Treasure Hunter G box art

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Treasure Hunter G

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Treasure Hunter G

May 24, 1996

Main game

3.26 average rating based on 19 ratings

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Brothers Red and Blue G. decide to leave their idyllic village in search of their long lost father, who left the kids years ago to go treasure hunting. Unfortunately, as soon as they begin their quest, they become entangled with a mysterious girl on the run from evil monsters who holds the key to the resurrection of a great demon. Now its up to the brothers to save the world if they ever want to find their father. Treasure Hunter G is a top-down RPG in which you control your party of four characters as they explore the fantasy/sci-fi game … More
Brothers Red and Blue G. decide to leave their idyllic village in search of their long lost father, who left the kids years ago to go treasure hunting. Unfortunately, as soon as they begin their quest, they become entangled with a mysterious girl on the run from evil monsters who holds the key to the resurrection of a great demon. Now its up to the brothers to save the world if they ever want to find their father. Treasure Hunter G is a top-down RPG in which you control your party of four characters as they explore the fantasy/sci-fi game world in search for quests and grinding their stats while the plot advances. The game is divided in a world-map screen, a top-down "town" mode and a turn-based fight mode in which the characters are taken to generic tiled top-down arenas in which they select each character and move or attack depending on their action points. Enemies can be seen on the map instead of jumping at you at random intervals, and you can freely decide whether to engage them or simply circle them around. The game uses a combination of hand-drawn sprites and CGI pre-rendered one (mostly for the main characters) with a distinct cute or Super Deformed design (as usual for most console RPGs). Less
Developers
Sting
Publishers
Square, Square Enix
Platforms
Super Famicom, Wii
Genres
Adventure, Role-playing (RPG)
Themes
Fantasy
Release Dates
May 24, 1996 Full Release (Japan)
Super Famicom
Dec 25, 2007 Full Release (Japan)
Wii
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User Stats
72
In Collection
24
Wish Listed
0
Playing
36
Backlogged
How Long Is Treasure Hunter G?
No playthrough data yet
scoopings
scoopings gave May 25, 2026
scoopings gave May 25, 2026
Great For An SNES TRPG, But I'm Ready For The Next Gen Rn

Preliminary: I'm very skeptical of an SNES RPG, tactical no less which I usually burn out with, in mid 1996, but I will give this an earnest try because I watched a playthrough and it looks gorgeous and the music sounds great.

Yessss the comforting music to start it. Love wake up/bedroom music in RPGs. And this is especially pretty for an SNES RPG. enter image description here

It's interesting. So far I've actually read every word and not felt like just rushing through the dialog. I'm sure that'll eventually change cuz even my most beloved RPGs that I grew up with, like FF9 and 10, I do that. But maybe hopefully things are changing? And I realize I have a lifetime to play these games as long as I'm enjoying the music, Look, and gameplay enough, just savor them. (the trick is actually enjoying those enough to warrant these 50+ hour games...)

Early Game

Yesss in a rare occasion, the musci for this first dungeon is banging. Instead of being dungeony and lame, it's epic, empowering, and groovy. Omg yessss and there's a dash button! This is coming together to be worth a full playthrough ah! Why are so many of my …

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Preliminary: I'm very skeptical of an SNES RPG, tactical no less which I usually burn out with, in mid 1996, but I will give this an earnest try because I watched a playthrough and it looks gorgeous and the music sounds great.

Yessss the comforting music to start it. Love wake up/bedroom music in RPGs. And this is especially pretty for an SNES RPG. enter image description here

It's interesting. So far I've actually read every word and not felt like just rushing through the dialog. I'm sure that'll eventually change cuz even my most beloved RPGs that I grew up with, like FF9 and 10, I do that. But maybe hopefully things are changing? And I realize I have a lifetime to play these games as long as I'm enjoying the music, Look, and gameplay enough, just savor them. (the trick is actually enjoying those enough to warrant these 50+ hour games...)

Early Game

Yesss in a rare occasion, the musci for this first dungeon is banging. Instead of being dungeony and lame, it's epic, empowering, and groovy. Omg yessss and there's a dash button! This is coming together to be worth a full playthrough ah! Why are so many of my most beloved games seemingly so forgotten or underknown (and that's true even when compared to other Japan-only releases etc.). I'm not loving how they're having the femme character be constantly crying so far, but otherwise, I am enjoying everything about this!

Even tho I will never love tactical/more complex RPGs, since it slows the game down when it's alreayd intentionally slow and plot-focused, instead I'm spending all this time in menus and moving around a field etc., this one so far seems to be very fluid and better than even the Fire Emblem I just dabbled with. I like how you change direction of where you face so it's clear where you are hitting, etc. However, I bet I will still burn out with it because it seems battles wont be real quick like most turn based JRPGs.

I'm loving everything about this but ugh the items/menu situation is not it. You'd think they'd have the standard of stacking items and shared inventory by now. I'm also not exactly loving the reliance on smashing things/breaking bushes/searching around for so many items. I like that in Zelda but I guess I'm just not watning that in an RPG? I'd rather grind for my money. Which leads me to my other thing that's both a gripe and a positive: this doesn't seem to be a grinding game? You have your battles that are set and I couldn't return to the mountain to grind for money. Maybe that'll change later. Instead, after googling, I found out I should get money in early game by collecting Frogs from bushes lol. And other teidous tasks. not in love with that, but I also am glad for it since this tactical RPG type battle takes longer and isn't my preferred turn-based button mashing for grinding. Oh gosh and I don't like how buying equipment etc goes, just give me a quick easy menu!

But it sure is pretty and I still think Imma push through nonetheless. And I'm surprised I have not burned out of the combat yet maybe because it isn't relentless grinding/random battles (yet at least) and I can fast forward through enemy turns (which always feel so slow to me in TRPGs). Also, it's early game still, but I don't feel like the music has been repetitive yet and keeps feeling interesting even when it's the usual RPG medieval sound or other soudn I usually don't click with.

Yesss the music for the Mountain place is great and funky. Interesting, a very clear Lesbian character in a 96 Japan-only RPG. And she talks down to the naive boys of the group. Nice. (tho overall the humor and social implications of the game certainly aren't a highlight).enter image description here

The game continues to be well-designed. For instance, the placement of Save/Heal spots are nice without being too easy. These bosses are no joke tho.

Yesss I love the Port Oceania music, giving Kingdom Hearts etc Feel. enter image description here

Omg geting this Whale-and-the-lady-whom-I-saved to say the right thing so I can move on has been quite the chore. Hopefully not too many of thsoe scenarios. Omg I thought I had solved it but still the lady wont tell me what to do in the forest. Smh. (Ah, I finally got it. Not a fan of having to re-talk to unremarkable people so many times/at precisely the right time before they become remarkable! Maybe for a sidequest/optional item, not main game!)

Yesss the cheesy music enter image description here

Mid Game

I guess I'm considering the second Island mid game? I still really like this but I could do without the usual SNES JRPG antics like the dancing fairies and "humor" and quirky diversions. But still likeing the Sound and Look, and the Play still has me surprisingly hooked despite the tactical aspect.

I love Rain, she's not really weak in any way and has so many spells/techniques.

This whole mad scientist subplot feels like an unnecessary subplot a la far too many JRPGs of this time. And the quirky/humorous type stuff is just not for me. I want serious and beautiful for my RPGs! It probly doesnt help this Dome place has the usual dungeon-y/combat-y RPG music, not a fan of that style, even if this tune is better than most of that nature.

Again, I am really enjoying thisg ame and hooked but the initial luster of the Look and Sound haven't held up as I near the last parts (at least, I assume the last parts, since I'm a good way into the third island and I read there are only 3 islands...). Medieval vibe music (blergh), not a fan of the mad scientist lab or the pyramid areas, and no excuse for the inventory style and most of all the equipment purchasing/equipping mechanics.

I know I'm repeating myself but the quirky/"humorous" antics that are so characteristic of SNES JRPGs and the tedious parts like climbing up to this pyramid entrance. And the usual SNES JRPG dungeon music has prevailed. I'm so ready for FF7, well, FF9 and 10, at this point. Advanced time! Imma try to push through but if I continue to burn out, I should remind myself I should be thrilled and excited each time to pick up the game. This obviously is a great SNES JRPG, but I can always return to it to finish it.

Yeaaaa I've officially burned out doing tihs run in circles flame puzzle. I dunno maybe I'm just tired today, but I think it's time to add this to RPG Replay list and move on.

Look: 8/10 Great for an SNES JRPG

Sound: 7.5/10 Was great at first but eventually felt dry

Play: 8/10 Slight boost, despite burning out with it, because it is the best of the TRPGs so far and the farthest by far I've gone in one.

Feel: 7.5/10 If this came out even a year earlier, this would've been such a highlight. At this point though it's time for PS1 RPGs!

Attachment: 8/10 I am confident I will return to this to finish this file.

Overall: 7.8/10

Completion: Doing the puzzle in the bigger Pyramid

Playtime: 6h 15m

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Chovus
Chovus gave Oct 28, 2018
Chovus gave Oct 28, 2018
G is for Grid

Treasure Hunter G, for SNES

Rating: 8.2/10: Great

Highly recommended for RPG fans

This game is a JRPG by Square that features a tactical combat system. The first thing noticeable about this game is its amazing graphics, because it looks more like a game for a next gen system, rather than the SNES. The second thing noticeable is the great combat system. Enemies appear on screen, and running into them starts a battle (though there is no effect for touching or getting touched from different directions, so no ambushes or pre-emptive attacks). Battles take place in a grid system approximation of the type of area you are in. There was even one place where you open coffins, and the battle area looks like it reflects which ones you opened (it does not actually, it is just very creatively made). Battle areas can include obstacles and choke points.

Each character gets a number of action points each turn (turn order is decided by speed stat), which can be spent on any combination of movement, attacks, spells and item use. You are even able to change your equipment to attack with different weapons in the same turn. Enemies have a …

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Treasure Hunter G, for SNES

Rating: 8.2/10: Great

Highly recommended for RPG fans

This game is a JRPG by Square that features a tactical combat system. The first thing noticeable about this game is its amazing graphics, because it looks more like a game for a next gen system, rather than the SNES. The second thing noticeable is the great combat system. Enemies appear on screen, and running into them starts a battle (though there is no effect for touching or getting touched from different directions, so no ambushes or pre-emptive attacks). Battles take place in a grid system approximation of the type of area you are in. There was even one place where you open coffins, and the battle area looks like it reflects which ones you opened (it does not actually, it is just very creatively made). Battle areas can include obstacles and choke points.

Each character gets a number of action points each turn (turn order is decided by speed stat), which can be spent on any combination of movement, attacks, spells and item use. You are even able to change your equipment to attack with different weapons in the same turn. Enemies have a type of zone of control around them, which makes all actions cost more action points and thus severely restricts how much you can move and attack. These zones can overlap, making multiple enemies even more difficult to defeat. As enemies are slain, their zones are removed, so the battle gets progressively easier and you are encouraged to focus down enemies. However, the high cost of movement may make it more tactically viable for your team to take down targets separately if they are not right next to each other.

There are a large number of things that can affect battle. You can keep weak characters away from enemies or behind other characters to protect them. There are knockbacks, which can make direction of attack very important, and make it useful to have your back to a wall or someone behind you. Speaking of direction, higher damage is done for flanking, though you have to consider if it is worth the movement. There are ranged attacks and weapons, attacks that hit multiple targets, and larger area effects, plus friendly fire. On top of all this are status effects, elements, traps and unique monster abilities.

The combat is definitely the shining part of this game. The other aspects are not quite as good, but are still amazing for the most part. The story, characters and dialogue are good. There are lots of little character interactions and development; even the monkey character is interesting. I did not like the second character (blue) though because he looks and acts like a child; seriously he is probably around 8-12 while the other 2 are probably at least 17, if not older. Character advancement is interesting because xp is gained per action in battle, as well as for winning the battle. Also, new abilities are learned during the story or from little side quests, rather than being purchased or unlocked with levels.

Health (but not mana) is partially restored after combat, and there is an interesting feature where you have to donate to the church to raise your max mana (it is not automatically gained by leveling). However, health/mana restore stations are common and too easy to abuse because of lack of random battles or respawning enemies. There are some puzzles and mini games which are not too difficult.

The worst part of the game comes from inventory management. Each character can only carry a limited number of items, which includes equipped items. There is no way to sort this to put all of your equipment at the top (for example). Moving items between characters involves selecting the person and item, and then rotating them until they face the appropriate recipient of the item. Items also do not stack (such as potions), so the entire game is spent struggling with carrying capacity; what to keep and what to throw away. You also need this space to make money, because the only way to get money is to sell items dropped by enemies.

Treasure Hunter G is a little on the short side for an RPG, but it is fun, challenging and well made. The combat system is much better than the typical Final Fantasy type because of the tactical options inherent in including position in battle as a thing. The annoying and unfriendly inventory system is the main thing which brings the game down (other than one game breaking glitch I had), though really the inventory is only a slight problem if you try to be greedy/stingy.

Pro

  • Tactical combat
  • Attacking empty space does not use action points (helps if you are not sure you are facing the correct direction)
  • Interesting combat abilities (including positional traps, knock back, friendly fire, etc)
  • Good variety of weapons with combat effects (such as range and hitting multiple targets)
  • Magic shows area of effect before confirming the cast
  • Good characters, story and dialogue
  • Money is not dropped by enemies, which makes it more valuable and the early game more challenging
  • Shop mechanics: items to buy are on the floor, go pick them up then talk to the shopkeeper to pay. No menus
  • Shop equipment shows stats and who can equip (similar is shown in inventory screen, but not quite as detailed for who can use)
  • Puzzles and other environmental features that give variety
  • Ending allows you to walk around and visit towns while choosing when to do the actual end
  • Items dropped by enemies are awarded after battle without having to go pick them up (though you can pick up and use them before the end of battle if you want)
  • Can interact with environment (smashing bushes and barrels for example) for loot, and sometimes npcs will complain

Con

  • Limited inventory, which cannot be sorted
  • Moving items between characters is a little awkward
  • Save points
  • Health/mana restore stations make inns redundant and ruin the concept of dungeon crawling because you can easily go back to them between every battle
  • There are no weapons with longer range than 2 spaces (such as bows)
  • Moving diagonal in battle is hard, and there is no way to undo moves
  • Game breaking glitch at one point. You were supposed to read the dad’s notebook, then go to a dungeon and use the book at a specific spot. I skipped reading it first because dialogue told me where to go. This caused an infinite loop; the game was not locked up but it was unplayable and I had to reload. Took a few attempts to figure out I had to read the book away from that spot first
  • Mountain climbing part where there are infinite falling boulders to dodge. This was not fun and made no sense
  • Small escort quest where the king says he hates pain so much that if you let an enemy hit him once, he will kill himself and the entire party with a bomb. This is wrong on so many levels
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Chovus
Chovus updated their status Oct 16, 2018
Chovus updated their status Oct 16, 2018

Beat the game without much difficulty. The main guy (blue haired swordsman) carried the team because of this melee damage output, and I gave him almost all stat boost items. I rarely used traps and offensive magic. All characters but the main used ranged weapons, and by the end both warriors had several weapons to choose from: the main guy had a lighting, fire, ice and non elemental sword, while the other guy had a spear, curved spear, lighting axe and non elemental axe. I would switch weapons between attacks for the greatest effect (for example using spear for all attacks except the last, and then switching to axe to knock the enemy away).

I very rarely put offensive names for characters, but I gave the monkey character a mildly offensive name. There was a scene early on where someone said "Well if it isn't little X", which expressed exactly what I was thinking when I named the monkey. That scene was hilarious, and many laughs were to be had throughout the entire game due to that name.