Super Mario 64 Randomizer – Log 16: Lava Tricks and Pyramid Confusion

Mario 64 Randomizer – Log 16: Lava Tricks and Pyramid Confusion

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

Video: Lethal Lava Land 100-coin strategy, finishing the course, and a return to Shifting Sand Land where the pyramid behaves nothing like expected (no commentary)


Finishing What I Started

It didn’t feel right leaving Lethal Lava Land unfinished. I knew there had to be a way to collect 100 coins there; I just hadn’t figured it out yet. The problem with the level is that the volcano is always tempting as the backup plan. If I went inside it, I could grab more coins, but there was a catch. The only way to spawn back into the main Lethal Lava Land area from inside the volcano was by collecting a star while I was in there. That meant committing to a route that I wasn’t sure I actually needed.

So instead I stayed outside and started thinking about every possible coin source I might have overlooked. That’s when something came back to me: the eye enemies. If you defeat them, they drop a blue coin worth five regular coins. The trouble was their positioning. They sit in places where making them chase you normally isn’t easy, and you need them to follow you in circles long enough to make them dizzy before they collapse.

Digging Into Old Tricks

I had to dig pretty deep into the memory bank for this one. Eventually something clicked. If Mario takes damage, he gets invincibility frames for a short time. Those frames normally just let you escape danger, but here they could be used as a tool. As long as the damage didn’t come from lava, I could briefly move through enemies without being knocked back again.

That meant I could deliberately take a hit, use the invincibility frames to move straight through the centre of the eye enemy, and effectively force it to follow me while I circled it. It was a messy idea, but it was still an idea. I tried it once, and the eye collapsed into a blue coin. Then I did it again with the second one. Two enemies down, ten coins earned, and suddenly the path to one hundred didn’t feel impossible anymore.

I was already preparing myself for another trip into the volcano to collect the last few coins I needed. But as I moved around the course gathering what remained, the total quietly ticked over to one hundred without me ever having to step inside it. Lethal Lava Land was finally complete, and it felt earned in a way the earlier stars hadn’t quite managed.

Back to the Desert

With that course finished, I felt ready to return to Shifting Sand Land and try to wrap that one up as well. The first target was obvious: the four pillars surrounding the pyramid. I grabbed a Wing Cap, launched into the air, and knocked the tops off each one in quick succession until the pyramid opened.

This is where my brain briefly forgot that I was playing a randomizer. I dropped in through the top entrance of the pyramid expecting the usual descent toward the boss platform. Instead, I landed somewhere completely different and spent a moment wondering if I had misremembered the layout entirely. Eventually I realised what had happened. The randomizer had rearranged things again.

After exploring the interior, I managed to find and grab another star. The pyramid still had more to give, though. I’m fairly sure the 100-coin star is possible in there too, but I’d rather deal with the red coin star first before committing to that kind of scavenger hunt.

Understanding the Pyramid

My next attempt was through the front entrance. This time the familiar descending platform didn’t appear at all. That was the moment the pattern became clear. The platform only descends if I enter from the top opening, something I confirmed on my third trip inside.

That still left the boss room to find. I spent a little time navigating the interior and eventually spotted the route that would take me there. When I finally stepped into the arena and defeated the boss, another thought hit me immediately: in a randomizer, the star that appears afterwards can end up anywhere.

Thankfully this one stayed close enough to reach from the platform I was standing on. I wasn’t particularly eager to fight my way back through the pyramid again just to retrieve it.

Closing the Gap

Three more stars secured in the process. The total now sits at eighty-five, leaving thirty-five still out there somewhere in the castle. The run is steadily narrowing toward its endgame, even if the randomizer keeps trying to make every familiar location feel slightly unfamiliar again.

Continue the Journey

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Mario 64 Randomizer logs are written after each recording session. What looks like planning is usually just remembering old tricks at the last possible moment.

Super Mario 64 Randomizer – Log 15: Lava Coins and a Missing Course

Mario 64 Randomizer – Log 15: Lava Coins and a Missing Course

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

Video: Upstairs exploration, Tick Tock Clock entry leads to Lethal Lava Land, wing cap red coin attempts, 100-coin failures, and a late-session realisation (no commentary)


Dodging the Cave, Taking the Stairs

I wasn’t in the mood to deal with Hazy Maze Cave. Not today. Not when I know exactly how many ways that place can waste my time, and not when the Wing Cap stage is sitting there like a chore list pretending it’s optional. So I go upstairs instead, because upstairs at least feels like a choice.

There are three different entrances up here that can lead to something useful, plus the one door that wants 119 stars like it’s doing me a favour. I’m not there yet, so I focus on what I can touch. As I climb the stairs, I decide to see what awaits me inside the clock.

I jump in and get Lethal Lava Land.

It could have been worse, I tell myself. I’ve already tackled what felt like the two hardest courses in this randomizer seed. How bad can this be.

Lethal Lava Land, Rewritten

The answer is somewhere in the middle. Not a total disaster, but not the easy breather I was hoping for either. It has the same energy as Bowser in the Fire Sea, where you can feel the randomizer making decisions specifically to be annoying.

Pretty much all the red coins are over the lava. Of course they are. And the red coin star itself is over the lava as well, which means the last thing you want to do in a lava level is the exact thing you have to do. I hate it immediately, which is impressive, because in the original game I actually like this course.

It doesn’t help that I don’t pay enough attention to where the camera pans when stars are hinted at. I catch enough of it to have a vague idea, but most of the time I’m running on instinct and memory and whatever the course decides to show me on the way. Luckily, Lethal Lava Land isn’t huge compared to some of the other worlds, so even “mostly luck” has a higher success rate here than it probably deserves.

Wing Cap: Emergency Measures

This might be the first time I’ve ever used the Wing Cap in this stage. Ever. That’s not a brag. That’s just the randomizer forcing a new habit into me like it’s a life lesson.

I try to be clever first and use the Koopa shell to sweep up red coins quickly. It makes sense in theory. It’s fast, it keeps you moving, and it lets you pretend you’re in control. Then I lose it before the red coin star appears, and suddenly the plan is gone and I’m standing on hot rock trying to negotiate with gravity.

I briefly consider just jumping for the star and hoping the game decides to be kind. It’s not a strategy so much as it is a surrender. Then I spot the Wing Cap block and realise I’d completely forgotten it even existed here. It’s one of those moments where you don’t feel smart for remembering, you just feel annoyed that you didn’t remember sooner.

The 100 Coin Star, Postponed

I also make a few attempts at the 100 coin star, because I always tell myself I might as well “while I’m here.” Every attempt ends the same way: me in the lava, but somehow in increasingly creative ways. It’s like I’m trying to find new angles for humiliation.

I do manage to grab the six main stars in the level, which keeps the session from turning into a complete loss. But the 100 coin star will have to wait. I’m not wasting the entire recording on a coin chase that keeps ending with me sizzling.

The Click at the End

As I wrap up the recording, something clicks. I start counting what areas are left, making a mental note of where each course could potentially be, and trying to map the castle in my head the way you do when you’ve been burned enough times to stop trusting anything at face value.

And then I realise one thing.

If my calculations are correct, I’m missing a course. Not “I haven’t reached it yet.” Not “I don’t have the stars.” Missing. I have no idea where in this castle it could be, which is a problem, because the castle isn’t that big when you’re not pretending it’s a mystery.

It’s the kind of realisation that sits in the back of your skull and doesn’t let you relax. The run isn’t just about collecting stars anymore. It’s about figuring out what I’ve somehow walked past without seeing, and accepting that the randomizer probably hid it somewhere obvious just to make it feel personal.

Continue the Journey

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Super Mario 64 Randomizer – Log 10: Wrong Caps, Right Direction

Super Mario 64 Randomizer – Log 10: Wrong Caps, Right Direction

Progress: 50 Stars Reached
Platform: Steam Deck
Settings: Vanilla Mario & Music

“When the obvious paths are blocked, you stop pushing forward and start climbing stairs.”

At this point, progress feels artificially narrow. Bob-Omb Battlefield and Shifting Sand Land both clearly want the Wing Cap, and I still don’t know where that switch is hiding.

Forcing either course without it feels wasteful, so I change tactics and head upstairs.

Upstairs Rewards: Toad Economics

A couple of Toads are waiting upstairs and do what they always do: hand out stars for existing.

Two free stars later, I’m sitting at 50 total. Not answers, but options.

Two paintings are available. I jump into Wet-Dry World.

Wet-Dry World (Briefly): Vanish Cap Finally Appears

Instead of the full course, I land in the Vanish Cap stage.

Only the opening section is accessible, but everything important is packed into the first third of the level.

  • Coins collected
  • Star grabbed
  • Switch pressed

Jump kicks do most of the work here. It’s not elegant, but it works.

The Vanish Cap is now unlocked. Still no Wing Cap, but this finally feels like progress.

Snowman’s Land: Momentum Takes Over

Next painting: Snowman’s Land.

I move through this stage like I’ve memorised it. I haven’t. This seed is new. The flow just clicks.

I secure 5 out of the 7 stars before slowing down.

What’s left:

  • Red Coin Star
  • 100-Coin Star

While hunting red coins, it hits me: I have no idea where the last one is.

I’m not burning 10–15 minutes combing the map. That’s a next-log problem.

YouTube – Log 10 Video

Wrong caps, right decisions, and continued Wing Cap avoidance.

Log 10 Summary

Stars Total 50
Cap Unlocked Vanish Cap
Snowman’s Land 5 / 7 Stars
Wing Cap Status Still missing
Next Objective Finish Snowman’s Land, find the Wing Cap

Progress came from detours, not brute force. The castle keeps opening. The Wing Cap keeps hiding.

Continue the Journey

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Game: Super Mario 64

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