Ghostbusters on NES (I think a very similar game came out on other contemporary systems). While the Mega Drive ghostbusters game was hard but it was worth playing, I don’t understand what they were thinking with this one. (What were they thinking?) For people who have played it, back then or now, do you think it has any redeeming qualities? The only thing I can think of is the AVGN episode that came out of it.

  • Endymion_Mallorn@kbin.melroy.org
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    19 hours ago

    The NES version specifically, I can’t defend. But the DOS, C64, and SMS versions are interesting, because they’re really proof of what would be codified as the Covert Action Rule, or the simple adage of programming, “do one thing, well”. Note that in the NES port, none of the minigames are done well. But I think David Crane created a pretty solid concept, hampered by a number of unfortunate factors.

    The start of the game is a business simulation. The game doesn’t want you to actually think about the business side of things, but wants to make money important. This ends up contributing to a bad idea, because rather than looking at the economy as a core element, it ends up getting shoved to the side. Frankly, it would be better if you started off like, say, Animal Crossing, or SimCity, where you have a loan you must pay off, but you’re given the tools you need to do so. The PC versions feel less clunky in this respect, because the business side is more front-and-center.

    There’s a lack of real clarity about what’s going on in the map minigame. There’s a lot of moving parts, but not a lot of rhyme or reason behind them. The PKE doesn’t really react to player actions, but nor is it a steady timer. Central Park West (the Zuul building) doesn’t really have any significance. And frankly the driving minigame is pointless if you don’t have the vacuum. It’d be better to just have to buy gasoline.

    The ghost-catching minigames are short and annoying, but are actually the only part of the game worth any time investment.

    Then you have the dreaded tower climb. On the NES, the controls for that section of the game are simply inexcusable.

    The big fight at the end doesn’t feel conclusive, and the ending is… well, it’s awful, let’s be blunt. That’s why it became a meme.

    And yet! It’s stuck with people because it’s so awful a game but so near the edge of being good if it was made with more focus. I haven’t played any version of the game in several years, but I remember every step of it. I remember the Ecto-1: traps, proton packs, ghost vacuum. Vacuum for money, grab free-floaters to stop them from forming Stay-Puft until you’re in the black. Then Stay-Puft, the stairs, and Zuul.

    Consider that Crane went from Pitfall to all of that. Seriously, in terms of game design, it’s a huge leap forward, and yes it stumbled hard. Oh, and if you want a fair comparison, look at Autoduel for the C64 (one of Lord British’s pre-Ultima games), since the Ghostbusters game was built on the bones of a Car Wars game.

    • k0e3@lemmy.ca
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      11 hours ago

      I really appreciate this comment. Your opinions are grounded and also respectful in that you don’t insult what has come to be known as one of the worst NES games.

      I wonder if there are ROM hacks that address any of the issues you mentioned.