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NES box art for Wrecking Crew, the cover of NEStalgia episode 17

017 · WRECKING CREW

▶ Game info
May 11, 2018 · 39 min · transcript available

Let's tear it up for the 17th and final episode of the NES launch games! For more NEStalgia visit NEStalgiacast.com and don't forget you can always contact as at contact@nestalgiacast.com

Our verdict: Play it

Wrecking Crew closed out the launch games, number 17 of 17, and it came with an unusual job description: Mario and Luigi are on a demolition crew, swinging hammers at walls, ladders and girders across 100 puzzle stages. Sakamoto, who produced it, only wanted a game about breaking walls for a puzzle feel, and Miyamoto then had Mario and Luigi added. Reactions on the show ranged from Joe's three-hour design-mode binge to Sam finding it stressful.

What it gets right

  • Puzzles from almost nothing. The tool kit is tiny: walls, ladders, doors, bombs and a few enemies. It all comes down to destroying everything without locking yourself out of a level, and the 100 stages are all different, not 299 repeats of ten ideas. Opening a door lets an enemy wander into a silhouette world behind the stage, where it can't hurt you. A bomb opens every door, though, and may let them back out.
  • Bombs that reward planning. A bomb blows up a connected row of walls, and another bomb on the far side sends it back the other way. Walls take one, two or three hits, so you have to think about where the chain will break. Chain walls score 100, 200, 400, 800, so there is also a best way to play for points, beyond just solving.
  • Hidden extras. Break the M, A, R, I and O walls in order for a one-up, with no hint where they are (Luigi spells L-U with the same walls). The golden hammer comes with great music and turns every wall into a one-hitter, though it does not kill enemies, and we learned that by running into them.
  • Design mode. This is the headline. It works like the Excitebike one, but you are designing puzzles, so you cannot just throw things down. Joe made four levels, with doors that trap or release monsters, a chase level and a two-path puzzle where the order matters. He lost three hours on the first night and said it made him appreciate the stage design.
  • The music, which has been remixed in NES Remix and appears as a Smash Bros. level.

Where it falls apart

  • Few ideas. We counted about 5 to 6 concepts, so 10 to 15 levels shows you everything. Joe wanted more enemy types later and some sense of progression, and even level 100 is not all that hard.
  • Locking yourself out. Several levels left us stuck, and we waited for the fireball (it comes out if you stand around too long) to end the suffering, never realizing Select restarts the level.
  • Spike. He shadows you, knocks you off ladders and can undo a puzzle, and it felt like the first enemy that was out to get us. We loved to hate him and still want him in a Mario game.
  • Design mode is not for everybody. Sean said there is more potential here than in Excitebike but he did not want to become a puzzle designer that night. Sam appreciated it and still did not like the game, mostly because you can't deal with the enemies.

The bottom line

Play it. All four of us left it off the Essential Games List (0 for 4). Joe, who enjoyed it most, called it play it, not essential, and we noted that it is less a Mario game than a game that has Mario in it. It controls well, sounds great and looks good. Sam felt other puzzle games are better, and Sean called it an adequate experience. Try 10 or 15 levels and then try the editor.

Written from our conversation in this episode.

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