Notes : | | Ghostbusters is a licensed game produced by Activision based on the movie of the same name. It was designed by David Crane, produced by Brad Fregger, and released for several home computer platforms in 1984, and later released for various video game console systems, including the Atari 2600, Sega Master System and NES.
Ghostbusters (Activision) on the Commodore 64 (1984).
Most versions of the game have a similar basic format to the initial Commodore 64 and Atari 800 game, which Crane wrote in six weeks. He based it in part on an incomplete game called Car Wars featuring armed automobiles in a city; this led, for example, to the "ghost vacuum" on the Ecto-1, something not present in the film. Activision obtained the license early in the film's production, and most of the game was finished by the time Crane watched the film. While pleased with the game, Crane later stated that he regretted not being able to include a better victory screen.[1] The last week of development was spent on the opening screen which plays the Ghostbusters theme song.[2] The game was later ported to the Spectrum, Amstrad CPC, MSX, and Atari 2600.
The game starts with a choice between four drivable cars, and the player must stock up on equipment and make money to complete their objectives. Upon completion of the Commodore 64, ZX Spectrum, Atari 8-bit, Amstrad CPC, Sega Master System and MSX versions of the game, a code was provided that allowed the player to start a new game with the amount of money accumulated by the end of the previous game. This allowed accelerated progression in the new game. The game varied in some respects depending upon which platform it was played; the Sega Master System version (1987) added an on-foot shooting gallery level with different animations, while the NES version (1988), ported by Japanese developer Bits Laboratory, made the action sequences considerably more difficult, had lower graphical resolution and provided a different ending. The new ending in the NES version is full of spelling, grammar and punctuation mistakes:[1]
CONGLATURATION !!!
YOU HAVE COMPLETED
A GREAT GAME.
AND PROOVED THE JUSTICE
OF OUR CULTURE.
NOW GO AND REST OUR
HEROES !
This ending text can also be seen on a monitor in the Firehouse in Ghostbusters: The Video Game. | |
Displayed (written) info : | | GHOSTBUSTERS | |
Description (by producer & GT in English only) : | | | |
Websites | | | |
Originally released : | | 1984 | |
Source : | | https://en.wikipedia.org/wiki/List_of_Ghostbusters_video_games#Ghostbusters_(1984) (en.wikipedia.org/wiki/List_of_Ghostbusters_video_games#Ghostbusters_(1984))Description | |
Displayed (non textual) : | | Person : Harold Ramis | |
Displayed (non textual) : | | Person : Bill Murray | |
Displayed (non textual) : | | Person : Dan Aykroyd | |
Game Genre: | | Action | |
Game Perspective: | | 2D Side Scrolling | |
Game Perspective: | | Top-down View | |
Game Platform: | | ZX Spectrum : | |
Game Platform: | | Amstrad CPC : | |
Game Platform: | | MSX : | |
Game Platform: | | Commodore : Commodore 64 | |
Game Platform: | | Atari : Atari 2600 / Atari VCS | |
Game Platform: | | Nintendo : NES | |
Game Platform: | | Sega : Sega Master System (SMS) / Mark III | |
Game Platform: | | Apple & Mac : Apple II | |
Game Platform: | | Atari : Atari 8-Bit (400 to 1200XL) | |
Game Rating: | | | |
Game Credits (On Artwork): | | Copyright Holder : Activision, Inc.Activision Inc.Ghostbusters Game ©1984 | |
Game Credits (Not On Artwork): | | Produced By : Brad Fregger | |
Game Credits (On Artwork): | | Copyright Holder : Columbia Pictures Industries, Inc.Ghostbusters Logo ©1984 | |
Game Credits (On Artwork): | | Copyright Holder : Raydiola Music Corp.Music | |
Game Credits (Not On Artwork): | : | Designed By : David Crane (Game Designer) | |
Game Credits (On Artwork): | Sound Assistant : Electronic Speech Systems | Software Speech By : Electronic Speech SystemsElectronic Speech Systems Berkeley CA | |
Game Credits (On Artwork): | Music : Ray Parker, Jr. | Lyrics & Music By : Ray Parker, Jr. | |
Game Credits (On Artwork): | Copyright Holder : Golden Torch Music Corp | Copyright Holder : Golden Torch Music Corp.Music | |
Copied Wikipedia parts under license : | | | |
Copied Wikipedia parts under license : | | | |
Source : | | https://www.mobygames.com/game/ghostbusters (www.mobygames.com/game/ghostbusters)Platforms | |
neww |
Notes : | Ghostbusters is a licensed game produced by Activision based on the movie of the same name. It was designed by David Crane, produced by Brad Fregger, and released for several home computer platforms in 1984, and later released for various video game console systems, including the Atari 2600, Sega Master System and NES.
Ghostbusters (Activision) on the Commodore 64 (1984).
Most versions of the game have a similar basic format to the initial Commodore 64 and Atari 800 game, which Crane wrote in six weeks. He based it in part on an incomplete game called Car Wars featuring armed automobiles in a city; this led, for example, to the "ghost vacuum" on the Ecto-1, something not present in the film. Activision obtained the license early in the film's production, and most of the game was finished by the time Crane watched the film. While pleased with the game, Crane later stated that he regretted not being able to include a better victory screen.[1] The last week of development was spent on the opening screen which plays the Ghostbusters theme song.[2] The game was later ported to the Spectrum, Amstrad CPC, MSX, and Atari 2600.
The game starts with a choice between four drivable cars, and the player must stock up on equipment and make money to complete their objectives. Upon completion of the Commodore 64, ZX Spectrum, Atari 8-bit, Amstrad CPC, Sega Master System and MSX versions of the game, a code was provided that allowed the player to start a new game with the amount of money accumulated by the end of the previous game. This allowed accelerated progression in the new game. The game varied in some respects depending upon which platform it was played; the Sega Master System version (1987) added an on-foot shooting gallery level with different animations, while the NES version (1988), ported by Japanese developer Bits Laboratory, made the action sequences considerably more difficult, had lower graphical resolution and provided a different ending. The new ending in the NES version is full of spelling, grammar and punctuation mistakes:[1]
CONGLATURATION !!!
YOU HAVE COMPLETED
A GREAT GAME.
AND PROOVED THE JUSTICE
OF OUR CULTURE.
NOW GO AND REST OUR
HEROES !
This ending text can also be seen on a monitor in the Firehouse in Ghostbusters: The Video Game. | Ghostbusters is a licensed game produced by Activision based on the movie of the same name. It was designed by David Crane, produced by Brad Fregger, and released for several home computer platforms in 1984, and later released for various video game console systems, including the Atari 2600, Sega Master System and NES.
Most versions of the game have a similar basic format to the initial Commodore 64 and Atari 800 game, which Crane wrote in six weeks. He based it in part on an incomplete game called Car Wars featuring armed automobiles in a city; this led, for example, to the "ghost vacuum" on the Ecto-1, something not present in the film. Activision obtained the license early in the film's production, and most of the game was finished by the time Crane watched the film. While pleased with the game, Crane later stated that he regretted not being able to include a better victory screen. The last week of development was spent on the opening screen which plays the Ghostbusters theme song. The game was later ported to the Spectrum, Amstrad CPC, MSX, and Atari 2600.
The game starts with a choice between four drivable cars, and the player must stock up on equipment and make money to complete their objectives. Upon completion of the Commodore 64, ZX Spectrum, Atari 8-bit, Amstrad CPC, Sega Master System and MSX versions of the game, a code was provided that allowed the player to start a new game with the amount of money accumulated by the end of the previous game. This allowed accelerated progression in the new game. The game varied in some respects depending upon which platform it was played; the Sega Master System version (1987) added an on-foot shooting gallery level with different animations, while the NES version (1988), ported by Japanese developer Bits Laboratory, made the action sequences considerably more difficult, had lower graphical resolution and provided a different ending. The new ending in the NES version is full of spelling, grammar and punctuation mistakes:
CONGLATURATION !!!
YOU HAVE COMPLETED
A GREAT GAME.
AND PROOVED THE JUSTICE
OF OUR CULTURE.
NOW GO AND REST OUR
HEROES !
This ending text can also be seen on a monitor in the Firehouse in Ghostbusters: The Video Game. | |
Copied Wikipedia parts under license : | | | |
neww |
ACCEPTED on 20/06/2019 by bob (9222) |
| |
Copied Wikipedia parts under license : | | | |
Description (by producer & GT in English only) : | | Has anybody seen a ghost? Matter of fact, yes, they have! At this very moment, hundreds of ghosts are making their way to the infamous spook central. Only you can save the world from a disaster of biblical proportions. To do this you must make it to the top of the Temple of Zool. You can only do this when you have killed a large number of ghosts, made more money than you started with, and survived the dangers of the streets. So go out and show 'em how you do it downtown! | |
Source : | | https://gamefaqs.gamespot.com/sinclair/947214-ghostbusters (gamefaqs.gamespot.com/sinclair/947214-ghostbusters)Description | |
| https://en.wikipedia.org/wiki/List_of_Ghostbusters_video_games#Ghostbusters_(1984) (en.wikipedia.org/wiki/List_of_Ghostbusters_video_games#Ghostbusters_(1984))Description | https://en.wikipedia.org/wiki/List_of_Ghostbusters_video_games#Ghostbusters_(1984) (en.wikipedia.org/wiki/List_of_Ghostbusters_video_games#Ghostbusters_(1984))Notes | |
neww |
ACCEPTED on 20/06/2019 by bob (9222) |
| |
| ACCEPTED on 01/07/2019 by Lo55o (12523) |
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