
developing team
Code directors: The Oliver Twins
#Conversor 1: Zydro
#Conversor 2: Dabyd Herrero
Original sound: David Whittaker
MSX sound: Mc Alby González
Art director: Steve Green
Screenplay: Anna Ufnowska
Neg. cutting: Software Studios
Medical exec.: Charles Cecil
Hair stylist: Nick Dawson
Scenary & props: Dave, Terry, Nick
Producer: Saul Marchese
Exec. director: Stefan Ufnowski

comment
karnevi · review computeremuzone
Ghostbusters II was published in full transition from 8 to 16 bits in Spain. It catched me with my brand new Amstrad PC 2286, and I bought it. I was aware that the majority of major productions of major foreign companies were not versioned for PC (or so I thought), and I went head over for him.
It turned out to be a completely different version from the rest, but very entertaining. It also has three different mini-games, although the number of phases is greater.
On the one hand, I had the problem of not being able to enjoy the same game as the owners of the other computers, and on the other hand the satisfaction of having tried a good game. But, above all, I had one question in the air ... Why did this one have a PC version, and why was it different?
Little by little, games were falling into my hands that had not been officially published in Spain for PC ("Golden Ax", "Rastan" or
Operation Wolf, to name a few), and the doubt was dissipating. The big European companies did not release PC versions not because the arcade market for PC was testimonial, but because they did not have the rights. And while the Americans put on their boots with conversions of great recreations and movies, the suffering PC users did not even catch them until they arrived years later through "suspicious" channels.
The case of "Ghostbusters II" had been different for a mere matter: Activision was an American company, and they decided to publish here what had already seen the light there because it was theirs, but it was an exceptional case.
Returning to what concerns us, that I have deviated a bit, the MSX version is ... You guessed it ... A direct conversion of the Spectrum. With his sonic tweaks, the work of McAlby, but also with its slowness. Of course, the first phase looks better to be the less intense red.
The usual: at least MSX users were given the opportunity to enjoy the game.
Author:
karnevi
Created: 2019-04-07
Visits: 10931 (#466)
Thanks to:
Pavero (map Spectrum)
Martos (game)