Here's something I never knew of before. Thanks to GameFAQs for letting me know how to recreate this.
First step, cat:
Next, bread:
And then:
Result:
Very clever, 5TH Cell. Very clever.
Scribblenautics
The science, art, theory, and practice of discussing Scribblenauts
Sunday, September 12, 2010
Monday, July 19, 2010
SupScrib appears to be *done*, will be at Comic Con, and shares new artwork
Haven't had a "combo post" in a long time...mostly due to lack of news. But today has been strangely eventful!
First of all, I follow a few 5th Cell devs over on Twitter. For their privacy I won't share them here, but it would seem that Super Scribblenauts has entered the production stage. For the past few days they've been discussing getting the bug count down. Last night it appeared they squashed the last one.
Don't get too excited, though. The release date remains October 26th. Why is it done so early? Production is an ugly beast, requiring a lot of time and effort to ramp up the product and the marketing. Still, I'm extremely happy for 5TH Cell that they were able to finish up what was probably a very stressful time!
Then again, they may just be talking about finishing up a possible demo build for Comic Con, as the game will be there this year. If it's not an updated version you can expect it to be the E3 build. With more real people and less press you can expect more varied hands on impressions. Make sure to stick here for the latest, or simply visit Comic Con if you have the chance.
Finally, Warner Bros has shared a new set of artwork for you to use as wallpapers. It shows off the adjective system in the cutest way possible. Check them out here.
All around good news
Friday, July 16, 2010
Gamespot interview reveals a surprising amount of tidbits
It's been a while since we've had a video or even a written preview/interview of Super Scribblenauts. Thankfully this drought changes today, if only for a little bit.
http://www.gamespot.com/xbox360/action/easportsmixedmartialarts/video/6269137
Highlights
-They're focusing a lot more on level iterations, making them more focused, better, and challenging. They acknowledge one of the biggest problem with the previous game had to do with the helicopter + rope solution.
-Players won't be penalized for using the hint system. Hints begin vague, then get more specific.
-Literally a trillion combinations of objects and adjectives
-This time around there is a "random" object. By typing "Maxwell's Notebook", you get said item and can interact with it. It'll then spawn a random object with a random number of adjectives. They also used this ability to help test their items
http://www.gamespot.com/xbox360/action/easportsmixedmartialarts/video/6269137
Highlights
-They're focusing a lot more on level iterations, making them more focused, better, and challenging. They acknowledge one of the biggest problem with the previous game had to do with the helicopter + rope solution.
-Players won't be penalized for using the hint system. Hints begin vague, then get more specific.
-Literally a trillion combinations of objects and adjectives
-This time around there is a "random" object. By typing "Maxwell's Notebook", you get said item and can interact with it. It'll then spawn a random object with a random number of adjectives. They also used this ability to help test their items
Friday, July 2, 2010
G4 Interview explains "Universal Feedback System", among other things
Also shows a few scenes of people playing around, including one guy trying to fight off a tiny tank with a giant grasshopper.
Wednesday, June 30, 2010
SupScrib press release makes it sound like its a game for crazy people
I ran across this press release over at another site. Pretty typical stuff - barely even worth posting about - but some bits of it struck me as...odd.
For some reason I'm imagining a person who has never heard of Scribblenauts before reading some of this info.
"So...you're telling me in Scribblenauts I have to...furnish an office? And then identify creatures with shells? What does any of this have to do with a zombie pear?!"
It's easy to take for granted just how random and "out of left field" this game really is. Either way, this single press release is enough to make me want to get my hands on the game. It addresses every possible complaint I had with the first. I'm particularly excited about the improvements to the weight and friction of objects.
- Brand New Levels: Experience 120 brand new, in-depth levels that include task such as finding a cure for the plague, populating an office or identifying animals with shells.
- All-New Adjectives System: Create a shy green polar bear or an angry zombie pear! 10,000+ adjectives reflect real life behaviours, personalities and characteristics when applied to objects.
- Multi Layered Hints: Just can’t figure that puzzle out? Purchase more explicit hints at a decreasing Ollar cost over time.
- Universal Feedback System: Visualise progress throughout each level! Relevant objects summoned get a thumb up, while irrelevant objects get a thumb down.
- Updated Dictionary: Summon more than 800 all-new, customisable objects to solve puzzles and earn Starites.
- New Control Schemes: Control Maxwell with the D-pad or with updated and more precise new Stylus controls! Weight, buoyancy, friction have all been reworked to make objects interact better to the player’s input and reflect any adjective that is applied to an object.
- New Level Editor: Create both puzzle and action levels to build your very own custom playground. The unique new template system allows players to create all kinds of objectives for their levels with ease.
- Innovative UI: An exciting new UI gives players more control over gameplay, with more detail on how to navigate through new levels in the game.
For some reason I'm imagining a person who has never heard of Scribblenauts before reading some of this info.
"So...you're telling me in Scribblenauts I have to...furnish an office? And then identify creatures with shells? What does any of this have to do with a zombie pear?!"
It's easy to take for granted just how random and "out of left field" this game really is. Either way, this single press release is enough to make me want to get my hands on the game. It addresses every possible complaint I had with the first. I'm particularly excited about the improvements to the weight and friction of objects.
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