroom Forest base is still serving me well, but operations are slowly moving further and further away from it. The deeper I push into the planet, the more useful a forward outpost becomes.

Eventually I found the spot I was looking for.

Close enough to the Aurora to support further expeditions. Far enough from the deeper drop-offs to remain manageable. Dangerous enough to feel like a terrible idea.

Perfect.

I dropped a beacon into the seabed and gave it a name:

New Base Location.

That is right.

I am building a new base.

Continue the Journey

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Super Mario 64 Randomizer – Epilogue: Thirty Years Later

Super Mario 64 Randomizer – Epilogue: Thirty Years Later

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

Why This One Needed an Epilogue

It has been a while since I last wrote an epilogue, but this run felt like it deserved one.

Nearly thirty years ago we were given the game that set the standard for 3D platformers, and in many ways for games in general. Very few titles can be called truly influential, but Super Mario 64 is one of them. Even decades later people are still playing it, still finding new tricks, and still discovering ways to push the game further than anyone expected.

I have watched world records being broken, seen people complete the game blindfolded, and watched runs that make it look effortless. That was never what this was about for me. I wanted something familiar, but different enough that I couldn’t rely on memory alone.

That is why I chose the randomizer.

Familiar, But Never Safe

I could have played through the original game again without any problems, but the randomizer forces you to slow down and think. Stars are not where you expect them to be, levels don’t behave the way your memory says they should, and suddenly a course you know inside out becomes something you have to learn all over again.

It didn’t take long for the run to remind me of that. Getting Rainbow Ride and Tick Tock Clock early in the run felt like the game was testing me right from the start. Those are not the levels you expect to deal with when you are still trying to figure out where everything is.

And then there was the hunt for the Wing Cap Switch Palace. For a while I genuinely thought it might end up being in the very last place I could possibly check. That search alone made the randomizer worth doing.

The Stars That Fought Back

If there was one type of star that caused the most trouble, it was the red coins. A lot of them turned into puzzles I wasn’t expecting to solve.

Bowser in the Fire Sea was one of the worst. The coins were placed in spots where grabbing them felt like a risk every time. It wasn’t enough to know the level, I had to work out how to reach them without burning Mario in the process.

Rainbow Ride was another one that stuck with me. Collecting the red coins there only to see the star appear at the opposite end of the course felt like the game reminding me that nothing in a randomizer run is ever simple.

Even near the end the run kept finding ways to surprise me. Wet-Dry World being the final course felt a little anticlimactic, but that is the nature of a randomizer. You don’t choose the order. The seed does.

Thirty Years Later, Still Worth Playing

What surprised me the most about this run is how well the game still holds up. Even after all this time, Super Mario 64 is still fun to play, still satisfying to finish, and still able to throw challenges at you when you least expect them.

That is probably why people are still playing it after all these years. Not because of nostalgia alone, but because the game itself is strong enough to keep people coming back.

The Journey Ends

I don’t know if I will do another randomizer run in the future, but I’m glad I did this one. It turned a game I already knew into something unpredictable again, and it made the final credits feel earned in a way they normally wouldn’t.

This journey took longer than I expected, gave me more trouble than I planned for, and reminded me why this game became a classic in the first place.

For now, I’m happy to say the run is finished.

And I had a blast doing it.

Not Quite the End

As much as this feels like the end of the run, it doesn’t feel like the end of the experience.

Super Mario 64 might be finished, but I’m not done with it yet.

So instead of stopping here, I’m taking it further. The same ideas, the same structure, but rebuilt on a much larger scale.

Next, I’m stepping into a version of this game that doesn’t stay contained in a castle.

A galaxy-sized version of it.

Continue the Journey

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🧢 Mario 64 Randomizer Hub

Some games never really get old. Sometimes you just need a different way to play them.

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