The Flintstones: The Surprise at Dinosaur Peak is a sequel to The Flintstones: The Rescue of Dino & Hoppy for the NES.
This game features a swappable character between Barney and Fred by pressing the select button.
Some general notes about the game:

Fully Charged Club swing damages

Your club can be charged by holding B and deals more damage if the meter is full. There are 3 states your club meter can exist: small (around 12 bars), medium (16 bars), and large (20 bars). The meter is extended by grabbing the powerups in the shape of a burger.
These are in comparison to other attacks:

Bosses

Strat: use the backwards hitbox to force the boss to the center of the screen (this is determined by which direction fred is facing when the boss takes damage). Since he doesn't have as far to run to the edge of the screen his invincibility timer will be a little bit shorter. Also 3 fully charged medium hits are just enough to kill the boss. (8 x 3 = 24)
Strat: Manipulating double rock falls which are determined before entering the boss room, and then making sure the rocks both spawn close enough to the boss for quick hits. 2 slingshot hits on the way to the boss, followed by an axe toss will deal the perfect amount of damage (2 x 11 = 22) + (2 x 1 = 2) + 6 = 30
New strat: this strat does not require any RNG manipulation for the falling boulders. start with 2 shots from slingshot (2 dmg) then an axe toss (6 dmg). This is followed up by some glitch club swings (without the quick weapon this only does 4 dmg instead of 6) to get him down to 12. A backwards axe toss will spawn the axe inside of the caveman and it turns out it will double hit him in the right spot (6x2=12)
Strat: For some reason your first slingshot projectile can hit the monkey boss twice dealing 2 damage instead of 1. This combined with 3 10 dmg attacks makes for a perfect boss kill. Need to make sure the monkey is on the left side of the screen so his death animation is offscreen faster. 1 bowling ball + 2 large club charges combined with the slingshot can accomplish this. (1 + 1 = 2) + 10 + 10 + 10 = 32
Strat: Throwing the bowling ball at a certain timing deals 2 hits to the boss to start off with 20 damage. This is similar to the double slingshot projectile damage on the monkey boss (?). Then either 3 club swings or another bowling ball will kill it. (2 x 10 = 20) + 10 + 10 + 10 = 50
Strat: There seems to be no real good strat here. Can not double hit the boss at the start like the spider or monkey bosses. Bowling ball is fastest way to get 10 dmg so that should be used first. Afterwards it doesn't matter, the spawn times seem to be the same no matter how fast you kill the bats. The locations are RNG though. So just 5 10 dmg hits
Strat: since this boss dies at 15 hp instead of 0, his hp value is actually 45, for whatever reason. 4 10 damage hits and then a regular club using the 6 damage glitch is enough to kill it.
New Strat: Turns out this boss can be dual hit by a bowling ball and a regular club swing. Using the overlapping 6 damage club swing alongside the bowling ball means I can deal 16 damage in 1 hit. This is enough to eliminate the previous last hit meaning it will die in 4 strikes instead of 5. A little bit of time loss by charging the club, but saves 44 frames over the previous method. 60 - 10 = 50 - 10 = 40 - 16 = 24 - 10 = 14. (boss dies at 15 hp instead of 0)
Baby Dino strat: Throwing a bowling ball at the start of the fight will result in a faster hit since the ball rolls faster than the character can run. That leaves 14 hp so an 8-charge club swing followed by a 6 glitched instant club swing and it is dead.
Mama Dino Strat: Deal 80 damage. Timed fully charged club swing to hit the frame the boss becomes hittable, followed by a bowling ball to deal a quick 20 damage. After that, you can actually use the 6 damage basic club swing trick during a bunch of rapid jumps because the boss's invincibility timer is incredibly short compared to other bosses. You have just barely enough time to even sneak in a 2 damage regular club on the way back down. This means you can deal 8 damage every jump which is way quicker than fully charging your club for 10 damage each. (10+10=20) takes boss from 80 to 60 hp. Followed by 6 basic club glitches that deal 8 each, 8*6 = 48. 60-48 = 12. This means that 2 basic club glitches at 6 damage each is enough to take it out. 6*2 = 12. 12-12 = 0.
New Strat: Same as the old strat, except you can actually get 2 overlapping club hits that deal 6 damage each. This means that each jump can deal 12 damage with basic club swings, as opposed to fully charging your club for only 10 damage, not to mention it's slower to charge it. Saved a bowling ball for the final hit because it would hit for 10 damage before the second glitched club would.

TODO Currently useless tricks/glitches


GameResources/NES/TheFlintstonesTheSurpriseAtDinosaurPeak last edited by Exonym on 3/4/2024 2:52 PM
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