Game Review

Scribblenauts Review

USA USA Version

Posted by Jon Wahlgren

Write your way to victory!

You don’t have to solve - or even begin - the included challenges to fully appreciate what Scribblenauts is trying to do. Right after the opening credits slide show, you are greeted by Maxwell standing in a field with nothing to do but smile as he always does. So you give him something to do. Anything.

Type “pterodactyl” and he’ll have a prehistoric beast to ride. Summon a pirate and a ninja and watch the ultimate showdown unfold as Maxwell floats ten feet in the air on a magic carpet. Pit a god against Medusa to the audience of a panda on a unicycle. Laugh and smile as your creativity unfolds in what is possibly the most pure form of “sandbox” game and realize you’ve been doing this for an hour without even having gotten to the main menu screen.

Such is the joy of Scribblenauts, the latest DS release from developer 5TH Cell. By allowing you to type or write in essentially any noun that isn’t copyrighted or offensive, there is almost limitless fun to be had; that is, if you can get past the ever-present control issues - but we’ll get to that later.

With an alleged 22,000+ word vocabulary, there’s always something new and "OMG-that’s-included" to summon; in addition to your standard words, you’ll find Internet memes like keyboard cat and RickRoll; mythical creatures like Bigfoot and the chupacabra; and gaming references like NeoGAF and Giant Enemy Crab. The mechanic is extremely well-implemented and fun to play around with, certainly one of the most clever things to be introduced in gaming for some time.

You can enter words either by typing them in or by writing. In case you spell something wrong, it’ll offer suggestions, and if the item can have more than one property you can specify what you meant (“water” yields the choice of “beverage” or “environment”). There’s also a handy re-type button, so you don’t have to keep typing e.g. “grappling hook” in case you die.

The game is broken up into ten main worlds, settings really, each with 11 puzzle and 11 action challenges. Action challenges typically require you to clear obstacles and reach the Starite by any means, with puzzle levels asking you to complete a task to get one. Tasks can range from super-simple, such as giving Santa something he likes, to more complicated fare, like reuniting a penguin on an iceberg with its family on the other side of the stage while avoiding the killer whale in the middle.

Most of the time you can complete a stage with standard items (mattress, wings, pickaxe, plague and gun are problem-solving stalwarts), and it’s really up to you to decide how creative you want to get. If you need to clear out a room of people, summon a zombie and watch them get infected. Of course, then you’ll have to figure out a way to deal with a room full of zombies. Maybe send in a griffin and see what happens.

Beating stages earns you Ollars, which you can use to unlock new stages, music and a dozen or so playable avatars for if you ever get tired of Maxwell. There are also a ton of merits to earn and a full level editor that allows you to share levels, so the fun could theoretically never stop.

Movement is controlled entirely by the stylus. The face buttons and D-pad both control the camera, with the shoulders allowing you to rotate selected objects. To shoot and dig, you equip your tool and double-poke the stylus on the target area; if you want to move a summoned object, drag it to its new home. All-stylus allows lefties and righties alike to play, but it can best be described as inconsistent. When there isn’t a lot of action or planning involved, Maxwell’s movements won’t pose any problems. He’ll careen across the screen at the slightest tap and automatically jump over items to wherever you’ve sent him, roughly.

However, trying to navigate elaborate levels and traps makes the touch controls seem like they're the new mayor of Butt City. At some point Maxwell will decide to jump just-so or not stop where you intended, which will bring about his untimely demise and frustratingly send you back to the beginning.

Case in point: the top half of a wall on one level can be blown apart or burrowed through, and underneath on the same wall is a switch that opens a door you'll want to keep closed. So you equip Maxwell with a bazooka, have him step backwards to get a good shot and then double-tapped your firing target. The first four times will most likely end with him running towards the wall and hitting the switch, occasionally firing the bazooka when he reaches the wall, killing himself.

It’s almost enough to break the game at points like this. Playing slowly and deliberately can help, but these incidents keep happening. Sometimes you feel at fault, other times it’s beyond your control. It’s a shame how badly the controls can mar the experience, since the rest of the game feels so polished and charming.

Scribblenauts’ paper doll aesthetic gives a very playground-ish look to the world and can’t help but charm you. Characters and items are typically detailed enough in their portrayal, which must have driven 5TH Cell’s art team insane. Assets are occasionally reused for items that are similar in design or properties (most obvious in weaponry or smaller items, like rocket launcher and RPG), but unless you try to summon a lot of similar-looking items it won’t be a problem in gameplay.

Similarly, the soundtrack is very keen to play on the theme of childish imagination. It’s cheery, fun and fits well with whatever scenario you unleash, and summoned characters make appropriately simple grunts and groans; it sort of sounds like the melodies and noises you used to make whilst playing with your toys as a kid.


Scribblenauts, as an idea, should be applauded. It encourages creativity in every aspect, from the playroom aesthetic to zany puzzle solutions. While the package is innovative, polished and fun, often-terrible controls throw a clumsy wrench in the otherwise well-oiled machine and prevent this from taking on "must-have" status. Still, this isn't enough to derail a hearty recommendation; Scribblenauts will provide oodles of joy to anyone eager to use their imagination and forgiving enough to endure the often irksome control issues.

From the web

Game Trailer

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5TH CELL scribble their way onto the DS with this new game coming later this year

User Comments (86)



Corbs said:

Well I'll most likely pick this one up around the holidays when I have more free time. Too many others on my plate right now. Great review!



FATEM said:

I bet a lot of comments will be disagreeing with the score.
Still I can't until it's released in Australia next week.



Syr said:

Too bad about the control issues.. I think I still might pick it up though, sounds too fun to miss!

The overview pane says it has a two player mode, has anyone tried it?



JimLad said:

It is a pretty shallow game when you get down to it.
But the mucking about can last hours depending on how imaginative you are. My friend was also having a great time on it when he came round.
It's a tough one, because I think it's worth owning, but not for the full retail price.
but then there's no way around that unless you wait, so I say just get it.



Nanaki said:

I think I'll be getting myself this one, based on that review. Clunky controls can be ignored when a game's as ingenious as this.

Good job, Jon!



y2josh said:

@JimLad: I'm just gonna wait lol

I'm glad I didn't get high hopes for this game. The controls sound pretty bad.



Sabrewing said:

I have to admit, my only REAL disappointment so far (besides the touchy controls) is that 'lute' and 'lyre' both summoned up a generic acoustic guitar. Otherwise, this game totally blew me away with how much stuff they included.




I've played game with clunky controls and still enjoyed them immensely (Gravity DS for example) som I'll be getting this.



MrPanic said:

This game is not a game, it's a toy. You might like it, you might not. It's all about preferances. A real gamer will probably not like this game as much as more casual people will, the game is pretty shallow since your just typing random words to solve simple problems.



Stuffgamer1 said:

To me, the controls really are game-breaking. It's just no fun, so I'm selling my copy. Besides the controls, I also had too many problems with the game not turning down word combinations, but simply creating something else (rubber boots when I typed iron boots being a good example).

I don't know about what they consider "offensive," though. I was VERY surprised when I typed "lingerie" and it actually worked! The sandbox mode at the start is actually decent fun (though it got old pretty fast for me), but the game overall stinks, IMO.



Sylverstone said:

The controls were a let-down.
Most reviewers that reviewed Scribblenauts all had static about the control scheme. Whatever happened to D-Pad control?



JayArr said:

The score you give this game reflects how you would score your own imagination. The more creative you are the better the game is.



warioswoods said:

The score is too low, IMO; at least an 8 is warranted. I had some annoyances with the controls myself, but when you get down to it, it's not really a platforming game to begin with. Solving puzzles by equipping Maxwell with weapons and similar strategies aren't the real focus; I've found that it's frequently much more effective (and enjoyable) when you find ways to solve the scenario that involve very little interaction by Maxwell until it's time to grab the Starite.

The conclusion of the review is that the controls keep this game from being a "must-have" for the DS. I couldn't disagree more; I'm not sure I can name a single DS game that should have a higher required-playing status than this one. It's a gem of a title, endless fun by yourself, even more fun anytime you get it around someone else and watch their ideas, and easily in the top 5 DS titles to date.



Philip_J_Reed said:

"the touch controls seem like they're the new mayor of Butt City."

For the record, the previous mayor was Weird Adam.



Bass_X0 said:

The conclusion of the review is that the controls keep this game from being a "must-have" for the DS.

Well just in case, I made sure to get the game as cheaply as I could on the chance that I don't like the controls. I was quite looking forward to the game until the day it was released then I had doubts.



Big_A2 said:

God dammit. September 30th can't come soon enough.

And by the way, from what I've read, it seems that what JayArr said is very true. While there are about 5 items you can rely on to get through the game, you're just making more unenjoyable for yourself.



Damo said:

For the record, we did consider giving this an 8, but the control issues are a far bigger deal than some of you are making out. Ropey controls are ropey controls - there's no escaping this fact.

7 is still "good" by our scoring policy. When did this massive gulf between a 7 and an 8 happen, anyways?



ejamer said:

I think the biggest problem with this game involves the high expectations that were placed around it after so much media coverage. People started expecting to much, and some of their expectations weren't realistic. (That said, controls are weak and do cause problems when solving action/puzzle levels... I'm not trying to suggest that issue should be ignored.)

It's a neat game from a small developer, showcasing a totally new idea. Are there problems? Sure. But the innovation and awesome concept totally outweigh those shortcomings for many people.



Knux said:

I knew it, M&L:BIS is better than Scribblenauts. I might purchase Scribblenauts down the road, but I got Kingdom Hearts 358/2 Days on the top of my list. Besides, I dislike bad controls. I know a lot of Scribblenauts fans are going to dislike this score, but I agree with this score.



JonWahlgren said:

@JayArr & Big A2: No, I've had plenty of off-the-wall solutions to puzzles, but I was pointing out that you aren't required to do so and that some objects prove more useful than others. And creativity isn't the only thing in this package; the game parts are the problematic ones.



TingLz said:

I'm scared by some of the things you can type in the game. I wanna try out "angel of death" or "nuclear power plant"



warioswoods said:

7 is still "good" by our scoring policy. When did this massive gulf between a 7 and an 8 happen, anyways?

It's not the end of the world by any means, but it does seem to be the wrong score to me. I doubt that, 5 years from now, you'll be able to find many top-10-DS-games lists that don't include Scribblenauts; it's one of the high points of the past several years of handheld gaming, in that it finally does something completely new and provides endless hours of replay value. It's also one of those games that instantly causes everyone to crowd around if you show it off to just about any group of friends or family; you'll never get to experience all the bizarre ideas and solutions that are possible until you try it out as a social experience.

Looking at the list of DS games that this site has awarded an 8 or 9, on the other hand, I see many titles that will be quickly forgotten as polished but generally inconsequential entries in established gaming genres.



Brionkendo said:

I believe this is a must have for all ds owners. Although the controls are frustrating, it still is a wonderful, all out fun game.



vherub said:

I've been playing it with my girlfriend and it's fun to bounce ideas around.
D-pad control would have gone a long way to make it more enjoyable. And using the dpad to scroll the camera can be annoying as well since it often wants to center back on the main character.
The idea of Scribblenauts is perfect, and while flawed in execution, no game is perfect. Still, it is very refreshing to have so many ways to get from point a to b.



Monkeh said:

The amount of fun you can have from this game, really depends on the person playing it.



ejamer said:

"Looking at the list of DS games that this site has awarded an 8 or 9, on the other hand, I see many titles that will be quickly forgotten as polished but generally inconsequential entries in established gaming genres."

I mostly agree, but it doesn't make the ratings wrong. Those other games might be less ground-breaking, but they are still enjoyable and well-polished experiences.

Scribblenauts doesn't deserve a perfect score (I'd probably give it an 8, although that's subjective) and many DS games coming out are "better" in both their execution and control. But Scribblenauts presents something so different and unique to gaming that it creates a stronger impression than those "better" titles - making it one of the most memorable games I've ever played despite the obvious flaws.



mjc0961 said:

Everyone complaining about the score: Stop. The score doesn't mean anything anyway. It's a completely pointless number that tells you absolutely freaking NOTHING about if the game is good. Stop crying over a number that has no meaning and read the actual review: that's where all the information is, and where you should focus your complaints if you find something to complain about.

Anyway, having actually read the review (fancy that), this game sounds a lot like Okami: something that SHOULD have been a really great game being crapped on by awful, horrible controls that make you want to throw the game into a wood chipper. Of course, Scribblenauts doesn't sound quite as bad as Okami in that department, but it will still piss me off all over the place, so I'll pass for now.

Top notch review though, guys.



JayArr said:

The game is broken up into nine worlds,..

The game actually has ten worlds. ( Eleven if you count the tutorial level #0)



warioswoods said:

@ejamer, mjc061

It's fine, the score indeed isn't a huge deal, but I just feel like voicing my sharp disagreement with, in particular, the way that score seems to be justified in the conclusion. It's basically saying: this game is not a "must-have" for the console due to the control issues, so it should get a 7 and thereby be recommended below all the titles awarded an 8, etc.

I (respectfully) disagree with that conclusion; the control issues are problematic at times but exaggerated in the review if you ask me. These issues simply underscore the fact that it isn't a platforming game and doesn't work well when you approach it that way; it's more of a puzzle solving game where you play with bizarre contraptions and combinations, which very often may have little or nothing to do with moving Maxwell around the stage. I often use a series of air vents, fans, weights, tractor beams, springs, creatures, etc to manipulate objects in the stage, without Maxwell being particularly active until it's time to grab the Starite.

I feel that it is, indeed, a "must-have" for the DS if I've ever seen one. But I still appreciate the review and so forth, and don't plan on getting out the pitchfork anytime soon.



JonWahlgren said:

@JayArr: Whoops, good catch. Fixed.

@warioswoods: Yeah, it's a puzzle game, but it's one that gives you near-limitless freedom to its solutions. If someone chooses to play with a more action-oriented approach they shouldn't be penalized by the controls. There is no "right" way to play, but there are obvious and deep problems with the controls. It's not a "must-have" game because not everyone will be able to tolerate the movement; just look at why Stuffgamer1 is selling their copy.



Stuffgamer1 said:

@mjc0961: When you mentioned Okami, I assume you meant the Wii version? I tried and hated that version, but recognized how great the game itself is and got it on PS2.

@warioswoods: That is your opinion, and of course you're welcome to it. In MY opinon, however, the review has it about right with the horridness of the controls, if not outright understating the problem. I wouldn't call this game a must-have at all...or I wouldn't be selling it.

EDIT: @Panda: I'm plural now? "His" will do.



The_Indigo_Effect said:


Spare me the "real gamer" bulls**t. There are some people that have the capacity to enjoy hardcore and casual games. Obviously, you aren't one of them.



MrPanic said:

People who can't draw in Okami are considered handicapted and should hate their lives, cause they fail at drawing a circle. A comparison between the two games is just stupid since in Scribblenauts the controls really fail and in Okami you just need to know how to do it, and find out how easy it is to constantly draw perfect shapes.

@The_Indigo_Effect: I never said you can't be a real gamer and still enjoy casual games, you have to figure out for yourself if your casual, real or both. I'm just saying that if you're just a real gamer you probably won't enjoy this game so much since the game lacks real goals, something real gamers game for. Btw, I am someone who enjoys casual games such as this, if you think it's obvious I don't, your just missing the point of my post. If your just someone who's offended by the terms real (or hardcore) and casual gamers, stop talking to me cause I find them useful and don't care for other opinions about them. If you have something else to say, please say so.



Stuffgamer1 said:

@MrPanic: Are you insulting me for not being able to draw a straight line that the game would recognize using the Wiimote? Seriously, it can't be done, or at least not with any reasonable consistency. SO much better with an analog stick on PS2...



MrPanic said:

@Stuffgamer1: My straight lines only fail 1/20, so if you say you can't pull it off constantly, I just assume you fail since I can do it.

Well, apparently more people can't pull it off, so sorry for the personal attack. But I still think it's just a matter of getting used to it, not that the controls are crap.



MrPanic said:

The controls are way better than the ps2 version. In the Wii version you can pull all the moves off with swift movements where in the ps2 version you have very slugish controls. The Wii controls are far superior than the ps2 controls, but if you didn't try to get used to them, you wouldn't know. At first the ps2 controls are better, but in the long run the Wii are way more preferable.



Kid_A said:

I would've gone with an eight. In fact I feel like your review and the score don't really match up. You praise the game heartily for the majority, and despite the control issues, you still say the game is highly recomended. Everyone's entitled to their own opinion of course, and I actually whole heartedly agree with your review, but I feel like the numerical score isn't an accurate reflection of what you wrote.

That being said, the line "However, trying to navigate elaborate levels and traps makes the touch controls seem like they're the new mayor of Butt City" more than made up for it



Kid_A said:

And just for the record, I give the game a 9. The controls are pretty poorly concieved, but you get used to them, and the fun outways the bad tenfold IMO.



Supermarioman said:

I really don't like this review becuase of docking the game so much just for the control issues. Sure I've played it and I know that the controls can sometimes be maddening to you having to do several things twice and that jumping can be very frustrating if you have to do a lot of it! But that certainly isn't a big enough complaint to give this game a 7! Why you can say control is bad, its nowhere near something like Batman Forever with the controls do make the game almost unplayable. I have never once said while I've played Scribblenauts that I didn't want to play it becuase of a little awquard controls. Now while I do repsect you opinion on the game, I do not respect the lack of more reasons to warrant a 7/10, more like an 8 at worst with the controls. So if you would please I would like it if you would explain some more and give me eveidence that proves that it is a 7/10 and not something higher!



Stuffgamer1 said:

@Supermarioman: I would've given Scribblenauts a 5 at best due to the controls, so I consider this review overly generous. If it had been an eight or higher, I'd consider it LUDICROUSLY generous!



Supermarioman said:

Controls and how much you like them are based on opinion almost over 90% of the time, EX: Plattchen Twist n Paint.
So everybody likes different types of controls!



JonWahlgren said:


Fact: Reviews are opinions, not scientific. And besides, as Damo said, we considered an 8 but the issues are a huge hassle a lot of the time and took it down.

Another fact: We don't start off with scores at 10 and then dock from there, scores are based on the overall experience of the game and your mileage will vary on this one. You think it should score higher, that's nice. Not everyone thinks that way.



JayArr said:

I just hope nobody passes up on this game because they are scared the controls are 1/10.

Personally I rarely have trouble with the controls. They are something you can eventually adjust to like the controls of StarTropics or Landstalker.



JonWahlgren said:

If we did individual ratings for things like that, I'd probably give the controls a 5/10 or in that range.



MoFaJo said:

First off this is the lowest score I've seen for scribblenauts. I joined Nintendolife because if you compared there scores to other scores they were always extremly close to the overall average of the other scores (not too low and not to high). The lowest score I've seen is an 8, the highest, a 10. Sorry to say, but this is a bad review in my opinion



Stuffgamer1 said:

I joined this site because I can usually trust the reviews to be accurate to the game, not to the average score. The review itself is what really counts, not the score, and Panda got it spot-on!



hylianhalcyon said:

I totally agree with the review. I feel the poor controls really lower the fun and quality of this game. Sure, you may get used to the controls eventually, but that still doesn't make 'em any less crappy. Nor does it make up for all of those times where I try to attach x to y and instead maxwell jumps into a pool of lava. I give this game an 8.



Odnetnin said:

@Panda+concerning+MoFaJo Lol.
@Panda I personally would give it about an 8.8, but yeah, the controls merit around a 5. Even though I would have given it a higher score and I agree with warioswoods that it should be labeled "must-have," I wholeheartedly agree with many of the points in your review.
Opinions aside, awesome review.



RevolverLink said:

The game is probably about an 8.5 for me. If you look at it purely for it's ambition and as a sandbox game, it's brilliant and is only held back by the player's imagination, or lack thereof. But as a "traditional" game, the clunky controls and a certain lack of polish really hold it back from its true potential at times.

That said, I think that any DS owner with even the slightest interest in the game should pick it up. The fun you can you have just at the title screen is worth it; and it's one of the few single-player DS titles that's actually made more enjoyable when other people are crowded around the screens with you.



Bankai said:

I give this game a 7.398326204896510.

It's not quite 7.398326204896511, but it's definately better than 7.398326204896509.

Seriously guys, you all get so wrapped up in an utterly pointless score, it's a little bit embarrassing. Why don't you try and discuss the actual review instead?

I personally though the review was balanced and fair, and represented the game well.



argus said:

I wanted to like this game - really. Unfortunately, the bad controls are game-breaking to me. It's a shame, because the same developer made Drawn to Life, which had perfect platforming controls.

Scribblenauts had so much potential. The idea is brilliant, and I'd like to see it executed properly someday. I would have liked d-pad character movement and stylus camera control. Or just better stylus control.

I have some other minor gripes which affect my opinion of the game, and I'm surprised other people haven't mentioned these. For example, why does a trampoline make a fire truck bounce across the room? Why does a trampoline sometimes shoot through the floor and out of the level? Why does a small fan move a tank?

Opinions will vary greatly for this game, due to its groundbreaking ideas and glaring flaws. I personally agree with the content of this review, but I think a 7/10 is too generous.



James said:

Good review, Jon - although I must say it's hugely disappointing that a game designed to be so creative and innovative should let itself down by having terrible controls. I'd expected its downfall to be a lack of words or potential solutions, not the inability to control your main character, which is kind of a given in any game style. Sounds like it's worth a buy if you're patient and determined!



DXZeke said:

I was enjoying the game until after the first area, The Garden. Then the controls started to frustrate me. Also some of the objects not doing anything sucks. For instance. A Winch or a Tow Motor. They did nothing. You can only pick them up and throw them. I know the game is about imagination, but it's not that hard to have practical in the game as well. What's the point of allowing a Winch to pull a rope that can be attached to a car or another object when the Winch is just another useless object?

I hope that the next version allows all these objects to interact how they should in theory. I hope that it makes it to PSN or XBLA and they can make more of the objects actually do what they are supposed to do.



Kirk said:

It's such a pity the controls seem to have really let this game down because in every other way all the various reviewers really seem to enjoy it and if the controls were good this could have actually been a genuine GOTY contender.



Bass_X0 said:

Seriously guys, you all get so wrapped up in an utterly pointless score, it's a little bit embarrassing. Why don't you try and discuss the actual review instead?

Because they have a one in ten chance to hit the right number. We discuss whether they got it right or not. And its hardly pointless otherwise it wouldn't be there in the first place nor would we take it so seriously. The score should sumarise the review into a single digit or two. When I'm scrolling down the list of games, the score is important to me to see which ones are good or not. I certainly do not have the time, patience or interest to go reading hundreds of fifteen paragraph reviews. I'll read the reviews of those games that interest me or score highly enough to warrant further research. This is why we preferred the 5 star approach of old so we weren't bickering over single points. It was simpler & clearer.

7/10 would translate to 4/5 which everyone would agree with. Its not average and its not near perfect.



Stuffgamer1 said:

@argus: Sounds like my problems, basically. The game really doesn't work in any logical way, and that makes it impossible to enjoy for anyone who wants to think logically. And control the character successfully, of course.

@Bass X0: Actually, I hate the 5-star system. Ten points is much better, imo. Just be glad we don't have .5 differences as well.

Also, as I've said before, people sometimes argue about the score relative to the review. I don't always think the score properly matches the text IN the review. Like a review that has nothing but praise yet only gives the game a 9, or a review with NOTHING good to say that give the game a 4. Or this game, which, IMO, should lose another point or two because the controls suck.



KrazyKain said:

worth having cos of the premise but the controls really bog it down a few notches. i'd say the score is fair



TingLz said:

@Stuffgamer: Do you consider that using an RPG to get a cat out of the tree logical? Nah, what's the fun in logical when you can put stuff together and see what happens!



g-silent007 said:

I have to wait until Black Friday to get this, I already spent all my money on Kingdom hearts 358/2 should have gotten this first!



sonic_brawler95 said:

Awesome game is awsome. I'm still loving it, I would give it a 10/10 (its an opinion, relax), cuz I love watching my imagination come alive in this game. Oh, and great review!

Oh, glue a cat to a unicycle, then place a mouse in front of it, I got a laugh out of it.



pokemonzrpg said:

You got it spot on with the rating Jonathan, great review! If the controls weren't so horrible, it could have been one of the best DS games out there.



Crazytimmy2 said:

Iv got this and its so good. you can spend hours on just the title screen just thinking up funny things to wright in.



Deviant_Mugen said:

I still need to pick this game up; great review, Jon. Sad to hear that the controls are a bit wonky, but I'll be picking it up anyway.

I recall Phantom Hourglass having some control issues at some points (i.e., trying to get Link to roll would sometimes get him to do his spin attack, etc.), but it's just a matter of patience and making the right gesture...



Dodger said:

I got this game and while the controls are sometimes annoying, I really did not think it was as bad as the review said. The levels are fun but really, the sandbox mode is the best. I would get it. It sometimes means a lot of starting over a level that is harder then most but I still think it should get a 8. Another item to add to that list of useful items is the Shrink Ray. (Don't typo or you have a ray flopping around. xD)



HanuKwanzMasBif said:

It deserves at least an 8, despite the controls. The new one will have D-Pad control AND better touch screen controls. Oh joy.



PristineQueen said:

i had fun with this game, but as everyone says the controls are a bit glitchy. if i wouldn't have looked some puzzles up online i am not sure i would have beaten the level. maybe i am just losing my imagination as i get older...



hulklol123456789 said:

Hmmm well I have a lis of wii games and ds games, and If i doesn't find any of them I think I will get these, but if I get them I think I can't wait till the release of scribblenauts 2 or super scribblenauts.



sonic_brawler95 said:

Everytime I look at this review, I feel like its all wrong. It should've have gotten at least an 8.

Super Scribblenauts is going to be amazing, though.



rachelthehedgehog said:

You cant even use adjectives and no hints. I recommend super scribblenauts way more. More fun and more imaginative.



atariman said:

this I have to agree on. 7/10 sounds right to me. super scribblenauts is way better. scribblenauts is a 7/10 super scribblenauts shouid be a 9/10.

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