Adventures of Dino Riki box art

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Adventures of Dino Riki

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Adventures of Dino Riki

Feb 10, 1987

Main game

2.52 average rating based on 23 ratings

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Adventures of Dino Riki is an overhead shooter created by Hudson Soft, similar to games like 1943: The Battle of Midway, where the object is to dodge on-screen enemies. Dino Riki can jump or shoot weapons (rocks, axes, boomerangs, and torches) to kill the various enemies around him. Dino Riki can pick up power-ups including speed boosts and wings that enable him to fly over hazards on the ground, as well as weapon upgrades.
Release Dates
Feb 10, 1987 Full Release (Japan)
Family Computer
Sep 1989 Full Release (North_America)
Nintendo Entertainment System
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User Stats
67
In Collection
3
Wish Listed
1
Playing
12
Backlogged
How Long Is Adventures of Dino Riki?
100% completion: 1.5 hours
Total completions: 1
Chovus
Chovus updated their status May 24, 2025
Chovus updated their status May 24, 2025

Beat in slow motion mode. I was not expecting this to be a shoot em up, as a caveman on foot shooting stones, axes, boomerangs and fire balls. It was pretty simple early on. Diamonds gave score, fist improved the weapon or acted as star when using fire balls, star killed all enemies on screen, heart gave 1 hp, and the bird allowed flying, which I did not realize until checking a walkthrough. Flight was important because the platforming was terrible, but I only flew past 1 stage. The jumps were all instant death and very difficult to pull off from the perspective, nevermind the constant forward movement and inability to get to the top of the screen. The sheer amount of times I died at this platforming make me wonder how the hell anyone could be expected to beat this game without save states. At least the platforming changed from stage to stage, from water with lily pads and moving floating rocks, to quicksand and fire breathing statues, to chasms opening in the ground and indestructible skeletal dinosaurs. The bosses were comically easy with only the final boss offering any kind of slim challenge. Complete opposite of the stages …

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Beat in slow motion mode. I was not expecting this to be a shoot em up, as a caveman on foot shooting stones, axes, boomerangs and fire balls. It was pretty simple early on. Diamonds gave score, fist improved the weapon or acted as star when using fire balls, star killed all enemies on screen, heart gave 1 hp, and the bird allowed flying, which I did not realize until checking a walkthrough. Flight was important because the platforming was terrible, but I only flew past 1 stage. The jumps were all instant death and very difficult to pull off from the perspective, nevermind the constant forward movement and inability to get to the top of the screen. The sheer amount of times I died at this platforming make me wonder how the hell anyone could be expected to beat this game without save states. At least the platforming changed from stage to stage, from water with lily pads and moving floating rocks, to quicksand and fire breathing statues, to chasms opening in the ground and indestructible skeletal dinosaurs. The bosses were comically easy with only the final boss offering any kind of slim challenge. Complete opposite of the stages with the insanely difficult platforming and not quite so difficult regular enemies. The 4th stage repeated the 3 previous biomes with the difficulty ramped through to roof. I barely beat it. Then the game started over again at stage 1. No fanfare or text or anything. The enemy patterns were interesting with the unkillable little skeletons standing out as unique. They could be killed with the screen clearing power ups though. I'd rate this higher if there was no platforming or at least tone it down to only take 1hp.

5.0/10

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