Retro Reflections: Banjo-Kazooie

Nearly Thirty Years Later, the Rare Magic Is Still There

Revisiting the Games That Shaped a Lifetime of Gaming

Gruntilda had been defeated.

Every Jiggy had been collected. Every musical note had been found. Every Jinjo had been rescued. The final Honeycomb Pieces were mine.

There was nothing left to collect.

After working my way through Grunty’s Furnace Fun and climbing to the top of the lair for one final battle, Banjo and Kazooie’s adventure was over.

Nearly thirty years after the game was first released, I had completed Banjo-Kazooie again.

And somehow, the magic was still there.

Following Super Mario 64

In 1998, Banjo-Kazooie was released to the world, two years after Super Mario 64 had helped establish what a 3D platformer could be.

Rare have never been shy about the fact that Banjo-Kazooie took inspiration from Mario’s first 3D adventure, and playing the two games makes some of those influences fairly easy to see.

Both send you into self-contained worlds filled with objectives. Both gradually open up a larger hub as you progress. Both are built around exploring 3D spaces in a way that was still relatively new at the time.

But Banjo-Kazooie never felt like it was simply trying to copy Super Mario 64.

Rare took that foundation and built something with an identity of its own.

Nearly thirty years later, the obvious question is whether Banjo-Kazooie still holds up in the same way.

For me, the answer is yes.

That Rare Magic

There was something about Rare during that period that gave their games a character all of their own.

It is difficult to properly define what that Rare magic actually was.

The characters were part of it. The music was part of it. The humour certainly helped. Even the way their worlds were designed had a particular feeling that was difficult to find anywhere else.

You just knew when you were playing a Rare game.

Banjo-Kazooie has that feeling running through almost everything it does.

Even Yooka-Laylee, developed many years later by a team that included former Rare developers, carries some of that same DNA. It isn’t a Rare game, but there are moments where that familiar feeling manages to break through.

Going back to Banjo-Kazooie reminded me just how strong that identity originally was.

Every World Had a Personality

One of the things that still impresses me is how different each world feels.

Mumbo’s Mountain doesn’t feel like Treasure Trove Cove.

Bubblegloop Swamp doesn’t feel like Freezeezy Peak.

Mad Monster Mansion couldn’t be further removed from Rusty Bucket Bay.

They might all follow the same basic idea of exploring, finding Jiggies and collecting musical notes, but Rare gave every location its own personality.

The music changes.

The enemies change.

The characters change.

Even the way you interact with the world changes depending on where you are.

Freezeezy Peak has you climbing an enormous snowman and helping a family of polar bears. Mad Monster Mansion turns Banjo into a pumpkin and sends him squeezing through places he normally couldn’t reach. Rusty Bucket Bay replaces bright open landscapes with polluted water, machinery and the inside of a cargo ship.

Then there is Click Clock Wood.

Rather than simply creating one final large world, Rare built the same location around four different seasons.

Spring, Summer, Fall and Winter all use the same basic landscape, but what you do during one season can affect what happens later.

Something planted in Spring grows by Summer.

Characters change as time passes.

Paths open and disappear.

By Winter, you are still standing in Click Clock Wood, but the world feels completely different from the place you first entered.

It remains one of my favourite ideas in the entire game.

The Little Details

Then there are the things that don’t really matter at all.

Those might be some of my favourite parts.

One example is the Blue Jinjo.

Something I have always noticed is that whenever a world gives Rare the opportunity, the Blue Jinjo has a habit of appearing in or around water.

It became one of those little patterns I found myself looking for whenever I entered another world.

Freezeezy Peak and Click Clock Wood don’t really follow it, but by then the association had already been made.

Blue Jinjo.

Find the water.

It doesn’t affect the game.

There is no reward for noticing it.

Rare didn’t need to do it.

But those are exactly the kinds of details that make the worlds feel like somebody was having fun putting them together.

A Collectathon That Still Works

At its heart, Banjo-Kazooie is absolutely a collectathon.

There are Jiggies.

There are musical notes.

There are Jinjos.

There are Honeycomb Pieces.

There are Mumbo Tokens.

There is always something else waiting around the next corner.

What surprised me was how rarely that collecting felt like I was simply clearing items from a checklist.

Most Jiggies have something attached to them.

A character needs help.

A puzzle needs solving.

A new ability opens somewhere that couldn’t previously be reached.

Mumbo turns Banjo into something increasingly questionable and suddenly the world can be explored from a completely different perspective.

There were still moments where the collecting fought back.

Apparently my greatest enemy throughout this expedition wasn’t Gruntilda.

It was groups of five musical notes.

Bubblegloop Swamp left me wandering around trying to work out where the final five had gone.

Then Rusty Bucket Bay decided to do exactly the same thing.

There is something uniquely frustrating about knowing you have collected ninety-five notes and that the remaining five are sitting somewhere in a world you have already searched.

Still, I found them.

Eventually.

Always Looking Ahead

Something else I appreciated more during this playthrough was how often Rare seemed to be looking towards whatever came next.

Gobi provides one of the more memorable examples.

After spending the game having his water taken from him, he finally reaches his limit in Click Clock Wood and runs off, declaring that he is heading for the lava world.

He seems fairly confident Banjo and Kazooie won’t follow him there.

Anyone familiar with Banjo-Tooie knows how well that worked out for him.

Whether Rare always intended that line to lead directly into the sequel or simply returned to the idea later, it now feels like a small thread connecting the two games.

Mumbo gets in on it as well.

Although it didn’t happen during my playthrough, his magic can occasionally go wrong and transform Banjo into a washing machine.

He also talks about being able to turn Banjo into a T-Rex, before deciding that transformation is too powerful and should be saved for the next game.

Both ideas would eventually return in Banjo-Tooie.

Even after Gruntilda has been defeated, Rare isn’t quite finished teasing the future.

Banjo, Kazooie and Mumbo are already talking about the next adventure.

The game gives you an ending.

It just never really says goodbye.

Grunty’s Final Examination

Before reaching that ending, there is one last obstacle waiting inside Gruntilda’s Lair.

Grunty’s Furnace Fun.

I had forgotten how much I liked the idea behind it.

Instead of immediately throwing you into another difficult platforming section, the game effectively gives you an exam.

Questions test your knowledge of the worlds you’ve explored, the characters you’ve met and the sounds you’ve heard throughout the adventure.

Even Brentilda’s strange pieces of information about her sister suddenly become useful.

After spending the entire game travelling through Gruntilda’s Lair, Furnace Fun asks whether you were actually paying attention.

Then, once that is finished, the game tests something else.

Your ability to play it.

The Final Battle

By the time Banjo and Kazooie finally reach Gruntilda, there are no more moves left to learn.

You already have everything you need.

The final battle expects you to prove that you know how to use it.

Eggs become important.

Golden Feathers become important.

Flight returns.

The Beak Bomb returns.

Eventually even the Jinjos you’ve spent the game rescuing become part of the fight.

I like that structure.

Grunty’s Furnace Fun tests your knowledge of the adventure.

Gruntilda tests the skills that should have been honed throughout it.

One tests what you remember.

The other tests what you’ve learned.

It makes the final stretch feel like an examination of the entire game rather than simply another boss waiting at the end.

Then Gruntilda falls.

And suddenly there is nothing left.

The Journey

This journey through Banjo-Kazooie was recorded as a complete no-commentary playthrough, following Banjo and Kazooie from Spiral Mountain through every world of Gruntilda’s Lair and eventually into the final battle itself.

Every Jiggy was collected.

Every musical note was found.

Every Jinjo was rescued.

Every Honeycomb Piece was collected.

If you’d like to follow the expedition from the beginning, you can watch the complete Banjo-Kazooie expedition on YouTube.

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

Still Magical After All These Years

So, nearly thirty years after its original release, does Banjo-Kazooie still hold up?

For me, absolutely.

That doesn’t mean everything has aged perfectly.

The camera can occasionally decide that cooperation is optional.

Some of the platforming shows its age.

Searching an entire world because five musical notes remain unaccounted for isn’t an experience I’m desperate to repeat regularly.

But none of those things came close to taking away from what Rare created.

Every world still has its own personality.

Grant Kirkhope’s music gives those worlds even more character.

Banjo and Kazooie remain a brilliant pairing.

The humour still works.

The transformations are still memorable.

And the constant little details make Gruntilda’s Lair feel like a place somebody actually enjoyed creating.

Super Mario 64 helped establish what the 3D platformer could become.

Banjo-Kazooie took that foundation and did something unmistakably Rare with it.

By the time I entered Winter in Click Clock Wood, I knew the journey was coming to an end.

Then the final Jiggy was collected.

The final musical note was found.

The last Jinjo was rescued.

The final Honeycomb Piece was mine.

Grunty’s Furnace Fun was completed.

Gruntilda was defeated.

The expedition was over.

It didn’t hit me in quite the same way as finally defeating Wizpig during my Diddy Kong Racing journey.

But the tears were still there.

Maybe that says more than anything else could.

Nearly thirty years after Banjo and Kazooie first left Spiral Mountain, Rare’s strange little bear and bird adventure can still make me feel something.

That magic hasn’t disappeared.

It was waiting in Gruntilda’s Lair the entire time.

Super Mario Galaxy 63 Entry 9 – Bowser in the Dark World

Super Mario Galaxy 63 Entry 9 – Bowser in the Dark World

Apparently Peach’s painting was a trap. Looking back, that probably should have been obvious.


The Double Door

I still have a few options on this floor. There’s a painting I’ve noticed that feels like it probably has something hidden behind it, but I decide to investigate the double door beside the entrance to Bob-Omb Battlefield Galaxy first.

As soon as I see Peach’s painting, I immediately know what is supposed to happen.

Only nothing happens.

I jump.

The painting changes to Bowser.

The floor opens beneath me.

So apparently we’re doing Bowser in the Dark World now.

Or at least this hack’s version of it.


Bowser in the Dark World

And honestly, I really like this course.

For me, it captures that feeling of entering Bowser in the Dark World in Super Mario 64 for the first time and somehow makes it feel even more dangerous.

It genuinely feels like something that could have existed in an official Super Mario Galaxy game.

The only thing that probably could have made it better would have been the original Bowser music, but even then, the music they do use fits this place really well.

It just feels right.


Comet Coins and Checkpoints

I have two Comet Coins to grab here and I sort of immediately know where both of them are going to be once I get close enough.

One floats above two rotating platforms.

The other is sitting on top of a Thwomp.

I also unintentionally activate the checkpoint before Bowser.

I jumped because I thought there was either a hidden path above me or maybe even a shortcut.

There wasn’t.

Still, once that checkpoint activated, I immediately felt a lot more relaxed about the rest of the course.

If I fell now, at least I knew I wasn’t starting from the beginning again.


The First Grand Shine

With the course complete, it’s time to face Bowser.

Of course he delivers the usual villain speech first.

The fight itself is basically the first Bowser fight from Super Mario Galaxy 2, which honestly helped because at least I already knew what I was dealing with.

There’s also a strange symbol on the planet during the fight.

I still have absolutely no idea what it means.

Three hits later and the first Grand Shine is mine.

Only instead of returning to the castle, I get sent somewhere else entirely.

Bowser’s Evil Dome.

Apparently the Grand Shine I just grabbed is cursed.

So I guess I’ve still got a bit more work to do before I can return to the castle grounds.


The Run

This is how it actually went.


Continue the Journey

← Entry 8: Beneath the Snow Blocks


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Entry 10 →

Super Mario Galaxy 63 Entry 8 – Beneath the Snow Blocks

Super Mario Galaxy 63 Entry 8 – Beneath the Snow Blocks

Apparently every frozen floor in this galaxy has collectively decided it wants Mario dead.


One Last Shine Sprite

With one more shine sprite and two more Comet Coins left to collect, it’s time to head back into Snowman’s Land Galaxy for Beneath the Snow Blocks.

I instantly know where this shine sprite is going to be.

As soon as I land, there’s a suspicious set of snow blocks sitting off to the right.

That usually means one thing.

I grab the Fire Flower because I have a feeling spinning into the blocks probably isn’t going to work this time.

Sure enough, burning the blocks reveals a pipe.

Honestly, I was half expecting the shine sprite itself to just be sitting there.

But apparently that would have been too simple.


More Frozen Lava

Inside the pipe is another platforming course built over frozen floors that still somehow count as lava.

At this point I’m just accepting that ice is no longer safe in this galaxy.

The first Comet Coin involves moving platforms and disappearing blocks, which is already enough to make me nervous.

The second coin is even worse.

I have to create a path towards it, but every jump destroys one of the blocks leading up to the coin.

Thankfully I manage to grab it before running out of floor completely.

Probably closer than it needed to be.


The Final Stretch

The final part of the course involves rotating platforms and logs that immediately start sinking into the frozen lava the second I touch them.

Which definitely helps with the stress levels.

Thankfully though, the shine sprite is mine.

Snowman’s Land Galaxy complete.


Three Galaxies Down

Three galaxies down now, and honestly I’ve been having a lot of fun with this hack so far.

I’m pretty sure I’m nowhere near finishing it either.

Honestly, I’m completely fine with that.


The Run

This is how it actually went.


Continue the Journey

← Entry 7: Inside the Igloo


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Entry 9 →

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

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Some games never really get old. Sometimes you just need a different way to play them.

Super Mario Galaxy 63 Entry 7 – Inside the Igloo

Super Mario Galaxy 63 Entry 7 – Inside the Igloo

Apparently inside the igloo is where the ice itself becomes the problem.


Back Into Snowman’s Land Galaxy

No prizes for guessing where I’m heading for this entry.

Back into Snowman’s Land Galaxy I go, this time for Inside the Igloo.

Hopefully this version is a little different from the one back in Super Mario 64.

I remembered passing the igloo while climbing towards the giant snowman, so I had a feeling there would be a shine sprite hidden in there somewhere.

Would have been disappointed if there wasn’t.


Ice Mario Returns

Before heading inside, I grab the mushroom that gives Mario an extra three hits.

My theory was that the extra health would carry over into the igloo.

It doesn’t.

So already off to a strong start.

Inside the igloo introduces the next power-up for this hack: the Ice Flower.

Which means Ice Mario returns.

Inside the igloo, the frozen floor is basically lava unless I’m using the power-up, so staying Ice Mario becomes fairly important.


Snowballs and Comet Coins

Before long I’m rolling snowballs around to make them larger.

The idea is to push them into the frozen floor so they create paths I can safely cross.

The first Comet Coin takes a few attempts.

That one needs a triple jump into a spin, followed by a wall jump to actually reach it.

The second one isn’t quite as awkward, although I do mess up my timing with the Ice Flower power-up slightly.

Nothing to do with Mario suddenly deciding to show off his acrobatic skills of course.

That mistake does leave me sitting on one health though.


One Health Left

Thankfully, I manage to take that single remaining hit point all the way to the shine sprite.

I do briefly consider immediately going for the final shine sprite in this galaxy while I’m already here.

Then I remember how lucky this run felt at several points.

I decide not to push it.

The shine sprite is mine, and honestly, I’m happy enough taking the win.


The Run

This is how it actually went.


Continue the Journey

← Entry 6: Red Coins on The Summit


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Entry 8 →

Super Mario 64 Randomizer – Log 25: Thank You For Playing

Super Mario 64 Randomizer – Log 25: Thank You For Playing

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

Video: Final red coins in Bowser in the Sky, 120 stars collected, and the last battle with Bowser (no commentary)


The Final Star

It was time. No sense putting it off any longer. I had 119 stars, and the final one was waiting for me in Bowser in the Sky. One last red coin hunt before the end.

When I jumped into the course I expected the randomizer to throw me somewhere near the end, but instead I spawned close to the beginning. That turned out to be perfect, because it meant I could search the entire level properly from start to finish instead of rushing through it.

I took my time, stopping every so often to move the camera around and make sure nothing was hiding just out of view. Hazy Maze Cave had already taught me that stars and coins could be sitting right in front of me without me noticing if I wasn’t careful.

I also had to fight the instinct to take the shortcuts I would normally use in this level. In the original game I know this course well enough to rush through it, but this wasn’t the original anymore, and I had a feeling if I skipped ahead too quickly I’d leave a coin behind.

120 Stars

The final three coins were waiting near the location where the red coin star appears, right beside the pipe that leads to the final battle. Once I collected them, the star appeared exactly where I hoped it would.

One jump later, and that was it.

All 120 stars of this randomizer seed collected.

Only one thing remained.

The Final Battle

The fight with Bowser didn’t go perfectly at first. I managed to throw him into one bomb, but nerves or bad luck got the better of me after that. I got caught by his fire, stunned, and even managed to fall off the platform. Round one went to him.

The second attempt felt different. I was calmer, more focused. The first throw landed, then the second, and suddenly I was holding him for the final spin.

As I turned Mario around with Bowser in his hands, I couldn’t help but think that this really was the final throw of the run.

It was.

Three clean throws later, Bowser was defeated and the randomizer seed was finished.

The Credits Roll

The familiar cutscene played out, and when the camera showed the castle roof, Yoshi was there waiting, proving that all 120 stars had been collected.

I let the credits roll without skipping. Watching the game show each of the locations again, one after another, reminded me just how much ground this run had covered. Every level, every detour, every moment where I thought I might have made the seed impossible.

And that music… the same credits music I’ve heard so many times over the years still feels exactly the same as it did the first time I heard it.

All that was left was the final line.

Thank you so much for-a playing my game.

And thank you for all the memories you have given me, Mario.

Continue the Journey

← Log 24
Epilogue →

🧢 Mario 64 Randomizer Hub

Super Mario 64 Randomizer logs are written after each recording session. Every journey ends eventually, even the ones you never wanted to finish.

Super Mario Galaxy 63 Entry 6 – Red Coins On The Summit

Super Mario Galaxy 63 Entry 6 – Red Coins On The Summit

Apparently even when I know where I’m going, I still somehow end up finding the wrong objective first.


Back Into Snowman’s Land Galaxy

Back into Snowman’s Land Galaxy I go for Red Coins On The Summit.

Full disclosure, I actually found this shine sprite completely by accident while recording The Big Snowman.

I took the wrong path and somehow ended up right beside the red coin challenge.

This was after doing a practice run specifically to make sure I knew where I was going for the previous shine sprite.

So apparently that worked out well.


Red Coins Return

It’s been a while since I last had to collect red coins.

The last proper red coin challenge I remember doing was back during the Super Mario 64 Randomizer.

Thankfully, I already have a rough idea where most of the coins are here.

There’s also a map nearby if I need it, but I already have a route planned out in my head.

The plan is basically to work my way up the mountain.

Or summit.

The shine sprite name says summit, so I’m counting it as a mountain.


The Hidden Comet Coin

There’s also a Comet Coin hidden here.

And by hidden, I mean properly hidden unless you move the camera around.

It’s floating up in the sky and the only realistic way to reach it is with the help of Cloud Mario.

Thankfully I’ve already had enough practice with the cloud power-up by now that getting to it isn’t too bad.


The Summit

Eight red coins later and the shine sprite appears almost exactly where I landed earlier.

Convenient for once.

I’m not too concerned about fall damage, so I long jump back down towards it and grab the shine sprite.

Honestly, this was a pretty fun shine sprite overall.

It reminded me a lot of the red coin missions back in Super Mario 64.

Maybe that’s just nostalgia talking.

Either way, I had fun with this one and I’m looking forward to seeing what the next shine sprite throws at me.


The Run

This is how it actually went.


Continue the Journey

← Entry 5: The Big Snowman


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Entry 7 →

Neo Mario Galaxy – Daredevil Edition Entry 5: The Chimp’s Challenge

Neo Mario Galaxy – Daredevil Edition Entry 5: The Chimp’s Challenge

Apparently hidden stars now require advanced movement tech and panic skating.


The Secret Star

So, there is a secret star hidden somewhere within Sweet Treat Galaxy.

I had a feeling I knew where it was.

The problem was getting there.

Every time I entered this galaxy, I noticed those flying ice bird enemies above the starting area, which made me think it had to be possible to reach that platform somehow.

The question was how.

I thought I had an idea.


The Trick

During my research into Mario Galaxy ROM hacks, I’d seen people using a movement trick involving either a triple jump or backflip into a wall.

Before landing on the wall, they spin, jump off it, then spin again for extra height.

I still need a better name for it than “spin, wall jump, spin thing.”

The question was which version I needed here.

I settle on the triple jump.

My theory is that there’s a wall slightly higher than the starting platform. If I can hit the perfect spot with the triple jump, I should get enough height to pull the trick off properly.

That was the theory anyway.


Eventually Getting It Right

It takes quite a few attempts before I finally manage it.

A few times I’m more concerned about the ice bird enemies than the jump itself, mainly because they occasionally decide to swing directly at me.

Not ideal when Daredevil Mode only gives me one health.

Eventually though, I make it up there.

I follow the path and spot a pipe trapped inside a crystal.

Which usually means something unpleasant is waiting for me.

I go in.

The Chimp is there.

Great.


The Skating Challenge

The Chimp gives me a simple challenge: beat his score and I get the star.

Sounds reasonable enough until he tells me I need 500 points in 40 seconds while avoiding spikey enemies.

So naturally this turns into panic skating.

The only realistic way to move fast enough is by skating across the ice.

Regular enemies are worth 10 points each, while the gold enemies are worth 50, which immediately makes them the priority targets.

About halfway through, I’m sitting around 170 points and starting to think this attempt is doomed.

Then more gold enemies start appearing.

I do hit a spikey enemy at one point, which thankfully only stuns Mario instead of ending the run immediately.

With one second left on the clock, I hit one final gold enemy.

530 points.

The Chimp’s Skating Challenge star is mine.

Sweet Treat Galaxy complete.


A New Problem

I don’t really get time to celebrate though.

A prankster comet has appeared back at Galactic Garden Galaxy.

I have absolutely no idea what challenge it’s about to throw at me.

Looks like I’m heading back there next.


The Run

This is how it actually went.


Continue the Journey

← Entry 4: The Chocolate is Lava


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Entry 6 →

Super Mario 64 Randomizer – Log 24: One Star From the End

Super Mario 64 Randomizer – Log 24: One Star From the End

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

Video: Finishing Big Boo’s Haunt before clearing Wet-Dry World and reaching 119 stars (no commentary)


Hunting the Final Red Coin

I was determined to finally locate the missing red coin in Big Boo’s Haunt. My first stop was the roof of the mansion, and sure enough that’s exactly where it had been hiding the entire time. Once I knew where it was, the rest of the red coin hunt turned into a fairly quick sweep through the mansion grounds and rooms.

I did have a brief moment where I forgot where the last coin was, but the mistake corrected itself quickly when I walked into the wrong room and immediately realised where I actually needed to be. A quick correction later and the final star of Big Boo’s Haunt was mine.

The Final Course

With the haunted mansion finally cleared, only one course remained before the final challenge: Wet-Dry World.

If I’m honest, I expected it to give me more of a fight. Instead, the course practically collapsed in front of me. The first two stars came almost immediately as I opened a couple of random boxes and found them sitting inside. I’ll happily take that kind of luck at this stage of the run.

Cleaning Up the World

After the early luck, the rest of the stars became a matter of cleaning up the level methodically. The Secrets in the Shallows and Sky star didn’t take long, and while collecting those secrets I spotted the location of another star, which made the next objective very straightforward.

I also took the opportunity to speak to the pink Bob-Omb to open the cannon, just in case it became useful later on. By the time I finished exploring the upper areas, only three stars remained, and all of them required heading into the town section of the level.

The Final Stars

My first visit to the town went surprisingly smoothly. One of the stars was sitting there waiting for me, so that immediately reduced the list to just two: the 100-coin star and the red coin star.

By the time I began collecting the red coins, my coin total had already reached ninety-nine. That meant the very first red coin I collected pushed the total to one hundred and awarded the 100-coin star instantly.

After that it was simply a matter of collecting the remaining red coins. A brief swim later and the final star of Wet-Dry World was secured.

119 Stars

With Wet-Dry World complete, all fifteen courses have now been cleared. The total stands at 119 stars.

Only one star remains.

The Final Challenge

The next entry may very well be the last.

One final red coin challenge remains before the path opens to Bowser in the Sky. Once that star is collected, there will be nothing left but the final battle.

Continue the Journey

← Log 23
Log 25 →

🧢 Mario 64 Randomizer Hub

Super Mario 64 Randomizer logs are written after each recording session. The end of the journey is now within reach.

Super Mario Galaxy 63 Entry 5 – The Big Snowman

Super Mario Galaxy 63 Entry 5 – The Big Snowman

Apparently going left this time means snow, icy water, and more Comet Coin theories.


A New Galaxy

So Shifting Sand Land Galaxy is complete, which means it’s time to move on.

Seeing as I went right last time, I decide to go left and see what is waiting there.

The painting in the room suggests a snow world, so naturally I assume I’m about to enter Cool, Cool, Mountain Galaxy.

Nope.

Instead, the painting leads to Snowman’s Land Galaxy, and the first shine sprite is The Big Snowman.

I kind of like the nod to the first star from Snowman’s Land back in Super Mario 64.

And honestly, this galaxy would probably look a bit strange without a giant snowman standing in the middle of it.


Comet Coins

The first Comet Coin is basically within jumping and spinning distance from the starting area.

There are crystals nearby that can be destroyed with a spin attack, and inside one of them is the coin, along with a mushroom that gives Mario an extra three hits.

I could have used that last entry.

The second Comet Coin is also nearby.

There’s a Fire Flower and two unlit torches, so I’m sure you can guess what the game expects me to do.

Mario had other ideas though.

Mainly falling into the icy water multiple times while I tried to light them.


The Climb

The path up towards the giant snowman is mostly uneventful.

I do meet a penguin who seems very impressed by a snow Goomba statue someone built nearby.

Naturally, I immediately try to destroy it.

No luck.

During practice runs, I convinced myself there was probably a Comet Coin hidden inside it somewhere, and honestly I’m still not fully convinced there isn’t.

I eventually reach the giant snowman and immediately prepare myself to get blown off the mountain.

Apparently this one is a lot friendlier than the original version.

Instead of trying to launch Mario into the distance, it’s perfectly happy letting me climb all the way to the top.

At this point I start wondering if this snowman is somehow related to Freezeezy Peak from Banjo-Kazooie.

Another brilliant game, by the way.

I grab the third Comet Coin on the way up and eventually reach the top of the snowman itself, which turns out to be the hat.

I do briefly consider jumping off the edge of the hat in case there’s a hidden Comet Coin sitting on the rim somewhere.

I decide against it.

My logic is simple enough: there are still three shine sprites and five Comet Coins left in this galaxy, so they must be spread across the other stars somewhere.

Probably.

I grab the shine sprite and celebrate a job well done.


The Run

This is how it actually went.


Continue the Journey

← Entry 4: The Gravity Scramble


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 6 →

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