Features
- Ten levels
- Two playable characters
- Hidden secret
- Password save
- Only for Game Boy Advance
Manny takes the lead in this game, scoring seven of the game's ten levels...he's a platform hero who can jump and bellystomp through extremely basic level designs that feature a sharing of Mario-style enemy bouncing as well as basic puzzle elements to make levels seem a bit longer than they are. In some levels, for example, Manny will have to bellystomp the ground to flip over harmful porcupines, which turn them into safe trampolines that can access the higher levels. He'll have to grab a giant walnut which can be used to rid sleeping rhinos or buzzing flies...sometimes having to retrace his steps to pick up another to get rid of other enemies down the line. Sid's levels are a little different, and much more annoying; his levels are forced scrolling challenges where you'll "die" if you touch the left side of the screen. He's been given the uncreative Tazmanian Devil/Crash Bandicoot's tornado attack to take out enemies on the way.
The developers make these ten simple levels challenging by creating blind leaps in places, making it impossible to see what's below a ledge without taking that annoying "leap of faith" where you could be killed because of a hidden chasm that's past the game's viewable scroll. Other irritating design issues include wonky collision detection; your character will take hits from items that are on ledges out of your jumping reach...and some enemy sprites are just high enough out of reach that'll cause your player to take a hit if his jump isn't just right.
And even though the movie itself uses 3D models, the game does not. For whatever reason, the developer decided that the game deserved poorly animated, low-color pixel-art for the character and enemy sprites. Apart from the detailed, multiscrolling backgrounds, the graphics in Ice Age are some of the worst ever used in a GBA game. Honestly, I've seen more detail on some Game Boy Color sprites...and some NES games put Ice Age's sprite quality to shame, too.
The game's only real plus is the charming-yet-repetitive soundtrack that puts the GBA's audio hardware (or lack thereof) to good use. And watching the credits scroll by after an hour of gameplay time shows that those damn good sound guys in Germany, Shin'en, were the team responsible. And I certainly wasn't surprised to find out that little tidbit...the music is definitely above the average fare.
Verdict
A bit more than an hour of straightforward play was all that was needed to get the ending sequence and credits. The manual states that something special happens when you clear each level with more than forty acorns each...but honestly, after breezing through this half-assed platformer I just didn't have it in me to retrace my footsteps to accomplish that extra task. But at least this extra increases the replay value...if you can stand the overall bland game design. There's nothing special here...and certainly no value since even the young kids can complete all ten levels in Ice Age before an ice cube melts. And that might be more fun to watch.