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We have collected 11 reviews of the Super Scribblenauts. Experts rate Super Scribblenauts 7.7/10. Reviewsor.com helps you find reviews, best prices, user reviews of the Super Scribblenauts and DS games.
Last year's Scribblenauts was one of the more impressive puzzle games to come out on DS. Try to briefly ignore the fact that the game was rubbish in terms of its controls - movement was clunkily mapped to the touch screen, a design choice that was crushingly imprecise and often got you killed. Dev team 5th Cell was successful in its specific aim to create an enormous dictionary of words that could be used to solve each puzzle you were brought up against.It was an effective novelty; the trick to Scribblenauts was the ability to produce more or less any non-trademarked item out of the game's backlog of nouns and come out with creative solutions to basic puzzles. The core engine, a little data-driven beauty called Objectnaut, gives each object set properties which include physical characteristics, AI behaviour, and constraints on how players can interact with the object. Its framework is made up of a database of objects based on research-work done for a period of six months which involved combing dictionaries and encyclopaedias to develop a comprehensive list of items.
When Scribblenauts launched on the Nintendo DS last year, gamers didn’t know what to expect. Countless puzzlers had promised unique gameplay but left a lot to be desired in the end. Surprisingly, Scribblenauts managed to impress gamers with its massive dictionary of nouns and focus on creativity, which allowed for offbeat solutions to most of the game’s puzzles. Fast forward a year later, and we now have Super Scribblenauts. This time around, 5th Cell has improved the control scheme greatly and implemented adjectives into the game’s massive dictionary. Playground, a sandbox area that precedes the file select screen, is an exciting introduction to the title. Here you are likely to write something such as “giant winged striped couch” on the game’s keyboard, only to see the strange creation appear before your very eyes. And if you’re wondering, yes, you can sit on this couch and ride it through the sky. That’s one of the things that makes Super Scribblenauts so impressive. The majority of what you write will appear in the game, so long as it’s not explicit or offensive. The introduction of adjectives greatly encourages even more creativity than before. Sadly, that encouragement is taken away all too soon.
I played the first Scribblenauts about a year ago, a day before I headed back home from visiting family in Minnesota. And admittedly, after playing a few levels, I was intrigued; for you see, I was told I could create anything my mind could think of. While that's obviously not entirely true (it also said I couldn't make anything obscene...), all I wanted to do was throw poop at the damn monkey as an alien! Scribblenauts has no real \"story” to speak of, just a little fella named Maxwell out in the world, trying to find things called \"starites” (I suppose they're like stars from Super Mario 64, but eh...). But how do you get these? By calling on the powers of... the English dictionary! Not every word is in there - again, nothing obscene, and nothing too specific like \"Linda Hamilton” or too big like "Las Vegas”. But a ton of them are - oddly enough, entire constellations are in there but not a city. If you played the original, then you know what to expect here: a plethora of puzzles that range from the very simple - give the character what they need, like giving a gun to a cop - to some form of virtual Rube Goldberg machine.
Super Scribblenauts is in a precarious position. Coming out just one year after the release of its imaginative predecessor, the second adventure in dictionary land doesn't have the luxury of relying on novelty. Once you've dabbled with the ability to conjure thousands of objects on the fly, it's hard to feel the same rush you had the first time you brought a monocle-wearing walrus to life or pitted a snowman against a velociraptor in a fight to the death. In some ways, Super Scribblenauts is an improvement over the original. There is now a D pad alternative to the cumbersome touch-screen controls, and the inclusion of adjectives lets you modify the already impressive number of nouns to a staggering degree. But even though the core mechanics have been refined, the puzzle-themed levels are significantly worse. The carefree freedom from the original has been stripped away, and in the process, the magic has fizzled out. Super Scribblenauts is still fun if you're just testing your extensive vocabulary in sandbox mode, but the flat puzzles fail to capture the special feeling of the original. One of the most important changes to Super Scribblenauts is to the controls.
If you enjoyed Scribblenauts, slipping into the sequel feels like meeting up with an old friend. The building blocks of the game remain unchanged, retaining the cleverness and replayability that made the original so charming. Instead of overhauling the basics, 5th Cell opted to augment the tried-and-true formula by adding adjectives and building upon the impressive vocabulary that brings your creativity to life. Adjectives allow for increasingly humorous and complex methods of solving puzzles. When asked to make a cross between a building and an animal, successful solutions included a \"furry condo,” and a \"hairy house.” Sadly, a \"drooling apartment” didn't fulfill the criteria (fur was apparently a requirement), but summoning a salivating residence into existence was gratifying in its own right. Maxwell's available vocabulary isn't the only thing that has expanded; the puzzles feel more varied, too. New challenges have you dueling a witch by summoning monsters with specific traits to counter her concoctions, matching ingredients in a grid according to a recipe, and even more complex chains of interactions like colonizing a planet.
GamePro
10/2010
No longer available...
The original Scribblenauts was an eye-opening example of what can happen when a developer thinks outside the traditional game design box. Its clever use of words and items hinted at its vast potential, but some mechanical shortcomings got in the way of the fun. Super Scribblenauts not only addresses those issues, but adds a nice layer of complexity with the addition of adjectives, making for a game that finally showcases the imagination inherent in 5th Cell's bold design. While most folks would likely agree that Scribblenauts' innovative approach of using words to spawn puzzling-solving items was nothing short of fantastic, the execution of last year's Nintendo DS hit sharply divided players. Some critics, like GamePro's own Tae K. Kim, embraced the overall vision of the game and saw past its technical flaws, while others (myself included) were too frazzled by poor controls and other qualms to give it enough time to properly sink in. Thankfully, Super Scribblenauts lives up to its name with an enhanced second effort that finally delivers the series' charming potential. One might argue that adjectives are the biggest addition here -- the "Super" in Super Scribblenauts, if you will -- but for me and assuredly many others, the most notable change is the ability to control Maxwell in a meaningful way.
The original Scribblenauts presented an innovative, new concept: Think of nearly any object, type the word into your DS, and watch as it materializes to assist in solving a puzzle. The end result was a game with an interesting idea, but funky physics, jagged edges, and challenges that could usually be solved by typing "helicopter" kept the title from feeling like much more than a novelty. Thankfully, Super Scribblenauts addresses nearly every flaw from the first game and adds enough in the way of new features to finally live up to its potential. You won't find a staggering new story premise within the 120 puzzles contained in Super Scribblenauts. Much like the first game, you lead cartoony protagonist Max through a series of levels with nothing more than the intent of capturing a shiny Starite in order to progress -- Unlike the first game, however, you won't get bored playing through them all. Super Scribblenauts manages to keep the puzzles engaging, with a few exceptions, thanks in no small part to its new feature: adjectives. If you've played Scribblenauts before, you undoubtedly spent some portion of time just screwing around in the game's start menu.
If you were at all disappointed with the first Scribblenauts, rest assured they fixed everything for the sequel. Maxwell is now easily controlled with the D-pad, eliminating the frustration caused by pointer controls. The promise of Scribblenauts is now fully realized: this is a delightful and impressive puzzle game that allows players a lot of room to get creative. Scribblenauts' trick is that it will produce just about any non-trademarked object you can think of onscreen and that object will behave as it should. For example, you can create a zombie. If you also create a brain, the zombie will eat it. A major new addition in Super Scribblenauts is the ability to add adjectives to the things you summon. So if you create an exploding brain, the zombie will be blown apart after its meal. It's really a fascinating system and a lot of fun can be had outside of Super Scribblenauts' levels just playing around creating stuff on the title screen. The game knows thousands and thousands of words -- more than you will ever use. Ever heard of a cassowary? It's a flightless bird found in New Guinea, and it's in Scribblenauts.
If you don't appreciate the power of adjectives, try to go a day without using them. In addition to being unable to complete Mad Libs, you'll find yourself unable to describe just about anything. We have those things for a reason, after all. If Scribblenauts wowed players with its astounding variety of nouns, Super Scribblenauts is bound to delight with the addition of adjectives. Gameplay is largely the same, but letting players hone their summoned objects by describing them adds some hefty new gameplay layers. A bike is perfectly nice, but how about a hairy bike? What does an angry bike do? It's fun to tweak objects in silly ways, but adjectives are useful in Super Scribblenauts, too. Scribblenauts veterans know that jetpacks are useful for grabbing out-of-reach Starites or escaping deep pits, but in Super Scribblenauts new additions like flying bikes work just as well. Developer 5th Cell says that are 10,000 total adjectives in the game. There's definitely a solid library of modifiers in Super Scribblenauts, though it's not as vast as the object roster. In the preview build we played, we could strum on happy guitars, but loud guitars were a no-go.
In concept, the original Scribblenauts was pretty mind-blowing. Using nothing more than a touch screen keyboard, a stylus and a little imagination, players could bring to life any object that they could spell. Struggling to cross that gaping 10ft gap in the ground? Write the word 'jetpack' and watch as your character sails across. Can't kill those sword-wielding samurais? Call in Cthulu and marvel as he tears them limb from limb. Genius. In execution, however, the game was let down by a flawed control scheme and puzzles that could be solved the same way time and time again. Super Scribblenauts attempts to fix all that, and offers a host of new features and game modes to boot.The original game's controls were easily its biggest downfall. With the responsibility of navigation and movement both falling to the touch screen, the game quickly became frustrating. This time around, the D-Pad has come to save the day, allowing players to pan around the environment regardless of where Maxwell is within it. The touch controls have also been revised: rather than tapping out a destination for Maxwell, players can now swipe in the intended direction to get him from A to B.
Welcome to the Interrogation Room, GameSpy's signature pre-release game coverage format. Here, a GameSpy editor (typically one who's relatively in-the-dark about the game in question) grills his peers for information on a hotly anticipated game -- hopefully with more entertaining results than the typical boilerplate preview would provide. Ryan Scott, Executive Editor: I guess the big question with this game is... is the dictionary any more comprehensive? How creative can you get this time around? Eric Neigher, Contributing Editor: Well, as you know, Scribblenauts is based on a system where you type words into a virtual keyboard, and then the stuff you type spawns on the screen. Then things interact with each other (or you), and entertainment ensues. It's known for the incredible breadth of its dictionary – when the game first came out, the ability to drop in odd nouns that the game somehow recognizes was nothing short of amazing. This time around, the designers made two wise (and equally impressive) additions. First, apart from nouns and basic verbs, the game now recognizes adjectives. So you can put "pregnant tree" instead of just "tree," and the tree you spawn will then shortly give birth to another, smaller tree.
| Retailer | Information | Prices | |
|---|---|---|---|
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Super Scribblenauts (Nintendo DS) (UK IMPORT) | $16.99 | See it |
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Super Scribblenauts | $16.99 | See it |
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Super Scribblenauts | $17.91 | See it |
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Super Scribblenauts | $19.99 | See it |
| Warner Bros. Shop | Super Scribblenauts from Warner Bros. | $19.99 | See it |
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Warner Bros. 1000155329 Super Scribblenauts DS | $29.02 | See it |
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NEW Super Scribblenauts DS (Videogame Software) | $52.11 | See it |
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Super Scribblenauts [Japan Import] | $58 | See it |
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