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

Neo Mario Galaxy – Daredevil Edition Entry 4: Chocolate Lava

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


Back to Sweet Treat Galaxy

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

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

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

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


Ice Mario

The first job is collecting five star bits.

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

Which means it’s time for the Ice Flower.

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

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

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


Narrow Margins

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

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

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

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

I don’t.

That felt like the right decision at the time.


Prince Pikante

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

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

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

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

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

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

Not the flaming ones.

The green ones.

Three hits later, it’s done.

The star is mine.


The Run

This is how it actually went.


What’s Next

This opens the path forward.

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

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

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

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

And there’s still another star listed here.

I think I know where I’m going next.


Continue the Journey

← Entry 3: A Birthday Problem


Neo Mario Galaxy – Daredevil Edition Archive

— All attempts in this challenge.


Super Mario ROM Hacks Archive

— All Mario ROM hack content.


Dolphin Setup Guide

— How this is even running on Steam Deck.


Entry 5 →

Super Mario 64 Randomizer – Log 23: Wings and Ghosts

Super Mario 64 Randomizer – Log 23: Wings and Ghosts

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

Video: Conquering the Wing Cap red coins before exploring Big Boo’s Haunt and collecting several more stars (no commentary)


The Wing Cap Challenge

It was finally time to tackle the Wing Cap red coins. Out of everything I’ve faced during this run, this one had been sitting in the back of my mind as the biggest hurdle. I had already struggled with the red coins in Bowser in the Fire Sea earlier in the run, so the idea of doing something similar in a stage built entirely around flying didn’t exactly fill me with confidence.

The level wastes no time throwing you into the air. As soon as I entered, Mario was already flying, which meant I had no choice but to try and take mental notes of where each coin was while keeping control of the flight. I could see seven of them fairly quickly, but I knew the eighth would probably reveal itself mid-flight.

Finding the Right Flight

My first attempt didn’t go particularly well. Somewhere during the chaos my brain decided it would be a good idea to create a savestate while I was flying. I’m still not entirely sure why that happened.

The second attempt was slightly better. I managed to line up a few coins, but my altitude was too low to collect some of the others. Rather than force it and lose the run completely, I accepted the attempt as a loss and reset.

The third attempt was the one that mattered. I managed to control Mario just enough to sweep through every coin in a single flight. Once the star appeared, I didn’t hesitate. Unsure of how much time remained on the Wing Cap, I made a direct line for it and secured the star.

The Wing Cap red coins were done. And with that, the final flight challenge of the run was behind me.

Two Courses Remain

After leaving the stage I headed back upstairs in the castle. At this point there were only two courses left before the final challenge: Big Boo’s Haunt and Wet-Dry World.

I had a fifty–fifty choice between the two entrances. I took the right-hand side.

Waiting behind it was Big Boo’s Haunt.

A Haunted Start

The course immediately rewarded me with a bit of luck. After defeating one of the bosses — the Big Eye — I found a star within reach and grabbed it straight away. There are several bosses scattered throughout this level, including the Big Eye and three different Big Boos.

The star from that boss didn’t spawn in a location I was entirely confident about reaching, so I opted to collect the easier one first. On my second visit I tracked down the original star again, and this time it appeared much closer to me.

Ghost Hunting

I knew one of the Big Boos would be waiting near the carousel. My instinct told me that particular encounter wouldn’t be moved somewhere strange given how the room works. Sure enough, after clearing out the smaller Boos, the Big Boo appeared exactly where I expected.

One of the ghosts also mentioned that ghosts never truly die, which at least confirmed the location of another Boo needed for the “Go on a Ghost Hunt” star. While exploring the area I also spotted one of the red coins, giving me another clue for the final collection in this level.

Making the Most of Momentum

With the course practically handing out stars at this point, I decided to attempt the 100-coin star while I was already exploring the mansion. My thinking was simple: collect the 100-coin star along with either the red coin star or the “Go on a Ghost Hunt” star, leaving the remaining objective for my final visit here.

I searched nearly every room in the mansion, deliberately leaving the roof area for later. In fact, I only abandoned that plan because I fell off the roof and ended up back near the carousel. While there I grabbed the nearby red coin and discovered the final Boo needed to trigger the third Big Boo encounter.

With the coin total finally reaching one hundred, I collected the 100-coin star and immediately attacked the first Big Boo I encountered outside the mansion grounds. As luck would have it, it turned out to be exactly the Boo I needed, which meant another star was secured.

The Final Stretch

That leaves the red coin star still waiting in Big Boo’s Haunt. Once that’s finished, only Wet-Dry World remains before the path to Bowser in the Sky opens.

The day ends with the total sitting at 111 stars.

Just eight more before the final course unlocks.

Continue the Journey

← Log 22
Log 24 →

🧢 Mario 64 Randomizer Hub

Super Mario 64 Randomizer logs are written after each recording session. Sometimes the final stretch is filled with ghosts.

Super Mario 74: A Survivor’s Journey Log 9 – Ice-Crystal Tower

Super Mario 74 – Log 9: Ice-Crystal Tower

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

Video: Ice-Crystal Tower exploration, King Whomp rematch, red coins, and Wing Cap climbs (no commentary)


With Stalagmite Cave done, I stayed in the same room and moved into the next course: Ice-Crystal Tower. Every time I enter, there’s a Goomba waiting to start something. I’ve made a point of ignoring it unless it becomes a problem. So far, that’s worked well enough.

The first task was a rematch with King Whomp. I spent enough time practicing the route up to him that it’s become familiar, even if I wouldn’t trust myself to do it without thinking. The fight itself is different this time. Smaller platform, less room to recover, and if you fall, you’re climbing all the way back up to try again. There is a metal box that can help, but positioning matters more here than anything else.

I’ve seen the trick where you phase through him with a ground pound, but I’ve never managed to make it work consistently, so I stuck with what I know. Wait for him to turn away from the box, move in, ground pound, and reset. It’s slower, but it works. Three clean hits later, the fight was done and the star was mine.

Waters of Pain was next, a section I’d already passed through on the way up. The ice behaves more like lava here, which changes how you approach everything. The star itself sits in a box above a small platform, just out of reach unless you commit to the jumps properly. I didn’t quite get it right, clipped the ice, and ended up bouncing onto the platform anyway. Not clean, but effective enough.

Almost the Top lives up to its name. The climb back up is familiar by this point, but the risk doesn’t really go away. One mistake and you’re either back on the snow or falling out of the level entirely. The Spindrifts are the main problem here, each one placed just well enough to knock you off if you’re not careful. This time they stayed out of the way, and the star was taken without issue.

The red coins came next. Some of the jumps here felt worse than the earlier climb, mainly because there’s less room to recover if anything goes wrong. I started the 100-coin collection at the same time, but it became clear fairly quickly that I wasn’t going to reach the total on that pass. Rather than force it, I settled for the red coin star and moved on, knowing I’d come back to the full collection properly.

How High Can You Get? turned into the real 100-coin attempt. The plan was simple enough — climb as high as possible, then use the Wing Cap to cover the remaining platforms. In practice, it didn’t go cleanly. Two separate mistakes, both costing time and momentum, both forcing me to adjust mid-run. Eventually everything lined up, and I was able to collect the remaining coins before reaching the top. Not perfect, but enough to secure the star.

The final star, Very Well Hidden Star, needed the Wing Cap again. The name isn’t exaggerating. The star sits below the starting platform, easy to miss even if you know it’s there. My first attempt went straight past it, which wasn’t surprising given the angle. The second attempt was better. Adjusted the approach, lined it up properly, and this time the landing worked.

With that, Ice-Crystal Tower was done. Another course cleared, and one less area left hanging over the run.


Continue the Journey

Previous Entry:
Super Mario 74 – Log 8

Next Entry:
Super Mario 74 – Log 10 (coming soon)

Super Mario 74 Hub:

Super Mario 74 – A Survivor’s Journey

Super Mario Galaxy 63 Entry 4 – The Gravity Scramble

Super Mario Galaxy 63 Entry 4 – The Gravity Scramble

Gravity itself has apparently decided to become a problem now.


Back Into Shifting Sand Land Galaxy

One more shine sprite and one more Comet Coin left in Shifting Sand Land Galaxy, so I jump back into the painting and it is time for The Gravity Scramble.

Before I can properly start though, I need to collect five launch star pieces.

Two of them require the Fire Flower, as the only way to grab them is by lighting torches.

In my head, the plan was simple enough: grab both before the fire power ran out.

Unfortunately, that didn’t happen.

So after wasting the first Fire Flower, I had to go back and grab another one before collecting the remaining launch star pieces.

After that little mess up, I get launched over towards a pipe, but before going in, there’s still one final Comet Coin sitting on top of a tree.

So I grab that first.

Shifting Sand Land Galaxy complete. At least I think it is. There could still be a hidden shine somewhere for all I know.


The Gravity Scramble

This is where the shine sprite name starts making sense.

Gravity changes depending on the direction of the arrows, which shift whenever Mario goes up or down slopes.

If I had really committed to the experience, I probably could have rotated the Steam Deck around to match the gravity direction.

I decided against that.

Mainly because things were already awkward enough.

During practice runs, Mario had developed a habit of landing directly on spikes.

Didn’t really matter where they were either.

He kept finding them.

You could argue that was user error.

I’m not entirely convinced.


Upside Down

The worst part comes once gravity flips upside down.

I have to jump between disappearing platforms while avoiding spikes below me.

The platforms follow a rhythm, but that didn’t stop Mario repeatedly finding ways to miss them and land directly on the spikes anyway.

Thankfully, this attempt goes a lot better than the practice runs and I eventually make it through to the next pipe.


The Final Stretch

The final area changes things again.

This time gravity is controlled by octagonal platforms. Depending on which way Mario is facing, gravity changes with him.

The final challenge involves long jumping between three octagons while spikes cover both the floor and ceiling.

I’m sure you can guess what happened here.

Mario and gravity had another disagreement.

The spikes won multiple times.

I do lose a life here, but my next attempt goes much smoother than all the practice runs, so I decide to take the win while I have it.

The shine sprite is mine.

Shifting Sand Land Galaxy complete.


What Comes Next?

Still no sign of any prankster comets.

I honestly don’t know if they exist in this hack or not.

But considering how much Mario has already been struggling with gravity, I’m hoping this shine sprite doesn’t end up getting one later.

I’ve had enough problems with spikes for now.


The Run

This is how it actually went.


Continue the Journey

← Entry 3: Into the Pyramid


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 5 → Coming Soon

Neo Mario Galaxy – Daredevil Edition Entry 3: A Birthday Problem

Neo Mario Galaxy – Daredevil Edition Entry 3: A Birthday Problem

One hit resets everything. Sometimes the problem isn’t surviving. It’s working out what to do.


Sweet Treat Galaxy

With both stars from Galactic Garden Galaxy done, there’s only one option left: move on.

The next stop is Sweet Treat Galaxy, starting with a star called Happy Birthday… Mario?

I doubt it would change if I switched to Luigi, but it goes on the list of things to check. Same with whether Starship Mario changes as well.


Getting There

The objective isn’t immediately clear. It shows a cake with lit candles, but no sign of the star itself.

So for now, it’s a case of getting there and seeing what happens.

The early section is straightforward enough. Ice enemies return, and they’re already starting to feel like a recurring problem in this galaxy.

Then the platforms start getting cut apart by moving saws.

That slows things down a bit.

Between that and the ice enemies, it’s not difficult, but it’s enough to keep me paying attention.

Another wall jump section follows, and as expected, things get a little more awkward near the top. Nothing major, just enough to remind me not to rush it.

From there, it’s onto a launch star and finally onto the cake itself.


Figuring It Out

The cake introduces more ice enemies, along with ice bats.

I figure out quickly that star bits deal with the ice enemies completely, and at least stun the bats. Not perfect, but good enough.

The path forward involves jumping between cakes, dealing with a few Mecha Koopas along the way. They don’t cause too many problems. A quick ground pound deals with them before they become one.

Then come rotating platforms and beams that need to be timed properly. The Comet Medal is here as well, which means doing a full loop on one platform while avoiding the beams before jumping across to the next one.

From there, another launch star sends me to what looks like the final cake.

No star.


The Clue

This is where it finally clicks.

The name of the star isn’t just a name.

Happy Birthday.

What do people do on their birthday?

Blow out candles.

I try star bits first. Nothing happens.

Then I try spinning.

The first candle goes out, and I hear a chime.

That’s the answer.

Once all the candles are out, the star appears.

Problem solved.


The Run

This is how it actually went.


Star Three

I collect the star and unlock a new path on the galaxy selection screen.

There’s still another star left in this galaxy, which works out well.

This one already feels different.

Normally, I’d run through something like this without thinking too much about it. With Daredevil Edition, every small decision feels like it matters more than it should.

Three stars in, and it’s already starting to show.


Missed Something

I realised after finishing the star that I missed the stamp.

It was there, I just forgot about it while focusing on the star.

So I went back in and didn’t miss it this time.


Continue the Journey

← Entry 2: Silver Stars Under Pressure


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 4 →

Super Mario 64 Randomizer – Log 22: Conquering the Maze

Super Mario 64 Randomizer – Log 22: Conquering the Maze

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

Video: Finishing Hazy Maze Cave with the remaining stars, battling the rolling boulders for the 100-coin star, and heading toward the Wing Cap switch stage (no commentary)


A Plan for the Maze

I went into Hazy Maze Cave this time with an actual plan. Three stars remained here, and I also needed to visit the Wing Cap area while I was in the level. With that in mind I planned three visits: the first two would be used to collect the remaining named stars, and the third would be for the 100-coin star before heading toward the Wing Cap stage.

The logic behind that was simple. The 100-coin star is the only one that doesn’t eject me from the course after collecting it, which meant it made sense to leave it until last.

A Lucky Start

My first spawn dropped me straight into the toxic maze. It wasn’t exactly the start I had hoped for, but it turned out to be a lucky one. One of the remaining stars was sitting right there waiting for me, which immediately cut the list down from three to two.

For the second visit I planned to return to the toxic maze area, as I knew another star was somewhere nearby that I had missed previously. Just as I was about to drop down into the maze again, though, something caught my eye. A shadow on the ground.

I looked up and there it was — the final named star in the level. I could have collected it at almost any point earlier, but I wasn’t going to complain. A quick grab later and the only star left in Hazy Maze Cave was the 100-coin star.

The 100-Coin Challenge

As expected, the 100-coin star proved to be the toughest task in the cave. The first challenge was gathering enough blue coins, which turned out to be more difficult than I expected.

My first attempt ended with me missing some of the blue coins, and because I wasn’t sure whether the total would reach one hundred, I decided to grab another star and leave the course to reset.

The second attempt went better. I managed to reach ninety coins before heading toward the cavern where Dorrie waits in the underground lake. Unfortunately the rolling boulders had other plans and knocked me out before I could finish the run.

Attempt number three ended in almost the same place. I even tested a theory that Metal Mario might be able to withstand the boulders. Apparently not.

The fourth attempt came dangerously close to the same fate, but this time I managed to slip past the boulders and finally collect the 100-coin star.

Thirteen Courses Cleared

With that star secured, Hazy Maze Cave was officially complete. That makes thirteen courses finished in this randomizer run.

My next destination was the Wing Cap Switch Palace. This will be my final use of the Wing Cap during this playthrough. Once that star is collected, only fourteen stars will remain across two courses before it’s time to take on Bowser in the Sky and the red coins waiting there.

One Last Flight

But before Bowser comes the final Wing Cap challenge.

The red coins in the Wing Cap stage are waiting.

Continue the Journey

← Log 21
Log 23 →

🧢 Mario 64 Randomizer Hub

Super Mario 64 Randomizer logs are written after each recording session. Sometimes the maze must be solved one attempt at a time.

Super Mario 74: A Survivor’s Journey Log 8 – Stalagmite Cave

Super Mario 74 – Log 8: Stalagmite Cave

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

Video: Stalagmite Cave exploration, descent route, red coins, obstacle courses, and Cap-Combination attempts (no commentary)


With Dice-Fortress finally behind me, the obvious next step would have been to head back to the Tower of the East and continue there. The problem is that the next course in that area needs the Vanish Cap, and I’d rather avoid unnecessary backtracking if I can help it. So instead, I stayed where I was, unlocked another star door, and made use of what was already available. Inside was the pink Bob-Omb, who opened a cannon I’ll be coming back to later, but for now there were two courses to choose from. The first of those was Stalagmite Cave.

The first star, Downwards, doesn’t leave much room for interpretation. A sign at the top makes two things clear before you even start: once you go down, there’s no going back, and there are no coins waiting at the bottom. With that in mind, I took the drop. The plan was to land cleanly in the water. The reality was the same as it had been during practice — not quite. Close enough to recover, though, and once I was in the water the star was straightforward to collect.

Sweating Tunnel came next, and getting there meant heading back up through the level. Wall kicks, careful movement, and just enough awareness to avoid losing progress to something minor. The bat up there isn’t dangerous, but it’s the kind of thing that can break your rhythm at the worst possible moment. I passed the Thwomps and the Chuckya platforms on the way, both of which I knew I’d be dealing with later, and kept moving toward the lava path. A series of descending platforms over lava isn’t the place to hesitate, so I stuck with long jumps and kept the momentum going. It worked this time, though I know from practice that it doesn’t always.

The red coins and 100-coin star followed, and this part of the course felt more controlled. There’s space to move, room to plan, and not much pressure unless you create it yourself. I made a point of leaving the final coins close to where the red coin star would appear, just to avoid any unnecessary movement at the end. It paid off. No mistakes, no wasted time, just two more stars added cleanly.

Hot Obstacle Course was next, though the name doesn’t quite match what it asks of you. This is where the Thwomps come into play properly. Three of them, spaced just far enough apart to force you to commit to each jump. It’s more about timing than anything else. Get that right, and the star is waiting at the end.

Chuckya’s Challenge lived up to its name a bit more. Platform to platform, each one guarded, each one needing just enough precision to avoid being grabbed and thrown back. I decided to push back a little on one of them, which didn’t go to plan the first time, but the second attempt was cleaner. A few long jumps later, and that was another star secured.

That left the reason I came here in the first place: Cap-Combination. This one needs both the Metal Cap and the Wing Cap active at the same time, which meant heading back down the slide and setting things up properly. I grabbed the Metal Cap first, then the Wing Cap, partly out of habit and partly because I trust the Wing Cap timer slightly more, even if I don’t know exactly how much difference it makes.

From there, it was a matter of flying over to the underwater switch, activating it, and dealing with the timed path that follows. It’s longer than it looks, and the slope works against you just enough to make every second count. Walking is possible, but I found jumping kept the pace up better. Even then, it took a few attempts to get everything lined up properly. Timing, positioning, momentum — all of it had to come together. Eventually it did, and once it did, the rest of the path felt manageable.

One final flight to the star, and Cap-Combination was done.

There’s still another course in this area to deal with, but that can wait for the next entry. For now, Stalagmite Cave is cleared, and more importantly, one of the more awkward stars in this section is out of the way.


Continue the Journey

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Super Mario 74 – Log 7

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Super Mario 74 – Log 9

Super Mario 74 Hub:

Super Mario 74 – A Survivor’s Journey

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 →

Neo Mario Galaxy – Daredevil Edition Entry 2: Silver Stars Under Pressure

Neo Mario Galaxy – Daredevil Edition Entry 2: Silver Stars Under Pressure

One hit resets everything. Sometimes you don’t even need that.


Back to Galactic Garden

With Dino Piranha down and only one more star available, I head back to Galactic Garden Galaxy and select the next objective: Silver Stars in Wuthering Heights.

The opening looks familiar. Same starting platform as before, but this time there are clouds to work with, along with the cloud power-up.

Cloud Mario again. Shake the remote, place a cloud, and keep moving before it disappears.

The first section isn’t too bad. The clouds are large enough that missing one doesn’t feel likely, and even if I do, I’ve got a cloud ready to save it.


Wind and Timing

The next section looks worse than it actually is.

There’s wind pushing clouds upward, sometimes shifting direction slightly, but nothing too unpredictable. The real problem is when it stops.

That’s when it starts to matter how many clouds I’ve got left.

There are also those spiky flower things around the area, which don’t help. There’s room to work with, but not enough to switch off completely.

I spot a mushroom along the way. Not sure if it’s needed or not, so I leave it for now. If it matters later, I’ll come back.


Silver Stars, No Margin

Then it’s onto collecting the five silver stars.

This is where Daredevil Edition really starts to show.

Normally, this wouldn’t be much of a problem. Here, every jump feels like it matters more than it should. One misjudged platform and it’s straight back to the beginning.

It doesn’t help that I can’t see where everything is until I’m close enough to it.

There’s also the stamp for this galaxy to grab. I use my last cloud to reach it.

I regret that decision almost immediately.

The next section needs wall jumps, and there’s barely anything to land on beyond a platform sitting at a right angle to the walls.

Somehow, it works. I avoid what felt like certain failure and grab the final silver star.

No reset. No second attempt. Just barely holding it together.

Of course, it appears back at the start of the area.

I also realise at this point that I could have used camera controls to make some of those blind jumps easier.

That would have helped.


Second Star Secured

I make it back to the start without undoing everything and collect the shine.

Second star done. First attempt.


The Run

This is how it actually went.


Back on the Ship

Back on Starship Mario, I head into the collection room and take a quick look at the cloud power-up again.

I’m not entirely sure how many stars are needed before Galactic Garden Galaxy is considered complete, but another thought comes up.

If I switch to Luigi, does Starship Mario become Starship Luigi?

Not sure yet, but it feels like something worth testing.


Continue the Journey

← Entry 1: One Hit Is All It Takes


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 3 →

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

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🧢 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.

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