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

Previous Entry:
Super Mario 74 – Log 7

Next Entry:
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

← 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.

Super Mario 74: A Survivor’s Journey Log 7 – Reaching the Top

Super Mario 74 – Log 7: Reaching the Top

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

Video: Tower climb, Lava-Switch of Eruption stars, wing cap flights, and Dice-Fortress completion (no commentary)


Options were starting to narrow. I still needed to unlock the remaining caps, and the next one was waiting at the very top of the tower in this area. Getting there was the problem. The only way up was a chain of triple jumps, one after another, and missing even one meant dropping all the way back to the start. It took more attempts than I care to count before I was confident enough to even start recording, so when it finally came together in one clean run, it felt earned.

At the top sat the pipe leading to Lava-Switch of Eruption, the Wing Cap switch course for this area. First priority was the switch itself. I’d rather have the cap unlocked before worrying about anything else, so I went straight for it. With that done, there were still three stars left in the course, and the first attempt didn’t go well enough to keep. A quick reset and a change of approach made more sense.

I went for the red coins next. They’re spread across towers and platforms, and in theory it’s straightforward, just a matter of planning the route. In practice, I managed to ignore my own plan and leave the highest coin until last. The course forces you to use the cannons to reach everything, and timing matters more than it first appears. On the first proper attempt, the Wing Cap ran out just as I was closing in on the final coin. Close enough to see it, not close enough to reach it.

The second attempt went better. I got the last coin, the star appeared, and then the same thing almost happened again. The Wing Cap ran out just as I was going for the star itself. This time though, I was low enough that the fall didn’t matter. No panic, no recovery needed, just a clean landing and the star collected.

Under the Tower was next, and this was the one that caused problems earlier. This time it didn’t. One clean attempt and it was done, which made a nice change. The Tallest Tower followed, and although I’d already been there, the star itself wasn’t where you’d expect it. You can go for it with the Wing Cap, but dropping down to it felt more reliable, so that’s what I stuck with.

With the Wing Cap course cleared, it was time to go back to Dice-Fortress and finish what I’d left behind. The Observation Tower was first. At the top, along with the star box, was a sign pointing out what I already suspected. To reach the platforms ahead, I’d need to start my flight from the highest point in the map. Which naturally leads into the final star: Secrets in the Sky.

Finding that highest point wasn’t as straightforward as I remembered. The video makes that fairly obvious. I ended up going in the wrong direction more than once, even managing to grab the Observation Tower star again by mistake. At one point I even tried to kill Mario just to reset my position, and somehow failed at that as well. Not exactly the cleanest part of the run.

Once I finally found the right spot, the plan was simple. Launch from the highest point, hold the jump button to glide, and keep as much height as possible on the way over. Simple on paper, less so in execution. It took several attempts before the flight lined up properly, but eventually everything clicked, the box was broken, and the final star was free.

One more flight to reach it, repeating the same route, and this time it worked without issue. With that, Dice-Fortress was complete.

That brings the total to forty stars. Still a long way to go, but progress is steady. One hundred and eleven left.


Continue the Journey

Previous Entry:
Super Mario 74 – Log 6

Next Entry:
Super Mario 74 – Log 8 (coming soon)

Super Mario 74 Hub:

Super Mario 74 – A Survivor’s Journey

Super Mario Galaxy 63 – Entry 2: Bob-Omb Battlefield Galaxy Complete

Super Mario Galaxy 63 – Entry 2: Bob-Omb Battlefield Complete

Entry 1 got things started. Entry 2 is where things start to take shape, whether I’m ready for it or not.


Watch the Run


Back to the Battlefield

There were still three shine sprites and five star coins left in Bob-Omb Battlefield Galaxy, so it was time to go back in and actually finish the job.

First up was Silver Stars on the Island.

Getting there meant taking a different route. Instead of heading left like before, I went right and picked up the cloud power-up, the first time using it in this run. Three clouds per pickup, which is enough as long as you don’t waste them.

On the way, I climbed a tree and worked through a few cloud jumps to grab another coin, bringing the total up to four. Halfway there, which felt like progress at least.

Once on the island, it’s a straightforward job. Five silver stars, spread around the area. I left the one at the top of the tree until last, mainly because that’s where the shine appears.

No real surprises here. Just a case of getting it done properly this time.


Secret of the Battlefield

Next was Secret of the Battlefield.

The entrance is blocked by bars, so the only way in is to use a Bob-Omb. Nothing complicated there.

The secret area felt familiar in a different way. It reminded me of those moments in Super Mario Sunshine where FLUDD gets taken away and you’re left to deal with the basics again.

The spin is still available, which helps, but it mostly comes down to getting the platforming right.

There are two more star coins here. One is a simple backflip. The other needs three backflips onto rotating blocks. It sounds worse than it is once you get the timing down.

A bit of platforming later, and the shine is mine.


Run, Yoshi, Run

The final shine for this galaxy: Run, Yoshi, Run!

Before getting to Yoshi, there’s a Hungry Luma asking for 100 coins. Once that’s sorted, Yoshi finally shows up.

This turned into a good test for my control setup, especially where I’ve put the Wii Remote “B” button. Using the hot chillies to get Yoshi moving gave me a few chances to get used to it properly.

I picked up the final two coins along the way, bringing the total to eight.

The final section didn’t go quite as planned.

I had one attempt where everything went perfectly. No deaths, clean movement, straight through to the end. Then, just before grabbing the shine, I hit the wrong button and loaded a save state.

All of that progress, gone instantly.

That one was entirely on me.

At least it confirmed the button works.

The next attempt wasn’t as clean. A couple of deaths to the purple goo, which is instant if you touch it, but progress was saved so it wasn’t a complete reset.

This time, I actually got the shine without undoing it myself.


Galaxy Complete

With that, Bob-Omb Battlefield Galaxy is done.

Finishing it has opened up more areas in the castle. I’m not entirely sure where I’m heading next, but this first galaxy has done what it needed to do.

It’s tested the controls, introduced how this hack works, and made it clear that even familiar levels aren’t going to stay that way for long.

So far, this feels like a solid starting point.


Continue the Journey

← Entry 1: Run Begins


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 3 →

Neo Mario Galaxy – Daredevil Edition Entry 1: One Hit Is All It Takes

Neo Mario Galaxy – Daredevil Edition Entry 1: One Hit Is All It Takes

One hit resets everything. No checkpoints. No second chances.


Back to Neo Mario Galaxy

Ever since I managed to get Super Mario Galaxy ROM hacks running on my Steam Deck, I kept thinking back to Neo Mario Galaxy. It was the first one I tested as a proof of concept.

This time, I wanted to try something different: Daredevil Edition.

At the start, you’re given the choice between Mario or Luigi, along with the option to enable Daredevil Mode. Once it’s on, that’s it. There’s no turning it off later.

I accepted it.


What Daredevil Edition Changes

Daredevil Edition effectively puts every star under Daredevil Comet rules.

One hit, and the star resets. No checkpoints. No recovery.

Every section has to be done cleanly from start to finish. Mistakes don’t slow you down, they send you straight back to the beginning.

No safety net.


First Attempt

The first star takes place in Galactic Garden Galaxy, with the goal of defeating Dino Piranha.

It didn’t take long for the first attempt to go wrong.

I needed to grab a flower and float across to another platform. Simple enough in theory.

In practice, I misjudged the distance and walked straight off the edge.

Didn’t even get hit.

Just fell.


Second Attempt

The second attempt went better.

I made the jump properly this time and reached the next platform without too much trouble. From there, it was on to collecting five launch star bits spread across three giant apples.

There are enemies on each of them, which doesn’t help. After failing once already, the idea of going all the way back again was sitting in the back of my mind the whole time.

Once the launch star was active, the next section introduced a giant Piranha Plant. Not difficult, but enough to keep things tense.

Behind it was a Comet Medal, along with a brief moment as Rainbow Mario. For once, there was no risk. Just a short break from worrying about getting hit.

That didn’t last long.


Successful Attempt

This is the run where it actually goes right.


Dino Piranha, No Mistakes Allowed

Then it was time to face Dino Piranha.

This is probably the first time in a long while I’ve actually had to think about this fight. Under normal conditions, it’s straightforward. With one-hit rules, it feels very different.

I don’t think I’ve ever done a full no-hit run in any game before, so this was new territory.

Thankfully, it went cleanly.

Dino Piranha went down, and the first star of the run was secured.


First Impressions

The hack only has 42 stars in total, but it’s already clear this isn’t going to be straightforward.

Even simple sections feel different when there’s no room for mistakes.

One star down. Plenty left to go.


Continue the Journey


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 2 →

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

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🧢 Mario 64 Randomizer Hub

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

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