Super Mario Galaxy 63 Entry 4 – The Gravity Scramble

Super Mario Galaxy 63 Entry 4 – The Gravity Scramble

Gravity itself has apparently decided to become a problem now.


Back Into Shifting Sand Land Galaxy

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

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

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

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

Unfortunately, that didn’t happen.

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

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

So I grab that first.

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


The Gravity Scramble

This is where the shine sprite name starts making sense.

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

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

I decided against that.

Mainly because things were already awkward enough.

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

Didn’t really matter where they were either.

He kept finding them.

You could argue that was user error.

I’m not entirely convinced.


Upside Down

The worst part comes once gravity flips upside down.

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

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

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


The Final Stretch

The final area changes things again.

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

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

I’m sure you can guess what happened here.

Mario and gravity had another disagreement.

The spikes won multiple times.

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

The shine sprite is mine.

Shifting Sand Land Galaxy complete.


What Comes Next?

Still no sign of any prankster comets.

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

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

I’ve had enough problems with spikes for now.


The Run

This is how it actually went.


Continue the Journey

← Entry 3: Into the Pyramid


Super Mario Galaxy 63 Hub

— All entries in this run.


Super Mario ROM Hacks Archive

— All Mario ROM hack content.


Dolphin Setup Guide

— How this run is even possible.


Entry 5 → Coming Soon

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

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

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


Sweet Treat Galaxy

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

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

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


Getting There

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

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

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

Then the platforms start getting cut apart by moving saws.

That slows things down a bit.

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

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

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


Figuring It Out

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

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

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

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

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

No star.


The Clue

This is where it finally clicks.

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

Happy Birthday.

What do people do on their birthday?

Blow out candles.

I try star bits first. Nothing happens.

Then I try spinning.

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

That’s the answer.

Once all the candles are out, the star appears.

Problem solved.


The Run

This is how it actually went.


Star Three

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

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

This one already feels different.

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

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


Missed Something

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

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

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


Continue the Journey

← Entry 2: Silver Stars Under Pressure


Neo Mario Galaxy – Daredevil Edition Archive

— All attempts in this challenge.


Super Mario ROM Hacks Archive

— All Mario ROM hack content.


Dolphin Setup Guide

— How this is even running on Steam Deck.


Entry 4 →

Super Mario 64 Randomizer – Log 22: Conquering the Maze

Super Mario 64 Randomizer – Log 22: Conquering the Maze

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

Video: Finishing Hazy Maze Cave with the remaining stars, battling the rolling boulders for the 100-coin star, and heading toward the Wing Cap switch stage (no commentary)


A Plan for the Maze

I went into Hazy Maze Cave this time with an actual plan. Three stars remained here, and I also needed to visit the Wing Cap area while I was in the level. With that in mind I planned three visits: the first two would be used to collect the remaining named stars, and the third would be for the 100-coin star before heading toward the Wing Cap stage.

The logic behind that was simple. The 100-coin star is the only one that doesn’t eject me from the course after collecting it, which meant it made sense to leave it until last.

A Lucky Start

My first spawn dropped me straight into the toxic maze. It wasn’t exactly the start I had hoped for, but it turned out to be a lucky one. One of the remaining stars was sitting right there waiting for me, which immediately cut the list down from three to two.

For the second visit I planned to return to the toxic maze area, as I knew another star was somewhere nearby that I had missed previously. Just as I was about to drop down into the maze again, though, something caught my eye. A shadow on the ground.

I looked up and there it was — the final named star in the level. I could have collected it at almost any point earlier, but I wasn’t going to complain. A quick grab later and the only star left in Hazy Maze Cave was the 100-coin star.

The 100-Coin Challenge

As expected, the 100-coin star proved to be the toughest task in the cave. The first challenge was gathering enough blue coins, which turned out to be more difficult than I expected.

My first attempt ended with me missing some of the blue coins, and because I wasn’t sure whether the total would reach one hundred, I decided to grab another star and leave the course to reset.

The second attempt went better. I managed to reach ninety coins before heading toward the cavern where Dorrie waits in the underground lake. Unfortunately the rolling boulders had other plans and knocked me out before I could finish the run.

Attempt number three ended in almost the same place. I even tested a theory that Metal Mario might be able to withstand the boulders. Apparently not.

The fourth attempt came dangerously close to the same fate, but this time I managed to slip past the boulders and finally collect the 100-coin star.

Thirteen Courses Cleared

With that star secured, Hazy Maze Cave was officially complete. That makes thirteen courses finished in this randomizer run.

My next destination was the Wing Cap Switch Palace. This will be my final use of the Wing Cap during this playthrough. Once that star is collected, only fourteen stars will remain across two courses before it’s time to take on Bowser in the Sky and the red coins waiting there.

One Last Flight

But before Bowser comes the final Wing Cap challenge.

The red coins in the Wing Cap stage are waiting.

Continue the Journey

← Log 21
Log 23 →

🧢 Mario 64 Randomizer Hub

Super Mario 64 Randomizer logs are written after each recording session. Sometimes the maze must be solved one attempt at a time.

Super Mario Galaxy 63 – Entry 3: Into the Pyramid

Super Mario Galaxy 63 – Entry 3: Into the Pyramid

Apparently leaving Bob-Omb Battlefield means the game immediately throws me into the desert.


Shifting Sand Land Galaxy

I say goodbye to Bob-Omb Battlefield Galaxy and try to follow what I remember about the original castle layout.

I head towards the door where I think either the secret slide or Whomp’s Fortress would normally be.

Instead, I’m greeted by Shifting Sand Land Galaxy.

So apparently we’re doing this.

There are only two shine sprites and four Comet Coins here. At least I think there are. Knowing this hack, there could easily be a hidden shine somewhere.

For now though, the goal is simple enough:

Shining Atop the Pyramid.


Comet Coins

The first Comet Coin is basically a long jump away.

There’s a platform with a large coin on it which drops star bits when collected. I use that as my launch point and long jump over what I’m assuming is quicksand.

I spin into the crystal, grab the coin, then use the star to get myself back up safely.

The second coin is a sneaky one.

It’s hidden on top of a tree, completely out of camera view.

That one needs Fire Mario.

I grab the Fire Flower, head over to a twister and spin into it, which launches me much higher than normal. Not high enough though. I still need a backflip into a spin jump to actually reach the coin.

Two down already.

The next section is more about rhythm than difficulty.

There are enemies moving across platforms that can flatten Mario if I mistime things, but they follow a pattern, so once I stop rushing it, they’re manageable enough.

Comet Coin number three is here as well.

Unfortunately, it’s floating over absolutely nothing.

So naturally it requires another backflip and spin jump combo.


Inside the Pyramid

With a shine name like Shining Atop the Pyramid, I expected to be climbing it.

Instead, I’m going inside it.

The camera shifts to a side-on angle, which immediately makes things more awkward. There are disappearing platforms, moving platforms and spikes, all moving to their own rhythm.

Thankfully it’s a rhythm I manage to keep up with.

Mostly.

Right near the end I mistime a jump and hit the spikes. For a second I genuinely think the run is over, but I manage to regain control of Mario before he walks straight off the platform.

Probably closer than it needed to be.

Still, the first shine sprite is mine.


The Next Shine

I originally planned on grabbing the second shine sprite while I was here.

In practice, that didn’t really happen.

I kept messing up one particular section and spent more time than I would have liked trying to fix my own mistakes.

Once I can get through it consistently without spending five minutes trying to recover from one bad jump, I’ll get the next recording done.


The Run

This is how it actually went.


Continue the Journey

← Entry 2: Bob-Omb Battlefield Galaxy Complete


Super Mario Galaxy 63 Hub

— All entries in this run.


Super Mario ROM Hacks Archive

— All Mario ROM hack content.


Dolphin Setup Guide

— How this run is even possible.


Entry 4 →

Neo Mario Galaxy – Daredevil Edition Entry 2: Silver Stars Under Pressure

Neo Mario Galaxy – Daredevil Edition Entry 2: Silver Stars Under Pressure

One hit resets everything. Sometimes you don’t even need that.


Back to Galactic Garden

With Dino Piranha down and only one more star available, I head back to Galactic Garden Galaxy and select the next objective: Silver Stars in Wuthering Heights.

The opening looks familiar. Same starting platform as before, but this time there are clouds to work with, along with the cloud power-up.

Cloud Mario again. Shake the remote, place a cloud, and keep moving before it disappears.

The first section isn’t too bad. The clouds are large enough that missing one doesn’t feel likely, and even if I do, I’ve got a cloud ready to save it.


Wind and Timing

The next section looks worse than it actually is.

There’s wind pushing clouds upward, sometimes shifting direction slightly, but nothing too unpredictable. The real problem is when it stops.

That’s when it starts to matter how many clouds I’ve got left.

There are also those spiky flower things around the area, which don’t help. There’s room to work with, but not enough to switch off completely.

I spot a mushroom along the way. Not sure if it’s needed or not, so I leave it for now. If it matters later, I’ll come back.


Silver Stars, No Margin

Then it’s onto collecting the five silver stars.

This is where Daredevil Edition really starts to show.

Normally, this wouldn’t be much of a problem. Here, every jump feels like it matters more than it should. One misjudged platform and it’s straight back to the beginning.

It doesn’t help that I can’t see where everything is until I’m close enough to it.

There’s also the stamp for this galaxy to grab. I use my last cloud to reach it.

I regret that decision almost immediately.

The next section needs wall jumps, and there’s barely anything to land on beyond a platform sitting at a right angle to the walls.

Somehow, it works. I avoid what felt like certain failure and grab the final silver star.

No reset. No second attempt. Just barely holding it together.

Of course, it appears back at the start of the area.

I also realise at this point that I could have used camera controls to make some of those blind jumps easier.

That would have helped.


Second Star Secured

I make it back to the start without undoing everything and collect the shine.

Second star done. First attempt.


The Run

This is how it actually went.


Back on the Ship

Back on Starship Mario, I head into the collection room and take a quick look at the cloud power-up again.

I’m not entirely sure how many stars are needed before Galactic Garden Galaxy is considered complete, but another thought comes up.

If I switch to Luigi, does Starship Mario become Starship Luigi?

Not sure yet, but it feels like something worth testing.


Continue the Journey

← Entry 1: One Hit Is All It Takes


Neo Mario Galaxy – Daredevil Edition Archive

— All attempts in this challenge.


Super Mario ROM Hacks Archive

— All Mario ROM hack content.


Dolphin Setup Guide

— How this is even running on Steam Deck.


Entry 3 →

Super Mario 64 Randomizer – Log 21: The Hundredth Star

Super Mario 64 Randomizer – Log 21: The Hundredth Star

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

Video: Star 100 collected in Mario Wings Over the Rainbow before exploring Hazy Maze Cave and securing the red coin star (no commentary)


Star Number One Hundred

There didn’t seem much point putting it off any longer. If I was going to collect my hundredth star, it may as well be a memorable one. That meant jumping straight into the painting hiding the Mario Wings Over the Rainbow stage.

My spawn point couldn’t have been much better. I landed on the platform with the pink Bob-Omb, the cannon, and the Wing Cap boxes all in one place. Before doing anything else I spoke to the Bob-Omb to unlock the cannon, then took a moment to scan the sky and figure out where the red coins were sitting.

I managed to count seven of them from the platform, though the eighth one remained hidden somewhere beyond my line of sight. I figured I would find it once I was in the air.

A Simple Flight Plan

The approach was straightforward. Grab a Wing Cap, fire myself out of the cannon, collect whatever coins lined up with my flight path, then return to the platform and repeat. The important thing was not risking the Wing Cap timer expiring while still in the air.

After a few passes I spotted the final coin sitting near one of the stable clouds, along with another Wing Cap box above it. Thankfully it was one of the clouds you can actually land on, which made the setup possible. The coin itself took a few attempts to grab cleanly. A triple jump would get me close enough, but I was slightly off each time.

Eventually the jump lined up properly. The coin was collected and the red coin star appeared in a position that was thankfully reachable. One final flight later and I had my hundredth star.

The Final Stretch

With star number one hundred secured, the run now sits nineteen stars away from the end. Eighteen of those are spread across three courses, while the final one waits in the Wing Cap switch area.

That makes the next destination fairly obvious. It’s time to return to Hazy Maze Cave. If I can clear that level along with the Wing Cap switch stage, it will remove what feels like the biggest remaining obstacle in this randomizer run — aside from Bowser in the Sky and the red coins waiting there.

Into Hazy Maze Cave

I didn’t plan it this way, but my first visit back to Hazy Maze Cave quickly turned into a red coin hunt. The coins are scattered throughout the level, which made it seem like the most efficient objective to tackle first.

It does mean sacrificing the chance to combine the red coin star with the 100-coin star, but mapping where the coins were located felt more valuable for the long term. While exploring the cave I also became a little fixated on the switch hidden behind the water that normally requires the Metal Cap to reach.

No matter what I tried, I couldn’t quite reach it. To make matters more interesting, I noticed several boxes sitting high up in the cavern. I have no idea how I’m meant to reach them yet, but they’ve been added to the list of things to investigate unless I can clear the level without needing them.

Finding the Star

Once the eighth red coin was collected, the star spawned somewhere in the cave. The only problem was I had no idea where it had appeared. Rather than panic, I decided the best approach was simply to search the cave methodically.

Room by room I checked each section of the level until eventually I spotted it waiting in the rolling boulder chamber. Thankfully grabbing it didn’t cause any further problems.

Confidence for the Endgame

Hazy Maze Cave still has work left to do. The 100-coin star remains, along with two other stars in the course and the Wing Cap switch stage red coin star. Once those are finished, though, the biggest hurdles in this randomizer run should be behind me.

For now, I’m feeling confident about my chances.

Continue the Journey

← Log 20
Log 22 →

🧢 Mario 64 Randomizer Hub

Super Mario 64 Randomizer logs are written after each recording session. Every star collected brings the end of the journey a little closer.

Super Mario Galaxy 63 – Entry 2: Bob-Omb Battlefield Galaxy Complete

Super Mario Galaxy 63 – Entry 2: Bob-Omb Battlefield Complete

Entry 1 got things started. Entry 2 is where things start to take shape, whether I’m ready for it or not.


Watch the Run


Back to the Battlefield

There were still three shine sprites and five star coins left in Bob-Omb Battlefield Galaxy, so it was time to go back in and actually finish the job.

First up was Silver Stars on the Island.

Getting there meant taking a different route. Instead of heading left like before, I went right and picked up the cloud power-up, the first time using it in this run. Three clouds per pickup, which is enough as long as you don’t waste them.

On the way, I climbed a tree and worked through a few cloud jumps to grab another coin, bringing the total up to four. Halfway there, which felt like progress at least.

Once on the island, it’s a straightforward job. Five silver stars, spread around the area. I left the one at the top of the tree until last, mainly because that’s where the shine appears.

No real surprises here. Just a case of getting it done properly this time.


Secret of the Battlefield

Next was Secret of the Battlefield.

The entrance is blocked by bars, so the only way in is to use a Bob-Omb. Nothing complicated there.

The secret area felt familiar in a different way. It reminded me of those moments in Super Mario Sunshine where FLUDD gets taken away and you’re left to deal with the basics again.

The spin is still available, which helps, but it mostly comes down to getting the platforming right.

There are two more star coins here. One is a simple backflip. The other needs three backflips onto rotating blocks. It sounds worse than it is once you get the timing down.

A bit of platforming later, and the shine is mine.


Run, Yoshi, Run

The final shine for this galaxy: Run, Yoshi, Run!

Before getting to Yoshi, there’s a Hungry Luma asking for 100 coins. Once that’s sorted, Yoshi finally shows up.

This turned into a good test for my control setup, especially where I’ve put the Wii Remote “B” button. Using the hot chillies to get Yoshi moving gave me a few chances to get used to it properly.

I picked up the final two coins along the way, bringing the total to eight.

The final section didn’t go quite as planned.

I had one attempt where everything went perfectly. No deaths, clean movement, straight through to the end. Then, just before grabbing the shine, I hit the wrong button and loaded a save state.

All of that progress, gone instantly.

That one was entirely on me.

At least it confirmed the button works.

The next attempt wasn’t as clean. A couple of deaths to the purple goo, which is instant if you touch it, but progress was saved so it wasn’t a complete reset.

This time, I actually got the shine without undoing it myself.


Galaxy Complete

With that, Bob-Omb Battlefield Galaxy is done.

Finishing it has opened up more areas in the castle. I’m not entirely sure where I’m heading next, but this first galaxy has done what it needed to do.

It’s tested the controls, introduced how this hack works, and made it clear that even familiar levels aren’t going to stay that way for long.

So far, this feels like a solid starting point.


Continue the Journey

← Entry 1: Run Begins


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 3 →

Neo Mario Galaxy – Daredevil Edition Entry 1: One Hit Is All It Takes

Neo Mario Galaxy – Daredevil Edition Entry 1: One Hit Is All It Takes

One hit resets everything. No checkpoints. No second chances.


Back to Neo Mario Galaxy

Ever since I managed to get Super Mario Galaxy ROM hacks running on my Steam Deck, I kept thinking back to Neo Mario Galaxy. It was the first one I tested as a proof of concept.

This time, I wanted to try something different: Daredevil Edition.

At the start, you’re given the choice between Mario or Luigi, along with the option to enable Daredevil Mode. Once it’s on, that’s it. There’s no turning it off later.

I accepted it.


What Daredevil Edition Changes

Daredevil Edition effectively puts every star under Daredevil Comet rules.

One hit, and the star resets. No checkpoints. No recovery.

Every section has to be done cleanly from start to finish. Mistakes don’t slow you down, they send you straight back to the beginning.

No safety net.


First Attempt

The first star takes place in Galactic Garden Galaxy, with the goal of defeating Dino Piranha.

It didn’t take long for the first attempt to go wrong.

I needed to grab a flower and float across to another platform. Simple enough in theory.

In practice, I misjudged the distance and walked straight off the edge.

Didn’t even get hit.

Just fell.


Second Attempt

The second attempt went better.

I made the jump properly this time and reached the next platform without too much trouble. From there, it was on to collecting five launch star bits spread across three giant apples.

There are enemies on each of them, which doesn’t help. After failing once already, the idea of going all the way back again was sitting in the back of my mind the whole time.

Once the launch star was active, the next section introduced a giant Piranha Plant. Not difficult, but enough to keep things tense.

Behind it was a Comet Medal, along with a brief moment as Rainbow Mario. For once, there was no risk. Just a short break from worrying about getting hit.

That didn’t last long.


Successful Attempt

This is the run where it actually goes right.


Dino Piranha, No Mistakes Allowed

Then it was time to face Dino Piranha.

This is probably the first time in a long while I’ve actually had to think about this fight. Under normal conditions, it’s straightforward. With one-hit rules, it feels very different.

I don’t think I’ve ever done a full no-hit run in any game before, so this was new territory.

Thankfully, it went cleanly.

Dino Piranha went down, and the first star of the run was secured.


First Impressions

The hack only has 42 stars in total, but it’s already clear this isn’t going to be straightforward.

Even simple sections feel different when there’s no room for mistakes.

One star down. Plenty left to go.


Continue the Journey


Neo Mario Galaxy – Daredevil Edition Archive

— All attempts in this challenge.


Super Mario ROM Hacks Archive

— All Mario ROM hack content.


Dolphin Setup Guide

— How this is even running on Steam Deck.


Entry 2 →

Super Mario 64 Randomizer – Log 20: Ninety-Nine Stars and the Finish Line Ahead

Super Mario 64 Randomizer – Log 20: Ninety-Nine Stars and the Finish Line Ahead

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

Video: Returning to Tiny-Huge Island to secure the 100-coin star, red coin star, and the final Piranha Plant star before reaching 99 total stars (no commentary)


Returning to Tiny-Huge Island

With three stars still remaining in Tiny-Huge Island, it made sense to return there and finish the job. My goal right now is to complete the stars tied to the ground floor and basement areas of the castle before heading back upstairs. That way I know everything in those sections is cleared before moving into the final stretch of the run.

I also made sure to keep one lesson from the previous visit in mind. Last time I managed to lose track of a star entirely after switching between island sizes. This time the plan was simple: collect the star first, then think about moving between islands.

An Unexpected Coin Hunt

My original intention was to deal with the Piranha Plant star first, but the level had other ideas. As I moved around the island collecting coins, it gradually turned into a full attempt at the 100-coin star. Instead of changing direction halfway through, I decided to stick with it and incorporate the red coin star at the same time.

That meant switching from the huge island to the tiny island eventually, since the red coins can only be collected there. Once I had gathered enough coins to feel comfortable with the total, I made my way to the pipe closest to where I wanted to go.

Aiming for the Red Coins

The plan was straightforward enough: reach the cannon, aim for the tree that sits near the red coin area, and land close enough to continue the collection from there. I’m aware that speedrunners probably have quicker ways of reaching the area, but I prefer approaches that I know I can execute consistently.

Thankfully the red coins themselves weren’t placed in anything too unreasonable. To be fair, Tiny-Huge Island only has so many places where they can realistically appear. The biggest relief was realising I had judged the coin total correctly before switching islands.

I collected the hundredth coin, secured the 100-coin star, and then finished gathering the red coins for another star immediately afterwards.

Clearing the Piranha Plants

That left only one objective in the level: the Piranha Plants. All the time I had spent exploring the island during previous visits paid off here. I already knew roughly where each one was located, so moving between them was straightforward.

One by one they were dealt with, and when the final one fell the star appeared nearby in a reachable location. No disappearing act this time. I grabbed it without hesitation and said goodbye to Tiny-Huge Island for good.

Checking the Remaining Courses

After leaving the level, I took a moment to review what courses still needed attention. Hazy Maze Cave had already been explored earlier in the run, so that wasn’t a concern anymore. That left just two courses I hadn’t properly tackled yet: Big Boo’s Haunt and Wet-Dry World.

As I made my way back into the basement in preparation for attempting the Mario Wings Over the Rainbow star, something else occurred to me.

Ninety-Nine Stars

I checked the star total and realised I had reached ninety-nine stars. That means I’m now only twenty stars away from unlocking the final course. Once Bowser falls and the last star is collected, that will be it. This randomised version of a game I’ve known for most of my life will finally be complete.

There are countless players who grew up with Mario in one form or another, but Super Mario 64 holds a particularly important place in gaming history. For many people it became the blueprint for how 3D platformers — and even many other genres — would work in the years that followed. Few games have had that kind of influence.

And if I’m being honest, I’m not entirely sure I’m ready for the moment when the credits music begins to play.

The Next Star

The next entry will be a special one. It’s time to collect star number one hundred.

Continue the Journey

← Log 19
Log 21 →

🧢 Mario 64 Randomizer Hub

Super Mario 64 Randomizer logs are written after each recording session. Some journeys end slowly, one star at a time.

Super Mario Galaxy 63 – Entry 1: Run Begins

Super Mario Galaxy 63 – Entry 1: Run Begins

It turns out I wasn’t finished with Super Mario 64. I just needed it to get bigger.


Watch the Run


Not Done Yet

Apparently I’ve not had enough of Super Mario 64.

I could have easily gone back and started another randomizer run, but I knew I wanted something different. After getting modded versions of Super Mario Galaxy 1 and 2 running on my Steam Deck, I had a new direction.

The starting point was obvious: Super Mario Galaxy 63.


A Different Kind of Familiar

Before going further, it’s worth noting that Super Mario Galaxy 63 is a reimagining of Super Mario 63:

Super Mario 63 Wiki

I had never played it. I didn’t even know it existed until I started looking into this hack. If I’m going to work through it properly, it makes sense to understand what inspired it.

Like its inspiration, this run replaces stars with shine sprites. There are also star coins to collect, which unlock bonus levels later on.

That’s enough context. Time to begin.


First Steps

I start in what looks like the Mushroom Kingdom, and I’m given control of Mario immediately.

This is useful. It gives me time to test the control setup properly. This run is not just about the hack itself, it’s also a test of how well this setup holds up before moving into other Galaxy mods.

Along the way, I run into some familiar faces from Galaxy 1 and 2. One of them brings back memories I didn’t ask for: the robot that used to task me with destroying boxes under a time limit. Those stars still linger somewhere in the back of my mind.

The area works well as a tutorial. I get to practice wall kicks, flips, and eventually spinning once I collect the Luma. I’ve mapped spin to a button this time, which already feels like the right decision on Steam Deck.


Back to the Castle

It doesn’t take long for Bowser to show up, kidnap Peach, and set things in motion. Some things don’t change.

There is a cannon just outside the castle, which immediately feels like an invitation I should probably ignore. Naturally, I don’t.

I jump in to see what’s on top of the castle. The plan is simple: launch, land, and have a look around. What actually happens is less controlled.

The aim is off, the angle is wrong, and instead of landing anywhere useful, I end up effectively trying to launch Mario into orbit.

It doesn’t help me, it doesn’t reveal anything useful, but it does confirm one thing early: this setup is going to be tested properly.

Entering the castle feels immediately familiar. That makes sense. I’ve spent more hours here than I can count.

There are locked doors, but one opens as I approach. Inside is a painting.

So yes, we’re doing this again.


Bob-Omb Battlefield, Again

The first world: Bob-Omb Battlefield Galaxy.

There are four shine sprites and eight star coins here, shown clearly on the selection screen. I decide to go left to right, starting with:

Top of the Summit

Inside, a Pink Bob-Omb lets me know that King Bob-Omb is no longer in charge. He’s been replaced by Dino Piranha.

That feels like a fair trade.

I collect my first star coin early, then two more on the way up. Three collected before reaching the summit is a good start.

Dino Piranha is exactly as I remember. No major changes, no surprises. Three hits later, and the first shine sprite is mine.


First Impressions

This feels like a solid introduction to the hack.

It’s familiar enough to settle into quickly, but different enough that I can’t rely entirely on memory. That balance is exactly what I was looking for.

I’m curious to see how other levels are reimagined in this format. There’s still more to uncover within the castle, and if this first step is anything to go by, this might turn into something worth sticking with.


Continue the Journey


Super Mario Galaxy 63 Hub

— All entries in this run.


Mario ROM Hacks Hub

— All Mario ROM hack content.


Dolphin Setup Guide

— How this run is even possible.


Entry 2 →

Blog at WordPress.com.

Up ↑