FractalFusion: As per henke37's post, this movie probably requires the firmware setting as given in the movie file to sync.

This TAS completes the 10 main worlds of Super Scribblenauts. Speed is not the main goal; instead, the levels are completed in funny or unusual ways.
Spoiler warning: The rest of this submission text contains spoilers about various level solutions. We recommend that you watch the TAS first before continuing!

Game Objectives

  • Emulator: DeSmuME 0.9.8
  • Is a demonstration
  • Abuses programming errors
  • Manipulates luck

About the Objective

Super Scribblenauts is a game ultimately driven by the player’s own imagination and creativity. Because of this, we felt that the best TAS of this game would be one based on creative or unexpected solutions.
In general, the levels aim to be as entertaining as possible at the cost of speed. There are a few exceptions where we decided that a level or part of a level was not entertaining enough on its own, so we opted to just get through as quickly as possible. These are explained below in the individual level comments.
The TAS completes only the 10 main worlds (the puzzle worlds) of Super Scribblenauts. In particular, this TAS does not complete the two bonus worlds. They were skipped for a number of reasons, but primarily because they are more platforming-oriented (similar to the first game’s Action levels) and were felt to have less potential for entertainment compared to the rest of the run. Since the credits are automatically shown upon completion of 10-5, we considered this a reasonable end to the TAS.

Tricks and Techniques

“Object-Mapping”

The Scribblenauts item dictionary contains over 20000 words - this is its main selling point as a creativity-based game. However, the actual number of unique objects in the game is far smaller. This is because many words will ultimately map to the same object. As an example, the following words all summon the same thing in-game: “Auto”, “Automobile”, “Bait car”, “Car”, “Motor car”, “Muscle car”, “Sedan”, “Unmarked car”, “Vehicle”.
Interestingly, when the game checks if the summoned object will solve the puzzle, it does so by checking what type of object was summoned, not the phrase that was used to summon it. We exploit this fact constantly throughout the run to summon objects using their funniest or most-interesting name in the game. Using the above example, if a level solution involved a car, we might summon it using “Bait car” to increase the entertainment value.
While plenty of “Scribblenauts word lists” exist out there on the internet, to our knowledge there aren’t any lists that show which words all summon the same object. So, we assembled this list ourselves by pulling this information from the game ROM with a small program. This was invaluable in coming up with the best solution for many levels.
UPDATE: The word list is now available to the general public!

“Adjective-Mapping”

This is exactly the same as the object-mapping technique, except that it applies to adjectives. We generated the grouped adjective list in the same way as the object list and used it constantly to pick funny adjectives as needed in the levels.

Glitching Through Barriers

The original Scribblenauts had some very easily-exploitable collision detection that allowed for many trivial solutions to levels. In Super Scribblenauts, the developers shored up the collision detection significantly, but there are still some properties that can be exploited.
  • Glitching objects through walls and ceilings: It’s normally impossible to summon an object into a room that’s too small to contain it. However, if you make the object “Handheld” you are allowed to have someone hold it, regardless of any walls nearby. If you have that person drop the object, the object can be forced into the room and will usually start zipping back and forth as it collides with the room walls. With the right manipulation, the object can also be ejected into other rooms entirely.
  • Glitching Maxwell through the ceiling: When Maxwell rides a vehicle smaller than himself, his hitbox shrinks to the size of the vehicle. If you make this a “Flying” vehicle and press up into the ceiling, you’ll notice that Maxwell’s head sticks a fair bit into the ceiling. With the right timing, dismounting from the vehicle will cause Maxwell to be ejected the wrong way and into the ceiling.
  • Glitching Maxwell through walls: If you have Maxwell hold a rideable object and position him next to a wall, letting go of the object with the right timing will lodge the object into the wall. You can then have Maxwell ride the object and dismount to get into or through the wall entirely.
There are many other minor tricks used for specific levels; these are described in the individual level notes below.

General Level Strategies

Coming up with level solutions was an iterative process that involved lots of testing and brainstorming. The version that ended up in the TAS is the one that we ultimately decided was the best in terms of overall entertainment.
Generally, the level strategies fell into the following categories:
  1. Summoning the funniest item that still completes the level objective(s).
  2. Summoning a more typical item to complete an objective, but then using the item in an unusual way or for comedic effect.
  3. Summoning an item as part of a running joke. (We leave the nature of the running jokes as an exercise for the viewer.)
  4. Glitching through the level boundaries to skip objectives entirely.
Method 4 was only used as a last-resort strategy when we felt that completing the level normally would either be boring or would be too similar to an average player’s run-through.
The emphasis on entertainment means that the TAS contains lots of comedic-effect pauses, carefully-chosen camera views, and general tomfoolery to produce an interesting result. We also deliberately leave the level messages open for a short time so that viewers can understand the level objectives more clearly. (In many cases the messages are particularly funny in-context, so it makes sense to show them anyway). We opted to leave every message open for exactly one second (60 frames); this is enough to catch the gist of the level (or pause the movie if you want to read it in detail) without being especially interruptive to the flow of gameplay. Finally, the level intros are skipped most of the time, but are sometimes allowed to play through to give further context to a level.

Individual Level Notes

This section lists comments for various individual levels. These are intended to highlight interesting tricks or explain the technical side of various solutions. Direct spoilers have been avoided when possible, but inevitably some levels’ solutions will be given away. Again, we recommend that you watch the TAS before continuing.

World 1

1-3

The car goes careening off because the racer attempts to drive away in fear from the mask, while at the same time the level attempts to pull the car to the right as part of the objective-complete sequence. The car’s movement is also manipulated to destroy the pit stop.

1-4

The second object summoned here is a good example of the object-mapping technique. “Sunscreen” is what the level is expecting, but for whatever reason the developers decided that this object maps to the same thing; thus, our solution works!

1-5

The glitched text is due to the game trying to put up two dialogs at the same time. This was achieved by timing the “here’s the next objective” level message to appear while the “you got your first merit” message was coming up.

1-8

“Lethal” (or “Deadly”, “Deathful”, and “Fatal”, which map to the same thing) causes an object to kill or destroy anything it collides with, so we use this to destroy the ice. Since we applied it to a food item the boy also tries to eat it, with tragic results…

World 2

2-4

This level shows off the power of adjectives. The game doesn’t really care what object is summoned as long as it has the valid attributes for the solution.

2-5

Movable walls are a great way to glitch things into the ceiling. The timing has to be just right, or the object will be ejected to the left or right instead.

2-6

This level has quite a bit going on. First of all, you are only allowed to place one food item into the level; once you do, the level progresses and you either win or lose. However, we can get around this restriction by placing it into a container first, which doesn’t trigger the level progression. We can then summon more objects into the container and release them all at once by emptying the container. This exploit allows us to get a perfect score.
The glitched graphics that show up in the secondary screen are due to us opening the keyboard menu at the same time that the game tries to award a merit. This messes up the animation and colors until the merit is done displaying.
Finally, the starite appears after the first successful connection is made, but it’s not possible to walk around to collect it since the level keeps panning around to show the other connections. We carefully position Maxwell and the container so that the starite ends up right on top of Maxwell, allowing him to collect it as soon as it becomes active. This is also done in other levels that use this strategy.

2-7

The explosion is due to the RC car being destroyed. (Note that you can still beat a level after dying as long as Maxwell’s body touches the starite very soon afterwards.) The graphics on the secondary screen glitch up again, possibly because the game tries to clear the merit screen at the same time it tries to show the “level complete” screen.

World 3

3-5

Using adjectives, we can complete the level by summoning the same thing into both boxes. We were hoping we could use this strategy for all such “math equation” levels but we weren’t able to find working strategies for any of the others. The “dark energy” starite that appears is yet another graphical glitch, possibly a side-effect of the electricity from the summoned objects.

3-6

There are two things going on in this level.
First, certain adjectives will summon an object with other objects attached to it. (For example, a “Scary car” summons a car with a mask attached to it.) At the same time, this level automatically rejects (and destroys) any summoned object that’s not a vehicle. This means that if we summon a vehicle with one of these adjectives, the level will both accept and reject the vehicle. This allows the vehicle to stay around for a little bit but ultimately destroys the vehicle.
Second, the level advances to the next objective under one condition only: when the accepted vehicle crosses a threshold near the right edge of the level. Thus, we can place the vehicle over the spot to instantly complete the objective, which allows us to take advantage of the window of opportunity described above.

3-7

Similar to the previous level, what counts for objective-completion is the customers crossing the screen edge (which would normally correspond to them walking away satisfied). We can therefore skip most of the level by pushing them all to the edge instead.

World 4

4-3

Thanks to adjectives, the second object we summon fulfills the second and third categories at the same time. This is used in a few other levels in the TAS.

4-7

“Surgical” on an object summons it with a scalpel attached, which conveniently satisfies the third objective automatically.

4-8

This graphical glitch is due to equipping the object before its graphics have fully loaded. This is highly timing-dependent at the sub-frame level so it’s more a matter of luck to encounter it.

4-10

Amusingly, you don’t actually need to summon monsters to beat this level. In fact, you only need to summon one object! (With the right adjectives…). In case you’re wondering, the rockets all have mini tiaras attached to them (the result of “Classy”).

World 5

5-1

This level takes advantage of the glitch-through-ceilings trick to skip everything.

5-3

Maxwell automatically gets teleported into the second area upon completing the first objective, so we place a box there to glitch ourselves out and get through the rest of the level quickly. “Dark matter” is very handy for pulling objects around, but it explodes on contact with anything so we have to keep moving it constantly. The result is a highly chaotic gravity-defying trip to the finish.

5-4

This level is one of our favorites, and is one of the best examples of object-mapping. For the last part, the game considers “Chlorine” a valid object for hair-bleaching, and we map to by summoning something rather more sinister…

5-8

Looks like squirrels can survive a nuclear apocalypse just fine! (Forests spawn a squirrel when destroyed, and this happens after the nuke has gone off, so the squirrel survivies.)

5-12

We ran out of categories for historical figures, so we opted to go in a crazy direction for the last two. In case you’re confused, “COO” refers to “Chief Operating Officer”, and “Sean” summons one of the game’s developers (who is represented by a slime in-game).

World 6

6-4

With this level we had the goal of completing everything by summoning just one item. At the end we place the park ranger in just the right place so that the starite will fall to the lower area, making this strategy just barely possible.

6-7

This level is another of our favorites. The level progression messages make this solution even funnier.

6-12

The stairs, stepladder, and monorail cat are placed extremely carefully so that the starite will bounce and roll down to the lower area. This doesn’t serve any real purpose aside from time savings but was added for fun. (Fun fact: it was also the segment that took the longest to TAS!)

World 7

7-2

“Elizabeth” is another one of the game developers. The object at the end maps to “Large Hadron Collider”, which is why (?) it summons a black hole when destroyed.

7-3

The “Tornado” is thrown away after use because otherwise the girl will run off the edge of the screen and “die” (triggering a level-failure message). This level is a reference to The Wizard of Oz, in case you were wondering.

7-4

While investigating this level we discovered that the level actually destroys and recreates the summoned objects when moving them around. If the object is also “Explosive”, then the destruction will cause an explosion that can damage parts of the level. Normally, destroying part of the level will prompt a level failure message, but with the right timing the game will skip these for some unknown reason. We abuse all of this to wreak havoc on everything in the park.

World 8

8-2

For the third segment, applying “Fiendish” to a handheld object prevents you from holding that object for more than a few frames. This causes the hero to go unequipped for the treant fight… but apparently his fists are fiery, so it’s all right! For the fourth segment, the hero dies as a consequence of the “Deadly” object he carries in. Finally, the weapon we give him for the fifth segment is too weak to kill the enemy, so the level automatically kills him off after a while.

8-5

The furniture here is extremely touchy and can wake the dragon up very easily. Maxwell has no such concerns, though! Here we just zip through and complete the level quickly. At the end, the huge furniture crash doesn’t matter since we collect the starite before the dragon wakes up.

8-8

The glitch-through-walls trick is used to skip the first half of the level. In the last room, the game automatically destroys the grenade on a certain frame (blowing it up) so we manipulate the timing and positioning to blow up the obstacles precisely.

World 9

9-2

Similar to 7-4, we use explosive objects to destroy most of the level. Destroying the pipe also reveals a spot where the developers didn’t bother to finish off the boundaries (revealing, as Kiwisauce puts it, “the shoddy level design”). Also similar to 7-4, the level destroys the initial objects to move them, so we abduct the final cheerleader by putting her in the car.

9-7

We manipulate luck at the beginning to make the selected color green. This allows a “one-shot” solution.

9-9

This level uses the glitch-objects-through-walls trick to glitch the starite into a box, then all the way to the beginning, allowing us to skip the whole level. Note that we can’t just pick up the box once it has the starite in it, since that causes the starite to pop out.

9-10

For some reason the timing was just right in this level to showcase a strange glitch: objects are placed into the container, but still have their graphics memory shown on-screen. This quickly creates a mess of glitchy graphics as data is loaded into memory for new objects.

World 10

10-2

The game normally destroys any objects you attempt to carry room-to-room, but with good timing these are avoided, letting us take the gun through the whole level.

10-4

This level is actually a small logic puzzle: you have to figure out who lives in which house based on a set of clues. Naturally, we just skip that and put the “correct” gifts into everyone’s boxes immediately.

10-5

During the second half, for some reason the game allows access to the keyboard during the cutscene. We exploit this to finish the level early, which causes some interesting behavior when the next level message shows up.

Kiwisauce's Comments

Chef Stef and I had previously talked about specialized runs through Scribblenauts (such as trying to use the smallest item set possible), so I wasn't too surprised when he suggested we collaborate on this run. However, we struggled quite a bit with the idea of 'optimizing' for humor, due to its subjectivity. There weren't clear methods or metrics that we could rely on while creating the run, and we had some early ideas of what might be amusing, like showcasing objects that were incorrectly rejected as solutions, that were eventually scrapped.
Luckily our senses of humor work well together, and we were usually able to find solutions that at least made us chuckle. Even if it sometimes took us hours to settle on a good solution when the level gave us little to work with. Hopefully others can appreciate the humor in our odd object selections, exploitative solutions, and fairly morbid running jokes...

Chef Stef’s Comments

Ever since I bought the original Scribblenauts, I always thought it would be great to see a TAS of the game. Over time users on TASVideos or other sites would post short segments that completed a few levels, and while many of them were interesting, none of them completed the game. Many also aimed for speed over creativity, which I thought was the wrong choice for this game.
I eventually had the idea of making the TAS myself, aiming for creativity all the way. However, I didn’t think I could make an especially funny TAS on my own, so I approached Kiwisauce about making this a collaboration run. I’m very glad I did - his creativity was invaluable during our long discussions about each level, and he played a significant part in shaping the tone and style of the TAS. I’m confident that, working together, we’ve made this run far better than any one person could have accomplished alone.
Humor is always subjective, and this run is definitely modeled after our particular tastes, but I believe the end result captures the spirit of Scribblenauts. I hope everyone enjoys watching!

Noxxa: Judging.
Noxxa: Added YouTube stream.
Noxxa: This run has been received very well. The game has a lot of room for playaround humor, and the run uses it very well. Very entertaining demonstration. Accepting for Moons.
feos: Grabbing...


TASVideoAgent
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Patashu
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A Scribblenauts TAS? Focusing on entertainment? My body is ready for an encode~
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Spikestuff
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Patashu wrote:
A Scribblenauts TAS? Focusing on entertainment? My body is ready for an encode~
Agree. I'm in no position to encode :| Edit: Yes vote (reasons by everyone else) Nice to see someone else (b0b_d0e) having a first attempt at an encode then seeing Moth's version (standard DS encode). 18:29 (moths encode) "Sea"... "Seaborgium Sea"
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
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While plenty of “Scribblenauts word lists” exist out there on the internet, to our knowledge there aren’t any lists that show which words all summon the same object. So, we assembled this list ourselves by pulling this information from the game ROM with a small program.
Is your version of this list going to be available anywhere? :)
Joined: 3/3/2010
Posts: 87
Quite the run. The running gag did get a little tired after a while, but overall a very fun experience that kept me viewing through the whole thing. Only thing I can think of to improve would be to possibly acquire the few other merits that are possible in a run like this. Some of them obviously can't be completed on a first run like this, but others like Mega Mutator and Behind the Scenes should be doable. (You've already got 2 out of 3 needed developers for Behind the Scenes listed in the level notes.) Even without those, though, it's still a great run. Easy Yes for me.
Noxxa
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I'm working on an encode. EDIT: HD YouTuber is here: http://youtu.be/ESwkulsgnBY Also put it in the submission.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
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I really enjoyed this run. I'm not going to vote since I watched this while going to sleep so I didn't see the whole thing, but I took the time to make a encode of the run. Its my first encode, so its not as good looking as I would have hoped :) But I tried. Maybe someone elses will be better and you can watch theirs. Lemme know if I did something wrong. “[DS] Chef Stef & Kiwisauce's Super Scribblenauts TAS in 1:01:52.63”
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Amazing run, highly entertaining. Very crafty as well. I would advise to not watch this run unless you're an adult. Not because of extreme violence or pornographic content, but because you won't be getting all the jokes if you don't know some of the more exquisite English words! I do find it sad the pictures used for the published submissions, because if anything needed it, it would be now. I haven't been able to watch the run on DeSmuME, so I can't give you a specific frame, but I'd like to see either Maxwell flying with the moustache from 5-1, or the peasant and rich person answer from 6-6 used as the picture for the publication. EDIT: No wait, I got a better one. Last Starite in the game. Getting it and destroying it at the same time: Only in a TAS.
b0b_d0e wrote:
I really enjoyed this run. I'm not going to vote since I watched this while going to sleep so I didn't see the whole thing, but I took the time to make a encode of the run. Its my first encode, so its not as good looking as I would have hoped :) But I tried. Maybe someone elses will be better and you can watch theirs. Lemme know if I did something wrong.
Don't worry, the encode looked just fine. Of course, I am not an encoder by far, but it looked good to me.
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The test. It was brutal. What happens if someone gets that test? Do they panic? That was my favorite part. The test has feelings and it makes them known.
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
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I'm not going to give this vote a Yes. I'm going to give it one big, huge, resounding, gigantic, over the top, HELL YES. I nominate this for funny TAS of the year, and it is not that time yet.
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
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This is seriously the funniest run I've seen on the site since Family Feud. An extremely enthusiastic yes vote from yours truly! I give this run 9.5 dead lions out of 10.
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Patashu
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Oh my goodness! So many of these level solutions gave me the goofiest grin on my face, for example: 4-3, 4-11, 5-3, 5-4, 6-7, 7-4, 9-9, 10-2 but also many others. I want to vote this Yes twice, it's exactly the kind of TAS to show someone to give them a laugh :)
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Maxwell is one evil dude. Though some of stages slow the pace, I think it's entertaining enough to be at Moons. 4-11 is one of my favorites as well. Seriously, a man riding an ape riding an ape riding an ape riding an ape riding Archaeopteryx?
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Desync on 5-5 :( I hate firmware settings desyncs. They are so stupid.
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henke37 wrote:
Desync on 5-5 :( I hate firmware settings desyncs. They are so stupid.
Thanks for the information. Wondering now if it should be made a standard to post firmware settings in all DS submissions from now on. Edit: The submission uses the default DS firmware settings.
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Hilarious even if you aren't familiar with the game is a high hurdle to jump, but you've managed it. Strong yes from me.
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The T wrote:
Is your version of this list going to be available anywhere? :)
I uploaded it here: http://www.sendspace.com/file/sythlb The numbers at the beginning of each line correspond to the object identifier (this is what we used to determine which words mapped to which objects). Everything in one group maps to the same thing. If the number ends in "02" it's an ambiguous word (such as "Chicken", which could be the food or the bird) so those words are put into their own groups. For whatever reason, certain words are stored at slightly different offsets in the ROM's data table than others, which means that occasionally you'll see some garbage characters with a word (or you'll see a word truncated slightly). It should still be easy enough to tell what the actual word is. One neat thing is that similar types of objects often have adjacent identifiers, which means they show up in this list right next to each other. For example, if you search the list for "Hockey stick" you'll find things like "Golf club", "Bowling pin", and "Baseball bat" right there as well. This was very useful for us while planning the run. I should also note that some words that appeared in the ROM weren't actually summon-able in-game (such as "Face flannel', one of our candidates for 9-2). Luckily this seems to be pretty rare...
Patashu
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Cool! This looks like a really useful list, so do you think it could get a more permanent upload home? (Sendspace links go stale relatively quickly, dropbox and mediafire are good choices in my experience) Then it can be edited into the notes for the TAS where you talk about object mapping. (Also, it seems like you could edit the script to notice that when the first n characters are non-printable characters, it should advance n characters before reading the ROM. That should fix most of the erroneous cases.)
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Okay here's a dropbox link: https://www.dropbox.com/s/3rs51mc8l8fgj98/scribblenauts_word_groups.zip (thanks for the tip, I almost never host files online). Regarding the script - I thought of that idea as well, but the problem is that you also get regular letters in the garbage data as well. Filtering those out means you might see stuff like "ACAR" in the list, whereas leaving the garbage characters in means that those words automatically get flagged as fishy ("@3 *ACAR"). This was meant to be a quick hack to get the data out of the ROM anyway, so give me a break! :D Edit: The link is now posted in the submission text as well.
Patashu
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Chef Stef wrote:
Regarding the script - I thought of that idea as well, but the problem is that you also get regular letters in the garbage data as well. Filtering those out means you might see stuff like "ACAR" in the list, whereas leaving the garbage characters in means that those words automatically get flagged as fishy ("@3 *ACAR").
That is a good point - you could leave in the garbage characters and also extend the length you read by the number of garbage characters encountered, as a compromise.
This was meant to be a quick hack to get the data out of the ROM anyway, so give me a break! :D Edit: The link is now posted in the submission text as well.
Thanks :D
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My favourite part was using a chainsaw to deal with anterior pelage.
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the game really suffers beacuse the puzzles are terrible they really don't let you do anything cool I'm sure the little frame losses here and there bothered me a lot more then other people ( especially beacuse speed wasn't a goal )
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Chef Stef wrote:
Okay here's a dropbox link: https://www.dropbox.com/s/3rs51mc8l8fgj98/scribblenauts_word_groups.zip (thanks for the tip, I almost never host files online).
Thanks for the list. It will definitely be useful for anyone who wants to have some fun.
42cb01    CHLORINE
42cb01    CHLOROPICRIN
42cb01    CYANIDE
42cb01    FLOURINE
42cb01    LEWISITE
42cb01    MUSTARD GAS
42cb01    NERVE AGENT
42cb01    NERVE GAS
42cb01    POISON GAS
42cb01    TEAR GAS
Yes, we know tear gas might kill someone, but... And yes, it does say "FLOURINE"; even better, there is a "FLUORINE" in some other less logical word class. And just to show that Scribblenauts definitely fails at chemistry:
3f7301    CHEMICAL
3f7301    OXYETHYL SULFATE
3f7301    PROPYL NITRATE
3f7301    PROPYLENE IMINE
3f7301    PROPYLENE OXIDE
3f7301    PROPYLTHIOURACIL
3f7301    PROPYNE
3f7301    PYRETHRUM
3f7301    PYRIDINE
3f7301    PYROCATECHOL
3f7301    QUINONE
3f7301    RESERPINE
3f7301    RESORCINOL
3f7301    RHODIUM
3f7301    RONNEL
3f7301    ROSIN CORE SOLDER PYROLYSIS
3f7301    ROTENONE
3f7301    RUBBER SOLVENT
3f7301    SACCHARIN
3f7301    SAFROLE
3f7301    SELENIUM HEXAFLUORIDE
3f7301    SELENIUM SULFIDE
3f7301    SESONE
3f7301    SILANE
3f7301    SILICA-AMORPHOUS
3f7301    SILICA-CRYSTALLINE CRISTOBALITE
3f7301    SILICA-CRYSTALLINE QUARTZ
3f7301    SILICA-CRYSTALLINE TRIDYMITE
3f7301    SILICA-CRYSTALLINE TRIPOLI
3f7301    SILICON CARBIDE
3f7301    SILICON TETRAHYDRIDE
3f7301    SODIUM AZIDE
3f7301    SODIUM BISULFITE
3f7301    SODIUM CYCLAMATE
3f7301    SODIUM FLUOROACETATE
3f7301    SODIUM HYDROXIDE
3f7301    SODIUM METABISULFITE
3f7301    STARCH
3f7301    STEARATES
3f7301    STERIGMATOCYSTIN
3f7301    STIBINEIQ
3f7301    STODDARD SOLVENT
3f7301    STREPTOZOTOCIN
3f7301    STRONTIUM CHROMATE
3f7301    STRYCHNINE
3f7301    STYRENE
3f7301    SUCROSECR
3f7301    SULFOTEP
3f7301    SULFUR DIOXIDE
3f7301    SULFUR HEXAFLUORIDE
3f7301    SULFUR MONOCHLORIDE
3f7301    SULFUR PENTAFLUORIDE
3f7301    SULFUR TETRAFLUORIDE
3f7301    SULFURYL FLUORIDE
3f7301    SULPROFOS
3f7301    SYSTOX
3f7301    TALC
3f7301    VINYL CHLORIDE
This is just one of at least five gigantic word classes related to chemicals. Considering that the classes list the chemicals in somewhat alphabetical order, maybe they just took a list of every chemical they could possibly think of and dumped them all together without any semblance of logic.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4045
Very very very - I wonder why these are hardcoded in, rather than it being a feature of the engine to generically handle 'verys'?
444901    FLYING
444901    SKYBORNE
444901    VERY FLYING
444901    VERY VERY FLYING
444901    VERY VERY VERY FLYING
6be601    HORN-MAD
6be601    MAD
6be601    MADDISH
6be601    MANIACAL
6be601    PSYCHOPATHIC
6be601    PSYCHOTIC
6be601    SOCIOPATHIC
6be601    VERY MAD
6be601    VERY VERY MAD
6be601    VERY VERY VERY MAD
43af01    AZURE
43af01    COLORISTIC
43af01    COLOURISTIC
43af01    LAZULINE
43af01    POWDER-BLUE
43af01    SKY-BLUE
43af01    VERY BLUE
43af01    VERY VERY BLUE
43af01    VERY VERY VERY BLUE
Two interesting things to map together (also missed gryphon- spellings, or does it autcorrect well enough?):
492101    ANTHROPOMORPHIC
492101    GRIFFINESQUE
492101    GRIFFINISH
I like the inclusion of 'anticlimactic'
442401    ANTICLIMACTIC
442401    BITE-SIZED
442401    CLOSE-FITTING
442401    CLOSE-KNIT
442401    COMPACT
442401    CONCISE
442401    LARVAL
442401    MINI
442401    MINIATURE
442401    MINUSCULAR
442401    PEEWEE
442401    PINT-SIZE
442401    TEENSY
442401    TEENY
442401    TINY
442401    WEE
There are some amusing adjectives in these speed lists, my favourite being FILIBUSTEROUS and BELATED:
445301    CIRCULATORY
445301    ELUSIVE
445301    EVASIVE
445301    EXPEDIENT
445301    EXPEDIENTIAL
445301    EXPEDITIONARY
445301    EXPEDITIOUS
445301    FAST
445301    FAST-MOVING
445301    GALLOPING
445301    HASTEFUL
445301    HASTY
445301    HURRIED
445301    PUNCTUAL
445301    QUICK
445301    RAPID
445301    SPEEDFUL
445301    SPEEDY
445301    SURE-FOOTED
445301    SWIFT
445301    SWIFT-FOOTED
445301    TIMELY
445301    UNLEISURELY
445301    ZIPPY


445401    ELECTROKINETIC
445401    KINETIC
445401    MOBILE
445401    MOVING
445401    UNPARALYSED


445501    BELATED
445501    CRAWLY
445501    DELAYED
445501    LAGGING
445501    LATE
445501    LEISURABLE
445501    LEISURED
445501    LIMPING
445501    SLOW
445501    TARDY
445501    WINDED


445601    DRONISH
445601    EDACIOUS
445601    FILIBUSTEROUS
445601    HASTELESS
445601    HYPOACTIVE
445601    LAX
445601    LAZY
445601    LAZYISH
445601    SLOTHFUL
445601    SLOW-MOTION
445601    SLOW-MOVING
445601    SLUGGISH
445601    SPEEDLESS
445601    TIME-CONSUMING
445601    UNTIMELY
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 6/23/2009
Posts: 150
Before I watch this, I need to know something. Does it color a dinosaur?