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

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

Platform: Steam Deck
Mode: Survival – No Commentary

Video Entry

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

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

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

So naturally, I’m going back.

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

One More Stop At The Aurora

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

Turns out I was right.

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

Very useful timing considering what I’m preparing for.

The Disease Research Facility

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

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

Did I scout for an entrance beforehand?

No.

That would have been sensible.

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

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

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

That is currently well beyond my capabilities.

For now.

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

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

I also finally learn the true purpose of the Warpers.

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

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

So now I know what happened to the Aurora crew.

And likely what happened to the Degasi survivors too.

The Time Has Come

But now I finally have direction.

The cure exists.

It is below me.

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

Which means the time has finally come.

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

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

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

The Prawn Suit

First up: the Prawn Suit.

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

But the important thing is that it exists.

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

That alone makes it valuable.

The Cyclops Problem

Then came the real objective: the Cyclops.

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

Excellent start.

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

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

It is slower than travelling in Valentino.

But honestly?

Possibly just as entertaining.

Eventually I reach deeper water and try again.

Attempt number two succeeds.

I officially have a Cyclops.

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

Unfortunately for the Cyclops, there is only me.

We will adapt.

Preparing For The Descent

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

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

But for now, the next objective is preparation.

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

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

I only know one thing for certain:

I would rather face it prepared.


Continue The Journey

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


Related Subnautica Content

Super Mario Galaxy 63 Entry 9 – Bowser in the Dark World

Super Mario Galaxy 63 Entry 9 – Bowser in the Dark World

Apparently Peach’s painting was a trap. Looking back, that probably should have been obvious.


The Double Door

I still have a few options on this floor. There’s a painting I’ve noticed that feels like it probably has something hidden behind it, but I decide to investigate the double door beside the entrance to Bob-Omb Battlefield Galaxy first.

As soon as I see Peach’s painting, I immediately know what is supposed to happen.

Only nothing happens.

I jump.

The painting changes to Bowser.

The floor opens beneath me.

So apparently we’re doing Bowser in the Dark World now.

Or at least this hack’s version of it.


Bowser in the Dark World

And honestly, I really like this course.

For me, it captures that feeling of entering Bowser in the Dark World in Super Mario 64 for the first time and somehow makes it feel even more dangerous.

It genuinely feels like something that could have existed in an official Super Mario Galaxy game.

The only thing that probably could have made it better would have been the original Bowser music, but even then, the music they do use fits this place really well.

It just feels right.


Comet Coins and Checkpoints

I have two Comet Coins to grab here and I sort of immediately know where both of them are going to be once I get close enough.

One floats above two rotating platforms.

The other is sitting on top of a Thwomp.

I also unintentionally activate the checkpoint before Bowser.

I jumped because I thought there was either a hidden path above me or maybe even a shortcut.

There wasn’t.

Still, once that checkpoint activated, I immediately felt a lot more relaxed about the rest of the course.

If I fell now, at least I knew I wasn’t starting from the beginning again.


The First Grand Shine

With the course complete, it’s time to face Bowser.

Of course he delivers the usual villain speech first.

The fight itself is basically the first Bowser fight from Super Mario Galaxy 2, which honestly helped because at least I already knew what I was dealing with.

There’s also a strange symbol on the planet during the fight.

I still have absolutely no idea what it means.

Three hits later and the first Grand Shine is mine.

Only instead of returning to the castle, I get sent somewhere else entirely.

Bowser’s Evil Dome.

Apparently the Grand Shine I just grabbed is cursed.

So I guess I’ve still got a bit more work to do before I can return to the castle grounds.


The Run

This is how it actually went.


Continue the Journey

← Entry 8: Beneath the Snow Blocks


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 10 →

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

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

Platform: Steam Deck
Mode: Survival – No Commentary

Video Entry

The new base is finally operational.

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

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

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

The Call From Lifepod 2

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

This one came from Lifepod 2.

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

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

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

Below 500 Metres

Lifepod 2 was exactly as expected: empty.

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

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

Dark. Deep. Wide enough to continue downward.

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

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

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

The Waterfall Rule

Eventually I found a waterfall.

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

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

Leaving Valentino outside did not feel great.

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

The Structure Beneath The Planet

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

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

I returned to Valentino much faster than I entered.

Thankfully, he was still there.

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

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

That felt like the planet politely suggesting I leave.

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

New Targets Unaccounted For: 1

Back at base, another message was waiting.

New targets unaccounted for: 1.

I am assuming that “1” is me.

Which means something knows I exist.

That changes things.

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

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

So the time has come.

I said I needed to go deeper.

Now I do.

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


Continue The Journey

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


Related Subnautica Content

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

Submerged Entry 15: New Horizons, New Problems

Platform: Steam Deck
Game: Subnautica

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

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

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

Which meant another trip to the Jellyshroom Caves.

Back Into the Caves

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

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

Conveniently, that depth was perfect for Valentino.

Naturally, I went looking for it immediately.

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

A Water Filtration Machine.

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

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

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

The Stalker Tooth Problem

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

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

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

This approach did not work.

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

Still nothing.

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

Then I noticed it.

The Scanner Room could scan directly for Stalker Teeth.

Suddenly the entire situation became significantly easier.

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

Valentino Goes Deeper

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

Maximum operating depth: 500 metres.

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

Probably both.

Lifepod 7

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

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

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

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

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

The final Cyclops engine fragment.

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

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

The Lifepod and the Doll

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

Truthfully, there was not much left inside worth salvaging.

There was, however, one unusual discovery.

A strange doll sitting quietly within the wreckage.

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

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

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

New Base Location

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

I need a second base.

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

Eventually I found the spot I was looking for.

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

Perfect.

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

New Base Location.

That is right.

I am building a new base.

Continue the Journey

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Super Mario 64 Randomizer – Epilogue: Thirty Years Later

Super Mario 64 Randomizer – Epilogue: Thirty Years Later

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

Why This One Needed an Epilogue

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

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

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

That is why I chose the randomizer.

Familiar, But Never Safe

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

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

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

The Stars That Fought Back

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

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

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

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

Thirty Years Later, Still Worth Playing

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

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

The Journey Ends

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

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

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

And I had a blast doing it.

Not Quite the End

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

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

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

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

A galaxy-sized version of it.

Continue the Journey

← Log 25

🧢 Mario 64 Randomizer Hub

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

Super Mario Galaxy 63 Entry 7 – Inside the Igloo

Super Mario Galaxy 63 Entry 7 – Inside the Igloo

Apparently inside the igloo is where the ice itself becomes the problem.


Back Into Snowman’s Land Galaxy

No prizes for guessing where I’m heading for this entry.

Back into Snowman’s Land Galaxy I go, this time for Inside the Igloo.

Hopefully this version is a little different from the one back in Super Mario 64.

I remembered passing the igloo while climbing towards the giant snowman, so I had a feeling there would be a shine sprite hidden in there somewhere.

Would have been disappointed if there wasn’t.


Ice Mario Returns

Before heading inside, I grab the mushroom that gives Mario an extra three hits.

My theory was that the extra health would carry over into the igloo.

It doesn’t.

So already off to a strong start.

Inside the igloo introduces the next power-up for this hack: the Ice Flower.

Which means Ice Mario returns.

Inside the igloo, the frozen floor is basically lava unless I’m using the power-up, so staying Ice Mario becomes fairly important.


Snowballs and Comet Coins

Before long I’m rolling snowballs around to make them larger.

The idea is to push them into the frozen floor so they create paths I can safely cross.

The first Comet Coin takes a few attempts.

That one needs a triple jump into a spin, followed by a wall jump to actually reach it.

The second one isn’t quite as awkward, although I do mess up my timing with the Ice Flower power-up slightly.

Nothing to do with Mario suddenly deciding to show off his acrobatic skills of course.

That mistake does leave me sitting on one health though.


One Health Left

Thankfully, I manage to take that single remaining hit point all the way to the shine sprite.

I do briefly consider immediately going for the final shine sprite in this galaxy while I’m already here.

Then I remember how lucky this run felt at several points.

I decide not to push it.

The shine sprite is mine, and honestly, I’m happy enough taking the win.


The Run

This is how it actually went.


Continue the Journey

← Entry 6: Red Coins on The Summit


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 8 →

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

Submerged Entry 14: Return to the Aurora

Platform: Steam Deck
Game: Subnautica

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

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

Three full minutes of oxygen changes a surprising amount.

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

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

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

Approaching the Wreck

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

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

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

Cave Crawlers and Corporate Fire Hazards

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

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

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

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

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

The Prawn Suit Bay

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

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

The Prawn Suit was now fully unlocked.

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

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

Alterra’s Escape Plan

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

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

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

Blueprints for a rocket.

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

Firstly, I am infected with something unpleasant.

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

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

Return to Base

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

The current base is starting to feel small.

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

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

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

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

Continue the Journey

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

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

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

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


The Final Star

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

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

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

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

120 Stars

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

One jump later, and that was it.

All 120 stars of this randomizer seed collected.

Only one thing remained.

The Final Battle

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

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

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

It was.

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

The Credits Roll

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

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

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

All that was left was the final line.

Thank you so much for-a playing my game.

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

Continue the Journey

← Log 24
Epilogue →

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Super Mario Galaxy 63 Entry 6 – Red Coins On The Summit

Super Mario Galaxy 63 Entry 6 – Red Coins On The Summit

Apparently even when I know where I’m going, I still somehow end up finding the wrong objective first.


Back Into Snowman’s Land Galaxy

Back into Snowman’s Land Galaxy I go for Red Coins On The Summit.

Full disclosure, I actually found this shine sprite completely by accident while recording The Big Snowman.

I took the wrong path and somehow ended up right beside the red coin challenge.

This was after doing a practice run specifically to make sure I knew where I was going for the previous shine sprite.

So apparently that worked out well.


Red Coins Return

It’s been a while since I last had to collect red coins.

The last proper red coin challenge I remember doing was back during the Super Mario 64 Randomizer.

Thankfully, I already have a rough idea where most of the coins are here.

There’s also a map nearby if I need it, but I already have a route planned out in my head.

The plan is basically to work my way up the mountain.

Or summit.

The shine sprite name says summit, so I’m counting it as a mountain.


The Hidden Comet Coin

There’s also a Comet Coin hidden here.

And by hidden, I mean properly hidden unless you move the camera around.

It’s floating up in the sky and the only realistic way to reach it is with the help of Cloud Mario.

Thankfully I’ve already had enough practice with the cloud power-up by now that getting to it isn’t too bad.


The Summit

Eight red coins later and the shine sprite appears almost exactly where I landed earlier.

Convenient for once.

I’m not too concerned about fall damage, so I long jump back down towards it and grab the shine sprite.

Honestly, this was a pretty fun shine sprite overall.

It reminded me a lot of the red coin missions back in Super Mario 64.

Maybe that’s just nostalgia talking.

Either way, I had fun with this one and I’m looking forward to seeing what the next shine sprite throws at me.


The Run

This is how it actually went.


Continue the Journey

← Entry 5: The Big Snowman


Super Mario Galaxy 63 Hub

— All entries in this run.


Super Mario ROM Hacks Archive

— All Mario ROM hack content.


Dolphin Setup Guide

— How this run is even possible.


Entry 7 →

Neo Mario Galaxy – Daredevil Edition Entry 5: The Chimp’s Challenge

Neo Mario Galaxy – Daredevil Edition Entry 5: The Chimp’s Challenge

Apparently hidden stars now require advanced movement tech and panic skating.


The Secret Star

So, there is a secret star hidden somewhere within Sweet Treat Galaxy.

I had a feeling I knew where it was.

The problem was getting there.

Every time I entered this galaxy, I noticed those flying ice bird enemies above the starting area, which made me think it had to be possible to reach that platform somehow.

The question was how.

I thought I had an idea.


The Trick

During my research into Mario Galaxy ROM hacks, I’d seen people using a movement trick involving either a triple jump or backflip into a wall.

Before landing on the wall, they spin, jump off it, then spin again for extra height.

I still need a better name for it than “spin, wall jump, spin thing.”

The question was which version I needed here.

I settle on the triple jump.

My theory is that there’s a wall slightly higher than the starting platform. If I can hit the perfect spot with the triple jump, I should get enough height to pull the trick off properly.

That was the theory anyway.


Eventually Getting It Right

It takes quite a few attempts before I finally manage it.

A few times I’m more concerned about the ice bird enemies than the jump itself, mainly because they occasionally decide to swing directly at me.

Not ideal when Daredevil Mode only gives me one health.

Eventually though, I make it up there.

I follow the path and spot a pipe trapped inside a crystal.

Which usually means something unpleasant is waiting for me.

I go in.

The Chimp is there.

Great.


The Skating Challenge

The Chimp gives me a simple challenge: beat his score and I get the star.

Sounds reasonable enough until he tells me I need 500 points in 40 seconds while avoiding spikey enemies.

So naturally this turns into panic skating.

The only realistic way to move fast enough is by skating across the ice.

Regular enemies are worth 10 points each, while the gold enemies are worth 50, which immediately makes them the priority targets.

About halfway through, I’m sitting around 170 points and starting to think this attempt is doomed.

Then more gold enemies start appearing.

I do hit a spikey enemy at one point, which thankfully only stuns Mario instead of ending the run immediately.

With one second left on the clock, I hit one final gold enemy.

530 points.

The Chimp’s Skating Challenge star is mine.

Sweet Treat Galaxy complete.


A New Problem

I don’t really get time to celebrate though.

A prankster comet has appeared back at Galactic Garden Galaxy.

I have absolutely no idea what challenge it’s about to throw at me.

Looks like I’m heading back there next.


The Run

This is how it actually went.


Continue the Journey

← Entry 4: The Chocolate is Lava


Neo Mario Galaxy – Daredevil Edition Archive

— All attempts in this challenge.


Super Mario ROM Hacks Archive

— All Mario ROM hack content.


Dolphin Setup Guide

— How this is even running on Steam Deck.


Entry 6 →

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