- Release Year: 2011
- Platforms: Macintosh, Windows
- Publisher: Big Fish Games, Inc, S.A.D. Software Vertriebs- und Produktions GmbH
- Developer: Alawar Entertainment, Inc.
- Genre: Puzzle
- Perspective: 1st-person
- Game Mode: Single-player
- Gameplay: Hidden object
- Setting: Fantasy
- Average Score: 88/100

Description
Snark Busters 2: All Revved Up is a fantasy hidden object puzzle adventure game where players explore exquisitely detailed worlds, solve whimsical puzzles, and collect scattered pieces of items to assemble usable tools for progression. Featuring real-time point-and-click gameplay in a 1st-person perspective with fixed screens, it challenges players to uncover hundreds of cleverly hidden objects across fantastical scenes in this sequel to the Snark Busters series.
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Snark Busters 2: All Revved Up Reviews & Reception
gamezebo.com : Snark Busters 2 falls just a wee bit short of the very high standard set by the first game but it is still a very enjoyable romp through a bright, bizarre steampunk world.
shockya.com : It’s somewhat addicting.
killerbetties.com (88/100): Snark Busters 2: All Revved Up is a solid follow-up to the first title released last year. It’s enjoyable and has us chomping at the bit for more.
Snark Busters 2: All Revved Up: Review
Introduction
In the whimsical annals of casual gaming, few pursuits are as delightfully absurd as the hunt for the Snark—a mythical, elusive creature borrowed from Lewis Carroll’s nonsense verse, reimagined in a steampunk wonderland of gears, mirrors, and inverted realities. Snark Busters 2: All Revved Up, released in 2011 by Alawar Entertainment and published via Big Fish Games, builds on the foundation of its predecessor, Snark Busters: Welcome to the Club (2010), by thrusting players into the boots of Jack Blair, a cocky racecar driver chasing both family legacy and otherworldly quarry. This sequel refines the fragmented hidden object formula into a brisk, puzzle-laden adventure across six surreal levels, but while it accelerates the pace with more mirror-jumping and inventive mini-games, it coasts on familiar tracks without fully revving up to revolutionary speeds. My thesis: All Revved Up is a polished gem of early 2010s casual HOG (Hidden Object Game) design—charming, accessible, and addictive for short bursts—but its repetitive loops and thin narrative prevent it from lapping the competition or etching a lasting mark in gaming history.
Development History & Context
Alawar Entertainment, a St. Petersburg-based Russian studio founded in 1999, specialized in browser and downloadable casual games during the Web 2.0 boom, churning out titles like Farm Frenzy and Treasure of Big Totals that dominated portals like Big Fish Games and GameHouse. By 2011, Snark Busters 2 emerged from a compact team of 23 credited creators, led by project manager Egor Gutorov, game designers Irina Lebsak and Natalie Dryganets, and art director Nadezhda Ryahovskaya. Lead artist and artwork contributor Ivan Chuchuyko anchored the visual style, while Konstantin S. Elgazin handled music and sound effects—talents who collectively worked on over 200 Alawar projects, including the Twisted Lands series.
The game’s vision channeled steampunk fantasy, inspired by Victorian machinery and Carrollian whimsy, as a direct sequel to the first Snark Busters. Technological constraints were minimal: built for Windows (XP/Vista/7) and Macintosh with fixed/flip-screen visuals, point-and-click interface, and CD-ROM distribution, it leveraged Flash-era assets for vibrant 2D art without demanding high-end hardware. This aligned with the 2011 casual gaming landscape, where Big Fish Games dominated downloads amid the rise of Facebook casuals (FarmVille) and iOS ports. HOGs like Mystery Case Files and Hidden Expedition ruled, emphasizing quick sessions for busy players. Released May 7, 2011, amid economic recovery, it targeted the lucrative “match-3 and HOG” demographic, bundling later in Snark Busters: Volume 1-3 (2019). Alawar’s efficient pipeline—evident in reused mechanics from the original—allowed rapid iteration, but PEGI 3 rating and no voice acting kept costs low, prioritizing polish over ambition.
Narrative & Thematic Deep Dive
At its core, Snark Busters 2 weaves a lightweight tale of pursuit and inversion. Protagonist Jack Blair, a “world-famous racecar driver,” shelves his career after a letter from his vanished grandfather Robert—a legendary racer who disappeared into a tunnel—urges him to join the elite Snark Busters club. Jack’s odyssey spans garage tinkering, treehouse feasts, carnivals, airships, TV studios, and dinosaur museums, punctuated by mirror portals to “backward worlds” where gravity flips and logic warps. Reporters like Jessica Marrey hound him via newsreels, adding meta-chase tension, while cameos nod to Kira Robertson from the first game.
Plot Structure and Pacing
The story unfolds across six levels, each a self-contained diorama unlocked by medallions (e.g., Phoenix, Mammoth, Mermaid, Griffin, Rabbit, Dinosaur). Progression hinges on collecting these via object assembly and puzzles, culminating in a abrupt finale that skips a teased seventh stage—frustratingly teasing the trilogy’s overarching Snark hunt. Dialogue is sparse, snarky quips (“What the snark just happened?”) delivered in text bubbles, evoking Jack’s arrogance but lacking Kira’s charm.
Characters and Dialogue
Jack is a polarizing lead: brash and thrill-seeking, his voiceover-free banter feels vacuous compared to predecessors. Supporting cast—squirrels hoarding nuts, cobras charmed by recorders, TV-headed ghosts—serves puzzle fodder, with zero depth. Jessica’s intrusions provide comic relief but grate as filler.
Themes
Thematic depth lies in duality: real vs. mirror worlds symbolize introspection amid chaos, while steampunk machinery critiques unchecked ambition (Jack’s racing parallels the Snark’s elusiveness). Legacy haunts via grandfather motifs, but whimsy dominates—popcorn for demons, flyswatters for spiders—prioritizing escapism over profundity. It’s Carroll-lite: nonsense puzzles probe perception, yet unresolved Snark teases sequels (High Society, 2012).
Gameplay Mechanics & Systems
All Revved Up innovates on HOG norms with fragmented object collection: inventory shows silhouette puzzles (e.g., assemble air pump from pieces); red pieces unlock post-action, green are immediate. Core loop—scour scenes, assemble, interact—repeats per level, demanding backtracking via mirrors.
Core Loops and Puzzles
No combat; pure real-time puzzles. Inventory bar (bottom) highlights usability (gears cursor); hints recharge in 15-30 seconds, spotlighting next steps. Mini-games vary:
– Abacus/Bead Codes: Procedural numbers (e.g., 4124) demand exact replication.
– Gear Rotation: Manipulate interlocking cogs to shift pins.
– Sudoku-Like Fuses: No repeats in rows/columns.
– Logic Puzzles: Figurine houses (clues deduce placements), marble sorting, pipe mazes for mice.
– Sequence/Timing: Dart clowns, whack ghosts, focus cameras.
Innovations include mirror duality (frequent flips expose new pieces) and reactive environments (e.g., Venus flytraps snag orbs). Skip buttons fill post-effort.
Progression and UI
Linear levels gate via medallions; no metasystem, but procedural variance boosts replay. UI shines: contextual cursors (hand/magnifier/gears), menu for options, no timers/penalties. Flaws: Repetition fatigues (endless piece-hunting), abrupt ending, rare obtuse hints (e.g., trial-error levers).
| Mechanic | Strengths | Weaknesses |
|---|---|---|
| Fragmented HO | Intuitive assembly, contextual reveals | Pixel-hunting in cluttered scenes |
| Mini-Games | Variety (20+ types), skippable | Procedural but rarely punishing |
| Mirrors | Dynamic exploration | Overreliance on backtracking |
| Hint System | Fast recharge (15s) | Occasionally vague |
World-Building, Art & Sound
Steampunk fantasy permeates: brass gears grind in garages, airships chug on valves, carnivals host frog fountains and leprechauns. Levels evoke progression—from mundane home to prehistoric museums—building immersion via exquisite detail (e.g., Ferris wheels spew coins, organs trill melodies).
Visual Direction
Fixed/flip-screen 2D art pops with vibrant palettes: icy blues in mirror realms contrast warm brass tones. Animations delight—squirrels scamper, tigers slumber post-pills—crafted by Ivan Chuchuyko’s team. Atmospheric flips (e.g., treehouse to reverse-entryway) enhance disorientation.
Sound Design
Konstantin Elgazin’s score jauntily underscores whimsy (rocking themes noted in reviews), with tactile SFX (gears clunk, flames crackle). No VO limits immersion, but effects amplify interactivity (e.g., xylophone bones rattle).
These elevate the experience: visuals immerse in Carrollian absurdity, sound punctuates satisfaction.
Reception & Legacy
Launch reception was warmly casual: Gamezebo (80/100, “enjoyable romp”), Killer Betties (8.8/10, “sets HOG bar”), Shockya (B+), GameCola (6/10, “above average sequel”). No MobyScore (n/a), but player walkthroughs praise accessibility. Commercially, Big Fish success bundled it in trilogies, porting to PS3/iOS remnants.
Reputation evolved modestly: praised for refinements (faster hints, more mirrors) over Welcome to the Club, critiqued for Jack’s blandness and abrupt end. Influence minimal—ephemeral in HOG glut—but solidified Alawar’s steampunk niche (Twisted Lands), inspiring mirror mechanics in House of 1000 Doors. Trilogy completion (High Society) closed arcs, but no industry ripple; a fondly remembered casual footnote.
Conclusion
Snark Busters 2: All Revved Up masterfully tunes its predecessor’s engine for a smooth, 3-hour joyride through steampunk puzzles and fragmented hunts, excelling in art, sound, and bite-sized challenges. Yet repetition, narrative shallowness, and sequel fatigue curb its velocity, rendering it a worthy lap but no checkered-flag winner. In video game history, it occupies a charming pit stop in casual HOG evolution—accessible triumph for genre fans, skippable for adventurers—earning a solid 8/10. Rev up for whimsy; don’t expect the Snark.