Ghostbusters (USA)
Ghostbusters is a series of video games that are based on the movie of the same name. The games have been released on many consoles since 1984. Due to the success of the movie, there have been a number of sequels since.
Ajouter
Technique
CPU
- maincpu N2A03 (@ 1 Mhz)
Chipset
- N2A03 (@ 1 Mhz)
Affichage
- Orientation Yoko
- Résolution 255 x 240
- Fréquence 60.098 Hz
Contrôles
- Nombre de joueurs 4
- Nombre de boutons 2
- Type de contrôle
- triplejoy (8 ways)
- triplejoy (8 ways)
- triplejoy (8 ways)
© Copyright auteur(s) de Wikipédia. Cet article est sous CC-BY-SA
Les clones de Ghostbusters (USA)
Ghostbusters (Activision)
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 had a similar basic format to the initial Commodore 64 and Atari 800 game, which was written in eight months and later ported to the Spectrum, Amstrad CPC and MSX. The game was made in such a short time by incorporating portions of a game named "Car Wars" that was already in production. The game was in production concurrently to the movie. The last week of development was spent on the opening screen which plays the Ghostbusters theme. 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 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 Micronics, made the action sequences considerably more difficult, had lower graphical resolution and provided a different ending. The new ending in the NES version was full of spelling, grammar and punctuation mistakes:
This ending text can also be seen on a monitor in the Firehouse in Ghostbusters: The Video Game.
Ernie Hudson said, "My kids really hated [the NES game]. They thought it sucked."
The Amstrad CPC and ZX Spectrum versions of the game was included on the 1986 compilation They Sold a Million 3, along with Fighter Pilot, Rambo and Kung-Fu Master. The game was also released on The Story So Far Volume IV in December 1989, and Hollywood Collection in December 1990. It knocked Daley Thompson's Decathlon from the top of the UK Spectrum sales chart.
The NES version was created in association with Works (later changed their name to Bits Laboratory). An enhanced remake of the Spectrum version was released as freeware for the PC in 2006.
Most versions of the game had a similar basic format to the initial Commodore 64 and Atari 800 game, which was written in eight months and later ported to the Spectrum, Amstrad CPC and MSX. The game was made in such a short time by incorporating portions of a game named "Car Wars" that was already in production. The game was in production concurrently to the movie. The last week of development was spent on the opening screen which plays the Ghostbusters theme. 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 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 Micronics, made the action sequences considerably more difficult, had lower graphical resolution and provided a different ending. The new ending in the NES version was 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 ! | ” |
— End of game message. |
This ending text can also be seen on a monitor in the Firehouse in Ghostbusters: The Video Game.
Ernie Hudson said, "My kids really hated [the NES game]. They thought it sucked."
The Amstrad CPC and ZX Spectrum versions of the game was included on the 1986 compilation They Sold a Million 3, along with Fighter Pilot, Rambo and Kung-Fu Master. The game was also released on The Story So Far Volume IV in December 1989, and Hollywood Collection in December 1990. It knocked Daley Thompson's Decathlon from the top of the UK Spectrum sales chart.
The NES version was created in association with Works (later changed their name to Bits Laboratory). An enhanced remake of the Spectrum version was released as freeware for the PC in 2006.
The Real Ghostbusters arcade game
The Real Ghostbusters was an arcade game based on the cartoon series of the same name released by a Japanese game company, Data East in 1987. The game was later ported to the Amiga, Amstrad CPC, Atari ST, Commodore 64, and ZX Spectrum. Up to three players can control members of the Ghostbusters. The characters are only differentiated by the colors of their uniforms, no effort is made to identify them, although the game's cabinet art shows the characters from the cartoon. The game has a total of 10 levels. 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.
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.
Ghostbusters II video game
Ghostbusters II is the title of a video game released for several home computer and console systems. The game is loosely based on the film of the same name.
All home computer editions were published by Activision. Each home computer game edition of the game is essentially similar, with changes in the quality of graphics and sound. The DOS version is completely different from the other ones, having been developed by a different company, Dynamix with game design by Doug Barnett.
Most version of the game feature 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. Some versions also feature a sequence based on the courtroom fight against the ghosts of the Scoleri Brothers.
The DOS version of the game is entirely different. It begins with the Ghostbusters battling the Scoleri Brothers in the courtroom scene from the film. At the firehouse, players can choose to capture ghosts in variation locations from the film for money or gather samples from the river of slime and test it to develop the positively charged slime. If a Ghostbuster fails to capture a ghost or falls into the river of slime, he is captured and must be rescued from Parkview Hospital.
Once you have earned $55,000 from capturing ghosts, and collected and correctly tested 3 slime samples, you can then take control of the Statue of Liberty, where you have to navigate through the streets of New York until you reach the Museum; a map, that comes with the game, is required to find the correct route, plus you have to avoid crushing cars and beating the clock as you maneuver the statue.
Once you reach the museum, you break in from the roof. Inside, you'll find Vigo who is strutting about out of his painting. he wont attack, but you can zap him to weaken him for the upcomming battles. Once the clock reaches midnight, Vigo returns to his painting and attacks with rapid fireballs, where one hit will kill a ghostbuster. Janosz will also run about the room; shooting him, or the painting while he is in front of it will reflect your proton beam back at you and kill your Ghostbuster instantly. Once Vigo has been weakened enough, Janosz will collapse and Vigo will emerge from the painting as a giant head and fire rapid fire balls again. Your proton pack will turn into a slime blower, and you must hose him down until he is defeated; when he is close to death, he will be covered in pink slime. Upon defeat, Vigo will be defeated, and the painting will change to one of a smiling Slimer holding a baby in the clouds.
The victory scene shows all four Ghostbusters emerging from the Museum, waving and dancing for the cheering crowd awaiting outside.
Activision also made a version of the game for the Atari 2600 in 1989. Activision never released the game, perhaps due to the system's age and slowing sales. British game company Salu released the game in Europe under their name in 1992, after Atari had already ended support for the system. Licensing issues have prevented this version of the game from being included on the Activision Anthology collections, along with a handful of other titles.
Computer versions
All home computer editions were published by Activision. Each home computer game edition of the game is essentially similar, with changes in the quality of graphics and sound. The DOS version is completely different from the other ones, having been developed by a different company, Dynamix with game design by Doug Barnett.
Most version of the game feature 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. Some versions also feature a sequence based on the courtroom fight against the ghosts of the Scoleri Brothers.
The DOS version of the game is entirely different. It begins with the Ghostbusters battling the Scoleri Brothers in the courtroom scene from the film. At the firehouse, players can choose to capture ghosts in variation locations from the film for money or gather samples from the river of slime and test it to develop the positively charged slime. If a Ghostbuster fails to capture a ghost or falls into the river of slime, he is captured and must be rescued from Parkview Hospital.
Once you have earned $55,000 from capturing ghosts, and collected and correctly tested 3 slime samples, you can then take control of the Statue of Liberty, where you have to navigate through the streets of New York until you reach the Museum; a map, that comes with the game, is required to find the correct route, plus you have to avoid crushing cars and beating the clock as you maneuver the statue.
Once you reach the museum, you break in from the roof. Inside, you'll find Vigo who is strutting about out of his painting. he wont attack, but you can zap him to weaken him for the upcomming battles. Once the clock reaches midnight, Vigo returns to his painting and attacks with rapid fireballs, where one hit will kill a ghostbuster. Janosz will also run about the room; shooting him, or the painting while he is in front of it will reflect your proton beam back at you and kill your Ghostbuster instantly. Once Vigo has been weakened enough, Janosz will collapse and Vigo will emerge from the painting as a giant head and fire rapid fire balls again. Your proton pack will turn into a slime blower, and you must hose him down until he is defeated; when he is close to death, he will be covered in pink slime. Upon defeat, Vigo will be defeated, and the painting will change to one of a smiling Slimer holding a baby in the clouds.
The victory scene shows all four Ghostbusters emerging from the Museum, waving and dancing for the cheering crowd awaiting outside.
Activision NES version
Main article: Ghostbusters II (NES video game)
Activision's NES edition of the game is a single-player side-scrolling game where the player controls a Ghostbuster through various stages based on the film, making their way to the museum before time runs out. Two levels involves riding around in the heroes' famous car and another level requires the player to control the Statue of Liberty, shooting fireballs. The game was noted for being exceptionally hard to complete.New Ghostbusters II
Main article: New Ghostbusters 2
There was also a version of the game released in Europe and Japan for the NES and Game Boy, entitled New Ghostbusters II, developed by HAL Laboratory. It is more of a straightforward action game than the Activision game. The Game Boy version was released in America without the New label.Atari 2600 version
Activision also made a version of the game for the Atari 2600 in 1989. Activision never released the game, perhaps due to the system's age and slowing sales. British game company Salu released the game in Europe under their name in 1992, after Atari had already ended support for the system. Licensing issues have prevented this version of the game from being included on the Activision Anthology collections, along with a handful of other titles.
Ghostbusters Mega Drive/Genesis video game
Ghostbusters was published by Sega and developed by Compile for the Mega Drive/Genesis on June 29, 1990. It is unrelated to the earlier Activision game (though their name still appears in the copyright screen), and is instead a 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 powerups, such as a 3-way shot or recovery items.
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 defeat Janna, the God of Darkness, and retrieve a mystical gem from the evil world. They combine the gem with the tablet to close the portal, and save the city.
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 defeat Janna, the God of Darkness, and retrieve a mystical gem from the evil world. They combine the gem with the tablet to close the portal, and save the city.
The Real Ghostbusters 1993 Game Boy video game
Main article: The Real Ghostbusters (1993 video game)
The 1993 The Real Ghostbusters game was developed by Kemco and published in North America by Activision for the Game Boy. In it, the player played as Peter Venkman. The game is based on Kemco's Crazy Castle franchise and features similar puzzle-oriented gameplay. This game was released in Europe as Garfield Labyrinth and in Japan as Mickey Mouse IV: Mahou no Labyrinth (ミッキーマウスIV 魔法のラビリンス, lit. "Mickey Mouse IV: The Magical Labyrinth"), which features different characters and licenses for both versions. Extreme Ghostbusters games
Extreme Ghostbusters
Extreme Ghostbusters was released on April 2, 2001 by Light and Shadow Productions for the Game Boy Color. It was originally thought to be intended for multiple consoles and the personal computer. 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 either capture or destroy ghosts.
Extreme Ghostbusters: Code Ecto-1
Light & Shadow Production released a Game Boy Advance version of Extreme Ghostbusters in March 2002. 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 was a combination platform and shooter game with some races, using a top-down perspective. There were 12 platform levels and four regions.
Extreme Ghostbusters: The Ultimate Invasion
A video game made in 2004 by LSP, the game was similar to Time Crisis. Players would 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.
Ghostbusters 2006 mobile game
A top down puzzle game was released in 2006 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 that with no cut scenes or dialog during the game. Ultimately, Ghostbusters mobile was panned critically due to its extreme length (over 100 rooms to enter), plain gameplay design (gathering colored keys, pushing statues, activating switches), and no real references to any of the original Ghostbusters characters or movies, besides the opening theme music.
Ghostbusters: The Video Game (2009)
Main article: Ghostbusters: The Video Game
Ghostbusters: The Video Game is a video game for Xbox 360, PlayStation 3, Wii, PlayStation 2, PlayStation Portable, Nintendo DS and PC. The game was originally slated for an October 2008 release. ZootFly began independently developing the game in May 2006 but hit a "bump in the road" with regard to the Ghostbusters copyright in July 2006.Vivendi Universal acquired the rights to make the game, which was developed by Terminal Reality for the PlayStation 3, PC and Xbox 360, and by Red Fly Studios for the Wii, DS and PS2. Harold Ramis has said that he and Aykroyd, in addition to contributing to the game's script, did voiceover for the Ghostbusters video game. It was released on June 16, 2009 for the U.S, June 19, 2009 for EU on the PlayStation formats (due to a publishing deal by Sony Computer Entertainment Europe), and November 2009 for other formats in the EU, though the US Xbox 360 version of the game is region free, it can be played on any Xbox 360 console. Ghostbusters: Sanctum of Slime (2011)
Main article: Ghostbusters: Sanctum of Slime
Ghostbusters: Sanctum of Slime is a video game for download for Xbox Live Arcade, PlayStation Network, and PC. It is a sequel to Ghostbusters: The Video Game. Ghostbusters: Paranormal Blast (2012)
Ghostbusters: Paranormal Blast is a located-based Augmented Reality mobile game launched by XMG Studio in August 2012 available for sale in the iTunes App Store. The exclusive prototype of Ghostbusters: Paranormal Blast was previewed at PAX East 2012. The game was also promoted at Comic-Con 2012. The game allows users to take the perspective of a Ghostbuster, catching ghosts in their own cities.