Blueprint: Difference between revisions
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{{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]] | '''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 | 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 | 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 | 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 Area|Bonus Stage]]s from a sub-menu at his headquarters. | ||
==Gallery== | ==Gallery== | ||
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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> | ||
Revision as of 10:30, November 1, 2024
Blueprint | |
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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
Names in other languages
Language | Name | Meaning | Notes |
---|---|---|---|
Japanese | せっけいず[1] sekkeizu |
Plan | |
French | Plan[?] | Plan | |
German | Pläne[?] | Blueprint | |
Spanish | Plano[?] | Blueprint |
References
- ^ 『任天堂公式ガイドブック ドンキーコング64』 Page 10.