Reviews from

in the past


i used to make bombs for any problem

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

Cool idea, but gets boring after 30 minutes.

Have fond memories of playing this one as a kid, on return it falls pretty flat, the idea of the game carries the score for me. I'm hopeful that the later additions to the series may solve many of my qualms, will give em a go eventually.

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


This game was great in 2009 and then they added adjectives in the sequel and like. What's the point of this one anymore

I've barely played it and even the it was a long time ago.

wow, this series got off to a rocky start. fairly weak puzzles compared to the later games, and probably one of the worst control schemes i've ever had the displeasure of using. it's a good thing scribblenauts is as charming and cute as it is.

Written on July 3, 2010

Scribblenauts is a new IP from 5th Cell, the developers of Drawn to Life on the DS. Scribblenauts allows you to let your imagination go wild, by letting you do almost anything (provided it fits within the borders of the E 10+ rating). You'll love the game, and yet hate it at the same time. An amazing game with glaring flaws.

In Scribblenauts, you can guide the main character, Maxwell through 220 levels, split into 2 categories; Puzzle and Action. You can type in anything you can think of (provided it's an object, non-vulgar and non-copyrighted) and use them to achieve the level's objective. You're given a scenario and a hint, given the reins to control Maxwell, and then on screen objects as you see fit. This is what 5th Cell prefers to call “emergent gameplay”.

The game is limited almost exclusively to your imagination, although I found it hard to be creative once I found a good easy way to clear a level. Many times I'd conjure a Minigun touting Abraham Lincoln to clear away enemies, a narwhal to cross water, or a helicopter and some rope.

Not to mention not every word summons something different. For example, ManBearPig will summon the same creature as Minotaur, and adjectives added into the word combination of objects just summons that object that the game thinks is different (an easy way to cheat for Gold Stars, if you're that uninspired).

The controls in the game are also very clunky. You move Maxwell by touching in the general direction you wish to move him, preventing precision control and making some levels harder with added frustration.

Despite its flaws, Scribblenauts is still very enjoyable. I have spent countless hours messing around in the title screen. I've also made some amazing discoveries. Nukes kill all, the LHC creates a Black Hole, Ninjas are better than Pirates, etc. The fact that you can show off the game and do everything in the game right in the title screen makes those flaws a bit more overlook-able and make the game enjoyable for what it is. A game that can't be taken seriously and that provides enjoyment, even when you do fall into that lava pit from clunky controls. Now to just wait for Super Scribblenauts and all that adjective goodness.

Get the Starite. How do you get the Starite? By summoning nearly anything (no living people, nothing vulgar, nothing licensed) with your handy dandy notebook. Fun for everyone for at least an hour, after that it depends on whether you're the sort who'll solve everything with MINDCONTROLDEVICE and LASSO or someone who'll try for new things. Good for playing in short bursts. Surprisingly full of existing memes, and the JP-version even has Konami cameos.

Clever puzzle game with practically infinite solutions

I dropped this down the vent in my room as a experiment as a kid and wondered why I couldn't find it

A true eye-opener for the scope of games and how they can spark a magic in your mind, especially if you don't know how programming works. I'd call it Required Reading if not for the sequel that improves upon it in almost every way.

When this game came out, the whole concept of (almost) anything you write appearing in game was mindblowing to me. I spent a lot of time trying to solve the puzzles with random nonsense, and it was funny when it actually worked.

At a friend's house, he had me try this game when we were really young; I remember being blown away by how novel the game's concept seemed. I've since played the various mobile releases of the game, and have no intention of returning to the DS original.

Convinced that most of the development efforts here went towards making sprites and animations for everything in the world, but after that novelty wears off you're just left with a bunch of pretty rough puzzles that are super janky and often really unclear.

Using an endless summonable inventory to solve puzzles is such a cool concept that could have plenty of interesting & varied solutions, but when I'm on the thirtieth mission in a row of pulling out the bazooka and jetpack it's hard to stay enthused.

a decent launch for the series, only for it to get better and better with each installment. especially in the more creative and branching field

game was super janky but the idea was amazing.

The DS game is really a miracle, the kind you just can't wonder but ask "how did they program this?". It's obviously a bit limited, but it clearly does all it can with the concept for it's platform.

how to win any level:
type ooze
place ooze
win

[the entire famous old story of time traveling, getting a dinosaur, and using it to kill zombies in the modern day]

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.


This game was given to me as a gift when I was a child. I am dyslexic… I somehow managed to have fun with it. Most of the time just trying to create the most obscure things or trying to create biggest katana, I could through the use of adjectives. There was also a lot of rage because I can’t spell.

Really cool concept for a puzzle game! It does feel pretty barebones, however.