- Release Year: 2001
- Platforms: PlayStation, Windows
- Publisher: THQ Inc.
- Developer: Steel Monkeys
- Genre: Action, Driving, Educational, Racing
- Perspective: 3rd-person (Other)
- Game Mode: Single-player
- Gameplay: Building, Hide and Seek, Puzzle, Racing
- Setting: Urban
- Average Score: 80/100

Description
In ‘Bob the Builder: Can We Fix It?’, players join Bob and his lively construction team to tackle a variety of tasks across multiple interactive activities. Based on the popular children’s TV series, the game allows young players to swing wrecking balls, build bridges, race vehicles, fix leaks, rescue animals, and even decorate cakes, all while engaging in problem-solving challenges. Set in Bob’s vibrant community, each activity features adjustable difficulty levels and brief story-driven cutscenes, encouraging teamwork and creativity in a family-friendly, educational environment designed for preschoolers.
Gameplay Videos
Where to Buy Bob the Builder: Can We Fix It?
PC
Bob the Builder: Can We Fix It? Free Download
Bob the Builder: Can We Fix It? Guides & Walkthroughs
Bob the Builder: Can We Fix It? Reviews & Reception
gamefaqs.gamespot.com (80/100): This game is really much better than what I thought it would be. It is a children’s game, but like all children’s games, it offers something for everyone.
mobygames.com (81/100): A game inspired by the children’s television program. Players help Bob the Builder and friends complete various activities.
Bob the Builder: Can We Fix It? Cheats & Codes
PlayStation
When the title screen appears, press L1, R1, Select, and Start simultaneously to activate Cheat Mode. Enter the following button sequences:
| Code | Effect |
|---|---|
| Circle, X, Circle, Circle, X | Unlock Boborg |
| Circle, Triangle, X, X, Up | Unlock Jeorge el Buildar |
Bob the Builder: Can We Fix It?: A Retrospective Review
Introduction
In the pantheon of children’s media tie-in games, certain titles stand as curious monuments to their time. ‘Bob the Builder: Can We Fix It?’, released in 2001 for both Windows and PlayStation, is one such relic. More than just a simple cash-in, the game attempted to translate the core tenets of the beloved British children’s television program into an interactive format. But does it succeed in capturing the charm and educational value of its source material, or does it crumble under the weight of its limited technology and target audience? This review aims to deconstruct ‘Bob the Builder: Can We Fix It?’ and assess its historical significance within the realm of edutainment gaming. My thesis is that while the game succeeds in replicating the aesthetic and spirit of the show, technical limitations and repetitive gameplay ultimately prevent it from becoming a truly memorable or influential title.
Development History & Context
‘Bob the Builder: Can We Fix It?’ was developed by Steel Monkeys and published by THQ Inc., a powerhouse known for its diverse portfolio spanning from hardcore action games to family-friendly fare. Steel Monkeys, while not a household name, was tasked with bringing the world of Bob the Builder to life on the PlayStation and Windows platforms. It’s important to remember the technological landscape of 2001. The PlayStation was nearing the end of its lifespan, with the PlayStation 2 already on the horizon. This meant developers were familiar with the hardware’s limitations, allowing them to optimize within those constraints. On PC, however, the landscape was far more varied, and performance could depend greatly on the end user’s machine.
The creators’ vision was clearly to capture the positive, collaborative spirit of the television show. Given the target audience of pre-school to primary-grade children (roughly 3-8 years old), developers likely emphasized accessibility and intuitive gameplay over complexity. The gaming landscape at the time was saturated with licensed games, ranging from excellent adaptations to hastily produced shovelware. ‘Bob the Builder’ entered this market seeking to provide safe and engaging entertainment for young children, aligning itself with a broader trend of educational games aimed at fostering early learning skills.
Narrative & Thematic Deep Dive
The narrative of ‘Bob the Builder: Can We Fix It?’ is deliberately simple, mirroring the episodic nature of the TV series. There isn’t a grand overarching plot, but rather a collection of self-contained “fixing” scenarios. Each activity presents a problem that Bob and his team must solve, such as knocking down a dilapidated bridge, rescuing porcupines, or fixing leaky pipes. Each short story includes cut scenes that take place before and after and help immerse the player in the world.
Characters are largely based on their TV counterparts: Bob, the ever-optimistic leader. Wendy, the supportive partner and organiser. The dependable and quirky construction vehicles: Scoop, Muck, Dizzy, Roley, and Lofty. And, of course, Pilchard, the mischievous feline.
The dialogue is age-appropriate, focusing on encouragement and problem-solving rather than complex storytelling. The central theme revolves around teamwork, perseverance, and the satisfaction of a job well done. The game, through its problems and problem solving, is to subtly instill values of cooperation, responsibility, and resourcefulness. The constant refrain of “Can we fix it? Yes we can!” is not just a catchy slogan, but a mantra for positive action and belief in one’s abilities.
Gameplay Mechanics & Systems
‘Bob the Builder: Can We Fix It?’ is structured as a collection of mini-games centered around various tasks.
Here’s a breakdown of key activities:
- Can We Build It? (Knock it Down & Build it Up): Lofty swings a wrecking ball at an old bridge. Players control Lofty’s hook to assemble a new bridge. As stated in the fandom entry, the Build it Up mini game uses Muck in its PC version and Lofty in its Playstation version.
- Travis’ Race Day (Race with Scoop & Race with Dizzy): Top-down racing against Travis as either Scoop or Dizzy.
- Bubble Trouble: Roley rolls over bubbles in a timed challenge.
- Porcupine Rescue (Tunnel Time): Lofty connects tunnel sections under a road.
- Scary Spud: Spud is made to run at hungry crows from eating all of the seeds. Players control Spud in a limited amount of time.
- Plumbing Puzzle (Radiator Riddle & Fix the Leaks): Bob fixes radiators by placing pieces in the right spots and finds and fixes water leaks with his wrench. This is unique as it does not include the Where’s Pilchard mini game.
- Wendy’s Birthday (Cake-tastic! & Wild West Wendy): Decorate a cake and choose dance moves for square dancing. This is also unique as it does not include a level gauge on the bottom of the screen.
- Where’s Pilchard? Featured in all the mini games except for Plumbing Puzzle and Travis’s Race Day, players must locate Pilchard using a bowl of food.
Each activity offers three difficulty levels, catering to a range of skill levels.
The game relies heavily on point-and-click mechanics on PC (using a mouse) and simple directional controls on PlayStation. The UI is straightforward, with clear visual cues and minimal text. Character progression is non-existent, as the focus is on task completion rather than leveling up or unlocking abilities.
While the gameplay is simple and accessible, it can also become repetitive. The limited variety of activities and the lack of any real challenge may quickly lose the attention of older children.
World-Building, Art & Sound
The game’s world is a faithful recreation of Bob’s fictional town, albeit in a simplified, pre-rendered 3D style. The art style attempts to mimic the look of the TV show, with bright colors and rounded character designs. However, the limitations of the PlayStation and early 3D PC graphics are evident, resulting in somewhat blocky models and textures.
The overall atmosphere is cheerful and optimistic, reflecting the show’s tone. The sound design is a mixed bag. The voice acting is one of the game’s strengths, featuring the original voice actors from the TV series (at least in the UK version, as evident by the cast lists and international versions). The music consists of upbeat, catchy tunes that complement the gameplay. However, as one GameFAQs review notes, the sound effects can be lacking in effort and detail, failing to create a truly engaging soundscape.
Reception & Legacy
At launch, ‘Bob the Builder: Can We Fix It?’ received mixed to positive reviews, particularly from publications focused on children’s software. Tech with Kids gave the Windows version a glowing 90%, praising its engaging activities and educational value. CyberMycha described it as “interesting, engaging and diverse” and gave it an 83%, also praising its 3 levels of difficulty. All Game Guide was less enthusiastic, citing long load times as a significant drawback, but still acknowledged its suitability for the target audience. The critic listed a 70% for Windows, and a 60% for Playstation.
However, the game’s commercial success is hard to gauge. It did receive a limited edition package that included Tweenies: Game Time in 2003. User reviews are scarce, suggesting a relatively small player base.
Its legacy is largely tied to the enduring popularity of the Bob the Builder franchise. It’s not a groundbreaking title, but it did serve as an early example of how to adapt a children’s TV show into an interactive experience. Today, licensed games for children have evolved significantly, with more sophisticated gameplay and advanced graphics. ‘Bob the Builder: Can We Fix It?’ remains a snapshot of a specific moment in gaming history, a stepping stone in the evolution of edutainment titles.
Conclusion
‘Bob the Builder: Can We Fix It?’ is a well-intentioned, if somewhat unremarkable, attempt to bring the beloved television show’s world to the interactive medium. It succeeds in replicating the aesthetic and spirit of the source material, and its simple gameplay makes it accessible to its target audience of young children. However, technical limitations, repetitive activities, and a lack of depth ultimately prevent it from achieving greatness.
While it may not be a classic, ‘Bob the Builder: Can We Fix It?’ offers a nostalgic glimpse into the early days of children’s gaming. For those who grew up with the TV show, it might provide a pleasant trip down memory lane. As for its place in video game history, it serves as a testament to the challenges and possibilities of adapting popular media for young audiences in the early 2000s. The final verdict: A charming but ultimately forgettable title that captures childhood nostalgia, though not necessarily a resounding recommendation for modern gamers.