Astro Boy: The Video Game uses cut-scenes between the levels to push through the recent film's storyline, and while it's interesting, it becomes little more than an excuse to throw your character into either a platforming level or a flight-based one.
As mentioned above, there are two styles of levels. The first is your basic side-scrolling platformer where you make your way through the level jumping (and occasionally rocketing) your way to the end. You will frequently be stopped and locked into a screen where enemies will pour in from both sides of the screen in order to try and take out Astro. Astro has several powerful moves that can be used against his enemies, but they require destroying enemies and building up your reserves, and using the powers often completely drains your energies so much that, except for the most low-level attacks, you need to basically start from scratch.
The other style of level has you zooming in the air at a constant rate as enemies fly at you. During these levels, you have Astro's powerful Arm Cannon to destroy pretty much anything in your past (too bad that power isn't easily available while running and jumping). Quite frankly, I have no problem with either gameplay style, and the fact that you flip between them regularly doesn't bother me either (in fact, it makes sense in the Astro Boy context). What bothers me are some of the design decisions made that add a lot of unnecessary trouble to this game. That bit of my rant can be seen in the Difficulty section though. As it is, the flipping between the two gamestyles adds a bit of variety to Astro Boy: The Video Game, but it still doesn't take long before it becomes repetitive and tiresome.