Super Mario 64 Randomizer – Log 19: Secrets, Wigglers, and a Vanishing Star

Super Mario 64 Randomizer – Log 19: Secrets, Wigglers, and a Vanishing Star

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

Video: Returning to Tiny-Huge Island to defeat Wiggler, clear the Five Itty Bitty Secrets, race Koopa the Quick, and attempt the Piranha Plant star (no commentary)


Back to the Island

It was time to head back to Tiny-Huge Island. By this point I was starting to get used to the slightly unpredictable nature of the entrance. Sometimes I would spawn on the tiny island, sometimes on the huge one. It seemed random enough that I stopped worrying about it and simply used the opportunity to learn the layout properly, especially the pipes that allow you to switch between the two versions of the island.

I have to admit I appreciate how those pipes are contained entirely within this level. Given that reaching the Wing Cap stage in this seed requires a detour through Hazy Maze Cave, having something straightforward for a change felt like a welcome break.

Taking the Easy Win

My original plan was to start by collecting the Five Itty Bitty Secrets, but once I was inside the level I realised I had a chance to deal with Wiggler first. It’s one of those stars that rarely causes trouble once you reach it, so it felt like a quick and easy one to tick off the list.

Sure enough, the fight went exactly as expected. A few well-timed jumps later and the star was mine without any real drama.

Secrets Found

After that I turned my attention back to the Five Itty Bitty Secrets. With the locations already mapped out from the previous visit, this one didn’t give me any trouble either. It was one of those moments where preparation pays off and the star falls into place quickly.

Naturally, that’s when things started to become a little more complicated.

An Unexpected Race

While trying to plan my route for the next objective, I found myself thinking about the Piranha Plants scattered around the island. There are five of them in total, and I was trying to visualise the best order for dealing with them.

Before I could fully commit to that plan, though, I ran into Koopa the Quick and ended up accepting his rematch. The race itself was closer than I expected. In fact, I’m fairly certain that if he hadn’t nudged me toward the flag near the end, I might have lost that one.

The Piranha Plant Problem

With the race finished, I went back to dealing with the Piranha Plants. It took a few attempts to get all five of them cleared, but eventually the star appeared. As tends to happen in this level, it launched itself to another part of the island rather than landing conveniently nearby.

My solution seemed simple enough. I switched to the tiny island to move closer to where the star had landed, intending to switch back to the huge island once I was in the right position.

That’s where things went wrong.

The Star That Disappeared

When I returned to the huge island, the star was nowhere to be seen. I couldn’t tell whether I had completely forgotten where it landed, somehow managed to miss it while staring right at it, or whether switching between island sizes had caused it to despawn entirely.

I searched the island repeatedly, circling the area far more times than I’d like to admit. Eventually I had to accept that something had gone wrong. Whether it was my memory or the mechanics of the level, the result was the same: the star wasn’t there anymore.

Accepting the Loss

In the end I decided the sensible option was to cut my losses. I exited the course and left Tiny-Huge Island for another visit later. If nothing else, the lesson was clear enough.

Next time I’ll collect the star first before switching between islands.

Continue the Journey

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🧢 Mario 64 Randomizer Hub

Super Mario 64 Randomizer logs are written after each recording session. Sometimes the biggest challenge is remembering where the star actually landed.

Stranded: A Minecraft Survival Diary – Log 9: Finding the Village Again

Stranded – Log 9: Finding the Village Again

Platform: Steam Deck
Mode: Survival
Format: No Commentary

Video: Mining for iron, creeper damage at the base, wandering trader visit, and finally finding the village again (no commentary)


Back to the mine again. I was determined to find at least some iron, and if I’m honest, this style of mining has become a good way of clearing my head. It’s repetitive, predictable, and for the most part nothing unexpected happens. Naturally that means I find more copper than I know what to do with. I’ve accepted at this point that copper is everywhere, but at least it means I can keep making tools and replacing armour without worrying too much about running out.

Eventually the mine gives me what I was actually looking for. Iron. Not much, only five blocks, but I’ll take what I can get. That’s enough for a better weapon and a shield, which feels like a real upgrade. I normally go straight for a sword, but while deciding what to craft I noticed the axe actually does more damage, so I decide to go with that instead. The problem is I need wood, which means going back to the house, and of course it’s night time and raining when I finally leave the mine.

I take the chance anyway and run straight across Copyright Bridge back to the house. No incidents this time, which almost feels suspicious. I spend the night inside and wait for morning.

When the sun comes up, I watch a few monsters burn away in the daylight, but some of them have armour and seem completely unaffected. I spot a creeper nearby and for a moment I consider testing the new axe on it, but a skeleton quickly convinces me that my armour isn’t good enough for that kind of experiment. I retreat back inside and decide I might need to expand the fence, add more light, or both. Things are getting a little too close to the house at night for my liking.

I head out to tend the farm and almost immediately the creeper makes another attempt at ending the run. This time it only destroys part of the fence, but it’s still enough to be annoying. I replant the wheat, grab some wood, and start repairing the damage. Past me had already made spare fence pieces, which feels like a rare moment of good planning.

While I’m fixing things, I notice a spider sitting on the roof of the house. During the day it isn’t aggressive, so I decide to leave it alone. I’m not a fan of spiders in games or in real life, but this one isn’t causing trouble, so it can stay where it is.

Not long after that, a Wandering Trader shows up with two llamas and decides my house is apparently a good place to live. I’m not sure what they expect from me, but I’m not building anyone a spare room. For now they can stand outside and do whatever wandering traders do.

With the base repaired, I decide the next goal is finding the village again. I know it exists, I just don’t know exactly which direction I went before. I remember heading right last time and getting nowhere useful, so this time I go left instead, keeping roughly the same path but changing the direction slightly.

After a short walk, I spot something in the distance that looks familiar. As I get closer, I realise it is the village. Somehow the villagers seem to be handling the monsters better than I am, or they’re very good at rebuilding after creepers visit. I don’t know much about villagers yet, or what their different outfits mean, but just finding the place again feels like a win.

I make sure I know the way back before doing anything else. The last thing I want is to lose the village again after finally finding it. This time the return trip goes smoothly, and before long I’m back at the house with no problems at all.

The Wandering Trader is still there, which makes me wonder if they’re planning to stay permanently. As far as I know they don’t get squatters’ rights unless they move inside, so for now I leave them alone.

I think about going out again to see what else is nearby, but night is coming and I don’t feel like testing my luck. There’s still plenty to do at the base anyway. I want to expand the farm, start growing cocoa beans properly, and make the fence a bit larger so things stop getting quite so close at night.

Finding the village again was enough progress for one day. I head to bed and call it there.

Continue the Journey

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Submerged: A Subnautica Survival Diary – Log 12: Growing Up

Submerged – Log 12: Growing Up

Platform: Steam Deck
Mode: Survival
Format: No Commentary

Video: Floating Island farming run, lifepod sweep, wreck exploration, and base expansion (no commentary)


I had a lightbulb moment today. I’m fed up of chasing fish.

Every time my hunger dips, I stop what I’m doing, grab the knife, and head outside like I’ve never planned further than the next five minutes. It works. It keeps me alive. It also feels temporary.

The island has fruit. The fruit grows on trees. Trees can be replanted.
The solution has been sitting there the entire time.

If I’m here for the long haul, I need to act like it.

I headed back to the island with one job: harvest what I need and leave. No sightseeing. No heroic dives. Just infrastructure.

As soon as I arrived, I noticed a distress signal directly below the island. Of course there was. I added it to the list and focused on the plants first. Priorities.

I moved through the vegetation carefully. Some of it looks useful and isn’t. Then I found the Bulbo Trees.

Knife out. Controlled hits. Samples collected.

Once cut, they’re on a timer. That’s all I could think about as I made a quick detour down to the lifepod beneath the island. Inside, I picked up a PDA that helpfully informed me the Aurora meeting point was… the island I was just standing on.

Great. Glad we cleared that up.

I didn’t hang around. Back to base.

Titanium gathered. Indoor growbed fabricated. Crops planted immediately. No hesitation.

I stood there longer than I expected, watching them settle into place. It felt different. Less scrambling. More planning.

If this works, food stops being a daily chore. Water still needs attention, but solving one problem at a time is how this becomes manageable.

With farming underway, I checked my signals properly. Two lifepods stood out. One near the Aurora. Another roughly four hundred metres away and one hundred metres down.

I followed the first coordinate carefully. Adjusted for the compass. Reached it.

It was already looted.

I’ve clearly been there before. I don’t remember recording it. At some point in the past, I must have visited, taken what I could, saved, and moved on. Not ideal. From now on, cleared pods get marked properly.

On the way to the second lifepod, I found a wreck and went inside. I can’t help myself. Inside, I found a Battery Charger fragment and another Bioreactor fragment.

The charger is the real win. I’ve been rationing batteries like they’re rare artefacts. One more fragment and that changes completely.

The second lifepod was intact but empty. I had a small laugh at how it had all ended. The ocean has a sense of humour. I took what I could and left.

Back at base, I decided to expand. A tunnel. Another room. The fabricator and I had a brief disagreement about placement, but eventually it cooperated.

The base feels less like a crash shelter now and more like something intentional. At the same time, hull integrity keeps dropping with every addition. The bigger it gets, the weaker it becomes. Reinforcement is climbing the list quickly.

The crops are growing.

That alone changes the tone of everything.

I still need to head back to the Aurora and see what’s waiting in the Captain’s Quarters. That will be deliberate. Planned.

For now, though, survival feels… easier.

I don’t trust that feeling entirely.

But tonight, I’m not chasing fish.

I’m growing them out of the equation.

Continue the Journey

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Super Mario 64 Randomizer – Log 18: Clearing the Battlefield and Finding the Missing Course

Super Mario 64 Randomizer – Log 18: Clearing the Battlefield and Finding the Missing Course

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

Video: Finishing Bob-Omb Battlefield with the 100-coin and red coin stars before discovering Tiny-Huge Island hidden in an unexpected place (no commentary)


One Last Trip to the Battlefield

Much like with Shifting Sand Land before it, the time had come to finish up Bob-Omb Battlefield. I didn’t go in with any particular plan other than knowing there were three stars left to collect here. My thinking was simple enough: whichever of the two main stars I managed to grab first would decide what the next objective would be.

During the process I finally discovered where the Bob-Omb who opens the cannons had been hiding. After all that searching in the previous visit, I now had access to the cannons in the level. A little late perhaps, but still useful to have available.

Flying Through the Battlefield

I decided to aim for the fifth star first. In a normal run this is the one where you fly through the rings of coins, but here the areas were scattered around the map. Fortunately they weren’t too difficult to locate. I made a brief stop on the floating island to collect the final ring and, while I was there, took note of where a few red coins were sitting.

My earlier instinct turned out to be correct. The Wing Cap was going to be necessary to reach them.

Collecting that star brought my total up to ninety stars, which meant I had officially reached three quarters of the total needed for the run. With that milestone in place, I headed back in to deal with the remaining stars.

Coins Before Red Coins

The next task was the red coin star, but before chasing those I decided to tackle the 100-coin star. The reason was simple: wherever the hundredth coin is collected, that’s where the star appears. I didn’t want to risk it spawning high in the air where I would be forced to grab it using the Wing Cap.

I was already planning to use the Wing Cap for the red coins anyway, but this approach meant I could control where the star appeared and keep things simple. It also gave me some extra flight practice. Between the Wing Cap switch course and another red coin stage still ahead, I figured any extra time getting used to the controls would help.

Thankfully the plan worked out cleanly. I gathered the coins I needed, secured the 100-coin star, and then collected the red coins without too much trouble. With those done, Bob-Omb Battlefield was finally complete.

Looking for What I Missed

With the battlefield cleared, the next step was to start checking areas I either hadn’t visited yet or wasn’t entirely sure I had explored properly. I knew there were two entrances upstairs that still needed investigating, but before heading there I decided to check somewhere else first.

The area where Bowser in the Dark World normally sits.

When I jumped in, the answer to the missing course mystery finally revealed itself. The stage waiting there was Tiny-Huge Island.

A Rough Welcome

My first attempt didn’t last very long. The level gave me a fairly direct welcome by ejecting me from the stage almost immediately. The second attempt went better, though, and I managed to grab one of the stars before things got out of hand.

Something else I noticed fairly quickly was that spawning into the stage isn’t consistent. Sometimes I appeared on the tiny island, other times on the huge version. My assumption is that it’s a fifty-fifty chance, although I seemed to land on the huge island more often than the small one during this session.

Mapping the Island

Progress in the level was limited this time around, but it wasn’t completely unproductive. I managed to locate where the five itty-bitty secrets are positioned and also identified the areas where the Piranha Plants can spawn. Even if I didn’t collect many stars here yet, having that information will make the next visit far more efficient.

The Goal Gets Closer

With Bob-Omb Battlefield finished and one more star collected from Tiny-Huge Island, the run now sits at ninety-three stars. Each entry brings the end goal closer, and the castle is slowly running out of places to hide the remaining ones.

Continue the Journey

← Log 17
Log 19 →

🧢 Mario 64 Randomizer Hub

Super Mario 64 Randomizer logs are written after each recording session. Plans rarely survive contact with the castle.

Submerged: A Subnautica Survival Diary – Log 11: Copper, Caves, and Structural Regret

Submerged Log 11: Copper, Caves, and Structural Regret

Platform: Steam Deck

Video: Base upgrades, lifepod dive to 250m, cave panic, and Seamoth improvements (no commentary)


I was going to chase the black box. Then I remembered the giant alien laser. Priorities shifted.

The plan had been simple: head back to the Aurora, find the black box data, and pretend I wasn’t about to get shot out of the sky by an alien cannon.

Reality check: I’m not leaving this planet anytime soon.

If I’m here for the long haul, the base needs to stop feeling like a damp hallway with ambition.

Bulkheads, Flooding, and The Game Laughing Directly at Me

I started by looking at a bulkhead, because in my head that means “less flooding” and “more responsible adult survival.”
In practice, the game basically laughed and told me to enjoy living in a fish tank.

So I pivoted to the upgrades that actually move the needle:
more power and medical supplies.

Solar Power and the Medkit Fabricator: A Short Story About Suffering

Goal one: another solar panel.
Goal two: a medkit fabricator, because I’m tired of treating “hope” as a healing item.

Then I checked what I needed and immediately had a new enemy: creepvine samples.
Not because they were hard to get.
Because I already had them.
And then I ate them.

So off I went to replace the snacks I shouldn’t have treated as snacks.

Radio Interruptions: Lifepod 4 Joins the To-Do List

Mid-upgrade, I got a distress signal from Lifepod 4, with the helpful advice to wear a radiation suit.
Which is fair.
But I’ve already handled that situation.

So Lifepod 4 gets added to the list of places I will absolutely go to…
once I’m done putting out the current fires I set myself.

Copper: The Myth, The Legend, The Personal Insult

Copper remains elusive.
I’m finding diamonds more often than copper, which feels like the planet is doing comedy at my expense.

All of this because I need copper wire for a computer chip.
Which means the moment I want to build something “basic,” the universe decides I need to earn it.

At this point I’m seriously considering a scanner room, purely so I can stop living my life like a metal detector with legs.

Medkit Fabricator Online (Finally)

Once the medkit fabricator was up and running, I moved on to a quality-of-life upgrade I should have made ages ago:
a beacon.

I named it “base”, because:

1) it is a base

2) I would like to find it again

3) I don’t need to overthink this

Valentino Goes Deep: The 250m Lifepod Run

With “base” now marked like a sensible person would do, I took Valentino for a drive to a lifepod sitting around 250m down.

Naturally: no survivors.
The ocean doesn’t do happy endings.

But I did come away with something useful: a blueprint for a Repulsion Cannon.
I still need a Modification Station before I can get too excited, but I’ll take a win when it shows up.

The Beautiful Cave That Immediately Became A Problem

Next up: a cave near another lifepod location.
The cave itself is gorgeous.
It’s also the kind of place where you realise, mid-swim, that you have no idea where the exit is.

And that’s when I moved “make a beacon” from “good idea” to “non-negotiable survival requirement.”

I eventually found my way back out, and I didn’t drown in a glowing underwater postcard, so that counts as success.

Valentino’s New Problem: He Can’t Go Anywhere Without Taking Damage

Back at base, I had a new priority: hull reinforcement for Valentino.
He couldn’t so much as breathe underwater without scraping something and taking damage.

So I did what any reasonable person would do:
I went hunting for diamonds.
For armour.
On a submarine scooter.
Completely normal.

Eventually I got lucky and upgraded Valentino with:

  • Hull Reinforcement
  • Storage Module

Now he’s tougher, roomier, and slightly less likely to come home looking like he lost a fight with a rock.

Next Time (If Copper Stops Playing Hard To Get)

  • Hit Lifepod 4 (radiation warning acknowledged, thanks)
  • Seriously consider a Scanner Room to end the copper scavenger hunt
  • Start working toward the Modification Station so that Repulsion Cannon isn’t just a tease
  • Revisit the Aurora plan… after accepting I’m probably getting shot down anyway
Continue the journey:

Log 10 | Log 11 (You are here) | Log 12

Super Mario 64 Randomizer – Log 17: Quicksand Flights and a Missing Bob-Omb

Super Mario 64 Randomizer – Log 17: Quicksand Flights and a Missing Bob-Omb

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

Video: Red coin hunt in Shifting Sand Land, risky Wing Cap flights over quicksand, the 100-coin star inside the pyramid, and Bob-Omb Battlefield exploration (no commentary)


Choosing the Right Star

With only two stars left in Shifting Sand Land, I knew exactly which one I wanted selected on the menu screen: In the Talons of the Big Bird. The logic behind that choice was simple. The bird only bothers you once the star is loose. If it’s already holding the star, it tends to keep to its usual route and leaves you alone. That meant I could focus on everything else in the level without worrying about being harassed mid-jump.

Naturally, I forgot to do that as, because the star I actually selected to tackle was the red coin star. So I was already off to a fantastic start.

Two Coins Missing

The real problem was that I didn’t know where two of the red coins were. On previous visits I had already located six of them, which meant the final pair had to be somewhere I had overlooked. As soon as I entered the course, though, I spotted them. Both coins were hovering near the platforms above the quicksand.

Close enough to see clearly, but not close enough that I could simply grab the edge of a platform and hang down to collect them. The moment I saw their position, it was obvious this was going to require a slightly more creative solution.

The Wing Cap Gamble

I ran through the possible options and quickly came to the conclusion that there really was only one way to do this. The Wing Cap. I would have to fly low enough to clip the coins, but still high enough to avoid landing in the quicksand beneath them. The margin for error wasn’t exactly generous.

While moving around the level, I also discovered something I hadn’t noticed before. Standing under the tree triggers a warp that takes you over near the cannon area. Useful information, but it also strips away the Wing Cap, which makes it less helpful for what I needed right now. So I warped back and prepared for the flight.

The first coin went surprisingly smoothly. I lined up my approach, dipped just low enough to grab it, and then pulled away before gravity could do anything unpleasant. The second coin was a little more nerve-wracking. I clipped it successfully, but my landing was low enough that if Mario had touched down in the wrong place, he would have been swallowed by the quicksand immediately.

Thankfully that didn’t happen. One more short flight later, the red coin star appeared.

The Bird Gets Involved

Of course, the big bird still managed to make itself part of the situation. On one of its passes it snatched my hat, which meant I had to wait for it to circle back so I could give it a well-timed boot and reclaim it. Hat recovered, star collected, and one more problem solved.

The 100-Coin Question

That left the 100-coin star. I wasn’t completely sure how many coins I would need before entering the pyramid, so I started with the Pokey enemies. Each segment drops a blue coin, which meant twenty coins almost immediately. A good start.

During this process I also discovered something else: there’s a green shell in this level. That would have been incredibly useful information before I started performing aerial gymnastics over quicksand, but at least I know about it now.

Once I felt confident that my coin total was high enough, I entered the pyramid and gathered the remaining coins needed to push the total to one hundred. With the star secured, Shifting Sand Land was finally complete.

Since the course itself was finished, there wasn’t much reason to grab another star inside the pyramid. I exited the level and turned my attention to Bob-Omb Battlefield.

The Missing Cannon Bob-Omb

The next task seemed straightforward: find the Bob-Omb who opens the cannons. In a normal run they’re hard to miss, but the randomizer has a habit of moving things around in ways that make the obvious suddenly harder to locate.

I found the Bob-Omb who tells me I need to find the cannon operator, and I even spoke to him twice just in case he might suddenly decide to help me. No luck.

While searching the level, I did manage to find the star tied to the floating island in the sky. In fact, it was sitting almost directly behind where the normal spawn point for the level would be. That made one more star for the total.

A Detour to the Island

I decided to try one more time to locate the cannon Bob-Omb. I’m not entirely sure I’ll actually need the cannons in this seed, but having them available always feels safer than not having them.

My suspicion was that the Bob-Omb might be on the floating island itself. I wasn’t particularly confident about jumping there, so I grabbed another Wing Cap and flew across instead.

No Bob-Omb waiting for me, but there was another star sitting there. At that point it would have been rude not to collect it.

Closing the Gap

That leaves the run sitting at eighty-nine stars collected, with thirty-one still out there somewhere in the castle. The randomizer has already shuffled enough things around that every familiar level still manages to hold a few surprises.

And somewhere in Bob-Omb Battlefield, there’s still a cannon-opening Bob-Omb that has decided to go missing.

Continue the Journey

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Super Mario 64 Randomizer logs are written after each recording session. The plan rarely survives contact with the level.

Stranded: A Minecraft Survival Diary – Log 8: Fences, Markers, and a Camel I Didn’t Expect

Stranded – Log 8: Fences, Markers, and a Camel I Didn’t Expect

Platform: Steam Deck
Mode: Survival
Format: No Commentary

Video: Finishing Copyright Bridge, desert exploration, marker system test, creeper incident, and unexpected camel ride (no commentary)


Before I even reached Copyright Bridge, the universe reminded me why it carries that name. As I was walking toward it, and then along it, another music copyright claim appeared. I didn’t even react at this point. It felt fitting. Of all the places for it to happen, it would be there.

I knew exactly what today was for. Finish the fence on Copyright Bridge, then find the village. No wandering aimlessly. No losing everything again. I had a plan.

First, I counted fences. Not guessed. Counted. The bridge needed more than I had, so there was another trip for wood before anything else. Once that was done and the final pieces were placed, I shifted a bit of sand into place and stepped back to look at it. Copyright Bridge now has a full fence. It wasn’t part of the original design, but the more I used it, the more it felt unfinished without one. Now it looks intentional. Safer too.

With infrastructure secured, the village was next. I could have checked the previous recording to see exactly where it was. That would have been efficient. I chose not to. Instead, I headed in the direction I believed I’d taken before.

This time I came prepared. Every so often, when I felt distance building, I stacked three cobblestone blocks vertically and placed a torch on top. A simple pillar. Visible from range. When it felt right, I repeated the process. As darkness began creeping in, I placed one marker with a small sign reading “Go South.” Future me will appreciate that clarity.

Along the way, I stumbled across something I missed previously. Gold blocks. Actual gold blocks embedded in a ruined structure, surrounded by what looked like Nether blocks. I tried mining one with a copper pickaxe. It shattered. Lesson learned. Not everything yields just because you swing at it.

I saw camels nearby and took it as confirmation I was close to the desert village again. For a moment I believed I could see the village tower in the distance. I was wrong. The shape resolved into something else entirely. Doubt crept in. I suspected I might be heading off course, but I pushed forward a little longer. I found a small cluster of coal, maybe three blocks total, and placed another marker before the light faded too far.

I was feeling confident about the marker system. Then I turned around and saw a creeper.

I won’t pretend there was time for strategy. The explosion followed. Creepers must wear slippers. That’s the only explanation. This is the second time one has reached me without warning.

The difference this time was preparation. I knew exactly where I was. The cobblestone pillars stood visible in the distance. One quick sprint, swim, and series of awkward jumps later, I had recovered every item. No panic. No guessing. Just execution.

I decided to end exploration for the night. The desert feels unpredictable, and I don’t intend to overextend again. Before leaving, I tried feeding one of the camels bread. It didn’t take it, but somehow I ended up on its back instead. That discovery alone felt like progress. I had no idea riding them was an option. I tried offering bread again. Still nothing.

I returned home the way I came, following my markers precisely as intended. Back across Copyright Bridge. Back inside. I ate a cookie and went to sleep.

The desert is hazardous for now. Next time, I may try following the water instead. It feels more predictable. Less exposed.

Continue the Journey

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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.

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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.

Stranded: A Minecraft Survival Diary – Log 7: Reinforcement, Not Recovery

Stranded – Log 7: Reinforcement, Not Recovery

Platform: Steam Deck
Mode: Survival
Format: No Commentary

Video: Reforging armour, expanding the farm, naming Copyright Bridge, and another descent into the mine (no commentary)


After the explosion last time, I headed out with the intention of recovering what I’d lost. It didn’t take long to realise two problems. I had no idea where it happened, and I hadn’t even started recording. I turned back, returned to the house, stood beside my bed, and only then began the capture. It felt deliberate. It wasn’t.

The gear is gone. No landmarks, no coordinates, just a vague direction and a crater somewhere in the world. I chose not to chase it. Instead of wandering blindly, I reset. Start again. Prepare properly.

The mine had already provided enough copper for that decision to work. I forged a full set of copper armour and equipped it immediately. It isn’t iron, but it feels like protection. I crafted multiple copper pickaxes as well. If I am going to live underground half the time, I need tools ready before I need them.

I expanded the farm slightly. One extra line of wheat. Nothing dramatic, but more wheat means more bread, and more bread means fewer mistakes caused by hunger. Small adjustments compound over time.

I also decided the bridge deserved a name. If I am staying longer than planned, the area needs structure. Given the trouble this bridge has caused me, there was only one fitting title. I placed a sign beside it and named it Copyright Bridge. No ceremony. Just documentation.

Then it was back to the mine, and back to water. No matter where I dig, I find it. I could mine straight up and still uncover a leak. I have lit the tunnels as aggressively as possible. I refuse to be caught mid-swing by something I should have prevented.

The sounds don’t help. Zombies echo through stone. At other times it’s drowned. I keep reminding myself the mine is secure, but sound travels in ways confidence does not.

The mine rewarded persistence with more coal and copper. Coal keeps the torches burning. Copper keeps the tools in rotation. I may need to prioritise weapons soon. If I’m hearing drowned underground, they’re closer than I’d prefer.

I eventually stopped not because of fear, but because the pickaxes began to break in sequence. That is usually my signal. I could place a bed closer to the shaft and reduce travel time, but I won’t. The mine should feel like labour. The house should feel like shelter. I intend to keep that distinction.

I expanded storage slightly when I returned. Organisation reduces mistakes. After that, I turned my attention back to Copyright Bridge. I don’t trust drowned wandering onto it while I’m crossing. A fence felt necessary.

While gathering wood, I found cocoa beans. A small discovery, but meaningful. Cookies are now possible. They won’t solve anything, but morale counts.

I misjudged the amount of fencing required. I didn’t even cover one full side of the bridge. That can wait. Tonight, I have armour again, crops growing, and a mine that remains intact.

Square one isn’t defeat. It’s reinforcement.


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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.

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