Difference between revisions of "Ghostbusters (Mega Drive)"

From Sega Retro

(→‎Gameplay: split characters into subsection)
m (Text replacement - "==Technical information== ===" to "==Technical information== {{mainArticle|{{PAGENAME}}/Technical information}} ===")
Line 332: Line 332:
  
 
==Technical information==
 
==Technical information==
 +
{{mainArticle|{{PAGENAME}}/Technical information}}
 
===ROM dump status===
 
===ROM dump status===
 
{{romtable|
 
{{romtable|

Revision as of 12:54, 19 April 2023

For the identically-named Sega Master System game, see Ghostbusters (Master System).

n/a

  • NTSC-U/PAL
  • NTSC-J

Ghostbusters Title.png

Ghostbusters MD JP Title.png

Ghostbusters
System(s): Sega Mega Drive
Publisher: Sega
Developer:
Licensor: Columbia Pictures
Sound driver: SMPS Z80
Genre: Action[1][2]

















Number of players: 1
Release Date RRP Code
Sega Mega Drive
JP
¥6,0006,000 G-4030
Sega Mega Drive
US
$49.9549.95[5]
Sega Mega Drive
EU
Sega Mega Drive
PT
MDJ1007
Sega Mega Drive
UK
£34.9934.99[6][8]
Sega Mega Drive
AU
Sega Mega Drive
CA
Sega Mega Drive
BR
Sega Mega Drive
KR
GM4062JG
Sega Mega Drive
AS

Ghostbusters (ゴーストバスターズ) is a Sega Mega Drive action platform game co-developed by Compile and Sega R&D 2 and published by Sega. Loosely based on the 1984 supernatural comedy film Ghostbusters, it was first released in Japan in June 1990, and is generally considered one of the higher-quality games derived from the popular franchise.

Story

The Ghostbusters are three eccentric parapsychologists who start a ghost-catching business in New York City. The game is set sometime after the original film. Ghosts are terrorizing the city after an earthquake. The Ghostbusters are hired by various clients to eliminate ghosts from their haunted residences. Along the way, they collect pieces of a stone tablet and uncover a mystery.

Gameplay

Ghostbusters MD, Pause Menu.png

Pause menu

Ghostbusters MD, Stage Select.png

Stage select

Ghostbusters MD, Trap.png

Ghost trap

The game is an action platformer. The player can play as Peter Venkman, Ray Stantz, or Egon Spengler, each animated with oversized heads resembling their respective actor's likeness. Each character has different health and speed attributes. Characters are moved with Left and Right. They lie down with Down and crawl with Down-left and Down-right (but cannot change the direction that they face while lying down). They jump with C; holding the button for longer jumps higher. Characters are armed with a positron gun, which is fired with B. The gun can be used while lying down or jumping and can be aimed in the upward diagonal directions. Characters are also equipped with bombs, which are thrown with A. Bombs damage all enemies on screen. They have limited supply and can be thrown while shooting.

The player can buy items and weapons from shops before each stage begins. Items provide helpful functions, such as spreadshots and temporary invincibility. The player can switch the current weapon or select an item to use by pausing the game with  START . Weapons other than the starting positron gun cost energy to fire. They still fire after characters run out of energy but with reduced power. The player starts with little money to buy items, but acquires money from completing stages and capturing ghosts. Each stage has its own preset monetary reward, which also reflects its difficulty level (the lowest-rewarding stage is easy, while the highest-rewarding stage is hard). The player can choose to play the first four stages in any order. The player can exit the current stage at any time by returning to the beginning of the stage to access the shops and purchase additional items.

Each stage contains one or more "middle ghosts," which are sub-boss encounters. Once defeated, middle ghosts turn into ectoplasm and try to escape. The character aims his proton pack diagonally to try to zap the ghost and suck it into the ghost trap that appears on the screen. If the player fails to rope the ghost in, it tries to dive and hit the character. If it dive bombs the character twice, it escapes. If the player succeeds in capturing the ghost, the player receives a monetary bonus and partial health and energy restoration.

Once all of the middle ghosts have been defeated, the room containing the stage boss opens. The location of the boss room is indicated on a map accessed through the pause menu. Bosses have weak spots, like in shoot-'em-up games. The weak point of the Stay Puft Marshmallow Man, for example, is the middle of his face. After defeating each boss, the player receives an item that is used to advance the plot.

Characters have a life gauge that goes down as they take damage from foes. If a character runs out of life, he dies, but he revives in place if the player has extra lives remaining. If the player runs out of lives, the game can be continued as long as there are continues remaining. Characters have their life and energy gauges fully refilled at the start of every stage.

The game has three selectable difficulty levels (Easy, Normal, and Hard).

Characters

The speed attribute determines how swiftly the character moves; stamina determines how much damage they take from enemies.

Ghostbusters MD, Character Select.png
Peter Venkman
He is a balanced character with middling speed and stamina.
Ghostbusters MD, Character Select.png
Ray Stantz
He is slow but has high stamina.
Ghostbusters MD, Character Select.png
Egon Spengler
He is fast but has low stamina.

Items

Ghostbusters MD, Items.png
Safe
Shoot to reveal either a Money Bag or a Bomb.
Ghostbusters MD, Items.png
Money Bag
Rewards a bonus $300.
Ghostbusters MD, Items.png
Bomb
Explodes and harms the character if he is too close.
Ghostbusters MD, Items.png
1-Up
Gives the player an extra life.
Ghostbusters MD, Items.png
Slimer
Shoot to drop either a Blue Drop or a Red Drop.
Ghostbusters MD, Items.png
Blue Drop
Restores a small amount of the life gauge.
Ghostbusters MD, Items.png
Red Drop
Restores a small amount of the energy gauge.

Shops

Items

Ghostbusters MD, Stores, Items.png

Item shop
Ghostbusters MD, Items.png
Gyoza
Fills the life gauge completely. Used while in the shop. Costs $500.
Ghostbusters MD, Items.png
Peking Duck
Fills the life gauge completely. Used while in a stage. Costs 1,000 on Easy and $1,500 on Normal and Hard.
Ghostbusters MD, Items.png
Infrared Scope
Enables the character to see in the dark. Costs $100.
Ghostbusters MD, Items.png
Bomb
Equips another bomb. Costs $100.

Weapons

Ghostbusters MD, Stores, Weapons.png

Weapon shop
Ghostbusters MD, Items.png
Energy Restoration
Fills the energy gauge completely. Used while in the shop. Costs $200.
Ghostbusters MD, Items.png
Explosive
Fires a shot that explodes into shrapnel in the air. Costs $10,000.
Ghostbusters MD, Items.png
Bubble Projectile
Shoots a bubble at an upward arc that envelopes ghosts (but does not work on all ghosts). Costs $3,000.
Ghostbusters MD, Items.png
Phaser Shell
Shoots a powerful penetrating shot. Costs $5,000.
Ghostbusters MD, Items.png
3-Way Shot
Fires a three-way spreadshot. Costs $7,000.
Ghostbusters MD, Items.png
Energy Tank
Increases the length of the energy gauge. This item can be purchased multiple times to expand the energy gauge further, but its cost goes up each time it is purchased. Costs $500, $1,000, $2,000, $4,000, and $8,000.
Ghostbusters MD, Items.png
Special Suit
Surrounds the character in a protective bubble that reduces the damage he takes. Costs $5,000.
Ghostbusters MD, Items.png
Barrier
Renders the character invulnerable but drains energy as long as it is activated. Costs $35,000.

Stages

The first four stages can be played in any order. Once they have all been completed, the last two stages are played in order.

Ghostbusters MD, Stage 1.png

Ghostbusters MD, Stage 1 Boss 1.png

Ghostbusters MD, Stage 1 Boss 2.png

  • Ghostbusters MD, Stage 1.png

  • Ghostbusters MD, Stage 1 Boss 1.png

  • Ghostbusters MD, Stage 1 Boss 2.png

Home Sweet Home

Ghostbusters MD, Stage 2.png

Ghostbusters MD, Stage 2 Boss 1.png

Ghostbusters MD, Stage 2 Boss 2.png

Ghostbusters MD, Stage 2 Boss 3.png

  • Ghostbusters MD, Stage 2.png

  • Ghostbusters MD, Stage 2 Boss 1.png

  • Ghostbusters MD, Stage 2 Boss 2.png

  • Ghostbusters MD, Stage 2 Boss 3.png

Apartment

Ghostbusters MD, Stage 3.png

Ghostbusters MD, Stage 3 Boss 1.png

Ghostbusters MD, Stage 3 Boss 2.png

Ghostbusters MD, Stage 3 Boss 3.png

  • Ghostbusters MD, Stage 3.png

  • Ghostbusters MD, Stage 3 Boss 1.png

  • Ghostbusters MD, Stage 3 Boss 2.png

  • Ghostbusters MD, Stage 3 Boss 3.png

Woody House
Characters must use the Infrared Scope to help see in this stage.

Ghostbusters MD, Stage 4.png

Ghostbusters MD, Stage 4 Boss 1.png

Ghostbusters MD, Stage 4 Boss 2.png

Ghostbusters MD, Stage 4 Boss 3.png

  • Ghostbusters MD, Stage 4.png

  • Ghostbusters MD, Stage 4 Boss 1.png

  • Ghostbusters MD, Stage 4 Boss 2.png

  • Ghostbusters MD, Stage 4 Boss 3.png

High-Rise Building

Ghostbusters MD, Stage 5.png

Ghostbusters MD, Stage 5 Boss 1.png

Ghostbusters MD, Stage 5 Boss 2.png

Ghostbusters MD, Stage 5 Boss 3.png

Ghostbusters MD, Stage 5 Boss 4.png

Ghostbusters MD, Stage 5 Boss 5.png

  • Ghostbusters MD, Stage 5.png

  • Ghostbusters MD, Stage 5 Boss 1.png

  • Ghostbusters MD, Stage 5 Boss 2.png

  • Ghostbusters MD, Stage 5 Boss 3.png

  • Ghostbusters MD, Stage 5 Boss 4.png

  • Ghostbusters MD, Stage 5 Boss 5.png

Castle
The player must fight the two other characters to free them from their bondage.

Ghostbusters MD, Stage 6.png

Ghostbusters MD, Stage 6 Boss 1.png

Ghostbusters MD, Stage 6 Boss 2.png

Ghostbusters MD, Stage 6 Boss 3.png

Ghostbusters MD, Stage 6 Boss 4.png

Ghostbusters MD, Stage 6 Boss 5.png

  • Ghostbusters MD, Stage 6.png

  • Ghostbusters MD, Stage 6 Boss 1.png

  • Ghostbusters MD, Stage 6 Boss 2.png

  • Ghostbusters MD, Stage 6 Boss 3.png

  • Ghostbusters MD, Stage 6 Boss 4.png

  • Ghostbusters MD, Stage 6 Boss 5.png

Deep Hole

History

Development

During development, the game was known under the working title Ghostbusters II.

Production credits

  • Planner: Okaru.
  • Programmer: Ryu Ohmori, Healthy Toyama, 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
  • Presented by: Sega 1990
Source:
In-game credits
Ghostbusters MD credits.pdf
[10]


Magazine articles

Main article: Ghostbusters (Mega Drive)/Magazine articles.

Promotional material

Logo-pdf.svg
Print advert in Beep! MegaDrive (JP) #1990-04: "April 1990" (1990-03-08)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Beep! MegaDrive (JP) #1990-06: "June 1990" (1990-05-08)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Beep! MegaDrive (JP) #1990-07: "July 1990" (1990-06-08)
Logo-pdf.svg

Physical scans

Sega Retro Average 
Publication Score Source
{{{{{icon}}}|L}} Division by zero.
Based on
0 review
Sega Retro Average 
Publication Version Score
1700 igr dlya Sega (RU)
30
[11]
ACE (UK)
82
[12]
Ação Games (BR)
92
[9]
Beep! MegaDrive (JP) NTSC-J
65
[13]
Buzz! Computers (UK)
79
[14]
Complete Guide to Consoles (UK)
82
[15]
Complete Guide to Consoles (UK)
82
[16]
The Complete Guide to Sega (UK)
82
[17]
Console XS (UK) PAL
58
[18]
Cool Gamer (RU)
40
[19]
Computer & Video Games (UK)
82
[20]
Mean Machines: The Essential Sega Guide (UK)
73
[21]
Famitsu (JP) NTSC-J
63
[22]
The Games Machine (UK)
78
[23]
Joystick (FR)
82
[24]
Sega Mega Drive Advanced Gaming (UK) PAL
48
[25]
Mega Drive Fan (JP) NTSC-J
69
[26]
Mega (UK) PAL
62
[27]
Mega (UK) PAL
62
[28]
Mega Play (US) NTSC-U
83
[29]
MegaTech (UK)
82
[30]
MegaTech (UK) PAL
70
[31]
Mean Machines (UK)
80
[32]
Mean Machines Sega (UK)
82
[33]
Megazone (AU)
83
[34]
Player One (FR)
84
[35]
Raze (UK) PAL
72
[36]
Sega Power (UK) PAL
70
[37]
Sega Power (UK) PAL
50
[38]
Sega Pro (UK)
64
[39]
Sega Pro (UK) PAL
28
[40]
Sega Saturn Magazine (JP) NTSC-J
57
[41]
Tilt (FR)
75
[42]
Tricks 16 bit (RU)
28
[43]
User (GR)
90
[44]
VideoGames & Computer Entertainment (US)
80
[5]
Sega Mega Drive
69
Based on
36 reviews

Ghostbusters (Mega Drive)

Mega Drive, JP
Ghostbusters md jp cover.jpg
Cover
Ghostbusters MD JP CartTop.jpg
Ghostbusters md jp cart.jpg
Cart
Ghostbusters MD JP manual.pdf
Manual
Mega Drive, US
Ghostbusters md us cover.jpg
Cover
Ghostbusters md us cart.jpg
Cart
Ghostbusters MD US Manual.pdf
Manual
Mega Drive, EU
Ghostbusters md eu cover.jpg
Cover
Ghostbusters md eu cart.jpg
Cart
Ghostbusters MD EU Manual.jpg
Manual
Mega Drive, PT

Mega Drive, AU
Ghostbusters MD AU cover.jpg
Cover
Mega Drive, BR
Ghostbusters MD BR cover.jpg
Cover
Ghostbusters MD BR Cart.jpg
Cart
Mega Drive, BR (Cardboard)
Ghostbusters MD BR cb cover.jpg
Cover
Mega Drive, KR
Ghostbusters MD KR Box.jpg
Cover
Mega Drive, AS

Ghostbusters MD AS cart.jpg
Cart
Mega Drive, CA
Ghostbusters MD CA cover.jpg
Cover

Technical information

Main article: Ghostbusters (Mega Drive)/Technical information.

ROM dump status

System Hash Size Build Date Source Comments
Sega Mega Drive
CRC32 792df93b
MD5 d73f3b9feac4734e9a391aa211a88159
SHA-1 6fceffee406679c0c8221a8b6cfad447695e99fb
512kB 1990-05 Cartridge v01
Sega Mega Drive
CRC32 00419da3
MD5 270637399377cfe1b926ec5f664471f0
SHA-1 2a1589781fc4aca2c1ba97ec9ecf1acf563b7bfb
512kB 1990-04 Cartridge v00
Sega Mega Drive
 ?
CRC32
MD5
SHA-1
1990-05-01 Page

References

  1. File:Ghostbusters md jp cover.jpg
  2. 2.0 2.1 https://sega.jp/history/hard/megadrive/software.html (Wayback Machine: 2020-07-20 09:51)
  3. https://groups.google.com/g/rec.games.video/c/wRnO6L9c_FA/m/zWN4M2gmqwUJ
  4. Electronic Gaming Monthly, "June 1990" (US; 1990-xx-xx), page 67
  5. 5.0 5.1 VideoGames & Computer Entertainment, "June 1990" (US; 1990-0x-xx), page 56
  6. 6.0 6.1 6.2 ACE, "January 1991" (UK; 1990-12-xx), page 165
  7. 7.0 7.1 Mean Machines, "December 1990" (UK; 1990-12-xx), page 66
  8. Sega Power, "May 1991" (UK; 1991-04-04), page 25
  9. 9.0 9.1 Ação Games, "Junho 1991" (BR; 1991-06-19), page 12
  10. File:Ghostbusters MD credits.pdf
  11. 1700 igr dlya Sega, "" (RU; 2001-xx-xx), page 87
  12. ACE, "September 1990" (UK; 1990-08-03), page 56
  13. Beep! MegaDrive, "July 1990" (JP; 1990-06-08), page 16
  14. Buzz! Computers (UK) (+0:00)
  15. Complete Guide to Consoles, "Volume III" (UK; 1990-08-xx), page 76
  16. Complete Guide to Consoles, "Volume IV" (UK; 1990-11-xx), page 30
  17. The Complete Guide to Sega, "" (UK; 1991-05-xx), page 47
  18. Console XS, "June/July 1992" (UK; 1992-04-23), page 130
  19. Cool Gamer, "9" (RU; 2002-10-13), page 92
  20. Computer & Video Games, "September 1990" (UK; 1990-08-16), page 92
  21. Mean Machines: The Essential Sega Guide, "" (UK; 1993-11-18), page 50
  22. Famitsu, "" (JP; 1990-0x-xx), page 1
  23. The Games Machine, "September 1990" (UK; 1990-08-xx), page 62
  24. Joystick, "Octobre 1990" (FR; 1990-xx-xx), page 107
  25. Sega Mega Drive Advanced Gaming, "January 1993" (UK; 199x-xx-xx), page 92
  26. Mega Drive Fan, "October 1990" (JP; 1990-09-08), page 79
  27. Mega, "June 1993" (UK; 1993-05-20), page 20
  28. Mega, "January 1994" (UK; 1993-12-16), page 87
  29. Mega Play, "November/December 1990" (US; 1990-xx-xx), page 29
  30. MegaTech, "Xmas 1991" (UK; 1991-12-06), page 78
  31. MegaTech, "August 1993" (UK; 1993-07-20), page 112
  32. Mean Machines, "December 1990" (UK; 1990-12-xx), page 64
  33. Mean Machines Sega, "October 1992" (UK; 1992-09-xx), page 139
  34. Megazone, "June/July 1991" (AU; 1991-0x-xx), page 25
  35. Player One, "Janvier 1991" (FR; 199x-xx-xx), page 53
  36. Raze, "April 1991" (UK; 1991-02-28), page 54
  37. Sega Power, "May 1991" (UK; 1991-04-04), page 24
  38. Sega Power, "October 1991" (UK; 1991-09-05), page 53
  39. Sega Pro, "Christmas 1991" (UK; 1991-12-12), page 19
  40. Sega Pro, "April 1993" (UK; 1993-03-11), page 65
  41. Sega Saturn Magazine, "September 1995" (JP; 1995-08-08), page 87
  42. Tilt, "Septembre 1990" (FR; 1990-0x-xx), page 85
  43. Tricks 16 bit, "Tricks Sega Gold 800 igr" (RU; 1998-03-20), page 80
  44. User, "Fevrouários 1991" (GR; 1991-0x-xx), page 66


Ghostbusters (Mega Drive)

Ghostbusters Title.png

Main page | Maps | Credits | Hidden content | Magazine articles | Video coverage | Reception | Region coding | Technical information | Bootlegs


Sega Mega Drive
Prototypes: 1990-05-01