• Tag Archives Commodore 64
  • Ghostbusters (Commodore 64)

    Article on Ghostbusters for the Commodore 64 from the January 1985 issue of Ahoy!

    Ahoy! Issue Number 13 January 1985 page 59 Ghostbusters by Robert J. Sodaro
    Ahoy!
    Issue Number 13
    January 1985
    page 59
    Ghostbusters
    by Robert J. Sodaro

    Source: Ahoy! – Issue Number 13 – January 1985

    Ghostbusters was one of the games I played a lot of on the Commodore 64. It was the first movie license that Activision ever did and one of the relative few movie licenses that have made for a good game. Ghostbusters was initially written by David Crane for the Commodore 64 and Atari 800 in 1984. Amazingly, it was completed in only six weeks and most of it before he had ever seen the movie. To be fair, some of the initial code was based on a previous game that was never completed. Ghostbusters was later ported to a number of other platforms including the Apple II, Sega Master System, Atari 2600 and NES.

    All ports of the game are mostly the same with the Commodore 64 version being, in my opinion, the best and the NES version being the worst. As far as console ports, the Sega Master System is by far the best. For some reason the NES conversion was poorly done as the system was certainly capable of better. It even had a number of spelling and grammar mistakes, particularly on the end screen. There was a later Genesis version in 1990 but this was a completely different game (a pretty standard action platform game).

    The Commodore 64 version starts off with a title screen that plays a very well done rendition of the Ghostbusters theme, including voice synthesis to shout the “Ghostbusters!” part and a bouncing ball follows the lyrics at the bottom of the page. Once you start the game, you open up a new Ghostbusters franchise with limited funds to purchase a vehicle and various equipment. The car from the movie is included as well as more and less expensive options. More money can be earned throughout the game by catching ghosts. Once you are adequately provisioned you can start hunting ghosts. You choose a call to answer on the map screen then you are off guiding you vehicle through the streets. This most involves just going down a straight road and trying to catch any stray ghosts with your ghost vacuum (if you purchased one). Once you arrive on scene, you position two ghostbusters in a way that you can fire your proton packs and catch the ghost. You’ll need traps too, of course and just like in the movie, be careful not to cross the streams! Eventually, you will have a final confrontation with the Stay Puft Marshmallow Man. At the end of the game, assuming you are successful, the computer versions will give you a code so that you can start with the funds you finished with in the next game.

    Ghostbusters wasn’t a very complex game but I always though it was fun and the graphics, sound and music were all well done (at least on the Commodore 64 version). If you want to play this version you will need original equipment and a disk or to use emulation. The same is true whatever version you choose as this game has never been officially re-released. This is a game well worth playing, particularly if you are a fan of the movie.

    The image at the top is from a review of the game in the January 1985 issue of Ahoy! magazine for the Commodore 64 and all screen shots are from the Commodore 64 version.





  • RUN (September 1987)

    RUN The Commodore 64/128 User's Guide Issue Number 45 September 1987 Cover .
    RUN
    The Commodore 64/128 User’s Guide
    Issue Number 45
    September 1987
    Cover
    .

    Source: Computer & Video Game Magazines – RUN – The Commodore 64 128 User’s Guide – Issue Number 45 – September 1987

    I don’t think I even became aware of RUN until pieces of Commodore Magazine were folded into it after that magazine’s last issue. That’s a shame because this was a really good magazine for Commodore 64/128 owners though I loved Commodore Magazine’s coverage of the Amiga as well, despite not owning one at the time. The September 1987 issue of RUN includes:

    Features

    • Online Services Overview – Join a telecommunications network and access libraries of information, chat with other computerists, purchase merchandise and much more.
    • The Online Arcade – Gaming is more fun than ever when you play online.
    • Plug Into Telecommunications – To get online, you need a modem and a terminal program. Read how this hardware and software works and what to look for when you shop for a modem.
    • 128 Notepad – Now, RUN’s popular desktop accessory for the C-64 works on the C-128, too.
    • Summer CES: The Show Goes On – The vitality of the C-64 and C-128 was evident at this summer’s Consumer Electronics Show. Unfortunately, Commodore missed the fun.
    • Phaser Phire – Even if you’ve never been a Trekkie, you’ll have a blast routing those abominable Klingons.
    • C-64 Function Keys Made Useful – With this program, the function keys on your C-64 become as beneficial as those on the C-128.

    Departments

    • RUNning Ruminations – Increased phone rates for online time may challenge the telecommunications industry.
    • Magic – The original column of hints and tips for performing Commodore computing wizardry.
    • News and New Products – Recent developments and releases in the world of Commodore computing.
    • Mail Run – Input from our readers.
    • Software Gallery – Reviews of:
      • Cash In – Cash Out
      • Accolade’s Comics
      • Video Vegas
      • Star Trek: The Promethean Prophecy
      • Up Periscope!
      • Legacy of the Ancients
      • World Tour Golf
    • geoWatch – RUN’s column for users of the GEOS operating system. This month: setting up a geoFile database.
    • Easy Applications – Short but useful applications for your Commodore computer. This month: a program that calculates screen and color addresses for character-graphics layouts.
    • Telecomputing Workshop – Advice and andwers to your questions on modems, terminal programs, bulletin boards, and more.
    • Resource Center – RUN’s column on Commodores and education. This month: educational opportunities offered by online services.
    • Hardware Gallery – Reviews of:
      • The Final Cartridge
      • Compu-U-Temp, Version 2.0
    • Commodore Clinic – Got a problem or question related to Commodore computing? This monthly column provides the answers.
    • Mega-Magic – Tips and techniques that are bigger than Magic. This month: a miniprogram that lets you save anything you input from the keyboard.
    • How To Type RUN Listings – Using RUN’s Perfect Typist checksum program.
    • List of Advertisers
    • Coming Attractions

    …and more!