Super Mario 64 Randomizer – Log 11: Red Coins, Bad Maths, and Tactical Death

Progress: Snowman’s Land Cleared
Platform: Steam Deck
Settings: Vanilla Mario & Music

“Sometimes the problem isn’t finding the star. It’s reaching it once you do.”

With two stars left in Snowman’s Land, my first question is simple: where are the red coins?

I’d like to confidently say none of them are inside the igloo. I cannot say that with confidence.

At the same time, I decide to roll the Red Coin Star and the 100-Coin Star into one attempt. This is an old habit from vanilla Super Mario 64. It usually saves time.

Coin Counting in a Frozen Economy

Finding the red coins isn’t the hard part. The real issue becomes obvious very quickly: where do 100 coins come from in this course?

The answer is the igloo.

I head inside and clear out every coin I can find. Outside, I mop up enemies wherever possible. Eventually, the numbers add up and the 100-Coin Star appears.

That’s when problem number three shows up.

The red coin star is there. I can see it. I just can’t reach it.

Everything Except Shouting at the Screen

I try:

  • Standard jumps
  • Awkward camera angles
  • The cannon

Nothing works.

Eventually, it clicks. This star wants a Koopa Shell.

There’s just one issue: I already used the shell earlier in the run.

Rather than exit the course, I take a deliberate death. It’s faster, and at this point, efficiency matters more than pride.

The Shell Gamble

One more trip into Snowman’s Land.

I head straight for the box I hope contains the Koopa Shell. There’s no guarantee. The seed could absolutely ruin me here.

Thankfully, the shell is exactly where it should be.

I slow everything down. No risks. No clever movement. Just controlled progress.

The shell does its job. The red coin star is collected.

Snowman’s Land is finished.

Next Move: Chasing Familiar Ground

With the course cleared, I make a mental note for the next castle visit.

I want to head toward where Snowman’s Land normally sits in vanilla Mario 64. At this point, I’m nearly halfway through the star count, and momentum matters.

This seed hasn’t been kind, but it has been fair. I want to keep that balance on my side.

YouTube – Log 11 Video

One shell, one reset, and one course fully crossed off the list.

Log 11 Summary

Course Snowman’s Land
Stars Cleared 7 / 7
100-Coin Star Collected
Red Coin Star Collected (with shell)
Tactical Deaths 1 (on purpose)
Next Objective Follow vanilla paths, keep momentum

Sometimes progress means knowing when to reset instead of forcing a bad situation.

Continue the Journey

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Game: Super Mario 64

Super Mario 64 Randomizer – Log 6: Time Stops for No Mario

Progress: 38 Stars Collected | 82 Remaining | 21 Lives
Platform: Steam Deck
Settings: Vanilla Mario & Music

“When I looked into the light expecting peace and found Tick Tock Clock instead, I realised this run has no mercy.”

With Whomp’s Fortress cleared, I headed back to the basement to see what chaos was waiting this time. First win of the day: MIPS went down without a fight. One clean grab. One clean star.

Next stop: the Secret Aquarium. Straightforward as always. Then I spotted a platform that needed the Wing Cap. I don’t have it. I took the loss and moved on.

The big basement door — the one that may or may not lead to Hazy Maze Cave — is still locked. No key. No access. Back upstairs it was.

YouTube – Log 6 Video

Tick Tock Clock: Early, Unwanted, but Done

I looked into the light expecting the Wing Cap trial. I got Tick Tock Clock instead.

Shockingly, it wasn’t a disaster. Star placements were forgiving. No awkward jumps on tiny gears. No close calls over the void. The only real struggle was:

  • Grinding out the 100 Coin Star
  • Backtracking to collect the Red Coin Star

Annoying, sure, but manageable. And now the whole level is finished and off the board.

Rainbow Ride: Another Early Win

Like Tick Tock Clock, Rainbow Ride popped up early in this seed. Getting both out of the way now is a massive relief. Two of the most awkward courses cleaned up long before they can cause havoc.

Log 6 Summary

Lives 21
Stars Collected 38
Stars Remaining 82
Nightmares Cleared Early Tick Tock Clock, Rainbow Ride

Two tough courses gone. One rabbit caught. One fake Wing Cap entrance. A solid session.

Continue the Journey

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Super Mario 64 Randomizer Hub

Super Mario 64 Randomizer – Log 5: Rainbow Ride Conquered

Progress: 29 Stars Collected | 89 Remaining | 18 Lives
Platform: Steam Deck
Settings: Vanilla Mario & Music — the chaos provides its own soundtrack.

“Somewhere between leaping across spinning triangles and landing on an airship, I accepted that gravity in this randomizer is more of a guideline.”

With two stars left in Rainbow Ride, I decided to finish what I started and clear the hardest course so far. I remembered spotting one on the airship last time, so that was the first target.

The final star was a guess, so I followed instinct and headed for the triangle platforms. For once, instinct didn’t betray me. Two clean grabs later, Rainbow Ride is officially complete.

The Basement Surprise: Whomp’s Fortress

Expecting Dire Dire Docks, I stepped into its usual spot and instead landed in Whomp’s Fortress. The twist? The water level in this version doesn’t lower, so the passage to Bowser in the Fire Sea stayed sealed.

Which leaves one option: I need to find Dire Dire Docks somewhere else. Because of course the randomizer wasn’t going to make boss access simple.

Whomp’s Fortress: Smooth Climbing

Despite the odd placement, Whomp’s Fortress went down without much resistance. No weird geometry, no star placements that require a physics degree — just straightforward platforming for once.

By the time I exited, I sat at 29 stars and 18 lives, still needing to hunt down Dire Dire Docks and, eventually, Bowser.

Today’s Video

Continue the journey:
Log 4 | Log 6

Super Mario 64 Randomizer – Log 2: Chuckya’s Revenge

Platform: Steam Deck
Settings: Vanilla Mario & Music — chaos left entirely intact.

“Gravity and Chuckya joined forces today. I call it a hate crime.”

Fresh off the high of conquering Bowser and the Secret Slide, I decided to revisit Shifting Sand Land. One more star there couldn’t hurt, right? A quick trip across some quicksand later, I added another to the tally and figured it was time to see what lay below the castle.

That’s when I wandered into the Boo garden — home to ghostly giggles, hidden secrets, and one particularly smug Boo concealing a course entrance. I gave chase, stomped the spook, and jumped straight into the portal. The result? Tall, Tall Mountain. Great name. Terrible welcome.

Watch Log 2:

Thrown Off the Deep End

My very first spawn placed me in arm’s reach of a Chuckya. Before I could even process what I was looking at, the purple menace grabbed me and threw me off the mountain. Ten seconds in, one life down, ego shattered. I went back in for a rematch because apparently I enjoy suffering.

Round two went much better. I methodically climbed the slopes, dodged monkey theft, narrowly avoided falling logs, and picked up six of the seven available stars. Not bad for a course that literally tried to throw me away on entry.

The lone survivor is the 100 Coin Star, which I’ll tackle next time—assuming I can convince myself that collecting loose change while balancing on ledges is “fun.”

Log 2 Summary

  • Stars Collected: 13
  • Stars Remaining: 107
  • Lives: 8

After the sandstorms and the mountain’s murderous intent, I’m learning that no amount of preparation can outmatch the randomizer’s sense of humour. Still, progress is progress—and at least this time I didn’t get flung into the void twice in a row.

Lessons from Log 2

  • Chuckya exists solely to ruin your day.
  • Always expect ledges to betray you.
  • Boos are pranksters, not friends.
  • Six stars and a grudge is still a win.
Continue the journey:
Log 1 |
Log 2 (You Are Here) |
Log 3

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