Blueprint: Difference between revisions

From the Super Mario Wiki, the Mario encyclopedia
Jump to navigationJump to search
m (Text replacement - "Fra([AE]?M? *)=" to "Fre$1=")
mNo edit summary
Tag: Mobile edit
 
(2 intermediate revisions by the same user not shown)
Line 4: Line 4:
}}
}}
{{quote|This isn't a game, [[Kong]]! Those blueprints are vital to us both, so please go and find some.|Snide|Donkey Kong 64}}
{{quote|This isn't a game, [[Kong]]! Those blueprints are vital to us both, so please go and find some.|Snide|Donkey Kong 64}}
'''Blueprints''' are the design plans for the [[Blast-o-Matic]] from ''[[Donkey Kong 64]]''. They are collectible items that the [[Kong]]s must recover for [[Snide]]. There are forty Blueprints in total.
'''Blueprints''' are the design plans for the [[Blast-o-Matic]] in ''[[Donkey Kong 64]]''. They are collectible items that the [[Kong]]s must recover for [[Snide]]. There are 40 blueprints in total.


Aside from [[Hideout Helm]], every area in the game, including [[DK Isles]], has five blueprints, one for each Kong to collect. Every blueprint is guarded by a [[Kasplat]], whose hair color and blueprint color corresponds to a specific Kong (yellow for [[Donkey Kong]], red for [[Diddy Kong]], purple for [[Tiny Kong]], blue for [[Lanky Kong]], green for [[Chunky Kong]]). If an incorrect Kong is active, the Blueprint appears in the form of a hologram, and the Kong cannot collect it. Each Kong can individually visit [[Snide's H.Q.]] with their recovered blueprints, where Snide rewards them with a [[Golden Banana]] for every one they return.
Aside from [[Hideout Helm]], every area in the game, including [[DK Isles]], has five blueprints, one for each Kong to collect. Every blueprint is guarded by a [[Kasplat]], whose hair color and blueprint color corresponds to a specific Kong (yellow for [[Donkey Kong]], red for [[Diddy Kong]], purple for [[Tiny Kong]], blue for [[Lanky Kong]], and green for [[Chunky Kong]]). If an incorrect Kong is active, the blueprint appears in the form of a hologram, and the Kong cannot collect it. Each Kong can individually visit [[Snide's H.Q.]] with their recovered blueprints, where Snide rewards them with a [[Golden Banana]] for every one they return.


Blueprints play a somewhat critical role in the final level, [[Hideout Helm]], because [[Snide]] uses the blueprints to delay the Blast-o-Matic's countdown timer by a minute per blueprint. By default, the timer starts at ten minutes and can count down from 50 minutes at highest, if all 40 blueprints were collected beforehand.
Blueprints play a somewhat critical role in the final level, Hideout Helm, because Snide uses the blueprints to delay the Blast-o-Matic's countdown timer by a minute per blueprint. By default, the timer starts at ten minutes and can count down from 50 minutes at highest, if all 40 blueprints were collected beforehand.


Blueprints are required for a 101% completion, albeit indirectly via the Golden Bananas Snide awards for turning them in. The blueprints themselves don't add to the completion percentage. Additionally, by recovering every blueprint, Snide allows the Kongs to replay most of the [[Bonus Area|Bonus Stage]]s from a sub-menu at his [[Snide's H.Q.|headquarters]].  
Blueprints are required for a 101% completion, albeit indirectly via the Golden Bananas that Snide awards for turning them in. The blueprints themselves do not add to the completion percentage. Additionally, after the Kongs recover every blueprint, Snide allows the Kongs to replay most of the [[Bonus room|Bonus Stage]]s from a sub-menu at his headquarters.  


==Gallery==
==Gallery==
Line 21: Line 21:
DK64 Green Blueprint.gif|Sprite of a green blueprint
DK64 Green Blueprint.gif|Sprite of a green blueprint
Blueprint (incomplete).png|The blueprint diagram when the player presses {{button|n64|a}} in Snide's H.Q.
Blueprint (incomplete).png|The blueprint diagram when the player presses {{button|n64|a}} in Snide's H.Q.
DK64 Blueprint Full.png|The blueprint diagram after all 40 have been returned to Snide
DK64 Blueprint Full.png|The blueprint diagram after all 40 blueprints have been returned to Snide
</gallery>
</gallery>



Latest revision as of 10:31, November 1, 2024

Blueprint
Artwork of blueprint
First appearance Donkey Kong 64 (1999)
“This isn't a game, Kong! Those blueprints are vital to us both, so please go and find some.”
Snide, Donkey Kong 64

Blueprints are the design plans for the Blast-o-Matic in Donkey Kong 64. They are collectible items that the Kongs must recover for Snide. There are 40 blueprints in total.

Aside from Hideout Helm, every area in the game, including DK Isles, has five blueprints, one for each Kong to collect. Every blueprint is guarded by a Kasplat, whose hair color and blueprint color corresponds to a specific Kong (yellow for Donkey Kong, red for Diddy Kong, purple for Tiny Kong, blue for Lanky Kong, and green for Chunky Kong). If an incorrect Kong is active, the blueprint appears in the form of a hologram, and the Kong cannot collect it. Each Kong can individually visit Snide's H.Q. with their recovered blueprints, where Snide rewards them with a Golden Banana for every one they return.

Blueprints play a somewhat critical role in the final level, Hideout Helm, because Snide uses the blueprints to delay the Blast-o-Matic's countdown timer by a minute per blueprint. By default, the timer starts at ten minutes and can count down from 50 minutes at highest, if all 40 blueprints were collected beforehand.

Blueprints are required for a 101% completion, albeit indirectly via the Golden Bananas that Snide awards for turning them in. The blueprints themselves do not add to the completion percentage. Additionally, after the Kongs recover every blueprint, Snide allows the Kongs to replay most of the Bonus Stages from a sub-menu at his headquarters.

Gallery[edit]

Names in other languages[edit]

Language Name Meaning Notes
Japanese せっけいず[1]
sekkeizu
Plan
French Plan[?] Plan
German Pläne[?] Blueprint
Spanish Plano[?] Blueprint

References[edit]

  1. ^ 『任天堂公式ガイドブック ドンキーコング64』 Page 10.