Author Topic: IMPRESSIONS: Super Scribblenauts  (Read 2185 times)

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Offline NWR_Karlie

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IMPRESSIONS: Super Scribblenauts
« on: June 16, 2010, 03:53:26 AM »
An all-round better experience.
 http://www.nintendoworldreport.com/impressionsArt.cfm?artid=23355

 Having played the first Scribblenauts, I was excited to hear that the latest version would have refined controls, as I found the "reversed" controls of the first game to be confusing and would frequently run into holes accidentally. I am happy to say that the control option of having the D-pad for movement and stylus for looking around the level improves the experience very much, although it is a little inconvenient switching between the B button for jumping and the stylus for input of words etc.    



   


The format of the levels has been changed, giving more of a "game" feel to it. There is no par for each level, the counter that limited to you a certain number of items per level to earn bonus Ollars, the currency used for purchasing new levels. Rather, you earn bonuses for each new item that is used in a level, more items are actively encouraged.    


Most levels are puzzle based, and hints are provided in case you are stuck on a certain level. The goal is still to complete the objective and earn a Starite. For example, the first level of the demo shows a queue of people waiting to purchase the new Scribblenauts game, and you must make your way to the front without pushing, which would make you fail the level. The hints, which are purchasable, say that you need to give each person a gift. So, you need to bribe them with items that you generate. The postman took a parcel, the body builder some weights, the barbarian a turkey, and so on.    


A new feature is adjectives. If you choose an adjective that doesn't work with the item you choose, A couple that worked well were "robotic" and "fire breathing" and I generated an army of friendly robotic monsters to battle, but they weren't interested in combat. The robotic dragon required befriending before I could ride it. Another useful adjective was "immovable", allowing objects to remain suspended in the air.    



   


The game still has many hidden features and easter eggs that will take a long time to completely discover. The time machine from the title intro playgrounds is back, and this time can take you to six different levels. The final game will feature a level editor for designing your own playgrounds for the title screen.