KRUNCH% Entry 7 | The Wizpig Wall Finally Falls


KRUNCH% Entry 7 | The Wizpig Wall Finally Falls

Seed: 232968 • Platform: Steam Deck • Character: Krunch • Format: No Commentary


The Race I Kept Avoiding

There is something I have been putting off for a while now.

Something waiting patiently for me in Dragon Forest.

Wizpig 1.

For those unfamiliar with Diddy Kong Racing, Wizpig 1 is one of the biggest walls in the entire game. The race itself sounds simple enough on paper:

  • Three laps
  • No balloons
  • Only zippers

In reality, it is one of the toughest skill checks in the game.

And Wizpig does not care how well the randomizer has treated you beforehand.

I have watched speedrunners destroy this race with T.T., the character many consider the best racer in the game.

The last time I personally beat Wizpig 1 was years ago on Adventure 2 using Tiptup.

This time?

I am doing it with Krunch.

Arguably the worst racer in the game.

At this point, I genuinely just want to prove to myself that it can actually be done.


Attempt After Attempt

Thankfully, the randomizer decides not to become completely evil here and gives me the standard Wizpig race.

Three laps.

Wizpig himself, however, shows absolutely no mercy.

Before starting, I establish a small rule for myself:

Five attempts maximum.

If I fail all five attempts, I reload the save state and reset mentally before trying again.

Simple.

Reasonable.

Probably necessary.

What follows is over an hour of learning how Krunch actually works under pressure.

Every failed attempt teaches me something new:

  • Be gentle with the control stick
  • Do not panic steer after zippers
  • Let the kart settle naturally
  • Know when to release the A button and when to accelerate again

More than anything else, the race becomes about consistency.

You do not need a perfect run where every zipper is flawless.

But you need to get dangerously close to one.

One bad correction.

One bad angle.

One missed zipper.

And Krunch immediately reminds you why most people do not pick him.


Attempt 7

Then Attempt 7 happens.

I get the blue boost at the start.

Good.

I need that if I want any chance of staying near Wizpig.

I hit the zippers cleanly and move into lap two right behind him.

Then, on the first zipper of lap two, I take the lead.

By lap three, I am somehow still ahead.

Not comfortably.

Not safely.

Just enough to keep believing this might actually happen.

Then the final zipper arrives.

Wizpig slips back ahead after I spend most of lap three in first place.

I hit the purple zipper.

The kart surges forward.

The finish line appears.

1st place.

Honestly, I still do not fully know whether Wizpig pushed me across the line or not.

It was that close.

A complete photo finish.

And honestly?

I do not care.

I had just beaten Wizpig 1 with Krunch.


Tears At The Finish Line

Wizpig 1 is already considered one of the toughest races in Diddy Kong Racing.

Beating him with Krunch feels like a genuine flex in anybody’s book.

I let the cutscene and credits roll while sitting there crying tears of joy.

Years ago, when I first booted up Diddy Kong Racing on the Nintendo 64, I never imagined I would one day come back and beat one of childhood gaming’s biggest walls using the character most people would never willingly choose for it.

Back then, Tiptup was enough.

Now?

Krunch survived.


The End Of Seed 232968

And honestly, this feels like the right place to end this particular randomizer.

Seed 232968 has taken me through Smokey 2, Darkmoon Caverns, Star City, Silver Coin Challenges, and more than a few moments where I questioned whether the randomizer was actively trying to ruin my day.

Most importantly, it taught me things about Diddy Kong Racing that I had never really needed to learn before.

A-tapping.

Better drifting.

Split timings.

How much speed can be gained or lost through tiny mistakes.

Then came Frosty Village.

A one-lap Silver Coin Challenge that became the wall of the entire run.

Could it be beaten?

Probably.

Given enough time, enough attempts, and enough stubbornness, I suspect Krunch could eventually force his way through.

But Survivor Incognito has always been built around one simple idea:

Surviving, Not Suffering.

The challenge stopped being an adventure and started becoming a grind.

So rather than spend weeks throwing Krunch at the same obstacle, I decided to call this run where it felt complete.

At Wizpig 1.

The wall that had been waiting for me since the beginning.

The race I kept avoiding.

The race that finally fell.

Seed 232968 may not be fully complete, but it achieved exactly what I wanted it to achieve.

Krunch survived.

And somewhere beyond the finish line, a brand new randomizer seed is already waiting.


Episode Video


Progress Log

  • Current Seed: 232968
  • Balloons: 18
  • Wizpig Amulet Pieces: 2
  • T.T. Amulet Pieces: 2
  • Bosses Defeated: Bubbler 2, Smokey 2, Bluey 1, Wizpig 1
  • Current Threat Level: Chapter complete

Continue the Journey


Entry 6 | Somehow, Star City Went Well ←


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Next: KRUNCH% – DKR Randomizer 2.0 begins soon.


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KRUNCH% Entry 6 | Somehow, Star City Went Well

KRUNCH% Entry 6 | Somehow, Star City Went Well

Seed: 232968 • Platform: Steam Deck • Character: Krunch • Format: No Commentary


The Star City Gamble

I finally make my decision regarding Star City’s Silver Coin Challenge.

I am going to attempt it.

Admittedly, this already feels like a terrible idea, so I establish a rule beforehand:

Three attempts maximum.

If I fail all three attempts, I leave and investigate Sherbet Island’s original door instead.

Simple.

Reasonable.

Almost responsible, even.

Then I load into the challenge and immediately regret everything.

The randomizer gives me two laps on the Adventure 2 version of Star City, which honestly might have been worse if I had attempted it immediately after the standard race. At least now my muscle memory is confused in an entirely different direction.

What follows is somehow one of the strangest races of the campaign so far.

I am leading.

I only have three coins left entering the final lap.

Krunch is behaving himself.

And before I fully process what is happening, I somehow collect every coin and finish the race in first place.

On the first attempt.

Honestly, I am still not entirely convinced that actually happened.


Treasure Caves Appears

With sixteen balloons collected, I decide it is finally time to investigate whether the missing Snowflake Mountain course is hiding behind Dragon Forest’s door.

Turns out it is.

Treasure Caves.

The randomizer gives me four laps here, which after Star City honestly feels almost relaxing.

More importantly, I can feel myself slowly getting more comfortable controlling Krunch in the car.

Not perfect.

But noticeably better.

And considering Wizpig 1 is somewhere nearby waiting patiently for my eventual suffering, I will absolutely need that improvement.


One Lap Of Panic

After Treasure Caves, I decide to grab the Snowflake Mountain key and finally unlock the corresponding door.

This means heading to Snowball Valley.

Which is apparently where the randomizer decides to become funny again.

Because after giving me multiple extended races recently, it now decides Snowball Valley should only last a single lap.

Immediately, I abandon any thoughts of grabbing the key during the race itself.

Winning comes first.

The first two attempts are complete disasters.

The third attempt, however, finally works.

Balloon number eighteen is secured.

Only then do I head back in to grab the key properly.


Bluey 1 Returns

With the key collected, I finally make my way to the Snowflake Mountain door.

Behind it waits:

Bluey 1.

I immediately break into a smile.

Back when I originally played Diddy Kong Racing years ago, I used to replay Bluey 2 purely for fun. So seeing Bluey appear here already feels oddly nostalgic.

The fact this fight takes place in the hovercraft while using Krunch somehow makes things even better.

At this point, the hovercraft genuinely feels like Krunch’s natural habitat.

I even grab a blue balloon during the race purely because I can.

The race itself ends comfortably.

And with Bluey defeated, the Snowflake Mountain Silver Coin Challenges are now unlocked.


The Island Keeps Pulling Me Forward

Wizpig 1 remains tempting.

Very tempting.

But I still have other routes available before I commit to that problem.

Most notably:

The original Sherbet Island door.

And honestly, the more the island keeps hiding things behind unexpected routes, the more I want to know what is waiting there.


Episode Video


Progress Log

  • Current Seed: 232968
  • Balloons: 18
  • Wizpig Amulet Pieces: 2
  • T.T. Amulet Pieces: 2
  • Bosses Defeated: Bubbler 2, Smokey 2, Bluey 1
  • Current Threat Level: Controlled instability

Continue the Journey


Entry 5 | The Island Starts Showing Its Hand ←


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Entry 7 | →

KRUNCH% Entry 5 | The Island Starts Showing Its Hand

KRUNCH% Entry 5 | The Island Starts Showing Its Hand

Seed: 232968 • Platform: Steam Deck • Character: Krunch • Format: No Commentary


Options Are Running Thin

At this point, the island is starting to corner me a little.

I still have not investigated what hides behind the original Sherbet Island and Snowflake Mountain doors, but then I remember something important: I still have the key for the Dragon Forest door.

Which means it is time to head there instead.

Once inside, I decide to investigate exactly what is waiting for me throughout the area.

  • Snowball Valley
  • Frosty Village
  • Greenwood Village
  • Wizpig 1

At least now I finally know where Wizpig is hiding.

I have absolutely no intention of dealing with that problem anytime soon.

For now, I am here for the newly unlocked door:

Everfrost Peak.


Krunch Finally Gets To Fly

At this stage, I am becoming increasingly convinced that most of Snowflake Mountain has somehow migrated directly into Dragon Forest.

There is still one missing course from the world, but honestly, at this rate I would not be surprised if it eventually turns out to be hiding behind Sherbet Island’s door.

Everfrost Peak gives me five laps in the plane.

Which means this is finally one of those rare moments where Krunch feels genuinely dominant.

Once he gets moving in the plane, the sheer speed becomes ridiculous.

So ridiculous, in fact, that I end up lapping every other racer before the race is over.

For once, the randomizer actually feels generous.


Star City Appears

After finishing Everfrost Peak, I decide to finally investigate the Snowflake Mountain door.

Behind it waits Star City.

Which means I have now located two of Future Fun Land’s tracks.

The race itself gives me four laps to survive.

Thankfully, while Star City still contains several tight corners, I am slowly becoming more comfortable controlling Krunch in the car. Not perfectly comfortable, obviously. That would suggest stability, and KRUNCH% appears fundamentally opposed to that concept.

Still, the race itself goes surprisingly smoothly.

And then the island presents me with a problem.


The Silver Coin Dilemma

With fifteen balloons collected, my options are starting to branch in dangerous directions.

Really, I only have two major paths available to me right now:

  • Investigate what lies behind Sherbet Island’s original door.
  • Attempt Star City’s Silver Coin Challenge.

And honestly, after what Darkmoon Caverns Coins did to my hands a few entries ago, I am not entirely convinced I want to immediately throw myself into another high-pressure coin challenge.

Especially not on Star City.

Not yet.

So instead, I decide to stop there for the day and think about the next move carefully.

Because the island is no longer simply shuffling tracks around.

It is starting to ask difficult questions.


Episode Video


Progress Log

  • Current Seed: 232968
  • Balloons: 15
  • Wizpig Amulet Pieces: 2
  • T.T. Amulet Pieces: 2
  • Wizpig 1 Location: Confirmed
  • Current Threat Level: Increasing strategic instability

Continue the Journey


Entry 4 | Krunch Versus Basic Driving ←


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Entry 6 | →

KRUNCH% Entry 4 | Krunch Versus Basic Driving

KRUNCH% Entry 4 | Krunch Versus Basic Driving

Seed: 232968 • Platform: Steam Deck • Character: Krunch • Format: No Commentary


Back To Sherbet Island

Now that I have the key for the Sherbet Island door, I decide it is finally time to pay the place a visit. Naturally, reaching it still requires travelling through Snowflake Mountain and then Dino Domain first, because the island no longer believes in straightforward progression.

I still cannot help wondering what is hiding behind the original Sherbet Island and Snowflake Mountain doors, but for now I am trying to stick to a rough path through the campaign — mostly by prioritising whichever doors I currently have enough balloons to enter.

Once inside, I begin investigating the available routes.

Future Fun Land.

Darkwater Beach.

Boulder Canyon.

Hot Top Volcano.

Honestly, not a bad selection.

Before dealing with any of those properly, however, I notice another unlocked door waiting for me:

Smokey Castle.


Smokey Castle And The Banana Incident

The objective here is simple enough: collect ten bananas before the other racers.

Unfortunately, the race also involves driving a car.

Which means it is time for Krunch to once again demonstrate that he has no interest whatsoever in cooperating with basic steering.

The hovercraft feels manageable.

The plane feels surprisingly comfortable.

The car, however, feels like Krunch is actively improvising his own route through every corner.

To be fair, there are moments where everything suddenly clicks and the speed becomes incredible. Unfortunately, those moments are usually followed by Krunch deciding that the wall looks approachable.

Still, despite the chaos, I eventually secure all ten bananas and earn my first piece of the T.T. amulet.

The second one will not be far behind.


Hot Top Volcano Redemption

Next comes Hot Top Volcano.

Four laps of it.

After spending the last two entries wrestling with Darkmoon Caverns, this course feels genuinely relaxing by comparison.

For once, Krunch and I appear to be in agreement regarding where the plane should actually go.

The race goes so well that I end up lapping at least three of the other racers on my way to securing balloon number twelve.

Honestly, after Darkmoon Caverns, I needed that confidence boost.


Boulder Canyon Fights Back

After Hot Top Volcano, I move on to Boulder Canyon — one of my favourite courses in Diddy Kong Racing.

There is another key available here, so naturally I decide to grab it.

For once, however, Krunch is not the problem.

The course itself is.

To reach the key, I need to ring the bell that raises the drawbridge leading toward it. What follows is an embarrassingly long struggle to actually make that happen consistently.

The other racers eventually lap me while I continue fighting the course itself.

Once the key is finally secured, I reset the race properly and complete yet another four-lap event to secure balloon number thirteen.

At this point, the randomizer appears deeply committed to making every race last as long as possible.


Darkwater Beach

The final stop of the session is Darkwater Beach.

Thankfully, this one is a battle challenge rather than a standard race. The objective is simple: be the last racer standing.

I immediately prioritise red balloons for the homing missiles and spend most of the challenge aggressively firing rockets at anything unfortunate enough to appear nearby.

The strategy works.

I secure victory and earn the second piece of the T.T. amulet.


The Island Continues To Collapse

With more balloons collected, my available routes are beginning to narrow.

Thankfully, I now have the key for the Dragon Forest door, which at least gives me another direction to explore.

Still, I am quickly reaching the point where I will need to investigate the original Sherbet Island and Snowflake Mountain doors properly.

At some stage, the randomizer is going to force me to confront whatever horrors are hiding behind them.

That feels like a problem for future me.


Episode Video


Progress Log

  • Current Seed: 232968
  • Balloons: 13
  • Bosses Defeated: Bubbler 2, Smokey 2
  • T.T. Amulet Pieces: 2
  • Current Threat Level: Krunch versus automotive engineering

Continue the Journey


Entry 3 | Darkmoon Caverns Fights Back ←


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Entry 5 | →

KRUNCH% Entry 3 | Darkmoon Caverns Fights Back

KRUNCH% Entry 3 | Darkmoon Caverns Fights Back

Seed: 232968 • Platform: Steam Deck • Character: Krunch • Format: No Commentary


Darkmoon Caverns Round Two

With Darkmoon Caverns still fresh in my mind, I decide it is time to tackle my first silver coin challenge of the randomizer.

For those unfamiliar with Diddy Kong Racing’s silver coin races, the objective is simple in theory: collect all eight silver coins and still finish the race in first place.

Unfortunately, this is KRUNCH%, where nothing is ever allowed to remain simple.

With the randomizer settings active, I have no idea how many laps the game is about to demand. Thankfully, Darkmoon Caverns gives me five laps to work with. Considering the alternative could have been one lap, I am choosing to view this as mercy.


Attempt One Goes Poorly

The first attempt actually goes reasonably well from a coin collection perspective. I manage to locate and collect every silver coin without too much trouble.

The racing itself is the problem.

By lap four, it becomes painfully obvious that the run is collapsing. Krunch is fighting every corner, momentum is inconsistent, and the race no longer feels recoverable.

I decide to restart.

Which, honestly, feels like the correct survival decision.


The Coin That Nearly Ended Me

The second attempt goes significantly better.

I collect seven coins cleanly and know exactly where the final one is waiting. More importantly, I spend a large portion of the race holding first place, which immediately makes the pressure worse.

By the final lap, things begin to unravel slightly.

I drop into second place while still missing the final coin. Thankfully, the racer ahead of me clips one of the craters, allowing me to retake the lead. Suddenly, the race is still alive.

All I need to do is grab the final coin positioned before the second loop.

I drive directly into it.

At that point, I know the race is mine.

I head into the loop already doing victory laps in my head while Krunch somehow continues holding the lead together long enough to survive the final section of the race.

One final corner remains.

I cross the finish line in first place.

I immediately start fist pumping the air in celebration.

The hardest challenge of the randomizer so far is finally complete.

Although somewhere out there, Wizpig 1 is still waiting for me, and I strongly suspect that particular problem is going to be considerably worse.


Crescent Island Appears

With nine balloons collected, I briefly get lost trying to remember where I actually intended to go next.

Eventually, I remember that the nine-balloon door inside Snowflake Mountain still needs investigating.

Behind it waits Crescent Island.

And naturally, the randomizer decides this should be another five-lap race.

At this point, I am beginning to suspect the island simply enjoys watching my hands suffer.

The Sherbet Island key is available here, so I prioritise grabbing that before restarting properly for the race win.

Tiptup proves to be an immediate problem.

Not only are they faster than me, they also appear significantly more capable of driving in a straight line. Meanwhile, Krunch continues narrowly missing boost pads like he has developed a personal grudge against them.

Eventually, I manage to overtake Tiptup and maintain the lead for the remainder of the race.

Thankfully, Crescent Island is nowhere near as physically painful as Darkmoon Caverns. There are still some tight turns, but nothing too severe.

Although I suspect the silver coin challenge here will eventually attempt to change that.


The Hovercraft Challenge

With ten balloons collected, it is finally time for the hovercraft challenge.

Compared to everything else happening in this randomizer, the challenge itself is surprisingly straightforward. Three laps pass without any major disasters.

The real struggle begins when attempting to actually collect the balloon afterwards.

It genuinely feels like the balloon is attempting to actively avoid me.

Eventually, I manage to grab it and secure balloon number eleven.

Which means the door to where Sherbet Island should normally be is now open.

Unfortunately, I still have not investigated the door leading to where Snowflake Mountain itself has ended up.

But that feels like a problem for another day.


Episode Video


Progress Log

  • Current Seed: 232968
  • Balloons: 11
  • Bosses Defeated: Bubbler 2, Smokey 2
  • Silver Coin Challenges Cleared: Darkmoon Caverns
  • Current Threat Level: Increasing mechanical instability

Continue the Journey


Entry 2 | Darkmoon Caverns And The Five Lap Disaster ←


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Entry 4 | Krunch Versus Basic Driving →

Submerged: A Subnautica Survival Diary – Log 17 | The Descent Continues

Submerged: A Subnautica Survival Diary – Log 17 | The Descent Continues

Platform: Steam Deck
Mode: Survival – No Commentary

Video Entry

Apparently, the answer has been staring me directly in the face this entire time.

I checked my PDA and noticed something I had completely overlooked before: a clue mentioning a Disease Research Facility located 800 metres down near skeletal remains.

I have already been somewhere with skeletal remains 800 metres below sea level.

So naturally, I’m going back.

I take both my orange and purple tablets with me just in case. At this point I’ve learned that alien doors have a habit of refusing entry unless you happen to be carrying the correct glowing geometry.

One More Stop At The Aurora

Before descending, I decide to stop by the Aurora wreckage one more time. I had a feeling I didn’t properly loot it during my last visit.

Turns out I was right.

I found another hole in the hull leading deeper inside and eventually came across a Cyclops Thermal Module.

Very useful timing considering what I’m preparing for.

The Disease Research Facility

Once I reach the skeletal remains in the Lost River, I head left and finally find the Disease Research Facility.

To make this even worse, I realise I could have discovered this place during my previous visit if I had simply paid more attention. The only reason I found it at all was because I had been hunting for Ruby in the area and didn’t want to properly explore the structure without recording it.

Did I scout for an entrance beforehand?

No.

That would have been sensible.

Eventually I locate a way inside and immediately find somewhere to insert one of my alien tablets. The facility powers up enough for me to access alien data terminals, and suddenly several things become painfully clear all at once.

First: there may actually be a cure for the infection I’m carrying.

Second: the facility containing that cure is approximately 1.4 kilometres below sea level.

That is currently well beyond my capabilities.

For now.

While exploring further I recover Ion Cubes and additional alien data. I also learn something I already suspected: I am the last surviving crew member of the Aurora, and the quarantine enforcement platform is specifically preventing infected lifeforms from leaving the planet.

Good thing I didn’t build the Neptune Rocket yet. That would have been an incredibly brief launch sequence.

I also finally learn the true purpose of the Warpers.

They are effectively hunter-killers designed to eliminate infected targets.

Which means every encounter I’ve had with them suddenly makes a lot more sense.

So now I know what happened to the Aurora crew.

And likely what happened to the Degasi survivors too.

The Time Has Come

But now I finally have direction.

The cure exists.

It is below me.

And if I want to reach it, I need to descend another 600 metres beyond my current limit.

Which means the time has finally come.

I’ve spent the last several entries preparing for this off camera: building infrastructure, gathering materials, expanding the base, stockpiling supplies and trying to make sure I don’t descend into the planet completely unprepared.

I return to my larger base, empty out the lockers containing all the materials I’ve gathered and head for the Mobile Vehicle Bay.

I even wait for sunrise because if I’m about to construct giant survival vehicles, I may as well make it look cinematic.

The Prawn Suit

First up: the Prawn Suit.

It still doesn’t have a proper name or colour scheme yet. That sounds like a problem for future me.

But the important thing is that it exists.

And unlike Valentino, it can already reach 900 metres below sea level without immediately complaining about pressure.

That alone makes it valuable.

The Cyclops Problem

Then came the real objective: the Cyclops.

I press the button and immediately get informed that the water is too shallow.

Excellent start.

I briefly consider dragging everything back to the larger base before remembering my original base should still be located in deeper water.

So naturally I load the Mobile Vehicle Bay onto my back, climb into the Prawn Suit and begin walking across the seabed.

It is slower than travelling in Valentino.

But honestly?

Possibly just as entertaining.

Eventually I reach deeper water and try again.

Attempt number two succeeds.

I officially have a Cyclops.

The onboard AI calmly informs me the vessel is designed for a three-person crew.

Unfortunately for the Cyclops, there is only me.

We will adapt.

Preparing For The Descent

Before ending the expedition, I install a MK1 depth module into the Cyclops to improve its diving range.

Eventually it will need a MK2 or MK3 upgrade if I want to reach the 1.4 kilometre facility.

But for now, the next objective is preparation.

I want both the Cyclops and Prawn Suit outfitted as thoroughly as possible before continuing deeper into the Lost River.

I still have no idea what ultimately waits below the planet.

I only know one thing for certain:

I would rather face it prepared.


Continue The Journey

Previous Log: Submerged Log 16
Next Log: Coming Soon
Series Hub: Subnautica Hub


Related Subnautica Content

KRUNCH% Entry 2 | Darkmoon Caverns And The Five Lap Disaster

KRUNCH% Entry 2 | Darkmoon Caverns And The Five Lap Disaster

Seed: 232968 • Platform: Steam Deck • Character: Krunch • Format: No Commentary


Back Into Snowflake Mountain

With progression still fairly limited, I decide to return to Snowflake Mountain to investigate what waits behind the six-balloon door.

Apparently, the answer is Dino Domain.

So if I want to visit Dino Domain in this randomizer, I now need to take a detour through Snowflake Mountain first. That feels entirely normal and not concerning whatsoever.

I briefly consider checking where Snowflake Mountain itself has been relocated to, but curiosity wins out. I want to know what the randomizer has hidden behind Dino Domain’s doors first.

The results are already questionable.

Darkmoon Caverns now occupies Hot Top Volcano’s slot, while Smokey 2 has been shoved behind Fossil Canyon’s door.

So naturally, I decide to fight Smokey 2.


Smokey 2 Goes Better Than Expected

Beating Smokey 2 would secure the second piece of the Wizpig amulet and remove another major boss from the campaign early. Unfortunately, the randomizer has once again decided this should happen on the mirrored Adventure 2 version of the race.

Over four laps.

Could be worse, I suppose.

I get the best possible boost at the start of the race and immediately fly directly into a fireball, which feels like an excellent summary of KRUNCH% so far.

Thankfully, the recovery goes significantly better than the opening corner.

Between aggressive flying, momentum preservation, and two blue balloon speed boosts, I manage to overtake Smokey shortly before the end of lap one. Once Krunch gains momentum, he becomes surprisingly difficult to stop, even if controlling him still feels like negotiating with heavy machinery.

From there, I hold the lead for the remainder of the race and secure the second Wizpig amulet piece.

For a character widely considered one of the worst racers in the game, Krunch becomes genuinely dangerous once the speed starts building.


Whale Bay And A Quick Reconnaissance Mission

With Smokey 2 defeated, I investigate the remaining balloon doors inside Dino Domain.

One leads toward Dragon Forest.

The other leads to Whale Bay.

I choose Whale Bay first. The randomizer grants me a relatively merciful version of the race this time: only two laps on the mirrored Adventure 2 layout.

Compared to everything else happening in this seed, the race feels surprisingly stable. I secure first place without much resistance and continue exploring the island to see what other horrors the randomizer has prepared.

Fire Mountain’s entrance now leads to Sherbet Island, which somehow feels completely believable at this point.


The Return To Darkmoon Caverns

Then I remember something important.

The music in Darkmoon Caverns.

I spent an unreasonable amount of time in this course back when I originally played Diddy Kong Racing, and now that it has appeared early in the randomizer, there is no chance I am leaving without revisiting it properly.

So I head into Darkmoon Caverns.

The randomizer responds by handing me my first five-lap race of the campaign.

And very quickly, I realise this was a mistake.

Darkmoon Caverns is normally one of the later tracks in the game. It expects you to already understand your chosen racer. Meanwhile, I am still actively fighting Krunch every time I attempt to take a corner cleanly.

After a failed attempt and a restart, I finally remember an old technique from years ago: holding the brake button during drifts to tighten turns.

Suddenly, everything starts making sense again.

The race transforms from complete instability into five laps of uninterrupted concentration.

Five laps later, I secure first place, although I am fairly certain my hands have partially cramped in the process.

The silver coin challenge for Darkmoon Caverns still remains waiting in the future, but that can wait for another day.

Right now, I just want to sit in Darkmoon Caverns and listen to the music for a while.


Episode Video


Progress Log

  • Current Seed: 232968
  • Balloons: 8
  • Bosses Defeated: Bubbler 2, Smokey 2
  • Wizpig Amulet Pieces: 2
  • Current Threat Level: Escalating instability

Continue the Journey


Entry 1 | Snowflake Mountain Was Not Supposed To Be Here ←


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Entry 3 | Darkmoon Caverns Fights Back →

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


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 10 →

Submerged: A Subnautica Survival Diary – Log 16 | The Descent Begins

Submerged: A Subnautica Survival Diary – Log 16 | The Descent Begins

Platform: Steam Deck
Mode: Survival – No Commentary

Video Entry

The new base is finally operational.

Honestly, I’m pleased with how it turned out. I had a rough vision in my head while building it, and somehow the result actually resembles what I imagined instead of a collection of underwater tubes held together by panic and titanium.

That said, construction was not exactly smooth. The base developed leaks almost immediately after expansion started, which explains why the walls are now covered in reinforcements. I would love to add more windows eventually, but considering the ocean already tried to force its way inside once, restraint may be the smarter option.

The important systems are online. I’ve got hydroponics running, a water filtration unit producing clean water, and a Gel Sack farm outside. For anyone playing along, once you finally find a Gel Sack, hit it with a knife a few times before harvesting it. The seeds can then be planted in an exterior growbed, saving you from repeated trips into increasingly worrying cave systems every time Aerogel becomes necessary.

The Call From Lifepod 2

During the time spent working on the base, another radio message arrived. I deliberately left it alone until this entry. If I’ve learned anything on this planet, it’s that distress calls rarely improve the situation.

This one came from Lifepod 2.

The coordinates placed it roughly 500 metres below sea level, which is now comfortably within Valentino’s range. Since the last entry, Valentino has received a MK3 depth module, allowing him to descend to 900 metres. I also installed sonar. During testing, it picked up a Reaper Leviathan nearby, so at least now I can detect incoming nightmares slightly earlier than usual.

I still had Lifepod 13 sitting on my HUD as well, so I decided to clear that first. Naturally, I got distracted by wreckage along the way, because apparently I cannot pass abandoned technology without investigating it.

The wreck did not offer much, and neither did Lifepod 13. I suspect I had already visited it earlier and simply forgot to remove the marker. Efficient? No. Consistent? Sadly, yes.

Below 500 Metres

Lifepod 2 was exactly as expected: empty.

No survivors. Just another quiet reminder that everyone else who tried to survive this planet appears to have failed.

While using sonar near the pod, I noticed something else nearby. An opening.

Dark. Deep. Wide enough to continue downward.

With Valentino upgraded and the sonar active, I convinced myself this was a good idea.

That confidence lasted until I saw what looked like an enormous crab with an exposed brain. I briefly considered turning back, but I had already come this far, and apparently that now counts as decision-making.

The deeper I travelled, the stranger the environment became. An underwater river flowed through the cavern, with glowing green fog drifting through the darkness. I scanned what I could and picked up anything that looked useful, because if this planet insists on becoming stranger, I may as well keep stealing from it.

The Waterfall Rule

Eventually I found a waterfall.

Years of gaming have taught me that waterfalls are legally required to hide something, so naturally I investigated.

The passage beyond could not take Valentino with it. It looked like there was breathable air inside, or at least something close enough that I was not immediately dying. Unfortunately, I was also sure I had seen a Leviathan somewhere nearby, along with Warpers moving through the area.

Leaving Valentino outside did not feel great.

I parked him as close as I could and went in anyway.

The Structure Beneath The Planet

Behind the waterfall, I found a giant alien structure buried deep beneath the surface.

I looked for a way to power it, scan it, or interact with it in some useful way, but nothing responded. It just sat there in the silence, which was not comforting.

I returned to Valentino much faster than I entered.

Thankfully, he was still there.

By this point, I was around 800 metres down, and it looked like the route continued even deeper. Before leaving, I found something else: a massive skeleton.

The scan identified it as the remains of a Sea Dragon.

That felt like the planet politely suggesting I leave.

I dropped a beacon to mark the route. I can go further this way later, but not yet. I need the ability to go deeper, and I need more than Valentino if I am going to survive what comes next.

New Targets Unaccounted For: 1

Back at base, another message was waiting.

New targets unaccounted for: 1.

I am assuming that “1” is me.

Which means something knows I exist.

That changes things.

The deeper I go, the clearer it becomes that Valentino alone is no longer enough. If I am going to keep descending into these caverns, I need a mobile base. Somewhere to store supplies, recharge equipment, carry resources, and support longer expeditions far below the surface.

And if something down there decides it wants me dead, I would also like something capable of meeting the problem head-on.

So the time has come.

I said I needed to go deeper.

Now I do.

Which means it is finally time to build a Cyclops and a Prawn Suit.


Continue The Journey

Previous Log: Submerged Log 15
Next Log: Coming Soon
Series Hub: Subnautica Hub


Related Subnautica Content

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


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 9 →

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