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.


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— 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

Previous Log: Submerged Log 15
Next Log: Coming Soon
Series Hub: Subnautica Hub


Related Subnautica Content

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


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— All entries in this run.


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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

← Log 25

🧢 Mario 64 Randomizer Hub

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

Submerged: A Subnautica Survival Diary – Entry 14: Return to the Aurora

Submerged Entry 14: Return to the Aurora

Platform: Steam Deck
Game: Subnautica

Video: Aurora return, Prawn Suit fragments, and Neptune Rocket plans (no commentary)

Before heading back to the Aurora, I once again spent some time off-camera scavenging for supplies. Mostly lithium this time, as I wanted to make proper use of the Modification Station. The result is a larger oxygen tank, upgraded fins, and a noticeable improvement in how long I can actually survive underwater without surfacing like a panicked fish every thirty seconds.

Three full minutes of oxygen changes a surprising amount.

I also crafted several fire extinguishers because, unfortunately, the Aurora is still very much on fire.

There were two reasons for returning. The first was the Prawn Suit fragments hidden somewhere inside the wreck. The second was Alterra’s supposed “backup plan” for getting me off the planet, which apparently waited behind a locked door inside the Captain’s Quarters.

Whether escaping is actually possible while infected and living under the watchful eye of a giant alien cannon is another matter entirely.

Approaching the Wreck

I climbed into Valentino and made my way toward the Aurora once again. The closer I got, the more the entire wreck seemed to dominate the horizon. Even after previous visits, the thing still feels less like a crashed ship and more like a warning.

At one point I seriously considered turning around altogether. A Leviathan was swimming nearby, somewhere beneath the waterline, and although I do not think it actually spotted me, I had no interest in testing that theory in open water.

Valentino survived the trip regardless, and eventually the familiar wreckage came into view.

Cave Crawlers and Corporate Fire Hazards

The first order of business inside the Aurora was dealing with Cave Crawlers, which mostly involved launching them into the distance using the Propulsion Cannon. I do not think that mechanic will ever stop being entertaining. There is something deeply satisfying about watching tiny hostile creatures suddenly achieve low orbit.

Beyond that came the usual combination of burning corridors, blocked pathways, and scattered debris. I moved crates out of the way, emptied fire extinguishers into active flames, and slowly pushed deeper into the wreck.

Along the way I found a code for a nearby door and, naturally, immediately abandoned all restraint and grabbed everything that was not physically attached to the walls.

Returning with upgraded oxygen capacity also made a noticeable difference. For once, I could actually stop to explore rooms properly instead of constantly checking my remaining air supply every few seconds.

I even found another flashlight, which is reassuring considering my current one has probably suffered enough abuse already.

The Prawn Suit Bay

Eventually I found what I had really come for: the Prawn Suits.

The bay itself was still partially on fire, which meant carefully weaving between flames while scanning fragments as quickly as possible. One by one the blueprints started coming together until, after four scans, the final piece clicked into place.

The Prawn Suit was now fully unlocked.

Which means at some point soon I am going to need to build one. More importantly, I am going to need to think of a name for it.

Somewhere during all this, I also noticed I had another radio transmission waiting back at base. Naturally, I completely forgot about it again until the recording had already finished.

Alterra’s Escape Plan

After securing the Prawn Suit fragments, I continued moving room to room through the Aurora, embracing my role as the ocean’s least qualified salvage expert. If something was not nailed down, it went into my inventory. If it was scannable, I scanned it.

Eventually I reached the Captain’s Quarters, although actually getting inside proved more difficult than expected because I somehow managed to forget where the code was stored despite knowing full well I already had it.

Eventually common sense prevailed, the code was entered correctly, and inside waited Alterra’s emergency solution to the entire situation:

Blueprints for a rocket.

I appreciate the optimism. Unfortunately, there are still several problems with this plan.

Firstly, I am infected with something unpleasant.

Secondly, there is still a giant alien cannon on the island that already demonstrated very clearly what happens to anything attempting to leave the planet.

So while the Neptune Rocket plans are useful, I would not exactly call them an immediate solution.

Return to Base

Eventually I fought my way back through the Aurora and returned to Valentino. The trip back to base was quieter, although the closer I got to home, the more obvious another problem became.

The current base is starting to feel small.

Between the Scanner Room, Moonpool, Bioreactor, storage space, and everything else I keep dragging back from expeditions, the operation is beginning to outgrow the original layout.

I am now seriously considering either heavily expanding the current base or establishing a second outpost somewhere further from the Mushroom Forest.

Before any of that though, I need to figure out exactly what components are required to craft the Prawn Suit.

And perhaps more importantly, I should probably listen to that radio message.

Continue the Journey

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Super Mario 64 Randomizer – Log 25: Thank You For Playing

Super Mario 64 Randomizer – Log 25: Thank You For Playing

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

Video: Final red coins in Bowser in the Sky, 120 stars collected, and the last battle with Bowser (no commentary)


The Final Star

It was time. No sense putting it off any longer. I had 119 stars, and the final one was waiting for me in Bowser in the Sky. One last red coin hunt before the end.

When I jumped into the course I expected the randomizer to throw me somewhere near the end, but instead I spawned close to the beginning. That turned out to be perfect, because it meant I could search the entire level properly from start to finish instead of rushing through it.

I took my time, stopping every so often to move the camera around and make sure nothing was hiding just out of view. Hazy Maze Cave had already taught me that stars and coins could be sitting right in front of me without me noticing if I wasn’t careful.

I also had to fight the instinct to take the shortcuts I would normally use in this level. In the original game I know this course well enough to rush through it, but this wasn’t the original anymore, and I had a feeling if I skipped ahead too quickly I’d leave a coin behind.

120 Stars

The final three coins were waiting near the location where the red coin star appears, right beside the pipe that leads to the final battle. Once I collected them, the star appeared exactly where I hoped it would.

One jump later, and that was it.

All 120 stars of this randomizer seed collected.

Only one thing remained.

The Final Battle

The fight with Bowser didn’t go perfectly at first. I managed to throw him into one bomb, but nerves or bad luck got the better of me after that. I got caught by his fire, stunned, and even managed to fall off the platform. Round one went to him.

The second attempt felt different. I was calmer, more focused. The first throw landed, then the second, and suddenly I was holding him for the final spin.

As I turned Mario around with Bowser in his hands, I couldn’t help but think that this really was the final throw of the run.

It was.

Three clean throws later, Bowser was defeated and the randomizer seed was finished.

The Credits Roll

The familiar cutscene played out, and when the camera showed the castle roof, Yoshi was there waiting, proving that all 120 stars had been collected.

I let the credits roll without skipping. Watching the game show each of the locations again, one after another, reminded me just how much ground this run had covered. Every level, every detour, every moment where I thought I might have made the seed impossible.

And that music… the same credits music I’ve heard so many times over the years still feels exactly the same as it did the first time I heard it.

All that was left was the final line.

Thank you so much for-a playing my game.

And thank you for all the memories you have given me, Mario.

Continue the Journey

← Log 24
Epilogue →

🧢 Mario 64 Randomizer Hub

Super Mario 64 Randomizer logs are written after each recording session. Every journey ends eventually, even the ones you never wanted to finish.

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 →

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