Shark Tale integrates a fair amount of footage, music, and dialogue from the movie it's based on, but the pleasant surprise here is the sheer variety of different levels the game includes.
Activision's Shark Tale game has a little bit of something for everyone. It's an interactive rendition of the popular animated film that includes swimming-, stealth-, dancing-, race-, chase-, and boxing-oriented levels. The 3D characters and tropical settings are close approximations of their celluloid counterparts, and the production values similarly mimic the film. With the exception of the way the difficulty ramps up during subsequent dancing segments and a few poorly aimed camera angles that lead to nasty surprises here and there, the level designs are relatively straightforward, which, coupled with the easygoing control setup, makes this a good game for folks that primarily just want to relive the movie without racking their brains.
Players assume the role of Oscar, a down-on-his-luck fish who's always coming up with moneymaking schemes that never seem to work out. Early on, we're told that Oscar owes 5,000 clams to a loan shark named Don Lino for gambling debts. Oscar's girlfriend, an angelfish named Angie, gives him an heirloom to sell to pay off the debt. However, Oscar instead uses it to bet on a supposed "sure thing" down at the sea horse track. The "sure thing" loses, and instead of becoming rich, Oscar winds up flat broke, ends up pursued by mob henchmen, and lands himself in the doghouse with Angie. Don Lino then sends his son Lenny after Oscar to make the fish pay up, but Lenny and Oscar end up hitting it off when it's revealed that Lenny is a vegetarian. The two concoct a new scheme that's meant to get both of them off the hook. Lenny and his friends intend to let Oscar beat them up in public, and they further decide to play Oscar up as the world's best shark slayer. This, in turn, will earn Oscar fame and fortune, and it will give Lenny a good excuse to avoid swallowing Oscar. Wackiness ensues as the local paparazzi discover Oscar's secret and try to get the word out. These messes, along with a few other unfortunate snafus, form the basis for each of the game's 25 different levels.
Instead of sticking with one particular style of design for all of the game's levels, such as the standard 3D "adventure" style that most movie-licensed games use, the designers behind Shark Tale incorporated a number of different level concepts that closely reflect the different things that happened in the film. The two most common types of levels involve exploration and pattern matching (dancing). Less common, and perhaps more interesting due to their infrequency, are the levels that involve stealth, race, chase, and boxing situations. Even though each chapter tells the story from the film in a very linear fashion--and each chapter is also bookended by newly-created video clips, in addition to a series of hilarious Dateline-style interviews--no two levels in a row play the same way. Since the game is always switching level styles, you won't get bored doing the same things over and over again.
When Oscar needs to gather a certain number of items or when he quickly needs to visit multiple locations in the city, you'll end up playing an exploration stage. These typically involve swimming through mazelike areas while using Oscar's dash attack to either knock out enemy fish or break open boxes containing useful items. Enemy fish, such as anglers and piranhas, will try to bite Oscar, and you can also lose stamina by running into puffed up puffer fish or spiky sea urchins. The method for regaining health is hilarious. When you want to replenish Oscar's health, all you need to do is swim next to a door and knock on it, which then causes Oscar to barge into the person's (or fish's) home. Oscar then sits down for a quick meal. All of the characters, buildings, and structures in these stages look three dimensional, but movement is generally restricted to a two-dimensional plane. The camera angle changes at various intervals to depict a fresh perspective that's similar to the way games like Namco's Klonoa 2 or Capcom's Viewtiful Joe use shifting cameras to make their two-dimensional play seem three dimensional.
Some missions call for sneaking past police dolphins or mob sharks without being seen or, at the very least, staying out of sight as much as possible to minimize the number of times a piranha takes a bite out of Oscar's tail fin. These stealth missions are similar to the exploration missions, except that you can make Oscar hide behind certain structures (such as coral, mailboxes, and lampposts) by pressing the action button. When a police dolphin passes by or a shark turns its back, you can tap the action button again to pop back into the foreground to continue on your way. While hidden, the analog stick lets you tilt the camera farther to the left or right to get a better view of what's around you. Most of the time, these stealth missions are a breeze, because the enemy's patrol patterns are easy to figure out, and the camera does a great job of showing what's up ahead. Once in a while, however--and perhaps because the developers wanted to make things more challenging--the camera viewpoint will move closer to Oscar, and it will show less of what's up ahead as a result. In these instances, it's possible to dash past one patrolling shark only to run into another one a few inches away from you that you didn't know was there. These surprises are aggravating when they happen, but, thankfully, they don't happen too often.
In the film, Oscar would often break into song and dance to either impress a group of people or put on a performance for one of his sponsors. These situations are duplicated in the game by a series of pattern-matching levels that are set up in a manner similar to Konami's Dance Dance Revolution games. While the music plays and Oscar shakes his groove thang in the middle of the screen, various arrow symbols rotate clockwise and pass through a circle at the bottom of the screen. You earn points by pushing the indicated buttons when they pass through the circle, and you lose points by failing to do so. The PlayStation 2 and Xbox versions of the game support the use of dance mat peripherals for the dancing segments. Certain arrow combinations are easier to perform on a dance mat, but the arrow patterns don't add up into choreographed dances like the patterns in Dance Dance Revolution do, so using a mat doesn't really enhance the overall experience. One problem with the dancing stages is that, while the length and difficulty of most levels in the game ramp up gradually--from mild to moderate--the speed and complexity of the arrow patterns in each subsequent dance level increase by leaps and bounds. If you end up replaying a level over and over again, chances are it'll involve dancing. It's fairly obvious that the developers implemented these dancing stages primarily as a means to feature specific songs from the movie, namely MC Hammer's "U Can't Touch This" and Outkast's "The Way You Move." Nonetheless, however, they provide a good diversion from the game's other levels.