Shark Tale
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Keep Oscar's big story afloat
Shark Tale puts you in control of Oscar, a small fish whose ambition and exaggerated claim to fame bring him much larger problems. The game uses the animated film's Reef City as the setting for a sequence of adventures, moving between the everyday bustle of an underwater city and situations involving its more threatening residents. Oscar has to do more than swim toward a destination. Different stages ask him to explore, avoid attention, race, escape, fight or perform to music, turning the character's changing circumstances into a changing set of tasks.
Search the city and choose the next path
Exploration stages send Oscar through connected routes in search of items and objectives. The scenery has a three-dimensional appearance, but movement in these sections generally follows a more restricted plane, with changes in direction opening another part of the route. This makes learning the layout and checking a branch useful when an objective requires several objects or destinations. Oscar can dash into enemies and breakable containers, so moving through the city involves interacting with what is in the path rather than simply following an empty corridor to the exit.
The underwater setting supplies hazards that fit Oscar's scale. Aggressive fish and spiky creatures can interrupt a route, while useful items encourage you to inspect the surroundings. Knowing where a turn leads can be as valuable as reacting quickly, particularly when a stage asks you to collect what you need before moving on. The limited paths make these sequences closer to compact navigation challenges than an unrestricted simulation of swimming around a whole ocean. Progress comes from understanding the stage's connections and using Oscar's moves to work through them.
Hide, then make a break for it
Stealth stages change the way you use the same kind of environment. Oscar can conceal himself behind suitable objects while patrols pass, then reappear and continue when there is an opening. Watching the movement of a dolphin or shark gives you information about when to advance. The task is therefore a matter of alternating movement with observation. A location that would be crossed directly during exploration can require a pause here, with the hiding places breaking the route into smaller decisions about how far to go before waiting again.
Racing brings a different perspective and a stronger emphasis on forward motion. Oscar has to beat an opponent or reach the end within a time limit while steering through an underwater course. Traffic and obstacles complicate the route, and marked shortcuts can offer another way through. The race is shaped by the course rather than by free exploration. You concentrate on maintaining speed, making turns and avoiding collisions, applying a more continuous kind of control than the stop-and-start decisions of a search or stealth stage.
Respond to a threat at close range
Chase sequences make escape a test of reading directional prompts. With a larger creature pursuing Oscar, the game indicates where he needs to move to avoid the next attack. These sections put the emphasis on reacting at the right moment rather than finding a route through the city. Fighting stages change that relationship by turning Oscar toward an opponent. Dodging, landing punches and working in combinations give him a way to answer a threat directly, with the rhythm of avoiding an attack and responding creating a compact contest of its own.
Match the music through the controller
The dancing stages translate Oscar's performances into pattern-matching challenges. Directional symbols move toward a target, and you press the corresponding controls in time to score. More demanding patterns require attention to both timing and the sequence of inputs, so recognizing a song does not complete the task for you. The GameCube release uses the controller for these sections. Dance-pad support associated with the PlayStation 2 and Xbox versions should not be assumed for this one; on GameCube, the practical challenge is following the prompts with the controls in your hands.
A sequence of different stage goals
The campaign advances through a set order of events, with video scenes connecting the stages and carrying Oscar's story forward. Because the gameplay style changes, progress asks you to learn several kinds of challenge instead of improving one action indefinitely. A dance stage rewards accurate timing, a race asks for better steering, and exploration depends more on finding the required route or objects. Replaying a difficult section is therefore a chance to work on the particular skill that stage uses, rather than treating every setback as the same problem.
Reef City's animated buildings, expressive fish and lively musical presentation give the different activities a shared setting. Licensed songs and original music help connect the game with the film's style, while dialogue and newly created scenes support the transition between playable situations. The console adaptation includes action and fighting alongside its musical and exploration stages. For a player drawn to Oscar and the film's underwater city, its defining feature is that variety: the next part of the story can ask for a different response, while the same central character keeps the changing activities connected.
More game data: releases, identifiers & technical details
Regional release records and identifiers for Shark Tale | Nintendo GameCube.
Release and technical facts
| Fact | Value | Release / platform | Source |
|---|---|---|---|
| Genre | Action & Adventure | North America | PriceCharting |
| Also compatible on | Wii | North America | PriceCharting |
| Disc count (PriceCharting) | 1 game disc | North America | PriceCharting |
| ESRB rating | Everyone | North America | PriceCharting |
| Player count | 1 player | North America | PriceCharting |
| Publisher | Activision | North America | PriceCharting |
| Disc count (PriceCharting) | 1 game disc | Japan | PriceCharting |
| Genre | Action & Adventure | Japan | PriceCharting |
| Player count | 1 player | Japan | PriceCharting |
| Publisher | Taito Corporation | Japan | PriceCharting |
| Also compatible on | PAL Wii | PAL | PriceCharting |
| Disc count (PriceCharting) | 1 game disc | PAL | PriceCharting |
| Genre | Action & Adventure | PAL | PriceCharting |
| Player count | 1 player | PAL | PriceCharting |
Regional releases
| Release date | Region / edition | Source |
|---|---|---|
| 2004-09-27 | North America | PriceCharting |
| 2005-03-03 | Japan | PriceCharting |
| 2004-10-01 | PAL | PriceCharting |
| September 27, 2004 | North America | PriceCharting |
| March 3, 2005 | Japan | PriceCharting |
| October 1, 2004 | PAL | PriceCharting |
Catalog identifiers by release
| Identifier | Code | Region / edition | Source |
|---|---|---|---|
| upc | 047875807013 | North America | PriceCharting |
| asin | B0002HRWBG | North America | PriceCharting |
| epid | 30582001 | North America | PriceCharting |
| upc | 5030917025112 | PAL | PriceCharting |
| ean | 5030917025112 | PAL | PriceCharting |
Catalog data: PriceCharting