Someone, AgentMuffin (t∣b∣c) or otherwise, should update the following verbs to present tense come June 2020. Maybe set a reminder on your phone, just in case?
Dutch Pancakes 64 is a puzzle-platformer made by Ninkancho for the Display C. Released on June 23, 2020, it is a celebration of the Super Mario series' thirty-fifth anniversary. This time, the focus is on Super Mario 64, Mario's first mainstream 3D outing. Dutch Pancakes 64 is not a level editor like Super Mario Maker. Instead, it is an emulator for a SM64 hack, which requires players to exploit bugs and glitches in the engine to progress.
History[]
On June 23, 2016, the twentieth anniversary of Super Mario 64's release, Ninkancho filed a trademark for the title "Super Mario: Dutch Pancakes". Fans of pannenkoek2012 speculated that the name was a reference to him, and that the game would be focused on beating courses using as few presses of the A button as possible.
Ninkancho confirmed the game and platform, which was at that point unnamed, on September 26.
TBA
Extraneous head-up display[]
The sidebars of the screen contain different sets of important information. Since whatever Ninkancho's main console was in 2020 has a touchscreen (oh you sweet summer child), those HUD elements are also visible and repositionable on it. Depending on the mission, this extraneous head-up display may contain loaded-object counters, memory slot visualizations, Mario's horizontal and vertical speed, coordinates, local, PU, and QPU maps, and so on.
Courses[]
Number | Course | Description |
---|---|---|
1 | Bark-Log Jungle | An easy forest-themed course that has Mario performing backwards long jumps to clear lakes of purple goo. In this course, the HUD primarily contains a counter for Mario's speed. |
2 | Memory Lanes | In this city, Mario must repeatedly clone objects to make it to otherwise inaccessible areas. The player will occasionally need to visit other courses to update the HOLP to a faraway or out-of-bounds location. The HUD contains object slots, HOLP coordinates, and settings for select objects. |
3 | Parallel Peaks | This mountain-themed course has a number of caves that Mario must use PU movements to get "inside", as they often serve as the only ways to progress. The mountain's real landmark is, however, the twin waterfalls that lend it its name. Some frame-perfect maneuvering is required to dodge obstacles when Mario follows them into an underground subworld. |
4 | Stuttering Canyon | A huge, layered canyon where Mario has to make use of seams, misalignments, and other quirks related to the edges of platforms. |
5 | Floating Pools | Mario has to overcome the granularity of the floats used to determine, among other things, his own position, when he isn't solving water-related puzzles. |
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10 | Frozen Wonderland | |
11 | Packed Underground | A twisting cavern where Mario must combine PU movement with cloning and pause buffering, with some help from his Scuttlebug friends. |
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13 | Meta Mesa | In this mushroom-infested tableland, Mario must truly break the perceived boundaries of the game to win. Different variable types have to be abused in tandem with various minor glitches to all but break the game entirely. Several times throughout the course, Mario must carry glitches across from other levels, outsource Power Star collection to the instance of himself from the demo, and come dangerously close to crashing the game entirely. |
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15 | Impossible Round-Clock |
Music[]
Trivia[]
- The game's title is a shout-out to YouTuber pannenkoek2012. He is best-known for his applications of Super Mario 64 mechanics and glitches to the completion of "impossible" challenges, such as beating the game with as few A presses as possible.