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The Mokcqa's Review Of "Scribblenauts Unlimited" For The Nintendo 3DS
Old 12-15-2012, 12:45 AM
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Default The Mokcqa's Review Of "Scribblenauts Unlimited" For The Nintendo 3DS

I have been a great and ongoing fan of the Scribblenauts franchise ever since the original Scribblenauts was released for the Nintendo DS and I picked up a copy at the Mall Of America. I think the game is a great work of art, because it allows you to let your imagination skills run wild, whilst also increasing your vocabulary and strengthening your spelling skills. The original Scribblenauts let you type or write any noun and bring it to life within the game's beautifully depicted world. This was great and all, but it, for the most part, lacked the use of adjectives for customization. There were a few adjectives the game did include in its surprisingly vast dictionary of twenty two thousand one hundred and eight words with completely different meanings from one another, not even counting those that yielded the same results as others. For example, a bus looked quite the lot different than a school bus, even though schoolbus is more commonly written as a one worded undescribed noun. A car both looked and behaved even more vastly differently than a flying car, which I deem a real enhancement, since the original game most majorly focused on the use of unmodified nouns. However, even though the original Scribblenauts was and still is a very beautiful masterpiece for its time, there was not much you could change about the looks, textures, colours, or behaviours of most objects you created. And thus, to address this issue, Super Scribblenauts was born. This, the second game in the series, was a whole new world of possibilities. You could change things' colours, looks, textures, actions, compositions, and sometimes even sounds. However, this game lacked the ability to correct any mistakes regarding misspelled adjectives and other adjectives that you may have forgotten about when applying a long list of such words to an object upon its creation. Often times, you could fix this problem by giving the object in question a potion that was literally described as having the thus properly spelled and other priorly forgotten attributes, that, when drunk, would automatically apply those traits to whoever, or even whatever, consumed it. However, this was often times arduous, if not futile, and many potions either were ineffective or caused highly unexpected results. Secondly, the memory limits of the first game were still very present and even unchanged from those of its predecessor. Now, Scribblenauts Unlimited has fixed those issues. It's called "Unlimited" because its capacity for created items in any one level is literally limitless. Plus, now, there's no longer a need to give a chair a "green potion" just to change its colour. Scribblenauts Unlimited features an "ADD ADJECTIVE" button which appears when you tap on any object, even the main character, Maxwell, whom you've always been able to control, granted in a rather problematic style, throughout the history of the series. However, since the first two games were created for the original Nintendo DS, whose cartridges lacked enough memory for any seemingly overly amazingly powerful software, there was no room to insert a storyline through which Maxwell's magic notebook, which the player has always used to create items; Maxwell's birth and history; and Maxwells most powerful tool, the player's imagination; could be explained. Therefore, to make up for this unfortunate mistake, Scribblenauts Unlimited was released solely for the Nintendo 3DS and Wii U, the two most powerful systems in each of Nintendo's two lines of gaming platforms, the 3DS being that of the portable line, and the Wii U being that of the home slash family line. I must say myself that Scribblenauts IS a great game; however, I've discovered quite the lot of glitches myself. Firstly, even though the game's capacity for items created using Maxwell's now explained magic notebook is literally "Unlimited," the amount of items allowed to have been dragged into and out of his new magic backpack DOES, in fact, have an annoying obscene limit; you can only have fifteen pages of items in there, and you can only remove fifteen of the items contained there in at a time in any one level. If there are already fifteen minus x items in a level at any given time that are not default unremovable preset objects inserted by the game makers, then you may only remove x items from the backpack and expect them to appear in said level. If you have fifteen or more items in a level that you created, nothing may be removed from the backpack and show up in the level. In said case, you'll be able to go into the backpack and remove the item you wish to place in said scene, but after you drag the desired object to the bottom right corner of the touch screen and let up with the stylus, the backpack screen DOES go away and the game DOES play the backpack closing sound, but nothing appears in the scene to be dragged and dropped into position. I was, however, able to create a "COLOSSAL GLASS BREAKABLE RED TOUGH HARD DIAMOND WEAK DAMAGED FRAGILE SICKLY RIDABLE HUMAN NICE HAPPY INJURED THROWABLE EXPLODING BOX" with seven "WEAK INJURED TOUGH HARD INVINCIBLE DAMAGED SICKLY WEAK (RED, YELLOW, GREEN, BLUE, PURPLE, PINK, AND TURQUOISE) TRAINERS [PEOPLE]" in it into the level, resulting in the removal and placement of a total of sixteen items, rather than fifteen, in said location. So this must be a huge glitch. Another one I've discovered is that when entering slash re-entering slash exiting and directly re-entering water, if you jump a lot by holding the circle pad in the surface slash upward position whilst repeatedly pressing A or B, you may notice that Maxwell and or any of his avatars can jump directly off of the surface of the water when timed correctly, as if he or she could otherwise walk upon the water. I tested it whilst holding the circle pad slash joystick in the dive slash downward position, as well as the surface right and surface left positions, and as long as I pressed A or B directly upon hitting the very surface of the water upon falling from the peak of a jump after performing said action, same thing occurred after a leap into or out of and back into the water. This is nowhere near as big of an issue, but it is definitely noticeable when timed correctly. Thirdly, if you create more than fifteen pages of items in Maxwell's backpack and then save, you'll open the game again with the continue button, and find that all the passionately overslaved items you created after page fifteen are unretrievably gone; you can't even access them using the list of recent items accessible via the button on the keyboard of the notepad screen. The only method by which you can recover the items you lost in the overloaded save is to manually type out their names again; and when you have a really descriptive list of adjectives preceeding a noun that you're wishing had been saved, the recreation process can be rather off turning and make you want to put down the game. This bug, like the first one I mentioned, is a highly conspicuous issue that could have been avoided with a little more work. Finally, if you autosave by going into another level slash room in the game, and you're leaving a strongly conflicting group of objects behind, such as an "INVINCIBLE GIRL" with an "INVINCIBLE GUN" who is at said point fighting a "NICE INVINCIBLE DRAGON" on your command, that is whilst I have excluded some adjectives that make her able to be manipulated by maxwell directly; coming back to said area will result in the girl not fighting the dragon, because all conflicting emotions will have been strangely reset to an agreeing nutrality whilst still showing the symbols of the conflicting emotions over the involved objects' top right edges. This is very annoying, especially if you're trying to create an ongoing apocalyptic scene so you can try to find a human way to survive the end of the Mayan calendar; because it means that the objects that would otherwise try to destroy you would just be sitting there, each minding its own business, not one caring a bit what you have to do with it when you re-arrive. The only objects that always attack you are those that will hurt you or make you flinch on contact, such as spikes and fires. This is a glitch that, because of the game's E10+ rating, I'm sure the developers were not intending to test; but it would have been very appreciated by people like me, who love putting games to the extreme to find such issues to talk about, if they had inspected for. All in all, I, being a die hard fan of the Scribblenauts franchise, strongly recommend you get Scribblenauts Unlimited, because it is a truly unique, customizable, and even beautifully educational experience that, even though aimed toward one player, can be an endless world of fun and possibility for the entire family; it may have some bugs, but I DO say that it is STILL totally worth it!
Old 12-15-2012, 01:00 AM
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Good sir or madam, if I might give some suggestions. You might want to shorten your reviews a bit, or at least put your text into some kind of order. It's a bit hard (not to mention strainful on the eyes) to read with this huge wall of text.
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Old 12-15-2012, 02:07 PM
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tl;dr
1 word: Paragraphs
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Old 12-15-2012, 04:52 PM
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Quote:
Originally Posted by Jarinex View Post


Good sir or madam
Thank you for your manners; you're such a polite friend.

Added after 2 minutes:

Quote:
Originally Posted by Turtles View Post
tl;dr
1 word: Paragraphs
I extremely greatly apologize.

Last edited by mokcqa; 12-15-2012 at 04:52 PM.
Old 12-15-2012, 04:58 PM
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Spoiler!


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Thank me later.