Pasta processing


Pasta processing is the process in which wheat semolina or flour is mixed with water and the dough is extruded to a specific shape, dried and packaged.
Durum wheat semolina or flour, common farina or flour, or combination of both is mixed with water and eggs (for egg noodles) and other optional ingredients (like spinach, tomato, herbs, etc.). Usually 25–30 kg of water is added per 100 kg of semolina.[1] The amounts are measured by computerized dispensers. The mixture is then kneaded by auger extruder equipped with mixing paddles and kneading blades to obtain a homogeneous mass, and after that is extruded through various shaped dies. Drying process begins immediately after the products are shaped to prevent deformation and sticking. The pastas are dried completely in drying chambers and stabilized, then ready for packaging. In modern factories, dry pasta is processed using automatic continuous lines.
Mixing
In this level wheat semolina and water are mixed by the ratio of 3 to 1. Water should be pure, with no off-flavor and suitable for drinking. Its temperature is about 35-45 °C[2] to help speed up absorption. For egg noodles, eggs are added in the form of fresh eggs, frozen eggs, dry eggs, egg yolks or dry egg solids. If eggs are added to the mixture, the amount of water is modified. Adding egg improves the nutritional quality and richness of the pasta. Disodium phosphate is also added to reduce the cooking time.[3]
Mixing the semolina and water takes place in two stages. First, the ingredients are measured and added to a pre-mixer, and then they are transferred to a mixing chamber which finalizes the mixing process and produces a homogeneous mass.[2]
Measuring the raw material
The exact amount of raw materials is very important. Semolina dosing is done by two methods: volumetric feed (measurement by volume), and gravimetric feed (measurement by weight). In volumetric feed, a specific volume of semolina is measured by variable speed screws or rotary air-lock valves. This method is not very accurate since the amount depends on the density of the semolina. In gravimetric feed, semolina is weighed by a variable speed transport system, which is equipped with a device measuring the flow. Although this method is more accurate, it is more expensive and needs to be isolated.[2] There are different ways to determine the flow in gravimetric feeds:
Conveyor Belt Feeds: in which one specific portion of the belt is weighed and the speed of the belt is used to calculate the semolina flow.
Loss-in Weight Feeds: in which the change in weight of the hopper which the semolina is poured from indicates the semolina flow.
Slanted Surface System: in which the movements of variable speed extraction elements (like screws and bolts) are measured by the electronic devices and are converted to the semolina flow.
The exact amount of water needed for the dough depends on the final shape of the pasta. Long pastas should have less moisture content (and therefore less water) so they will be able to stretch during the extrusion. Short pastas need less moisture content due to rapid cutting. Various dosing systems are used to pump the water to the mixture. The most common ones are piston pumps in which the water flow rate is controlled by adjusting the piston stroke, screw feeder, and gear and lobe pumps where the speed of the rotation determines the water flow. In more advanced systems, electronic devices are used to regulate the water flow.[2]
Pre-mixer
The measured amounts of water and semolina are mixed together in pre-mixer to form a crumbly dough. The traditional type of pre-mixer is a trough with a cylindrical section inside which rotates a mixing shaft with blades. More advanced systems use a high-speed (centrifuge) pre-mixer in which water and semolina are sprayed into the chamber, so that each particle of semolina absorbs the correct amount of water.[4]
Final mixing
The final mixer is a trough with shafts which are equipped with mixing blades. Both shafts and blades are made of stainless steel. The shafts run at a low speed (70 rpm) to mix the raw ingredients into a dough. This process usually takes 10–20 minutes.
Some mixers work under atmospheric pressure and others under vacuum. If vacuum is used, the mixture goes directly into the extrusion chamber. When the mixer works under atmospheric pressure, a vacuum unit (vacuum mixer) conveys the mixture to the extrusion chamber.[5]
Extrusion
Extrusion is the process of kneading and shaping at the same time and in the matter of a few minutes. This process takes place in an extruder which is a grooved extrusion cylinder equipped with an extrusion worm which is a shaft with deep thread around its core. The extrusion worm kneads and moves the dough forward and presses it through the dies in the head of the extruder. The longitudinal grooves in the cylinder reduce the friction and improve the movement of the dough. Both the worm and the cylinder are made of stainless steel, but the worm has a Teflon coating to decrease friction.[6]
The temperature of the dough should remain between 40 and 45 °C. If the temperature exceeds 50 °C the gluten network would be damaged, which has a negative effect on the quality of pasta. Since extra heat is generated by pressure and friction, there are water jackets around the cylinder and head. A large amount of water with high speed and temperature of 38-40 °C is circulated in jackets.[7]
The cylinder also has an air vacuum chamber, which removes air bubbles from the dough before extruding. Otherwise small bubbles will form in the pasta and decreases the mechanical strength which cause breakage from hours to days after drying. The air also oxidizes the carotenoid or xanthophyll, which results in a white, chalky appearance of the pasta.[6]
Forming
There are different types and shapes of dies to form various shapes of pasta. Generally, pastas are categorized into two large groups: long pasta (like spaghetti, fettuccine, linguine, etc.) and short pasta (like elbow-shaped macaroni, penne, shells, etc.). Circular dies with rotating blades underneath them are used for short products, where long rectangular dies form the long products. The dies are made of Teflon-coated bronze. The extruder pushes the dough through the
Template:Game infobox Mario vs. Donkey Kong is a game for the Game Boy Advance. It brings back Mario and Donkey Kong's rivalry from the Super Mario franchise's first game, Donkey Kong. The game is more or less a spiritual successor to Donkey Kong for the Game Boy, as it features the return of many original elements such as the construction site setting, Mario's athleticism, and using the hammer, and borrows elements from Super Mario Bros. 2, especially with picking up enemies and items. Despite bringing elements from the previous platformers, Mario vs. Donkey Kong is more of a puzzle platformer; Mario must find the best route to complete the level by hitting switches and interacting with other objects, often in a specific order. This game spawned multiple sequels and became the first installment of the Mario vs. Donkey Kong series; this is the only game in the series, however, to feature Mario himself as a playable character, since the later games have the player control Mini-Marios.
The game was re-released as a free downloadable title for the Nintendo 3DS on December 16, 2011. However, it was only available to people who purchased a Nintendo 3DS prior to the August 12, 2011 price drop, meaning that they had to be a part of the Nintendo 3DS Ambassador Program. It was re-released again on the Wii U's Virtual Console in Japan on July 23, 2014, in Europe on September 17, 2015, in Australia on September 18, 2015 and in the Americas on February 9, 2017.
A remake of the same name was released for the Nintendo Switch on February 16, 2024.
Story
The following text is taken from page 6 of the North American instruction booklet for the game:
It looks like Donkey Kong is up to his old tricks again!
Over in the Mushroom Kingdom, Mario has become so famous that he's started his own toy company. His new Mini-Mario action figures are all the rage, and this cute li'l wind-up toy is just flying off the shelves.
In fact, these toys are so popular that stores can't even keep them in stock. Donkey Kong just loves these new toys, but when he showed up at the store, they were all gone!
Donkey Kong's not famous for his patience, and he wasn't about to wait for the next shipment, so he just went straight to the factory and started grabbing all the new Mini-Marios for himself. Mario arrived just in time to see Donkey Kong run off with all his inventory!
Now it's up to you to help Mario recover his stolen trinkets and give Donkey Kong a good talking-to for not pre-ordering!
Mario has become so famous and popular in the Mushroom Kingdom that he has decided to establish the Mario Toy Company, which has developed a new toy called the Mini-Mario. In the opening cutscene, as Donkey Kong surfs through the channels of his television set, he sees a commercial for the Mini-Marios. Donkey Kong instantly adores the toys and heads to the Toy Store to buy some, but finds that they are all sold out. Donkey Kong turns around and sees the Mario Toy Company, deciding to loot it of its Mini-Marios.
In the cutscene played when starting a file, the factory where the Mini-Marios are produced is shown to be managed by three Toads. Upon seeing Donkey Kong barge into the factory, the Toads become frightened; they are unable to stop Donkey Kong from stealing the toys, as he collects Mini-Marios encased in crystal balls and places them into a large bag with his emblem, leaving the building afterward. Mario then notices Donkey Kong and starts chasing him.
After Mario chases Donkey Kong across six worlds, Donkey Kong checks his bag only to realize that it is empty, as all the Mini-Marios he stole have dropped. Mario, the Mini-Marios, and the three Toads laugh at Donkey Kong for this; enraged, Donkey Kong grabs the three Toads and climbs to the top of a tall building under construction. Mario rescues the three Toads and defeats Donkey Kong, causing him to fall off the building while the end credits roll; however, after this, a truck containing additional Mini-Marios pulls up to the building, which Donkey Kong falls directly onto. The Mini-Marios fall onto the ground and their crystal balls break, leaving them clamoring as they surround Donkey Kong. Mario asks Donkey Kong if he is okay before Donkey Kong immediately steals the Mini-Marios surrounding him, prompting Mario to give chase once again.
After Mario chases Donkey Kong through six more worlds, Donkey Kong checks his bag a second time. Presuming that Donkey Kong's bag is empty, Mario laughs at him until six Mini-Marios drop from the bag, which Donkey Kong grabs as he flees. Finally, Donkey Kong faces Mario in a giant robot holding the Mini-Marios, which Mario promptly frees while fighting Donkey Kong, eventually wrecking the machine and electrocuting Donkey Kong in the process. After this, Mario is about to scold Donkey Kong for what he did, but finds that Donkey Kong is crying in pity and shame. Mario cheers him up by giving him a free Mini-Mario. Donkey Kong gets what he has wanted all along, while Mario and the remaining Mini-Marios celebrate as the true end credits roll.
Gameplay
Each of the game's six worlds is divided into eight levels. For the first six levels within each world, Mario must find a key and open up a door to the second half of the level, which is a checkpoint. There, Mario will find the Mini-Mario toy that Donkey Kong dropped. If Mario is defeated in the second half of the level, his points reset back to the points he earned in the first half of the level. At the beginning of each level, there is a short sequence of automatic gameplay showing what Mario needs to do or what he may face before playing the level. This sequence also explains what moves Mario needs to use to complete the level, displaying combinations of buttons to press.
Unlike games in the Super Mario series of platformers, Mario always loses a life upon taking damage, and cannot improve his defensive capabilities. Different methods of losing a life cause different animations to play that show Mario being injured, accompanied by three unique musical jingles; these include the standard animation of collapsing onto the ground, being set on fire, electrocuted, squished, and falling from a large height and landing on his head. If the fall is not big enough, Mario may land on his back instead, stunning him and leaving him vulnerable for a short time.
Each level also features a time limit, which acts identically to that of the Super Mario series. If the time limit reaches 30 seconds, Mario exclaims "Hurry, hurry, hurry!" and a warning theme starts to play, which is an arrangement of the theme in the same scenario from Donkey Kong for the Game Boy. If the time limit runs out, Mario will say "Mamma mia, time's up!" and Mario loses a life. When Mario grabs the key and opens a locked door, the remaining time in the first area will be added to the time limit in the second area. In the Japanese and European versions of the game, this is made explicitly clear by the numbers of the time limit being sucked into the door as Mario leaves, whereupon they are shown being added to the second area's time limit with a addition symbol.
Mario can perform additional moves besides jumping, such as handstands and backflips. To defeat enemies, Mario must pick up objects and throw them at enemies, reminiscent of Super Mario Bros. 2. Throughout the level, there are some collectibles that Mario can collect. Three are pivotal in earning a high score, which are different colored presents. Earning a high enough score, beating the default score, earns a star for that level. The stars later are used to unlock Expert levels.
Once Mario completes a level and collects enough presents, he can play a short bonus game[8] to earn extra lives. One present may have a 1-Up Mushroom, one may have a 2 UP, another may have a 3 UP, or a 5 UP, and one present may have a Donkey Kong head that gives zero lives; this is shown at the beginning of the bonus game. One bonus game is stopping a scrolling arrow on top of the desired present while the other has Mario swapping presents so Donkey Kong's fist squashes an undesired present.
The seventh level in each world is a Mini-Mario level. Mario leads the six Mini-Mario toys he collected back to their toy box; however, he must make sure they avoid obstacles along the way. This leads into a battle with Donkey Kong, with each Mini-Mario saved becoming a health point.[9] For example, if Mario saves all six of the Mini-Mario toys, he will be able to be hit six times by Donkey Kong before losing a life. If Mario runs out of time or loses all of his health points, the player will lose a life and must restart the battle with Donkey Kong. If the player does not complete the Mini-Mario level before entering the boss battle, Mario will start the fight with four health points, and getting a Game Over will require Mario to replay the Mini-Mario level.
After Mario has beaten the six worlds and defeated Donkey Kong, six "Plus" Worlds are unlocked, numbered 1+, 2+, and so on. There are six standard levels and one boss level in each Plus World, and there are no Mini-Mario levels. Mario must get to a Mini-Mario holding a key and lead it to the exit doorway. If either Mario or Mini-Mario is defeated, the player loses a life and must restart the level. There is only one part per level in the Plus Worlds, and they are designed to be more difficult than the main worlds. There are still Donkey Kong boss levels in the Plus Worlds. In those levels, the player always starts with six health points and has 120 seconds to defeat Donkey Kong except in Donkey Kong Plus, where they have 300 seconds.
For the "Expert" levels, a certain number of stars collected by beating high scores are required to unlock levels. There are twelve Expert levels. Additionally, if the player leaves or restarts the level in any mode before they clear the level for the first time, they lose a life. If the level is already complete, the player will not lose a life when choosing to exit the level. However, the player will still lose a life if they retry the level, even if it is completed. In the "Card-e+" levels, Mario starts off with infinite lives. There is no bonus game for collecting all the presents in either the Expert or Card-e+ levels.
Controls
- gba - Jump
- gba - Picks up item
- gba - Moves Mario
- gba/gba - Selects between worlds
- gba - Pauses and continues game.
Mario's moves
- Jump (gba)
- Handstand (Down gba + gba)
- Handstand Jump (gba while handstanding)
- Handstand Double Jump (gba after touching the ground from a Handstand Jump)
- Backflip (while facing right) (Left gba + gba)
Worlds
Expert
The Expert levels are a group of twelve levels that test the player's skills. In order to beat them, the player must find a key and go through the door. These levels (save for boss levels and the regular worlds' final boss) are the only levels that don't involve Mini-Marios. They are first unlocked by beating the true final boss then by stars obtained. There are no set high scores for these levels and collecting all three Presents in a level does not let the player play one of the bonus games. The music that plays during the Expert levels is at a faster tempo, and gradually increases in tempo as the time limit decrements.
- Level x-1
- Level x-2
- Level x-3
- Level x-4
- Level x-5
- Level x-6
- Level x-7
- Level x-8
- Level x-9
- Level x-10
- Level x-11
- Level x-12
Card-e+
Card-e+ (カードe+)[10] is a game mode exclusive to the Japanese version of the game, allowing e-Reader cards to be loaded containing new levels. The mode is hidden by default, but it can be enabled by connecting a second Game Boy Advance with a link cable and following the prompts that appear upon doing so. The cards are very rare due to their limited distribution. The first card was given to attendees of the 20th Next Generation World Hobby Fair in June 2004.[11] The next five cards were given out as a set in a sweepstakes by Template:Country data CoroCoro Comic, which hosts the Super Mario-kun manga, in August 2004. Only 1,000 of these sets were ever released.[12]
Remnants in the game's code reveal that this mode exists in the North American release, where it is named e World; however, no corresponding e-Reader cards for the region were released, meaning that the mode can only be accessed by hacking the game. The preloaded North American levels all appear to be prototypes of the levels available in the Japanese release, as the game was developed and released in North America before its release in Japan. Most of the differences are minor, with a few levels having major differences between regions. The six e-Reader card levels are identical to the preloaded levels hidden in the Japanese release. The last two digits of the card's ID number denotes its place among the 14 preloaded levels.
Preloaded Japanese level | Corresponding US prototype | Notes |
---|---|---|
1. Tobiori chūi! 「とびおりちゅうい!」 "Jump Down with Caution!" | 12. Climb and Fall | Released at the World Hobby Fair on card ID 18-M001 |
2. Revenge 「リベンジ」 | 1. Revenge | |
3. Naga~i michinori 「なが~いみちのり」 "The Looong Way" | 2. The Long Way | Released through CoroCoro Comic sweepstakes on card ID 18-M003 |
4. Athletic 「アスレチック」 | 3. One Shot Blue | Released in the same sweepstakes on card ID 18-M004 |
5. Tamago Panic! 「たまごパニック!」 "Egg Panic!" | 4. Egg Attack | |
6. Kamitsuki Wani no su 「かみつきワニのす」 "Snapjaws' Den" | 5. Later Gator | |
7. Fumikoete susume! 「ふみこえてすすめ!」 "You Should Cross Over!" | 6. Hot Feet | Very different layout |
8. Dossun no toride 「ドッスンのとりで」 "Thwomp's Fortress" | 8. The Thwamplet | Finished version has more spaces between Thwomps; sweepstakes card ID 18-M008 |
9. Rōsoku ni chūi! 「ローソクにちゅうい!」 "Beware of the Candle!" | 9. A Tricky Candle | Prototype is missing presents |
10. Dangerous Flowers 「デンジャラスフラワー」 | 11. Danger Flowers | Finished version replaced most ladders with trampolines; sweepstakes card ID 18-M010 |
11. Laser Panic! 「レーザーパニック!」 | None | Sweepstakes card ID 18-M011 |
12. Hitasura kawase! 「ひたすらかわせ!」 "Let's Do It!" | None | |
13. Osarete susume! 「おされてすすめ!」 "You Should Shove!" | None | |
14. Teresa wo kawase! 「テレサをかわせ!」 "Let's Move the Boo!" | 7. Boo in a Box | |
None | 10. Key to the Key | |
None | 13. DUMMY2 | Testing level, it is an empty stage with just the presents, the key, and the door |
Items and features
Item | About |
---|---|
File:MvsDK Key.png Key |
Keys are found in the first half of every regular level of the game. They must be taken to locked doors in order to open the second half. In the Plus levels, each Mini-Mario is holding the key needed to unlock the level's door. |
File:MarioVsDK MiniMario Sprite.png Mini-Mario |
Mini-Marios are the objective of the second half of the normal levels, where they must be rescued from crystal balls. They follow Mario in Mini-Mario levels. In the Plus levels, there is one Mini-Mario per stage, which must be rescued and brought to the door to beat the level. |
File:MvsDK 1-UP.png 1-Up Mushroom |
1-Up Mushrooms give Mario an extra life. |
File:MvsDK Switch.png Switch |
Switches are found in three variations: red, yellow, and blue. As the main effect, the switch that is active makes platforms, blocks, and ladders of the same color available to use. |
File:MvsDK Spring.png Spring |
Springs help Mario to jump higher. They can also be used by Mini-Marios. |
File:MvsDK ConveyorBelt.png Conveyor Belt |
Conveyor Belts appear in mass in some levels. They are used to transport keys and to help Mario through narrow areas. Their direction can be changed with a Direction Switch. |
File:MvsDK DonutLift.png Donut Block |
Donut Blocks are platforms that fall down if Mario or Mini-Mario stays too long on them. |
File:MvsDK Elevator.png Elevator |
Elevators are found moving on lines. Their directions can be changed with a switch. |
File:MvsDK TrashCanitem.png Garbage Can File:Barrel MvsDK.png Barrel |
These items can be carried and thrown by Mario. He can use them to defeat certain enemies, or as auxiliary platforms to reach other platforms or to pass long gaps with spikes. |
File:MvsDK Hammer.png Hammer |
Hammers are found floating on platforms. Mario can use them to defeat enemies, such as the Oil. The can be thrown upwards and grabbed again while in the air. |
File:MvsDK Presents.png Present |
Presents are found in red, yellow, and blue varieties. When all three are collected in a level, they are used in a bonus game where the player can win extra lives. |
File:MvsDK TOY.png Letter |
The letters T-O-Y are found in Mini-Mario levels. They must be collected by Mini-Marios to open the toy box. |
File:MvsDK ToyChest.png Toy box |
Toy boxes are the goal of the Mini-Mario levels. If the letters T-O-Y are collected, it opens and allows Mario to drop off his Mini-Marios. |
File:MvsDK SandBlockDKJungle.png File:MvsDK SandBlockFireMountain.png File:MvsDK SandBlockMysticForest.png File:MvsDK SandBlockFireMountainPlus.png Sand block |
Blocks that crumble into dust when stood on. |
File:HelpBlockMVDKO.gif File:MvsDK HelpBoxInternational.png Help Box |
Help Boxes appear in several levels. When touched, it reminds the player how to perform one of Mario's moves. |
Enemies and obstacles
Enemy / obstacle | About | First appearance | Last appearance |
---|---|---|---|
File:MvsDK Bat.png Bat |
Bats are enemies that, once released, fly horizontally through the stage. If they touch Mario, they latch on to him, stunning him and causing him to fall from the rope he is climbing. | Level 5-4 | Hitasura kawase! |
File:MvsDK Nitpicker.png Bird |
Small birds that fly horizontally once they leave their nests. They also drop polka-dotted eggs at Mario. | Level 2-3 | Egg Attack |
File:MvsDK Bob-omb.png Bob-omb |
Bob-ombs are dropped out of dispensers. They light their fuses when Mario is near and explode moments later. They can be used to destroy blocks to progress. | Level 5-3 | Level x-12 |
File:MvsDK Boo.png Boo |
Boos appear in Spooky House. They chase Mario when he is not looking at them, and remain still while being watched. | Level 4-4 | Boo in a Box |
File:Brickman sprite.png Brickman |
Brickmen are placed on platforms. They throw three lines of bricks under them, forcing Mario to handstand to avoid being hit. | Level 1-6 | Level 6-2+ |
File:MvsDK TrashCan.png Bucket Man |
Bucket Men hide inside Garbage Cans to confuse the player. They reveal themselves if Mario hops on them, they will start walking. Mario cannot grab and throw them as ordinary Garbage Cans, but rather use them as moving platforms during their motion to get past spike pits. These creatures can be defeated by throwing another object at them. | Level 1-4 | The Long Way |
File:MvsDK Candle.png Candle |
Candles appear in Spooky House, where they float up and down. | Level 4-2 | A Tricky Candle |
File:MvsDK Cannon.png Cannon and Cannonball |
Cannons tilt up and down, shooting cannonballs. | Level 5-4 | Hitasura kawase! |
File:MvsDK FallingSpike.png Falling spike |
Falling spikes fall from ceilings when Mario gets near them. When they get stuck on the ground, they act as temporary platforms for the player. | Level 4-3 | Level 4-DK+ |
File:Firebird MariovsDonkeyKong.png Fire bird |
Flaming birds that appear in Fire Mountain. They also drop burning eggs at Mario. | Level 3-2 | Level x-9 |
File:MvsDK Blowtorch Guy.png Fire Shy Guy |
Fire Shy Guys are found in Fire Mountain. Besides walking from side to side, they also shoot fire that can harm Mario. | Level 3-3 | Hot Feet |
File:FireMvsDK.png Fireball |
Fireballs walk from side to side on an area. They burn Mario once they touch him. | Level 1-2 | The Long Way |
File:MvsDK LavaGeyser.png Lava Geyser |
Lava Geysers rise out of pits of lava and cause platforms to float on top of them, allowing Mario to reach higher ground. | Level 3-1 | Level 3-4 |
File:MvsDK Moncheesprite.png Monchee |
Monchees are mechanical monkeys with long tails that hang below the platforms they are on. Mario can use these tails as ropes without getting harmed. However, he still loses an extra life if he touches a Monchee's body. | Level 2-3 | One Shot Blue |
File:MvsDK MiniNinji.png Ninji |
Simple enemies that jump up and down, which can help Mario to reach higher areas. They are invincible. | Level 3-1 | Hot Feet |
File:MvsDK OilDrum.png Oil |
Oil is found in cans with "OIL" written on their sides and fire coming out of them. They move up and down and burn Mario if he touches them. | Level 1-2 | Level 1-3+ |
File:MvsDK Podoboo.png Podoboo |
Podoboos are found jumping out from lava. They can burn Mario in one touch, and cannot be defeated. | Level 3-3 | Level x-3 |
File:MvsDK ShyGuyGhost.png Polterguy |
Polterguys move from side to side. There are three variations of this species: blue, red, and yellow. If a switch of their respective color is pressed, they turn into safe, stationary blocks. | Level 4-3 | Level x-10 |
File:MvsDK RamRam.png RamRam |
RamRams are found in jungle levels. Despite being enemies, they are used as platforms a few times. They can be defeated by fruit or by collapsing with another enemy or with an object. | Level 2-2 | One Shot Blue |
File:MvsDK Robokikki.png Robo Kikki |
Robots that act similar to Monchees, but move faster. | Level 6-3 | Laser Panic! |
File:MvsDK MiniShyGuy.png Shy Guy |
Simple enemies that move side to side continuously. | Level 1-1 | Level x-7 |
File:MvsDK SirShovalot.png Sir Shovalot |
Sir Shovalots, stubby knight-like enemies, are firstly seen walking calmly on the ground. But once they spot Mario, they quickly move towards him and use their front armor to shove him. This can be harmful if Mario finds himself between the armor and a wall, but it also helps him go through narrow places. Sir Shovalots cannot be defeated in any manner. | Level 4-2 | Boo in a Box |
File:MvsDK Snapjaw.png Snapjaw |
Snapjaws are seen climbing ropes in forest levels. They can be only defeated by falling fruit. | Level 2-5 | Later Gator |
File:MvsDK SpearGuy.png Spear Guy |
Spear Guys are first found sleeping. Once Mario gets near them, they wake up and start running after him. They go back to sleep if they touch a platform's edge. | Level 5-2 | Level 5-5+ |
File:MvsDK VenusFireTrap.png Tane Pakkun |
Tane Pakkun are found stationary on platforms, usually near ropes. They spit seeds to harm Mario. | Level 2-1 | Hitasura kawase! |
File:MvsDK Thwimp.png Thwimp |
Thwimps jump from side to side, trying to crush Mario. They are invulnerable. | Level 4-1 | Level x-4 |
File:MvsDK Thwomp.png Thwomp |
Thwomps watch the ground and try to crush Mario if he walks under them. Switch-controlled blocks can be used to prevent them from reaching the player. If Mario touches them in any way, including standing on top of them, he will lose a life. | Level 4-1 | The Thwamplet |
File:MvsDK ThwompBlock.png Thwomp Platform |
Thwomp Platforms fall from the ceiling, just like normal Thwomps. However, they keep rising and falling in a set pattern even if Mario is not near. They can be used as platforms. | Level 3-2 | Level x-9 |
File:MvsDK WireTrap.png Wire Trap |
Balls of electrical energy that move across wires. | Level 1-4 | Level 6-6 |
File:MvsDK BlackShyGuy.png Wrench Shy Guy |
Wrench Shy Guys appear in Twilight City. When they spot Mario, they gasp and attack by throwing wrenches horizontally. | Level 6-1 | Level 6-4+ |
File:MvsDK DonkeyKong.gif Donkey Kong |
Donkey Kong is the only boss of the game, fought in every world. In each of his fights, he attacks Mario in a different manner. | Level 1-DK | Donkey Kong Plus |
Development
Donkey Kong Plus, an updated version of the Game Boy Donkey Kong, was initially planned. The only known difference between the original and Plus, aside from the graphics, was the addition of a level designer to be used through the Nintendo GameCube for players to create their own levels with. However, the game vanished the following year in favor of Mario vs. Donkey Kong, with the level editor gone and the graphics replaced with pre-rendered graphics. The game's sequel, Mario vs. Donkey Kong 2: March of the Minis, reintroduced this feature and made use of Nintendo Wi-Fi Connection.
Staff
Mario vs. Donkey Kong is one of the few Super Mario games to be developed by an American team, Nintendo Software Technology Corporation (NST). In NST's team, Shigeki Yamashiro is the producer while Yukimi Shimura is the director. Wing S. Cho designed the game and Yoonjoon Lee is the engineering director.
Reception
Mario vs. Donkey Kong is generally well-received by critics, aggregating an average of 81/100 on Metacritic[13] and 79.07% on GameRankings.[14] Craig Harris of IGN gave the game an 8.5/10, "Great".[15]. Harris praised the game for having "faithfully retained the Donkey Kong arcade game's look and feel". His reaction is mild about the Donkey Kong boss levels, calling them "the ones with the least amount of creativity". He criticized the presentation, calling the sprites "awkward but admittedly well-animated 3D rendered" while the voice-overs from Mario and Donkey Kong are unnecessary, although not distracting. Despite these, he praises the game's faithfulness of the Game Boy Advance Donkey Kong games, with its fantastic level design and lasting appeal.
Marcel van Duyn of Nintendolife has echoed some of IGN's statements, deeming the game to be "a worthy successor", giving the game an 8/10.[16] As in the IGN review, Duyn criticized the game's pre-rendered sprites, saying that it "although it actually looks pretty good, it's a bit strange to see this style in a Nintendo title again after all this time." Duyn is disappointed that "the series has only had Lemmings-esque installments since", believing "the original formula is perfectly worthy of another day in the limelight."
In a more critical review, Stephen Carvell of VideoGamer praises the game's visuals, but criticizes the game's level design, calling the reliance on the color-coded switches "tedious" and the later levels for using the same puzzles. He also criticized the Mini-Mario levels for having "appalling level design that smacks of a lack of ideas." He gave the game a 6/10.[17]
Reviews | |||
---|---|---|---|
Release | Reviewer, Publication | Score | Comment |
Game Boy Advance | Craig Harris, IGN | 8.5/10 | "All of the well-established gameplay elements of the original have returned in new and fun platformer challenges with a decidedly different theme and flavor, taking advantage of the more powerful GBA platform. Strangely, Nintendo has seemingly ignored the game's roots instead of simply embracing them, playing off this game as a separate and "new" franchise instead of positioning it as what it really is: a continuation of one of the best, most recommended Game Boy titles in the system's library. Because the new design takes such a drastically different approach in its art style and presentation it feels just a little awkward to those who enjoyed the original Game Boy Donkey Kong and its faithful retroness. Beyond that element, though, there's a lot to enjoy in Mario vs. Donkey Kong, and its new production is still a can't-miss action title for the Game Boy Advance." |
Game Boy Advance | Tom Bramwell, Eurogamer | 8/10 | "It won't come as anything new or inspiring to anybody who's tackled a DK title before, but it engages the brain in ways that we enjoy being probed, and for all its age the formula is still as sound as ever. Meanwhile, it's a new thrill for a younger generation of handheld owners, and has the potential to be a fantastic stocking filler for anybody who likes to haul out the console on a train or bus to school. It's not the most imaginative, it won't last forever, and we're not particularly sold on the pre-rendered visual approach (give us something from Yoshi's Island any day), but it's hard to argue with any game where every level feels like slotting in the last piece of a jigsaw puzzle." |
Game Boy Advance | Jeff Gerstmann, GameSpot | 8/10 | "Mario vs. Donkey Kong is a standout game that fans of portable puzzles will have a good time with. It also plays the nostalgia card very well, making references all over the place. The music will occasionally go all the way back to the original Donkey Kong, including the classic "I've got a hammer" music. The game also includes vines and droppable fruit like in Donkey Kong Jr., acrobatic moves that are reminiscent of Super Mario 64, and the ability to stand on, pick up, and toss enemies just like in Super Mario Bros. 2. Both on its own and as a tribute to Mario's legacy, Mario vs. Donkey Kong does a great job." |
Aggregators | |||
Compiler | Platform / Score | ||
Metacritic | 81 | ||
GameRankings | 79.07% |
Gallery
-
Mario holding a key
-
Mario climbing ropes
-
Mario breaking a Mini-Mario's crystal ball
-
Donkey Kong holding a barrel
-
Donkey Kong holding a Mini-Mario sack
Glitches
Game softlock
In the second room of Level 3-3, Mario must go near the spring on the far right side of the screen. When the bottommost red Polterguy is close to the invisible wall on the right side of the screen, but is not touching the wall, Mario must press the red switch to turn the Polterguy into a stationary block. If the space in between the Polterguy and the wall is roughly equivalent to the width of Mario's sprite, Mario must perform a high jump on the spring while moving to the right. If performed correctly, Mario will not collide with the invisible wall, causing him to fly off screen, where he falls briefly until taking damage. At this point, Mario would normally lose a life and the room would be restarted; however, instead, all elements of the level continue to move indefinitely without the timer decrementing, putting the game in an unwinnable state, where the only action the player can take is to reset the system.
Mario floats in midair while crushed
In Level x-3, if Mario gets crushed by a Thwomp Platform while standing on a lift platform, Mario will be flattened and lose a life, but as the animation of him floating to the ground is played, he will still follow the movements of the platform. This can cause Mario to continuously float in the air, and can also cause him to float upwards.
Stopped voice clips
At any time when the player is opening a locked door, they can press gba and gba at the same time to activate the map scrolling mode. When this mode is exited, the music jingle at the end of a level and the door's sound effects will still play, but Mario's sound effects will not. In the PLUS levels, the Mini-Mario's sound effects will also not play.
Media
Quotes
- "Come back here, you big-a monkey!"
- "Ah, that Charles Martinet. Nice Italian boy!"
- "Oh yeah, don't forget to thank Mr. Miyamoto!"
- "Let's-a go, little guys!"
References to other games
- Donkey Kong (Arcade/NES game): The boot up song when starting a new game is briefly heard in the intro to the game, and the beginning of every boss fight.
- Donkey Kong (Game Boy): The game uses all gameplay elements from this game, although it has a very different story. Even the final battle is a recreation of that in Donkey Kong.
- Super Mario 64: Several of Mario's voice clips are recycled.
- Donkey Kong 64: Several of Donkey Kong's voice clips are recycled.
- Mario Tennis: Several of Toad's voice clips are recycled.
- Super Smash Bros. Melee: Several of Mario and Donkey Kong's voice clips are recycled.
- Super Mario Sunshine: Several of Toads' voice clips are recycled.
Names in other languages
Trivia
- While Donkey Kong's voice uses recycled clips of Grant Kirkhope's voice from Donkey Kong 64 in all versions of the game, the Japanese commercial for the game features Donkey Kong being voiced by Donkey Kong's current voice actor Takashi Nagasako. However, in the Nintendo Switch remake, all of Donkey Kong's voice clips are from Nagasako.
- The title screen in the Japanese version was redone to feature the Mini-Marios rather than feature Mario and Donkey Kong as is the case in the American and European versions. The Japanese style of the title screen has been used in all future games in the series, even in international releases.
References
- ^ Kruger, James E.; Mastsuo, Robert B. (1996). Pasta and Noodle Technology. American Association of cereal Chemists, Inc. p. 16.
- ^ a b c d Kruger, James E.; Mastsuo, Robert B. (1996). Pasta and Noodle Technology. American Association of cereal Chemists, Inc.
- ^ Owens, Gavin (2001). Cereal processing technology. Woodhead publishing in Food Science & Technology. p. 16.
- ^ Kruger, James E.; Mastsuo, Robert B. (1996). Pasta and Noodle Technology. American Association of cereal Chemists, Inc. pp. 23–24.
- ^ Kruger, James E.; Mastsuo, Robert B. (1996). Pasta and Noodle Technology. American Association of cereal Chemists, Inc. pp. 24–32.
- ^ a b Owens, Gavin (2001). Cereal processing technology. Woodhead publishing in Food Science & Technology.
- ^ Kruger, James E.; Mastsuo, Robert B. (1996). Pasta and Noodle Technology. American Association of cereal Chemists, Inc. pp. 32–47.
- ^ "When you collect all three presents in a level, you get a chance to play one of two bonus games and maybe even win some extra lives." — Mario vs. Donkey Kong North American instruction booklet, page 26.
- ^ "For each Mini-Mario you rescue in that world's Mini-Mario level, you get an extra health point for your fight with Donkey Kong." — Mario vs. Donkey Kong North American instruction booklet, page 20.
- ^ [1]
- ^ http://www.a-suma.com/game/gba/card-e/mvsd_e1/mvsd_e1.htm
- ^ http://www.a-suma.com/game/gba/card-e/mvsd_e2/mvsd_e2.htm
- ^ Metacritic average
- ^ GameRankings average
- ^ https://www.ign.com/articles/2004/05/24/mario-vs-donkey-kong
- ^ https://www.nintendolife.com/reviews/gba/mario_vs_donkey_kong
- ^ https://www.videogamer.com/gba/mario_dk/review.html
External links
Template:MVDK Template:Super Mario games Template:Donkey Kong games
dies and blades or trimmers cut the dough in the desired length.[1] Various patents cover machinery for extruding pasta of different shapes.[2]
Drying
Drying is one of the most difficult and critical parts of making pasta. If the pasta dries too fast, it may crack during or after the drying process and acquire a poor appearance and lowered mechanical strength. If the pasta dries too slowly, it may spoil and become moldy. Thus, the drying process must be carefully executed in order to avoid the two aforementioned consequences.
When the pasta leaves the dies it has the moisture content of 31%. The final desired moisture of the dried pasta is about 12%, in order for the pasta to be rigid and have a long storage life. The drying process is slightly different for long and short pastas, but in general, pasta is exposed to hot air to dehydrate the pasta. “Pre-drying” starts immediately after extrusion where the pasta hardens on the outside but is still soft on the inside. It takes one tenth of the whole drying time, and one third of the excess moisture is lost in this stage. “Final drying” removes most of the moisture and gives the pasta a firm shape. This stage consists of two phases: in the first phase the product is exposed to high temperatures and humidity and in the second phase the temperature is dropped quickly and cold air is provided for stabilizing. Stabilizing helps the remaining moisture to distribute evenly through the pasta and prevents cracking.[1]
Long pasta drying

The spreader hangs the strands of long pastas on the metal sticks where heated air flow is blown to prepare the product for high temperature. Pre-dryer reduces the moisture quickly (from 30% to 18%) in about an hour. Heat is produced by hot water radiators and centrifugal fans. For the first phase of the finish drying, product goes into a dryer with multi rows of hot water circulation plates. This phase decreases high rate of moisture and pasteurized the product. In the second phase warm air are blown to the product in an isolated multi-tier dryer and removes all the excess moisture.[3][4]
Short pasta drying
Short pasta pieces fall on the shaker conveyor and powerful hot air is blown to them immediately after the extrusion. This reduces the moisture content by 5% and prevents the pieces from sticking and flattening. Shaker then carries the product through tiers with dry hot air and buckets collect the pasta and spread them on the upper tier of the multi-tier drying unit. This unit has four areas which periods of intense moisture extraction alternately followed by periods of rest occur at eight drying/stabilizing cycle in total. Process ends in cold air chamber for stabilizing.[5]
Packaging
There are two main packaging systems for dried pasta: cellophane bags which are moisture-proof, easy to use in automatic machines, but difficult to stack, and boxes which are easy to stack and print advertising, and protect the fragile pastas.[1] In packaging line the product is first scaled, then sealed in the package, detected for open flap and metals, double-checked the weight and last packed in large cases.
Long pasta packaging: First the product is weighed by about five scales on a packaging line, then transferred to mechanical buckets which are fitted to the opening of the cartons. The system which is used for long pasta packaging is called horizontal cartoner in which buckets and cartons are both move forward on the packaging line and pasta is poured to the cartons by a mechanical pushing device from the bucket. The cartons then are closed and sealed.
Short pasta packaging: The process of packaging for short pasta are similar to those used for long pasta except that vertical cartoner is used in which the scaling unit is located over the cartoner and weighed pasta is dropped to the passing cartons using only gravity.
Flexible pouch packaging: Both long and short pasta can be packed in flexible plastic packaging materials. The system is called standard form/fill/seal system which is similar to carton packaging.
Plastic overwrapping packaging: The weighed product is manually placed onto a shallow rigid plastic tray and a plastic film is wrapped around the tray and overwrap the package. It then passes a heat tunnel which causes the film to shrink around the pasta.[3]
Notes
- ^ a b c Cite error: The named reference
Owens
was invoked but never defined (see the help page). - ^ Chu, Elizabeth; Tarazano, D. Lawrence (1 February 2019). "The Patents Behind Pasta Shapes". Smithsonian. Retrieved 9 February 2019.
- ^ a b Cite error: The named reference
Kruger
was invoked but never defined (see the help page). - ^ Kruger, James E.; Mastsuo, Robert B. (1996). Pasta and Noodle Technology. American Association of cereal Chemists, Inc. pp. 61–62.
- ^ Kruger, James E.; Mastsuo, Robert B. (1996). Pasta and Noodle Technology. American Association of cereal Chemists, Inc. pp. 62–65.