Scribblenauts Message Board

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Posted by Kotaku Jan 13 2012 14:30 GMT
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#gamingappoftheday The App Store's rotten with platformers. Everywhere you turn, there's some developer revisiting his or her childhood with their own take on the hoppy/jumpy left-to-right adventure genre. Many of these stink or are otherwise unremarkable. But 5th Cell's Run Roo Run is different. More »

Posted by Joystiq Dec 10 2011 00:00 GMT
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You'll forgive us, but we're banking on the concept of Aunt Eileen stuffing your stocking with iTunes gift cards rather than, say, a Zune Marketplace one. Perhaps that depends on if you've been naughty or nice? We're not quite sure how this holiday stuff works, but we're trying our best here.

Anyway, below the break we've compiled another year's worth of great games on both iPhone and iPad platforms that we hope you'll love as well. Even if you don't get those gift cards, these games should still be affordable -- even after buying all those presents. Good luck with the relatives!

YouTube
Posted by Kotaku Dec 08 2011 18:20 GMT
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#scribblenauts The iPhone iteration of 5th Cell's magical word puzzle game gains voice control on the 4S, integrating Siri's voice recognition technology in Scribblenauts: Remix to make you say things like "Giant Flying Kielbasa" in mixed company. More »

Posted by Kotaku Nov 11 2011 22:40 GMT
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#scribblenauts The fantastic image you see above is courtesy of someone named crzisme over at Reddit, and is an actual in-game screenshot! A pretty realistic representation of the Occupy Together movement, wouldn't you say? More »
Shadeston
I actually had no idea you could get guy fawkes masks.

Posted by Kotaku Oct 12 2011 13:30 GMT
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#gamingappoftheday The premise and the promise of Scribblenauts always was extraordinary: write any noun (concrete noun, no proper names) into the game and the virtual object it represents will appear. More »

Posted by Joystiq Oct 12 2011 04:46 GMT
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5TH Cell used its magic pen and notebook (actually a bunch of professional programmers, designers, and engineers within its own team and Iron Galaxy Studios, but whatever) to create an iOS version of its innovative DS game Scribblenauts, delivering the complete product to the App Store ... right now.

For 5 bucks, you can download the universal app Scribblenauts Remix (so that's what that title is!) featuring the signature gameplay -- writing words to summon objects, then using those objects to solve puzzles. The app is apparently based on Super Scribblenauts, meaning you can punch up your items with adjectives. It even has new iOS-exclusive levels.

For five dollars.

Posted by Kotaku Aug 03 2011 23:50 GMT
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Currently, we know Scribblenauts Remix is a new domain registered by Warner Bros. (and spotted by "superannuation"), but little else about mysterious Scribblenauts project. But, I wonder what would be summoned if we typed in "iOS" into a Scribblenauts game... More »

Posted by Giant Bomb May 12 2011 21:50 GMT
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Until Scribblenauts developer 5th Cell finally showed Hybrid at the Game Developers Conference this year, the question on everyone's mind was simple: what's the hook? The hook turned out to be dynamic, cover-based multiplayer shooter where you don't control basic movement at all. Impressions from GDC were solid, but in a pretty surprising move, 5th Cell announced today Hybrid's coming in 2012.

“Hybrid was very well received this past GDC; people really seemed to enjoy it,” said 5th Cell CEO and creative director Jeremiah Slaczka in a brief statement today, “but with an additional year, we can take what we've learned and really drill down on our ideas to hopefully transform this game into something great. At 5th Cell, our goal is to strive toward making the best titles we can, with the extra time we can make quality a focus."

Using the term "additional year" certainly suggests this is a lengthy extension of Hybrid's development time, but given that people were already digging it, even more time can't be a bad thing for Hybrid.


Posted by Joystiq Jan 28 2011 23:00 GMT
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In addition to the ability to buy it in Japan and play it in Japanese, there are additional benefits to Konami's Japanese localization of Scribblenauts. Specifically, you can use the power of your words to bring forth Konami characters into 5th Cell's world.

In these screenshots, including one tweeted by Hideo Kojima and two from Hachimaki, you can see Scribblenized versions of Old Snake, Gradius's Vic Viper, and Love Plus's Manaka Takane. Apparently, the other two Love Plus girls were left out for some reason.
Shadeston
lucky
Commander Boreale
>Vic Viper
WANT

Posted by Kotaku Mar 04 2011 18:20 GMT
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#gdc The next great innovation in shooting video game bad guys is focused not on our virtual guns, but on our virtual feet. More »

Posted by Kotaku Jan 28 2011 11:00 GMT
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#ds Scribblenauts is now out in Japan, and to make up for the delay, some extra characters have been added to the game. Like who? Well, the fact it's been published by Konami might give you an idea or two... More »

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Posted by GoNintendo Jan 04 2011 22:50 GMT
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Viddd
LOLLLLLLLLLLLLLLLLLLLLLLL!!!!!!!!!!111111111111
Popple
Does that question really need to be asked.

Posted by Joystiq Nov 09 2010 14:47 GMT
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Konami has agreed to undertake the arduous task of translating Scribblenauts into Japanese. On January 27, Konami will release 5TH Cell's DS adventure game as "Flash Puzzle: Maxwell's Peculiar Notebook." ("Fushigi" means anything from "strange" to "mysterious" -- we've gone with Andriasang's translation here.)

Ironically, it seems to be a localization of the first Scribblenauts, which means it'll lack the sequel's adjective function, making it impossible to create a "mysterious" notebook in-game. But Konami already has to translate the 22,000 word dictionary for this (budget!) release, so it's understandable. It's probably been working quietly on the game since before Super Scribblenauts even came out.

No screens were released, so we don't yet know if any cosmetic changes were made to the game, nor how text entry is handled.

Posted by Kotaku Oct 21 2010 16:13 GMT
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5th Cell, the team behind Scribblenauts, plan to unveil their next game a week from today on Spike TV at 10 p.m. PDT. The team says that the new title is going to be a "a completely new experience for Xbox Live Arcade players." More »

Posted by Kotaku Oct 13 2010 08:30 GMT
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#ds Super Scribblenauts, out yesterday, contains more words than its decidedly wordier predecessor. How many words is that? Try 35,000. And here they all are! More »

Posted by GoNintendo Jul 28 2009 16:55 GMT
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Yes, once again, this will be available for preorder bonus in North America. I can’t wait to wear mine until it falls apart from all the love I’ll give it!
>>
Shadeston

Funny I still have the original rooster hat from when I preordered the first game


Posted by Joystiq May 17 2010 18:28 GMT
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Start flexing those ... whatever muscles you would use to exercise your imagination. Warner Bros. Interactive today announced Super Scribblenauts, the sequel to last year's similarly titled puzzle-platformer. The DS game will hit store shelves sometime this fall. Check out the first three (tiny, tiny) screenshots from the game in the gallery below.

As hinted at by the April issue of Nintendo Power, players will be able to modify the game's catalog of summonable items using adjectives, leading to complex creations such as "gentlemanly, flaming, flying zombies and purple, obese, winged elephants." That sounds wonderful, but we're more excited by the announcement's surreptitious reference to "upgraded controls." Does that mean we'll actually be able to walk to said lavender pachyderm without accidentally jumping into that adjacent pit of lava? We can only hope!

Posted by Kotaku May 14 2010 21:00 GMT
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#names We already know that the DS sequel to 2009 hit Scribblenauts will not be called Scribblenauts 2. A now-dead link on Amazon suggests it will be called Super Scribblenauts. More »

Posted by Joystiq Apr 20 2010 23:15 GMT
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If your major issue with Scribblenauts was that typing was too easy, you may be interested to hear that 5TH Cell isn't ruling out a Wii version. Echoing previous statements about the developer's openness toward additional platforms, creative director Jeremiah Slaczka told the UK's Official Nintendo Magazine that a Wii version of the vocabuladventure is possible. All you need to do is ask for it (and buy the upcoming DS sequel)!
"I think a Wii version could happen," Slaczka said. "It's all about the fans - if the fans speak up and continue to buy and play the second one like they did the first one, I don't see why we couldn't make a case for a Wii version." The DS sequel -- which is still unnamed -- will be released this fall.

Video
Posted by Kotaku Mar 14 2010 18:30 GMT
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#gdc Beating Zelda and Grand Theft Auto, Jeremiah Slaczka's 5th Cell won top handheld and innovation honors at the Game Developer's Choice Awards for Scribblenauts. After winning, he explained why the sequel isn't "Scribblenauts 2" ... and I got Pokemon tips. More »

Posted by Joystiq Feb 15 2010 22:15 GMT
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In its "NPD: Behind the Numbers" feature for January, Gamasutra included a chart of the top five DS games in the US for 2009. As expected, the list is dominated by Nintendo's evergreen first-party lineup; however, at number five was a third-party title, 5th Cell's Scribblenauts. WB announced earlier this month that the bizarre adventure puzzle game shipped over a million copies. It sold "over 900k for sure," 5th Cell creative director Jeremiah Slaczka told Joystiq.

"The DS is a very different market than console, I think treating it as such helps," Slaczka said about cracking the DS market. "I think it's one of the toughest markets to sell on because the demographic is so broad: gamers, non-gamers, kids, adults, boys, girls. And unlike the Wii, it's even more limiting in power. Making a game that appeals to everyone is tough." And that kind of universal appeal is exactly what 5th Cell went for with Scribblenauts -- an approach that put them in some pretty exclusive company.

Posted by Joystiq Feb 03 2010 21:30 GMT
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WBIE announced today that Scribblenauts, 5th Cell's puzzle adventure game that spawns any object a player writes in, has now shipped one million copies worldwide. According to WBIE, which, as publisher, has an admittedly biased view of the situation, Scribblenauts has now reached "blockbuster status." Keeping in mind that the reported figure is one million units shipped (and not necessarily sold), it's still an impressive number for a third-party DS game -- especially one as weird as an adventure game that features puzzle solving through the use of one's vocabulary. How are other developers expected to rip off that formula?

Posted by IGN Feb 03 2010 18:08 GMT
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Write anything, sell everything.

Posted by Joystiq Dec 07 2009 23:40 GMT
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Click to download in Santa-sizeWe thought the Scribblenauts Halloween wallpaper was a one-off, an excuse to promote the game a bit more in the period immediately following its release. But, to our delight, 5TH Cell has delivered the Christmas present we didn't dare hope for: new Scribblenauts artwork by character designer Edison Yan. It's a Christmas miracle! Well, okay, it may not be miraculous, but it's really nice! We don't even care if it is a promotional effort to remind people to put Scribblenauts on their holiday shopping lists. There are also two new Christmas-themed screenshots in our gallery. In retrospect, it was a pretty clever idea to make a game that includes multiple holiday-themed items as part of its nature. Gallery: Scribblenauts

Posted by Joystiq Nov 16 2009 21:35 GMT
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In a postmortem article for Game Developer magazine (excerpted by Gamasutra), 5th Cell co-founder Joseph Tringali offered some inside information about the development of Scribblenauts. The control scheme, one of the major complaints about the puzzle-adventure title, was something that 5th Cell wanted to fix in a couple of ways. However, the developer ran into time and budget constraints. "We knew this was going to take a big hit from reviewers," Tringali said, "but we could only spend a limited amount of work on it. We discussed a secondary D-pad control option midway through development only to come to the conclusion it would take a single person 3-4 weeks to integrate it. On our self-funded schedule, that route was not an option." Tringali said that to free up time to tweak the controls, another feature, like online connectivity, might have had to be lost. But when those decisions came up, it was already too late.

Posted by GoNintendo Nov 14 2009 18:20 GMT
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I’m guessing you haven’t seen everything in Scribblenauts. You may never actually get to a point where you’ve seen all there is to see, but the site below is working to collect all the sprites that they can. Click over and have a peek. I’m sure you’ll see some new things! Sprite collection [...]