Super Mario 74: A Survivor’s Journey Log 8 – Stalagmite Cave

Super Mario 74 – Log 8: Stalagmite Cave

Platform: Steam Deck
Mode: Original Edition
Rules: No savestates (except between entries)
Format: No Commentary

Video: Stalagmite Cave exploration, descent route, red coins, obstacle courses, and Cap-Combination attempts (no commentary)


With Dice-Fortress finally behind me, the obvious next step would have been to head back to the Tower of the East and continue there. The problem is that the next course in that area needs the Vanish Cap, and I’d rather avoid unnecessary backtracking if I can help it. So instead, I stayed where I was, unlocked another star door, and made use of what was already available. Inside was the pink Bob-Omb, who opened a cannon I’ll be coming back to later, but for now there were two courses to choose from. The first of those was Stalagmite Cave.

The first star, Downwards, doesn’t leave much room for interpretation. A sign at the top makes two things clear before you even start: once you go down, there’s no going back, and there are no coins waiting at the bottom. With that in mind, I took the drop. The plan was to land cleanly in the water. The reality was the same as it had been during practice — not quite. Close enough to recover, though, and once I was in the water the star was straightforward to collect.

Sweating Tunnel came next, and getting there meant heading back up through the level. Wall kicks, careful movement, and just enough awareness to avoid losing progress to something minor. The bat up there isn’t dangerous, but it’s the kind of thing that can break your rhythm at the worst possible moment. I passed the Thwomps and the Chuckya platforms on the way, both of which I knew I’d be dealing with later, and kept moving toward the lava path. A series of descending platforms over lava isn’t the place to hesitate, so I stuck with long jumps and kept the momentum going. It worked this time, though I know from practice that it doesn’t always.

The red coins and 100-coin star followed, and this part of the course felt more controlled. There’s space to move, room to plan, and not much pressure unless you create it yourself. I made a point of leaving the final coins close to where the red coin star would appear, just to avoid any unnecessary movement at the end. It paid off. No mistakes, no wasted time, just two more stars added cleanly.

Hot Obstacle Course was next, though the name doesn’t quite match what it asks of you. This is where the Thwomps come into play properly. Three of them, spaced just far enough apart to force you to commit to each jump. It’s more about timing than anything else. Get that right, and the star is waiting at the end.

Chuckya’s Challenge lived up to its name a bit more. Platform to platform, each one guarded, each one needing just enough precision to avoid being grabbed and thrown back. I decided to push back a little on one of them, which didn’t go to plan the first time, but the second attempt was cleaner. A few long jumps later, and that was another star secured.

That left the reason I came here in the first place: Cap-Combination. This one needs both the Metal Cap and the Wing Cap active at the same time, which meant heading back down the slide and setting things up properly. I grabbed the Metal Cap first, then the Wing Cap, partly out of habit and partly because I trust the Wing Cap timer slightly more, even if I don’t know exactly how much difference it makes.

From there, it was a matter of flying over to the underwater switch, activating it, and dealing with the timed path that follows. It’s longer than it looks, and the slope works against you just enough to make every second count. Walking is possible, but I found jumping kept the pace up better. Even then, it took a few attempts to get everything lined up properly. Timing, positioning, momentum — all of it had to come together. Eventually it did, and once it did, the rest of the path felt manageable.

One final flight to the star, and Cap-Combination was done.

There’s still another course in this area to deal with, but that can wait for the next entry. For now, Stalagmite Cave is cleared, and more importantly, one of the more awkward stars in this section is out of the way.


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Super Mario 74 – Log 7

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Super Mario 74 – Log 9

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Super Mario 74: A Survivor’s Journey Log 7 – Reaching the Top

Super Mario 74 – Log 7: Reaching the Top

Platform: Steam Deck
Mode: Original Edition
Rules: No savestates (except between entries)
Format: No Commentary

Video: Tower climb, Lava-Switch of Eruption stars, wing cap flights, and Dice-Fortress completion (no commentary)


Options were starting to narrow. I still needed to unlock the remaining caps, and the next one was waiting at the very top of the tower in this area. Getting there was the problem. The only way up was a chain of triple jumps, one after another, and missing even one meant dropping all the way back to the start. It took more attempts than I care to count before I was confident enough to even start recording, so when it finally came together in one clean run, it felt earned.

At the top sat the pipe leading to Lava-Switch of Eruption, the Wing Cap switch course for this area. First priority was the switch itself. I’d rather have the cap unlocked before worrying about anything else, so I went straight for it. With that done, there were still three stars left in the course, and the first attempt didn’t go well enough to keep. A quick reset and a change of approach made more sense.

I went for the red coins next. They’re spread across towers and platforms, and in theory it’s straightforward, just a matter of planning the route. In practice, I managed to ignore my own plan and leave the highest coin until last. The course forces you to use the cannons to reach everything, and timing matters more than it first appears. On the first proper attempt, the Wing Cap ran out just as I was closing in on the final coin. Close enough to see it, not close enough to reach it.

The second attempt went better. I got the last coin, the star appeared, and then the same thing almost happened again. The Wing Cap ran out just as I was going for the star itself. This time though, I was low enough that the fall didn’t matter. No panic, no recovery needed, just a clean landing and the star collected.

Under the Tower was next, and this was the one that caused problems earlier. This time it didn’t. One clean attempt and it was done, which made a nice change. The Tallest Tower followed, and although I’d already been there, the star itself wasn’t where you’d expect it. You can go for it with the Wing Cap, but dropping down to it felt more reliable, so that’s what I stuck with.

With the Wing Cap course cleared, it was time to go back to Dice-Fortress and finish what I’d left behind. The Observation Tower was first. At the top, along with the star box, was a sign pointing out what I already suspected. To reach the platforms ahead, I’d need to start my flight from the highest point in the map. Which naturally leads into the final star: Secrets in the Sky.

Finding that highest point wasn’t as straightforward as I remembered. The video makes that fairly obvious. I ended up going in the wrong direction more than once, even managing to grab the Observation Tower star again by mistake. At one point I even tried to kill Mario just to reset my position, and somehow failed at that as well. Not exactly the cleanest part of the run.

Once I finally found the right spot, the plan was simple. Launch from the highest point, hold the jump button to glide, and keep as much height as possible on the way over. Simple on paper, less so in execution. It took several attempts before the flight lined up properly, but eventually everything clicked, the box was broken, and the final star was free.

One more flight to reach it, repeating the same route, and this time it worked without issue. With that, Dice-Fortress was complete.

That brings the total to forty stars. Still a long way to go, but progress is steady. One hundred and eleven left.


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Super Mario 74 – Log 6

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Super Mario 74 – Log 8 (coming soon)

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Survivor’s Log – Year One of Survivor Incognito

Year One

It’s been a year since I first started Survivor Incognito.

It began simply enough. Playing survival games on the Nintendo Switch, usually on easier difficulties, and adding my own permadeath rule on top.

The Long Dark was where it really started. One run at a time, seeing how long I could last, and writing down what happened along the way.

That was the foundation.

From there, it grew.

I started putting together map pages, partly for myself, partly to help anyone else trying to find their way around. Then came guides — working things out and writing them up properly. Getting things like ProMods running for Euro Truck Simulator 2 on the Steam Deck, documenting the steps so others didn’t have to figure it out from scratch.

Then the Steam Deck changed things.

It opened the door to recording. Instead of just writing about what happened, I could show it. No commentary, just the run as it played out.

Around that time, the rules started to shift.

Permadeath was still there, but it stopped being the default for everything. It made more sense to shape each run around a specific challenge instead.

Minecraft is probably the clearest example of that. The run doesn’t end because of a random death. It ends when one of two things happens — either I kill the Ender Dragon, or it kills me.

Same idea, different structure.

Then came something I didn’t expect to stick as much as it did.

Super Mario ROM hacks.

It started with the Super Mario 64 Randomizer. Then Super Mario 74. Then, after figuring out how to get Dolphin running on the Steam Deck, Super Mario Galaxy ROM hacks.

Different kind of challenge, but the same approach underneath it. Learn the system. Adapt. Keep going until it’s done or I’m stopped.

That’s where things are now.

I’ve naturally started leaning more into the Mario side of things, because that’s where I’ve had the most flow recently. That doesn’t mean everything else disappears — the survival diaries, the guides, the other runs are still there and still ongoing.

It just means I’m not forcing it.

If I’m not feeling a run, I’m not going to push through it just to get something posted. I’d rather wait and do it properly than put out something half-finished.

This project has always just been me, and it likely always will be. So it makes more sense to put the time and energy into what’s actually working, both for me and for the blog.

That’s the biggest change over the first year.

Not a shift away from anything. Just a better understanding of how I want to run things.

So to everyone who’s clicked, read, watched, or stuck around at any point — thank you.

Year one is done.

Let’s see what the next one looks like.

Super Mario 74: A Survivor’s Journey Log 6 – System of a Town

Super Mario 74 – Log 6: System of a Town

Platform: Steam Deck
Mode: Original Edition
Rules: No savestates (except between entries)
Format: No Commentary

Video: Tower of the East exploration, System of a Town stars, rooftop routes, sewer navigation, and red coin collection (no commentary)


With the other star door still out of reach, there wasn’t much reason to stay where I was. The next step was to move into the next hub area, the Tower of the East. There are multiple courses here, along with a few other stars scattered around, but I had already decided where I was going first. System of a Town felt like the right place to start.

The first star, Rooftop Climbing, suggests taking the obvious route. Climb the buildings, follow the path, work your way up. That is the intended approach, but not necessarily the one I went with. There is another way to get there, and I ended up taking that instead. The star itself sits inside the building that also has another star resting on its roof, something I kept in mind for later.

From there, I moved into the sewer system. This is one of those stars that is easy to miss if you’re not paying attention. Once you drop into the water, there’s a path off to the left that doesn’t stand out at first glance. Follow that, and you’re into a series of jumps that range from straightforward to just awkward enough to slow you down. Nothing too difficult, but enough to keep you from rushing through it.

The Secondary House Entrance turned out to be much simpler than I expected. The name gives it away if you think about it for a moment. Find the house with the chimney, drop in, and the star is waiting. No tricks, no pressure, just a quick entry and a clean star.

Find The Secret Room was less straightforward. I already knew where the star was from earlier practice, but getting there was another matter. Two platforms, slightly different heights, and a triple jump that needs to be just right to reach the house. While I was practicing, the Chuckya on the second platform made sure I didn’t get it right the first time, or the second. This time it stayed out of the way, though it still took a couple of attempts to get the jump lined up properly. Once inside, a ground pound revealed the room, and the star followed.

The red coin star was next, along with the 100-coin star alongside it. This one was more about movement than difficulty. Working through the course, checking corners, moving between rooftops and streets, making sure nothing was missed. As expected, the red coin star itself sends you back to the start once it’s done, which at this point is more routine than surprise.

That left the star I had noticed right at the beginning, sitting on top of the building. The Mansion’s Secret Star. This was where all the wall jumping came back into play. Climbing up wasn’t difficult at first, but near the top I nearly lost it. A slight mistake, a bit of panic, and for a moment it looked like I was going to drop back down and start again. Instead, a quick recovery with a jump kick chain got me back into position, and the star was secured.

With that, System of a Town was complete. One course cleared cleanly, and a good amount of progress made in this new area. I’m still not quite at the point where I can open the next star door, but I’m close. More importantly, I know the remaining caps are in this area, which means more options will open up soon enough.


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Super Mario 74 – Log 5

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Super Mario 74 – Log 7

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Super Mario 74: A Survivor’s Journey Log 5 – Azure-Abyss Cleared

Super Mario 74 – Log 5: Azure Abyss Cleared

Platform: Steam Deck
Mode: Original Edition
Rules: No savestates (except between entries)
Format: No Commentary

Video: Azure Abyss red coins, 100-coin star, Metal Cap puzzle, and Wall of Failure attempts (no commentary)


Back to Azure Abyss, and straight into what I knew was going to be a longer task — the red coins, or Red Treasure Hunt as this one is called, along with the 100-coin star on top of it. The layout of this course makes it awkward to rush anything. It’s deeper than it first looks, and the last thing I wanted was to be scrambling for air because I got careless. So I took it slower, moving between the land sections and the underwater routes, trying to keep things controlled rather than efficient.

Somewhere along the way I realised my swimming had improved without me really noticing. I’m not about to claim anything close to speedrunner level, but there was a rhythm to it that I don’t remember having before. Funny how that happens just by playing more. It made the coin collection smoother, even if it didn’t make it any shorter.

The red coin star itself sits safely above the water, which helps, but by the time I had all eight coins I was still short on the total. That’s when it turned into a bit of a hunt. I hit 97 coins and started running out of places to check. I didn’t want to spend more time swimming if I could avoid it, so I went after one of the flying enemies, hoping it would drop what I needed. It dropped two coins. 99. Close enough to be frustrating.

I eventually tracked down the final coin, though it took longer than it should have, and with that both the red coin star and the 100-coin star were done. Not difficult, just drawn out enough to make every mistake feel like wasted time.

Next was Heavy Metal Required, and the name doesn’t leave much to guess. I needed the Metal Cap. I’ve seen this done without it, but I’m not interested in making things harder than they need to be, so I stuck with the intended route. With the cap active, I could sink properly underwater and push the purple switch, which brought out the timed blocks.

Everything felt fine at first. The jumps were clean, the timing felt right, and then right at the end I walked straight off the final block. No complicated mistake, no bad angle, just walked off. The second attempt went the way the first one should have, and the star was mine without any further issues.

That left one final star in the course: Wall of Failure. The name fits. I knew exactly what I needed to do — get onto the platform, long jump, grab the ledge — and in theory it’s simpler than the alternative route. In practice, it took far longer than it should have. I lost count of the attempts. Too much distance, not enough distance, missing the ledge entirely, every variation you can think of showed up at least once.

When it finally worked, it wasn’t clean or dramatic, it just… worked. Mario grabbed the ledge, pulled himself up, and the star was there. That was Azure Abyss done.

Even with the course complete, I’m still two stars short of opening the next star door in this area. That means next time I’ll be heading through the double doors instead. I already have the key from Bowser, so it’s time to open up more of the castle and see what else this hack has waiting.


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Super Mario 74 – Log 4

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Super Mario 74 – Log 6

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Super Mario 74: A Survivor’s Journey Log 4 – Toxic Stars & Unexpected Progress

Super Mario 74 – Log 4: Toxic Stars & Unexpected Progress

Platform: Steam Deck
Mode: Original Edition
Rules: No savestates (except between entries)
Format: No Commentary

Video: Metal Cap switch course cleared, Toxic-Switch of Danger stars, and first stars in Azure-Abyss (no commentary)


With Bowser beaten, I could have moved straight into the next area, but there were still a couple of places left in this overworld that I hadn’t touched yet. One of them was the pipe leading to the Metal Cap course, Toxic-Switch of Danger. Technically I could have gone here right at the start of the hack, but I wanted to give myself a bit of a warm-up first. I remembered this level having toxic gas everywhere, and the only way to move through it safely is with the Metal Cap, which meant I already knew this was going to be one of those courses where you either stay calm and get through it, or you rush and fall straight into a hole.

There are five stars in this course, so I decided I might as well deal with all of them while I was here. Like before, I’m using the names from the wiki since the game itself doesn’t show them, and the first thing I did was go for the easier ones before even activating the switch. The first star, The Correct Hole, looks like a trap at first. The level is full of bottomless pits, and one of them has a coin floating over it, which usually means you shouldn’t trust it. This time though, it actually was the right one. I dropped down, grabbed the coin, and came out with the star without any problems, which was a good sign considering how this level is supposed to go.

The next star, Behind the Switch, is exactly where the name says. It sits in a small alcove directly behind the Metal Cap switch itself, which makes it easy to miss if you don’t know it’s there, but also one of the simplest stars in the course once you do. With those two done, there wasn’t really any reason to avoid it anymore, so I activated the switch and made the Metal Cap blocks active, including the one inside this level that I was about to be using a lot more than I expected.

Pillar Jumping was next, and it’s exactly what it sounds like. I went for a long jump to the pillar and followed it with a wall kick to grab the ledge. Apparently the intended way is to triple jump, but the long jump and wall kick worked for me, so I stuck with that rather than trying to be clever. One more jump after that and the star was mine, which left the two I remembered giving me trouble years ago.

Toxic Wall Kicks was the one I had been thinking about before I even entered the course. Back when I first played this hack, this star caused me more problems than I care to remember, and part of the reason I didn’t come here first this time was because I didn’t want to get stuck on it straight away. Somehow though, this time it just worked. One attempt, no panic, no missed jumps, and the star was collected before I really had time to expect anything to go wrong.

That only left the red coins, and that’s where the level finally decided to push back a little. The first attempt ended almost immediately when I misjudged a jump for the very first coin and dropped straight into a hole. Second attempt went much better. The coins are scattered across small platforms and narrow ledges, and a few of them hang just far enough over pits to make you think twice before jumping. Most of them came together without much trouble, but the last one slowed me down. To reach it I had to land on a small platform, then jump to another even smaller one, and every time I thought I had the angle right, Mario would come up just short or drift a little too far. That meant more trips back to the Metal Cap block, because I wasn’t about to risk running out of time in the gas while trying to fix my own mistakes. Eventually the jump worked, the last coin was collected, and with it the final star of the course.

Finishing that level with less trouble than I remembered honestly surprised me, so instead of stopping there I decided to keep going and head straight into Course 3, Azure Abyss. For some reason I had it in my head that this level had a lighthouse and was much darker than it actually is, which makes me think I’m mixing it up with another hack, but once I got inside it was clear I wasn’t remembering it quite right.

The Deepest Dive was the first star, and it’s exactly what it sounds like. Straight into the water, swim down to the bottom, grab the star, done. Cave Exploration was similar, but this time with a hidden passage to find before the star shows up. Once I spotted the opening it didn’t take long, and by that point I was already thinking about whether I should go for one more before stopping.

I decided on Pillars of Precision, which thankfully didn’t involve another long swim, just a short dive into a cave with three narrow pillars waiting at the end. I fully expected to miss at least one jump and have to repeat the whole thing, but somehow everything lined up perfectly and the star was collected on the first try. That was the point where I stopped and just sat there for a moment wondering what was going on, because years ago this hack gave me serious trouble, and now I had just cleared the Metal Cap course and taken three stars from the next level without much resistance at all.

I’m not going to get overconfident. I know this hack well enough to know it will push back sooner or later. But for now, I can honestly say I’m having a blast playing this again, and I don’t remember the last time I got through this much of Super Mario 74 without feeling like the game was trying to throw me out of the castle.


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Super Mario 74 – Log 3

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Super Mario 74 – Log 5

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Super Mario 74 – A Survivor’s Journey

Super Mario 74: A Survivor’s Journey Log 2 – Skyward Slopes Cleared

Super Mario 74 – Log 2: Skyward Slopes Cleared

Platform: Steam Deck
Mode: Original Edition
Rules: No savestates (except between entries)
Format: No Commentary

Video: Skyward Slopes stars, red coins, 100-coin star, and first star door unlocked (no commentary)


With Dice-Fortress currently being uncompletable for the moment, the best option was to move on to another course.
There are three available right now, and two of them can be completed without needing anything else, so I did a mental coin toss and chose
Course 2: Skyward Slopes.

The first star is another test of my wall jumping skills: To The Top of the Tower.
To even reach the tower, I need to climb some steep slopes, which I used to think required triple jumps back in the day.
Now I know that holding the jump button while pressing kick lets Mario climb steep slopes without any trouble.

Before heading up, I check the nearby sign which simply says 32.
No explanation, no hint, just the number. I have no idea why, but I’m sure it means something.

After wall jumping up the tower and grabbing the star, it was time for 8 Dangerous Red Coins.
This is where I lost my first life of the run after misjudging a jump.
Most of the coins are either floating in the air or placed dangerously close to edges, so one mistake is all it takes.

The red coins themselves weren’t the real problem though.
The real trouble came while going for the 100-coin star.
As I got closer to the total, I realised I was running out of coins to collect and had a brief moment where I wasn’t sure if I had missed some.
Then I remembered the tower had coins, so after a few more wall jumps I was able to grab enough to collect both the red coin star and the 100-coin star.

Next was The Outer Wall, which surprisingly didn’t give me much trouble at all.
I know this is still early in the hack, so I’m sure things will get harder later,
but past me definitely struggled with these courses more than current me is.

After that came No Time To Waste.
Seeing a purple switch usually means timed blocks, which normally means multiple attempts,
but somehow I managed to get this one first try, which I’m fairly sure would impress past me.

I could have collected Flotation Technology Box during the 100-coin run,
since the blue coins in this course lead straight to it,
but I decided to grab it separately, and it turned out to be another easy star.

The final star was Master of Jumping,
which is actually a bit misleading because the star itself doesn’t involve anything too difficult,
at least not for current me.
Past me might disagree.

With that star collected, Skyward Slopes is complete.
That also means I now have enough stars to open the first star door of the hack,
since that only requires ten.

So by finishing one course,
I’ve just unlocked another one to worry about.


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Super Mario 74 – Log 1

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Super Mario 74 – Log 3

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Super Mario 74 – A Survivor’s Journey

Super Mario 74: A Survivor’s Journey Log 3 – Bowser’s Badlands

Super Mario 74 – Log 3: Bowser’s Badlands

Platform: Steam Deck
Mode: Original Edition
Rules: No savestates (except between entries)
Format: No Commentary

Video: First star door opened, Bowser’s Badlands stars, red coins, and the first Bowser fight (no commentary)


With more than enough stars collected to open the first star door, I decided there was no reason to delay it any longer.
I already knew what waited behind it: Bowser’s Badlands – Battlefield.

This level has a strange quirk where every time you leave with a star, Mario plays the key animation as if you have just unlocked a door.
Since there are four stars here along with the Bowser fight itself, I ended up seeing that animation five times before I was finished.

The first task was reaching the Pink Bob-Omb, which turned out to be the hardest part of the course.
Getting to him requires a triple jump followed by two wall kicks, and for some reason I kept missing the second one.
Either I wasn’t getting enough height, or I wasn’t pulling back on the stick enough, but after a few attempts I finally made it.

With the cannon unlocked, I decided I would collect every star in the level before facing Bowser.
I don’t know if the stars have official names in-game, so I’m using the names listed on the wiki.

The first star was Top of the Starting Tower.
Exactly what it sounds like — the star sits on top of the tower, and the only way to reach it is with the cannon.
I lined the shot up, fired, and somehow hit the perfect angle.
One of those once-in-a-lifetime cannon shots where everything just works.
Straight onto the tower, straight onto the star.

Next was Secret Corner, another cannon shot, this time to reach a hidden area that can only be accessed from above.
Once I landed, a short drop and a kick for momentum was enough to secure the star.

At this point I couldn’t help thinking that past me would be wondering where these skills were years ago.

After that I went for Scaffolding Path.
This one required a slower approach.
I took my time, played the jumps carefully, and worked my way across without rushing.
Star number three collected.

That left Red Coins of the Battlefield.
The coins are scattered all over the course, most of them placed just close enough to edges to make you think twice before jumping.
I half expected the game to leave me inside the level after collecting them,
but instead I was thrown back out again like the other stars.

With the stars finished, it was time to deal with Bowser.

One more cannon shot, a few Bob-Ombs dealt with, then onto the purple switch section with the timed blocks.
I missed the first attempt, but managed it on the second.

Bowser gave his usual speech, mentioned the bombs were set slightly higher this time,
but that didn’t stop me from throwing him straight into one.

The camera did something strange while he handed over the key,
but the result was the same.
First Bowser battle done.

There are still more courses in this area waiting,
but I have to admit, part of me keeps thinking about how much trouble this hack gave me years ago.

I’m playing better now, no question about that.
But I also know this hack well enough to understand something else.

The easy part is over.


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Super Mario 74 – Log 2

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Super Mario 74 – Log 4

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Super Mario 74 – A Survivor’s Journey

Super Mario 74: A Survivor’s Journey Log 1 – Back to Dice-Fortress

Super Mario 74 – Log 1: Back to Dice-Fortress

Platform: Steam Deck
Mode: Original Edition
Rules: No savestates (except between entries)
Format: No Commentary

Video: Dice-Fortress stars, wall jumping, red coins, and the first return to Super Mario 74 (no commentary)


Well, it has been some time since I last played this hack, and it will be interesting to see how much I remember — and how much my skills have improved since the last time I attempted it.
This run is also bigger than the original game, with an extra 31 stars to find, meaning a total of 151 stars to collect.

After talking to the Toads, it was time to enter my first course: Dice-Fortress.
Not entirely sure why it is called that, as there isn’t a dice in sight, but I’m not here to question it, I’m here to survive it.

I head straight to a sign, which is meant to be the Pink Bob-Omb, but apparently Kamek has turned them into a sign.
They inform me I can’t complete this course until I have a way to fly, so the Wing Cap is going to be needed before this level is fully cleared.

My first star is Wall Jumping Lesson.
The name makes it obvious what I’m expected to do, and while I’m reasonably comfortable with wall jumping, I also know this hack has a habit of humbling me when I least expect it.

With that star collected, I moved onto the next one.

There is a purple switch which activates timed blocks to make reaching higher platforms easier,
but I prefer taking my time with jumps when I can, so instead I practiced my wall jumps and made my way up manually before long-jumping across the pillars for Conquer the Pillars.

The next star I went for was The Box’s Treasure.
There is a box placed just awkwardly enough that it needs a bit of thinking to hit.
I remember past-me kicking the box, but this time I used a ground pound to get enough height to break it open,
followed by a quick wall jump back up to collect the star.

Next up was the familiar task of Collect the 8 Red Coins, which also meant working toward the 100-coin star at the same time.
Thankfully the coins are all in reasonable locations, so this ended up being more of a warm-up than a challenge.

At this point I can’t collect any more stars here without the Wing Cap,
so I’m mentally half-ticking Dice-Fortress off the list for now.

Next stop will be Course Two.
I do have a rough plan in my head based on what I remember from years ago…
but there is also a lot I don’t remember, which probably means this run is going to surprise me more than once.


Continue the Journey

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Super Mario 74 – Log 2

Super Mario 74 Hub:

Super Mario 74 – A Survivor’s Journey

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