Ghostbusters II

Longplay Information

Author(s): MadMattyMadMatty
System: ZX Spectrum
Region:
Language:
Subtitle Language:
Additional Info: No information available
Publication Date: 24/03/2019
YouTube Release: 31/12/2032
Duration: 00:21:49
File Size: 47.02 MB (48148.00 KB)
Downloads: 232 downloads
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Screenshot

Player's Review

ZX Spectrum 128k

Developed and published by Activision in 1989. It could be confused as a Codemasters game with the Oliver Twins designing the game and David Whitaker delivering the Jingles before each level.

The is only 3 levels long and is one of the worst tape multiloads on the spectrum and even the C64. The video capture is an hour long including the full loading time. The game does seem hastily designed overall and done is a way to be similar across all 8 and 16 bit platforms it was made for.

The first level is quite often as far as a lot of players got and seems hard at first. Its the speed of being lowered that is the gotcha so some fine control of the lowering speed is required to get through the level safely. There is no time limit so you can take your time. Note that you have proton bombs and a shield at your disposal. The bombs are ideally used when something attacks the rope although in the spectrum version your proton beam can kill them. On C64 you have to use the bomb. I also find it much easier to collect the items on the shelf in the spectrum version. When you get all the bits and finally get tot he bottom, engage the shield and collect the slime.

Level 2 is overly long and can get messy. The time limit can be very tight so just keep killing enemies and collecting slime and when you get to the bosses, try to ram them while shooting to kill em quick. The C64 version is especially tight for time in this regard and in the Spectrum version there is a delay when igniting a new flame which can be annoying when you are trying to kill a wave of enemies that about to slam into liberty.

Level 3 is quite short. you get 4 men to move around. the idea is to move the baby out of the way slime jono so that vego comes out of the picture and then blast vego back into the picture which is difficult as you need to line up 2 beams perfectly. This is especially difficult in the c64 version where you need almost pixel perfect placement.

The Story elements between levels are a monochrome affair which I think could have been better but do add a little something to the game I suppose. The game overall is not great and fails to build on the previous game which was well received on all platforms it was made for.