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

Super Mario 74 – Log 9: Ice-Crystal Tower

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

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


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

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

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

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

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

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

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

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

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


Continue the Journey

Previous Entry:
Super Mario 74 – Log 8

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

Super Mario 74 Hub:

Super Mario 74 – A Survivor’s Journey

Super Mario Galaxy 63 Entry 4 – The Gravity Scramble

Super Mario Galaxy 63 Entry 4 – The Gravity Scramble

Gravity itself has apparently decided to become a problem now.


Back Into Shifting Sand Land Galaxy

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

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

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

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

Unfortunately, that didn’t happen.

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

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

So I grab that first.

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


The Gravity Scramble

This is where the shine sprite name starts making sense.

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

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

I decided against that.

Mainly because things were already awkward enough.

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

Didn’t really matter where they were either.

He kept finding them.

You could argue that was user error.

I’m not entirely convinced.


Upside Down

The worst part comes once gravity flips upside down.

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

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

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


The Final Stretch

The final area changes things again.

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

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

I’m sure you can guess what happened here.

Mario and gravity had another disagreement.

The spikes won multiple times.

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

The shine sprite is mine.

Shifting Sand Land Galaxy complete.


What Comes Next?

Still no sign of any prankster comets.

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

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

I’ve had enough problems with spikes for now.


The Run

This is how it actually went.


Continue the Journey

← Entry 3: Into the Pyramid


Super Mario Galaxy 63 Hub

— All entries in this run.


Super Mario ROM Hacks Archive

— All Mario ROM hack content.


Dolphin Setup Guide

— How this run is even possible.


Entry 5 → Coming Soon

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

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

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


Sweet Treat Galaxy

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

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

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


Getting There

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

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

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

Then the platforms start getting cut apart by moving saws.

That slows things down a bit.

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

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

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


Figuring It Out

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

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

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

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

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

No star.


The Clue

This is where it finally clicks.

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

Happy Birthday.

What do people do on their birthday?

Blow out candles.

I try star bits first. Nothing happens.

Then I try spinning.

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

That’s the answer.

Once all the candles are out, the star appears.

Problem solved.


The Run

This is how it actually went.


Star Three

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

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

This one already feels different.

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

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


Missed Something

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

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

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


Continue the Journey

← Entry 2: Silver Stars Under Pressure


Neo Mario Galaxy – Daredevil Edition Archive

— All attempts in this challenge.


Super Mario ROM Hacks Archive

— All Mario ROM hack content.


Dolphin Setup Guide

— How this is even running on Steam Deck.


Entry 4 →

Black Tides – A Dredge Survival Diary Log 6: Gale Cliffs at Last

Black Tides – Log 6: Gale Cliffs at Last

Platform: Steam Deck
Mode: Normal
Format: No Commentary

Video: shrine puzzle solved, boat upgraded, Gale Cliffs reached, strange waters discovered, and Hermit quest begins (no commentary)


After loading back in, it became clear I hadn’t learned anything from the last trip. I went straight back out into the dark, realised almost immediately that was a mistake, and turned around for Greater Marrow. I waited for dawn instead of pushing my luck again, then went back to what I should have been doing in the first place — fishing.

The shrine I found earlier kept coming to mind. It wanted curved fish, and the only thing I’d caught so far that fit that description was cod. They sit at a right angle in storage, so that seemed close enough. I went out looking specifically for them, and while I was at it I realised I had enough materials to upgrade the boat again. This time I added more space for fishing rods, which should make things easier once I start working deeper water.

Once I had enough cod, I headed back to the shrine. That meant going out at night again, which I wasn’t thrilled about, but I wanted to be ready to head for the Gale Cliffs at first light, so it made sense at the time. After dropping the fish into the shrine, I was given a new rod — a sinew spindle. From what I can tell, it slightly increases the chance of catching aberrations. If that’s true, I expect I’ll be seeing more of them whether I want to or not.

As soon as dawn came, I set a course for the Gale Cliffs. On the way, I came across a wreck that looked strangely familiar. The hull shape was the same as my own boat, just less equipped. I don’t know if that means anything, but it didn’t feel like a coincidence. I pulled what materials I could from the wreck and continued on.

I stopped at Ingfell once I reached the Cliffs and spoke to a few of the locals. One of them, a whaler, didn’t seem too happy about being there. Another asked me to catch an aged conger eel, which apparently means letting one rot first. Naturally, that means night fishing again.

I also met the travelling merchant, who might be the most cheerful person I’ve met since this started. They’re willing to buy fish, sell equipment, and even handle ship upgrades, which makes this place a lot more useful than I expected. They also mentioned the photographer again, which I’d completely forgotten about, and asked me to keep an eye out for certain fish while I was working the area.

While exploring the Cliffs, I saw something I still don’t have a proper explanation for. Water was shooting upward out of the sea, like a whirlpool going the wrong way. When I got closer, it vanished. I decided not to question it too much and kept moving.

Night fell while I was still out, and I spotted a red light near what looked like a small town further along the cliffs. I couldn’t reach it directly, but I did find a place to dock nearby. There I met a hermit who said he wanted to return to Ingfell to speak to his brother, but refused to leave without a family crest that had been lost somewhere in the cliffs. He marked the location on my map and warned me to watch out for some kind of creature in the area. Not exactly reassuring.

I tried to reach the town the red light was coming from, but the way forward was blocked. After speaking to the hermit again, he suggested I talk to the whaler back in Ingfell, which I decided could wait until morning. The last time I went chasing red lights in the dark, I ended up at the bottom of the sea. I’m not making that mistake twice in the same day.


Continue the Journey

Previous Entry:
Black Tides – Log 5

Black Tides Survival Diary:

View the full Black Tides series

Dredge Survival Hub:

Visit the Dredge Survival Hub

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 →

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

Black Tides – Log 5: Faster Engines, Worse Decisions

Platform: Steam Deck
Mode: Normal
Format: No Commentary

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


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

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

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

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

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

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

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

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

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

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

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

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


Continue the Journey

Previous Entry:
Black Tides – Log 4

Black Tides Survival Diary:

View the full Black Tides series

Dredge Survival Hub:

Visit the Dredge Survival Hub

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.

Blog at WordPress.com.

Up ↑