Hamtaro: Wake Up Snoozer!  - Box

Hamtaro: Wake Up Snoozer!
Ages: 4 - 7

Amusing but not enough play. The best activity is setting levers to make an acorn role down the right path - sort of like a simple pinball machine. I must admit that the flower garden confused me. Yeah, I know, ages 4-7. I tried to plant flowers, used the shovel, couldn't find any. Later when I went back, there they were. I didn't realize that it was playing the other games that earned you the flower rewards. Game solutions, for this age, should be found within the frame for the activity and not somewhere else. There're only five different activities but with automatic leveling (gets harder the better you perform) it will keep the kids busy for awhile.

Reviewed by: Editor - 11/03

This is an educational game for Kindergarten thru 2nd grade. Really, if your daughter is in 3rd grade or above, they probably won't get much out of it, unless they are really big Hamtaro fans are just looking for something to play. Snoozer is asleep and Hamtaro and his friends need to wake him up. Some of the friends have different ideas on how to wake him up and your objective is to help each friend as they gather stuff for their idea. Basic math, reading, and cognitive skills are widely tested and for the most part, are worked into the game very well. This is a fun game, but on moderately equipped systems, there can be a little time spent waiting as scenes and different areas are loaded. All in all, a very good title with good production values, voice acting and cutscenes that move the story along between activities. Caelyn & Lindsey: "I like catching the butterflies trying to wake up Snoozer. I like Penelope cause she's so cute."

Reviewed by: Dad and Caelyn & Lindsey - 11/03

  • Hamtaro: Wake Up Snoozer!
  • © The Learning Company $18.99
  • W95 W98 Me 2000 MAC
  • To Order: http://www.amazon.com