Wrecking Crew
レッキングクルー
- Year
- 1985
- Developer
- Nintendo R&D1
- Publisher
- Nintendo
- Platform
- FC / NES
- Hardware
- Family Computer (8-bit)
- Genre
- Puzzle action
- Players
- 1-2 players (alternating)
- Controls
- D-pad + A (hammer) / B (hammer)
- Series
- Mario series

Gameplay Screenshots




About This Game
Wrecking Crew puts Mario on a demolition site with a hammer and gives him one instruction: break every wall panel on the screen. It sounds like the simplest idea Nintendo ever shipped, and it is built on one of the company's most quietly inventive engines.
Nothing about the level is fixed, because the walls are what stop you moving. Break a panel and the route through the site changes, which means demolishing the stage in the wrong order can seal off the last wall with no way to reach it. Ladders, bombs, oil drums and the foreman Spike all push the equation around: touching a barrel sends it rolling, a bomb clears a whole row, and Spike will knock down panels himself and ruin a careful plan. There is also a design mode that lets you build and save your own stages, which on the Famicom used the cassette data recorder - a level of creative tooling almost no 1985 cartridge bothered with. On top of that, progress unlocks a second character, and the game tracks and replays your clear as a ghost, years before that became standard.
- Every wall panel can be destroyed, and the level changes as you do it
- Bombs, oil drums and ladders as tools rather than obstacles
- A level design mode that let players build and save their own stages
- Replay of your best clear, plus a second playable character
Version History
- Arcade original (Vs. Wrecking Crew)1984
Nintendo's arcade version on VS. hardware.
- Famicom Japanese version1985-06-18
Original console release, with the design mode saved to the cassette data recorder.
- NES US version1985-10
The version on this page.
Tips & Strategy
Work top-down, not bottom-up
Panels above must be reached before the route under them is gone. Clearing the lower floors first is how walls get stranded.
Lure Spike away before the last panel
He destroys walls himself and does not care about your route. Clearing the screen of him first keeps the layout intact.
Use one bomb per stuck corner
A bomb clears an entire row. Saving it for the panel you cannot reach converts a failed stage into a clear.
Roll barrels into the enemy, never toward yourself
Barrels travel the direction you hit them. Approaching from the far side turns a hazard into a weapon.
Download Resources
Resource packs for this game are provided through the button below.
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