yeah I figured it would have been something that has to do with the start of the fight cause it didnt seem possible to do it in any other place.
I've seen your TAS and I've been using it as the only reference point for the entire run because I didn't know very much about the game going into this. I did find a slightly new strategy for the triceratops boss fight and a faster elevator section in the cave level, but other than that nothing is drastically different so far.
Wow that was a fast response. It seems you are correct, slightly delaying the bowling ball throw results in 2 consecutive 10 damage hits. I guess this is similar to the double slingshot hits on the monkey boss which only works on the very first hit for some reason when he's still standing.
Maybe it has something to do with his initial animation or state, but I'm not entirely sure. I think now I'll have to see if there's anywhere else something like this could happen. Thanks for the swift response!
Hello, I've been recently working on an optimized TAS of this game and I hit a little snag that I don't understand. In all the speedruns the spider boss is killed in 4 hits (1 bowling ball, 3 fully charged clubs) even though it appears to have 50 hp. In my attempts it requires 5 hits since each hit does 10 damage.
Is there something I'm missing?
Also, as I'm going I'm creating a resources page here: https://tasvideos.org/GameResources/NES/TheFlintstonesTheSurpriseAtDinosaurPeak
If there's any information I'm missing or have wrong, please let me know, thanks!
Hi, I was interested in doing the TAS for the genesis version of this game at some point so I looked into that clip. All you have to do is run up to that ledge Duck and hold left, then unduck and you'll clip through it. I checked most other ledges in this stage and the only other one like this I found was in the same room on the opposite side (right near where you enter the room from the right).
In stage 2, you could probably damage boost from the flies onto the spikes near the start of the level, but I'm not really sure how well they can be manipulated or if it's feasible in real time, just throwing out my theorized strat for the TAS.
Also just wanted to point out that kicking midair cancels the dizzy animation from falling too far.
I plan on getting back to TASing this game soon (I had only done a test run of the first 2 stages so far). I just figured I'd throw information out here as I find it, just in case anyone wants to pick this back up or something.
Also, nice run!