From: mfrose@ais.org (Martin Rose)
Subject: Re: Wonder Dog [SEGA CD]
Organization: UMCC
Distribution: na
Date: Wed, 30 Dec 1992 20:25:44 GMT

In article <C01IJu.15y@mentor.cc.purdue.edu> rusbasan@expert.cc.purdue.edu (Bob Rusbasan) writes:
>In article <Bzzn3z.4B6@ais.org> mfrose@ais.org (Martin Rose) writes:
>[ interesting and helpful review of Wonder Dog deleted ]

[Martin basks in the glow of positive feedback... :) ]

>Thanks for the review, but could you answer a few other questions.
>First of all, does this game save high scores to the CD's memory?
>Like others, I've found that high scores can add a lot of fun to
>a game, but I doubt that this game saves them.

You're right.  It doesn't.  It doesn't maintain a high-score list, or
even remember the current highest score for this power-cycle!  Sheesh.

>Secondly, does this game allow you to save your game?  If not, then
>I would consider this a serious design flaw.  Platform games are fun,
>but as they've gotten bigger and bigger and take longer and longer
>to finish, it's harder to finish them in ones sitting.  After a while
>it ceases to be fun.  If it could be broken up into smaller intervals
>of playing then the entertainment value would shoot WAY up.  For example,
>I almost never play Kid Chameleon, but if it let me save my game I
>would probably play it all the time (for maybe an hour at a time
>every few days).

Wonder Dog gives you a password at the end of each Level.  (It's like the
Sonics, where each Level is broken up into Zones.)  However, the passwords
and continues (infinite in number) restart you at the beginning of your
current LEVEL.  That's right -- if you lose your last hound in Bunny Hop
Meadow, Zone 3, when you choose to continue, you will restart at BHM, Zone
ONE.  Talk about a handicap...

As for Kid Chameleon...well, I got myself a Game Genie for Christmas.  They
include codes to start you at just about any level in the game.  (The
codebook only lists one Elsewhere, but I happen to know there are many, many
levels named Elsewhere. :) )  Now I can finally get back to work on The
Final Marathon!

I've also had the chance to play this game to completion -- well, I didn't
finish it completely myself, I suckered my brother into getting through
Planet Wierd for me, and when he got to Planet K-9 (your destination) he had
to leave and I finished up from there. :)  As an I-have-to-beat-this-game
game, it's not long enough.  But there's LOTS and LOTS of hidden stuff to
find, even if you do reveal all the invisible platforms in the Level by
finding the Smiley-Face.  I have yet to get a Perfect, All Bones Retrieved
bonus for BHM.

Speaking of bonus, the bonus rounds (which have to be found by walking on
the correct screen space) can be very tricky to complete, especially the
Ring-The-Bells stages.

I will also never forget the moment where we discovered that the thing
bouncing toward us on Planet Wierd was a walrus on a pogo stick... B)

(Final note:  does anyone else with this game and a good stereo get an
incessant high-pitched whine throughout the game?  And where's the sound on
the game intermissions, not to mention the closing animation?)
-- 
  PCHammer:  Lieutenant, About-to-Die Police (Martin Rose) - mfrose@ais.org
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 "Think of it, Batman; to never again walk on a summer's day with a hot wind
    in your face and a warm hand to hold.  Oh, yes -- I'd KILL for that."