Super Mario Galaxy 63 – Entry 3: Into the Pyramid

Super Mario Galaxy 63 – Entry 3: Into the Pyramid

Apparently leaving Bob-Omb Battlefield means the game immediately throws me into the desert.


Shifting Sand Land Galaxy

I say goodbye to Bob-Omb Battlefield Galaxy and try to follow what I remember about the original castle layout.

I head towards the door where I think either the secret slide or Whomp’s Fortress would normally be.

Instead, I’m greeted by Shifting Sand Land Galaxy.

So apparently we’re doing this.

There are only two shine sprites and four Comet Coins here. At least I think there are. Knowing this hack, there could easily be a hidden shine somewhere.

For now though, the goal is simple enough:

Shining Atop the Pyramid.


Comet Coins

The first Comet Coin is basically a long jump away.

There’s a platform with a large coin on it which drops star bits when collected. I use that as my launch point and long jump over what I’m assuming is quicksand.

I spin into the crystal, grab the coin, then use the star to get myself back up safely.

The second coin is a sneaky one.

It’s hidden on top of a tree, completely out of camera view.

That one needs Fire Mario.

I grab the Fire Flower, head over to a twister and spin into it, which launches me much higher than normal. Not high enough though. I still need a backflip into a spin jump to actually reach the coin.

Two down already.

The next section is more about rhythm than difficulty.

There are enemies moving across platforms that can flatten Mario if I mistime things, but they follow a pattern, so once I stop rushing it, they’re manageable enough.

Comet Coin number three is here as well.

Unfortunately, it’s floating over absolutely nothing.

So naturally it requires another backflip and spin jump combo.


Inside the Pyramid

With a shine name like Shining Atop the Pyramid, I expected to be climbing it.

Instead, I’m going inside it.

The camera shifts to a side-on angle, which immediately makes things more awkward. There are disappearing platforms, moving platforms and spikes, all moving to their own rhythm.

Thankfully it’s a rhythm I manage to keep up with.

Mostly.

Right near the end I mistime a jump and hit the spikes. For a second I genuinely think the run is over, but I manage to regain control of Mario before he walks straight off the platform.

Probably closer than it needed to be.

Still, the first shine sprite is mine.


The Next Shine

I originally planned on grabbing the second shine sprite while I was here.

In practice, that didn’t really happen.

I kept messing up one particular section and spent more time than I would have liked trying to fix my own mistakes.

Once I can get through it consistently without spending five minutes trying to recover from one bad jump, I’ll get the next recording done.


The Run

This is how it actually went.


Continue the Journey

← Entry 2: Bob-Omb Battlefield Galaxy Complete


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 4 →

Black Tides – A Dredge Survival Diary Log 5: Faster Engines, Worse Decisions

Black Tides – Log 5: Faster Engines, Worse Decisions

Platform: Steam Deck
Mode: Normal
Format: No Commentary

Video: Engine damage, night fishing, strange shrine discovered, upgrades installed, and a failed night run (no commentary)


The plan was simple this time. Head for the Gale Cliffs and see what was waiting there. Naturally, it didn’t go to plan. I decided to make use of the haste ability the Collector gave me, and while it did exactly what it promised, it also destroyed one of my engines in the process. With the boat down to half speed, I didn’t have much choice but to limp back to Greater Marrow and get it repaired.

That made the decision for me. If I’m going anywhere new, I need better equipment first. Better equipment means upgrades, and upgrades mean money. So the next few days were spent doing what I seem to do best — fishing.

I split my time between day trips and short runs at night, staying close to the coastline around Greater Marrow. I caught a few abnormal fish along the way. If I’m honest, they don’t unsettle me as much now. At this point I almost expect to pull one up every time I head out. They sell well enough, which makes it easier to justify keeping them.

After a bit of grinding, I finally had enough money saved to upgrade my engines. The plan was to replace both of my current outboards with improved ones. I bought the first, sold my old engines, and went to buy the second — only to realise the shop only had one available. Apparently I need to wait until the next day for another to come in. That one’s on me for assuming I could do it all at once.

With the new engine installed, I started getting a little more confident and began heading out at night more often, though still keeping close to the coastline. During one of those trips I came across something glowing in the water. It looked like a stone covered in carvings of fish, almost like it was asking for something to be offered to it. I had no idea what it meant, so I left it alone for the time being.

Later that night, after catching another abnormal fish, I headed back to the dock to sell it. On the way in, I noticed something moving in the water behind the boat. I couldn’t get a clear look at it, but it stayed with me long enough to make the trip back feel longer than it should have. Whatever it was, it didn’t follow me into the harbour.

The next day I continued working the coastline and found what looked like the remains of a wrecked dock. There were materials scattered around it, along with a research part and a few trinkets I could sell. Worth the detour.

While I was out that way, I remembered the Builder I helped move to Steel Point and decided to stop by. It gave me a chance to properly test the new engine, and the difference was noticeable straight away. The boat feels quicker now, which should make longer trips a bit less painful.

The Builder thanked me again for the help and handed me a book, saying I could use her dock whenever I needed. Having another safe place to stop for the night isn’t something I’m going to complain about.

Once I had enough money saved again, I upgraded the light on the boat so I could see further into the dark. That seemed like a sensible improvement, so naturally I went out to test it straight away.

While heading along the water, I spotted a red glow in the distance and decided to take a closer look. I didn’t get the chance. Something came out of the dark and started chasing the boat. The only way I can describe it is like a giant angler fish. I tried to reverse away from it, but hit the rocks instead. That was enough for it to catch up, and the next thing I knew the boat was gone.

So that answers one question. I won’t be heading out at night any time soon if that’s the sort of thing waiting out there.


Continue the Journey

Previous Entry:
Black Tides – Log 4

Black Tides Survival Diary:

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Dredge Survival Hub:

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Super Mario 64 Randomizer – Log 21: The Hundredth Star

Super Mario 64 Randomizer – Log 21: The Hundredth Star

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

Video: Star 100 collected in Mario Wings Over the Rainbow before exploring Hazy Maze Cave and securing the red coin star (no commentary)


Star Number One Hundred

There didn’t seem much point putting it off any longer. If I was going to collect my hundredth star, it may as well be a memorable one. That meant jumping straight into the painting hiding the Mario Wings Over the Rainbow stage.

My spawn point couldn’t have been much better. I landed on the platform with the pink Bob-Omb, the cannon, and the Wing Cap boxes all in one place. Before doing anything else I spoke to the Bob-Omb to unlock the cannon, then took a moment to scan the sky and figure out where the red coins were sitting.

I managed to count seven of them from the platform, though the eighth one remained hidden somewhere beyond my line of sight. I figured I would find it once I was in the air.

A Simple Flight Plan

The approach was straightforward. Grab a Wing Cap, fire myself out of the cannon, collect whatever coins lined up with my flight path, then return to the platform and repeat. The important thing was not risking the Wing Cap timer expiring while still in the air.

After a few passes I spotted the final coin sitting near one of the stable clouds, along with another Wing Cap box above it. Thankfully it was one of the clouds you can actually land on, which made the setup possible. The coin itself took a few attempts to grab cleanly. A triple jump would get me close enough, but I was slightly off each time.

Eventually the jump lined up properly. The coin was collected and the red coin star appeared in a position that was thankfully reachable. One final flight later and I had my hundredth star.

The Final Stretch

With star number one hundred secured, the run now sits nineteen stars away from the end. Eighteen of those are spread across three courses, while the final one waits in the Wing Cap switch area.

That makes the next destination fairly obvious. It’s time to return to Hazy Maze Cave. If I can clear that level along with the Wing Cap switch stage, it will remove what feels like the biggest remaining obstacle in this randomizer run — aside from Bowser in the Sky and the red coins waiting there.

Into Hazy Maze Cave

I didn’t plan it this way, but my first visit back to Hazy Maze Cave quickly turned into a red coin hunt. The coins are scattered throughout the level, which made it seem like the most efficient objective to tackle first.

It does mean sacrificing the chance to combine the red coin star with the 100-coin star, but mapping where the coins were located felt more valuable for the long term. While exploring the cave I also became a little fixated on the switch hidden behind the water that normally requires the Metal Cap to reach.

No matter what I tried, I couldn’t quite reach it. To make matters more interesting, I noticed several boxes sitting high up in the cavern. I have no idea how I’m meant to reach them yet, but they’ve been added to the list of things to investigate unless I can clear the level without needing them.

Finding the Star

Once the eighth red coin was collected, the star spawned somewhere in the cave. The only problem was I had no idea where it had appeared. Rather than panic, I decided the best approach was simply to search the cave methodically.

Room by room I checked each section of the level until eventually I spotted it waiting in the rolling boulder chamber. Thankfully grabbing it didn’t cause any further problems.

Confidence for the Endgame

Hazy Maze Cave still has work left to do. The 100-coin star remains, along with two other stars in the course and the Wing Cap switch stage red coin star. Once those are finished, though, the biggest hurdles in this randomizer run should be behind me.

For now, I’m feeling confident about my chances.

Continue the Journey

← Log 20
Log 22 →

🧢 Mario 64 Randomizer Hub

Super Mario 64 Randomizer logs are written after each recording session. Every star collected brings the end of the journey a little closer.

Survivor’s Log – Year One of Survivor Incognito

Year One

It’s been a year since I first started Survivor Incognito.

It began simply enough. Playing survival games on the Nintendo Switch, usually on easier difficulties, and adding my own permadeath rule on top.

The Long Dark was where it really started. One run at a time, seeing how long I could last, and writing down what happened along the way.

That was the foundation.

From there, it grew.

I started putting together map pages, partly for myself, partly to help anyone else trying to find their way around. Then came guides — working things out and writing them up properly. Getting things like ProMods running for Euro Truck Simulator 2 on the Steam Deck, documenting the steps so others didn’t have to figure it out from scratch.

Then the Steam Deck changed things.

It opened the door to recording. Instead of just writing about what happened, I could show it. No commentary, just the run as it played out.

Around that time, the rules started to shift.

Permadeath was still there, but it stopped being the default for everything. It made more sense to shape each run around a specific challenge instead.

Minecraft is probably the clearest example of that. The run doesn’t end because of a random death. It ends when one of two things happens — either I kill the Ender Dragon, or it kills me.

Same idea, different structure.

Then came something I didn’t expect to stick as much as it did.

Super Mario ROM hacks.

It started with the Super Mario 64 Randomizer. Then Super Mario 74. Then, after figuring out how to get Dolphin running on the Steam Deck, Super Mario Galaxy ROM hacks.

Different kind of challenge, but the same approach underneath it. Learn the system. Adapt. Keep going until it’s done or I’m stopped.

That’s where things are now.

I’ve naturally started leaning more into the Mario side of things, because that’s where I’ve had the most flow recently. That doesn’t mean everything else disappears — the survival diaries, the guides, the other runs are still there and still ongoing.

It just means I’m not forcing it.

If I’m not feeling a run, I’m not going to push through it just to get something posted. I’d rather wait and do it properly than put out something half-finished.

This project has always just been me, and it likely always will be. So it makes more sense to put the time and energy into what’s actually working, both for me and for the blog.

That’s the biggest change over the first year.

Not a shift away from anything. Just a better understanding of how I want to run things.

So to everyone who’s clicked, read, watched, or stuck around at any point — thank you.

Year one is done.

Let’s see what the next one looks like.

Super Mario 64 Randomizer – Log 20: Ninety-Nine Stars and the Finish Line Ahead

Super Mario 64 Randomizer – Log 20: Ninety-Nine Stars and the Finish Line Ahead

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

Video: Returning to Tiny-Huge Island to secure the 100-coin star, red coin star, and the final Piranha Plant star before reaching 99 total stars (no commentary)


Returning to Tiny-Huge Island

With three stars still remaining in Tiny-Huge Island, it made sense to return there and finish the job. My goal right now is to complete the stars tied to the ground floor and basement areas of the castle before heading back upstairs. That way I know everything in those sections is cleared before moving into the final stretch of the run.

I also made sure to keep one lesson from the previous visit in mind. Last time I managed to lose track of a star entirely after switching between island sizes. This time the plan was simple: collect the star first, then think about moving between islands.

An Unexpected Coin Hunt

My original intention was to deal with the Piranha Plant star first, but the level had other ideas. As I moved around the island collecting coins, it gradually turned into a full attempt at the 100-coin star. Instead of changing direction halfway through, I decided to stick with it and incorporate the red coin star at the same time.

That meant switching from the huge island to the tiny island eventually, since the red coins can only be collected there. Once I had gathered enough coins to feel comfortable with the total, I made my way to the pipe closest to where I wanted to go.

Aiming for the Red Coins

The plan was straightforward enough: reach the cannon, aim for the tree that sits near the red coin area, and land close enough to continue the collection from there. I’m aware that speedrunners probably have quicker ways of reaching the area, but I prefer approaches that I know I can execute consistently.

Thankfully the red coins themselves weren’t placed in anything too unreasonable. To be fair, Tiny-Huge Island only has so many places where they can realistically appear. The biggest relief was realising I had judged the coin total correctly before switching islands.

I collected the hundredth coin, secured the 100-coin star, and then finished gathering the red coins for another star immediately afterwards.

Clearing the Piranha Plants

That left only one objective in the level: the Piranha Plants. All the time I had spent exploring the island during previous visits paid off here. I already knew roughly where each one was located, so moving between them was straightforward.

One by one they were dealt with, and when the final one fell the star appeared nearby in a reachable location. No disappearing act this time. I grabbed it without hesitation and said goodbye to Tiny-Huge Island for good.

Checking the Remaining Courses

After leaving the level, I took a moment to review what courses still needed attention. Hazy Maze Cave had already been explored earlier in the run, so that wasn’t a concern anymore. That left just two courses I hadn’t properly tackled yet: Big Boo’s Haunt and Wet-Dry World.

As I made my way back into the basement in preparation for attempting the Mario Wings Over the Rainbow star, something else occurred to me.

Ninety-Nine Stars

I checked the star total and realised I had reached ninety-nine stars. That means I’m now only twenty stars away from unlocking the final course. Once Bowser falls and the last star is collected, that will be it. This randomised version of a game I’ve known for most of my life will finally be complete.

There are countless players who grew up with Mario in one form or another, but Super Mario 64 holds a particularly important place in gaming history. For many people it became the blueprint for how 3D platformers — and even many other genres — would work in the years that followed. Few games have had that kind of influence.

And if I’m being honest, I’m not entirely sure I’m ready for the moment when the credits music begins to play.

The Next Star

The next entry will be a special one. It’s time to collect star number one hundred.

Continue the Journey

← Log 19
Log 21 →

🧢 Mario 64 Randomizer Hub

Super Mario 64 Randomizer logs are written after each recording session. Some journeys end slowly, one star at a time.

Super Mario 74: A Survivor’s Journey Log 6 – System of a Town

Super Mario 74 – Log 6: System of a Town

Platform: Steam Deck
Mode: Original Edition
Rules: No savestates (except between entries)
Format: No Commentary

Video: Tower of the East exploration, System of a Town stars, rooftop routes, sewer navigation, and red coin collection (no commentary)


With the other star door still out of reach, there wasn’t much reason to stay where I was. The next step was to move into the next hub area, the Tower of the East. There are multiple courses here, along with a few other stars scattered around, but I had already decided where I was going first. System of a Town felt like the right place to start.

The first star, Rooftop Climbing, suggests taking the obvious route. Climb the buildings, follow the path, work your way up. That is the intended approach, but not necessarily the one I went with. There is another way to get there, and I ended up taking that instead. The star itself sits inside the building that also has another star resting on its roof, something I kept in mind for later.

From there, I moved into the sewer system. This is one of those stars that is easy to miss if you’re not paying attention. Once you drop into the water, there’s a path off to the left that doesn’t stand out at first glance. Follow that, and you’re into a series of jumps that range from straightforward to just awkward enough to slow you down. Nothing too difficult, but enough to keep you from rushing through it.

The Secondary House Entrance turned out to be much simpler than I expected. The name gives it away if you think about it for a moment. Find the house with the chimney, drop in, and the star is waiting. No tricks, no pressure, just a quick entry and a clean star.

Find The Secret Room was less straightforward. I already knew where the star was from earlier practice, but getting there was another matter. Two platforms, slightly different heights, and a triple jump that needs to be just right to reach the house. While I was practicing, the Chuckya on the second platform made sure I didn’t get it right the first time, or the second. This time it stayed out of the way, though it still took a couple of attempts to get the jump lined up properly. Once inside, a ground pound revealed the room, and the star followed.

The red coin star was next, along with the 100-coin star alongside it. This one was more about movement than difficulty. Working through the course, checking corners, moving between rooftops and streets, making sure nothing was missed. As expected, the red coin star itself sends you back to the start once it’s done, which at this point is more routine than surprise.

That left the star I had noticed right at the beginning, sitting on top of the building. The Mansion’s Secret Star. This was where all the wall jumping came back into play. Climbing up wasn’t difficult at first, but near the top I nearly lost it. A slight mistake, a bit of panic, and for a moment it looked like I was going to drop back down and start again. Instead, a quick recovery with a jump kick chain got me back into position, and the star was secured.

With that, System of a Town was complete. One course cleared cleanly, and a good amount of progress made in this new area. I’m still not quite at the point where I can open the next star door, but I’m close. More importantly, I know the remaining caps are in this area, which means more options will open up soon enough.


Continue the Journey

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Super Mario 74 – Log 5

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Super Mario 74 – Log 7

Super Mario 74 Hub:

Super Mario 74 – A Survivor’s Journey

Cold-Blodded: A Skyrim Survival Diary – Log 10: The Climb to High Hrothgar

Cold-Blooded Log 10: The Climb to High Hrothgar

Difficulty: Survival Mode
Platform: Steam Deck
Build: Argonian Mage
Follower: Lydia

There was no putting it off any longer. The mountain wasn’t going to climb itself.

Sooner or later I was going to have to make the journey to High Hrothgar. There wasn’t much sense in delaying it any further. All I could do was hope my armour was warm enough to get me there in the first place. If the Greybeards live entirely outside, I may have made a serious mistake coming up here at all.

I didn’t even reach the steps before I overheard two people talking. Apparently my presence wasn’t subtle, as both of them turned to look at me mid-conversation.

One of them introduced himself as Klimmek. He makes regular trips up the mountain, delivering supplies to the Greybeards. I offered to take the supplies up for him, not expecting him to accept. He did.

Video Log: Cold-Blooded – Log 10 (No Commentary)


The Climb

The climb itself wasn’t particularly difficult, at least not in terms of terrain. The problem was the cold. The higher I went, the more noticeable it became. I’m still not convinced my armour is doing much to help, but at the very least I wasn’t losing health as quickly as I expected.

At some point during the climb I realised Lydia was no longer beside me. Whether she fell behind or chose a different path, I couldn’t say. Either way, I was committed to continuing upward.

I briefly considered whether bringing the horse would have made the journey easier, but that thought didn’t last long. Further up the path I noticed movement, followed by the familiar shift in music that signals something is about to go wrong. Taking a detour around it felt like the safer option. In that moment, leaving the horse behind felt like the correct decision.

Somewhere along the way I also remembered that I can, in fact, run. It took me a moment to remember how, but once I did, the climb became a mix of short sprints and cautious walking. It wasn’t elegant, but it was effective.

High Hrothgar

I reached the chest Klimmek had mentioned and dropped off the supplies before continuing on. High Hrothgar itself was at least partially indoors, which was a relief.

The Greybeards greeted me and immediately asked me to prove that I am Dragonborn. I only have one shout available, so I used Unrelenting Force. That was apparently enough to satisfy them.

They then taught me another word of Unrelenting Force and asked me to demonstrate it. Stronger, louder, and significantly more force behind it this time. That seemed to meet their expectations.

Back Into the Cold

Just as I was starting to think I might be able to stay inside, they decided it was time to go back out into the cold. Apparently learning shouts indoors isn’t an option.

Outside, they taught me part of Whirlwind Sprint. That should at least make the journey down a little faster, assuming I don’t misjudge it and launch myself off the mountain.

With that done, they gave me my next task: retrieve the Horn of Jurgen Windcaller and return it to High Hrothgar.

No Bed for the Dragonborn

After everything, I was ready to rest. Unfortunately, that wasn’t an option. There are beds here, but they all belong to the Greybeards. Apparently being Dragonborn doesn’t come with sleeping privileges.

So instead of resting, I’ll be making the journey back down the mountain in the next entry.

Continue the Journey

Cold-Blooded Log 9 |
Cold-Blooded Log 10 |
Cold-Blooded Log 11

More from Cold-Blooded


Cold-Blooded: A Skyrim Survival Diary Hub

Black Tides – A Dredge Survival Diary Log 3: Haste, Cliffs, and Loose Ends

Black Tides – Log 3: Haste, Cliffs, and Loose Ends

Platform: Steam Deck
Mode: Normal
Format: No Commentary

Video: Grotesque Mackerel caught, Little Marrow revisited, shipwreck explored, key delivered, haste unlocked, and Gale Cliffs introduced (no commentary)


I had intended to head straight to Blackstone Isle, but those plans shifted quickly. My first catch of the day was a Grotesque Mackerel. I’m not entirely convinced it counts as an aberration. It may simply be an unfortunate-looking fish. Either way, I brought it to the fishmonger. It was exactly what he wanted. He handed over a couple of research parts, told me to leave, and promptly locked the door behind me.

With the fishmonger closed for the time being, I decided to head back to Little Marrow. I had meant to speak to the trader on my last visit and forgot. He offered to buy any trinkets I dredge up, which seems practical enough. I had one item I could sell him, so the introduction was productive.

At the docks, I spoke to a grieving father. He told me of a shipwreck where his son had been lost and asked me to retrieve a belt buckle. When I asked about anything unusual happening around here, he mentioned an old mayor who used to throw items into the sea. That was as much as he was willing to share.

I made for the shipwreck location. I recovered the belt buckle along with a few materials useful for upgrading the boat. I returned the buckle to the father, then spoke to the painter about customising the vessel. I haven’t decided whether that’s necessary.

From there I returned to Greater Marrow, selected some upgrades to research, and visited the shipwright to install a new fishing line. She mentioned that the red light I had been watching for had disappeared. That answers that, for now.

I rested until dawn and then made for Blackstone Isle. I handed the key over to the Collector. In return, he read from his book and granted me the ability to cast haste. It provides a useful boost to the engines, though it increases panic while active. He then suggested I travel to the Gale Cliffs to retrieve the next artifact. I have other matters to attend to first.

Instead, I spent some time dredging for additional materials before returning toward Greater Marrow. I tested haste along the way. It works as described. Faster travel, though not without consequence.

The lighthouse keeper greeted me when I docked, though she seemed momentarily confused. She said my engine sounded like that of an old friend’s vessel. I didn’t have much to add to that.

The fishmonger had reopened, so I returned to fishing. The haul was decent, including a Snag Squid. I sold what I caught and docked for the night.

If I’m heading toward the Gale Cliffs, I want the boat properly prepared first. I still need to complete the delivery to Steel Point and secure further upgrades. There’s no reason to rush into rougher waters unprepared. That can wait until next time.


Continue the Journey

Previous Entry:
Black Tides – Log 2

Black Tides Survival Diary:

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Dredge Survival Hub:

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Super Mario 64 Randomizer – Log 19: Secrets, Wigglers, and a Vanishing Star

Super Mario 64 Randomizer – Log 19: Secrets, Wigglers, and a Vanishing Star

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

Video: Returning to Tiny-Huge Island to defeat Wiggler, clear the Five Itty Bitty Secrets, race Koopa the Quick, and attempt the Piranha Plant star (no commentary)


Back to the Island

It was time to head back to Tiny-Huge Island. By this point I was starting to get used to the slightly unpredictable nature of the entrance. Sometimes I would spawn on the tiny island, sometimes on the huge one. It seemed random enough that I stopped worrying about it and simply used the opportunity to learn the layout properly, especially the pipes that allow you to switch between the two versions of the island.

I have to admit I appreciate how those pipes are contained entirely within this level. Given that reaching the Wing Cap stage in this seed requires a detour through Hazy Maze Cave, having something straightforward for a change felt like a welcome break.

Taking the Easy Win

My original plan was to start by collecting the Five Itty Bitty Secrets, but once I was inside the level I realised I had a chance to deal with Wiggler first. It’s one of those stars that rarely causes trouble once you reach it, so it felt like a quick and easy one to tick off the list.

Sure enough, the fight went exactly as expected. A few well-timed jumps later and the star was mine without any real drama.

Secrets Found

After that I turned my attention back to the Five Itty Bitty Secrets. With the locations already mapped out from the previous visit, this one didn’t give me any trouble either. It was one of those moments where preparation pays off and the star falls into place quickly.

Naturally, that’s when things started to become a little more complicated.

An Unexpected Race

While trying to plan my route for the next objective, I found myself thinking about the Piranha Plants scattered around the island. There are five of them in total, and I was trying to visualise the best order for dealing with them.

Before I could fully commit to that plan, though, I ran into Koopa the Quick and ended up accepting his rematch. The race itself was closer than I expected. In fact, I’m fairly certain that if he hadn’t nudged me toward the flag near the end, I might have lost that one.

The Piranha Plant Problem

With the race finished, I went back to dealing with the Piranha Plants. It took a few attempts to get all five of them cleared, but eventually the star appeared. As tends to happen in this level, it launched itself to another part of the island rather than landing conveniently nearby.

My solution seemed simple enough. I switched to the tiny island to move closer to where the star had landed, intending to switch back to the huge island once I was in the right position.

That’s where things went wrong.

The Star That Disappeared

When I returned to the huge island, the star was nowhere to be seen. I couldn’t tell whether I had completely forgotten where it landed, somehow managed to miss it while staring right at it, or whether switching between island sizes had caused it to despawn entirely.

I searched the island repeatedly, circling the area far more times than I’d like to admit. Eventually I had to accept that something had gone wrong. Whether it was my memory or the mechanics of the level, the result was the same: the star wasn’t there anymore.

Accepting the Loss

In the end I decided the sensible option was to cut my losses. I exited the course and left Tiny-Huge Island for another visit later. If nothing else, the lesson was clear enough.

Next time I’ll collect the star first before switching between islands.

Continue the Journey

← Log 18
Log 20 →

🧢 Mario 64 Randomizer Hub

Super Mario 64 Randomizer logs are written after each recording session. Sometimes the biggest challenge is remembering where the star actually landed.

Super Mario 74: A Survivor’s Journey Log 5 – Azure-Abyss Cleared

Super Mario 74 – Log 5: Azure Abyss Cleared

Platform: Steam Deck
Mode: Original Edition
Rules: No savestates (except between entries)
Format: No Commentary

Video: Azure Abyss red coins, 100-coin star, Metal Cap puzzle, and Wall of Failure attempts (no commentary)


Back to Azure Abyss, and straight into what I knew was going to be a longer task — the red coins, or Red Treasure Hunt as this one is called, along with the 100-coin star on top of it. The layout of this course makes it awkward to rush anything. It’s deeper than it first looks, and the last thing I wanted was to be scrambling for air because I got careless. So I took it slower, moving between the land sections and the underwater routes, trying to keep things controlled rather than efficient.

Somewhere along the way I realised my swimming had improved without me really noticing. I’m not about to claim anything close to speedrunner level, but there was a rhythm to it that I don’t remember having before. Funny how that happens just by playing more. It made the coin collection smoother, even if it didn’t make it any shorter.

The red coin star itself sits safely above the water, which helps, but by the time I had all eight coins I was still short on the total. That’s when it turned into a bit of a hunt. I hit 97 coins and started running out of places to check. I didn’t want to spend more time swimming if I could avoid it, so I went after one of the flying enemies, hoping it would drop what I needed. It dropped two coins. 99. Close enough to be frustrating.

I eventually tracked down the final coin, though it took longer than it should have, and with that both the red coin star and the 100-coin star were done. Not difficult, just drawn out enough to make every mistake feel like wasted time.

Next was Heavy Metal Required, and the name doesn’t leave much to guess. I needed the Metal Cap. I’ve seen this done without it, but I’m not interested in making things harder than they need to be, so I stuck with the intended route. With the cap active, I could sink properly underwater and push the purple switch, which brought out the timed blocks.

Everything felt fine at first. The jumps were clean, the timing felt right, and then right at the end I walked straight off the final block. No complicated mistake, no bad angle, just walked off. The second attempt went the way the first one should have, and the star was mine without any further issues.

That left one final star in the course: Wall of Failure. The name fits. I knew exactly what I needed to do — get onto the platform, long jump, grab the ledge — and in theory it’s simpler than the alternative route. In practice, it took far longer than it should have. I lost count of the attempts. Too much distance, not enough distance, missing the ledge entirely, every variation you can think of showed up at least once.

When it finally worked, it wasn’t clean or dramatic, it just… worked. Mario grabbed the ledge, pulled himself up, and the star was there. That was Azure Abyss done.

Even with the course complete, I’m still two stars short of opening the next star door in this area. That means next time I’ll be heading through the double doors instead. I already have the key from Bowser, so it’s time to open up more of the castle and see what else this hack has waiting.


Continue the Journey

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