Retro Reflections: Conker’s Bad Fur Day

How Did Rare Get Away With This?

Revisiting the Games That Shaped a Lifetime of Gaming

There was one thought that kept coming back to me throughout my return to Conker’s Bad Fur Day.

How did Rare get away with putting this on a Nintendo console?

Nintendo had built a reputation around games that could be enjoyed by almost anyone. Yet here was a Nintendo 64 game involving alcohol, swearing, violence, toilet humour and more than a few moments that made me wonder how some of it ever made it onto the cartridge.

And somehow, underneath all of that, there was still a very good game.

From Diddy Kong Racing to a Very Bad Day

Perhaps the strangest part is remembering where Conker started.

His first released appearance was in Diddy Kong Racing in 1997. There he was just another colourful Rare character racing around Timber’s Island alongside Diddy, Banjo, Krunch and the rest of the cast.

Nothing about that version of Conker suggested what was coming.

And Diddy Kong Racing wasn’t the only appearance of the more innocent Conker.

In 1999, he received his own adventure with Conker’s Pocket Tales for the Game Boy Color. Once again, this was the sort of colourful, family-friendly adventure you’d expect from a Rare character at the time. Conker was trying to recover his stolen birthday presents and rescue Berri after they were kidnapped by the Evil Acorn.

Then, two years later, Conker’s Bad Fur Day happened.

The tonal shift is enormous.

The cheerful squirrel from Diddy Kong Racing and Conker’s Pocket Tales was suddenly a heavy-drinking, foul-mouthed protagonist who begins his adventure hungover after a night in the pub and simply wants to find his way home.

Knowing what Conker had been before makes Bad Fur Day even more bizarre. Rare didn’t create a new adult character for this kind of game. They took an existing character who had already appeared in two family-friendly Nintendo games and completely reinvented him.

Things don’t exactly improve for Conker from there.

Rare Didn’t Hold Back

One thing I noticed throughout this playthrough was that whenever Bad Fur Day has an idea, it commits to it completely.

The game doesn’t seem particularly concerned about whether something is sensible.

Sometimes that works brilliantly. Sometimes I found myself wondering what I had just witnessed.

But it means the adventure is constantly changing. One moment Conker is platforming, the next he’s racing, dealing with dinosaurs, fighting the undead, carrying a shotgun, driving a tank or taking part in a war against the Tediz.

The game also wears its film influences proudly. The Tediz section suddenly turns Conker’s adventure into a war movie, while the final stretch throws in an unmistakable Matrix-style heist before eventually heading firmly into Alien territory.

It shouldn’t really fit together.

Somehow, in Bad Fur Day, it does.

There were certainly moments where the controls reminded me that I was playing a game from the Nintendo 64 era, particularly when the game started demanding more precise movement or shooting. At times, controlling Conker could feel like another obstacle that needed to be survived.

But there was always something new waiting around the corner.

Gregg the Grim Reaper

Gregg might be one of my favourite examples of the game’s humour.

When you hear that you’re about to meet the Grim Reaper, you probably have a fairly good idea of what to expect.

Gregg is almost the complete opposite.

He’s tiny, has a voice you wouldn’t normally associate with the personification of death, and behaves less like a terrifying supernatural entity and more like an irritated employee who has been stuck doing the same job for far too long.

He also hates cats.

Not because there’s anything particularly sinister about them, but because having nine lives creates more work for him.

Later in the adventure, Gregg returns and hands Conker a shotgun so he can deal with the undead.

At that point, it barely seemed unusual anymore.

The Great Mighty Poo

Of course, there is one character that can’t really be avoided when talking about Conker’s Bad Fur Day.

The Great Mighty Poo.

By the time I reached him, I thought I’d developed a reasonable understanding of the sort of things this game was willing to throw at me.

Then I had to fight an opera-singing pile of poo.

There’s something almost admirable about how completely Rare commits to the idea. This isn’t a quick joke before the game moves on. The Great Mighty Poo gets an entire boss battle built around his performance while Conker fights back using toilet rolls.

It’s juvenile. It’s ridiculous. And it’s also one of the most memorable encounters in the entire game.

More than twenty-five years after Bad Fur Day was released, the fact that an opera-singing pile of poo remains one of its most recognisable moments probably tells you everything you need to know about this game.

Then Things Get Dark

For all the toilet humour, film references and general insanity, Bad Fur Day becomes surprisingly dark as the adventure progresses.

The war against the Tediz is probably where that becomes most obvious. Conker goes from dealing with increasingly ridiculous situations to being dropped into something that feels like Rare’s version of a war film.

There are Tediz, flamethrowers, lasers, machine guns and eventually a tank.

By the final stretch, the game changes again.

A Matrix-style heist eventually brings Conker face to face with the Panther King, only for Heinrich to make sure that encounter doesn’t go quite according to plan.

That leaves Conker with one final battle.

And after everything the game had thrown at me, fighting an alien felt like an entirely appropriate way for it to end.

Being King Wasn’t Quite the Happy Ending

The ending might be one of the most surprising things about Bad Fur Day.

Conker wins.

He becomes king.

On paper, that’s the sort of ending you’d expect from a platforming adventure.

Except Conker isn’t particularly happy about it.

Berri is gone, and when Conker is given the opportunity to change what happened, he realises too late that he forgot to ask for her back.

After spending the entire game trying to get home, he ends up sitting on a throne surrounded by characters from his adventure, reflecting on what he’s lost.

It’s an unexpectedly bleak conclusion for a game that contains an opera-singing pile of poo.

The Other Bad Day That Never Happened

While looking through walkthroughs during this playthrough to jog my memory about what was coming next, I discovered something I hadn’t realised before.

There was supposed to be another bad day.

Rare had plans for a proper sequel, commonly known as Conker’s Other Bad Day, which would have continued Conker’s story after the ending of the original.

It never happened.

Instead, Bad Fur Day eventually returned through Conker: Live & Reloaded, but the planned continuation of Conker’s story was left behind.

Knowing that makes the ending of Bad Fur Day slightly more interesting to me. Conker’s story ends in a deliberately uncomfortable place, and there was once an intention to show what happened afterwards.

We’re still waiting.

The Journey

This return to Conker’s Bad Fur Day was recorded as a complete no-commentary playthrough. If you’d like to experience Conker’s increasingly unfortunate adventure from beginning to end, you can watch the full playlist on YouTube.

New adventures begin on the Survivor Incognito Facebook page, where videos are released first before joining the weekly YouTube archive.


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One Bad Fur Day Later

When the credits finally rolled, there weren’t any tears of joy this time.

I was just pleased I’d finished it.

And I don’t mean that negatively.

Conker’s Bad Fur Day had taken me through one of the strangest adventures I’ve revisited so far. I’d fought cavemen, dinosaurs, zombies, Tediz and an opera-singing pile of poo. I’d driven a tank, survived a war, taken part in a Matrix-style heist and eventually fought an alien.

Some parts have aged better than others. The controls occasionally tested my patience, and there were definitely moments where I was fighting the game almost as much as whatever happened to be standing in front of Conker.

But I can understand why Bad Fur Day developed the reputation it has.

There really isn’t much else like it.

Rare took the innocent little squirrel who had appeared in Diddy Kong Racing and Conker’s Pocket Tales, gave him the worst hangover imaginable, and sent him through an adventure that somehow became progressively more ridiculous and darker at the same time.

More than twenty-five years later, I’m still not entirely sure how they got away with putting it on a Nintendo console.

I’m glad they did.

Retro Reflections: Diddy Kong Racing Adventure 1

When the Familiar Journey Became a Different Challenge

Revisiting the Games That Shaped a Lifetime of Gaming

I did not expect to write another Retro Reflection about Diddy Kong Racing quite so soon.

At the time of writing this, only a few weeks have passed since I finished my reflection on the Diddy Kong Racing Randomizer. That journey saw me take Krunch, widely considered the worst racer in the game, through a completely unpredictable version of one of my favourite childhood adventures.

Wizpig had been defeated twice. The randomizer was complete. I had proven everything I had set out to prove.

At least, that was what I told myself.

After the challenge ended, I found myself watching the races against Wizpig again and again. I could not say how many times I replayed them. There was something satisfying about watching Krunch cross those finish lines after everything it had taken to reach them.

Yet while I watched, another thought began settling into the back of my mind.

No matter what else I played or worked on, it stayed there.

What if I completed the original Diddy Kong Racing as Krunch?

No randomised tracks. No relocated bosses. No unexpected vehicles or rearranged progression.

Just Krunch, the original adventure and one clear objective: complete everything Diddy Kong Racing had to offer using him.

That meant completing Adventure 1 and Adventure 2. It meant unlocking Drumstick and eventually unlocking T.T. It meant beating every race, every Silver Coin Challenge, every boss and every Trophy Race with the same Kremling behind the wheel.

It was not a small commitment.

Naturally, I started almost immediately.

The First Leg of the Journey

Adventure 1 is now complete.

The first leg of this journey is over, and I can still hardly believe I have done it.

Before sitting down to write this, I was editing the final race against Wizpig. I watched the footage back to make sure the recording flowed properly and that the ending felt right.

As Krunch approached the penultimate corner, I remembered exactly what I had been thinking while I was playing.

That was the moment the realisation hit me.

I had just beaten Adventure 1 as Krunch.

The finish line was still ahead, but the outcome already felt settled. After every race, boss and Silver Coin Challenge that had led to that moment, I knew I was about to complete the first adventure with the character so many players dismissed as the worst in the game.

It was not the finish line itself that stayed with me.

It was the moment just before it, when my mind finally caught up with what I had done.

Still Learning Krunch

It would be fair to argue that I entered this playthrough with an advantage.

I had only recently completed the randomizer, so the feel of Krunch’s handling was still fresh. I knew how slowly he rebuilt his speed after a mistake. I understood how much planning his turns required, and I had already learned that trying to force him around a course like one of the lighter racers usually ended badly.

That familiarity helped.

It did not make the journey easy.

Krunch still had the same weaknesses. His acceleration remained poor, his handling remained heavy and tight corners continued to punish even small errors.

His greatest enemy, however, appeared to be anything resembling an upward incline.

The races against Tricky proved that repeatedly.

Krunch has enough speed to compete once he gets moving, but climbing slows him down and exposes how difficult it can be for him to regain momentum. Against a boss already charging towards the summit, losing even a small amount of speed could turn an otherwise strong attempt into another restart.

Tricky was not impossible, but he made sure each victory felt earned.

When Familiar Races Felt Wrong

Bluey created a different kind of frustration.

I remember racing Bluey repeatedly when I first owned Diddy Kong Racing on the Nintendo 64. His second race became something I could complete without giving it much thought. It was one of those challenges that had once felt difficult but eventually became routine.

Returning to it as Krunch changed that.

This time, I had to work for the victory.

That felt wrong at first.

My memory insisted Bluey should have been easy. The game in front of me disagreed.

That conflict between memory and reality appeared several times throughout Adventure 1. I remembered the tracks, shortcuts and general rhythm of each world, but Krunch forced me to approach them differently.

Routes that once felt comfortable became awkward. Corners I barely noticed as Tiptup demanded more care. Mistakes that might have cost another racer a second could cost Krunch the entire race.

The game was familiar.

The experience was not.

Learning to Drive Krunch

That is probably the biggest thing Adventure 1 taught me.

Krunch is not necessarily a bad character.

He is a demanding one.

When I played Diddy Kong Racing as a child, I never spent enough time with him to understand how he needed to be driven. I would occasionally select him, notice that he felt heavier than Tiptup and move on without thinking much more about it.

Completing an entire adventure with him forced me to stop comparing him with the other racers.

I had to learn Krunch on his own terms.

I began planning corners instead of reacting to them. I learned when to ease off rather than force the turn. I became more conscious of maintaining momentum because rebuilding it could take too long.

Eventually, I stopped trying to make Krunch drive like Tiptup.

I started learning how to make Krunch drive like Krunch.

That did not suddenly transform him into the best racer in the game. T.T. still holds that position for a reason.

Krunch’s weaknesses remain obvious, and some races are undeniably harder with him. The comments on my videos repeatedly reminded me of that.

People called him the worst character in the game. They asked why anyone would choose the crocodile. Some claimed he had no aura, while others simply said that he sucked.

They were not entirely wrong about his reputation.

What mattered was that he still completed every challenge placed in front of him.

The Original Adventure Still Works

Returning without the randomizer also reminded me how well the structure of Diddy Kong Racing still holds together.

Timber’s Island remains more than a menu between races.

Each new world feels like a destination. Balloons open doors, keys reveal hidden challenges and boss victories change what becomes available. The island gives the adventure a sense of place that many racing games never attempt.

Even after knowing where everything was, completing each world still felt like meaningful progress.

Dino Domain introduced the journey.

Snowflake Mountain tested whether Krunch could maintain momentum through ice and uphill sections.

Sherbet Island shifted the focus towards hovercraft races and tighter lines.

Dragon Forest brought the last major stretch of Timber’s Island before the first confrontation with Wizpig.

Then Future Fun Land opened and reminded me why reaching it felt so significant when I was younger.

It still feels separate from the rest of the game. The tracks, music and setting give it the sense of a final hidden chapter waiting beyond the adventure players thought they had already completed.

Unlocking it still felt earned.

Unlocking Drumstick

Before returning to Wizpig, there was one other unfinished piece of business.

Drumstick still needed to be unlocked.

Most of the work had already been completed by that point. All that remained was finding the correct frog wandering around Timber’s Island and flattening it with the car.

It remains one of those wonderfully strange secrets that feels completely natural within a Rare game.

A racer had been transformed into a frog, and the solution was to drive over him.

Once Drumstick returned to normal and joined the roster, the final preparations were complete.

Wizpig was waiting.

Facing Wizpig Again

The first race against Wizpig was always going to demand attention.

Even without Krunch, it remains one of the biggest roadblocks in Diddy Kong Racing for anyone who is not a speedrunner or someone who has spent years mastering the game.

There are no balloons to rescue a bad attempt. There are no weapons to slow Wizpig down. The race depends on hitting the zippers, carrying speed and avoiding the water.

Krunch makes each of those requirements less forgiving.

Missing a zipper costs momentum. Touching the water makes his poor acceleration immediately obvious. A bad turn can allow Wizpig to build a lead that feels impossible to recover.

I had beaten this race before.

I had beaten it during the first randomizer attempt, then again during the complete randomizer run.

That experience did not make this victory automatic.

It still took multiple attempts.

There were runs where I knew almost immediately that it was not going to happen. There were others where I stayed close enough to believe, only for one small mistake to end the attempt.

Then everything held together.

The zippers connected. The corners worked. Krunch stayed close enough to keep the race alive.

As I reached the penultimate corner, the finish line came into view.

That was when it hit me.

I was not simply about to beat Wizpig again.

I was about to complete the first major stage of this journey as Krunch.

For the third time, the character considered the worst racer in Diddy Kong Racing had beaten Wizpig 1.

Future Fun Land was open.

The Final Chapter of Adventure 1

Future Fun Land still had to be completed.

The four races, their Silver Coin Challenges and the final Trophy Race all stood between Krunch and the true ending of Adventure 1.

By that stage, the journey had developed a steady rhythm.

Each race was familiar, but familiarity no longer meant carelessness. Krunch still demanded attention, particularly on tracks where narrow sections or sharp turns punished poor positioning.

There was also a different atmosphere to Future Fun Land.

Everything felt closer to the end.

Every completed race removed another obstacle. Every Silver Coin Challenge opened the path a little further. The final Trophy Race became the last formality before the final encounter with Wizpig.

Once that trophy had been claimed, nothing remained between Krunch and the last race of Adventure 1.

One Final Race

The second encounter with Wizpig is a very different challenge from the first.

Krunch trades the car for a plane and follows Wizpig through tunnels, machinery and open space.

I had already beaten this race during the randomizer, including a version stretched across four laps.

Even so, completing it here carried a different weight.

This was not the end of an unpredictable seed.

This was the conclusion of the original Adventure 1 journey.

During the race, I was focused on the same things I had been thinking about throughout the entire playthrough: maintaining speed, staying clean through corners and avoiding the kind of mistake that could undo everything.

Then came the final section.

As I approached the penultimate corner, the realisation returned.

I had done it.

Not just the race.

Adventure 1.

After every world, every boss, every Silver Coin Challenge and every Trophy Race, Krunch was about to cross the final finish line.

That was the moment that stayed with me.

Not the credits.

Not the celebration afterwards.

The moment just before the finish, when I realised the first leg of this journey was complete.

What Adventure 1 Changed

The randomizer proved that Diddy Kong Racing could still surprise me.

This playthrough proved something different.

It proved that a familiar game could feel new without changing any of its content.

All it took was changing the character.

Using Krunch altered the pace of the races and forced me to reconsider routes I thought I already understood. It made easy victories less reliable and difficult races even more demanding.

It also changed how I viewed him.

I began this wider KRUNCH% journey because I had learned that Krunch was considered the worst racer in the game. That reputation made him the obvious choice for a challenge.

Somewhere along the way, he stopped feeling like a restriction.

He became my racer.

I no longer selected him because the challenge required it.

I selected him because playing Diddy Kong Racing without him had started to feel wrong.

That may be the strangest outcome of all.

I began this journey intending to prove that Krunch could complete the game.

Instead, I ended Adventure 1 understanding why I wanted him to be the one who did it.

The Journey

This first stage of Krunch%: The Complete Adventure was recorded as a complete no-commentary playthrough on Steam Deck.

The journey covers every world of Adventure 1, every Silver Coin Challenge, every Trophy Race, the unlocking of Drumstick and both races against Wizpig.

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▶ Watch Krunch%: The Complete Adventure

If you would like to experience the journey from the beginning, the full playlist is available on YouTube.


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Videos also arrive on Patreon before reaching YouTube. Everything remains free to watch, with Patreon offering early access and an optional way to support future expeditions.


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Adventure 2 Awaits

Adventure 1 may be complete, but this was only the first stage of the journey.

Adventure 2 still waits.

The Silver Coin Challenges will change. Familiar tracks will demand different routes, and the bosses will return for another series of rematches.

Beyond that, T.T. still needs to be unlocked.

That means beating the required staff time on every standard track, unlocking T.T.’s ghost and then defeating him.

All of it will be done as Krunch.

By the end of this journey, I will have defeated Wizpig 1 five times and Wizpig 2 four times using the character so many people insist is the worst racer in the game.

Perhaps they are right.

Krunch may be slow to recover. He may struggle with inclines, tight turns and anything that interrupts his momentum.

None of that has stopped him yet.

Adventure 1 is complete.

Adventure 2 awaits.

Retro Reflections: Diddy Kong Racing Randomizer

When a Childhood Favourite Became Unpredictable

Revisiting the Games That Shaped a Lifetime of Gaming

Wizpig had been defeated.

Not once, but twice.

The first time by a Kremling driving a car. The second by that same Kremling piloting a plane.

It sounds ridiculous when you put it like that, but then this was never an ordinary playthrough of Diddy Kong Racing.

To understand why this challenge meant so much, it’s probably best to start back in 1997.

A Childhood Favourite

Diddy Kong Racing was one of the first games I owned for the Nintendo 64, and from the moment I first played it, I was hooked.

Contrary to what many people might expect, my character of choice wasn’t Krunch. It was Tiptup.

That little turtle carried me through everything the game had to offer. Adventure 1, Adventure 2, unlocking Drumstick, unlocking T.T., and eventually reaching 100% completion.

Looking back, I think Rare captured something special with Diddy Kong Racing. Timber’s Island wasn’t just a menu. It was a world to explore. New doors opened, bridges appeared, balloons unlocked fresh routes, and every boss victory felt like genuine progress.

The world felt enormous, every new area felt like an adventure, and simply exploring the island was almost as enjoyable as the races themselves.

It had a magic about it that only Rare seemed capable of creating.

Rediscovering the Adventure

Years later, I discovered that fans had created a randomizer for the game.

Instead of following the familiar progression, races, bosses, Silver Coin Challenges, keys, and other objectives could appear in completely unexpected places. Every seed offered a different journey.

The idea immediately interested me, but not enough to actually start playing.

Around the same time, I also discovered something else.

Krunch was widely considered the worst character in the game.

That surprised me.

I remembered using him occasionally as a child, but I’d never really thought much about how much more difficult he could make the game. T.T. being regarded as the best character made perfect sense considering what it took to unlock him, but Krunch being at the opposite end of the scale wasn’t something I had ever considered.

Krunch’s handling was always his biggest weakness. He had speed, but turning him could feel like steering a shopping trolley with one stubborn wheel. On tighter tracks, that could make the difference between winning and watching the rest of the field disappear into the distance.

Why Krunch?

Everything changed in 2026.

I came across someone attempting to complete both Adventure 1 and Adventure 2 as Krunch. Watching them struggle against Wizpig 1, a race responsible for frustrating countless players over the years, planted an idea in my mind.

Why not combine the two?

Rather than simply replaying Diddy Kong Racing, why not tackle a randomizer seed using the character many people considered the game’s weakest?

Most randomizer videos I had seen were completed by players using T.T. and speedrunning through carefully planned routes.

That wasn’t what I wanted.

I wanted to experience Diddy Kong Racing all over again.

Playing the challenge on Steam Deck also made it feel strangely fitting. Decades after first exploring Timber’s Island on the Nintendo 64, I was now revisiting one of my favourite childhood games on a handheld PC, chasing the same sense of adventure I remembered from years ago.

After experimenting with several seeds, I finally found one that felt right.

Almost immediately, something unexpected happened.

The sense of wonder I remembered from childhood returned.

The island no longer felt physically huge like it once had, but thanks to the randomizer, it became unpredictable again.

For the first time in decades, I didn’t know what was waiting behind the next door.

A Childhood Nightmare Returns

The first major obstacle came sooner than expected.

The randomizer had placed Wizpig 1 behind a door, allowing me to challenge him far earlier than normal.

For many players, Wizpig 1 was one of the defining challenges of childhood.

Speedrunners make the race look straightforward, but without extensive practice, Wizpig has a habit of reminding you exactly who’s in charge.

This time I wasn’t racing as Tiptup.

I was racing as Krunch.

My first victory took well over an hour of repeated attempts.

When I finally crossed the finish line ahead of Wizpig, something unexpected happened.

I started crying.

It genuinely felt as though I had healed a small piece of my childhood.

Oddly enough, once that race was over, it almost felt like the seed itself had reached its natural conclusion.

I had completed an unspoken challenge I hadn’t even realised I had set for myself.

When the Randomizer Fought Back

That wasn’t enough.

I wanted to complete an entire randomizer.

I generated another seed, this time making sure Wizpig 1 appeared at the end of a more traditional progression.

Every victory had to be earned.

Some of the biggest roadblocks weren’t where I expected them to be.

Tricky 2 became one of the toughest challenges in the entire run.

Despite already defeating him once in a previous seed, he repeatedly humbled me. I learned A-Tapping, watched experienced players, studied alternative strategies, and even experimented with climbing the mountain differently as Krunch.

This wasn’t just a case of throwing attempts at the same problem until the game gave in. I had to learn. I had to improve. I had to understand why I was failing instead of simply hoping the next attempt would work.

Eventually, something clicked.

I still don’t know exactly what changed, but I reached the summit and finally defeated him.

Then came Greenwood Village’s Silver Coin Challenge.

Five laps sounded generous.

The relocated coins told a very different story.

One awkwardly placed coin repeatedly ruined otherwise perfect attempts until, once again, persistence eventually won.

The randomizer also seemed determined to prove that planes solved almost everything. At times it felt as though every major objective involved taking to the skies. It became a running joke throughout the challenge that the randomizer may have forgotten cars existed.

By the time I reached Wizpig 1 for the second time, I genuinely felt I had earned another chance.

This victory took around half the time of the first.

The tears returned.

But there was still one final challenge waiting.

One Last Race

Wizpig 2.

The randomizer wasn’t finished making life difficult either.

Instead of the normal three laps, the final race became four.

Attempt after attempt ended with mistakes, restarts, or Wizpig reminding me that the finish line was still a long way away.

Then one run felt different.

Throughout the challenge I’d developed a strange habit of trusting my instincts. Sometimes I knew within moments that an attempt wasn’t going to be the one.

This time, that feeling never arrived.

Everything flowed.

Every corner connected.

Every boost landed.

Krunch, supposedly the worst racer in the game, felt unstoppable.

When I crossed the finish line, I simply stared at my Steam Deck.

The challenge was over.

I had completed a randomizer of one of my favourite childhood games using the character many people consider the weakest.

The emotion didn’t arrive immediately.

It wasn’t until the following morning that it finally sank in.

Only then did the tears come.

The Journey

This journey through Diddy Kong Racing Randomizer was recorded as a complete no-commentary playthrough using Krunch. If you’d like to experience the challenge from beginning to end, you can watch the full playlist on YouTube.

New adventures begin on the Survivor Incognito Facebook page, where videos are released first before joining the weekly YouTube archive.


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Still Magical After All These Years

Unfortunately, Diddy Kong Racing never truly received the sequel it deserved.

The Nintendo DS version introduced new features, but for me it never quite captured the same feeling as the original Nintendo 64 release.

Maybe one day I’ll return once again and complete the original game as Krunch without a randomizer.

For now though, I’m happy knowing this challenge accomplished something I hadn’t expected.

It didn’t just prove that Krunch could beat a randomizer.

It proved that, nearly thirty years after first playing Diddy Kong Racing, the game could still surprise me.

The older I get, the rarer it becomes to experience a game with that same sense of wonder I had as a child.

Somehow, a randomizer and one stubborn Kremling gave me that feeling one more time.

Retro Reflections: Donkey Kong ’94

When Four Levels Became a Ninety-Seven Level Adventure

Revisiting the Games That Shaped a Lifetime of Gaming

When people think about Donkey Kong, they no doubt picture the arcade classic released back in 1981. It introduced both Donkey Kong and Mario to the world, laying the foundations for two of Nintendo’s most recognisable characters.

Since then, both have gone on to star in countless adventures, but one game often gets overlooked: Donkey Kong for the Game Boy, better known today as Donkey Kong ’94.

At first glance, it looks like a faithful handheld version of the arcade original.

That’s exactly what Nintendo wanted you to think.

More Than Just an Arcade Port

The game begins with the original four arcade stages. If you’ve played the arcade game before, you’ll probably expect the credits to roll once they’re complete.

Instead, Donkey Kong gets back up, grabs Pauline, and runs away.

Only then does the real adventure begin.

What follows is another ninety-seven stages spread across a variety of worlds, turning what looked like a simple arcade conversion into one of the Game Boy’s biggest and most inventive adventures.

Even today, I still think it’s one of Nintendo’s cleverest surprises.

A Puzzle Platformer in Disguise

I remember sinking countless hours into Donkey Kong ’94 when I first owned it on the Game Boy.

Most stages shared a simple objective: collect the key and unlock the exit.

On paper, it couldn’t sound simpler.

In reality, every level introduced a different puzzle.

Switches, moving platforms, enemies, springs, ropes, and Mario’s ever-growing collection of acrobatic moves constantly changed how each stage played.

As the adventure progressed, Mario learned techniques that felt far beyond what the original arcade game offered. Handstands, backflips, high jumps, rope swings, and other athletic moves gave him a surprising amount of mobility, allowing Nintendo to create increasingly inventive puzzles.

Looking back, it’s easy to see how many of these ideas would later influence the Mario vs. Donkey Kong series. Mario wasn’t just running and jumping anymore; he was becoming a much more agile and versatile character.

If you wanted every present hidden throughout the game, you had another layer of challenge waiting for you.

For a Game Boy title released in 1994, it felt enormous.

Thirty Years Later

Returning to the game over thirty years later reminded me why it has remained one of my favourite Game Boy games.

Yes, it shows its age in places, but great game design rarely becomes outdated.

The puzzles remain satisfying, Mario controls beautifully, and the constant introduction of new mechanics keeps the adventure feeling fresh from beginning to end.

It deserves to be remembered as far more than simply “the Game Boy version of Donkey Kong.”

One Puzzle Left Unfinished

I’m going to be completely honest.

When I first owned the game as a child, I never truly completed it on my own.

There was one puzzle late in the game that completely defeated me. I eventually needed help to solve it, and although I finished every other stage myself, that one level always stayed with me.

Returning all these years later gave me the opportunity to put that right.

When that puzzle finally fell under my own determination, it felt like I had closed a chapter that had remained unfinished since childhood.

The Final Climb

Reaching the final battle felt surprisingly emotional.

Even though I had faced the final boss many times over the years, it usually took several attempts before everything came together.

This time, it happened on the very first attempt.

When the final hit landed and the credits began to roll, another familiar feeling returned.

Tears of joy.

This wasn’t simply about beating a Game Boy game.

It was about finally completing one of the games that helped shape the gamer I would become.

The Journey

This return to Donkey Kong ’94 was recorded as a complete no-commentary playthrough. If you’d like to experience the adventure from beginning to end, you can watch the full playlist on YouTube.

New adventures begin on the Survivor Incognito Facebook page, where videos are released first before joining the weekly YouTube archive.


▶ Watch the complete Donkey Kong ’94 playthrough on YouTube


📘 Follow Survivor Incognito on Facebook

Still Worth Playing Today?

Absolutely.

Although I didn’t set out to collect every present hidden throughout every stage, I achieved exactly what I wanted from this journey.

I finally completed Donkey Kong ’94 entirely on my own, something I had never managed as a child.

Looking back, I think Donkey Kong ’94 remains one of Nintendo’s most overlooked classics.

People often remember it for the first four arcade stages.

What they sometimes forget is that those four levels are simply the beginning of one of the finest puzzle platformers ever released on the Game Boy.

It may not receive the same recognition as the original arcade game or the Donkey Kong Country series, but it deserves to be remembered in its own right.

Three decades later, it still surprised me, still challenged me, and still reminded me why I fell in love with gaming in the first place.

Retro Reflections: Sonic the Hedgehog (Master System 2)

One of My Earliest Gaming Memories: Sonic the Hedgehog on the Master System 2

Surviving, Not Suffering.

Most people who grew up during the NES, Mega Drive/Genesis, and SNES era probably have a story about the game that introduced them to gaming.

For some it was Mario. For others it was Zelda, Donkey Kong, or one of the countless arcade games that seemed larger than life when viewed through the eyes of a child.

For me, one of my earliest gaming memories, other than playing Super Mario Bros. on an arcade machine, was Sonic the Hedgehog on the Master System 2.

The game came preloaded on the console, meaning there was no cartridge to insert and no collection to build. You simply switched the console on and Sonic was there waiting for you.

Looking back now, it was probably my first real experience of home console gaming.

A Much Bigger Adventure Than I Remembered

Like many childhood memories, the game felt enormous at the time.

Every zone seemed huge. Every level felt like an expedition. Progress felt hard-earned.

When I recently returned to the game after all these years, I completed it in around an hour. Adult me knows the levels, understands platformers better, and generally has far more gaming experience than the child who first picked up that controller.

Yet despite the shorter playtime, the game still felt like an adventure.

Many childhood games lose some of their magic when revisited years later. Sonic the Hedgehog on the Master System never really did.

Searching For Chaos Emeralds

One thing that always stood out to me was how different the Master System version felt from its Mega Drive counterpart.

Most people are familiar with the special stages from the Mega Drive version, where collecting enough rings would give you a chance to earn a Chaos Emerald.

The Master System version took a different approach.

Instead of entering special stages, the Chaos Emeralds were hidden within the levels themselves. You had to explore. You had to search. Sometimes you had to take routes that didn’t look important at first glance.

For younger me, that made the world feel bigger and more mysterious.

Finding a Chaos Emerald wasn’t just about completing a challenge. It felt like uncovering a secret.

Even today, I think it remains one of my favourite approaches to collecting the Emeralds in any Sonic game.

A Journey Across South Island

The zones themselves have stayed with me for decades.

Green Hill Zone remains an iconic starting point. Bridge Zone introduced long stretches over water and collapsing obstacles. Jungle Zone challenged my patience more than once. Labyrinth Zone felt dangerous and intimidating. Scrap Brain Zone signalled that the adventure was nearing its conclusion.

Then came Sky Base Zone.

I always liked how the game made it clear that you were getting closer to Robotnik with every stage you completed. The journey felt like it was building towards something.

Each zone pushed you further forward until eventually there was nowhere left to go except the final confrontation.

For a younger player, that sense of progression was powerful.

Still Worth Playing Today?

Absolutely.

Now, I should probably admit that I am not entirely unbiased here.

This is one of the earliest gaming memories I have.

Nostalgia is undoubtedly part of the experience.

Even so, I genuinely believe the game still holds up. The controls remain responsive, the level design remains enjoyable, and the adventure still feels rewarding from beginning to end.

It may not be as famous as the Mega Drive version, but it deserves to be remembered in its own right.

The Journey

This return to Sonic the Hedgehog on the Master System was recorded as a complete no-commentary playthrough. If you’d like to experience the adventure from beginning to end, you can watch the full playlist on YouTube.

New adventures begin on the Survivor Incognito Facebook page, where videos are released first before joining the weekly YouTube archive.


▶ Watch the complete Sonic the Hedgehog playthrough on YouTube


📘 Follow Survivor Incognito on Facebook

The Blue Hedgehog That Started It All

It’s impossible for me to separate Sonic the Hedgehog on the Master System from my own gaming history.

When I think about where this hobby began, my mind often comes back to that console and that game.

Back then, I had no idea that decades later I would be running a gaming blog, documenting challenge runs, writing survival diaries, and spending far too much time discussing virtual disasters on the internet.

I was simply playing a game about a blue hedgehog trying to stop a mad scientist.

But without that blue hedgehog, I might never have become a gamer at all.

And for that reason alone, Sonic the Hedgehog on the Master System 2 will always hold a special place in my gaming history.

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.

Returning to Tyria – A Moment I Didn’t Expect to Hit This Hard


I found out a few days ago that Guild Wars Reforged is coming out soon.
Updated UI. Steam Deck support pending. All campaigns bundled.
And the line that hooked me: existing players keep all their progress.

That was all it took.

I needed to know if my original account still existed.
If my characters were still there.
If anything I did almost twenty years ago survived.

So I turned the Steam Deck into a tiny PC again.
Installed Lutris.
Pulled down the old Guild Wars client.
Ran the full -image download.
Waited.
Then held my breath at the login screen.

And it worked.

Every character I made loaded instantly.
Nightmare Venom.
Spirits of Evil.
I Evil Arrow I.
All exactly where I left them.

Then I opened my friend list.

Every name hit me harder than I expected.
These were people I grouped with, explored with, wiped with, laughed with.
People I haven’t seen online in almost two decades.
Most of them probably don’t play anymore.
A few might not even remember Guild Wars at all.

But seeing that list again reminded me what this game meant to me.

So if anyone from that list ever finds this blog — even by pure accident — thank you for being part of my journey back then. You left more of a mark than you probably realise.

And if you do recognise me, please don’t mention my real name. Online names are more than enough here.
If you remember me and want to say hello, feel free to drop me an email at survivorincognito@gmail.com.

Guild Wars Reforged releases soon.
And for the first time in a long time, I feel like I’ve come home.

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