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I-N-T-R-O-D-U-C-T-I-O-N



Welcome to the title screen for Super Scribblenauts! Here we see our hero and player character, Maxwell standing in a field. This area is called the Playground, and it's basically a sandbox area to fool around in. It's pretty much the best part of the game, and a lot of players have more fun and spend more time on the title screen than on any other part of the game.

Let's open up Maxwell's magic notebook and try writing something. The notebook is opened by clicking the, well, notebook icon in the top-right corner. The icon next to the notebook changes the playground, which will be demonstrated another time. The magnifying glass on the opposite side lets you identify objects in play. (There sometimes will be a Maxwell head next to the magnifying glass. This appears when the camera is moved, and it centers the camera back on Maxwell.) As for our first object, how about something stupid and predictable like, oh, I dunno...COW?



Oh, look. A cow.



You can even pet it, which causes it to spawn some milk, complete with a glass. It is currently a mystery as to whether Maxwell spawned the glass for the milk himself, or if the cow made it, which would be either magical or painful, or possibly both. Also pictured: the cow getting shoved forward (and then running away) because of the milk being under it in a weird way. The physics in this game are bizarre, get used to it.

You can also preface objects with adjectives which will modify the object in a number of ways, either in appearance, behavior, or both. Maxwell remembers that his ancestor was a big fan of McCarthyism during the Red Scare. His brief flashbacks cause him to accidentally summon a DIRTY RED COMMUNIST.



And what do you know? A literal dirty red communist. Huh.

Instead of fighting it, Maxwell decides to run away from the playground and head for the main game by pressing the big START button. It's time we get this thing going, anyway.



The opening credits roll. A nice touch.



The yellow text boxes welcome us to the game, and helpfully inform us we can skip this tutorial. I could but I'm going to humor the game and do it, but I'll be brief about it here.



But this is something I do want to talk about. The original Scribblenauts controlled Maxwell with the touch screen and the camera with the D-pad. The controls were total ass, and a major complaint about the game. Super Scribblenauts allow you to either use the old control system, or a new control system where the buttons control Maxwell and the touch screen controls the camera. The new control scheme works infinitely better. The old system might have been modified to work better in this game, but I'm not sure because I've never ever used it.



The game shows us how to walk, and tells us that we can swim, too.



The game has us summon a LADDER to perform rudimentary problem solving, and show us the main gimmick of the game. (You are forced to write LADDER here. My creativity (or lack thereof) is suppressed!)



The game also teaches us that we can use the objects we summon, and has us dig through a wall using a SHOVEL. Also! The top screen vanished. I cropped it out here. This is alright because you've already seen what's up there; basically your objective, your progress through the level, a thermometer indicating how many objects are in the level (there is a limit!), your Ollar count (Ollars are used for purchasing hints and avatars), and the difficulty rating of the level. This just takes up a lot of space in the update (as you can plainly see by simply scrolling up!) so from here on out, it's mostly going to be gone.



The game also takes this opportunity to inform us about the hint system. Take a good look at this screen because you're probably never going to see it again. I most likely will never use the hints during this playthrough, and I will also most likely not give you any hints for the levels, because I am a cruel asshole like that. (That and the third hint almost always outright tells you the answer on most levels.)



You can also remove objects that you have summoned from the game world, either to save space or prevent something horrible from happening (spoiler alert: it will probably happen before you can stop it). Thrilling.



The game also informs us about adjectives and has us create a BIG YELLOW DOG. It's Clifford's brother, I'm sure.



The game also shows us a handy feature: connecting things together with rope or similar objects. This is tricky to do on a touch screen (or with a shitty mouse) since the rope is thin. This feature was improved from the original Scribblenauts, in which ropes caused the physics system to go completely bonkers a lot of the time.



Finally, the game teaches us that the final objective in the levels is to get that yellow star-looking object called a Starite. Finally we're done with this tutorial.





Behold, the map screen! Levels are divided up into worlds resembling constellations. Clearing a level unlocks adjacent ones. Clear all the levels to finish the constellation! Simple as that. Let's finally get this show started by showing off the first 5 levels.

Level 1-1


Only one of these three Starites is real! Which one is it, and how should we go about it getting it from that tree?

Level 1-2


Come up with a creature or object to place in the middle box that has both qualities similar to that of a PLESIOSAURUS and a GIRAFFE!

Level 1-3


This poor racer's car needs to be fixed, or else he can't finish his final race! Give him a replacement part so he can retire happy!

Level 1-4


These beachgoers came for party, but there's nothing here! Better conjure up two party-related items, otherwise they'll be getting two of their own: TORCHes and PITCHFORKs!

Level 1-5


These two stepbrothers don't have a lot in common (even though they look like exact duplicates what the hell smile: but they both seem to enjoy sports! Summon one object for each brother, both relating to the same sport! (They can't be the same!)

Your missions have been given. Your goals, made clear. Come up with your suggestions and we'll see how they go next update!