Ghostbusters is a franchise that has
always had a pretty shaky history when it comes to video game
adaptations. This probably stems from the fact that the series
started in the early eighties, and there wasn't much developers could
do to make a good game based on the series for primitive systems like
the Atari 2600. Even though the NES or Master System could
theoretically host a good Ghostbusters game, they didn't because the
games were based upon earlier versions. Thankfully, when Compile
developed Ghostbusters for the Sega Genesis they started from
scratch and ended up making a fun game.
Compile is mostly known for the puzzle
series Puyo Puyo and bunch of scrolling shooters. While
Ghostbusters is neither of these things, there are some
elements drawn from shooters. Basically, it is an action-platformer
somewhat like a Mega Man game. The player can choose to
complete the first four levels in any order, though they do have
distinct difficulty levels, and when all are completed the final
levels are unlocked.
The levels themselves aren't as linear
as most platformers. Sure, there is a single start point and the
levels end with a boss fight, but the levels have a few different
paths, some of which are dead ends, and finding all of the sub-bosses
and the end boss requires a bit of exploration. It's not quite
Metroid, but I enjoy finding rewards for poking around, though
finding a way that accidentally backtracks kinda sucks.
One of the most interesting features of
the game is the monetary and shop system, which adds some useful
weapons and items. Each level gives the player a certain amount of
cash, which can be used in the item and weapon shops between stages.
Extra money can be earned from opening safes throughout the levels
and as bonuses for catching the sub-bosses.
The default gun only shoots a short
distance and isn't particularly powerful, so the player can purchase
stronger and more effective weapons, like the three-way shot. These
extra weapons are really useful for defeating enemies, but they
require weapon energy to be used, so the player has to be
conservative with their use. For those that aren't that great at the
game, the item shop offers healing items and the weapon shop offers
weapon energy refills.
Even with this help, I found the game
to be incredibly difficult when I played it as a child, though going
back to it, it doesn't seem quite so bad. It is by no means easy,
but I think this is just the sort of game that I've gotten better at
since I was like eight years old, which I suppose isn't something to
be proud of, but just sort of how that whole “gaining fine motor
skills” and “not being a stupid kid anymore” thing goes.
An aspect of Ghostbusters that
is a weird mixture between charming and off-putting is the art style.
The sprites of the characters from the movie look like caricatures
of the actors they are based on, which is kind of neat, but sort of
bizarre and creepy. The whole “super-deformed” thing was done a
lot with anime games of the era, but with real people there is just
something off about it. Still, by comparison the designs for the
bosses and sub-bosses are far creepier. Whether it is a palatable
style or not, I like the game, and at the very least it has the Stay
Puft Marshmallow Man and a decent rendition of the theme song.
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