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Ghostbusters II (computer video game)

From Alfawiki
Ghostbusters II (video game)
Company typeVideo game
IndustryVideo games
Founded1989
FounderFoursfield (British studio), Dynamix (DOS version)
ProductsGhostbusters II (1989 video game)
ParentActivision (publisher)

Ghostbusters II is an action game from 1989, developed from the movie of the same title and published by Activision across various computer systems. The British studio Foursfield created editions for the Commodore 64, Amiga, Atari ST, Amstrad CPC, and ZX Spectrum, with a subsequent port to the MSX handled by New Frontier. These adaptations offer three stages inspired directly by scenes from the film. Separately, Dynamix produced a DOS version also based on the movie’s storyline. While non-DOS editions received commendations for their visual and audio quality, they faced criticism due to extended load times, frequent disk swapping, and issues with the final stage. Only the DOS, Commodore 64, and Amiga versions were made available in North America.

Gameplay

The plot of Ghostbusters II follows the film’s narrative, where the malevolent spirit of Vigo the Carpathian seeks to possess Oscar Barrett, the son of Dana Barrett. Players take control of the Ghostbusters team with the objective of thwarting Vigo’s plans.

In the DOS edition, gameplay begins with a courtroom confrontation against the ghosts of the Scoleri brothers. Players then engage in ghost-hunting missions across three distinct locations: Central Park, Northrones Department Store, and the Docks. The core mechanics involve eliminating ghosts while dodging slimeballs and fireballs. Players must collect slime samples within an abandoned subway tunnel, avoiding encounters with Slimer ghosts. The collected slime undergoes testing through a CD player interface where selecting appropriate calming tracks stabilizes it; incorrect choices result in an explosion that forces players to recollect slime samples. Failure in ghost-hunting tasks or slime collection sends the controlled Ghostbuster to Parkview mental hospital, from which a teammate can perform a rescue. Accumulating $55,000 allows players to command the Statue of Liberty, which is used to gain access to an art museum where they face off against Vigo.

Other platforms (Commodore 64, Amiga, Atari ST, Amstrad CPC, ZX Spectrum, and MSX) feature three unique levels drawn from scenes in the movie. The opening level involves controlling Ray Stantz as he descends into a subway tunnel to gather slime while defending against spirits using three different weapons; a courage meter decreases when attacked and losing all courage results in losing a life. The second stage is a side-scrolling shooter where players guide the Statue of Liberty along Broadway, firing fireballs from its torch at hostile ghosts and directing pedestrians to collect slime that keeps the torch burning. The final level presents an isometric perspective where players slide down a rope into an art museum, switching among four Ghostbusters to save Oscar and defeat Vigo.

Development and release

The DOS version, crafted by Doug Barnett and developed by Dynamix, incorporates digitized voice clips and images taken directly from the film, whereas Foursfield’s versions contain only still images. The Amiga release spans three disks, while the Atari ST version requires four disks with disk swapping necessary for progression. Programming for the Amstrad CPC and ZX Spectrum editions was handled by the Oliver Twins. The MSX version is a port of the ZX Spectrum game, released exclusively in Spain under the title Cazafantasmas II by New Frontier and published by MCM Software S.A. Activision scheduled launches for the DOS, Commodore 64, and Amiga versions in North America for October 1989, with UK releases following in early December that year. Both Amiga and ZX Spectrum editions were reissued as budget titles by The Hit Squad in late 1991.

Reception

David Wilson, writing for Computer Gaming World, offered a mixed assessment of the DOS edition. He commended its visual presentation, the Statue of Liberty stage, and the inclusion of digitized voice clips, describing the game as "well-crafted and easy to pick up." Nonetheless, he pointed out that since the entire game can be completed in less than an hour and is likely to be replayed multiple times before full mastery, some players might perceive it as having limited lasting appeal.

Non-DOS versions

The versions released on other computer platforms generally received favorable remarks for their graphics and sound design, particularly due to the incorporation of the Ghostbusters theme song. However, criticism was directed at the concluding level for being both anticlimactic and challenging, especially when attempting to land the Ghostbuster characters inside the museum. Reviewers also highlighted drawbacks such as lengthy loading durations and frequent disk swapping.

Paul Glancey of Computer and Video Games judged the game to surpass the film, praising its gameplay mechanics and its successful adaptation of key movie action sequences. Similarly, Amstrad Action preferred it over the cinematic original, emphasizing its unique visual style and comic-inspired graphics. The Games Machine described the title as engaging and faithful to the film's ambiance.

Both Commodore Format and Mark Mainwood from Commodore User praised the gameplay quality and its broad appeal. Andy Smith of Amiga Format regarded it as a commendable follow-up to the 1984 Ghostbusters game. Likewise, Sinclair User considered it a competent adaptation. On the other hand, Brian Nesbitt of ACE felt it failed both as a movie tie-in and as an independent game. Your Sinclair criticized its repetitive nature and lack of meaningful progression, while Mark Higham from ST Format found it dull when compared to its predecessor.

Publications such as Zero, Zzap!64, and Amiga Computing expressed dissatisfaction with gameplay and graphical elements across various versions, with some reviewers suggesting it prioritized style over substance. Amiga User International questioned the game's overall value, noting that player motivation was limited primarily to advancing through levels. Reviewers from Amiga Action pointed out the small number of available stages.

In 1991, Amiga Power heavily criticized the game for excessive disk swapping that interrupted gameplay flow, likening it almost to a demonstration version rather than a full release. A 1992 reissue was reviewed by Stuart Campbell in the same magazine, who described the gameplay as "uninspired and lacking energy." Conversely, Games-X regarded this re-release as a "reasonably impressive adaptation of the film."

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