Retro Reflections: Diddy Kong Racing Randomizer

When a Childhood Favourite Became Unpredictable

Revisiting the Games That Shaped a Lifetime of Gaming

Wizpig had been defeated.

Not once, but twice.

The first time by a Kremling driving a car. The second by that same Kremling piloting a plane.

It sounds ridiculous when you put it like that, but then this was never an ordinary playthrough of Diddy Kong Racing.

To understand why this challenge meant so much, it’s probably best to start back in 1997.

A Childhood Favourite

Diddy Kong Racing was one of the first games I owned for the Nintendo 64, and from the moment I first played it, I was hooked.

Contrary to what many people might expect, my character of choice wasn’t Krunch. It was Tiptup.

That little turtle carried me through everything the game had to offer. Adventure 1, Adventure 2, unlocking Drumstick, unlocking T.T., and eventually reaching 100% completion.

Looking back, I think Rare captured something special with Diddy Kong Racing. Timber’s Island wasn’t just a menu. It was a world to explore. New doors opened, bridges appeared, balloons unlocked fresh routes, and every boss victory felt like genuine progress.

The world felt enormous, every new area felt like an adventure, and simply exploring the island was almost as enjoyable as the races themselves.

It had a magic about it that only Rare seemed capable of creating.

Rediscovering the Adventure

Years later, I discovered that fans had created a randomizer for the game.

Instead of following the familiar progression, races, bosses, Silver Coin Challenges, keys, and other objectives could appear in completely unexpected places. Every seed offered a different journey.

The idea immediately interested me, but not enough to actually start playing.

Around the same time, I also discovered something else.

Krunch was widely considered the worst character in the game.

That surprised me.

I remembered using him occasionally as a child, but I’d never really thought much about how much more difficult he could make the game. T.T. being regarded as the best character made perfect sense considering what it took to unlock him, but Krunch being at the opposite end of the scale wasn’t something I had ever considered.

Krunch’s handling was always his biggest weakness. He had speed, but turning him could feel like steering a shopping trolley with one stubborn wheel. On tighter tracks, that could make the difference between winning and watching the rest of the field disappear into the distance.

Why Krunch?

Everything changed in 2026.

I came across someone attempting to complete both Adventure 1 and Adventure 2 as Krunch. Watching them struggle against Wizpig 1, a race responsible for frustrating countless players over the years, planted an idea in my mind.

Why not combine the two?

Rather than simply replaying Diddy Kong Racing, why not tackle a randomizer seed using the character many people considered the game’s weakest?

Most randomizer videos I had seen were completed by players using T.T. and speedrunning through carefully planned routes.

That wasn’t what I wanted.

I wanted to experience Diddy Kong Racing all over again.

Playing the challenge on Steam Deck also made it feel strangely fitting. Decades after first exploring Timber’s Island on the Nintendo 64, I was now revisiting one of my favourite childhood games on a handheld PC, chasing the same sense of adventure I remembered from years ago.

After experimenting with several seeds, I finally found one that felt right.

Almost immediately, something unexpected happened.

The sense of wonder I remembered from childhood returned.

The island no longer felt physically huge like it once had, but thanks to the randomizer, it became unpredictable again.

For the first time in decades, I didn’t know what was waiting behind the next door.

A Childhood Nightmare Returns

The first major obstacle came sooner than expected.

The randomizer had placed Wizpig 1 behind a door, allowing me to challenge him far earlier than normal.

For many players, Wizpig 1 was one of the defining challenges of childhood.

Speedrunners make the race look straightforward, but without extensive practice, Wizpig has a habit of reminding you exactly who’s in charge.

This time I wasn’t racing as Tiptup.

I was racing as Krunch.

My first victory took well over an hour of repeated attempts.

When I finally crossed the finish line ahead of Wizpig, something unexpected happened.

I started crying.

It genuinely felt as though I had healed a small piece of my childhood.

Oddly enough, once that race was over, it almost felt like the seed itself had reached its natural conclusion.

I had completed an unspoken challenge I hadn’t even realised I had set for myself.

When the Randomizer Fought Back

That wasn’t enough.

I wanted to complete an entire randomizer.

I generated another seed, this time making sure Wizpig 1 appeared at the end of a more traditional progression.

Every victory had to be earned.

Some of the biggest roadblocks weren’t where I expected them to be.

Tricky 2 became one of the toughest challenges in the entire run.

Despite already defeating him once in a previous seed, he repeatedly humbled me. I learned A-Tapping, watched experienced players, studied alternative strategies, and even experimented with climbing the mountain differently as Krunch.

This wasn’t just a case of throwing attempts at the same problem until the game gave in. I had to learn. I had to improve. I had to understand why I was failing instead of simply hoping the next attempt would work.

Eventually, something clicked.

I still don’t know exactly what changed, but I reached the summit and finally defeated him.

Then came Greenwood Village’s Silver Coin Challenge.

Five laps sounded generous.

The relocated coins told a very different story.

One awkwardly placed coin repeatedly ruined otherwise perfect attempts until, once again, persistence eventually won.

The randomizer also seemed determined to prove that planes solved almost everything. At times it felt as though every major objective involved taking to the skies. It became a running joke throughout the challenge that the randomizer may have forgotten cars existed.

By the time I reached Wizpig 1 for the second time, I genuinely felt I had earned another chance.

This victory took around half the time of the first.

The tears returned.

But there was still one final challenge waiting.

One Last Race

Wizpig 2.

The randomizer wasn’t finished making life difficult either.

Instead of the normal three laps, the final race became four.

Attempt after attempt ended with mistakes, restarts, or Wizpig reminding me that the finish line was still a long way away.

Then one run felt different.

Throughout the challenge I’d developed a strange habit of trusting my instincts. Sometimes I knew within moments that an attempt wasn’t going to be the one.

This time, that feeling never arrived.

Everything flowed.

Every corner connected.

Every boost landed.

Krunch, supposedly the worst racer in the game, felt unstoppable.

When I crossed the finish line, I simply stared at my Steam Deck.

The challenge was over.

I had completed a randomizer of one of my favourite childhood games using the character many people consider the weakest.

The emotion didn’t arrive immediately.

It wasn’t until the following morning that it finally sank in.

Only then did the tears come.

The Journey

This journey through Diddy Kong Racing Randomizer was recorded as a complete no-commentary playthrough using Krunch. If you’d like to experience the challenge from beginning to end, you can watch the full playlist on YouTube.

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


▶ Watch the complete KRUNCH% – DKR Randomizer 2.0 playthrough on YouTube


📘 Follow Survivor Incognito on Facebook

Still Magical After All These Years

Unfortunately, Diddy Kong Racing never truly received the sequel it deserved.

The Nintendo DS version introduced new features, but for me it never quite captured the same feeling as the original Nintendo 64 release.

Maybe one day I’ll return once again and complete the original game as Krunch without a randomizer.

For now though, I’m happy knowing this challenge accomplished something I hadn’t expected.

It didn’t just prove that Krunch could beat a randomizer.

It proved that, nearly thirty years after first playing Diddy Kong Racing, the game could still surprise me.

The older I get, the rarer it becomes to experience a game with that same sense of wonder I had as a child.

Somehow, a randomizer and one stubborn Kremling gave me that feeling one more time.

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 ←


KRUNCH% Archive

— All entries in this run.

Next: KRUNCH% – DKR Randomizer 2.0 begins soon.


Super Mario ROM Hacks Archive

— All Mario ROM hack content.

The Hostile Castle Protocol – Entry 4: Mapping The Castle

The Hostile Castle Protocol – Entry 4: Mapping The Castle

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

Video: Bob-Omb Battlefield is located, two switch courses are cleared, and Bowser in the Dark World refuses to stay where it belongs.


A Quick Investigation

With Rainbow Ride finally behind me, I decided it was time to start figuring out what the castle was actually hiding.

My first stop was the area that would normally contain the Secret Aquarium.

Instead, the randomizer had placed Bob-Omb Battlefield there.

I had a quick look around, but it didn’t take long to realise there wasn’t much point staying.

A lot of the stars appeared to require the Wing Cap, and since I don’t actually have access to it yet, I decided there was little point forcing the issue.

I’d rather finish a course in one visit than collect a couple of stars and immediately leave again.

With that in mind, I backed out and continued exploring.

The Vanish Cap Switch

Next, I paid a visit to the painting that would normally lead to Jolly Roger Bay.

Inside was the Vanish Cap Switch course.

That was good news.

The switch courses are useful because once they’re done, they’re done.

No wondering whether I missed a star.

No revisiting them later.

Just one objective and a clear result.

The randomizer was fairly kind here. I spawned at the top of the slide, which allowed me to collect red coins as I made my way down. The switch itself was also much closer than usual.

Getting the star turned out to be the difficult part.

The star had spawned close to my starting position, meaning I effectively had to complete part of the course backwards.

That sounds simple enough until muscle memory starts fighting back.

I’m used to travelling through this course in one direction. Suddenly doing the opposite felt surprisingly awkward.

Eventually I reached the star and collected it, putting the first switch course firmly in the completed column.

The Metal Cap Switch

The next stop was the Cool, Cool Mountain painting.

Inside was the Metal Cap Switch course.

At that point I realised I was about to clear two of the three cap courses in a single entry.

Naturally, this made me hopeful that the Wing Cap Switch might be waiting nearby somewhere.

Unfortunately, I remembered my original randomizer run.

The Wing Cap hadn’t appeared until Hazy Maze Cave during that seed, so there was no guarantee it would show up any time soon.

The Metal Cap course itself was fairly straightforward.

I’ve done the red coin route enough times over the years that most of it feels automatic now.

I still needed to make proper use of the Metal Cap in a few places, but nothing caused any major problems.

Before long, the star was collected and a second switch course had been crossed off the list.

The Garden Surprise

My plan for this randomizer has always been to work my way down through the castle before heading upwards.

Technically I could have visited the trapdoor that normally leads to Bowser in the Dark World.

Instead, I wanted to investigate the courtyard first.

The Boos had been waiting there for several entries now, and I wanted to know what they were hiding.

The answer turned out to be Bowser in the Dark World.

Of course it was.

Apparently Bowser’s first stage has decided it would rather spend this seed pretending to be Big Boo’s Haunt.

At least that answers one question.

Unfortunately, it also creates another.

It looks like I’m not getting out of going there after all.

End Of Entry Status

Two switch courses have been completed.

Bob-Omb Battlefield has been located.

Bowser in the Dark World has revealed its new hiding place.

The Wing Cap remains missing.

And the castle continues to make its own decisions regarding sensible level placement.

  • Stars Collected: 16 / 119
  • Lives Remaining: 11
  • Courses Cleared: 2
  • Switch Courses Cleared: 2 / 3

Continue The Journey

← Entry 3
Entry 5 →
The Hostile Castle Protocol Hub
Super Mario 64 Randomizer – Survivor Edition

The Hostile Castle Protocol entries are written after each recording session. Every answer the castle provides usually creates two more questions.

The Hostile Castle Protocol – Entry 3: Finishing Rainbow Ride

The Hostile Castle Protocol – Entry 3: Finishing Rainbow Ride

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

Video: The final three stars of Rainbow Ride, an overdue visit to the big house, and the first completed late-game course of the run.


Back To The Big House

When the recording begins, I’m still standing on the crow’s nest of the floating ship. Unfortunately, staying there forever is not a viable strategy, so I climb down the pole and start trying to work out how I’m supposed to reach the big house without donating half my health bar in the process.

While looking around, I notice the falling logs below me and begin wondering whether they could be used as a shortcut.

I have absolutely no idea if the plan will work.

That has never stopped me before.

I stand on one of the logs and wait for it to descend. To my surprise, it lowers me directly onto the carpet route leading towards the house.

Good to know.

The castle had finally provided me with a safer route.

More Coins, More Questions

Working my way up past the maze, I spot a few extra coins and a pair of boxes sitting nearby.

The coins are what interest me most, so I grab them and realise my red coin total has reached seven.

That leaves only one missing.

At this point I’m assuming the final red coin is either inside the house or somewhere along the carpet route leading towards it.

The boxes are also worth investigating, but after hitting the first one I get blown clean off the platform.

Normally that would be a problem.

This time it actually helps because I needed a way back down anyway.

On the way back up, I pause for a quick look at the course menu just to make sure I haven’t missed anything obvious.

Three stars remain.

No more. No less.

The House In The Sky

It takes a few more trips along the carpets before I finally reach the big house.

Part of that delay comes from wanting to check the second box I’d spotted earlier.

Eventually, though, there is nothing left to do except step inside.

The moment I enter, it feels like I’ve interrupted some sort of gathering.

Almost every enemy in Rainbow Ride appears to be packed into the building together.

Apparently this is where they’ve all been hiding.

More importantly, I spot star number five.

I hop off the carpet to collect it and immediately notice something even more useful.

The final red coin.

One quick collection later and the red coin star appears back at the triangles.

While exploring the house, I also collect the last few coins needed for the 100 Coin Star.

Just like that, only one objective remains.

The red coin star.

After that, Rainbow Ride is finished.

The Final Star

Reaching the final star still requires one more risky move.

I attempt a long jump towards the maze and spend the entire jump wondering whether this is actually a sensible idea.

I’m fairly certain I did something similar during my previous randomizer run, but certainty feels like a luxury in this seed.

Thankfully Mario grabs the ledge.

From there, the rest is simply a matter of staying focused and not making a careless mistake.

I take my time crossing towards the star.

There is no point rushing now.

Not after all the effort it took to reach this point.

A few moments later, the final star is collected.

Rainbow Ride is complete.

Looking Ahead

Before leaving, I check the course menu one final time.

All seven stars have been collected.

The course can officially be crossed off the list.

Back in the lobby, I realise this has opened most of the doors currently available to me.

The light still isn’t shining down from the ceiling, so I clearly haven’t reached the requirement for that area yet.

What lies ahead remains a mystery.

One thing has become obvious, though.

If I’m going to keep track of where I’ve been, what courses I’ve found, and what the randomizer keeps throwing at me, I need to start taking notes.

The castle is only getting stranger.

  • Stars Collected: 14 / 119
  • Lives Remaining: 8
  • Courses Cleared: 2
  • Rainbow Ride Stars Collected: 7 / 7

Continue The Journey

← Entry 2
Entry 4 →
The Hostile Castle Protocol Hub
Super Mario 64 Randomizer – Survivor Edition

The Hostile Castle Protocol entries are written after each recording session. The castle decides the route. Keeping track of it is becoming its own challenge.

The Hostile Castle Protocol – Entry 2: Rainbow Ride

The Hostile Castle Protocol – Entry 2: Rainbow Ride

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

Video: Rainbow Ride becomes the second course of the run, bringing difficult stars, risky jumps, and a growing appreciation for solid ground.


Course Number Two

A quick check of the castle doors revealed that there was only one place I could actually go next.

Normally this doorway would lead to Princess’s Secret Slide.

Instead, the randomizer had other ideas.

Course number two was Rainbow Ride.

Yep. Second course of the entire playthrough and already I was dealing with one of the game’s final levels.

At that point I knew this wasn’t going to be an easy run.

I spawned on the platform that would normally contain the first star in a regular playthrough. Unfortunately the star wasn’t there. What was there was the immediate problem of figuring out how I was supposed to get down.

There was really only one option available, so I checked where the platforms below were, took a leap of faith, and jumped.

I survived the landing.

My health bar didn’t come through quite as well.

Half of it disappeared on impact.

Exploring Rainbow Ride

After that less-than-ideal introduction, I worked my way towards one of the seesaw platforms and found my first star of the session.

I grabbed it and started exploring the area around me, collecting whatever coins I could along the way. Rainbow Ride is not the sort of course where I want to be careless with health, especially when the first thing it did was take half of it away for landing.

A Fly Guy decided to get involved as I reached the falling log platforms on the way towards the triangles. That gave me another hit to think about and a reminder that this course was not short on ways to become a problem.

The triangles were useful at least, since that seemed to be where the red coin star would appear. I made a mental note of that and kept moving.

Once I was satisfied there was nothing else useful nearby, I started working my way back up and spotted another star.

This one was floating above the first carpet route.

I also caught a glimpse of another star over by the maze.

So at least I knew where two of the remaining stars were.

Knowing where they were did not make them comfortable.

Backflips And Bad Ideas

The star above the first carpet looked awkward straight away. The carpet moves, the space is limited, and there wasn’t much room to stand around thinking about better options.

I only had one idea, and no real confidence that it would work.

I went for a backflip.

Somehow, it worked.

I collected the star and landed back on the carpet before the whole idea could become evidence against me.

From there I headed for the maze and used the same basic approach for the next star. Another backflip, another brief moment of concern, and another star collected.

At that point I had exhausted the stars I could clearly see. I checked the maze properly, grabbed the coins available, and looked around for anything else the randomizer might have hidden nearby.

There was nothing obvious left.

Which meant my options were starting to narrow.

The Big House In The Sky

With the easier routes running out, I headed for the big house.

That did not go well.

I failed the route twice and ended up down to two wedges of health. At that point, forcing the issue started to feel less like persistence and more like offering the castle a written invitation to end the run.

I decided to cut my losses and try again later.

There was still another route available, so I changed direction and headed for the floating ship instead.

That is probably the first point in this run where The Hostile Castle Protocol really felt like it was doing what it was meant to do. This was not just about collecting stars. It was about deciding when a route had become too expensive to keep pushing.

The big house could wait.

My remaining health could not.

The Floating Ship

The journey up the carpets towards the floating ship was tense, but it also gave me time to notice something I wasn’t expecting.

Rainbow Ride actually felt better with the background the randomizer had given it.

The music, unfortunately, did not have the same effect. It felt out of place, which is a shame, because the course itself already had enough going on without the soundtrack making things feel stranger.

Still, the route paid off.

I found another star on a box on the platform before the floating ship. Naturally, this one also required another backflip, because apparently Rainbow Ride had decided that was the theme of the session.

The ship itself had plenty of coins, which finally got me back to full health. After spending so much of the recording one bad hit away from serious trouble, that felt like its own reward.

I checked the crow’s nest and looked around the ship, but there was nothing else waiting for me there.

End Of Entry Status

By the end of the session, I had four of Rainbow Ride’s seven stars.

That sounds decent on paper.

It felt less decent while actually doing it.

Three of those stars were in awkward places, and the big house had already taken enough out of me to make it clear that charging ahead was not the smart choice.

Eventually I had to admit there was no getting around it. The big house in the sky would need to be dealt with.

Just not immediately.

After the amount of work it took to collect those four stars, I decided to stop there, pause the run, and compose myself before continuing in the next entry.

Jolly Roger Bay gave me a friendly start.

Rainbow Ride has corrected that misunderstanding.

  • Stars Collected: 11 / 119
  • Lives Remaining: 7
  • Courses Cleared: 1
  • Rainbow Ride Stars Collected: 4 / 7

Continue The Journey

← Entry 1
Entry 3 →
The Hostile Castle Protocol Hub
Super Mario 64 Randomizer – Survivor Edition

The Hostile Castle Protocol entries are written after each recording session. Every seed tells a different story. Some just start making threats earlier than expected.

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

The Hostile Castle Protocol – Entry 1: Back Into The Castle

The Hostile Castle Protocol – Entry 1: Back Into The Castle

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

Video: Jolly Roger Bay, seven stars collected, and the first discoveries about Non-Stop Mode.


Back Into The Castle

I told myself I wouldn’t come back to this anytime soon.

Apparently that plan lasted about as long as most of my attempts at sticking to a schedule.

At the time of writing this, Krunch% is still ongoing, but the more I thought about my original Super Mario 64 Randomizer run, the more I found myself wanting another trip through the castle.

Before long, I was setting everything up again.

This time the difficulty has been increased a little. To keep things fair, I deleted the test save file I’d been using while checking the settings and started fresh.

Non-Stop Mode is enabled this time around, which means once I enter a course, I stay there until I choose to leave, run out of health, or the game decides to remove me from the level.

Given my previous experiences with randomizer chaos, none of those possibilities can be ruled out.

The Castle Opens Its Doors

With the settings chosen, it was time to see what the randomizer had prepared for me.

Its answer was Jolly Roger Bay.

That wasn’t what I expected.

In my original randomizer run, Jolly Roger Bay ended up being one of the more straightforward courses. I wasn’t about to complain, although the course itself seemed determined to make sure I didn’t become too comfortable.

The balancing pillars inside the cavern appeared to have developed a personal interest in my whereabouts and spent much of the session trying to introduce me to the water below.

Despite that, progress came quickly.

Seven Stars In Jolly Roger Bay

One by one the stars started falling.

The objectives themselves weren’t especially difficult, but the randomizer had added just enough uncertainty to keep me paying attention.

While working on the 100 Coin Star, I remembered that I would eventually need to raise the sunken ship guarded by the eel.

My assumption was that collecting the star inside the ship would force me to leave the course and re-enter before I could finish the final objective.

Apparently Non-Stop Mode had other plans.

After collecting the ship star, I was simply placed back into Jolly Roger Bay with the final objective still available.

That left only Can the Eel Come Out to Play?

Convincing the eel to cooperate took a few attempts. During that time I was fully expecting the randomizer to have hidden the star somewhere completely different.

Thankfully, tradition survived the randomization process.

The eel eventually emerged with the star still attached to its tail, allowing me to collect the seventh and final star of the course.

Jolly Roger Bay was officially cleared.

An Unexpected Discovery

With the course complete, I decided to experiment with the menu options.

Choosing to exit the course launched Mario out of the level and immediately cost me a life.

Useful information to have.

Not information I was particularly pleased to discover.

To make sure it wasn’t some strange one-off, I entered the course again and selected the option to return to the lobby instead.

This time Mario simply appeared back inside the castle with no life penalty attached.

Lesson learned.

The castle apparently charges a fee for leaving incorrectly.

End Of Entry Status

The first course is complete and seven stars are already on the board.

I also learned a few important things about how Non-Stop Mode behaves, which is knowledge that will hopefully save me from losing additional lives in the future.

I forgot to check how many stars are required for the various doors throughout the castle, but that’s a problem for the next entry.

I’m also not sure whether the Boos have appeared in the courtyard yet.

Those are both questions for future me.

For now, the castle has been surprisingly cooperative.

I’m sure that won’t last.

  • Stars Collected: 7 / 119
  • Lives Remaining: 5
  • Courses Cleared: 1

Continue The Journey

Entry 2 →


The Hostile Castle Protocol Hub


Super Mario 64 Randomizer – Survivor Edition

The Hostile Castle Protocol entries are written after each recording session. Every seed tells a different story. Some are simply more hostile than others.

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

KRUNCH% Entry 1 | Snowflake Mountain Was Not Supposed To Be Here

KRUNCH% Entry 1 | Snowflake Mountain Was Not Supposed To Be Here

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


The Island Introduces Itself

The genie of the island greets me by explaining that he is here to help and wishes me good luck. Given the state of the randomizer and my choice of driver, I can only assume this was less encouragement and more a warning.

I begin by collecting the overworld balloons. There are four available immediately, all reachable using the plane, which conveniently gives me a chance to relearn how flying works before the randomizer fully starts dismantling the island around me.

It goes about as well as expected.

I am already crashing into objects I had no intention of crashing into, which unfortunately feels very on-brand for both Krunch and the challenge itself.

One balloon in particular sits near the entrance that should normally lead to Dino Domain. Somehow I manage to collect it cleanly, which may genuinely be the most surprising moment of the episode.


Snowflake Mountain Is Apparently Dino Domain Now

With enough balloons collected, I enter the first available door expecting Dino Domain.

Instead, the randomizer reveals that Dino Domain has been replaced entirely by Snowflake Mountain.

So this is how the island intends to behave.

At this point, my available options are still limited. Two doors remain locked behind additional balloon requirements, leaving only a couple of places to investigate. I enter the first available track and discover Ancient Lake waiting for me.

Except it is not really Ancient Lake anymore.

It is the Adventure 2 mirrored version of Ancient Lake, and the race has been reduced to two laps.

The Dino Domain key is also available.

I briefly consider trying to win the race and collect the key simultaneously before remembering that I am driving Krunch through a mirrored randomizer while relearning how Diddy Kong Racing functions in the first place.

I used to main Tiptup back in the day. Krunch handles like someone replaced the steering wheel with a polite suggestion.


The First Reset

The key attempt immediately turns into a disaster.

I grab a boost balloon, panic slightly, and instead of reversing properly, Krunch launches himself forward like he has suddenly remembered somewhere else he needs to be.

T.T. politely informs me I am going the wrong way while I attempt to recover what little dignity remains.

Attempt number two goes far better. I secure the key successfully, although by that point the race itself is completely lost, so I restart the event and focus purely on survival.

Without the distraction of the key, the mirrored Ancient Lake race becomes surprisingly manageable. I take first place cleanly and secure the Dino Key without much additional trouble.

For a brief moment, the island allows optimism.


Bubbler 2 Appears Far Earlier Than Expected

Door number two immediately removes that optimism.

Behind it waits Bubbler 2.

So apparently we are doing this already.

The race is mirrored again thanks to the Adventure 2 setting, although this time the randomizer grants me four laps instead of two. Given how the fight starts, I absolutely need all four of them.

Fortunately, I feel much more comfortable using the hovercraft than the kart. Even with Krunch handling like an active mechanical dispute, the hovercraft gives me enough control to keep the situation from collapsing completely.

That does not stop me from landing in bubbles repeatedly.

Three laps in and I am still sitting in second place, but I can feel the race stabilising. My mistakes become less frequent each lap, the homing rockets start connecting consistently, and Krunch slowly transforms from an uncontrollable disaster into a very fast uncontrollable disaster.

And once Krunch builds momentum, he builds momentum quickly.

At the start of lap four, I finally overtake Bubbler and manage to hold the lead for the remainder of the race.

The first piece of the Wizpig amulet is mine.


The Car Challenge

Leaving Snowflake Mountain triggers the next event immediately: the car challenge.

Thankfully, the randomizer decides not to become completely unreasonable just yet.

One lap.

Simple enough.

I clear the challenge successfully and secure balloon number six.

For now, progression remains limited, but the next destination is already obvious. There is still one locked door waiting back in Snowflake Mountain, and whatever sits behind it is probably not going to improve the situation.

Still, for a first proper look at KRUNCH%, this was a surprisingly strong introduction to what this randomizer intends to become.

Unstable. Confusing. Occasionally hostile.

And somehow still survivable.


Episode Video


Progress Log

  • Current Seed: 232968
  • Balloons: 6
  • Keys Collected: Dino Key
  • Bosses Defeated: Bubbler 2
  • Wizpig Amulet Pieces: 1
  • Current Threat Level: Controlled instability

Continue the Journey


Krunch% Archive

— All entries in this run.


Super Mario ROM Hacks Archive

— All Mario ROM hack content.


Entry 2 | Darkmoon Caverns and The Five Lap Disaster →

Submerged: A Subnautica Survival Diary – Entry 15: New Horizons, New Problems

Submerged Entry 15: New Horizons, New Problems

Platform: Steam Deck
Game: Subnautica

Video: Lifepod 7 expedition, Cyclops breakthrough, and selecting the new base location (no commentary)

The first thing on today’s agenda was finally listening to the radio message I had completely forgotten about during the last entry. The signal came from Lifepod 7. The message itself was not exactly precise, but it did give me something useful to work with: approximately one kilometre from the stern of the Aurora, around 200 metres deep.

Valentino could reach that depth without too much trouble. The bigger issue was everything beyond it. If I wanted to keep pushing deeper into the ocean, I was going to need to improve the Seamoth’s depth capabilities properly.

Which meant another trip to the Jellyshroom Caves.

Back Into the Caves

By this point I know the route into the caves well enough that it no longer feels completely alien, although I still would not describe the place as welcoming. Giant glowing mushrooms, abandoned Degassi structures, and the general sense that the entire biome wants to swallow you whole does tend to ruin the atmosphere slightly.

While collecting Magnetite, I noticed a PDA I had somehow missed previously. The logs mentioned another Degassi base deeper within the caves, roughly 250 metres down.

Conveniently, that depth was perfect for Valentino.

Naturally, I went looking for it immediately.

The base itself was partially abandoned, partially destroyed, and still somehow more organised than anything Alterra has left me with so far. I moved through the structure scanning and looting whatever I could find. Amongst the debris were fragments for a Nuclear Reactor, which is potentially useful later, but the real discovery was something else entirely:

A Water Filtration Machine.

That is a massive upgrade for long-term survival. The idea of having a permanent source of clean drinking water inside the base changes things considerably.

Unfortunately, the universe immediately balanced this optimism by informing me the machine requires Aerogel to construct. I still have absolutely no idea how to make that.

So for now, the Water Filtration plans have been pushed onto the increasingly large “future problems” list.

The Stalker Tooth Problem

Returning to base, I turned my attention toward upgrading Valentino properly. The MK2 Depth Module required Enameled Glass, which meant gathering Glass and Stalker Teeth.

Quartz was easy enough to collect. Stalker Teeth were another matter entirely.

At first the Scanner Room refused to cooperate, so I switched the scan to Metal Salvage instead, figuring I could track the Stalkers themselves and wait for a tooth to drop naturally while they played with the scrap.

This approach did not work.

I tried patience. I tried following them around. I even tried encouraging the process slightly more aggressively by ramming them with Valentino and stabbing them with a knife.

Still nothing.

At this point I briefly convinced myself I probably needed a Stasis Rifle for the whole process and headed back toward the Scanner Room in defeat.

Then I noticed it.

The Scanner Room could scan directly for Stalker Teeth.

Suddenly the entire situation became significantly easier.

I switched the scan immediately, headed back outside, and found a tooth almost instantly. Apparently the solution to my problems was simply reading the Scanner Room properly instead of behaving like an underwater caveman for twenty minutes.

Valentino Goes Deeper

With the final materials gathered, the MK2 Depth Module was finally completed and installed into Valentino.

Maximum operating depth: 500 metres.

That is a very significant improvement over the previous 300 metre limit. The deeper parts of the planet suddenly feel far more accessible now, which is either excellent news or a terrible idea.

Probably both.

Lifepod 7

With Valentino upgraded, it was finally time to investigate Lifepod 7 properly. I checked the coordinates again and began making my way toward the stern of the Aurora.

The closer I moved toward the wreck, the more careful I became. I wanted to search thoroughly without drifting too far into open water, particularly considering what lives around the Aurora.

Unfortunately, the local Reaper Leviathan decided to introduce itself anyway.

The thing appeared out of nowhere and chased Valentino for a short distance before somehow losing interest. I still do not entirely understand how we escaped that encounter intact, but I was not about to question my good fortune.

And then, almost immediately afterwards, I saw something far more important resting on the seabed.

The final Cyclops engine fragment.

After all this time, the Cyclops blueprint was finally complete.

Which means I now have another vehicle to eventually construct. More importantly, I now have another vehicle that will eventually require a name.

The Lifepod and the Doll

Eventually I found Lifepod 7 itself, carefully matching the surrounding terrain against the photograph I had been given. Valentino had taken a beating during the earlier encounter, so I stopped briefly to repair the damage before entering the pod itself.

Truthfully, there was not much left inside worth salvaging.

There was, however, one unusual discovery.

A strange doll sitting quietly within the wreckage.

I could not pick it up directly, but I was able to scan it. After checking my blueprints later, it appears I can now build my own version of it.

Something about the doll felt strangely familiar though. It reminded me of someone from another underwater disaster involving another submarine.

If memory serves correctly, things did not end particularly well for them either.

New Base Location

Before heading home, I spent some time surveying the surrounding area carefully. The more I explored near the stern of the Aurora, the more obvious something became.

I need a second base.

The original Mushroom Forest base is still serving me well, but operations are slowly moving further and further away from it. The deeper I push into the planet, the more useful a forward outpost becomes.

Eventually I found the spot I was looking for.

Close enough to the Aurora to support further expeditions. Far enough from the deeper drop-offs to remain manageable. Dangerous enough to feel like a terrible idea.

Perfect.

I dropped a beacon into the seabed and gave it a name:

New Base Location.

That is right.

I am building a new base.

Continue the Journey

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