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Scribblenauts (video game)

Scribblenauts is an emergent puzzle action video game developed by 5th Cell and published by Warner Bros. Interactive Entertainment for the Nintendo DS. The game was released in 2009 in all regions except Japan, and in 2011 in Japan as Flash Puzzle: Maxwell's Mysterious Notebook[a] by Konami.[5] It is the third Nintendo DS video game made by 5th Cell, the first two being Drawn to Life and Lock's Quest. The objective of Scribblenauts, as implied by its catchphrase "Write Anything, Solve Everything", is to complete puzzles to collect "Starites", helped by the player's ability to summon any object (from a database of tens of thousands) by writing its name on the touchscreen. The game is considered by its developers to help promote emergent gameplay by challenging the player to solve its puzzles within certain limitations or through multiple solutions.

Scribblenauts
Cover art for Nintendo DS
Developer(s)5th Cell
Publisher(s)Warner Bros. Interactive Entertainment
Director(s)Jeremiah Slaczka
Producer(s)Joshua Billeaudeau
Kirsten Gavoni
Designer(s)Matt Cox
Programmer(s)Marius Fahlbusch
Artist(s)Edison Yan
Composer(s)David J. Franco
SeriesScribblenauts
Platform(s)Nintendo DS
Release
  • NA: September 15, 2009[2]
  • AU: September 30, 2009[1]
Genre(s)Emergent, puzzle, action platform
Mode(s)Single-player

Jeremiah Slaczka, creator and director of Scribblenauts, envisioned the game as a combination of solving life situation puzzles alongside Mad Libs. His vision was brought to realization through the "Objectnaut" engine created by 5th Cell's technical director, Marius Fahlbusch. Objectnaut allowed for a data driven approach, and a significant portion of the development time was spent researching nouns and their properties, and categorizing them into the Objectnaut database. This, along with the simple art designs of 5th Cell's Edison Yan, allowed for the team to easily add new words to the database without expending much effort to program new behavior.

Scribblenauts was first shown in a playable form at the 2009 Electronic Entertainment Expo, and became a sleeper hit, winning several "Best of Show" awards,[6][7] being the first portable console title to win such praise. Reviewers believed that 5th Cell delivered on their promise to allow nearly any possible object to be created for use in Scribblenauts, but also lamented that the choice of controls in the game hampered their full enjoyment of the title. The success of the title has led to a number of sequels including Super Scribblenauts, Scribblenauts Remix, and Scribblenauts Unlimited. The series has sold over 13 million copies.[8]

Gameplay

 
Screenshot of Scribblenauts. The top screen displays an image of the level and various indicators. The bottom screen shows Maxwell, using a helicopter and rope to rescue an injured woman during one of the puzzle levels.

Scribblenauts is an exclusively side-scrolling game controlled almost entirely with the Nintendo DS stylus, with the D-pad and face buttons controlling the camera and the left and right shoulder buttons rotating objects. The player controls a character named Maxwell, who must collect objects called "Starites" to complete each level. Maxwell is guided by tapping the touchscreen, or if the player taps an object, Maxwell will pick it up or be given other options for interacting with that object, such as riding a horse or bicycle or shooting at an object if he holds a weapon.[9] A fundamental element of Scribblenauts is the ability of the player to summon myriad objects into the game. This is achieved by writing the name of an object on the touchscreen.[9] For example, the player can write "ladder", summoning a ladder, which the player may use to climb to an out-of-reach Starite.[9] The player may turn the ladder on its side and set it on fire.[9] The player may also chain objects together, such as chaining a piece of meat to a pole and holding it while riding on a raptor.[9]

Summoned objects range among animals, weapons, forces of nature, famous people (both fictional and real), vehicles, household objects, easter eggs of the development team,[10] and even internet memes.[11] However, the game does not include trademarked terms,[12] nor potential profanity (summoning "ass" will spawn a donkey; summoning "cock" will spawn a rooster).[13] The game includes a homonym system to offer the player possible choices between similar-sounding objects, such as distinguishing between a toy balloon and a hot-air balloon; there is also a spellchecker to provide close matches for misspelled words.[14] The North American release includes support for other languages including Brazilian Portuguese, French, and Spanish, with French-Canadian and Latin American variants available for words in the French and Spanish language sets, respectively.[15] The UK version also accounts for difference between American and British English, such as the differing meanings of the word "football".[16] 5th Cell has stated that the limit to what objects may be summoned is up to the player's imagination.[9] Players, using special software, claimed to have discovered that the full list of words is greater than 22,800 unique entries,[17] but, in response, Slaczka said there were many more than this number.[18]

The game is segmented into 220 levels over 10 themed areas with 22 levels per world, and each given a 4 star ranking based on its difficulty, with later areas featuring more high ranked levels. Puzzles are given a par for the number of objects they can summon, typically being between two and four, though the player is free to summon more, so long as there is space in the meter at the top screen (summoning the same number of objects as the par or less earns more points).[15] There are two types of levels—puzzle and action levels. Puzzle levels are real-life situations (such as having to open a piñata) where the Starite is awarded once the puzzle is solved, while action levels will appeal to gamers that prefer side-scrolling platformers, featuring switches, spike traps, and other similar elements.[19] Players are awarded "merits" for completing levels while meeting certain requirements, such as not summoning any weapon-like object. Once the player completes a level, a silver star appears on the level selection button and a "Free play" mode is unlocked. At that point, the player is given the option to play through the level three consecutive times without reusing objects. Successfully completing the challenge grants the player a gold star for that level.[9][14][20] Scribblenauts presents a simplistic storyline, as the developers wished to focus on engaging gameplay.[9] The game always rewards the player with "Ollars", its in-game money, to allow them to purchase new areas, different avatars and other visual changes to the game.[15][21]

The game includes a level editor, allowing users to share these levels over the Nintendo Wi-Fi system. The player can start with any level that they have already beaten from the main game, and add new objects with new game properties. These new properties can vary significantly from the normal behavior, such as having a bear able to eat a plane.[10]

Development

 
Jeremiah Slaczka, creative director for 5th Cell, upon receiving the Game Developers Choice Award for Best Handheld Game for Scribblenauts during the 2010 Game Developers Conference.

Scribblenauts was first conceived in the second quarter of 2007, near the same time that they had envisioned Lock's Quest.[9] Creative Director for 5th Cell, Jeremiah Slaczka, stated that they were seeking counterparts of Nintendogs and Brain Age, games that had attracted a much wider demographic than most other niche games, that 5th Cell could develop.[18][21] The concept of Scribblenauts came from a combination of a previous idea he had for the DS that was similar to Mad Libs and a dream of his.[22] An example given for the Mad Libs was that players could write a Mad Lib of a "dog walking through a forest", and a dog would appear in a forest and walk through it. However, he realized the game would be tedious and that players would only be interested in using keywords. The dream was of being inside an Aztec temple and having to solve puzzles; one in particular involved three paintings, with the objective being straightening them and then moving on to the next room through a portal.[22] While he thought it was a good idea for a game, he also felt that it lacked both a hook and replayability. He debated whether this would work best on the Wii or the DS, but later decided to combine the writing element with a puzzle element to fix the lack of replayability.[19] Slaczka realized that the concept of the game might be considered impossible by other programmers, but found that 5th Cell's Technical Director Marius Fahlbusch felt confident they could create the required elements.[9] The developers considered that the nature of the flexible and sometimes unforeseen solutions made the game strongly promote emergent gameplay.[9]

During development, Slaczka and the team tried to figure out what they could do with the DS hardware, trying to make Scribblenauts appeal to everyone. As Lock's Quest was thought of first, they focused on releasing that game first while beginning the development of Scribblenauts. The game entered beta around May 2009, and had numerous play-testers exploring the game.[23] About half of 5th Cell's staff worked on the game.[9] It was developed alongside the DS version of Drawn to Life: The Next Chapter.[22][24]

Scribblenauts was originally developed without having a publisher for the game.[9] Slaczka noted that unlike other games where the developers could complete and polish a single level to garner interest while work on the rest of the game continued, Scribblenauts needed to show support for its large dictionary from the start, making it difficult to promote the game.[21] The company was in negotiations with a publisher in the early part of 2009, letting that publisher decide when it would be best to announce the game.[24] Warner Bros. Interactive Entertainment officially became itself as the publisher for Scribblenauts in May 2009.[25] Slaczka noted that of the other publishers they talked to, they felt Warner Bros. was the best one, particularly due to their proximity to 5th Cell and their interest in the title.[23]

Scribblenauts was originally titled "Wordplay", but the team felt that this was "generic". The title Scribblenauts began as a temporary name that would be effective for pitching the game, but as development proceeded, the team couldn't think of a better one, so the name stuck and became the final title of the product.[26]

Konami published the game in Japan on January 27, 2011; this localized version features Konami characters such as Old Snake, Manaka Takane and the Vic Viper.[27]

Engine

The core engine of Scribblenauts is a data-driven engine called "Objectnaut" created by Fahlbusch.[9] Within Objectnaut, each object is given a set of properties, including physical characteristics, artificial intelligence behavior, and how the player (through Maxwell) can interact with it.[9] Five people from the team spent six months researching dictionaries and encyclopedias to create a large database of objects within the Objectnaut's framework, and then mapped out a hierarchy of data from this information.[28] For example, every mammal-based object in the game is given the property of having "organic flesh", allowing it to be eaten or turned into meat, without having to specify these functions for each type of mammal they used.[9] The Objectnaut approach allowed the team to create two distinct objects for words that may have similar meanings simply by adjusting each word's properties in the database: "lion", "tiger" and "leopard" while similar will behave differently and have different art assets,[29] while the only difference in the game between "croissant" and "danish" is that the danish may be able to roll like a wheel.[24] The team made sure to balance the abilities of the various objects that could be summoned to avoid creating an "uber character" that would act as a skeleton key for solving all of the levels, and give players more courage to try different elements.[10] Slaczka noted that he would be frequently asked if certain difficult words were in the game when interviewed by the press, most of the time being able to respond affirmatively to these questions.[23] In an example given by Slaczka, a "hardcore" journalist wanted twenty minutes with the game to try to stump it during the 2009 E3 convention, but, according to Slaczka, "he had a real hard time stumping it and shook my hand" after that period.[10]

Designing each item required the developers to go word-by-word. Slaczka stated that certain kinds of words, such as cheeses, require little to no differences, besides items such as Limburger which would scare people away from it. He stated that the developers used discretion when deciding what to make look different, providing a cyborg, robot, and android, which he felt were different enough to require their own individual designs. He later stated that there was no way to test out each item and each way they interact with another item, as it was virtually impossible for them to accomplish this, using an example of an airplane being frozen, brought back in time, placing an old man on top of it, bringing it back to present time, and setting it on fire. Slaczka stated that while many games create a first level with enemies and platforms, polishing the level and moving on, the players can write any item available in level one that they can write in a later level. He commented that if players wrote "anvil" and it was missing its "heavy" property, they may be turned off of the game. They spent roughly 80% of the development fine-tuning the various items, and as such, they could not provide a preview to demonstrate the game.[22]

Each of the words programmed into the game has associated art with it led by 5th Cell artist Edison Yan. The task of creating the art was simplified through the "minimal" design style of 5th Cell's previous games.[9] Each object is rendered as in 3D with objects acting as doll on a 2D plane.[9] This was chosen to avoid having to create a large number of animations for 2D.[9] The development team had to design each AI-controlled object by hand, according to Slaczka, describing how the objects moves, and what it likes and dislikes, how much health it has, and other possible characteristics.[22] Level design focused on providing a large variety of situations, including splitting levels between Puzzle and Action types, to avoid having the player develop a limited toolbox of common words and not exploring other possible solutions.[21] Much of the initial level development was done on paper and to explore situations not commonly found in video games, due to their vocabulary system. They ended up selecting more than a hundred levels out of over seven hundred they had generated internally for the game.[30] Both Merits and Ollars were added to reward the player for completion, with Slaczka comparing these to Xbox Live Achievements.[21]

The game primarily uses the touchscreen to control Maxwell and other objects; the developers considered using the directional pad of the DS but realized that they would still need to rely on the touchscreen for certain actions and thus focused most of the game's controls through that interface.[23] The game includes 5th Cell's own handwriting recognition system for writing down objects which Slaczka considered to be better than Nintendo's own system for Brain Age.[23] The team included a virtual keyboard in addition to this system knowing that even "the human brain can't understand chicken scratch".[23]

Promotion

 
Customers with their "rooster hats" pre-order bonus for waiting in line for the start of Scribblenauts launch event on September 13, 2009, at the Nintendo World Store in New York City.

Players who pre-ordered the game at GameStop and EB Games in the United States, Canada, and Australia received a replica of Maxwell's "rooster hat",[31] a term coined by Destructoid according to Slaczka.[10] The game was launched by a special event at the Nintendo World Store in New York City on September 13, 2009, with Slaczka and other 5th Cell developers on hand for the event.[32]

Reception

Pre-release

The game was well received at the 2009 E3 Convention and was considered the "sleeper hit" of the show.[33][34][35][36] Scribblenauts is the first portable video game in history to win "Best of Show" awards for E3 from any major gaming media outlet.[37] The game was named "Best Original Game" and "Best Handheld Game" by the Game Critics Awards.[38] Scribblenauts was named the overall "Best of Show" by GameSpot, GameSpy, and IGN, in addition to other awards.[39][40][41] 1UP.com named Scribblenauts their E3's "Most Innovative" title.[42] X-Play gave the game its E3 "Best Original Game" and "Best Handheld Game" awards.[43] Ars Technica considered the game as the show's "Most Pleasant Surprise".[44] Joystiq performed a ten-word test of the game, and found only one word, "plumbob", was not yet present in the game, but were promised it would be in the final version.[45] Part of the success at E3 was considered partially due to the inclusion of then-recent Keyboard Cat Internet meme, which led to a grassroots-type excitement about the game at the convention.[36][40][46] Adam Sessler of G4 TV believed that Scribblenauts' E3 success was from being a small but successful game from a small company in contrast to numerous other premier titles from other major developers and publishers that have become standard for the convention, such that the uniqueness of everything about the game made it the standout title of the show.[47] Scribblenauts was given a much more predominate display in Warner Bros. Interactive's booth at the next major convention, the 2009 Comic-Con International.[48] IGN listed Scribblenauts in a preview of Nintendo DS games in 2009, labeling it as one of their top picks for the year. They described it as "quite possibly one of the system's most ambitious designs yet".[49]

 
"Post 217" as drawn by 5th Cell artist Edison Yan, based on a NeoGAF post, has been used as promotional material for the game.

One example of the possibilities of Scribblenauts that led to further attention to the game are given in the ESRB's attempt to describe the "cartoon violence" and "comic mischief" within the game as to grant it an "E10+" rating. The ESRB's description includes possible examples of the game's level of violence as "a club can be used to hit an animal; steak can be attached to a baby to attract lions; rockets can be lobbed at a man".[50][51][52] In a post at NeoGAF within a thread dedicated to the game, user "Feep" relayed the experience of discovering during E3 that he was able to go back in time with a time machine to collect a dinosaur in order to defeat an army of robot zombies that could not be defeated with regular weapons.[12][36][53] The story, as memorialized as "Post 217", has led to 5th Cell artist Edison Yan creating a desktop wallpaper image of the story, in appreciation of the positive fan response to the game, and the terms "Post Two One Seven", "Feep", and "Neogaf" have been included as summonable objects in the game.[54][55] Slaczka credits the word-of-mouth popularity of "Post 217" for part of the game's success at E3, and noted that he had contacted Feep to gain his permission to include "Feep" (appearing as a robot zombie) within the game.[56] The NeoGAF forums proceeded to expand on their praise for the game by creating a series of avatars of video game and other related characters (which will not otherwise appear in the game due to trademark issues) for their forums inspired by Yan's art design, and some of the members that created the avatars were contacted to work in the second game, Super Scribblenauts.[57][58] Yan himself has drawn several more avatars in the same style for other games such as Street Fighter II and Final Fantasy VII.[59]

Release

Scribblenauts was found by reviewers to live up to the premise that the game was built on the ability to bring about nearly any object imagined into the game. John Walker of Eurogamer considered the game "an incredible achievement", with its word database "so utterly complete in its collection of everything ever in the universe".[62] Craig Harris of IGN asserted that "the developers fully deliver on [the] promise" of allowing players to summon nearly any imagined object, and the core game alone is an "incredibly versatile Nintendo DS experience".[66] Ben Kuchera of Ars Technica praises the game as "undeniably new and impressive" and urged players to support games that take risks with their innovation.[67] Ray Barnholt of 1UP.com noted that while the game "isn't exactly the be-all end-all videogame" that it received prior to release, the game remains "unmissable" due to its sheer novelty value.[61] The game's feature of forcing the player to consider different solutions when replaying levels was seen by Anthony Gallegos of GameSpy as a "really clever way to encourage replayability while subtly upping the challenge".[65]

However, reviewers complained about the game's poor controls, to the point that the implementation "almost kills a fantastic game", according to IGN's Harris.[66] Reviews specifically commented how the touch screen is used both to manipulate the objects placed in the game and to move Maxwell; this would result in inadvertently having Maxwell walk to his death or to disrupt a delicately prepared arrangement of objects prior to being ready to move him.[66] Craig Harris of IGN notes that while one can direct Maxwell indirectly, the character would often fail to avoid or overcome simple obstacles, similar to troop movements in real-time strategy games, such that overcoming these issues requires a significant amount of precise controls by the player.[66] It was suggested that while it was understood why 5th Cell opted to use the touchscreen in this manner to avoid too much flipping between the stylus and face-button controls, they would have appreciated the option for customizing the controls.[66] The decision to use the touch screen controls was described by Walker as "possibly the most wildly stupid design decision of all time", and that if the movement controls were mapped to the face buttons, the game would have been a "beautiful thing".[62] Walker also questioned the choice to have the game's camera snap back to Maxwell as soon as the controls for it were released by the player, as it made it both difficult to set up objects that were off-screen from Maxwell, and to watch the results of certain interactions, such as fights between computer-controlled characters, that occurred off-screen.[62]

When it is possible to connect objects to other objects, reviewers found that finding the connection points to be difficult, and would often trigger Maxwell to move.[67] Barnholt described the entire game as feeling like a prototype with its odd physics, and not as polished as 5th Cell's previous games, though acknowledged the overall game is still an impressive feat for the small development team.[61] IGN's Ryan Geddes criticized the game's poor controls and physics, demanding patience to overcome, and raised concerns that the title was rushed to market after its overwhelming positive response from the E3 convention.[68] In a postmortem, 5TH Cell's co-founder Joseph Tringali stated that they were aware that the controls would take "a big hit" from game reviewers, and attempted to work in a face-button control scheme, but would have not been able to complete it within the deadline set by their self-funded schedule. Tringali further noted that they did not spend as much time on the stylus controls earlier in development, and would have considered sacrificing another feature, like the Nintendo Wi-Fi, to improve them.[30]

Reviewers also identified some unexpected behavior from some objects or combinations of them, such as attempting to direct a non-player character in picking up an object, leading to an inconsistency in the difficulty of the various puzzles.[64] Ben Kuchera of Ars Technica, in calling Scribblenauts "a frustrating, often maddening game", described that he often encounters puzzles that, after trying several solutions that should have worked by common sense, he eventually happened upon a less logical solution that worked.[67] Walker considered the puzzles range "between uninspired and simple and frustratingly obscure and fiddly".[62] Many critics experienced that after getting stumped on a puzzle, they would often resort to playing around in the free play mode.[62] Edge magazine identified that the free play mode was more enjoyable as it masked the problems with controls, physics, and the general structure of the puzzle game that followed it, and considered what improvements in these modes could be made to create an experience closer to that of LittleBigPlanet.[69] In particular for the action levels, reviewers found that they would be less likely to explore alternate solutions and fall into the pattern of using the same set of objects, making these levels repetitive towards the end.[63][70] On the other hand, the puzzle levels were well-received; Andrew Reiner of Game Informer stated the time spent while solving the puzzle levels was when his "creative juices were joyously sapped".[64] The presence of the "Ollars" currency system allows players to skip levels they found difficult.[67] Kurchera also noted that with some puzzles, the game is often better played with others, including young children, as the combination of imaginative ideas will likely eventually stumble upon a solution.[67] Simon Parkin of Game Set Watch agreed, believing the game is best enjoyed when one thinks like a child as "free of the dry, efficient logic of adulthood, a child’s imagination also opens the game up in ways beyond most adults' reach".[71] Seth Schiesel of the New York Times considers the ultimate experience of the game a let-down after the E3 hype due to the controls and obfuscation of the puzzles, and though it was not a "great game", he considers the concept a "great idea" that can be built upon for a possible sequel.[46]

According to the NPD Group, Scribblenauts sold 194,000 units in the United States during September 2009, following Mario & Luigi: Bowser's Inside Story and Kingdom Hearts 358/2 Days in top Nintendo DS sales.[72] The game also showed strong sales during December 2009, becoming the 16th best selling game of that month in North America.[73] By February 2010, the game had sold more than one million units worldwide.[74] It was the 5th best-selling Nintendo DS game for 2009 in North America and the 1st best selling 3rd party game on DS.[75]

Time named Scribblenauts the 7th best video game of 2009.[76] Scribblenauts won the "Outstanding Innovation in Gaming", "Portable Game of the Year", and "Outstanding Achievement in Portable Game Design" awards, and was nominated for the "Casual Game of the Year" award for the 13th Annual Interactive Achievement Award from the Academy of Interactive Arts & Sciences.[77][78] The game won "Innovation" and "Best Handheld Game" at the 10th annual Game Developers Choice Awards.[79]

Lawsuit

In May 2013, Charles Schmidt and Christopher Orlando Torres, the creators of the Keyboard Cat and Nyan Cat characters respectively, jointly sued 5th Cell and Warner Bros. for copyright infringement and trademark infringement for the appearances of these characters without permission across Scribblenauts and its sequels. Schmidt and Torres have both registered copyrights on their characters and have pending trademark applications on the names.[80][81][82][83] The case was settled out of court, with Warner Bros. officially licensing the two cat characters for use in it.[84]

Sequels

Super Scribblenauts

A Nintendo DS sequel to Scribblenauts titled Super Scribblenauts was released on October 12, 2010. In addition to addressing issues with the control scheme, Super Scribblenauts includes a larger vocabulary including the use of adjectives to modify nouns, influencing the objects' behavior.[85]

Scribblenauts Remix

Scribblenauts Remix, a version of Scribblenauts for the iOS platform, was released by Warner Bros. Interactive on October 12, 2011. Ported to the platform by developers Iron Galaxy, the iOS version provides forty levels from both Scribblenauts and its sequel, along with ten new levels for the iOS game. The mechanics of the game are based on Super Scribblenauts, allowing for the use of adjectives in addition to nouns. The game uses built-in features of iOS, such as the touch keyboard, and was released simultaneously with iOS 5, incorporating new features such as cloud storage to play the game across multiple devices.[86][87] An Android version was released on June 26, 2013.[88]

Scribblenauts Unlimited

A fourth title, Scribblenauts Unlimited, was released for Wii U, PC, and Nintendo 3DS on November 13, 2012. It features multiple worlds which Maxwell must find out how to help various non-player characters to gain Starites, using the extended vocabulary abilities of Super Scribblenauts to solve puzzles.[89] iOS and Android versions were both released on December 15, 2015.[90] Ports for PlayStation 4, Nintendo Switch, and Xbox One were released on September 18, 2018.[91]

Scribblenauts Unmasked: A DC Comics Adventure

A fifth game in the franchise, Scribblenauts Unmasked: A DC Comics Adventure, was announced in development for Wii U, PC, and Nintendo 3DS, featuring over 2000 characters from the DC Comics universe. The game was released on September 24, 2013.[92] Like Unlimited, Unmasked has ports for PlayStation 4, Nintendo Switch, and Xbox One, which were released on September 18, 2018. In this case, the two of them are packaged together.[91]

Scribblenauts: Fighting Words

A sixth game in the series, titled Scribblenauts: Fighting Words was in development for iOS since 2014, but was cancelled in 2016 after 5th Cell laid off 45 employees, including lead animator Tim Borrelli.[93]

Scribblenauts Showdown

Scribblenauts Showdown is a party game for up to four players, using mini-games based on the Scribblenauts formula. The game was developed by Shiver Entertainment, published by Warner Bros. Interactive Entertainment, and released on the Nintendo Switch, PlayStation 4, and Xbox One on March 6, 2018,[94] which marks the first game in the series released on Sony and Microsoft consoles.

Notes

  1. ^ Japanese: ヒラメキパズル マックスウェルの不思議なノート, Hepburn: Hirameki Pazuru: Makkusuweru no Fushigi na Nōto

References

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External links

  • Official website
  • 5th Cell's website

scribblenauts, video, game, this, article, about, video, game, video, game, series, scribblenauts, scribblenauts, emergent, puzzle, action, video, game, developed, cell, published, warner, bros, interactive, entertainment, nintendo, game, released, 2009, regio. This article is about the video game For the video game series see Scribblenauts Scribblenauts is an emergent puzzle action video game developed by 5th Cell and published by Warner Bros Interactive Entertainment for the Nintendo DS The game was released in 2009 in all regions except Japan and in 2011 in Japan as Flash Puzzle Maxwell s Mysterious Notebook a by Konami 5 It is the third Nintendo DS video game made by 5th Cell the first two being Drawn to Life and Lock s Quest The objective of Scribblenauts as implied by its catchphrase Write Anything Solve Everything is to complete puzzles to collect Starites helped by the player s ability to summon any object from a database of tens of thousands by writing its name on the touchscreen The game is considered by its developers to help promote emergent gameplay by challenging the player to solve its puzzles within certain limitations or through multiple solutions ScribblenautsCover art for Nintendo DSDeveloper s 5th CellPublisher s Warner Bros Interactive EntertainmentDirector s Jeremiah SlaczkaProducer s Joshua BilleaudeauKirsten GavoniDesigner s Matt CoxProgrammer s Marius FahlbuschArtist s Edison YanComposer s David J FrancoSeriesScribblenautsPlatform s Nintendo DSReleaseNA September 15 2009 2 AU September 30 2009 1 EU October 9 2009 3 JP January 27 2011 4 Genre s Emergent puzzle action platformMode s Single playerJeremiah Slaczka creator and director of Scribblenauts envisioned the game as a combination of solving life situation puzzles alongside Mad Libs His vision was brought to realization through the Objectnaut engine created by 5th Cell s technical director Marius Fahlbusch Objectnaut allowed for a data driven approach and a significant portion of the development time was spent researching nouns and their properties and categorizing them into the Objectnaut database This along with the simple art designs of 5th Cell s Edison Yan allowed for the team to easily add new words to the database without expending much effort to program new behavior Scribblenauts was first shown in a playable form at the 2009 Electronic Entertainment Expo and became a sleeper hit winning several Best of Show awards 6 7 being the first portable console title to win such praise Reviewers believed that 5th Cell delivered on their promise to allow nearly any possible object to be created for use in Scribblenauts but also lamented that the choice of controls in the game hampered their full enjoyment of the title The success of the title has led to a number of sequels including Super Scribblenauts Scribblenauts Remix and Scribblenauts Unlimited The series has sold over 13 million copies 8 Contents 1 Gameplay 2 Development 2 1 Engine 2 2 Promotion 3 Reception 3 1 Pre release 3 2 Release 3 3 Lawsuit 4 Sequels 4 1 Super Scribblenauts 4 2 Scribblenauts Remix 4 3 Scribblenauts Unlimited 4 4 Scribblenauts Unmasked A DC Comics Adventure 4 5 Scribblenauts Fighting Words 4 6 Scribblenauts Showdown 5 Notes 6 References 7 External linksGameplay Edit Screenshot of Scribblenauts The top screen displays an image of the level and various indicators The bottom screen shows Maxwell using a helicopter and rope to rescue an injured woman during one of the puzzle levels Scribblenauts is an exclusively side scrolling game controlled almost entirely with the Nintendo DS stylus with the D pad and face buttons controlling the camera and the left and right shoulder buttons rotating objects The player controls a character named Maxwell who must collect objects called Starites to complete each level Maxwell is guided by tapping the touchscreen or if the player taps an object Maxwell will pick it up or be given other options for interacting with that object such as riding a horse or bicycle or shooting at an object if he holds a weapon 9 A fundamental element of Scribblenauts is the ability of the player to summon myriad objects into the game This is achieved by writing the name of an object on the touchscreen 9 For example the player can write ladder summoning a ladder which the player may use to climb to an out of reach Starite 9 The player may turn the ladder on its side and set it on fire 9 The player may also chain objects together such as chaining a piece of meat to a pole and holding it while riding on a raptor 9 Summoned objects range among animals weapons forces of nature famous people both fictional and real vehicles household objects easter eggs of the development team 10 and even internet memes 11 However the game does not include trademarked terms 12 nor potential profanity summoning ass will spawn a donkey summoning cock will spawn a rooster 13 The game includes a homonym system to offer the player possible choices between similar sounding objects such as distinguishing between a toy balloon and a hot air balloon there is also a spellchecker to provide close matches for misspelled words 14 The North American release includes support for other languages including Brazilian Portuguese French and Spanish with French Canadian and Latin American variants available for words in the French and Spanish language sets respectively 15 The UK version also accounts for difference between American and British English such as the differing meanings of the word football 16 5th Cell has stated that the limit to what objects may be summoned is up to the player s imagination 9 Players using special software claimed to have discovered that the full list of words is greater than 22 800 unique entries 17 but in response Slaczka said there were many more than this number 18 The game is segmented into 220 levels over 10 themed areas with 22 levels per world and each given a 4 star ranking based on its difficulty with later areas featuring more high ranked levels Puzzles are given a par for the number of objects they can summon typically being between two and four though the player is free to summon more so long as there is space in the meter at the top screen summoning the same number of objects as the par or less earns more points 15 There are two types of levels puzzle and action levels Puzzle levels are real life situations such as having to open a pinata where the Starite is awarded once the puzzle is solved while action levels will appeal to gamers that prefer side scrolling platformers featuring switches spike traps and other similar elements 19 Players are awarded merits for completing levels while meeting certain requirements such as not summoning any weapon like object Once the player completes a level a silver star appears on the level selection button and a Free play mode is unlocked At that point the player is given the option to play through the level three consecutive times without reusing objects Successfully completing the challenge grants the player a gold star for that level 9 14 20 Scribblenauts presents a simplistic storyline as the developers wished to focus on engaging gameplay 9 The game always rewards the player with Ollars its in game money to allow them to purchase new areas different avatars and other visual changes to the game 15 21 The game includes a level editor allowing users to share these levels over the Nintendo Wi Fi system The player can start with any level that they have already beaten from the main game and add new objects with new game properties These new properties can vary significantly from the normal behavior such as having a bear able to eat a plane 10 Development Edit Jeremiah Slaczka creative director for 5th Cell upon receiving the Game Developers Choice Award for Best Handheld Game for Scribblenauts during the 2010 Game Developers Conference Scribblenauts was first conceived in the second quarter of 2007 near the same time that they had envisioned Lock s Quest 9 Creative Director for 5th Cell Jeremiah Slaczka stated that they were seeking counterparts of Nintendogs and Brain Age games that had attracted a much wider demographic than most other niche games that 5th Cell could develop 18 21 The concept of Scribblenauts came from a combination of a previous idea he had for the DS that was similar to Mad Libs and a dream of his 22 An example given for the Mad Libs was that players could write a Mad Lib of a dog walking through a forest and a dog would appear in a forest and walk through it However he realized the game would be tedious and that players would only be interested in using keywords The dream was of being inside an Aztec temple and having to solve puzzles one in particular involved three paintings with the objective being straightening them and then moving on to the next room through a portal 22 While he thought it was a good idea for a game he also felt that it lacked both a hook and replayability He debated whether this would work best on the Wii or the DS but later decided to combine the writing element with a puzzle element to fix the lack of replayability 19 Slaczka realized that the concept of the game might be considered impossible by other programmers but found that 5th Cell s Technical Director Marius Fahlbusch felt confident they could create the required elements 9 The developers considered that the nature of the flexible and sometimes unforeseen solutions made the game strongly promote emergent gameplay 9 During development Slaczka and the team tried to figure out what they could do with the DS hardware trying to make Scribblenauts appeal to everyone As Lock s Quest was thought of first they focused on releasing that game first while beginning the development of Scribblenauts The game entered beta around May 2009 and had numerous play testers exploring the game 23 About half of 5th Cell s staff worked on the game 9 It was developed alongside the DS version of Drawn to Life The Next Chapter 22 24 Scribblenauts was originally developed without having a publisher for the game 9 Slaczka noted that unlike other games where the developers could complete and polish a single level to garner interest while work on the rest of the game continued Scribblenauts needed to show support for its large dictionary from the start making it difficult to promote the game 21 The company was in negotiations with a publisher in the early part of 2009 letting that publisher decide when it would be best to announce the game 24 Warner Bros Interactive Entertainment officially became itself as the publisher for Scribblenauts in May 2009 25 Slaczka noted that of the other publishers they talked to they felt Warner Bros was the best one particularly due to their proximity to 5th Cell and their interest in the title 23 Scribblenauts was originally titled Wordplay but the team felt that this was generic The title Scribblenauts began as a temporary name that would be effective for pitching the game but as development proceeded the team couldn t think of a better one so the name stuck and became the final title of the product 26 Konami published the game in Japan on January 27 2011 this localized version features Konami characters such as Old Snake Manaka Takane and the Vic Viper 27 Engine Edit The core engine of Scribblenauts is a data driven engine called Objectnaut created by Fahlbusch 9 Within Objectnaut each object is given a set of properties including physical characteristics artificial intelligence behavior and how the player through Maxwell can interact with it 9 Five people from the team spent six months researching dictionaries and encyclopedias to create a large database of objects within the Objectnaut s framework and then mapped out a hierarchy of data from this information 28 For example every mammal based object in the game is given the property of having organic flesh allowing it to be eaten or turned into meat without having to specify these functions for each type of mammal they used 9 The Objectnaut approach allowed the team to create two distinct objects for words that may have similar meanings simply by adjusting each word s properties in the database lion tiger and leopard while similar will behave differently and have different art assets 29 while the only difference in the game between croissant and danish is that the danish may be able to roll like a wheel 24 The team made sure to balance the abilities of the various objects that could be summoned to avoid creating an uber character that would act as a skeleton key for solving all of the levels and give players more courage to try different elements 10 Slaczka noted that he would be frequently asked if certain difficult words were in the game when interviewed by the press most of the time being able to respond affirmatively to these questions 23 In an example given by Slaczka a hardcore journalist wanted twenty minutes with the game to try to stump it during the 2009 E3 convention but according to Slaczka he had a real hard time stumping it and shook my hand after that period 10 Designing each item required the developers to go word by word Slaczka stated that certain kinds of words such as cheeses require little to no differences besides items such as Limburger which would scare people away from it He stated that the developers used discretion when deciding what to make look different providing a cyborg robot and android which he felt were different enough to require their own individual designs He later stated that there was no way to test out each item and each way they interact with another item as it was virtually impossible for them to accomplish this using an example of an airplane being frozen brought back in time placing an old man on top of it bringing it back to present time and setting it on fire Slaczka stated that while many games create a first level with enemies and platforms polishing the level and moving on the players can write any item available in level one that they can write in a later level He commented that if players wrote anvil and it was missing its heavy property they may be turned off of the game They spent roughly 80 of the development fine tuning the various items and as such they could not provide a preview to demonstrate the game 22 Each of the words programmed into the game has associated art with it led by 5th Cell artist Edison Yan The task of creating the art was simplified through the minimal design style of 5th Cell s previous games 9 Each object is rendered as in 3D with objects acting as doll on a 2D plane 9 This was chosen to avoid having to create a large number of animations for 2D 9 The development team had to design each AI controlled object by hand according to Slaczka describing how the objects moves and what it likes and dislikes how much health it has and other possible characteristics 22 Level design focused on providing a large variety of situations including splitting levels between Puzzle and Action types to avoid having the player develop a limited toolbox of common words and not exploring other possible solutions 21 Much of the initial level development was done on paper and to explore situations not commonly found in video games due to their vocabulary system They ended up selecting more than a hundred levels out of over seven hundred they had generated internally for the game 30 Both Merits and Ollars were added to reward the player for completion with Slaczka comparing these to Xbox Live Achievements 21 The game primarily uses the touchscreen to control Maxwell and other objects the developers considered using the directional pad of the DS but realized that they would still need to rely on the touchscreen for certain actions and thus focused most of the game s controls through that interface 23 The game includes 5th Cell s own handwriting recognition system for writing down objects which Slaczka considered to be better than Nintendo s own system for Brain Age 23 The team included a virtual keyboard in addition to this system knowing that even the human brain can t understand chicken scratch 23 Promotion Edit Customers with their rooster hats pre order bonus for waiting in line for the start of Scribblenauts launch event on September 13 2009 at the Nintendo World Store in New York City Players who pre ordered the game at GameStop and EB Games in the United States Canada and Australia received a replica of Maxwell s rooster hat 31 a term coined by Destructoid according to Slaczka 10 The game was launched by a special event at the Nintendo World Store in New York City on September 13 2009 with Slaczka and other 5th Cell developers on hand for the event 32 Reception EditPre release Edit The game was well received at the 2009 E3 Convention and was considered the sleeper hit of the show 33 34 35 36 Scribblenauts is the first portable video game in history to win Best of Show awards for E3 from any major gaming media outlet 37 The game was named Best Original Game and Best Handheld Game by the Game Critics Awards 38 Scribblenauts was named the overall Best of Show by GameSpot GameSpy and IGN in addition to other awards 39 40 41 1UP com named Scribblenauts their E3 s Most Innovative title 42 X Play gave the game its E3 Best Original Game and Best Handheld Game awards 43 Ars Technica considered the game as the show s Most Pleasant Surprise 44 Joystiq performed a ten word test of the game and found only one word plumbob was not yet present in the game but were promised it would be in the final version 45 Part of the success at E3 was considered partially due to the inclusion of then recent Keyboard Cat Internet meme which led to a grassroots type excitement about the game at the convention 36 40 46 Adam Sessler of G4 TV believed that Scribblenauts E3 success was from being a small but successful game from a small company in contrast to numerous other premier titles from other major developers and publishers that have become standard for the convention such that the uniqueness of everything about the game made it the standout title of the show 47 Scribblenauts was given a much more predominate display in Warner Bros Interactive s booth at the next major convention the 2009 Comic Con International 48 IGN listed Scribblenauts in a preview of Nintendo DS games in 2009 labeling it as one of their top picks for the year They described it as quite possibly one of the system s most ambitious designs yet 49 Post 217 as drawn by 5th Cell artist Edison Yan based on a NeoGAF post has been used as promotional material for the game One example of the possibilities of Scribblenauts that led to further attention to the game are given in the ESRB s attempt to describe the cartoon violence and comic mischief within the game as to grant it an E10 rating The ESRB s description includes possible examples of the game s level of violence as a club can be used to hit an animal steak can be attached to a baby to attract lions rockets can be lobbed at a man 50 51 52 In a post at NeoGAF within a thread dedicated to the game user Feep relayed the experience of discovering during E3 that he was able to go back in time with a time machine to collect a dinosaur in order to defeat an army of robot zombies that could not be defeated with regular weapons 12 36 53 The story as memorialized as Post 217 has led to 5th Cell artist Edison Yan creating a desktop wallpaper image of the story in appreciation of the positive fan response to the game and the terms Post Two One Seven Feep and Neogaf have been included as summonable objects in the game 54 55 Slaczka credits the word of mouth popularity of Post 217 for part of the game s success at E3 and noted that he had contacted Feep to gain his permission to include Feep appearing as a robot zombie within the game 56 The NeoGAF forums proceeded to expand on their praise for the game by creating a series of avatars of video game and other related characters which will not otherwise appear in the game due to trademark issues for their forums inspired by Yan s art design and some of the members that created the avatars were contacted to work in the second game Super Scribblenauts 57 58 Yan himself has drawn several more avatars in the same style for other games such as Street Fighter II and Final Fantasy VII 59 Release Edit ReceptionAggregate scoreAggregatorScoreMetacritic79 100 60 Review scoresPublicationScore1Up comB 61 Eurogamer7 10 62 G44 5 63 Game Informer8 75 10 64 GameSpy 65 IGN8 7 10 66 Scribblenauts was found by reviewers to live up to the premise that the game was built on the ability to bring about nearly any object imagined into the game John Walker of Eurogamer considered the game an incredible achievement with its word database so utterly complete in its collection of everything ever in the universe 62 Craig Harris of IGN asserted that the developers fully deliver on the promise of allowing players to summon nearly any imagined object and the core game alone is an incredibly versatile Nintendo DS experience 66 Ben Kuchera of Ars Technica praises the game as undeniably new and impressive and urged players to support games that take risks with their innovation 67 Ray Barnholt of 1UP com noted that while the game isn t exactly the be all end all videogame that it received prior to release the game remains unmissable due to its sheer novelty value 61 The game s feature of forcing the player to consider different solutions when replaying levels was seen by Anthony Gallegos of GameSpy as a really clever way to encourage replayability while subtly upping the challenge 65 However reviewers complained about the game s poor controls to the point that the implementation almost kills a fantastic game according to IGN s Harris 66 Reviews specifically commented how the touch screen is used both to manipulate the objects placed in the game and to move Maxwell this would result in inadvertently having Maxwell walk to his death or to disrupt a delicately prepared arrangement of objects prior to being ready to move him 66 Craig Harris of IGN notes that while one can direct Maxwell indirectly the character would often fail to avoid or overcome simple obstacles similar to troop movements in real time strategy games such that overcoming these issues requires a significant amount of precise controls by the player 66 It was suggested that while it was understood why 5th Cell opted to use the touchscreen in this manner to avoid too much flipping between the stylus and face button controls they would have appreciated the option for customizing the controls 66 The decision to use the touch screen controls was described by Walker as possibly the most wildly stupid design decision of all time and that if the movement controls were mapped to the face buttons the game would have been a beautiful thing 62 Walker also questioned the choice to have the game s camera snap back to Maxwell as soon as the controls for it were released by the player as it made it both difficult to set up objects that were off screen from Maxwell and to watch the results of certain interactions such as fights between computer controlled characters that occurred off screen 62 When it is possible to connect objects to other objects reviewers found that finding the connection points to be difficult and would often trigger Maxwell to move 67 Barnholt described the entire game as feeling like a prototype with its odd physics and not as polished as 5th Cell s previous games though acknowledged the overall game is still an impressive feat for the small development team 61 IGN s Ryan Geddes criticized the game s poor controls and physics demanding patience to overcome and raised concerns that the title was rushed to market after its overwhelming positive response from the E3 convention 68 In a postmortem 5TH Cell s co founder Joseph Tringali stated that they were aware that the controls would take a big hit from game reviewers and attempted to work in a face button control scheme but would have not been able to complete it within the deadline set by their self funded schedule Tringali further noted that they did not spend as much time on the stylus controls earlier in development and would have considered sacrificing another feature like the Nintendo Wi Fi to improve them 30 Reviewers also identified some unexpected behavior from some objects or combinations of them such as attempting to direct a non player character in picking up an object leading to an inconsistency in the difficulty of the various puzzles 64 Ben Kuchera of Ars Technica in calling Scribblenauts a frustrating often maddening game described that he often encounters puzzles that after trying several solutions that should have worked by common sense he eventually happened upon a less logical solution that worked 67 Walker considered the puzzles range between uninspired and simple and frustratingly obscure and fiddly 62 Many critics experienced that after getting stumped on a puzzle they would often resort to playing around in the free play mode 62 Edge magazine identified that the free play mode was more enjoyable as it masked the problems with controls physics and the general structure of the puzzle game that followed it and considered what improvements in these modes could be made to create an experience closer to that of LittleBigPlanet 69 In particular for the action levels reviewers found that they would be less likely to explore alternate solutions and fall into the pattern of using the same set of objects making these levels repetitive towards the end 63 70 On the other hand the puzzle levels were well received Andrew Reiner of Game Informer stated the time spent while solving the puzzle levels was when his creative juices were joyously sapped 64 The presence of the Ollars currency system allows players to skip levels they found difficult 67 Kurchera also noted that with some puzzles the game is often better played with others including young children as the combination of imaginative ideas will likely eventually stumble upon a solution 67 Simon Parkin of Game Set Watch agreed believing the game is best enjoyed when one thinks like a child as free of the dry efficient logic of adulthood a child s imagination also opens the game up in ways beyond most adults reach 71 Seth Schiesel of the New York Times considers the ultimate experience of the game a let down after the E3 hype due to the controls and obfuscation of the puzzles and though it was not a great game he considers the concept a great idea that can be built upon for a possible sequel 46 According to the NPD Group Scribblenauts sold 194 000 units in the United States during September 2009 following Mario amp Luigi Bowser s Inside Story and Kingdom Hearts 358 2 Days in top Nintendo DS sales 72 The game also showed strong sales during December 2009 becoming the 16th best selling game of that month in North America 73 By February 2010 the game had sold more than one million units worldwide 74 It was the 5th best selling Nintendo DS game for 2009 in North America and the 1st best selling 3rd party game on DS 75 Time named Scribblenauts the 7th best video game of 2009 76 Scribblenauts won the Outstanding Innovation in Gaming Portable Game of the Year and Outstanding Achievement in Portable Game Design awards and was nominated for the Casual Game of the Year award for the 13th Annual Interactive Achievement Award from the Academy of Interactive Arts amp Sciences 77 78 The game won Innovation and Best Handheld Game at the 10th annual Game Developers Choice Awards 79 Lawsuit Edit In May 2013 Charles Schmidt and Christopher Orlando Torres the creators of the Keyboard Cat and Nyan Cat characters respectively jointly sued 5th Cell and Warner Bros for copyright infringement and trademark infringement for the appearances of these characters without permission across Scribblenauts and its sequels Schmidt and Torres have both registered copyrights on their characters and have pending trademark applications on the names 80 81 82 83 The case was settled out of court with Warner Bros officially licensing the two cat characters for use in it 84 Sequels EditSuper Scribblenauts Edit A Nintendo DS sequel to Scribblenauts titled Super Scribblenauts was released on October 12 2010 In addition to addressing issues with the control scheme Super Scribblenauts includes a larger vocabulary including the use of adjectives to modify nouns influencing the objects behavior 85 Scribblenauts Remix Edit Scribblenauts Remix a version of Scribblenauts for the iOS platform was released by Warner Bros Interactive on October 12 2011 Ported to the platform by developers Iron Galaxy the iOS version provides forty levels from both Scribblenauts and its sequel along with ten new levels for the iOS game The mechanics of the game are based on Super Scribblenauts allowing for the use of adjectives in addition to nouns The game uses built in features of iOS such as the touch keyboard and was released simultaneously with iOS 5 incorporating new features such as cloud storage to play the game across multiple devices 86 87 An Android version was released on June 26 2013 88 Scribblenauts Unlimited Edit A fourth title Scribblenauts Unlimited was released for Wii U PC and Nintendo 3DS on November 13 2012 It features multiple worlds which Maxwell must find out how to help various non player characters to gain Starites using the extended vocabulary abilities of Super Scribblenauts to solve puzzles 89 iOS and Android versions were both released on December 15 2015 90 Ports for PlayStation 4 Nintendo Switch and Xbox One were released on September 18 2018 91 Scribblenauts Unmasked A DC Comics Adventure Edit A fifth game in the franchise Scribblenauts Unmasked A DC Comics Adventure was announced in development for Wii U PC and Nintendo 3DS featuring over 2000 characters from the DC Comics universe The game was released on September 24 2013 92 Like Unlimited Unmasked has ports for PlayStation 4 Nintendo Switch and Xbox One which were released on September 18 2018 In this case the two of them are packaged together 91 Scribblenauts Fighting Words Edit A sixth game in the series titled Scribblenauts Fighting Words was in development for iOS since 2014 but was cancelled in 2016 after 5th Cell laid off 45 employees including lead animator Tim Borrelli 93 Scribblenauts Showdown Edit Scribblenauts Showdown is a party game for up to four players using mini games based on the Scribblenauts formula The game was developed by Shiver Entertainment published by Warner Bros Interactive Entertainment and released on the Nintendo Switch PlayStation 4 and Xbox One on March 6 2018 94 which marks the first game in the series released on Sony and Microsoft consoles Notes Edit Japanese ヒラメキパズル マックスウェルの不思議なノート Hepburn Hirameki Pazuru Makkusuweru no Fushigi na NōtoReferences Edit Scribblenauts GameSpy 2009 Archived from the original on 2020 08 12 Retrieved 2015 01 25 Molina Brett 2009 07 22 Release dates galore Scribblenauts Uncharted 2 and more USA Today Archived from the original on 2014 07 29 Retrieved 2009 07 22 Purchase Robert 2009 08 28 Scribblenauts UK date changed Eurogamer Archived from the original on 2021 02 25 Retrieved 2009 08 28 KONAMI公式 21 December 2010 ヒラメキパズル マックスウェルの不思議なノート DS PV Archived from the original on 16 November 2019 Retrieved 30 December 2016 via YouTube Plunkett Luke 2010 12 29 When A Game About English Words Is Released In Japanese Kotaku Archived from the original on 2018 11 01 Retrieved 2015 01 07 GameSpy s Best of E3 2009 Awards GameSpy Archived from the original on 3 July 2012 Retrieved 6 April 2012 Totilo Stephen 15 June 2009 Portable Game Beats Console Games For The First Time Ever Kotaku Archived from the original on 18 October 2012 Retrieved 6 April 2012 Hall Charlie 8 October 2015 Scribblenauts team launching crowdfunding investment campaign through Fig Polygon Vox Media Archived from the original on 10 October 2015 Retrieved 14 October 2015 a b c d e f g h i j k l m n o p q r s World Debut Scribblenauts IGN com 2008 12 05 Archived from the original on 2021 02 24 Retrieved 2008 12 06 a b c d e Fletcher JC 2009 07 10 Interview Scribblenauts creative director Jeremiah Slaczka Joystiq Archived from the original on 2009 07 12 Retrieved 2009 07 10 Boyer Brandon 2009 06 04 E309 Scribblenauts DS settles Kraken vs God vs Keyboard Cat debate Boing Boing Archived from the original on 2013 05 06 Retrieved 2009 06 04 a b McElroy Griffon 2009 06 05 Hands on Scribblenauts Joystiq Archived from the original on 2013 01 27 Retrieved 2009 06 12 Jones Scott 2009 06 05 The Five Scribblenauts Crispy Gamer Archived from the original on 2009 06 09 Retrieved 2009 06 12 a b E3 09 Developer Walkthrough HD Flash GameTrailers 2009 06 04 Archived from the original on 2014 03 22 Retrieved 2009 06 06 a b c John Tracey 2009 06 17 How Innovative Scribblenauts Recognizes 10 000 Different Words Wired Retrieved 2009 06 17 Fahey Mike 2009 09 14 UK Scribblenauts Has Ice Lollies And Nappies Kotaku Archived from the original on 2009 09 22 Retrieved 2009 09 14 McElroy Griffin 2009 09 12 There are 22 802 words in Scribblenauts Joystiq Archived from the original on 2009 09 14 Retrieved 2009 09 12 a b Ohannessian Kevin 2009 09 15 In Scribblenauts Your Vocabulary Controls the Game Fast Company Retrieved 2009 09 15 a b Tolito Stephen 2008 12 19 Scribblenauts DS Developer Consults Spreadsheet To Sell Me On His Game MTV com Archived from the original on 2008 12 22 Retrieved 2008 12 20 Kelly Neon 2009 08 27 Scribblenauts Preview videogamer com Archived from the original on 2012 10 03 Retrieved 2009 08 28 a b c d e Jordan Jon 2009 06 29 Interview 5TH Cell s Slaczka talks about E3 DS hit Scribblenauts Pocket Gamer Archived from the original on 2009 09 09 Retrieved 2009 06 29 a b c d e Fountain of Scribbles 5th Cell s Jeremiah Slaczka Speaks Gamasutra 2009 10 09 Archived from the original on 2009 10 12 Retrieved 2009 10 13 a b c d e f Bozen Mark 2009 05 01 Interview 5TH CELL Talks Scribble IGN Archived from the original on 2012 11 07 Retrieved 2009 06 14 a b c Fletcher JC 2009 02 20 Joystiq interview Scribblenauts Jeremiah Slaczka Joystiq Archived from the original on 2009 06 27 Retrieved 2009 06 14 Bozen Mark 2009 05 01 Scribblenauts Gets a Publisher IGN Archived from the original on 2012 11 07 Retrieved 2009 05 02 Nunneley Stephany 2009 10 03 5th Cell says original name for Scribblenauts was Wordplay VG247 Archived from the original on 2020 08 09 Retrieved 2009 10 07 Plunkett Luke 2011 01 28 Scribblenauts Has Changed Kotaku Archived from the original on 2018 12 14 Retrieved 2015 01 07 Klepek Patrick 2009 06 16 5 People Spent 6 Months Researching Words For Scribblenauts G4 TV Archived from the original on 2013 01 12 Retrieved 2009 06 16 Donlan Christian 2009 02 06 Scribblenauts Eurogamer Archived from the original on 2009 06 11 Retrieved 2009 06 14 a b Gamasutra Staff 2009 11 16 Postmortem Behind The Scenes Of Scribblenauts Gamasutra Archived from the original on 2009 11 25 Retrieved 2009 11 16 Casamassina Matt 2009 07 28 Scribblenauts GameStop Pre order Bonus IGN Archived from the original on 2021 04 16 Retrieved 2009 07 28 Sliwinski Alexander 2009 09 03 Special Scribblenauts launch at Nintendo World store Sept 13 Joystiq Archived from the original on 2015 01 30 Retrieved 2009 09 03 Caoili Eric 2009 06 11 Desktopnauts Game Set Watch Archived from the original on 2009 06 14 Retrieved 2009 06 11 Johnson Stephan 2009 06 05 Scribblenauts A Preview Of The Sleeper Hit Of E3 2009 G4TV Archived from the original on 2013 01 12 Retrieved 2009 06 11 Nutt Christian 2009 06 04 E3 Interview Nintendo s Kaigler We Need Core Gamers Gamasutra Archived from the original on 2009 06 08 Retrieved 2009 06 11 a b c Ashley Robert 2009 06 11 Scribblenauts How a Nobody Game Became the Talk of This Year s E3 Crispy Gamer Archived from the original on 2014 07 22 Retrieved 2009 06 11 Tolito Stephan 2009 06 15 Portable Game Beats Console Games For The First Time Ever Kotaku Archived from the original on 2009 06 18 Retrieved 2009 06 15 Best of E3 2009 Game Critics Awards 2009 06 23 Archived from the original on 2015 08 10 Retrieved 2009 06 23 GameSpy Staff 2009 06 10 GameSpy s Best of E3 2009 Awards GameSpy Archived from the original on 2012 07 03 Retrieved 2009 06 11 a b IGN Editorial Staff 2009 06 12 IGN s Overall Best of E3 2009 Awards IGN Archived from the original on 2012 10 26 Retrieved 2009 06 12 E3 09 Editors Choice Awards GameSpot 2009 06 13 Archived from the original on 2012 11 06 Retrieved 2009 06 12 1UP Staff 2009 06 11 1UP s Best Games of E3 2009 1UP com Archived from the original on 2012 10 20 Retrieved 2009 06 12 Pfister Andrew 2009 06 08 X Play s Best of E3 2009 G4TV Archived from the original on 2013 10 17 Retrieved 2009 06 12 Kuchera Ben 2009 06 08 E3 2009 Who won Who lost Who wins a golden Ars Ars Technica Archived from the original on 2012 06 08 Retrieved 2009 06 11 McElroy Griffin 2009 06 05 Scribblenauts passes our ten word challenge with flying colors Joystiq Archived from the original on 2009 06 11 Retrieved 2009 06 11 a b Schiesel Seth 2009 10 09 Lay Down the Guns and Swords Your Best Weapon Is the Dictionary New York Times Archived from the original on 2013 07 04 Retrieved 2009 10 21 Sessler Adam 2009 06 24 Sessler s Soapbox Scribblenauts Makes Adam Happy G4 TV Event occurs at 3 20 Retrieved 2009 06 25 Kelly Kevin 2009 07 24 Comic Con 2009 Scribblenauts towers over everything Joystiq Archived from the original on 2009 07 28 Retrieved 2009 08 05 IGN Nintendo Team 2009 01 21 IGN Nintendo DS 2009 Preview IGN Archived from the original on 2012 09 03 Retrieved 2009 03 04 Rating Information Scribblenauts ESRB Archived from the original on 2009 07 11 Retrieved 2009 07 11 Leahy Brian 2009 07 11 Scribblenauts Gets Best ESRB Description Ever G4TV Archived from the original on 2013 01 12 Retrieved 2009 07 11 Garratt Patrick 2009 07 10 Scribblenauts includes vomit and cabbage VG247 Archived from the original on 2009 08 02 Retrieved 2009 07 11 Harold Charles 2009 11 08 A game to help you think creatively USA Today Archived from the original on 2012 11 09 Retrieved 2009 11 06 Fletcher JC 2009 06 15 Celebrate a legendary Scribblenauts moment with this wallpaper Joystiq Archived from the original on 2012 07 14 Retrieved 2009 06 15 Boyer Brandon 2009 06 16 One shot the Scribblenauts time travelling T rex robot zombie smashing wallpaper Boing Boing Archived from the original on 2015 01 08 Retrieved 2009 06 16 Broder Aaron 2009 09 08 Q amp A Scribblenauts emerges as breakthrough game for 5th Cell Tech Flash Archived from the original on 2014 03 22 Retrieved 2009 09 13 Caoili Eric 2009 07 03 Scribblenaut ized Heavy Spy and Pyro by Turk128 Tiny Cartridge Archived from the original on 2009 07 02 Retrieved 2009 07 10 Pluckett Luke 2009 06 29 If Only These Characters Were Actually In Scribblenauts Kotaku Archived from the original on 2009 07 12 Retrieved 2009 07 10 Caoili Eric 2009 07 09 Scribblenaut ized Street Fighter 2 cast by Edison Yan Tiny Cartridge Archived from the original on 2009 07 12 Retrieved 2009 07 10 Scribblenauts for DS Reviews Metacritic CBS Interactive Archived from the original on 2010 09 13 Retrieved 2009 09 15 a b c Barnholt Ray 2009 09 15 Scribblenauts Nintendo DS 1UP com Archived from the original on 2012 11 09 Retrieved 2009 09 15 a b c d e f Walker John 2009 09 15 Scribblenauts review Eurogamer Archived from the original on 2009 09 16 Retrieved 2009 09 15 a b Klepek Patrick 2009 09 15 Scribblenauts Review G4 TV Archived from the original on 2013 03 11 Retrieved 2009 09 16 a b c Reiner Andrew 2009 09 16 Scribblenauts Game Informer Archived from the original on 2009 09 23 Retrieved 2009 09 16 a b Gallegos Anthony 2009 09 15 The Consensus Scribblenauts Review GameSpy Archived from the original on 2009 09 22 Retrieved 2009 09 15 a b c d e f Harris Craig 2009 09 15 Scribblenauts review IGN Archived from the original on 2012 09 08 Retrieved 2009 09 15 a b c d e Carson Ben 2009 09 15 Scribblenauts is genius maddening Ars reviews hit of E3 Ars Technica Archived from the original on 2012 10 20 Retrieved 2009 09 15 Geddes Ryan 2009 09 29 Scribblenauts Another Take IGN Archived from the original on 2012 11 07 Retrieved 2009 09 30 Little Big Scribble Edge 2009 10 06 Archived from the original on 2010 01 28 Retrieved 2009 10 07 Frushtick Russ 2009 09 15 Scribblenauts Review MTV Archived from the original on 2009 09 23 Retrieved 2009 09 15 Parkin Simon 2009 09 30 There Was a Young Lady Who Swallowed a Fly Game Set Watch Archived from the original on 2011 12 17 Retrieved 2009 09 30 Geddes Ryan 2009 10 19 Scribblenauts Sees Solid September Sales IGN Archived from the original on 2020 07 14 Retrieved 2009 10 19 Graft Kris 2010 01 15 NPD Wii DS Titles Command December 2009 Top 20 Gamasutra Archived from the original on 2019 01 11 Retrieved 2010 01 16 Warner Bros Interactive Entertainment Announces Scribblenauts Sells In More Than One Million Units Worldwide BusinessWire 2010 02 03 Archived from the original on 2020 12 12 Retrieved 2015 01 25 Matthews Matt 2010 02 15 NPD Behind the Numbers January 2010 Gamasutra Archived from the original on 2010 02 18 Retrieved 2010 02 15 Grossman Lev Ha Peter 2009 12 08 The Top 10 Everything of 2009 Time Archived from the original on 2020 01 12 Retrieved 2009 12 10 Uncharted 2 Among Thieves Breaks Away and Flees with 10 Awards During the 13th Annual Interactive Achievement Awards PR Newswire 2010 02 18 Archived from the original on 2012 10 08 Retrieved 2010 02 18 13th Annual Interactive Achievement Awards Finalists PDF Academy of Interactive Arts amp Sciences 2010 01 21 Archived PDF from the original on 2012 05 10 Retrieved 2010 01 24 Thorsen Tor 2010 03 11 Uncharted 2 scores five at GDC Awards full video inside Gamespot Archived from the original on 2012 03 20 Retrieved 2010 03 15 Phillips Tom 2013 05 02 Warner Bros and 5th Cell targeted by Keyboard Cat Nyan Cat lawsuit Eurogamer Archived from the original on 2013 06 25 Retrieved 2013 05 02 Nyan Cat and Keyboard Cat creators sue Warner Bros BBC News 2013 05 02 Archived from the original on 2013 05 04 Retrieved 2013 05 02 Woollacott Emma 2012 04 18 Warner Brothers Sued For Infringing Cat Meme Copyright Forbes Retrieved 2013 05 03 Adi Robertson 2013 02 12 Nyan Cat and Keyboard Cat creators sue Scribblenauts studio for using their memes The Verge Archived from the original on 2013 05 05 Retrieved 2013 05 03 Van Syckle Katie 2013 09 26 Keyboard Cat and Nyan Cat Come Out Ahead in Lawsuit Against Warner Bros New York Magazine Archived from the original on 2013 09 30 Retrieved 2015 01 07 Kuchera Ben 2010 10 12 Super Scribblenauts fixes problems of original Ars Technica Archived from the original on 2012 12 02 Retrieved 2010 10 12 Rose Mike 2011 10 12 Scribblenauts Remix Released For iOS Devices Gamasutra Archived from the original on 2011 10 13 Retrieved 2011 10 12 Tolito Stephen 2011 10 12 Scribblenauts the Video Game that Seems Like a Magic Trick is Pretty Good on iOS Kotaku Archived from the original on 2012 03 24 Retrieved 2011 10 12 Scribblenauts Remix Android IGN Archived from the original on 2015 03 11 Retrieved 2015 03 24 Wilson Jeffrey 2012 12 18 Scribblenauts Unlimited PC PC Magazine Archived from the original on 2018 08 16 Retrieved 2015 01 07 Scribblenauts Unlimited Android Apps on Google Play play google com Archived from the original on 2021 01 03 Retrieved 2016 07 08 a b Scribblenauts MegaPack Scribblenauts MegaPack Archived from the original on 2021 01 23 Retrieved 2018 08 15 Tolito Stephan 2013 05 15 This Game Might Include Every DC Comics Hero And Villain Ever Kotaku Archived from the original on 2015 01 07 Retrieved 2015 01 07 Campbell Colin March 21 2016 5th Cell lays off staff as Scribblenauts Fighting Words canned update Polygon Archived from the original on March 23 2016 Retrieved July 7 2016 Dayus Oscar January 16 2018 New Scribblenauts For PS4 Xbox One Switch Announced Release Date Confirmed GameSpot Archived from the original on January 16 2018 Retrieved January 16 2018 External links EditOfficial website 5th Cell s website Retrieved from https en wikipedia org w index php title Scribblenauts video game amp oldid 1161233266, wikipedia, wiki, book, books, library,

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