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[History] [Revise]Games

Ghostbusters has existed in game forms over the years. Including video games, board game and role playing games.

[Link] [Revise] Ghostbusters: Sanctum of Slime

Released in Spring of 2011 as a psuedo-sequel to the 2009 Ghostbusters: The Video Game, and exclusively for the Playstation Network, Xbox Live Arcade, and PC platforms.

It follows a set of 4 new rookies, once again under the tutlage of the original Ghostbusters, against a new paranormal menace, in a top-down, arcade style, twin-stick shoot-'em-up.

It featured the return of Janosz Poha (with an interesting connection to one of the 4 rookies), the introduction of a new Ectomobile (requisite with Chauffeur), as well as new color-coded Proton Pack upgrades, to better combat the equally color-coded enemies.

The game reused alot of the art assets from the previous game, possibly to cut down on the over-all cost of production.

[Link] [Revise] Ghostbusters: The Video Game



Ghostbusters: The Video Game is a video game based on the Ghostbusters film franchise for the PlayStation 3, PlayStation 2, Xbox 360, Wii, Nintendo DS, and PC, published by Atari. The PlayStation 3, Xbox 360 and PC versions were developed by Terminal Reality, while the PlayStation 2, Wii and Nintendo DS versions were developed by Red Fly Studio.

The game's storyline was written and overseen by Dan Aykroyd and Harold Ramis, the writers of the original films (with assistance from several others). They, along with Bill Murray and Ernie Hudson, lend their voices and likenesses to the game. Several supporting cast members, such as William Atherton (Walter Peck), Brian Doyle Murray (as the new mayor) and Annie Potts (Janine) also appear in the game.

The game follows the player's character as a new recruit hired out of necessity by the Ghostbusters, due to work overflow. The game features the elements of typical third-person shooters, but instead of using a traditional gun, players are equipped with the standard Proton Pack, and a Ghost Trap to fight and capture ghosts (Both upgraded as the game progresses). The game's plot is set two years after Ghostbusters II, around Thanksgiving in 1991, with the Ghostbusters team training the player's character while investigating a new paranormal threat to New York.

It is considered by many to be a true sequel to the films (a sentiment Dan Aykroyd himself has been reported to share), if nothing else, a spiritual successor.

Release Date(s): June 16th 2009 (US), June 19, 2009 (EU).

[Link] [Revise] Ghostbusters by Activision

Based on the movie of the same name, the Ghostbusters are the ones to call who will "bust" any ghost hauntings. It does this through the "purchase" and use of nuclear accelerated "proton packs" and traps, whereby the ghosts can be captured and transferred to a secure storage facility. However New York City has suddenly become a very haunted place, and the number of ghosts has suddenly increased. The Ghostbusters must reduce the paranormal (PK) level in the city, representing ghost power, before the Temple of Zuul awakens and resurrects the evil goddess, Gozer.

The game varies in some respects depending on what platform it is played upon; the Sega Master System version (1987) added an on-foot shooting gallery level with different animations, while the NES version (1987) had a different ending but inferior graphics.

The MSX title also went under the name "Ghostbusters Challenge", however is identical to all other ports of the game.

A freeware PC remake of this game is also available for download at the following link:
http://www.classic-retro-games.com/GhostBusters_193.html

Commodore 64, Atari 2600, Atari 800, Apple II, Amstrad CPC (2 Slightly different versions), MSX, ZX Spectrum, Nintendo, Sega Master System

[Link] [Revise] Ghostbusters on Sega Genesis



Ghostbusters was released by Sega for the Mega Drive/Genesis on June 29, 1990. It is unrelated to the earlier Activision game, and is instead a straightforward run and gun game in which the player takes control of squat cartoon representations of three of the four Ghostbusters from the movie, with the noticeable absence of Winston Zeddemore. Four levels are available initially; after they are completed, a fifth level is unlocked, followed by a sixth and final level. Each level contains a number (usually two) of mid-bosses known as "middle ghosts"; after a middle ghost is defeated, it turns into a small green ghost which can be captured for extra money by luring it over a ghost trap. Between levels, money can be used to buy power-ups, such as a 3-way shot or recovery items.

The game takes place between Ghostbusters and Ghostbusters 2. The Ghostbusters are down on their luck due to lack of ghost activity, when suddenly several calls begin to pour in from around the city, including the eventual reappearance of the Stay Puft Marshmallow Man (although dialogue indicates it is not the same one from the movie). After each case, a piece of a stone tablet is collected. The three Ghostbusters piece together the mysterious tablet, inadvertently opening a portal to "the evil world" and releasing a horde of ghosts. In the end, though, the Ghostbusters manage to retrieve a mystical gem from the evil world and use it with the tablet to close the portal, saving the city.

[Link] [Revise] Ghostbusters: Mobile by Sony Pictures Digital Entertainment



A top down puzzle game for cell phones on Verizon, Sprint, T-Mobile, and Cingular (now AT&T) networks. The story revolves around the Ghostbusters being hired by a millionaire tycoon to rid his home of ghosts, but the story does not go beyond this, with no cut scenes or dialog during the game. You also are a nondescript Ghostbuster, bearing no resemblance to any of the established characters. However, Egon Spengler does keep in touch with you via an on-screen cell phone throughout the game, giving you helpful instructions and hints.

You reach each "level" [and certain rooms] by finding and using strategically placed color-coded keys. You must find these via solving specific puzzles, in order to advance. You also fight a wide array of ghosts within each of the levels, with a mini-boss at the end of each, until reaching the "big bad" - Stay Puft.

Of note - This game borrows from all Ghostbusters properties, from the two films, to even The Real Ghostbusters animated series [Samhain].

[Link] [Revise] Ghostbusters: Ghost Trap by Vivendi Games Mobile



A "bounce-the-ball" type mobile game, and the only Ghostbusters game to see it's completion through the Vivendi brand [though quietly released]. The "chibi" style graphics previously used in the HAL Labs, and Sega Genesis games once again make an appearance. The game doesn't adhere to any specific story line and there is no real "ending". It utilizes only one button to play.

You are in charge of the Ghostbusters team equipped with Proton Packs, and the ever-present Ghost Trap. Your job is to capture a wide range of supernatural baddies by using your "proton streams" in order to drive the ghosts to the trap and capture them. Each Ghostbuster is strategically positioned in a direction. The ghost will be forced to go to the direction which is marked under the position the Ghostbuster stands.

The ghosts are very sly, and if they touch slime 3 times, they will escape and you will have failed the mission. You have to watch out for the green and gooey slime on the walls. There are also wandering pedestrians. If one of the ghosts attacks them, it will also increase their chances of escape.

There are 50 levels of challenge, in total. During the game, you will go through all the New York districts [and some familiar "haunts" like the New York library and Sedgewick Hotel] and have the opportunity to find out the truth about 10 mysterious ghosts from the "collectible ghost cards" [some of which you don't ever fight, and some that are borrowed from other "non-movie" Ghostbusters properties]. There are at least 3 unlockable graduated modes you can play, a new one revealed each time you completely finish the game.

This game is sometimes listed as "Ghostbusters 3: Ghost Trap", though this game doesn't exhibit any real ties to the next-gen video games, nor to any of the proposed official "Ghostusters III" story ideas of the past.

[Link] [Revise] Ghostbusters II by Dynamix



The PC scene got its own "personal" version of the Ghostbusters II franchise in 1990. While others computers got their specific versions of the Ghostbusters II game [based on the Amiga platform], Activision decided to give the project to Dynamix [later becoming part of Sierra] for this, the IBM PC iteration. It was published, however by Activision themselves.

This particular game is comprised of several levels, with the HQ serving as a "hub" in which to choose your adventure, in the order that you decide, and you can choose from all four original Ghostbusters in which to play.

The levels featured are the courtroom bust sequence, a bust sequence at a construction site, a bust sequence in a mall department store, a sequence in which you have to collect mood slime from the Van Horne Station whilst trying to avoid all sorts of nasty spooks and spectres, and a "driving" level where you steer "Lady Liberty" with a classic Nintendo controller [as opposed to the "NES Advantage", as portrayed in the film itself].

There is also a level in which you have to break out your comrades from the Parkview Psychiatric Hospital, though this level is only necessary if you fail to complete a level with any given character.

[Link] [Revise] Ghostbusters II by Activision



This iteration of Activision's Ghostbusters II was the official version produced, subsequently ported over several platforms.

The game features several arcade sequences based on the film: Van Horne: the player controls Ray Stantz as he is lowered into an air shaft of the disused Van Horne subway system to collect a sample of slime. He is armed with his proton pack and other weaponry with which to defend himself against the myriad of ghosts that attack: some will collide or grab him and cause damage, while others will attempt to cut his rope. The player must collect the three segments of the slime scoop, as well as ammo and health, during the descent. Journey to the Museum: the Statue of Liberty has been brought to life by "mood slime" and is marching toward the Metropolitan Museum of Art; the player controls a floating fireball (generated from the Statue's torch) which fires horizontal shots and must be used to protect the Statue from swarms of ghosts. Impacts from ghosts (or regeneration of the fireball) uses up precious slime, though it can be replenished from destroyed ghosts. Showdown in the Museum: the player controls the four Ghostbusters individually, armed variously with proton packs and slime dispensers, in an isometric 3D level. The four heroes must rappel into the Museum and fight Janosz, Vigo the Carpathian, and finally a possessed Ray, in order to save the world.

Activision also made a version of the game for the Atari 2600 in 1989. However, the then-12 year old system was on its last legs, and knowing the state of the 2600, Activision never released the game. British game company Salu ended up releasing the game in Europe under their name in 1992, despite the fact that Atari had already ended support for the system.

A freeware PC remake of this game is also available for download at the following link:
http://www.classic-retro-games.com/Ghostbusters-II_312.html

Atari ST, Amiga, Commodore 64, ZX Spectrum 48, ZX Spectrum 128, Amstrad CPC, Atari 2600/7800

[Link] [Revise] Ghostbusters II by Activision



The U.S. Nintendo edition of the Ghostbusters II license (developed solely by Activision) is different than all other versions of the game.

The game is a single-player "side-scroller" where you control one of the four Ghostbusters through various stages based on the film, making your way to the museum before time runs out. Along with the normal "run & gun" fare of the title, levels include riding around in the Ecto-1A, avoiding gaping potholes and ghosts, and a level devoted to controlling the Statue of Liberty, shooting fireballs at oncoming spooks.

You are armed with an unlimited supply of slime that can be shot out your Slime Blower, and ghost traps. The game is noted for being exceptionally hard to complete. Aside from the time limit and "sudden death" rule for your character, the levels in the game often move to the left, thus forcing you to make quick decisions. The final level is especially difficult, not the least of which because the you have to repeat the level four times, once for each Ghostbuster, before the game's final ending will appear.

[Link] [Revise] NEW Ghostbusters II by HAL Labratory Inc.



"NEW" Ghostbusters II, was developed by HAL Laboratory for the Nintendo Entertainment System, and published by HAL and Activision.

You choose between the four Ghostbusters (Peter, Egon, Ray and Winston) as well as their accountant Louis. You pick the lead character (the one who fires the proton pack by pressing the A button) and also the secondary player who, while pressing B on the controller, releases the trap but this secondary character cannot die nor be controlled, rather the character follows the player's main character around for the entire game. Although being able to select the main and secondary characters, it does not affect gameplay, which is exactly the same no matter what combination is used. The character has multiple lives before the 'Continue' screen appears then finally the 'Game Over' screen if all continues are used.

The characters are drawn with exaggeratedly large heads, and the graphics and generally more cartoony than in the other games. The game uses versions and expansions of the various songs used in the movie for each level. This game is also known by fans for not featuring the car or Statue of Liberty levels seen in the previous versions and the penultimate in the gallery contains Janosz as the boss, defeated by zapping his clones and trapping them with B until he returns to normal size. The very last "level" is a walk between velvet ropes for a screen until reaching the painting of Vigo, the final boss.

This game was only released in Europe and Japan, though a US prototype was found and subsequently sold as of 2011, showing that HAL had planned on releasing a version stateside.

[Link] [Revise] Ghostbusters II by HAL Labratory Inc.



This version of "Ghostbusters II", this time for the Gameboy, is a graphically reduced port of "NEW Ghostbusters II" by HAL Labratory.

Although a mostly-faithful port, the cut-scenes and ending [amongst other slight changes] are different from it's Nintendo Entertainment System counterpart. Also of note, the character Louis Tully is absent as a playable character.

[Link] [Revise] The Real Ghostbusters Arcade Game by Data East



The Real Ghostbusters was an arcade game based on the cartoon series of the same name released by Data East in 1987. The game was later ported by Activision to the Amiga, Amstrad CPC, Atari ST, Commodore 64, ZX Spectrum. Up to three players can control members of the Ghostbusters. The characters are only differentiated by the colors of their uniforms. Outside of that, no effort is made to identify them, although the game's bezel and side art shows the characters from the cartoon. In Japan the game is known as Meikyuu Hunter G, but bears little resemblance to the western version as it did not use the Ghostbusters license. It supports only up to two players, makes no mention of the Ghostbusters, equips the players with different weapons, many of the monsters are different and has completely different level designs from the western version.

The Ghostbusters fight off hordes of nightmarish creatures with energy guns which reduce the monsters to harmless ghosts which can then be captured with beams from their proton packs. Power-ups available included stronger basic shots, a force field that makes the Ghostbuster invincible for several seconds, and an item that summons Slimer to throw himself in the way of attacks.

Arcade, Amiga, Amstrad CPC, Atari ST, Commodore 64, ZX Spectrum

[Link] [Revise] The Real Ghostbusters by Activison



The second video game iteration of The Real Ghostbusters, this game was exclusively for the Game Boy. It was released well after the series itself had run it's course, and quite possibly was a last-ditch tie-in.

In it, you play as Peter Venkman. It emphasizes puzzle-solving in a dungeon-like atmosphere. To advance to each new stage, you have to collect stars, which will open the door to the next level. The proton gun is effective only on blocks at the character's feet, not on the ghosts (bombs are used to destroy the ghosts). If you lose all your health (by touching damaging things like ghosts, flames, and reforming blocks), or the 999 second timer winds down to zero, you end-up losing a life. After successful completion of a level, you will be rewarded with a 4-digit password, which will enable you to start at the end of that level next time you play (the game had no save feature).

This game is identical to the video games "Garfield Labyrinth", and "Mickey Mouse IV: Mahou no Labyrinth", both also for the Game Boy, except the player controls a Ghostbuster instead of Garfield or Mickey. All three games were programmed by Kemco.

[Link] [Revise] Extreme Ghostbusters by LSP



Extreme Ghostbusters is the first in a series of games by Light and Shadow Productions based on this particular spin-off. It is for the Gameboy Color. It includes four playable characters including Kylie, Garett, Roland, and Eduardo. Each character has unique gameplay attributes and may be chosen at any point in the game. Set in New York City, players must defeat and capture ghosts.

Like a few other games here, it is a "Europe-Only" release.

[Link] [Revise] Extreme Ghostbusters: Code Ecto-1 by LSP



The half-human/half-demon Count Mercharior has kidnapped Roland and Garett, two key members of the Ghostbusters team. The remaining team members, Eduardo and Kylie, immediately set off to find them, determined to capture the ghosts who have come to invade the city.

The game is a combination platform and shooter game with some races, using a top-down perspective. There are 12 platform levels and four regions, including the driving sequences.

[Link] [Revise] Extreme Ghostbusters: The Ultimate Invasion by LSP



This was the last of the "console/handheld" Extreme Ghostbusters games, and the first ever Ghostbusters game on a [what was then] next-gen console - The SONY Playstation. It utilized the popular "first person" perspective.

You choose from one of the four Extreme Ghostbusters and play through various missions set in New York. It can be used with gun con. There are two kinds of shots that can be fired, using a proton cartridge like what is seen in the show. There is a standard mini proton shot, similar to a bullet fire, that uses 1/10 of cartridge, or a proton beam, which uses 5/10 a proton cartridge. There are 3 game modes; Adventure, Training, and Replay.

Once again, this game is unfortunately a "Europe-Only" release.

[Link] [Revise] Extreme Ghostbusters: Zap the Ghosts by LSP



A LSP-produced PC title. Europe-only release.

This game is a version of "Bust-A-Move" with a makeover to feature the characters from the Extreme Ghostbusters cartoon series.

You use your proton gun to launch ghosts of different colors up the screen. If you manage to get three ghosts of the same color in contact with each other, they will disappear. The aim is to clear the screen of ghosts. A challenge setting adds a different flavor, and you can also take on a friend in a two-player game.

[Link] [Revise] Extreme Ghostbusters: Activity Centre by LSP



A LSP-produced PC title, with a print studio, musical workshop, coloring book, activities, and 5 mini-games. Europe-only release.

On the print studio, you have the facility to make cards, letters, pictures and e-mails with your favorite characters. The five games are not up to much, but the pairs game is good for memory. The color section is similar to the "Paint" computer program, allowing you to draw and color. The music workshop allows you to write your own music.

[Link] [Revise] Ghostbusters Role Playing Game

In 1986, West End Games created a Ghostbusters role playing game on a brand new platform for gaming. The game incorporated a variety of rules, and gameplay was enhanced through add-on books. For the 1989 Ghostbusters 2 release, the game was re-issued as Ghostbusters International with another series of gameplay books. The series went out of print in 1998.

Ghostbusters: A Frightfully Cheerful Roleplaying Game

Training Manual, Operations Manual, & Equipment Cards

Reference Files: A, B, C, D

Add-On Books: Scared Stiffs, Ghost Toasties, & Hotrods of the Gods.

Ghostbusters International

Add-On Books: Pumpkin Patch Panic, Lurid Tales of Doom, ApoKERMIS Now!, Ghostbusters 2: The Adventure, & Tobin's Spirit Guide.

[Link] [Revise] The Real Ghostbusters Board Game by Milton Bradley

A 3-D, roll-and-move game, a version of a much earlier board game entitled Which Witch? (Also a later spooky-themed game called Ghost Castle), re-themed to match the cartoon series.

You would collect four ghost cards and make your way to the top of the stairs while avoiding the traps. A plastic skull is used to drop down the "ghost trap" to trigger the traps.

As an aside, the box art depicted an earlier version of the game, with the Ghostbusters appearing as they did in the original promo pilot and promotional materials, before the look of the characters were finalized. While the character pieces in the actual game were changed to better reflect the actual show versions, the board itself retained the original art from the prototype.

[Link] [Revise] Other Games

The Real Ghostbusters hand-held electronic game (Remco).

Ghostbusters: Who Ya Gonna Call?

A fan produced role playing game by Michael Tresca, Matthew D. Riddle, Fritz Baugh. Created for the d20 game system. Available for free at the following link:
http://members.toast.net/talien/michael/freebies/indexghostbusters.html

The Real Ghostbusters The Game (Triotoys)



This page was last edited by AJ Quick on November 8, 2012, 8:05 pm
Link to this page: http://www.gbfans.com/games/

Links Below This Category:

Game Informer December 2007 - http://www.gbfans.com/games/articles/game-informer-dec-2007/
Ghostbusters RPG: Operations Manual - http://www.gbfans.com/games/books/rpg-operations-manual/
Ghostbusters RPG: Training Manual - http://www.gbfans.com/games/books/rpg-training-manual/
Ghostbusters RPG: ApoKERMIS Now! - http://www.gbfans.com/games/books/apokermis-now/
Ghostbusters RPG: Scared Stiffs - http://www.gbfans.com/games/books/scared-stiffs/
Ghostbusters RPG: Pumpkin Patch Panic - http://www.gbfans.com/games/books/pumpkin-patch-panic/
Ghostbusters RPG: Lurid Tales of Doom - http://www.gbfans.com/games/books/lurid-tales-of-doom/
Ghostbusters RPG: Ghostbusters 2: The Adventure - http://www.gbfans.com/games/books/gb2-adventure/
Ghostbusters 2 by Activision - http://www.gbfans.com/games/ghostbusters-2/
Ghostbusters (Activision) - http://www.gbfans.com/games/ghostbusters-activision/
Ghostbusters International Role Playing Game - http://www.gbfans.com/games/ghostbusters-international/
Ghostbusters Role Playing Game - http://www.gbfans.com/games/ghostbusters-rpg/
Ghostbusters: Sanctum of Slime - http://www.gbfans.com/games/ghostbusters-sanctum-of-slime/
Ghostbusters (Sega Genesis) - http://www.gbfans.com/games/ghostbusters-sega-genesis/
Ghostbusters: The Video Game - http://www.gbfans.com/games/ghostbusters-the-video-game/
IGT Ghostbusters Slot Machine - http://www.gbfans.com/games/igt-ghostbusters-slot-machine/
Ghostbusters 2 Gameboy Manual - http://www.gbfans.com/games/manuals/ghostbusters-2-gameboy/
Game Manuals - http://www.gbfans.com/games/manuals/
Ghostbusters NES Manual - http://www.gbfans.com/games/manuals/ghostbusters-nes/
Ghostbusters 2 NES Manual - http://www.gbfans.com/games/manuals/ghostbusters-2-nes/
Ghostbusters Atari Manual - http://www.gbfans.com/games/manuals/ghostbusters-atari/
Sega Master System Game Manual - http://www.gbfans.com/games/manuals/sega-master-system/
Real Ghostbusters Arcade Game - http://www.gbfans.com/games/real-ghostbusters-arcade/


 
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