Reviews from

in the past


Como eu era muito pequeno (3/4 anos), eu não sabia o que era pra fazer depois de passar da 1° fase e vencer na corrida contra o Randall, já que abria vários mundos diferentes.

Esse era ruim demais em kkkkkkkkkk

It was an ok tie-in children game. Mike was really fun to play ngl.

I don't actually remember if I played this on the PC or the PS1 but I remember loving this one the most.

I was too young so I never ended up beating it, but it was probably the better one of the whole Pixar bunch.

Great childhood game, played for like the 10th time on 2x speed just to get all the achievements


They should remake the entirety of the monsters inc franchise with PS1 graphics no I'm serious

Lo empecé a jugar por nostalgia y el viaje ha sido bastante mejor que otros que he hecho por el mismo motivo. Si, el juego es muy para niños (aunque tiene alguna parte un pelín jodidilla si eres muy pequeño), las animaciones son siempre las mismas y en realidad hay apenas 12 mundos no demasiado grandes, PERO, no es aburrido.

Sorpresivamente muchos juegos de la época, más si eran de Disney, eran bastante mediocres, pero este creo que aguanta el tipo si sabes a lo que vas, a hacer pequeños puzzles, mucho plataformeo, y a ver cachos de la peli con pocos FPS. Además, insisto en que es un juego infantil. Puedes morir, pero da igual acabas con mas de 30 vidas aunque lo hagas muy mal. Además, no tienes ninguna cámara que controlar, ideal para aquellos que no están acostumbrados a la misma. Además, los niveles son más o menos lineales y completarlo al 100%, que es cuándo te pasas el juego, no es complicado. El problema son los gráficos, claro, que son bastante feotes. A pesar de todo, una sorpresa teniendo en cuenta lo que esperaba. Es gracioso como tras más de 20 años seguía recordando algunos niveles especialmente puñeteros para un crío o efectos de sonido como una risa.

Buga buga buga buga buga!

Esse jogo é muito esquisito. A impressão que passa é que a empresa que desenvolveu já tinha um plataforma 3D genérico meio pronto, parado, e colou a parte dos monstros só depois.

As crianças vermelhas dão muito trabalho para o controle, você precisa macetar muito o botão. Dá um pouco de dó do dispositivo.

No mais, é um jogo surpreendentemente OK. Ele funciona. Você pula quando aperta A. Ele é medíocre e feio, ocasionalmente mal projetado, mas passa longe de ser atroz.

Apesar da nota baixa, eu joguei muito isso daqui na infância, minha irmã adorava esse. Até hoje ainda pego, volta e meia, pra jogar um jogo licenciado terrivelmente medíocre. É um sabor nostálgico de game.

Uno de los pocos juegos a los que tuve acceso de pequeña, y por aquel entonces no me lo pasé porque me daban miedo los enemigos (son juguetes, coches teledirigidos y demás.) El juego consta de tres zonas con cuatro niveles cada uno, en cada nivel puedes conseguir las medallas de bronce (encontrando y asustando 5 nervios), plata (recogiendo las 10 monedas) y oro (asustando los 3 nervios rojos, que suelen estar muy escondidos además de requerir rellenar el medidor de cieno recogiendo todos los botes de cieno del nivel). Obtener todas las medallas de bronce desbloquea acceso a la siguiente zona y activa elementos, por ejemplo trampolines, que dan acceso a nuevas subzonas en niveles anteriores y es requerido para conseguir todas las medallas, el objetivo del juego.
Debido a que es un juego para niños y a que un error hacía que al recargar los niveles se resetearan los botes de cieno permitiendome rellenar el medidor sin tener que buscar los botes escondidos no me ha llevado más de 4 sesiones pasarme el juego, diría que una por zona y otra rejugando niveles para obtener todas las medallas. Es un juego de licencia poco conocido, un plataformas 3D de 2001 que no tiene problemas que no se deban a ser un juego antiguo o para niños pequeños. Además, nostalgia.

Another recommendation, quite like this one despite being a rather apparent Ape Escape clone. The soundtrack slaps and it has beautiful color use to create vibrant locations without the use of actual lighting of course. Felt like it needed bosses though.

I've played and beaten this game way too many times over my life. Being completely honest, as much as Toy Story 2 is the gold standard Pixar game, this one is actually my favorite. It's still clever and accessible and it brings me a lot of joy. Lighthearted fun for the whole family.

This is the first game I ever completed. It just brings me back a lot of childhood memories.

I grew up with this game so I'm most likely gonna be slightly biased.
This video game is a prequel to the first movie and also a sequel to the movie Monsters University, which I kinda like with these kinds of games. It does a decent-ish job at world building when all it really had to do was retell the movie and gift you clips.

It's a fun, chill game without any substance. It's an easy to grasp collectathon, honestly a lot easier to get the hang of than the Toy Story 2 game I played.

Because this PS2 version is a port of a PS1 game the right analogue stick does not do anything. No camera movement can make this game rather difficult at times.
Also, your roll attack as Mike is hard to use. If you're standing still you can punch things but if you're moving you'll roll, which is annoying when you're trying to hit something as more often than not you'll miss your target and lose a segment of your health.
Sully, on the other hand, is a lot easier to control so I played as him more. He spins rather then rolls so he stays in one place, which makes actually fighting enemies easier. Yes, there's enemies in this game. Mainly toys (because anything humans touch is toxic to monsters, get it?).

The button mashing segments are fun but I can't actually tell if I need to mash the buttons or just push them on repeat at my own pace since there's no punishments for not mashing the buttons fast enough, or pushing the wrong buttons. It'll just wait until you do the right thing or fill up the bar enough to give you another button to press, so the only incentive to mash them is just to get them done faster. Another annoyance with this game is how the medals work. To get a bronze medal (which is pretty much just "complete the level" here) you have to scare 5 robots.
Once you do that, the game tells you that you've completed the bronze medal and then restarts the level, getting rid of the kids you've already scared.
I'm always jumping the gun on some levels and unlocking items before I'm meant to, but as soon as I scare my fifth kid I'm booted to the start of the level and I have to find where I was again, and a lot of the time it's useless me going back because I know I'll probably need something I've not unlocked yet. An easy fix for this would be to ask if you'd like to exit the level (and go back to the hub, because I don't get why it restarts the level), or continue. I'd also like it if it told you how you get medals. Maybe it did when I first started the game, I dunno.

I'm probably gonna spend my evening trying for 100% because despite playing this game religiously as a child I've never actually completed it.

This would make decent livestream fodder, though. I'd watch someone play this on a chill stream (even though Disney would probably DMCA them for using the clips), hopefully PS5 gets this eventually.

Fun game growing up, gotta come back to beat it

não lembro de nada mas eu sei que joguei isso em algum momento, tenho certeza que não zerei

For a silly little tie-in game for the movie, it's still a blast to breeze through every now and then.

See, this is why I love playing and replaying these licensed games. There's a deceptive amount of stuff to analyze if you know what to ask about or look into.

Like, so, this game. Pretty basic 3D platformer. Three worlds, four levels per world, three medals per level, each medal requires spooping robot childrens or collecting coins. Some racing stages to break things up. Movie clips as a reward. Simple-simple, no great levels but some fun enough biomes and the occasional annoying-as-hell gimmick (that one dumb Nerve in "The Oasis" suuuuuuuuucks). GREAT animation - easily the highlight of the whole thing - and some decent vocal impersonators. I swear Mike Wazowski's "Not bad for a guy with ONE EYE!!!!" is a line I always forget wasn't delivered by Billy Crystal. Weirdly Mike Wazowski is way more fun to control due to getting a bounce, a roll, and a hover on top of Sulley's moveset. Otherwise pretty disposable title.

...this would be all I'd have to say if I wasn't curious about this game. But I am. Part of that's because I got the game new (for PC), and I've been thinking about the game for over 20 years. Part of that's how much I loved Monster's Inc., easily a runaway early favorite Pixar movie for me. But there are things that you think about, as a consequence of all that.

The premise, to begin with. The setup is decidedly not a direct adaptation, instead showing Sulley and Mike Wazowski training to become Scarers as a pseudo-prequel. Fine enough; contradicted by Monsters University, of course, but that was years later. However! If you've seen the movie, you'll remember that Mike Wazowski was not a Scarer, so logically, he shouldn't be out on the field scaring.

Then you start to think about other stuff. Like how the receptionist is the teacher character from the movie's opening rather than the expected Celia. Or how the worlds don't have much of anything to do with the movie's theming (why is there a Waternoose Sphinx???). Or how, in a game where you constantly unlock video clips, the game opens by showing the movie's teaser trailer, released a year before the movie came out...

So we don't get as many of these movie tie-in games any more, but for this era, it was common for these games to be developed in concert with the source material. So goes for all tie-in media, naturally; part of marketing a big release is getting in that multimedia marketing blitz. Part of THAT is coordinating different individuals and teams to work on different cross-media content, which means sharing details ahead of time to people.

In something like a movie with multimedia tie-ins, it comes down to the movie's production team on how and when they inform the other creative teams on what they need to know. This is why we sometimes see discrepancies with tie-in media. My go-to example for this is the novelization for the movie Alien. When Alan Dean Foster was hired to pen the novelization, he was given a working film script, three weeks, and no description of the Xenomorph's appearance. Foster did a great job working with what he was given, but this is why the novelization includes the deleted scene of Dallas being cocooned as well as a reference to the alien's "tentacle". Things Foster couldn't anticipate wouldn't exist in the final product, simply because he did not have access to the same information/creative direction that the film team had.

I mention all this because this appears to be transparently the case with Scream Team/Scare Island. The game came out before the movie, so Behaviour Interactive had to be working with prerelease info. The game's setup doesn't make sense with the tone of the movie, but it is in-line with the teaser trailer, which presents a proof-of-concept scenario where Mike and Sulley are in the human world. Part of the movie would need to be known, to explain the presence of Waternoose, the teacher character, Roz, and Randall - so it's likely the team had access to a press kit and that prologue scene from the final movie, involving a monster training in a simulation with a robot child. Completely obvious when you think about it.

But remember that there are film clips you unlock as you play the game. These jump around the movie, mostly focusing on the opening. But it gets into the plot beats of the movie, with Boo showing up in the monster world; the chase to put that thing back where it came from, or so help me; and... oh yes, Waternoose's reveal as the twist villain. Immediately contrasted by Waternoose being a non-ironic support character throughout the game, congratulating and rewarding you for your hard work.

I have a conspiracy theory about Scream Team that goes like this. Behaviour developed their game, based on the teaser and what limited press kit they had access to. They developed a scenario that made sense: a prequel to the movie, where Waternoose guides Mike and Sulley into becoming top scarers. They got this on lock, leaving space for movie clips when Pixar finally had it developed far enough along to share with them. They finally got access to the movie, watched it, and went, "Oh no. Oh no." In a huff, they decided to sequence in the film clips in the most vitriolic way they could. They front-loaded it with clips from early in the movie. When they ran out of material, they sequenced out-of-context bits from the tail end of the movie, culminating in the very end of the climax. They deliberately chose NOT to show a scene wrapping up the movie out of spite.

Yeah, maybe that's a little far-fetched. But how else do you explain the game's 100% completion reward? There's a cutscene award ceremony featuring Waternoose giving Mike and Sulley their Gold Medals. Then we get the movie scene where Waternoose gets caught and arrested, ending with him telling Sulley that he's just doomed Monstropolis. Then there's a hard cut to the game's credits, and the game's over.

Like I said - this is why I love to analyze this stuff. Not a great game, but fun to think about.

Kid me LOVED this game, but I remember getting stuck near the end of the game and almost giving up. I ended up finishing it, but not before the trauma set in.

I remember really loving this one.

Remember nothing about it honestly, beyond that I had it as a kid and beat it.

One of my favorite games from childhood.

This game is one I remember playing fondly when I was younger. Hell, I still have the Playstation demo disc this was featured on. I acquired the PC release relatively recently but do not remember enough about it to tell if it still holds up today if even just by a slight amount. Someday I may get back to it again, but that day is still a ways off.

Lo jugué cuando era niño y me dio nostalgia volver a jugarlo. Sin embargo, no era de mis juegos favoritos, de hecho, no me gustaba demasiado, y ahora de mayor tampoco me ha fascinado. Esto se debe, sobre todo, a lo poco que tiene en común con la película: Sully, Mike y deja de contar.
Los niveles están divididos en cuatro fases de cuatro cada uno más boss (carreras contra Randall) y tienen distintas ambientaciones según lugares y épocas, realmente sin demasiado sentido. Salvo por el factor nostalgia, no lo recomendaría.
Jugado en consola Anbernic.

Energy companies have far too much money and power in society. Scream Team criticises this injustice with Waternoose spending all that monster money on an absurd island gauntlet for new staff members, including a giant recreation of the Sphinx with his face on it.

As for the game, it's another tight licensed platformer from the devs behind Bugs Bunny: Lost in Time. A relaxing stroll of a platformer, with borrowings from Ape Escape, Super Mario 64 and Spyro.

Less emphasis on combat here, with more of a focus on exploration and pottering about a world looking for robot children (who act as this game's "Stars"). Upon meeting a robot child (a Nerve), you'll do button-mashing scare mini-game to "collect the Star". This can get a bit tedious and repetitive, especially if you are annoyed by the sounds of children screaming. The Nerves are closely related to the Ape Escape chimps with unique idle animations that relate to the environment they are in. A very cute example is the one that is building a sandcastle. You can stop all over it, and then watch as they slowly rebuild it. Real nice touch for a simple late-PS1 licensed game romp.

Thankfully, this is kept somewhat fresh by the game featuring both Mike and Sulley as playable characters, each with their own animations for movement and scaring. It really goes a long way to prevent any repetitive tedium settling in.

Boss battles are out, replaced by a much more appropriate Super Mario 64 slide race against Randal. I always thought as a kid you'd unlock him as a playable character when you 100% the game or collect all the tokens, but alas, just a playground rumour.

All 12 levels feature unique mechanics and gradual exploration. Levels can't be 100%'d on a first go around, needing to be backtracked to with unlocked powers. It may sound like a drag, but levels are distinct and memorable enough to stretch out the game without it feeling like padding. Except the last one, which boasts a few too many samey looking rooms and corridors. But a level also lets you snowboard as Sulley and do sick tricks, so that about evens it out.

If you have nostalgia for PS1 platformers, or Monsters Inc. then Scream Team is absolutely worth a chill 4 hour afternoon gaming sesh.


Loved this game as a kid.

Throughout the game you would scare robot dummies and collect tokens.

Beating the game on Easy and Hard involved scaring dummies throughout the playthrough, while Medium required you to collect all the tokens. Each difficulty being a Bronze, Silver and Gold Medal.

I completed the game on all the difficulties if I recall. I remember having to replay the game multiple times to get to the Silver Medal (for beating the game on medium) as I'd miss 1 token in an area where I couldn't backtrack to.

Very good for the PS1 era.

This review contains spoilers

This game is not the Monsters Inc experience players would want. The Story has you explore a place called scare island to practice scaring robot children for more energy. The Graphics are below average, the models look off with very off facial feature for monsters that are good to look at in the films. The Gameplay has you go around, scaring robot children instead of real children, with tactics so bad the kids can see you coming, and the scaring themselves don't have any creativity, also they are on an island, not in bedrooms like actual children so how would this help the monsters train to be scarers, for screams where even if robot children screams would work, then it should have been used during the films instead of risking lives against real children in their own minds, and just button mashing for scares gets boring after a while anyway. The Environments are alright on their own though. The Boss race against Randal is fun though and makes doesn't break the story, like the rest of the game does. Music is great for the environment though, (not environmentally friendly). Monsters Inc scare island is an example of licensed games that can be fun to do, but break the story to do it, creating the conflict between quality and quantity.

Mostly average and poorly-made but I really appreciated the overworld having nothing but atmospheric sounds, very strange for a movie tie-in game and I genuinely think that influenced what I look for in a lot of games today.
The PS2 version is a weird anomaly, a clear port of the PS1 game to the point that many of the textures didn't actually have filtering applied so you occasionally see some pixelated mess floating about.