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Rocket Power Gettin' Air

Score: 60%
ESRB: Everyone
Publisher: Nickelodeon
Developer: THQ
Media: Cart/1
Players: 1
Genre: Sports

Graphics & Sound:

As material for videogame conversion, Nickelodeon characters and shows fit like a glove. Especially on Game Boy Color, where the lack of fancy polygons and lighting dictate a need for bright color, exaggerated icons and big character models. While the characters from Nick's Rocket Power aren't oversized, they stand out and have a nice setting to work against. Gettin' Air is all about the free-wheeling antics of these cool boarders, skaters, bikers and surfers, so the real action comes when you jump on a vehicle and get vertical. The action plays out well, especially for some of the more detailed city stages and fast moving snowboard challenges. It's a shame more variety wasn't part of the package, for backgrounds and character actions. After you've seen the 3 or 4 tricks a rider does on any one type of level (biking, skating, etc.) there isn't much more, other than skating from challenge to challenge on the board-walk. The music is fun, bouncy and very Nickelodeon. Again, there just isn't enough of the good things, but firing up Gettin' Air is appealing in both sound and visuals. With characters that are the same cute, spunky bunch kids know from TV, fans won't be the least bit disappointed after watching Reggie Rocket do her first 360.

Gameplay:

Gettin' Air is a cool little game, and by 'little' I mean it's really short. I dusted off the whole thing in about 20-30 minutes, and I doubt I've got half the reflexes of the average 8 or 10 year-old kid. But, what's here is really cool. With Team Rocket Power down in sunny Ocean Shores, there are lots of eXtreme sports to tackle, including BMX Biking, Skateboarding, Rollerblading and Surfing. Never mind that the beach doesn't get a lot of snow, right? ;) Reggie Rocket finds herself on the boardwalk at Ocean Shores, cruising around on her skateboard looking for good stories to put in her 'zine. Luckily, there is plenty of wild stuff here, and when Reggie rolls up on certain places, you'll have a chance to cover the action.

Actually, you make it all happen. Reggie will come across a bike, board or some other clue that indicates a challenge level, and the level begins when she gets off her board. Each level has a point total you'll need to reach, not by pulling tricks but by grabbing coins. Some of the coins are in places that can't be reached without learning tricks, so you'll master different combinations on each level to get enough coins and progress past the challenge. There are plenty of obstacles in these side-scrolling courses, but learning trick jumps and good control will save you every time. After your rider earns enough points, you move back to the boardwalk as Reggie, on to the next story. The premise I found really cool, but after playing through the boardwalk, I expected something more. Sadly, beyond these mini-game activities, Gettin' Air comes to a screeching halt. Password save is available, but I can't image it being much use unless you've only got 4 minutes to play. Luckily, the time you play is lots of fun.


Difficulty:

Gettin' Air isn't difficult in the sense that it's hard to pick up and play or even that it's hard to win. There's a consistency that may end up boring older gamers, and may be exactly what younger gamers like. Gathering tokens or coins and pulling tricks is good stuff, but running out of game after 30 minutes is not so good. First-time gamers may have a challenge with this, but anybody versed in the skating-game genre will eat Gettin' Air alive.

Game Mechanics:

In the control department, moving Reggie around the Shore is a left-right proposition. When something moves in the background, it's time to jump off and press (A) or (B), entering that challenge level. Challenge types are biking, skating, boarding and surfing, and each has some unique control. Mostly, you roll through a side-scrolling level jumping when you need to and trying to collect coins. Many of the coins are in hard-to-reach places that require jumping and trick skills. Tricks couldn't be easier to pull off. Jumping with either button is the rule, and movement on the D-Pad is pretty consistent. Certain rides, like the snowboard or skates, move wicked fast, but others are kind of pokey. Once in the air, you have a brief moment to push the D-Pad in a direction to pull your trick. Even though each style has several tricks, you don't need to know more than a few tricks to gather all the coins. Riding the skateboard is a little different, mostly because there's less trick-work and more movement and jumps on the big waves. It's cool how you can either ride on waves or get under them, but the coins are mostly on top. Skateboarding is especially fun in the levels with bad weather, watching rain pour down on your poor skatin' dude, trying to stay warm. Until you beat the game, any level is open for replay, but I never saw any meter showing how much of the game you had left, so play cautiously or you might beat the game before you're ready like I did.

Whoever said 'short and sweet' must not have been talking about games, because I sure like to stretch my games out as long as possible. My idea of sweet is spending hours and hours on Legend of Zelda or Harvest Moon, trying to squeeze out the last big secret or solve that big puzzle. Gettin' Air is like a little kid's Tony Hawk, with surfing, rollerblading and BMX as part of the package deal. I can't say I was pleased to see it end so soon, but something tells me I must have been having fun before it ended. Rocket Power fans will be first in line at the store, but you might consider investing in another cart, since you'll beat Gettin' Air very quick and be left wanting more.


-Fridtjof, GameVortex Communications
AKA Matt Paddock

GameBoy Color/Pocket Razor Freestyle Scooter GameBoy Color/Pocket Shrek Fairy Tale FreakDown

 
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