
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. It is unrelated to Activision's initial Ghostbusters game, and is instead a platform shoot 'em up game in which the player chooses to play as one of three Ghostbusters from the films Winston Zeddemore is excluded from the game.įour levels are available initially after they are completed, a fifth level is unlocked, followed by a sixth and final level. Ghostbusters was developed and published by Sega for the Mega Drive/Genesis in 1990. Main article: Ghostbusters (1990 video game) The ending in the NES version is full of spelling, grammar and punctuation mistakes: The Real Ghostbusters (1987) The 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 last week of development was spent on the opening screen which plays the Ghostbusters theme song. While pleased with the game, Crane later stated that he regretted not being able to include a better victory screen. Activision obtained the license early in the film's production, and most of the game was finished by the time Crane watched the film.

This led to the "ghost vacuum" on the Ecto-1, something not present in the film. It was ported to other home computers, the Atari 2600, Master System, and Nintendo Entertainment System.Ĭrane wrote the game in six weeks, based in part on an incomplete project called Car Wars about armed automobiles in a city. Ghostbusters was designed by David Crane for the Commodore 64 and published by Activision in 1984.

Main article: Ghostbusters (1984 video game)
