The ultimate puzzle game for imagination and creativity.
Common Sense Media
28 January 2011
Summary: Parents need to know that the action in Super Scribblenauts is almost entirely under your child's control. Exactly how violent the game gets depends on the kind of words they type in. While weapons or monsters are unavoidable in some puzzles, there's still a big difference between choosing to arm a character with a slingshot or a submachine gun. Violent possibilities aside, though, parents would be very hard to find a more creative game for their children.
Excerpt: was one of last year’s most talked about and hyped up games. The idea was simple: a game that let’s you do whatever you want, spawn nearly anything you like and solve puzzles in any number of ways was an exciting prospect.
Excerpt: The original Scribblenauts was a game built around a very simple yet powerful premise: the possibility of conjuring up into existence fully interactive objects by merely writing their names down. This concept, more appropriate of an obscure medieval alchemy text than of a modern electronic handheld, was actually fairly well met in the original title.
Conclusion: The perfect game to just pick-up and play for a few minutes, or to sink into for an hour-or-so. While a few quirks keep the game from being perfect, and I personally question if many people will actually use the Level Editor – let alone the Wi-Fi sharing feature – 5th Cell should be give credit for giving players the option nonetheless. Overall, the originality and variety of the puzzles far outweigh the minor quibbles that I have with a couple aspects of the game.
Excerpt: Back in 2009, 5th Cell, the makers of Scribblenauts , put forth a very ambitious concept: a game that allowed people to enter any word they could think of, and conjure up that word's corresponding object. The idea was met with considerable skepticism but amazingly, it worked. Well, sort of. The game's frustrating touch screen controls nearly sunk the whole thing.
Excerpt: , put forth a very ambitious concept: a game that allowed people to enter any word they could think of, and conjure up that word's corresponding object. The idea was met with considerable skepticism but amazingly, it worked. Well, sort of. The game's frustrating touch screen controls nearly sunk the whole thing.
Conclusion: The Short Version: With 120 problems, Super Scribblenaut is arguably a little brief, although that’s just the basic level. To complete the game completely means going through certain puzzles an additional three times, with different answers. That will certainly get the synapses firing, and while it will bring frustrations, the sheer joy of finding a new, gloriously silly solution makes it all seem worthwhile.
Pros: Any game that stimulates the little grey cells and makes you smile this much can’t be all bad, The incredible scope of the vocabulary – and the pleasure of finding a new unexpected option., As much fun “off track” as it is going linear.
Cons: Some puzzles are vague in their objective – you can buy additional clues but it’s annoying when it’s not your fault., A few control foibles – miss the bin when deleting a small item and it can easily get stuck in limbo. In problems where you have a limited number of things you can create, it’s a pain., The occasional frustration of unrecognised words.
Conclusion: What a world Maxwell lives in. It is a world of imagination and creativity, a world where just about anything can exist, and a world that almost breaks the gaming ‘fourth wall’ between player and Maxwell, their on-screen avatar. The fact that the player can drop any object into Maxwell’s world gives a whole new level of interaction, one that can delight or frustrate depending on levels of imagination or writers block.