Reviews from

in the past


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.

Sabe aquele jogo que é bonitinho, parece simpático de se jogar, mas na hora do vamo ver ele só é chato pra caramba? Esse é Scribblenauts!

Eu gosto muito da ideia da franquia Scribblenauts. Dar liberdade ao jogador de resolver os puzzles como quiser e ter como limitação quase que literalmente o vocabulário/imaginação pessoal do usuário é genial. Ao ponto que, Scribblenauts Unmasked (2014) é pra mim facilmente o melhor puzzle game pra se recomendar pra alguém que queira entrar nesse meio, principalmente pra uma criança. Infelizmente, quase nada disso se aplica a esse primeiro jogo.

Cada fase desse jogo dura em média de 2 a 5 minutos, algumas não muito raras com menos de 30 segundos (principalmente jogando com guia), fazendo com que cada mundo não passe muito de 50 minutos pra ser completado (desconsiderando o modo action, que fique claro). Por mais que ser curto seja algo extremamente positivo pra um puzzle, graças a identidade visual que abusa de tons pastéis e a trilha sonora extremamente repetitiva, a minha sensação durante cada fase é que eu estava preso por horas nelas, tornando a experiência cansativa em níveis assustadores. Pós mundo 3 essa sensação só piora, já que a partir daí certos elementos se repetem por entre as fases.
Coincidência ou não, após o mundo 3, a performance do jogo cai drasticamente. Em vários momentos o jogo ficava mais lento de forma perceptiva (algo perto dos 15 frames), e em alguns momentos não muito raros o jogo simplesmente travou, exigindo fechar e reabrir o jogo.
Por mais que a ideia aqui seja boa, ela é muito mal executada. Seja pelos controles confusos e nada intuitivos do Maxwell e da câmera, seja pelo vocabulário altamente limitado, inclusive no idioma original, ou até a tradução duvidosa para o português, nada nesse jogo brilha realmente aos olhos. Até mesmo a direção de arte pautada em desenhos mais infantis que no início é muito bonita, se torna extremamente enjoativa com o passar das fases - o que é interessante, porque esse jogo na tela do 3DS é bem mais bonito do que no emulador, que até hoje não consegue replicar de forma fidedigna os gráficos deste.

Na minha memória de 12 anos atrás, esse jogo era incrível, mas passa longe desse status e consegue ir na direção oposta. Talvez eu estivesse o confundindo com sua revisão de 2010, Super Scribblenauts.
Eu não sei, mas esse jogo entra naquele spot de coisas da sua infância de “melhor não revisitar pra não se decepcionar”, porque pra mim ele é uma gigantesca decepção, com poucas qualidades, o que é uma pena, por que a ideia desse jogo e de como foi implementada nos jogos subsequentes (principalmente no Unmasked que foi o lançamento da franquia mais recente que eu joguei) é muito boa, mas nesse jogo em específico é só mal feito, cansativo e irritante em alguns momentos.

Mi creatividad y la del juego no conectan al 100% pero está guapo igual.


some of the more violent things you could spawn traumatized little kid me :') but it was a cool game!

Moyen, j'en ai pas vraiment de souvenir à part que le concept était cool mais que je galérais à finir le moindre niveau.

I loved spawning in crazy shit.

maxwell solos most fictional characters

everyone raved about this when it released but i played it and got bored. yeah that's my review.

I'm gonna give this game to my child when I will be older.

i love this game. i miss this game. i want the notebook.

I remember playing in the free mode a lot as a kid, just to see how all the different items could interact with each other. It was really neat :)

OG SCRIBBLENAUTS WAS MIND BLOWING

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

This game is very fun and creative I played it a very long time ago so my memory is faded but I remember having fun

spent more time as a kid on the home screen just making funny stuff

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)

the starite get jingle played in my head as i typed this review


This game broke my mind when I was younger because I could spawn in just about anything I wanted. Seriously increased my creativity in critical thinking skills when it comes to solving arbitrary problems

I used to think this was the coolest thing ever until I played and learned copyright was a thing.

I love writing BIG GUN and killing people im so silly