Difference between revisions of "Ghostbusters (Mega Drive)"
From Sega Retro
(do any of those names have anything to do with Compile) |
|||
Line 27: | Line 27: | ||
After the first four levels are cleared, a new plot revelation happens and the final level is unlocked, upon clearing it the player reaches the end. | After the first four levels are cleared, a new plot revelation happens and the final level is unlocked, upon clearing it the player reaches the end. | ||
+ | |||
+ | ==Production Credits== | ||
+ | *Planner: Okaru. | ||
+ | *Programmer: Ryu Ohmori, Healthy Oyama, Mizutan, Tantan, Jemini Hirono, Kawauso, Com Blue, K.K., K.Koba | ||
+ | *Designer: Doro Pi, Locky P, Sakatsu Rimo | ||
+ | *Sound: Nav. | ||
+ | *Special Thanks: Arishi, Levin, Idaten, Onion | ||
==Physical Scans== | ==Physical Scans== |
Revision as of 04:16, 6 February 2011
This short article is in need of work. You can help Sega Retro by adding to it.
Ghostbusters |
---|
System(s): Sega Mega Drive |
Publisher: Sega |
Developer: Compile, Sega |
Genre: Action |
Ghostbusters is a Sega Mega Drive game developed by Compile and released in 1990 by Sega. It is a Mega Drive exclusive — a completely different title from the Master System game with the same name despite both being developed by Compile. It is a platformer which stars the Ghostbusters Peter, Ray and Egon, though for some reason omits Winston.
Gameplay
The gameplay is perhaps most comparable to Contra and Mega Man, although with plenty of quirks and oddities. The player would start by choosing either Peter, Ray, or Egon. Each of the three characters has different health and power attributes. They would remain with this character through their whole gameplay until either game over or game clear.
The plot starts with the Ghostbusters seeking a profit from their business, and then the world map appears. The player can access four of the levels or a shop from which to buy items. The player starts with little money to buy items, though; one must clear levels to get money. Each level has it's own pre-set monetary reward, which also reflects their difficulty level; the lowest-rewarding stage is easy, while the highest-rewarding stage is hard.
Once the player selects a level, a dialog appears where the resident explains the haunting conditions. Afterwards, gameplay begins. The player platforms left and right, shooting at enemies, dodging obstacles, and occasionally looking for secrets. In many instances, items from the shop provide helpful functions, such as freezing flames, spread shots, or temporary invincibility.
In many rooms, the player will encounter sub-boss characters, who, once defeated, will turn into ectoplasm and try to escape. In this sequence the player aims his Proton Pack diagonally to try to zap the ghost and suck it into the Ghost Trap which appears on the screen. Succeeding in this task will reap major bonuses for the player.
Bosses are huge monsters that take up large portions of the screen, and have small weak-points like in shmup games. The Stay Puft Marshmallow Man, for example, has his weak point be at his eyes. After defeating each boss, the player receives a Stone Tablet which is used to advance the plot.
After the first four levels are cleared, a new plot revelation happens and the final level is unlocked, upon clearing it the player reaches the end.
Production Credits
- Planner: Okaru.
- Programmer: Ryu Ohmori, Healthy Oyama, Mizutan, Tantan, Jemini Hirono, Kawauso, Com Blue, K.K., K.Koba
- Designer: Doro Pi, Locky P, Sakatsu Rimo
- Sound: Nav.
- Special Thanks: Arishi, Levin, Idaten, Onion
Physical Scans
Sega Retro Average | ||||
---|---|---|---|---|
|
{{|L}} | N/A |
---|---|
Based on 0 reviews |