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#gunstar heroes
segacity · 2 months
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Staff 'Gunstar Heroes' SEGA Mega Drive
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notobscurevideogames · 5 months
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Gunstar Heroes (Treasure/M2 - Game Gear - 1995)  
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johntayjinf · 9 months
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replayed gunstar heroes today :)))))
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lesserknownwaifus · 8 months
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Pink from Gunstar Heroes (sega genesis)
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posthumanwanderings · 10 months
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Gunstar Super Heroes (Treasure / Sega - GBA - 2005)
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fyeahsonicthehedgehog · 9 months
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Favorite Sega Character Losers Bracket Round 2
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gen-toon · 2 years
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stevenm1988 · 1 year
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Cuphead on the Sega Genesis
The first mockup borrows stylistically from Gunstar Heroes while the second borrows from Mickey Mania
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swickytv · 10 months
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My 2023 Media Thread from Twitter!
May
(Actually with twitter imploding i could just continue it here
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sparkylurkdragon · 8 months
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Concept/art prompt: Breath of the Wild / Tears of the Kingdom dragons as Sega Genesis Sphere Monsters™.
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segacity · 5 months
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Collect All The Gems 'Gunstar Heroes' SEGA Mega Drive
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notobscurevideogames · 7 months
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Gunstar Heroes (Treasure/M2 - Game Gear - 1995)  
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johntayjinf · 9 months
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Gunstar Heroes - Rolling Chaser (YM2612 + SN76489 Recreation)
A recreation of Rolling Chaser from Gunstar Heroes! Recent things happening have made me revisit the game as well as Norio Hanzawa's work on the Mega Drive (of which there isn't a lot of).
Been meaning to study Gunstar Heroes' instrumentation/ musical style for a while now, but to no avail... until now, that is.
I don't think there's a lot to be said about a recreation of all things, so I'll just ramble as I usually do, personal notes and things I've noticed while working on the track.
So a thing I noticed is that despite the instrumentation, some tracks (if not all of them) have a very orchestral-like quality. Again, not noticeably so, but it is indeed there. The most obvious track showing this quality being The End of the Battle -To Out World-.
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Maybe I'm bullshitting, so if anyone wants to explain, feel free. I didn't learn my music theory that far and am mostly self-taught lol.
Other things I've noticed are with the actual track itself, and maybe the other tracks as well (and consecutively, Norio Hanzawa's programming style).
So aside from the percussion, bass and PSG melodies, Hanzawa sometimes displaces chorused/ stacked instruments by just a little. I assume it's to make it sound more chaotic, but in a way it also reminds me of Gameboy Advance game soundtracks. Not sure why though.
The FM channels are all used for polyphony, leaving the PSG to deliver the "reverb"/ delay in the track to make the song sound fuller instead. It'll take time to get used to since my work cycle with the Mega Drive chipset is practically the inverse (but usually both channels have the delay anyway).
I haven't got to the wacky stereo stuff like rapidly switching to the left stereo channel, then right, then both channels yet, but I think it's understandable enough. Hanzawa usually switches between each note trigger instead of changing between random intervals.
That's all that I have to talk about. Just nerd stuff, nothing more.
here's a closeup on the cover image though, just cartoonish shenanigans.
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blazehedgehog · 2 months
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Playing Penny's Big Breakaway has made me think a lot about Treasure's games lately. How do you feel about Treasure as a studio and do you have any favorites from them?
I kind of have always appreciated Treasure more from a distance. They were made up of former Konami people, and one thing I feel like classic 16-bit Konami is known for is REALLY, REALLY difficult games. Gradius 3 and Contra 3 and Castlevania 3. Three for three. And also giving you difficulty options but then punishing you if you played on anything less than the hardest setting.
And Treasure carries some of that sensibility forward. So generally I play a lot of Treasure games, admiring the scenery and the ideas, until I get frustrated and then I go play something else.
So, like, I've only ever seen a couple levels of Dynamite Headdy. A couple levels of Gunstar Heroes. One level of Alien Soldier. And when it comes to something, like, say, Silhouette Mirage, I've never even tried touching it because Working Designs localized it and apparently made it even harder. (Thanks, Vic)
I appreciate how they pushed the hardware and they have cool sense of aesthetics, but I cannot actually say I've loved any of their games. Not in the way they deserved. They're just right on that edge of being a little too aggressive for me to click with. I liked what they did, I'm glad they got to do it, it enriched a lot of gaming culture, but... it's just not for me. They carry a little too much of that bullet hell shooter soul.
And once you get past a certain point, like post-Dreamcast Treasure, it starts feeling like a completely different beast. Their games start feeling really toothless and boring (the opposite problem).
Like, the only Treasure games I've finished are Gunstar Super Heroes and Advanced Guardian Heroes on the Gameboy Advance, and it does not make me proud to say that. Those aren't bad games, don't get me wrong, but I don't think they're great games. I guess Astro Boy: The Omega Factor was them, too. All of them have this problem where it feels like they're just, like, missing something, you know?
A special little spark, or a certain game mechanic to anchor the gameplay around, or just... something. Otherwise, they have half of a good idea and a lot of nostalgia.
So I can't really say I have any Treasure favorites. But there are also a lot of Treasure games I've never really played -- haven't touched Radiant Silvergun, I own the original Guardian Heroes on XBLA and never booted it up, never played Bangai-O, or Sin & Punishment, and so on. Maybe there would be something in there that would click with me.
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posthumanwanderings · 10 months
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Gunstar Super Heroes (Treasure / Sega - GBA - 2005)
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