subdirectory_arrow_right Mario (Franchise)
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In the 2023 film "The Super Mario Bros. Movie", the Japanese name for the character Spike (the foreman from Wrecking Crew) was changed in the corresponding dub. Although no specific reason was given as to why the change was made, it can be assumed it was done to avoid controversy as the character's original Japanese name is "Blackie", which is also a derogatory racial slur in English-speaking countries used to refer to dark-skinned people of African descent.
subdirectory_arrow_right Wrecking Crew '98 (Game)
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subdirectory_arrow_right Ice Climber (Game), Wild Gunman (Game), Duck Hunt (Game), Excitebike (Game), Baseball (Game), Kung Fu (Game), Golf (Game), Gyromite (Game), Stack-up (Game), 10-Yard Fight (Game), Tennis (Game), Pinball (Game), Clu Clu Land (Game), Hogan's Alley (Game), Nintendo Entertainment System (Platform), Family Computer (Platform)
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Multiple early "black box" NES releases' cartridges produced during the console's US launch in Winter 1985 didn't use NES ROM chips, but rather Famicom ROM chips with a built-in converter. The 15 NES launch titles, and the only games known to have these chips, are:
• 10-Yard Fight
• Baseball
• Clu Clu Land
• Duck Hunt
• Excitebike
• Golf
• Gyromite
• Hogan's Alley
• Ice Climber
• Kung Fu
• Pinball
• Stack-Up
• Tennis
• Wild Gunman
• Wrecking Crew
All of these games would eventually be reprinted with regular NES chips.
• 10-Yard Fight
• Baseball
• Clu Clu Land
• Duck Hunt
• Excitebike
• Golf
• Gyromite
• Hogan's Alley
• Ice Climber
• Kung Fu
• Pinball
• Stack-Up
• Tennis
• Wild Gunman
• Wrecking Crew
All of these games would eventually be reprinted with regular NES chips.
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In a 2004 interview with the magazine Nintendo Dream, designer Yoshio Sakamoto revealed that developing Wrecking Crew permanently increased the storage capacity of Famicom games. The cartridges previously had a maximum storage of 128 kilobytes (kb) of uncompressed data for programming and 64 kb of data for images and sprites in the game itself. Wrecking Crew's gameplay pushed developers towards a 256 kb capacity while still having 64 kb of image data, allowing for more complicated ideas to be explored. This increase would not be seen again until the Famicom Disk System allowed for 1 megabyte (1024 kilobytes) of storage per game.
Nintendo Dream Vol. 118 (September 2004):
https://metroiddatabase.com/old_site/m1/fds-interview-p1.php
https://metroiddatabase.com/old_site/m1/fds-interview-p1.php
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