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Ghostbusters (SMS) VS Ghostbusters (NES)


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Hey guys! Just uploaded a new episode of SEGA Versus. It's definitely Ghostbusters season in my household, so I've affectionately dubbed September "Ghostbusters Month" on SEGA Channel. This VS episode will be followed by a full retrospective on both the SMS and Genesis Ghostbusters games.


[video=youtube_share;TIBQbdVTY0Q]http://youtu.be/TIBQbdVTY0Q



It always amazed me how much BETTER the SMS version of the game was. Which did you guys play first?

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Played it first on C64, then VCS.

The SMS version is great. I just absolutely hate it how for some dumb reason they made the beams point upwards. Looks silly, and just eliminates the danger of crossing the streams. But it's not like it was hard to avoid that in the other versions.

 

I'd say the SMS version is the best, only the sound is lacking.

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I'd disagree with the notion from the video, that you wouldn't expect this kind of gameplay from a GB game btw. This is exactly what I would expect. Crane really managed to craft a game that incorporates several key elements of the movie into a game, instead of the usual route for licensed properties, where a highly generic game is given the license with little connection to the source material.

 

GB was about the guys starting a Ghostbuster business; money is a concern in the movie. That's in the game, you have to earn cash. You drive around New York to do jobs, you don't just shoot ghosts but trap them, and when the traps are all full you go back to HQ to put the ghosts into the container. When the Marshmallow Man causes trouble, you are made responsible and must pay, just like the ghostbusters were deemed responsible for the ghost outbreak and put in jail.

 

It's a prime example of how to do a license justice.

 

The Genesis game is the polar opposite. Not bad as a game, but really just a very generic platformer with a coat of GB paint. Just jump around and shoot enemies for the most part.

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I had the C= 64 version back in the day, loved the hell out of the game, especially the music. The 2600 is ok, and I like the SMS version, it felt like the 64 version. But the NES version sucked. WTF? I know the system could do better, as it usually would, bt what the hell was that?

 

AVGN mentioned ghost busters, and they're "dropping turds" but I think that's the path they follow getting to a place (which if you came from the wrong direction, you'd literally have to drive around the block to get to the right building, a nice touch IMO)

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Maybe someone can explain this to me. I had this on the Apple II when I was a kid and I loved it, but there was something that always bothered me. When you press the button to fire the trap the beams disappear, so the ghost can dodge out of the way. Is it like this I'm other versions? If so, what's the point of the beams?

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Huh, I didn't remember the beams disappearing, but if you look at the video at 2:06, they aren't there when the trap opens.

 

I remember that you had to switch between Ghostbusters and use the beams to move the ghosts as tightly together as possible before opening the trap. I do remember that occasionally a ghost would get away when the trap was opened.

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I got this game for the SMS when it was just released around April 1987. I have strong reason to believe that while it has some flaws, it sparked a revolution. How so? I'm listing this as the first US console password game. Ever. I challenge anyone to find an earlier US release. Metroid was late '87, despite some opinions stating it was 1986.

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I've always played the C64 version in such way that you position the two ghostbusters face to face so their beams point towards eachother, then move the guys closer to capture the ghost within the beams and then release the trap. Pretty much like it is shown on the Apple ][ version. Earlier this year I played both the Apple and Atari 8-bit versions, and while I agree it seemed much harder to capture ghosts in the Apple version, I can't recall if the Atari version is different from the C64 one.

 

The SMS version looks good, but what is the matter with a bunch of ghosts at each house? The video conveniently cuts so you don't get to see a full scene of ghost catching on the SMS. I had to look up another video to see that you somehow force all the ghosts together and then release the trap to catch the "complete ghost". It also seems like a huge flickerfest when comes to displaying all ghosts, busters and beams together, or perhaps those uploading videos had technical issues? Another interesting note is that the SMS version appears to allow you to visit the shop and equip your car after the game started. It makes up for a quite different game than the C64/Atari/Apple etc versions of the old days, as in those versions you need to buy the items you can afford to start with, not add later on when you have the financial means. You also have lots more items to choose from in the SMS version.

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I've always played the C64 version in such way that you position the two ghostbusters face to face so their beams point towards eachother, then move the guys closer to capture the ghost within the beams and then release the trap. Pretty much like it is shown on the Apple ][ version. Earlier this year I played both the Apple and Atari 8-bit versions, and while I agree it seemed much harder to capture ghosts in the Apple version, I can't recall if the Atari version is different from the C64 one.

I always put my guys back to back and made a V with the beams. That kept the ghost from going all over so it would start making tight circles over the trap (you still had to time the trap right with the ghost's circling). If I tried it the 'proper' way the ghost would just constantly whack against one of the beams until I released the trap. Then it would quickly dart out of the way since the beam it was up against disappeared. I'm guessing this is due to poor programming.

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I always placed the 2 guys right over one another. In the C64 version, this causes the ghost to freeze. If you time it so the ghost is over the trap, you use almost no Proton power and are assured of a capture.

 

I never figured that out or the technique the guy uses in the long play video above. Always did it the "hard" way. I think I only beat the game once in emulation years after the fact (also the hard way).

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I remember when the NES version came out. Luckily I just rented it. It was sometime after the original versions had come out.. I played the hell out of the C=64 version, its one of the main reasons I wanted a C=64

 

The NES version is absolutely terrible. Micro-managing gas and losing money for hitting cars and such over complicates the game and makes it a frustrating mess. Not sure what happened on that version but its easily one of the worst. I'd rather play the Atari 2600 version.

 

The SMS version is actually pretty good. I liked that it retained the original gameplay for the most part which was a good move.

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SMS version is ok, but a completely different game

 

I'd never seen it before watching this vid, but I checked out a few more and it looks like the same game (as the c64) to me except with additional options and an extra game mode climbing the building and fighting Gozer (Gorza). I would have LOVED this update after spending so much time with it on my Commodore. Music is a bit "screechy" though.

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Ghostbuster was my very first game i had with my C64 . On Tape.. I played it hours and hours , loved it!.

 

I tried almost all other version from VCS to PC passing by SMS NES .. and even some modern remake. I never got the feeling of the C64 version. Just nostalgy i guess.

 

BTW great video!

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