Reviews from

in the past


Not the biggest sandbox fan but does a decent job at it nontheless.

So what we do is, is we give Death a lighter next to a nuclear bomb.

Pretty fun game to mess around, with although most puzzles could be solved with the same words once you worked it out.

The concept really carries this game.

Taking a brief break from Pokémon games for what is an impromptu nostalgia trip for me; puzzle game mood randomly struck me and I knew I had to revisit this one. Scribblenauts! ...no shit, you've seen what review this game is for.

When I say nostalgic, I really do mean nostalgic. This game was one I followed since seeing the pre-release covered in a Nintendo magazine and the very idea of being able to create anything(*) to solve various puzzles was enough to get me absolutely hyped for the game. I've always been big on wanting to draw, write, and program projects of my own so having a game that encouraged creating your own solutions with numerous possible ways to complete each level blew me away. Alas, I wasn't fortunate enough to be able to get it on launch day, but come Chrimbo 2009 the game was in my possession and it expectedly became my newest obsession as soon as it was mine. I can still remember absolutely loving discovering everything the game had to offer, finding out the solutions to the various levels, discovering what words were actually usable in the game at all... like I said, massively nostalgic game for me right here. And I loved it so much, I completed it 100%.
...at least I'm pretty sure I did? I have no way of actually verifying this because of an infamous incident where one of my family members who borrowed the game from me deleted my save file. Rather than just use the second save slot. Needless to say I was pissed and still bring it up whenever I see him, mostly to be 'that guy' because it annoys him. Thankfully he wasn't around to borrow the game again when replaying it for this review.

Scribblenauts is... as I already described. A game full of puzzle stages where the solutions are created by you writing words to spawn items from an in-game dictionary list, and this very premise is a strong one from the very start. As mentioned, just seeing some magazine pages of it was enough to get me hooked and hyped! And to be fair this game does deliver on that premise mostly well, because the amount of words in this game is still rather surprisingly big. There's plenty you wouldn't expect to exist in the game at all and a number of developer easter eggs too (as well as special Konami characters if you're Japanese, but I'm not so damn it) which makes the game feel more than just a visual dictionary that happens to also be a video game. The way everything looks and animates, too, really does add to the charm and it's an art-style I still adore to this day. It fits the DS incredibly well but even in promotional material the style looks unique despite being simple when you break it down, it serves it's purpose really well. The way they handled character emotions/reactions in-game is super unique too without leaving the player feeling lost or confused. Visually it is honestly fantastic and perhaps one of my favourite looking titles on the DS system. How much of that is familiarity bias... I couldn't tell you.

There are a ton of levels (200+!) in this game split across ten worlds with twenty-two levels in each, eleven of two different categories; puzzle stages and action stages. The former require you to solve puzzles that make a Starite- your end of level McGuffin in this series -appear, whilst the latter have a Starite already placed within the map and you have to make your way there. Often still with a degree of puzzle-solving involved, considering you have to write words to get there. Puzzle stages ended up being my favourite by far by the end of the game as they really do get your braincells racking about to think of what could be just one of many solutions to the situations presented before you, and though action stages aren't too bad... for the most part... they end up suffering from a key problem this game has and that would be the wonky controls. Something I absolutely forgot about and I assume willingly blocked through the power of nostalgia blindness, because oh my god are the controls really imperfect here.

The control scheme is actually really simple and, on paper, really good; you hold your stylus in a direction to move around the stage, tap/hold upwards to jump. However, Maxwell (our lovable protagonist) has an unusual amount of speed to him and will very rarely stop right away. This leads to falling into a pit- be it of fire, spikes, or the void itself -way more times than should otherwise be possible. It is worse, though, when Maxwell refuses to stop jumping in-place like a sugar-fed toddler at a cinema because then you have to tap somewhere else on the screen to get him to stay still... which can once more lead to unintentional deaths if he moves in the wrong way. This imprecise touch screen movement also seems to extend to the objects themselves too as a number of times some objects I created would only want to be dragged when touched in a specific way, yet this also seemed inconsistent. First time making a black hole? It worked fine. Second time with the same object? Just got stuck hovering in place as I somehow failed to drag it with me. It's so weird and just oddly unrefined, I genuinely don't remember it being this imperfect... the game is still perfectly playable with these issues intact, don't get me wrong, but man. Stages that could be completed in one or two tries instead take so much longer to finish because you're likely to accidentally die a couple of times due to these controls.

How this specifically affects action stages should, I feel, be obvious. You're trying to platform or race or make a mad-dash for your end of level goal with controls that sometimes work but sometimes don't instead. Add explosive items, spike balls, fire grills, or combat encounters to the mix and a lot of the time action stages became a bit groan-worthy with what you've got to put up with. Fighting not just the level obstacles but the game itself. Puzzle levels can sometimes be affected by this, too, if harmful obstacles get included as part of the layout but I can't really remember any such issue. No instead puzzle levels seemed to suffer from a bit of redundancy, my chief example being a number of similar "get (x) to (y)" objectives that most of the time can have the same- or at least incredibly similar -solution. For fuck's sake the second to last puzzle level of the ENTIRE GAME is a "get (x) to (y)" stage, whereas it easily could've been placed much earlier in the game. I don't have an issue with similar level structures as this is the kind of game where there are often hundreds of possible solutions to any one stage, but when the actual layouts end up being simple along with having similar objectives? Come on...

It really is a shame because a lot of these levels are super good. But the repetition of certain layouts and simplified objectives becomes clear after a while of playing, where it feels like they added a huge amount of stages mainly for the sake of it. And I don't say this to try and disrespect the developers, I have SO much respect for what they did to bring us this game even with an apparently limited development cycle (it does kinda show) with the final product still being good. I want that to be remembered; I do not think this game is bad, because that would be wrong. This game is still good in spite of it's flaws. It's just that these flaws intertwine with not only each other, but the core of the game as well. This makes it pretty difficult to just overlook them. Honestly with some polish to the controls and spiced-up level objectives, this would've easily scored higher for me. But as it is, I don't think I can give more than 3-stars even with all my nostalgia bias. I would still definitely recommend this game if you haven't played it before, because it is absolutely worth a shot! Just be aware than it is definitely imperfect in a way that can hurt the fundamentals on show.

All in all? A really good start to a really great series. The controls are ass, a chunk of repetitive levels feel fairly pointless, and some level solutions are comprised of pop culture references that although clever would be frustrating to those who aren't in-the-know. But the graphics, the music, and the gameplay- both at its core and with the best of the level designs -really do save it. If you're not even a big fan of puzzle games but the premise interests you, please give it a go! I may not have the rose-tinted love for this game that I expected to coming back to it, but that I still remembered something of basically every single level after years of not playing is a really positive sign that they made something very special.

Up next... Super Scribblenauts. Will this sequel released a mere year later fare much better? (spoilers: yes)

jogo muito divertido, passava horas no criativo testando o que o jogo tinha disponivel no caderno


yknow for its time it was neat! when the fuck is a new scribblenauts game coming out though

The concept is way better than the execution. The movement is super finicky and janky. Also like, a significant portion of the puzzles I was able to skip because of a glitch with tethering stuff to doors. While that was enjoyable, it also defeated the purpose of the game. There are some fun puzzles in the game, but overall, it feels very unpolished. I also really dislike the music, though I guess it isn't bad. Just not my thing.

classic ds game that not enough people have played

What a neat concept. I wish the rest of the series kept up with the "get the star out of here" puzzles.

Giant invincible flying gorilla with a gun

The idea behind this game is interesting, but it's just kinda boring when actually put into practice.

i have very little memory of this game but i remember having fun like with most scribblenauts

Not playing anymore of this. Cool premise I guess but it wasn't fun making random guesses at 'words' that would somehow be solutions to some of these puzzles. Graphics and music were ass.

Awesome game design with fun open ended puzzles. Later on the puzzles do get a bit tricky and sometimes the game won't let you be as imaginative as you want to be with some items. I spent so much time just messing around in the sandbox on the title screen as a kid just spawning things, seeing what words worked, and messing around. The sequel, super scribblenauts, improves the formula in such a huge way that you might be better off playing that instead by now.

IF YOU PLAN ON PLAYING THIS GAME, PLEASE PLAY IT VIA THE SCRIBBLENAUTS COLLECTION CAUSE IT FIXES SO MANY PROBLEMS!!!

I like Scribblenauts. Unlimited and Unmasked are extremely fun games that allow your creativity to flourish in fun ways and I wish the series kept going after that instead of giving us a multiplayer focused spinoff that looks bad (I'll get to it eventually). Super Scribblenauts, while somewhat limited, is still a lot of fun to go back to and uses those limitations well. This game, though, is very rough to come back to if you've already played everything after. Unless you're a diehard fan of the series, I struggle to recommend this game outside of the before mentioned Scribblenauts Collection.

For starters, the game's challenge pretty much relies on you giving yourself some self imposed rules, like not giving the obvious answer or not reusing the same answer for multiple puzzles. I wanna say like over half the puzzle levels in the game can be solved with a pegasus and a rope. If you wanna fly, the Pegasus is basically the only way. Giving yourself wings or a jetpack has you drop like a rock after a few seconds and flying vehicles tend to destroy things you'll fail for destroying.

The controls for this game are pretty bad, which is another reason I recommend playing this via the Collection cause it fixes the issues. You control Maxwell via the touch screen. Normally I have 0 problems with this control method. I love games like Legend of Zelda Spirit Tracks which also does everything via the touch screen. However, here the second you tap anywhere on the screen Maxwell will immediately bolt towards that spot and will not stop. If he overshoots it, he will turn around and go back. This can create some funny moments where it looks like he glitched out, but more often than not it results in him screwing everything up and dying. This doesn't help that the game has some pretty bad touch detection when it comes to items you spawn in. I can't even count the amount of times I tried to grab something only for the game to register it as me telling Maxwell to move. The game also seems to struggle with trying to figure out how to connect items together like a rope and a box for instance. A lot of times I'll be hovering the rope over the green circles it wants you to connect them to only for it to not register till I moved my character or moved the item a bit. It got annoying fast.

I do gotta admit, though, that the game can be fun when you're not annoyed with the above issues. A lot of the puzzles have creative layouts, especially in the second half of the game. I do wish some of the level start hints weren't somewhat cryptic cause there were a few where I had 0 idea on what it even wanted me to do leading me to watch videos from 13 years ago and see how an 8 year old did it (cause I'm a moron).

Look this specific version of the game isn't a fun time to go back to. Stick to the sequels for a good Scribblenauts experience or the Collection if you absolutely must play the first game.

maxwell solos most fictional characters

Probably one of the best ds games ever made. Whatever you wanna do, just write and the game will make it for you. Solve problems in the most out of pocket ways, like summoning Cthulhu or Jesus yo help you, riding a giraffe, using laser guns to defeat enemies, etc. Truly outstanding, fun game that will keep you busy for days.

llegué a un nivel q no sabía q hacer y me puse tan nerviosa q me caí de la silla así q no jugué nunca más

Curioso concepto de juego en el que creas cualquier cosa que escribas, tiene muchás más palabras disponibles de las que esperarías. Da lugar a un juego muy entretenido y rejugable, las posibilidades son infinitas y no hay dos soluciones iguales.

i wrote sex and nothing happend 0/10

Fun concept that is designed well, but heavily brought down by tedious puzzles and awkward movement controls.

I think this game out of all the Scribblenauts games fits on mobile the most


I believe that I beat this game but I can not recall sadly. I know for a fact that I did not master it but I want to play it again and finally do.

I tried to get into this twice and didn't find it too fun, some of the levels are really hard already and I still have a ton left. Don't think I'm going to finish this one. Maybe the sequel is better?

Such a great game but needed a little more oomph