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 →

Black Tides – A Dredge Survival Diary Log 4: Steel Point Before the Cliffs

Black Tides – Log 4: Steel Point Before the Cliffs

Platform: Steam Deck
Mode: Normal
Format: No Commentary

Video: Steel Point delivery, Builder relocation, new aberrations caught, reel upgraded, and engine planning (no commentary)


I know where the Collector told me to go next, but if I’m heading anywhere new, I’d rather upgrade the vessel first. I also said I’d help the Builder relocate to Steel Point, and that still needed doing. Money doesn’t appear on its own either, which means fishing, which means accepting that I’m going to see more abnormal specimens sooner or later.

Steel Point was my first priority. I was slightly surprised not to see the Builder there already. I assumed once I delivered the lumber and scrap she would appear. Instead, I found myself doing some careful inventory management while dredging for the remaining materials. There’s only so much space on the boat, and every time I have to throw fish away it feels wasteful. Fresh fish sells better, though, and if I’m out longer than planned the profit drops. With the fog hanging thick over the water, I knew there was little chance of safely making it back to Greater Marrow at night. Thankfully, Steel Point allows docking. I rested there rather than forcing the crossing in poor visibility.

Even after completing the material delivery, the Builder still wasn’t present at Steel Point. That was unexpected. I eventually returned to Greater Marrow, fishing along the way to avoid wasting the trip, and only then did I realise she was still standing exactly where I had left her.

After selling my catch and reviewing potential upgrades, I set my sights on new engines and a reel capable of handling oceanic fish. If I’m going to the Gale Cliffs, I want the boat capable of dealing with deeper waters.

When I spoke to the Builder, it turned out she required transport to Steel Point as well. Fair enough. I ferried her across and received a couple of research parts in return. That was enough to unlock a new engine upgrade. The Gale Cliffs are still a distance away, but they’re beginning to feel more reachable. The Builder also said about visiting her so that is now on the to do list.

I’ve also noticed lightning in the sky since handing the key over to the Collector. I can’t say whether the two events are linked, but the timing stands out. I’ll keep an eye on it as things progress.

The following day or two were spent building funds and materials. Fishing, dredging, refining the boat. I encountered more abnormal specimens during that time — a Lumpy Mackerel and a Horned Grouper. Whatever they are, they sell well enough. Between them and the rest of the haul, I earned enough to upgrade one of my reels. Oceanic fishing is now possible.

I still want better engines before committing to the next region. The Gale Cliffs aren’t going anywhere. Progress has been steady, and the vessel is improving piece by piece. I’d rather arrive prepared than regret rushing it.


Continue the Journey

Previous Entry:
Black Tides – Log 3

Black Tides Survival Diary:

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Dredge Survival Hub:

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

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

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

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


Returning to Tiny-Huge Island

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

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

An Unexpected Coin Hunt

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

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

Aiming for the Red Coins

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

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

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

Clearing the Piranha Plants

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

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

Checking the Remaining Courses

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

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

Ninety-Nine Stars

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

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

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

The Next Star

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

Continue the Journey

← Log 19
Log 21 →

🧢 Mario 64 Randomizer Hub

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

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

Super Mario 74 – Log 6: System of a Town

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

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


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

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

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

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

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

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

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

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


Continue the Journey

Previous Entry:
Super Mario 74 – Log 5

Next Entry:
Super Mario 74 – Log 7

Super Mario 74 Hub:

Super Mario 74 – A Survivor’s Journey

Super Mario Galaxy 63 – Entry 1: Run Begins

Super Mario Galaxy 63 – Entry 1: Run Begins

It turns out I wasn’t finished with Super Mario 64. I just needed it to get bigger.


Watch the Run


Not Done Yet

Apparently I’ve not had enough of Super Mario 64.

I could have easily gone back and started another randomizer run, but I knew I wanted something different. After getting modded versions of Super Mario Galaxy 1 and 2 running on my Steam Deck, I had a new direction.

The starting point was obvious: Super Mario Galaxy 63.


A Different Kind of Familiar

Before going further, it’s worth noting that Super Mario Galaxy 63 is a reimagining of Super Mario 63:

Super Mario 63 Wiki

I had never played it. I didn’t even know it existed until I started looking into this hack. If I’m going to work through it properly, it makes sense to understand what inspired it.

Like its inspiration, this run replaces stars with shine sprites. There are also star coins to collect, which unlock bonus levels later on.

That’s enough context. Time to begin.


First Steps

I start in what looks like the Mushroom Kingdom, and I’m given control of Mario immediately.

This is useful. It gives me time to test the control setup properly. This run is not just about the hack itself, it’s also a test of how well this setup holds up before moving into other Galaxy mods.

Along the way, I run into some familiar faces from Galaxy 1 and 2. One of them brings back memories I didn’t ask for: the robot that used to task me with destroying boxes under a time limit. Those stars still linger somewhere in the back of my mind.

The area works well as a tutorial. I get to practice wall kicks, flips, and eventually spinning once I collect the Luma. I’ve mapped spin to a button this time, which already feels like the right decision on Steam Deck.


Back to the Castle

It doesn’t take long for Bowser to show up, kidnap Peach, and set things in motion. Some things don’t change.

There is a cannon just outside the castle, which immediately feels like an invitation I should probably ignore. Naturally, I don’t.

I jump in to see what’s on top of the castle. The plan is simple: launch, land, and have a look around. What actually happens is less controlled.

The aim is off, the angle is wrong, and instead of landing anywhere useful, I end up effectively trying to launch Mario into orbit.

It doesn’t help me, it doesn’t reveal anything useful, but it does confirm one thing early: this setup is going to be tested properly.

Entering the castle feels immediately familiar. That makes sense. I’ve spent more hours here than I can count.

There are locked doors, but one opens as I approach. Inside is a painting.

So yes, we’re doing this again.


Bob-Omb Battlefield, Again

The first world: Bob-Omb Battlefield Galaxy.

There are four shine sprites and eight star coins here, shown clearly on the selection screen. I decide to go left to right, starting with:

Top of the Summit

Inside, a Pink Bob-Omb lets me know that King Bob-Omb is no longer in charge. He’s been replaced by Dino Piranha.

That feels like a fair trade.

I collect my first star coin early, then two more on the way up. Three collected before reaching the summit is a good start.

Dino Piranha is exactly as I remember. No major changes, no surprises. Three hits later, and the first shine sprite is mine.


First Impressions

This feels like a solid introduction to the hack.

It’s familiar enough to settle into quickly, but different enough that I can’t rely entirely on memory. That balance is exactly what I was looking for.

I’m curious to see how other levels are reimagined in this format. There’s still more to uncover within the castle, and if this first step is anything to go by, this might turn into something worth sticking with.


Continue the Journey


Super Mario Galaxy 63 Hub

— All entries in this run.


Mario ROM Hacks Hub

— All Mario ROM hack content.


Dolphin Setup Guide

— How this run is even possible.


Entry 2 →

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

Cold-Blooded Log 10: The Climb to High Hrothgar

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

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

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

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

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

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


The Climb

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

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

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

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

High Hrothgar

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

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

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

Back Into the Cold

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

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

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

No Bed for the Dragonborn

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

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

Continue the Journey

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

More from Cold-Blooded


Cold-Blooded: A Skyrim Survival Diary Hub

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

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

Platform: Steam Deck
Mode: Normal
Format: No Commentary

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


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

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

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

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

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

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

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

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

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

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


Continue the Journey

Previous Entry:
Black Tides – Log 2

Black Tides Survival Diary:

View the full Black Tides series

Dredge Survival Hub:

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

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

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

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


Back to the Island

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

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

Taking the Easy Win

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

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

Secrets Found

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

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

An Unexpected Race

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

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

The Piranha Plant Problem

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

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

That’s where things went wrong.

The Star That Disappeared

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

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

Accepting the Loss

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

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

Continue the Journey

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🧢 Mario 64 Randomizer Hub

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

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