Ghostbusters
- Ghostbusters (1990 on Genesis)
- Ghostbusters (2006 on Windows)
- Ghostbusters (2013 on iPhone, iPad)
- Ghostbusters (2016 on Arcade)
- Ghostbusters (2016 on Windows, PlayStation 4, Xbox One)
Description official descriptions
Based on the 1984 film of the same name, the Ghostbusters are the ones to call to "bust" any ghost hauntings. They do this through the use of nuclear-accelerated "proton packs" and "ghost traps", whereby the ghosts can be captured and transferred to a secure storage facility at their Headquarters. However New York City has suddenly become a very haunted place, and the number of ghosts has suddenly and dramatically increased. The Ghostbusters must reduce the paranormal psychokinetic energy, the "PK level" in the city, which represents ghost power, before the Temple of Zuul awakens and resurrects an evil goddess called Gozer.
Ghostbusters is an action game that features an overhead-view and a side-view. From Ghostbusters HQ, the player must monitor a map of midtown Manhattan for "ghost alarms", as well as for casual, roaming spirits, and plot a route to the alarmed area. Once the route is plotted, the player then controls the purchased Ghostmobile as it drives through traffic. Here, the player is able to capture casual ghosts on the way if they are en route. When the haunted location is reached, the game switches to a side-view. Two of the Ghostbusters will take position, activate their proton beams, and toss a trap to the ground. The player must then use the two Ghostbusters to attempt to lead the ghost(s) over the placed trap. Once activated, the trap springs to capture any ghosts directly above it. A successful capture will earn the player money, which can then be used to purchase new Ghostbusters vehicles and new modifications for it. An unsuccessful capture will see the ghost fly away (after nastily sliming one of the Ghostbusters).
As the game progresses, the PK energy in the city increases. The Ghostbusters must keep it under critical levels by being constantly successful at busting ghosts. Eventually the Temple of Zuul will activate, and if the PK levels are still manageable, the Ghostbusters can venture there for a final showdown with Gozer.
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Screenshots
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Credits (Commodore 64 version)
Design | |
Additional Programming | |
Graphics Design |
Reviews
Critics
Average score: 58% (based on 38 ratings)
Players
Average score: 3.3 out of 5 (based on 219 ratings with 8 reviews)
Not as bad as some people may make you think...
The Good
Well, first of all, I like the Ghostbusters quite a bit. I loved both movies to death, and bought them on DVD once I got the chance later. The first Ghostbusters game I played was on commodore 64, and it was AWESOME!
So, I found out later that another version of the game got released for the NES, needless to say, I picked it up right away (or rather my mom did for me) and it was good. It played almost exactly like the commodore 64 version which I was happy about, but it also added in some new features that were pretty cool.
The first thing I would like to mention is, in a way this is an early version of business sim games. You start your own franchise and have to purchase gear to get to busting ghosts, in which to make more money, all while stopping the dreaded Gozer, and it's minions.
Well, the first different thing about this version from the com 64 was that you didn't start with any gear, and you only had one vehicle you had to drive the good old Ecto-1, which was fine by me, I love that car. Instead, you have first drive to the Store in order to purchase some equipment with your loaned 10,000 in order to begin your ghost catching business.
The other changed thing is the driving scenes. They are more evolved this time and feel a little like an arcade game, your car is displayed smaller on the screen giving you room to move forward for speed, and back for slower speed. Also, you had to dodge bad drivers (ghosts driving?) or you would owe them money which was directly taken from your stash of cash.
Also, you had gas this time, so you have to drive to the gas station once in awhile in order to fill up the Ecto-1 and continue busting ghost.
I could go on and on about the changes, but I'll save you the time and say that it feels more evolved game wise and business wise, and is pretty darn fun.
The Bad
Well... I don't like the newly added Stair climbing scene. It's really slow... I MEAN REALLY SLOW. You have to hold forward and press the A button over and over again in order to go up the stairs and it's really boring and much too hard. Not to mention it really starts to kill your thumb.
The ending is *** as well. It just Congrats you on a job well done (in a funny but poor translation paragraph) so it feels like everything you did was pointless. It wasn't though, if you like business games, you most likely enjoyed yourself catching ghosts and making loads of cash.
The Bottom Line
It's an early business sim. So most people look at how dated it is, and how weird it looks (just look at the screen shots on this web site) and think that it is boring, and to some it probably is. If you like tactic business games like me, you will enjoy it most likely.
I rate it a 8/10. It's not as good as the commodore 64 version, however it is good on it's own. Thumbs up!
NES · by leon101 (44) · 2007
Let me know when we get to twenty. Iâm gonna throw up.
The Good
I love Ghostbusters. It was an enormous part of my childhood. Then it became an enormous part of my adolescence. Iâve dressed as a Ghostbuster for Halloweâen for years. This is why it breaks my heart that most games based off of the movies and the cartoons are so abysmal. Some of them reach into the realm of passable, but a good Ghostbusters game is outlandishly rare. Out of all the Ghostbusters licensed games that Iâve played, Iâve come across two that I really like; âNewâ Ghostbusters 2, and Ghostbusters: The Video Game. So where does that leave this, the NES interpretation of the first movie?
Itâs my opinion that the reason most Ghostbusters games are bad is because the developers donât seem to know what being a Ghostbuster is all about. If the game is about running around and blasting ghosts into submission, it completely misses the point. Ghostbusting is a job. Itâs an extremely awesome job, but a job none the less. Luckily, this game gets it right. You go out on calls, cruise to your destination in Ecto-1, wrangle a ghost, and suck it into a trap. Then you get paid and spend it on better equipment. Okay, so in actuality the Ghostbusters made their own equipment, and having a store sell it to them is a little strange, but it works from a gameplay perspective.
The gameâs setup is pretty simple. It sort of follows the story of the movie, but doesnât really explain any of it. Psychokinetic energy is on the rise, which can only mean one thing, Gozerâs coming to town and the Ghostbusters are the only one who can stop him/her. To do this, the team must gain enough money by busting ghosts to buy the equipment needed to climb the Shandor building (named the Zuul building in this game, for whatever reason) and defeat Gozer. Itâs a race against the clock, since you only have a short amount of time (about a half-hour to an hour, maybe) before Mr. Staypuft arrives to wreck the town.
There is something pleasing about the gameâs methodical pace. Perhaps itâs because it treats Ghostbusting as a skill you must build up to succeed. Thereâs a sort of realism to the game. After fumbling a few catches and crossing the streams a few too many times, youâll find yourself catching ghosts faster and faster, gaining more and more money to buy upgrades. The buying of upgrades allows you to see your company expand. Itâs very satisfying, to an extent. However, this is sort of offset by the repetitiveness of it all. Itâs always the same type and number of ghosts that youâre trapping, so thereâs very little variety and challenge. However, since each game only lasts around a half-hour, things never really get tedious.
The Bad
One of my high school chums had a Ghostbusters movie poster on his wall which featured three Ghostbusters; Ray, Peter, and Egon. Yes, thatâs right, Winston Zeddemore was strangely absent. I couldnât help but find that strange. Sure, Winston only appeared halfway through the movie, and his role wasnât as big as the others, but what the hell? He was the fourth Ghostbuster. He helped save New York, so you canât just forget him! Big surprise, he isnât in this game. Yep, once again, Winston has been pushed into the background and doesnât even appear in the movieâs officially licensed game. So what? You canât include a black Ghostbuster? I know you didnât use up the entire palette, and I can tell that there arenât enough sprites on screen to fill a whole chart, so what is it? Laziness? Or are you just racist, Activision?
Speaking of palettes and sprites, this game has some of the worst graphics Iâve ever seen on the NES. From both an artistic and technical standpoint, this game looks like shit. The NES has a pretty limited colour palette, but Ghostbusters doesnât even try to use it all. Ghosts are only one colour, backgrounds are bland and severely lack detail, and the Ghostbusters themselves look like they could have been rendered on an Atari 2600. Every bit of background scrolling in this game is in a single direction with extremely repetitive tile patterns. I can understand that the NESâs limitations are difficult to work around, but itâs like they didnât even try. Itâs not just bad, itâs amateur.
While weâre on the topic of amateur, I feel I must bring up a small complaint. The driving sequences in this game are insultingly simple and poorly programmed. Hereâs a helpful tip, move your car to the very right hand side of the road and speed up to full. Now, youâre free to take a sip of tea, or take a bite of your sandwich, because youâre not likely going to hit anything. At full speed your car actually uses the exact same amount of fuel as it would at its slowest speed which is absolutely baffling to me, and I have no idea why you would ever even slow down. Cars spawn at very sparse intervals and move across the screen very choppily. Oh, and get this; the only scenery that you see on the side of the road is the exact same fire hydrant that passes way too frequently. Itâs as if youâre driving through a forest of fire hydrants.
You like the Ghostbusters theme song, right? Sure, everyone does. However, and this may shock you, having an 8-bit version of the song looped at you over and over again is really maddening. Thereâs only one song and it doesnât let up. It just keeps replaying. Itâs not even a very good rendition of the classic tune either. Itâs not particularly bad, but youâll have plenty of time to appreciate its flaws. The song doesnât even loop properly. It just starts over from the beginning. At least this way, youâll be able to count how many times the song plays as you descend into madness. Granted, you could just mute the game and replace the soundtrack with, for example, Chopin, but you shouldnât have to. Having one song in the entire soundtrack is completely inexcusable.
Do you remember that scene near the end of Ghostbusters where they had to climb up all those stairs? Well you may be happy to know that the developers of this game managed to capture the slow agony of climbing those stairs with heavy equipment on. In order to reach the end boss of this game, you must first climb a seemingly endless staircase while being pelted by ghosts. That seems bad enough, but to make things worse, you must do it by repeatedly pressing the A button for every baby-step you take. Who the hell thought that was a good idea? Itâs stupid and I hate it. To make things even worse, the stairway level is next to impossible to complete. Further adding to the frustration, if you die, you donât get to start from the bottom of the stairs, you have to play the game over again to make another attempt. The only way I can imagine beating this game is by using a controller with an auto-fire or being really hardcore and playing the game repeatedly.
The Bottom Line
While I concede that this game at least got the concept of Ghostbusting right, itâs just too bad that it gets so weighed down with laziness. Itâs uncanny; this game fails out loud in just about every aspect. It looks like crap, itâs as frustrating as hell, itâs poorly programmed, and it somehow manages to make the Ghostbusters theme sound annoying. If you really must play this game, get the Sega Master System version, since it fixes a few of my complaints. The NES version, on the other hand, is simply excruciating. It is so offensively AWFUL that I recommend you stay away from it. In conclusion, I suggest you store any Ghostbusters NES cartridges in extreme conditions, or immerse them in water. It's the humane thing to do.
NES · by Adzuken (836) · 2010
Surprisingly playable, considering the limitations of the system.
The Good
Ghostbusters for the Atari 2600 was one of the last games published for the system, right around the same time the Nintendo Entertainment System was released in North America, ushering the next generation of video game consoles. So, this game has a sizable advantage over other games on the system, since Atari programmers would have discovered many tricks to maximize performance on the system. But this game also was at a big disadvantage compared to other systems, especially what would become the third-generation console champion, the NES.
The graphics on the Atari 2600 version are much simpler than what you'd get on other consoles, but they are still recognizable for what they are supposed to be. You can tell a roamer from a slimer, the Stay Puft Marshmallow Man is as intimidating as it should be, and the plasma guns and traps are decent. You can recognize the Ecto-1 for what it should look like, although allowances must still be made due to the limitations of the system.
The music is particularly good for the Atari. It even had me bopping in my seat along with the music while I was playing, and the gameplay is smooth. The instructions booklet gives you all the information you need to play the game in only a few pages.
The Bad
There are still a few problems with the game that take some getting used to. The first issue is that you can't always tell when the round is finished right away. It would have helped if there was an audio cue, or a round finished screen, to let you know it's time to start a new game or buy more equipment for the next round.
It would help to have an indicator on the screen for how many traps you have remaining, or how many men you have left before you need to go back to the headquarters.
As I said earlier, the graphics are decent, but they pale in comparison to other ports of this game, so the fact that it was available on other systems guaranteed that they were going to be the better buy than this one.
And while the gameplay is smooth, it does get repetitive because you're only ever doing the exact same thing over and over. And finally, it's too easy for the slimers to escape over the reach of your plasma guns, so half the time you don't have a chance to catch them.
The Bottom Line
Overall, it's a fun game on a limited system. Even more fun to keep track of your best scores and try to beat it next time or compare with your friends. If your only gaming system was an Atari 2600, then this game would definitely be worth buying, but if you had any other system with a port of this game, that one would be more worth it.
Atari 2600 · by NixieLake (28) · 2022
Trivia
Development
From Brad Fregger, Producer of Ghostbusters:
The game developers at Activision would often take the afternoon off to see a new movie that was exciting to us. One day we all decided to see Ghostbusters on the opening day. After the movie David Crane (Pitfall and Pitfall II) announced that he was going to do the game. As a founder of Activision, he had the power to get the wheels in motion and within a week we we're beginning development.
Crane had already been working on what would become the game, and made a beta version with the driving and franchising elements, but it wasn't until getting the Ghostbusters license that he had a setting for those game elements. The title screen sing-a-long feature of the computer version was not added until the week before the game was finished. In Retro Gamer 25 Crane mentioned that the game was created in six weeks. Normally it wouldn't be possible to create a game in such a short amount of time but Crane had a working engine of a racing game Car Wars. Thanks to the resource allocation segment that was embedded into the game, it was easy to replace guns, missiles and rockets into more Ghostbusters themed armaments. In the same issue of Retro Gamer Crane said that the original version of the game was created in 1984 on C64 and later, in 1985, it was ported to Atari 2600, Amstrad, Spectrum and MSX. SMS version appeared in 1987 and Mega Drive in 1990 however none of the people who were involved in creation of the original were not participating in the works over the last two versions.
License
Like the cartoon based on the movies, Activision was not allowed to use the likeness of the actors that performed in the movie.
Music
The game title music and speech based on the original theme music from the movie written by Ray Parker Jr.
NES version
The NES version of the game differs in a few ways from its computer counterparts. First, the driving sequences feature a "zoomed out" perspective, meaning that the Ghostbusters car is smaller on the screen and that there is more road to manuver over. Also, gone is the ability to purchase different vehicles (which was in all versions of the game). By contrast, there are more items to buy and equip from the shop than other versions. Finally, the NES version features a unique Temple of Zuul sequence at the end of the game where the Ghostbusters must slowly climb the stairwell of the building to the rooftop, avoiding the touch of enemy ghosts that fly around.
Sales
According to the magazine Retro Gamer (issue #1), the game was Mastertronic's #2 best selling game (412.922 copies).
Winston Zeddmore
Interestingly, the game does not portray, or even reference, Winston Zeddmore â Ernie Hudson's character in the film, and the sole black Ghostbuster. He does later appear in the game version of Ghostbusters II.
ZX Spectrum versions
- Spectrum first version
- In the rush for a pre-Christmas release, the Spectrum version did not work with the popular Kempston joystick interface. Even worse, the game crashed on selecting this joystick add-on. According to ACE (issue #15), thousands of copies had to be replaced with a working version.
- 128K version
- Two years after the 48K release an enhanced version of the game appeared. The only new addition was a funky AY version of Ray Parker Junior's theme song.
Awards
- Happy Computer
- Issue 02/1986 - #4 Best Game in 1985 (Readers' Vote)* Zzap!
- Issue 01/1985 - #6 It's the Zzap! 64 Top 64!
Information also contributed by BurningStickMan, Garcia, Scott Monster and WildKard
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Related Sites +
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Computer Chronicles
David Crane presents the C64 version on the TV show Computer Chronicles in January 1985. (Youtube) -
Internet Archive
for ZX Spectrum: downloadable release; additional material; online emulation of game -
Legends of the C64
Dedicated to legendary pioneering companies and programmers, includes an original article with additional reproduced articles from classic gaming magazines - featuring David Crane and Ghostbusters. -
Lemon, a C64 game database
for C64: games, reviews and music -
MSX Generation, a MSX game catalogue
for MSX: catalogue; cover art; additional material -
Retro Remakes 2006 Competition
A complete windows remake of Ghostbusters was one of the entries. -
Sega8bit, a Master System fan site
for SEGA Master System: artwork; releases; additional material -
World of Spectrum
for ZX Spectrum: additional material; player reviews; magazine references; magazine adverts
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Are you familiar with this game? Help document and preserve this entry in video game history! If your contribution is approved, you will earn points and be credited as a contributor.
Contributors to this Entry
Game added by Old man gamer.
SEGA Master System, NES added by PCGamer77. ZX Spectrum added by Martin Smith. Atari 8-bit added by Terok Nor. Commodore 64, Atari 2600, Apple II added by Servo. MSX added by Đгги ĐŃŃго. Amstrad CPC added by Katakis | ăŤăżăăš.
Additional contributors: Brad Fregger, Sciere, Alaka, Martin Smith, François-Patrick Arteau, Macs Black, c64fan, Patrick Bregger, mailmanppa, Lain Crowley, Jo ST, FatherJack, ZeTomes.
Game added November 17, 2000. Last modified May 27, 2024.