Editing Blast-o-Matic
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Later, when the Kongs first enter [[Creepy Castle]], a cutscene shows a Kasplat trying to escape from Crocodile Isle, hoping that K. Rool does not find out about the Kongs recovering the blueprints to the Blast-o-Matic, which it describes as a "stupid machine". | Later, when the Kongs first enter [[Creepy Castle]], a cutscene shows a Kasplat trying to escape from Crocodile Isle, hoping that K. Rool does not find out about the Kongs recovering the blueprints to the Blast-o-Matic, which it describes as a "stupid machine". | ||
Upon first entering the final world, [[Hideout Helm]], the Kongs set off the Isle's alarm system, forcing K. Rool to activate the weapon, even though the chief technician begs for a few more hours to fully test it before firing, fearing that | Upon first entering the final world, [[Hideout Helm]], the Kongs set off the Isle's alarm system, forcing K. Rool to activate the weapon, even though the chief technician begs for a few more hours to fully test it before firing, fearing that Blast-o-Matic could explode and destroy them all. The Kongs' main goal is to deactivate the Blast-o-Matic within the time limit, which varies depending on how many blueprints that the Kongs have recovered for Snide (one minute for each blueprint, up to a total of 50 minutes). To deactivate the machine, each Kong must complete two [[Bonus Barrel]] challenges just outside their corresponding power source. | ||
Failure to shut down the Blast-o-Matic in time (or choosing "Quit Game" from the Pause Menu) results in a Game Over cinematic where K. Rool laughs madly and presses a few buttons to activate the Blast-o-Matic. The sequence stops just before it allegedly takes fire at DK Isles. | Failure to shut down the Blast-o-Matic in time (or choosing "Quit Game" from the Pause Menu) results in a Game Over cinematic where K. Rool laughs madly and presses a few buttons to activate the Blast-o-Matic. The sequence stops just before it allegedly takes fire at DK Isles. |