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Ghostbusters II (computer video game)

Ghostbusters II is a 1989 action game based on the film of the same name. It was published by Activision for various computer platforms. British studio Foursfield developed a version for Commodore 64, Amiga, Atari ST, Amstrad CPC and ZX Spectrum, which also got ported to the MSX by New Frontier. It features three levels based on scenes from the film. Dynamix developed a separate version for the DOS, also based on the film. The non-DOS versions were praised for the graphics and audio, but criticized for long loading times, disk swapping, and the final level. The DOS, Commodore 64 and Amiga versions were the only versions released in North America.

Ghostbusters II
Developer(s)Dynamix (DOS)
Foursfield (Amiga, Commodore 64, Atari ST, Amstrad CPC, ZX Spectrum)
New Frontier (MSX)
Publisher(s)Activision
MCM Software S.A. (MSX version, Spain only)
Designer(s)Doug Barnett (DOS)
Programmer(s)Colin Reed (Amiga, Atari ST)
Paul Baker (Commodore 64, Amiga, Atari ST)
Oliver Twins (Amstrad CPC, ZX Spectrum)
SeriesGhostbusters
Platform(s)
Release1989
Genre(s)Action
Mode(s)Single-player

Gameplay edit

Ghostbusters II follows the plot of the film, in which the spirit of Vigo the Carpathian intends to enter the Earth world and take it over, by inhabiting the body of Oscar Barrett, the baby son of Dana Barrett. The player controls the Ghostbusters team as they try to stop Vigo.[1][2][3]

The DOS version of the game begins with the Ghostbusters battling the ghosts of the Scoleri brothers in a courtroom, as in the film. Subsequently, the player can choose to do various activities, which include hunting for ghosts to earn money. Three ghost-plagued locations can be played: Central Park, Northrones Department Store, and the Docks. In each location, the player blasts ghosts until they become trapped. The player must avoid slimeballs and fireballs thrown by the ghosts. The player can also collect slime samples from an abandoned underground train tunnel, but must avoid Slimer ghosts in the process. The collected slime is then tested with the use of a CD player. The slime is placed in a beaker and the player selects a song from the CD player; nine songs are available to choose from, and the player must select three calming songs to stabilize the slime. If the player chooses incorrectly, the slime explodes out of the beaker and the player must return to the train station to retrieve more slime. If the player loses a ghostbusting job or the slime challenge, then the player's Ghostbuster is sent to the Parkview mental ward. As one of the other Ghostbusters, the player can choose to rescue the institutionalized character from the ward. The player must earn $55,000 to take control of the Statue of Liberty, which is used to reach an art museum, where the Ghostbusters battle Vigo.[1]

The other computer versions – Commodore 64, Amiga, Atari ST, Amstrad CPC, ZX Spectrum and MSX – feature three distinct levels based on scenes from the film.[4][5][2][3][6] In the first level, Ray Stantz is lowered into a subway tunnel to collect slime, while using three different weapons to deter various spirits.[5][2] The player swings back and forth while descending the tunnel to collect the slime.[2][7] The player has a courage meter which depletes if ghosts attack the player character, thereby scaring him. A life is lost if the meter is drained completely.[8][9][10][11] The second level is a side-scrolling shoot 'em up in which the Statue of Liberty walks along Broadway in New York. The player uses the statue's lit torch to shoot fireballs at oncoming ghosts, turning them into slime. The player also controls pedestrians who retrieve the slime in order to keep the torch lit.[2][7][9][10][11] The third level is viewed from an isometric view, and begins with the Ghostbusters trying to safely slide down a rope to land inside the art museum. The player then alternates between the four Ghostbusters as they rescue Oscar and defeat Vigo.[8][2][7][3][11]

Development and release edit

The DOS version, designed by Doug Barnett[1] and developed by Dynamix, includes digitized voice tracks and images from the film,[1] while the other versions, developed by Foursfield, include only the images.[12][4][5] The Amiga version is divided among three different disks, while the Atari ST version was released as a four-disk game; this requires the player to swap disks at certain points in order to proceed through the game.[4] The Oliver Twins programmed the Amstrad CPC and ZX Spectrum versions.[5][12][13] The MSX version was a port of the ZX Spectrum version and was only released in Spain as Cazafantasmas II, which was developed by New Frontier and published by MCM Software S.A.[14] In the United States, Activision planned to release the DOS, Commodore 64, and Amiga versions in October 1989.[15] In the United Kingdom, the game was released in early December 1989.[13][16][3] The Amiga and ZX Spectrum versions received a budget re-release in late 1991, published by The Hit Squad.[17][18][19][20]

Reception edit

David Wilson of Computer Gaming World wrote a mixed review of the DOS version. Wilson praised the graphics, the Statue of Liberty level, and the digitized voice tracks, and called the game "well-designed and easily learned." However, Wilson wrote, "Since the game can be played in less than an hour and players will probably play the game, at least, fifteen times before mastering it, some may feel that this is less than a bargain."[1]

Non-DOS versions edit

The other computer versions of the game were generally praised for their graphics,[23][8][5][2][7][9][10][19][22][25] and their audio, including the use of the "Ghostbusters" song.[23][5][2][9][6][19][22] The final level was criticized, particularly for being anticlimactic,[3][10][11][6] and for the difficulty in landing the Ghostbuster characters in the museum.[13][11] Reviewers also criticized the long loading times,[7][9][4][10][11][6][27] and the need to switch between several disks.[4][23][11][19]

Paul Glancey of Computer and Video Games considered it superior to the film and praised the gameplay, stating that the levels made good use of the film's action sequences.[2] Amstrad Action also considered it better than the film, and wrote that the "good graphics immediately set this game apart" from typical film-license games, stating, "It captures a cartoonesque quality that manages to convey the comic aspects of the movie excellently."[5] The Games Machine stated that the game "is quite addictive and succeeds in capturing the atmosphere of the film."[3]

Commodore Format praised the gameplay,[7] while Mark Mainwood of Commodore User praised the game as a good film tie-in and stated that it would appeal to almost anyone.[9] Andy Smith of Amiga Format called the game a "good translation of the film and a worthy successor" to the original Ghostbusters video game (1984).[8] Sinclair User also considered it a good adaptation of the film.[13] Brian Nesbitt of ACE wrote that the game "fails to succeed both as a film conversion and as a game in its own right."[4] Your Sinclair criticized the gameplay as repetitive and stated that the levels feel too distinct from each other with "no real feeling of progression".[10] Mark Higham of ST Format considered the gameplay tedious and worse than the original Ghostbusters game.[25]

Writers for Zero criticized the gameplay in their review of the Amiga and Atari ST versions,[11] while Zzap!64 criticized the gameplay and graphics of the C64 version.[21] Amiga Computing wrote that while the game "is undoubtedly an audio-visual feast, there is little game in it that is fun to play."[23] Amiga User International stated that none of the levels were particularly addictive, and opined that the game "offers pretty poor value for money" considering that the player's "only motivation is to see the following stage".[24] Reviewers for Amiga Action criticized the minimal number of levels.[22]

In 1991, Amiga Power called the game a "disgrace" and wrote, "Almost everything you could possibly do in Ghostbusters II called for a disk swap - even getting killed on the very first level - and the playing-time-to-time-spent-buggering-around-with-disks ratio was so completely ridiculous that some people thought they'd been sold a demo version by mistake."[28] The following year, Amiga Power's Stuart Campbell reviewed the re-release and criticized the gameplay as "lame and uninspired".[19] Games-X also reviewed the re-release and called the game a "fairly impressive film conversion".[17]

References edit

  1. ^ a b c d e Wilson, David (January 1990). "I Still Ain't 'Fraid of No Ghost!". Computer Gaming World. No. 67. pp. 22, 37. Retrieved April 23, 2019.
  2. ^ a b c d e f g h i j Glancey, Paul (December 1989). "Ghostbusters II (Atari ST)". Computer and Video Games. pp. 18–19. Retrieved April 23, 2019.
  3. ^ a b c d e f g h "Ghostbusters II". The Games Machine. January 1990. p. 35. Retrieved April 23, 2019.
  4. ^ a b c d e f g Nesbitt, Brian (January 1990). "Ghostbusters II". ACE. p. 88. Retrieved April 23, 2019.
  5. ^ a b c d e f g h "Ghostbusters II". Amstrad Action. January 1990. pp. 58–59. Retrieved April 23, 2019.
  6. ^ a b c d e "Ghostbusters 2". Zzap!64. January 1990. p. 76. Retrieved April 23, 2019.
  7. ^ a b c d e f g "Ghostbusters II". Commodore Format. August 1991. p. 38. Retrieved April 23, 2019.
  8. ^ a b c d e Smith, Andy (January 1990). "Ghostbusters II". Amiga Format. p. 73. Retrieved April 23, 2019.
  9. ^ a b c d e f g Mainwood, Mark (January 1990). "Ghostbusters II (Amiga)". Commodore User. p. 57. Retrieved April 23, 2019.
  10. ^ a b c d e f g "Ghostbusters 2 (ZX Spectrum)". Your Sinclair. January 1990. pp. 58–59. Retrieved April 23, 2019.
  11. ^ a b c d e f g h i j Bielby, Matt; Lakin, Paul (January 1990). "Ghostbusters II". Zero. p. 86. Retrieved April 23, 2019.
  12. ^ a b Opening credits for each version of the game.
  13. ^ a b c d e "Ghostbusters II (ZX Spectrum)". Sinclair User. December 1989. pp. 10–11. Retrieved April 23, 2019.
  14. ^ "Ghostbusters II (MSX) cover art". Retrieved 2019-08-10.
  15. ^ "Summer's action flicks get software sidekicks". The Philadelphia Inquirer. January 1990. Retrieved April 23, 2019 – via Newspapers.com. In October, Activision will release Ghostbusters II (IBM, Commodore, Amiga; $35 to $50). The game will Include scenes from the movie, such as the slime river that flows under New York.
  16. ^ "Ghostbusters II". Zero. December 1989. p. 15. Retrieved April 23, 2019.
  17. ^ a b c "Budget Bonanza: Ghostbusters 2". Games-X. November 1991. p. 49.
  18. ^ a b "Budget Games Reviewed". Amiga Action. March 1992. p. 81.
  19. ^ a b c d e f Campbell, Stuart (January 1992). "Ghostbusters II". Amiga Power. p. 108. Retrieved April 23, 2019.
  20. ^ a b Rand, Paul (September 1991). "Ghostbusters II (ZX Spectrum)". Computer and Video Games. p. 85. Retrieved April 23, 2019.
  21. ^ a b "Ghostbusters 2". Zzap!64. February 1990. p. 18. Retrieved April 23, 2019.
  22. ^ a b c d "Ghostbusters II". Amiga Action. February 1990. p. 66. Retrieved April 23, 2019.
  23. ^ a b c d e "Ghostbusters II: Diabolical double disc debacle of digital death". Amiga Computing. February 1990. p. 32. Retrieved April 23, 2019.
  24. ^ a b "Ghostbusters II". Amiga User International. February 1990. p. 89.
  25. ^ a b c Higham, Mark (February 1990). "Ghostbusters II". ST Format. p. 43.
  26. ^ Game review, Amstrad Action magazine, Future Publishing, issue 52, January 1990
  27. ^ "Ghostbusters II". Your Sinclair. December 1990. p. 62. Retrieved April 23, 2019.
  28. ^ "Oh dear..." Amiga Power. June 1991. p. 12. Retrieved April 23, 2019.

External links edit

ghostbusters, computer, video, game, ghostbusters, 1989, action, game, based, film, same, name, published, activision, various, computer, platforms, british, studio, foursfield, developed, version, commodore, amiga, atari, amstrad, spectrum, which, also, porte. Ghostbusters II is a 1989 action game based on the film of the same name It was published by Activision for various computer platforms British studio Foursfield developed a version for Commodore 64 Amiga Atari ST Amstrad CPC and ZX Spectrum which also got ported to the MSX by New Frontier It features three levels based on scenes from the film Dynamix developed a separate version for the DOS also based on the film The non DOS versions were praised for the graphics and audio but criticized for long loading times disk swapping and the final level The DOS Commodore 64 and Amiga versions were the only versions released in North America Ghostbusters IIDeveloper s Dynamix DOS Foursfield Amiga Commodore 64 Atari ST Amstrad CPC ZX Spectrum New Frontier MSX Publisher s ActivisionMCM Software S A MSX version Spain only Designer s Doug Barnett DOS Programmer s Colin Reed Amiga Atari ST Paul Baker Commodore 64 Amiga Atari ST Oliver Twins Amstrad CPC ZX Spectrum SeriesGhostbustersPlatform s DOS Commodore 64 Amiga Atari ST Amstrad CPC ZX Spectrum MSXRelease1989Genre s ActionMode s Single player Contents 1 Gameplay 2 Development and release 3 Reception 3 1 Non DOS versions 4 References 5 External linksGameplay editGhostbusters II follows the plot of the film in which the spirit of Vigo the Carpathian intends to enter the Earth world and take it over by inhabiting the body of Oscar Barrett the baby son of Dana Barrett The player controls the Ghostbusters team as they try to stop Vigo 1 2 3 The DOS version of the game begins with the Ghostbusters battling the ghosts of the Scoleri brothers in a courtroom as in the film Subsequently the player can choose to do various activities which include hunting for ghosts to earn money Three ghost plagued locations can be played Central Park Northrones Department Store and the Docks In each location the player blasts ghosts until they become trapped The player must avoid slimeballs and fireballs thrown by the ghosts The player can also collect slime samples from an abandoned underground train tunnel but must avoid Slimer ghosts in the process The collected slime is then tested with the use of a CD player The slime is placed in a beaker and the player selects a song from the CD player nine songs are available to choose from and the player must select three calming songs to stabilize the slime If the player chooses incorrectly the slime explodes out of the beaker and the player must return to the train station to retrieve more slime If the player loses a ghostbusting job or the slime challenge then the player s Ghostbuster is sent to the Parkview mental ward As one of the other Ghostbusters the player can choose to rescue the institutionalized character from the ward The player must earn 55 000 to take control of the Statue of Liberty which is used to reach an art museum where the Ghostbusters battle Vigo 1 The other computer versions Commodore 64 Amiga Atari ST Amstrad CPC ZX Spectrum and MSX feature three distinct levels based on scenes from the film 4 5 2 3 6 In the first level Ray Stantz is lowered into a subway tunnel to collect slime while using three different weapons to deter various spirits 5 2 The player swings back and forth while descending the tunnel to collect the slime 2 7 The player has a courage meter which depletes if ghosts attack the player character thereby scaring him A life is lost if the meter is drained completely 8 9 10 11 The second level is a side scrolling shoot em up in which the Statue of Liberty walks along Broadway in New York The player uses the statue s lit torch to shoot fireballs at oncoming ghosts turning them into slime The player also controls pedestrians who retrieve the slime in order to keep the torch lit 2 7 9 10 11 The third level is viewed from an isometric view and begins with the Ghostbusters trying to safely slide down a rope to land inside the art museum The player then alternates between the four Ghostbusters as they rescue Oscar and defeat Vigo 8 2 7 3 11 Development and release editThe DOS version designed by Doug Barnett 1 and developed by Dynamix includes digitized voice tracks and images from the film 1 while the other versions developed by Foursfield include only the images 12 4 5 The Amiga version is divided among three different disks while the Atari ST version was released as a four disk game this requires the player to swap disks at certain points in order to proceed through the game 4 The Oliver Twins programmed the Amstrad CPC and ZX Spectrum versions 5 12 13 The MSX version was a port of the ZX Spectrum version and was only released in Spain as Cazafantasmas II which was developed by New Frontier and published by MCM Software S A 14 In the United States Activision planned to release the DOS Commodore 64 and Amiga versions in October 1989 15 In the United Kingdom the game was released in early December 1989 13 16 3 The Amiga and ZX Spectrum versions received a budget re release in late 1991 published by The Hit Squad 17 18 19 20 Reception editReceptionReview scoresPublicationScoreACE251 1000 Amiga Atari ST 4 Amstrad Action94 Amstrad CPC 5 Computer and Video Games85 Atari ST 2 82 ZX Spectrum re release 20 Sinclair User70 100 ZX Spectrum 13 Your Sinclair62 100 ZX Spectrum 10 Zzap 6460 Amiga 6 39 C64 21 Amiga Action65 Amiga 22 16 Amiga re release 18 Amiga Computing68 Amiga 23 Amiga Format79 Amiga 8 Amiga Power11 Amiga 19 Amiga User International40 Amiga 24 Commodore Format43 C64 7 Commodore User84 Amiga 9 The Games Machine87 Amiga Atari ST 3 84 Amstrad CPC 3 Games X4 5 Amiga re release 17 ST Format62 Atari ST 25 Zero69 100 Amiga 11 70 100 Atari ST 11 AwardPublicationAwardAmstrad ActionMastergame 26 David Wilson of Computer Gaming World wrote a mixed review of the DOS version Wilson praised the graphics the Statue of Liberty level and the digitized voice tracks and called the game well designed and easily learned However Wilson wrote Since the game can be played in less than an hour and players will probably play the game at least fifteen times before mastering it some may feel that this is less than a bargain 1 Non DOS versions edit This section may contain an excessive number of citations Please help remove low quality or irrelevant citations February 2021 Learn how and when to remove this message The other computer versions of the game were generally praised for their graphics 23 8 5 2 7 9 10 19 22 25 and their audio including the use of the Ghostbusters song 23 5 2 9 6 19 22 The final level was criticized particularly for being anticlimactic 3 10 11 6 and for the difficulty in landing the Ghostbuster characters in the museum 13 11 Reviewers also criticized the long loading times 7 9 4 10 11 6 27 and the need to switch between several disks 4 23 11 19 Paul Glancey of Computer and Video Games considered it superior to the film and praised the gameplay stating that the levels made good use of the film s action sequences 2 Amstrad Action also considered it better than the film and wrote that the good graphics immediately set this game apart from typical film license games stating It captures a cartoonesque quality that manages to convey the comic aspects of the movie excellently 5 The Games Machine stated that the game is quite addictive and succeeds in capturing the atmosphere of the film 3 Commodore Format praised the gameplay 7 while Mark Mainwood of Commodore User praised the game as a good film tie in and stated that it would appeal to almost anyone 9 Andy Smith of Amiga Format called the game a good translation of the film and a worthy successor to the original Ghostbusters video game 1984 8 Sinclair User also considered it a good adaptation of the film 13 Brian Nesbitt of ACE wrote that the game fails to succeed both as a film conversion and as a game in its own right 4 Your Sinclair criticized the gameplay as repetitive and stated that the levels feel too distinct from each other with no real feeling of progression 10 Mark Higham of ST Format considered the gameplay tedious and worse than the original Ghostbusters game 25 Writers for Zero criticized the gameplay in their review of the Amiga and Atari ST versions 11 while Zzap 64 criticized the gameplay and graphics of the C64 version 21 Amiga Computing wrote that while the game is undoubtedly an audio visual feast there is little game in it that is fun to play 23 Amiga User International stated that none of the levels were particularly addictive and opined that the game offers pretty poor value for money considering that the player s only motivation is to see the following stage 24 Reviewers for Amiga Action criticized the minimal number of levels 22 In 1991 Amiga Power called the game a disgrace and wrote Almost everything you could possibly do in Ghostbusters II called for a disk swap even getting killed on the very first level and the playing time to time spent buggering around with disks ratio was so completely ridiculous that some people thought they d been sold a demo version by mistake 28 The following year Amiga Power s Stuart Campbell reviewed the re release and criticized the gameplay as lame and uninspired 19 Games X also reviewed the re release and called the game a fairly impressive film conversion 17 References edit a b c d e Wilson David January 1990 I Still Ain t Fraid of No Ghost Computer Gaming World No 67 pp 22 37 Retrieved April 23 2019 a b c d e f g h i j Glancey Paul December 1989 Ghostbusters II Atari ST Computer and Video Games pp 18 19 Retrieved April 23 2019 a b c d e f g h Ghostbusters II The Games Machine January 1990 p 35 Retrieved April 23 2019 a b c d e f g Nesbitt Brian January 1990 Ghostbusters II ACE p 88 Retrieved April 23 2019 a b c d e f g h Ghostbusters II Amstrad Action January 1990 pp 58 59 Retrieved April 23 2019 a b c d e Ghostbusters 2 Zzap 64 January 1990 p 76 Retrieved April 23 2019 a b c d e f g Ghostbusters II Commodore Format August 1991 p 38 Retrieved April 23 2019 a b c d e Smith Andy January 1990 Ghostbusters II Amiga Format p 73 Retrieved April 23 2019 a b c d e f g Mainwood Mark January 1990 Ghostbusters II Amiga Commodore User p 57 Retrieved April 23 2019 a b c d e f g Ghostbusters 2 ZX Spectrum Your Sinclair January 1990 pp 58 59 Retrieved April 23 2019 a b c d e f g h i j Bielby Matt Lakin Paul January 1990 Ghostbusters II Zero p 86 Retrieved April 23 2019 a b Opening credits for each version of the game a b c d e Ghostbusters II ZX Spectrum Sinclair User December 1989 pp 10 11 Retrieved April 23 2019 Ghostbusters II MSX cover art Retrieved 2019 08 10 Summer s action flicks get software sidekicks The Philadelphia Inquirer January 1990 Retrieved April 23 2019 via Newspapers com In October Activision will release Ghostbusters II IBM Commodore Amiga 35 to 50 The game will Include scenes from the movie such as the slime river that flows under New York Ghostbusters II Zero December 1989 p 15 Retrieved April 23 2019 a b c Budget Bonanza Ghostbusters 2 Games X November 1991 p 49 a b Budget Games Reviewed Amiga Action March 1992 p 81 a b c d e f Campbell Stuart January 1992 Ghostbusters II Amiga Power p 108 Retrieved April 23 2019 a b Rand Paul September 1991 Ghostbusters II ZX Spectrum Computer and Video Games p 85 Retrieved April 23 2019 a b Ghostbusters 2 Zzap 64 February 1990 p 18 Retrieved April 23 2019 a b c d Ghostbusters II Amiga Action February 1990 p 66 Retrieved April 23 2019 a b c d e Ghostbusters II Diabolical double disc debacle of digital death Amiga Computing February 1990 p 32 Retrieved April 23 2019 a b Ghostbusters II Amiga User International February 1990 p 89 a b c Higham Mark February 1990 Ghostbusters II ST Format p 43 Game review Amstrad Action magazine Future Publishing issue 52 January 1990 Ghostbusters II Your Sinclair December 1990 p 62 Retrieved April 23 2019 Oh dear Amiga Power June 1991 p 12 Retrieved April 23 2019 External links editGhostbusters II DOS at MobyGames Ghostbusters II other versions at MobyGames Retrieved from https en wikipedia org w index php title Ghostbusters II computer video game amp oldid 1220357791, wikipedia, wiki, book, books, library,

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