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The Flintstones: The Rescue of Dino and Hoppy

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Title Screen

The Flintstones: The Rescue of Dino and Hoppy

Developer: Sol
Publisher: Taito
Platform: NES
Released in JP: August 7, 1992
Released in US: December 1991
Released in EU: April 30, 1992


EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.
LevelSelectIcon.png This game has a hidden level select.


The Flintstones: The Rescue of Dino and Hoppy is an NES game featuring everyone's favorite modern stone-age family.

Debug Mode

US/Europe

FlintstonesNES-Debug.png
The game stores a sequence of button presses in memory at the title screen but jumps right over the code that checks them. To reactivate the routine, enter Game Genie code SKKALTIZ VEKAGTNA (SKKELVIX VEKEGTNA in the European version).

After the codes are entered, wait for the "PUSH START BUTTON!" text to appear, then press Up, Right, Right, Right, Down, Down, Down, Down, Left, Left, Start. If you mess up while entering the code, press B to start over.

Alternatively, to jump straight to the debug menu, use Game Genie codes KKKALTIX VEKAGTNA (KSKELVIZ VEKEGTNA in the European version).

You'll then be presented with two options, NORMAL or NOHIT. NORMAL is the standard gameplay, while NOHIT enables some interesting features:

  • Fred will pass through enemies unharmed, and will start with all three special abilities (FLY, JUMP, and DIVE).
  • FLY and DIVE can be used for free, provided you have enough coins to cover the usual cost.
  • Pressing B on Controller 2 will freeze or unfreeze the game. While frozen, tapping A will advance the game frame-by-frame (or you can hold the button for slow-motion).
  • Press Up on Controller 2 to end the current level and mark it as "passed" on the map screen.

After selecting one of the two options, a number will appear, which acts as both a sound test and scene select. Press Up or Down to change the number, A to play the selected music or sound effect, B to stop it, or Start to start the game at the selected scene.

(Source: BMF54123)

Japan

Debug Mode

Flintstones, The - The Rescue of Dino & Hoppy (J)-0.png
The Japanese version has the cheat sequence enabled, though the code itself is different. Wait for the "PUSH START BUTTON!" text to appear, then press A, A, B, B, Right, Down, Down, Down, Down, Down, Down, Down, Left, Start. Everything else works the same as the US and European versions.

Test Mode

Flintstones, The - The Rescue of Dino & Hoppy (J)-1.png
In addition to the debug mode, the Japanese version has a "Test Mode" which skips the "NORMAL/NOHIT" portion and just goes to the stage select/sound test. To access it, wait for the "PUSH START BUTTON!" text to appear then press A, B, A, B, Up, Right, Right, Right, Down, Down, Down, Down, Left, Left, Start.

Unused Enemy

Flintstones-enemy1.png Flintstones-enemy2.png
A variation of the enemies in the final stage that bounce around on springs. The difference is that this one hovers in the air in a swooping motion and fires a gun in three possible directions. It's fully-coded and perfectly functional, leaving it unclear as to why it goes unused.

Unused Graphics

Hmmm...
To do:
Get better rips of some of these.

A number of unused sprite graphics are present in the ROM, though none of them seem to be associated with any actual code anymore. A large number of these were removed from the Japanese release, including the dragon, fan blades and bolts, tilted logs, and the snail shell.

Artwork Description
FlintstonesFredAnim.gif
Apparently, the little Fred at the top of the title screen was supposed to be animated. No code has been found to display the extra frames, though.
FlintstonesFredTalk.gif
A dialogue sprite for Fred. Since he has no dialogue in this game, this goes unused. A different version of the first frame with an outline is used during the bonus games, however.
FlintstonesBoomerang.png
A boomerang weapon pickup. Oddly enough, this is stored below the time machine part ("TM") sprite, and is not in the 8×16 format used by the rest of the game's sprites.
Flintstones-blob.png
The small blobs fired by the blue snail enemies were originally supposed to have two frames of animation. They only use the left half of the first frame in-game.
Flintstones-bolts.png
Propeller blades and bolts that were clearly intended for the final stage, which takes place in the future.
Flintstones-claw.png
Either a pincer claw or a platform, also intended for the final stage.
Flintstones-dragon.png
An unused dragon enemy.
Flintstones-fish.png
It seems the toothy fish enemy from the underwater stage could somehow lose its teeth at one point. (The first two frames are used by the game, and are provided for reference.)
Flintstones-flagbottle.png
A waving flag or banner (or possibly a carpet) and an exploding molotov cocktail. Neither Fred nor any enemy has such a weapon.
Flintstones-goblinhead.png
A weird goblin head that would apparently pop out of a hole and spit something at the player.
Flintstones-kungfuman.png
A martial artist character and a giant fireball stored with the other graphics for the Asian village stage.
Flintstones-logs.png
The log platforms carried by the pterodactyls were originally intended to tilt, but they remain completely horizontal in the final game.
Flintstones-sabertooth.png
Appears to be an early version of the saber-toothed cat enemy. A saber-toothed cat does appear in the final game, but it looks completely different from this one.
Flintstones-shark.png
Although this shark would have easily fit in with the underwater stage, it is nowhere to be found.
Flintstones-shell.png
A giant snail shell that would roll. Fred occasionally rides an object through part of a stage, and that is likely what this was intended for.
Flintstones-stegosaurus.png
A fire-breathing stegosaurus-like enemy.
FlintstonesFinalStageDetails.png
Not technically "unused", but hidden: in the final stage, changing the background color reveals some previously unseen details in the tall structures, which may indicate that the background was not originally supposed to be black. Of note is that the background used in the future section during the time travel cutscene is dark purple as opposed to black.

Regional Differences

Staff Roll

International Japan Translation

PROGRAMMER
   MISAKO KAWAMURA
   K-ICHI SAITO

GRAPHIC DESIGNER
   T. KODAMA
   M. SAITO
   T. KAWAISHI
   I. MATONO
   NISIYAMAN

PLANNER
   NISHIYAMAN
   I.MATONO

SOUND COMPOSER
   Y. YAMADA
   N. YAGISHITA

COORDINATOR
   H. KAJITA
   H. HIRAIWA

SPECIAL THANKS TO
   T. HORIMOTO
   K. BANDO
   Y. KANNO
   K. ITO
   Y. KOGA
   ONIJUST
   Y. NAKANISHI
   S. YASUDA
   L. STALMAH
   T. KATO
   Y. SUZUKI
   S. NAKATA
   N. KUROKI
   N. NAKAIZAWA

PRESENTED BY

   TAITO


ぷろぐらま〜
 みさこ かわすら
 け〜いち さいと〜

ぐらふぃっく でざいな〜
 としひこ こだま
 しん さいと〜
 と〜る か〜いし
 じょ〜じ まとの
 まいける にしやま

ぷらんな〜 (Planner)
 まいける にしやま
 じょ〜じ まとの

さうんど (Sound)
 やすこ やまだ
 なおと やぎした

こ〜でぃね〜た〜
 ひでき かじた
 ひろ ひらいわ

ぷれぜんてっど ばい
 TAITO


Programmer
 Misako Kawamura
 Keiichi Saito

Graphic Designer
 Toshihiko Kodama
 Shin Saitoh
 Tohru Kaishi
 George Matono
 Michael Nishiyama

Planner
 Michael Nishiyama
 George Matono

Sound
 Yasuko Yamada
 Naoto Yagishita

Coordinator
 Hideki Kajita
 Hiro Hiraiwa

Presented by
 TAITO

  • The Japanese version is completely in hiragana, even when some of the text should be in katakana.
  • Toshihiko Kodama in the Japanese version was changed to T. Kodama.
  • Shin Saitoh in the Japanese version was changed to M. Saito.
  • Tohru Kaaishi in the Japanese version was changed to T. Kawaishi.
  • George Matono in the Japanese version was changed to I. Matono.
  • Michael Nishiyama in the Japanese version was changed to Nisiyaman/Nishiyaman.
  • Yasuko Yamada and Naoto Yagishita in the Japanese version were changed to Y. Yamada and N. Yagishita respectively. The same goes for the people in the coordinator credits, Hideki Kajita and Hiro Hiraiwa.
  • The international versions have a Special Thanks To list, consisting of 14 people.