The Making of Ghostbusters on the Commodore 64
Next Generation recently began running content from the respected British gaming magazine Edge, and today they're sharing The Making of Ghostbusters. The article is a look back to a barely-remembered but (for the time) forward thinking movie tie-in for the Commodore 64. Instead of a lame 'action' title following the movie's plot line, the game was set in the world of the Ghostbusters, and allowed players to build a financial empire through ghostbusting. "Crucially, for a game with so many parts - driving, simple resource management, shooting and trapping ghosts - the pieces snapped together well, and the money-making, business-upgrading elements gave the game a lasting replayability. Activision's Ghostbusters is polished, intelligently-paced, and suggests a measured and meticulous development approach: something which wasn't the case at all. 'A typical C64 game took nine months from start to finish,' laughs David Crane, the game's designer. 'Ghostbusters took six weeks!' Crane is one of the most prolific developers of the early videogame era. Creating titles such as Little Computer People and Pitfall made him Activision's star programmer."
Simple games with builtin psychological rewards always do well. Taipan is a good example of this... empire building is a classic videogame meme.
...But I digress. TREMBLE PUNY HUMANS!ONE DAY MY SPECIES WILL DESTROY YOU ALL!
It brings back memories of driving the ghost busting mobile down the streets and capturing ghosts. building and customizing the car and people for better catching was amazing back then. I'm feeling old now.
Ghostbusters took six weeks!
And that was one of my favorites back on the C64. It was very addictive. This really shows it's the overall creativity and playability that matters most in a game, not necessarily the complexity or graphics.
Interesting coincidence that it's posted on the same day as someone from Microsoft belittling the Wii for its lesser graphics and simplicity. Doesn't make it less fun!
Developers: We can use your help.
Man, did I ever love this game back then! I still fire up the C64 or SMS emulators every so often to replay it. A full-page ad for the game, torn from some computer magazine, had a place of honor among the posters on my wall.
The game gets a bad rep nowadays, usually because of the botched NES port made by a team of crack-smoking monkeys, but the original will always be one of my all-time favorite computer games.
Slashdot Burying Stories About Slashdot Media Owned
Here's a Youtube video for anyone who wants to relive old memories. :-)
Six weeks, eh? I suppose this was back when games were simple enough where all developers had to be intimiately familiar with the hardware and code Just Worked(tm).
All the work done in code patterns and abstractions seem to have distanced developers from the metal. It's a necessary evil in some aspects (since the actual C64 hardware was always exactly the same so some safety stuff could be glossed over), but I've always wondered how some of the greats (like Crane) would have fared had they grown up 20 years after they did.
More Twoson than Cupertino
Was pretty amazed to discover that someone made a remake of the game for Windows.
http://files.filefront.com/Ghostbusters/;6357091;/ fileinfo.html
I didn't enjoy it quite as much but that's because somethings seem different than what I remember of the game play. Anyone else try this remake? Would love to get opinions on this.
"First, if you want to design a game around a licence, you have to be very careful. The best strategy is to design an original game that would stand alone even without the licence. Our original theory was that a licensed game should be a great game first, and a licensed game second. The success of the Ghostbusters game reinforced our belief - that was clearly the right way to go."
if only others thought this way...
"When the president does it, that means it's not illegal." - Richard M. Nixon
Back then, you played a game longer than it took the people that made it to code it!
Today, you can already feel lucky when you get a week of fun for every manyear invested.
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
This particular code really made the game unwinnable. Dunno if it was a bug or by design, but the code gave you $1000000 but you could not earn more than $999999 and therefore you couldn't repay your loan and automatically lost. I was rather young back then and played a pirated copy without instructions, but it still took me an incredibly long time to realize this. After switching to another code I at least got to the tower, but I still never managed to complete the game.
No, not really. I read this as "the guy we got to develop it was incredibly talented." Not least because this game (or at least the Spectrum port of it I used to have) stands out as a substantially above-average quality game for the period.
HRR SRIMED MRREEE!!