I just feel sorry for the guys on GameFAQs. They do such a difficult job for so little, and once Scribblenauts comes out they're going to do their usual amazing work, explaining how they overcame all of its many puzzles with objects summoned into the world using the staggeringly versatile Writepad, and then they're going to get hundreds of emails going, "No, you're wrong, you don't glue a pillow to the spike and then fly up with a jetpack, you get the Starite by putting a table over the spike and then electrocuting the shark and putting on a diving suit. IDIOT." At least we can probably agree that a brick is the best way to hit the switch. (Or, thinking about it, you could fly a jetpack up there and do without the brick, therefore using an object fewer and getting a better par time.)
One of the most dependable joys of writing about videogames is hearing the implausible claims made by developers regarding their latest titles: "hundreds of separate light sources", "the frame rate will be locked at 1600fps", "it's basically interactive storytelling", "this time, you'll really care about Falco Lombardi". But Scribblenauts tops them all. This mild-mannered DS game has a premise so staggeringly unlikely that when you first hear it you may find yourself trilling with dainty laughter at the very thought of somebody trying to pull it off. "Yeah," sighs lead designer Matt Cox, the very somebody in question. "We tend to get that reaction a lot."