Reviews from

in the past


For personal reference more than anything else.

No idea what number playthrough this is but I have played it a lot since I was a kid (not always finishing it or doing all of the levels though). Played through every level. Played with PS1 copy on the PS3.

This is one of those games that gets quite a hefty pass from me purely because I played it so much growing up. I mean, the controls are just awkward, the camera is awful and I really don't think that I could call any level in this game 'good'. The thing is though, its an incredibly charming game that feels like it had quite a bit of effort put into it or did things that weren't necessary but kind of cool. The pyramid in the golf level, the fact that there's a level which is just the Pickle's house but upside down with you on the ceiling and even just the fact that you can explore the Pickle's house in the hub world. While it repeats some level types (collect so many of one thing, get the babies to eat/drink whatever and pass whatever it is around so Angelica can't get to it) it really does try and have a variety, I don't think much if any work particularly well but its still impressive and worth admiring in my opinion.

Most levels are about the same level of quality but there are a couple that are noticeably worse, Circus Angelicus is just so awkward and if you fail at the last section (sometimes) you have to redo the entire level again, Mirrorland as cool as it is, is where the game gets the most tedious as by the end you've collected over 100 balloons, The Mysterious Mr Friend and the last part of Incident of Aisle 7 makes you use this game's crap combat system that just feels so bad. But the absolute worst one is 7 Voyages of Cynthia because Spike controls terribly, he's too big to not fall into the water half of the time and his jump is dreadful, yet the game expects you to do this platforming and avoid the water as it slowly drains his health (all this in a maze-like area where you have to figure out where to go), when I played it I just usually ended up in the water and bypassed the platforming sections as it was less annoying and the level is quite generous with the healing items.

I think my favourite levels were probably the outer space and shadow monster ones as they have a different combat system from the aforementioned levels which is a lot easier to do and just feels better (also that the outer space one is just really cool to me as its so different from everything else in the game and the shadow monster one is amusing to me as it genuinely scared me a lot when I was younger). Chuckie's Glasses is admittedly the level where the camera is at its worst but its the level I always think of when I think of this game, I just really like it. Also levels like Egg Hunt and Gold Rush as while Mirrorland is one of my least favourites despite being the same level type its only negative to me because of how long it is, Egg Hunt and Gold Rush are a much better length and are quite fun as I do like the concept.

Now even with all the problems I had, I was still having a really good time. Its one of the earliest games I played I think and its one I really enjoy coming back to every once in a while, there's just something about it. So even though its probably due to a very heavy bias, I really did enjoy coming back to this game and I know for a fact that I'll still continue to come back to it.

Product of its time and epitome of a ps1 release. A janky mess but still with some charm

Tenth GOTW finished for 2024. A clunky, bumpy, sloppy-camera riddled mess that I absolutely loved. This is objectively not a great game, but it feels like it's more indicative of the state of early 3D platformers and less because of a lack of effort on the part of the developers. There's a ton of love behind this game, packed with references and nods to the show, the actual voice actors playing a part, and lots of fun ideas that were poorly executed. To be honest, due to the poor camera control, the house often felt like the greatest adversary in this game. Most of the levels I enjoyed were played outside/away from the house, while the ones I didn't involved navigating this enormous space full of crevices, obstacles, and multiple doorways that made actually completing them a nightmare. Still, I can feel the care that went into this game, despite all its flaws, and for that I still had a good time. Gotta love that wave of nostalgia!

You just won a lifetime supply of...NOTHIN!

The cookie box minigame is responsible for most of my anxiety.


Sometimes there's nothing you want to rent at Family Video and you get desperate.

the geist developers really at their peak with this one

One of the easiest, purest, and ugliest doses of nicktoon nostalgia.

"Childrens Games With Fucked Up Vibes", really capturing Rugrats original "Kid Shows With Weird Auras" thing it had going for it.

Had to beat this game all in one go every time I booted it up as a kid because we didn't have a Ps1 memory card for our Ps2.

The music unironically slaps.

upside down house level 🤯

Rugrats: La búsqueda de Reptar (1998): Es una experiencia corta pero en apenas dos horas te enseña el potencial de los sandbox en 3D. Es cierto que mecánicamente es simplón, pero la kinestética y el game feel son muy potentes para la época y consigue ser divertido con poco (7,60)

Little kids may loved this game back in the day. the gameplay is very simplistic and playing as little kids, doing little kid stuff was funny and cute. Very simplistic experience, not bad, just super basic.

I feel like I would've gotten more out of this game had I watched Rugrats in the childhood, but I never did so I was left with a confused impression. Playing this game I could see the valiant attempt at making something the fans of the show could enjoy. There's tons of what I can assume are references and callbacks to the show itself, so clearly the dev team had some idea what they were doing designing a good tie-in. Unfortunately the technical side fall a little short.

The game greatly suffers from similar issues some other 3D-games were suffering at the time, with controls and camera placement still being figured out. However, this game had more problems than just the industry standard, hitboxes especially feeling like a hot mess and controls being especially janky. The camera jumps all over the place, making any sort of consistent and fluid movement impossible. Also, whenever there's any enemies you need to beat, aiming is way harder than probably intended with the character's movement and lack of any good perspective. Most of the times I lost health just while trying to pick up ammunition and turning towards enemies to launch it at them.

The saving grace for this game is the nonexistent difficulty and short length. Most of the challenge for me was fighting against the janky controller scheme and character trying to get stuck in every corner and piece of furniture around the house.

Can I recommend this? Not really, unless you're a big fan of the show. I can see the love the makers of this game poured in, but the execution was left severely lacking.

Is it a good game? No, not really. The controls are clunky, the camera even more so. The entire affair is emblematic of the shift to 3D and the effect it would have on quality licensed games, the skillset needed to make them becoming more specialized and the rough edges far more easily seen.

But quality is the word here, because there's clearly effort in play. Though fumbling, the game is certainly creative, packed with references and clever ideas that the execution simply cannot keep pace with. The victory lap at the end, playing as a triumphant Reptar destroying the city with colorful news commentary in the background, is evidence enough that someone working on this genuinely cared.

comecei esse jogo pensando que ia ser tenebroso, afinal, é um jogo dos rugrats
a primeira cutscene já assusta e te coloca em estado de choque com os modelos meio feiosos do jogo, porém aos poucos você começa a se familiarizar com eles e para de dar atenção para a sua feiura
as missões são legais, não só por sua criatividade, mas também por se prestarem a inovar a gameplay diversas vezes, o jogo nunca fica parado e você não sente que já fez aquilo vezes o suficiente para querer parar de jogar

a minha principal crítica para este jogo seria a bendita câmera... pelo visto era impossível fazer uma câmera aceitável na época do ps1, quase ninguém acerta e sempre dá raiva, mas essa aqui é especial, se você chega perto demais ela gira e te deixa perdido, pois, seus controles de direção mudam do nada

mentira, agora lembrei, as músicas são bizarras.
tem um cenário que repete a mesma música absurdamente estranha por minutos sem pausa e parece que você esta vivendo um pesadelo interminável

a coisa mais curiosa desse jogo é ele ser infantil mas ter temáticas extremamente bizarras e assustadoras, algumas fases eu achei que estava jogando algo da puppet combo, palhaços malditos, escuridão, fantasmas... na moral.
vale a experiência, mas não indicaria para alguém jogar se a pessoa ainda tem jogos melhores pela frente

The part where u get to play as reptar at the end goes hard idc

Where's my Reptar Puzzle? It's clunky, but enjoyable with a hefty pinch of nostalgia. The babies have tank controls, bonk off things all the time and constantly annoy you with voice lines. However, the effort is evident and all in all, I think it's still enjoyable

Compared to other mediums, video games are harder to sell as members of the so bad it's good club. Something about the agency the player has over their own experience makes it hard to point and laugh at a game with serious flaws.

That being said, this is one of the funniest games I've ever played. A true growing pain in the shift to 3D models, Rugrats: Search for Reptar is clunky, annoying, and way too easy to beat in one sitting. But something about it... The repeating voice lines, the egregiously bad camera, the fact that bumping into a wall makes Tommy recoil - these things make it impossible not to laugh along as you play.

I would not seriously recommend this game, but I would absolutely recommend it in jest. It's all a matter of sharing my sense of humour.

Search for Reptar is a clunky but charming platformer based on the Rugrats IP. Lots of variety to the levels in settings and gameplay. One of the biggest appeals is simply seeing the areas from the show realised in 3d to be explored - which the game capitalises on by making the home a hub world for levels.
Relatively simple - the game has replay value by simply not allowing you to 100% it, as you finish the game once the reptar puzzle completes. It's an unusual approach, but it provides an interesting replay-ability as you can choose alternate pathways through the levels.
Was a great game for kids on release, though now it's more likely to be nostalgia-bait for an older audience.

Useless fact of the day: as a musician the soundtrack in this game is my point of reference for the whole-tone scale. Thanks Rugrats.

Giant monkey scared the FUCK out of me when I was like six. I had honest fear going back in only to realize it was in fact a children's game.


On the surface, Rugrats: Search for Reptar is a pretty unassuming licensed tie-in. And yeah, it's an ultimately pretty flawed game, largely thanks to its rough controls and weak camera. But it's still decently fun with enough content to satisfy your inner Rugrats fan. It might even get a chuckle or two for the fact that you're essentially playing through episodes of the show.

Replaying a short, clunky game like this is super satisfying when you know how to optimally get around it. Controls aren't smooth, but there is a lot of fun in flailing around like a baby if you're not particularly annoyed by unconventional movement.

The jump is so weird, I love it, it has two distinct versions, one for jumping while running and one while standing for short hops, and it's all very spring-like. You can do so many cool jumps with it in some levels or even one in the house. Lining up a perfect jump from the stairs to save all the time in the world is phenomenal. You don't really get things like this often anymore due to how standardized these sorts of things are. The camera is really bad though. There is a reset button but sometimes it can't put itself behind you properly.

As a kid, I loved all the little interactables. There's all these instruments laying around, you can play on the piano or throw a guitar to make a silly noise. You can walk outside and throw a stick to the dog. It's all completely inconsequential, but to me the essence of the best childhood games was the immediacy of gameplay. I would wake up and think "today I will bring all the toys upstairs to Tommy's room" or "today I wanna play this level", boot up the game and get to the thing I want in a matter of seconds. Each mechanic and place captures a memorable vibe or an aesthetic which I could replicate to help me little kiddie brain understand it better. There's a reason why everyone who played it as a kid remembers the spooky parts.

Part of the replayability might have been me thinking there's more to the game and maybe something will happen if I do this or that. Nothing ever happened of course. But I think this game among a few others instilled in me the love for weird controls, variety in a single game, as well as finding tricks to do things more optimally. It also did wonders for my imagination.