Uploaded September 2026 | Updated September 2026, 1 week ago
It's finally over.
I am really not a fan of this game and the set was one of the most miserable ones I've ever seen.
I had a really big handicap for most of this playthrough, because it was the first time I used dolphin. There is a slow walk modifier build in and it randomly is asigned to shift. Since it was the first time playing sunshine I did not notice the difference, but every time I held jump I basically got slowed down a lot, so all jumps were way tighter for me and some straight up impossible. In part 2 I was talking about how I could not get a jump for 2h for a 10 point achievement and now we know why.
Even ignoring that, some challenges should really be moved so the bonus subset. On one I spent like 3h and on another one 4h, which is ridiculous for the base set.
I actually fully believe that the sm64 bonus subset is quite a bit easier than the base set of this and I am not just saying this based on the sm64 experience I have. Most challenges in that bonus subset are really easy with the hardest being a 70 star run deathless, which might sound kinda difficult at first, but compared to stuff in this set it really isn't. I did the math and there are 57 stars that you can't die to and the other 13 are super easy as well. Those 13 stars consist out of stuff like SSL pyramid top or HMC reds, where you need to cross one single gap. The only """hard""" part is not dying to the bridge at the beginning of bits, because even if you fall down later you don't really die if you play it safe.
It's finally over.
I am really not a fan of this game and the set was one of the most miserable ones I've ever seen.
I had a really big handicap for most of this playthrough, because it was the first time I used dolphin. There is a slow walk modifier build in and it randomly is asigned to shift. Since it was the first time playing sunshine I did not notice the difference, but every time I held jump I basically got slowed down a lot, so all jumps were way tighter for me and some straight up impossible. In part 2 I was talking about how I could not get a jump for 2h for a 10 point achievement and now we know why.
Even ignoring that, some challenges should really be moved so the bonus subset. On one I spent like 3h and on another one 4h, which is ridiculous for the base set.
I actually fully believe that the sm64 bonus subset is quite a bit easier than the base set of this and I am not just saying this based on the sm64 experience I have. Most challenges in that bonus subset are really easy with the hardest being a 70 star run deathless, which might sound kinda difficult at first, but compared to stuff in this set it really isn't. I did the math and there are 57 stars that you can't die to and the other 13 are super easy as well. Those 13 stars consist out of stuff like SSL pyramid top or HMC reds, where you need to cross one single gap. The only """hard""" part is not dying to the bridge at the beginning of bits, because even if you fall down later you don't really die if you play it safe.
![Uranium Mario 64 [savestateless]
Uranium Mario 64 [savestateless] Uranium Mario 64 [savestateless]](https://i.ytimg.com/vi/Xx4z94KYyXE/mqdefault.jpg)
![Super Mario 64 (2) [playthrough]
Apperently this hack is almost 20 years old Oldge Super Mario 64 (2) [playthrough]](https://i.ytimg.com/vi/YNhmIKDWrIg/mqdefault.jpg)
![Tung Tung Tung Sahurs Brainrot Kaizo Demo 67 Green Comet [savestateless]
Banger edit.
Now just the original left... Tung Tung Tung Sahurs Brainrot Kaizo Demo 67 Green Comet [savestateless]](https://i.ytimg.com/vi/YRBB1WsS3gU/mqdefault.jpg)






![Kaizo Star Revenge 4 [savestateless]
Mips was the hardest star of this hack frfr Kaizo Star Revenge 4 [savestateless]](https://i.ytimg.com/vi/bChsfc4nOIE/mqdefault.jpg)
