Crack the eggs, light the lava, topple the Rex King
In Dino Boom a stone cannon guards a terrace above a volcanic coast. Drag to aim, release a stream of pebbles and watch them ricochet off the side walls into stone blocks, spotted dinosaur eggs and bone chests that creep down towards the wall. A baby pterodactyl in a crest-shaped hat keeps watch from the side panel, and once a chapter is done a giant beast lumbers in. The download is a finished HTML5 game template whose source is easy to read and which goes live on any static host.

10 bosses, one at the end of every chapter
Five levels make a chapter, and the last stop of each one is a boss with its own illustration and health bar, shielded by rows of cargo. Bring it down before it reaches the wall: beating it for the first time pays 100 coins, every rematch pays 25. The parade starts with the Triceratops in Fern Valley and ends with the Rex King on the Volcano Throne:
- Fern Valley: Triceratops
- Nest Cliffs: Ankylosaurus
- Lava Peak: Magma Raptor
- Giant Jungle: Stegosaurus
- Shell Beach: Plesiosaur
- Amber Cave: Sabertooth
- Bone Yard: Bone Rex
- Glow Cavern: Cave Mammoth
- Meteor Crater: Storm Pterosaur
- Volcano Throne: Rex King

Lava rocks, tar pots and the Bomb
Each block shows the hits it still needs. A lava rock erupts into all eight cells around it, so two side by side set off a chain; a tar pot burns its entire row, a treasure chest adds two pebbles to the volley and fossil blocks never break and are not needed to clear the level. Arm the Bomb and the first pebble out blasts a 3×3 gap. End shot brings the pebbles home early, and the 2× button speeds up a long volley.

Daily challenge, Endless mode, missions and a shop
Coins arrive from stars, chests, missions and boss wins. They buy three cannon upgrades (Extra ball, Quick fuse, Spyglass) and six pebble skins running from Pebble to Meteor; each skin can also be earned with stars. Daily challenge serves a fresh 18-row cargo each day and adds a bonus for winning on consecutive days. Endless valley drops a new row with every volley and ends when the cargo hits the wall. Reaching 30, 60, 90, 120 and 150 stars pays a coin reward.

14 languages and a narrator with a voice
The interface and the level hints are translated into 14 languages and follow the browser language on first launch. Voice lines are recorded in English, Portuguese and Spanish. The four music tracks are this edition's own (one for the menu, two for levels, one for boss fights), and there are 27 sound effects.
What is new compared with RICOPOP
Dino Boom is built on the RICOPOP engine with the same 50-level structure, so the shooting and the rebounds behave the same, though a few maps were rebuilt around the new blocks. The rest is new:
- A prehistoric look: a stone terrace over a volcanic coast, ten chapter settings, eggs, bone chests and lava rocks
- A baby pterodactyl mascot in a crest-shaped hat
- Ten prehistoric bosses, each with its own illustration, plus a dedicated boss track
- Extra blocks: treasure chests, tar pots and unbreakable fossil blocks
- Coins, a shop of cannon upgrades and pebble skins, Daily challenge, Endless valley, missions and star milestones
- Its own soundtrack
Upload and play: ads stay off until you turn them on
Upload the contents of the game folder to a static web host and start playing. Progress, coins, skins and upgrades are stored on the player's device.
- Ads are off by default. dino-boom.config.js has optional Google AdSense, custom-adapter and demo settings; live ads need your own eligible account.
- The Score screen and the missions are local: there is no server, PHP file or online leaderboard to maintain.
What you receive
The complete HTML5 game and its readable source with every picture, sound and music file, the illustrated guide in English, Portuguese and Spanish, a step-by-step customization guide with numbered screenshots, and optional developer tools: 58 tests, a level validator and solver, a local server and a build copy.
Customise it
There is no build step: edit a file, upload it and refresh. The levels are in src/levels.js, the economy (prices, rewards, upgrades, missions, star milestones) in src/modes.js, the texts in src/locales/ and the pictures, sounds and music in assets/. dino-boom.config.js controls ads, the "Tap to start" screen and the full-screen button. Internal code names left over from the engine are listed in the source README.
Technical details at a glance
- Stack: vanilla JavaScript with ES modules, Canvas 2D, Web Audio and optional WebGL glow effects; the files are HTML, CSS, JavaScript and JSON.
- Runs from any static HTTP or HTTPS host (not from file://), with no Node.js, build step, PHP, database or account. It needs an internet connection to load and is not an offline app.
- Portrait layout on phones, wide layout with side panels on desktop; touch, mouse and keyboard.
- Node.js 26.13+ only for the optional developer tools.
- Not included: native Android or iOS builds and store publication, online multiplayer or an online leaderboard, ad network accounts and game-portal SDK integrations.
Licence and support in short
You get a perpetual, non-exclusive licence for one end product, yours or one client's. Players may access it free of charge or through advertising monetisation. You can change the code, art and audio inside your product, but not resell the template itself. Six months of support are included, or 12 with the extension chosen at checkout.



















