The Flintstones: The Rescue of Dino & Hoppy (NES Review)

The Flintstones: The Rescue of Dino & Hoppy
Platform: Nintendo Entertainment System
Released December, 1991
Developed by Taito
NEVER BEEN RE-RELEASED

I’ll say this for Taito’s first crack at the Flintstones: there’s some damn gorgeous sprite work. I’m not entirely sure why they drew some of the Asian enemies in the Chinese themed stage to be literally yellow. Surely this was not cool even in 1991. If Rescue of Dino & Hoppy gets a re-release, it’s going to need someone to go in and change the appearance of the enemies.

The first Flintstones game didn’t release on the NES until a couple months after the Super NES launched in North America. In fact, it barely made it out in time for Christmas the year most NES children were probably hoping Santa brought them the upgraded Nintendo console. If not, Rescue of Dino & Hoppy isn’t the worst consolation prize. Actually, it’s not a bad game by any stretch. Over the course of its one hour or so playtime. There’s only one brief section I consider to be genuinely bad. A literal sliver of a single level that takes maybe fifteen, twenty seconds to complete. That’s pretty impressive for a platform game from this era. The problem is none of the rest of the game rises above being just alright. By golly, this really is an authentic Flintstones experience!

Even the name is bad. Given the heavy emphasis on the hanging mechanic, the name could have been “Fred Flintstone Hangs Around.” I haven’t really watched all that much of the show, so I thought Hoppy might be the name of the saber-toothed cat that throws Fred out of the house. No, it’s the family pet of the Rubbles. Why didn’t they make the game “The Rescue of Pebbles & Bamm-Bamm?” Hey, I like animals as much as the next person, but come on!

The big hook to the game is Fred’s ability to hang from and pull himself up most (but not) ledges. With the exception of moving platforms, all of which can be grabbed onto, the general rule is that a ledge that comes to a point is the one that can be held from. However, there are enough exceptions to that rule that it makes judging what can and can’t be hung onto a little frustrating. Also frustrating is pulling yourself up. You just hold the button and press up, but it doesn’t always work as fast as you’d want it to. This goes back to the “only bad section” I talked about, where you have to climb a vertical shaft that’s rapidly filling with instakill lava. For the life of me, I thought I was doing something wrong in this part and that there was some kind of “quick pull” technique I was unaware of. I wish I had looked it up, because I would have discovered there was a lot more to this Flintstones adventure than I realized.

Superpowers are won by playing three identical games of 1 on 1 basketball. I figured I was winning free lives or coins or something. I think I was half paying attention during my first play session. Oh, and I want to note that I was impressed that they actually worked in a jump shot mechanic AND that Fred flicks his wrist on the shot. I’m gushing over Fred Flintstone having good shooting form in a thirty-two year old NES title’s basketball minigame, and people think I’m some kind of ogre?

I didn’t know that there’s three superpowers I actually did unlock, but I didn’t know I had them. Hey, I never paused the game to discover them. Not that I was missing much. All three superpowers cost coins to use once you have them, so only one of the superpowers is generally useful: the high jump, which allows you to spring off a dinosaur high into the sky for five coins. The other two, a pair of wings and scuba diving equipment, are pretty much worthless because each flap of your arm besides the first one when you activate the powers costs you four coins. In the case of the wings, they’re theoretically useful to save you if you mistime a jump and aren’t falling to your doom, but the only time I tried using them, I died anyway because I didn’t have enough coins to get back up to the platform. In the case of the scuba gear, I never found a single situation where it was useful.

Cost to use the wings? Four coins per flap. Cost to Fred’s self esteem for dressing like a choad just to rescue the family pets? Incalculable.

To the Taito’s credit, they were all-in on the hanging from ledges mechanic. Every single level is built around using this for navigation, start to finish. If you’re going to use a movement gimmick to stand out, Flintstones is proof that you really ought to stick with it, through thick and thin. The hanging carries the game over the finish line, because god knows the combat doesn’t. You would think bludgeoning your enemies to death would be satisfying, especially since it has an accompanying POW! impact bubble with each landed strike. But, the combat in the first Flintstones NES game is kind of awful. The collision isn’t sprite-for-sprite accurate, and it’s not rare for your swings to go right through an enemy. Even worse is that they seem to be given a lot more latitude in hitting your collision box than you do with them. It’s never a deal breaker, but the club feels oddly feather-like and lacks the OOMPH that I desire from such a weapon.

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Sticking with the sub-weapons makes more sense. There’s three, and all are useful at various times. The axe is straight out of Castlevania, thrown in a big arc that goes high in the air before coming down. The slingshot is a straight-forward long range weapon, and then there’s the egg. It’s a literal screen-clearing bomb, and yes, it works on bosses, though with them, it takes a few hits. In fact, I used it to beat all three forms of the final boss. The club can be charged up, but I never really found it all that useful. There’s a couple basic enemies that move slowly and are so ridiculously spongy that I genuinely, no joke, think they only exist to finally give the players an excuse to charge-up the club. Oh, and I used it on the ice level’s boss, but only because I ran out of coins. The bosses also suffer the same collision issues the basic enemies have. Usually, games like this need the bosses to be satisfying to fight. Flintstones is weirdly the opposite: the level design, set pieces, and the small handful of one-time special events carry the day, while the bosses nearly burn away all the goodwill. They’re boring at best, and far too spongy. The collision is mediocre and the movement is slightly sluggish, but it’s not bad, either. Flintstones NES is one of those games that is right in the middle, just above the divider line.

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At only eight levels, one of which doesn’t even have a boss, Rescue doesn’t last long enough to wear out its welcome, and there’s a couple unexpected set pieces that put a smile on my face. The fact that they worked in some cartoon gags, like Fred ducking by his head retracting into his shirt? That’s cute. It’s a sweet-hearted game and it’s okay. The best thing I can say about the Flintstones is that kids who didn’t get to upgrade to the NES had one decent, visually spectacular (by NES standards) game for the 1991 holiday season. While playing Rescue of Dino & Hoppy, it was really clear that Taito wanted to do for Hanna-Barbera what Capcom had done for Disney with titles like DuckTales. In a way, they completely succeeded, since Hanna-Barbera has always been a poor man’s Disney. Sorry fans, but it’s true. Not that their product is bad, necessarily, but they’re always in Disney’s shadow. That’s the case with the Flintstones. It’s fine. It’ll do, but it’s not in the same league as the best 8-bit Disney games. Assuming this really were a Disney game, it’d be a B-Tier one, above Adventures in the Magic Kingdom but below Mickey Mousecapade. In a sense, the Flintstones is one of the most accurate licensed games ever. It’s a b-lister game for a b-lister media franchise.
Verdict: YES!

Flintstones, The - The Rescue of Dino & Hoppy (USA)-240522-141432

Barney Rubble is clearly high on peyote here. “I told you not to eat that cactus, dum-dum!” Oh and that’s NOT Pebbles & Bamm-Bamm. That must explain why Wilma is in her mourning dress. The kids were probably eaten by a dinosaur while Fred was having his adventure. That also explains Barney turning to drugs. Thank god the review is over, because this is starting to go to the dark place.

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