Commodore 64 Longplay [167] Ghostbusters II (EU)

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Published on ● Video Link: https://www.youtube.com/watch?v=2JeAl17YGFQ



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Duration: 12:51
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Played by: MadMatty

Ghostbusters II. C64 version developed by Foursfield and published by Activision in 1990.

"They're Back! Pretty as a picture, Mean as the devil. Weird things happen. The slime is on the rise. The Titanic has arrived. And after 300 years, Vigo the Carpathian won't stay dead. Who you gonna call?

Get your bustin' business back on its feet. Hit the streets in the Ectomobile. Go underground to discover a river of slime...and rise above it all with the statue of Liberty. All to turn evil to good and defeat Vigo at the museum of Art. Action, adventure, strategy challenges - and great laughs. Ghostbusters II."

Ghostbusters II was developed for 8 and 16 bit computers by Activision in 1989. Each conversion of the game retains the same design with gfx and sounds tailored for each platform. The Spectrum version is not great to look at but the game play more closely resembles the 16 bit versions. The game is really short with only 3 levels. The first level seems to be a barrier for a lot of players but it shouldn't be. Level2 is where the difficulty ramps up with an infuriatingly tight time limit.

Level1 seems difficult at first but once you realize there is no time limit you can take your time and deal with the enemies as they come. You can't hit the skull/hand that tries to eat the rope with your proton beam. You have to use the PK bomb to remove them (not an issue on spectrum).

In level 2 your greatest enemy is the clock. You have to get to the museum by midnight. The idea is to shoot down ghosts and have the people run out and collect the slime. You lose slime should any ghost hit liberty. Once a boss ghost appears, deal with it quickly as any lost time here can cost you dearly and there are 3 of them. Take too long on one and you may as well restart the level. An annoying bug can also be triggered that stops you firing more than a single shot at once and at the same time nearly all the dropped slime just vanishes. You won't last long if this happens. It can be really annoying when during the boss fights your fireball gets reset for no reason at all.

Finally level 3. What's the deal with only having 2 ghostbusters on screen at once.... Also getting the proton beams lined up to push vego into the painting is infuriating. it's like you have to set up on a very particular pixel and for some reason the baby would magically appear on the altar without it being collected.

Overall though, it is not a great game and seems like a cashin on the movie license. The longplay may only be 12 mins long but with tape loading the whole recording was 40 odd mins. The most effort seems to have gone into re-drawing the cutscene images from the movie. It certainly wasn't a good sequel to the original game.

00:00:00 - Intro
00:01:45 - Level 1
00:05:00 - Level 2
00:09:45 - Level 3

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