1999 was a pretty big year for 3D platformers. In such a crowded space, some games just fly under the radar for most people and seems
Sucker Punch Productions debut never really got much attention when it came out. Rocket: Robot on Wheels is about a cute robot traversing a large theme park collecting tickets to thwart a racoon named Jojo who took over the park and captured the mascot, a walrus named Whoopie. Some consider it a forgotten gem for the N64 and a precursor to some of Sucker Punch's games in the 2000s.
As you might imagine, the story isn't really a main focus and the gameplay is inspired by
Super Mario 64 [スーパーマリオ64]. The first impressions look quite promising, the intro cutscene is well animated and the the game's art style is nice and colorful. The music is very unique, it has a distinct vibe to it. The performance is really impressive for the hardware, the draw distance and frame rate are superb. The camera and controls are notably competent too. For a developer studio's first game, its pretty remarkable they did so many things right, especially for a third party N64 title.
Sadly, the game falls short with its level design. The first level is solid, its small and has some fun highlights here and there. Once the next levels are unlocked, the player is subjected to more of its puzzles and progression aspects. To get certain tickets (which are the primary collectable like power stars or jigsaw pieces) you need to have a different ticket. In other games at the time like
Banjo-Kazooie, this isn't very uncommon but in a game like that, its simple and not hard to find. In Robot on Wheels, alot of the game is held hostage because it wants you to collect all the machine pieces to power some sort of machinery. Some levels need you to find a vehicle to get many of the tickets.
These ingredients come together in a bad way. Not knowing where to go, finding puzzles too tricky to solve, not having the vehicle available because you haven't found it, having some but not all of the machine parts and not being able to find the remaining ones. There are parts of this game that are actually clever and well implemented, but alot of the game is a mixed bag. Another item you will have trouble finding is the little tokens that you need to learn new abilities and grants you a ticket when you find all of them in a level. Once you think you've combed though a level head to toe, you'll notice you have 20, 10, maybe just 5 tokens missing and they are so well hidden it doesn't feel worth it. There is enough out in the open to unlock all the abilities but the placement of the items is just poor. Would have been nice if there was a way to know where the last few are,
Spyro: Year of the Dragon did that the following year.
Sucker Punch must have learned its lessons since
Sly Cooper and the Thievius Raccoonus was a much better game. Its a shame so much of it is so perplexing. You'd think a kid friendly game about saving a walrus in a big amusement park would be more simple. This could have been regarded as one of the best games for the N64, if level design and item locations were as good as its visuals and audio.