Fred Flintstone
The playable protagonist, who travels through Sierra Madrock in search of the treasure.
Documented for this version
Control Pad | Move Fred and navigate menus |
|---|---|
Start | Pause the game |
The available source information does not verify the exact SNES buttons assigned to jumping and attacking.
How it plays
The game is viewed from a side-scrolling perspective. Fred travels through linear stages, jumping across platforms, avoiding hazards, defeating enemies, and looking for the route toward each stage's end.
Progression is based on clearing areas and advancing through the adventure toward the treasure. Exploration is modest, with collectible items and obstacles providing reasons to search rather than a large interconnected world.
Plan your run
Watch enemy movement before committing to a jump, and use attacks from a safe distance whenever possible.
Take time to inspect platforms and ledges. Some hazards are easier to pass by waiting for the correct timing instead of rushing forward.
Meet the cast
The playable protagonist, who travels through Sierra Madrock in search of the treasure.
Before you begin
Learn the timing of moving platforms and environmental hazards before attempting long jumps.
Preserve health by avoiding unnecessary contact with ordinary enemies.
The Flintstones: The Treasure of Sierra Madrock is a side-scrolling action-platformer developed and published by Taito for the Super Nintendo Entertainment System. It follows Fred Flintstone as he searches for a legendary treasure connected to the Sierra Madrock area. The game combines traditional platforming with enemy combat, moving hazards, exploration, and occasional environmental puzzles. Players guide Fred through prehistoric locations, collecting items and overcoming creatures and obstacles with his club and jumping ability. Its presentation draws directly from the animated series, using familiar characters and cartoon humor. Reception was generally mixed: critics recognized the colorful licensed presentation and straightforward controls, while some found the level design, difficulty, and repetitive combat less impressive than stronger platformers of the period.
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