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User Reviews

There are no reviews for this game.


Our Users Say

Platform Votes Score
Amiga Awaiting 5 votes...
Amstrad CPC Awaiting 5 votes...
Arcade 5 3.1
Atari ST Awaiting 5 votes...
Commodore 64 Awaiting 5 votes...
ZX Spectrum Awaiting 5 votes...
Combined User Score 5 3.1


Critic Reviews

MobyRanks are listed below. You can read here for more information about MobyRank.
90
ZX SpectrumCrash! (Jan, 1989)
Ten big levels and spectacular graphics make for a brilliantly playable game
86
ZX SpectrumThe Games Machine (UK) (May, 1989)
The main sprite is outlined thickly and unattractively in black. On the other hand, some of the creatures are very well defined and animated, and use colour cleverly - almost as near to cartoon graphics as you can get on the Spectrum.
80
ZX SpectrumYour Sinclair (May, 1991)
[Budget re-release] So it's a big thumbs-up for TRG there (the 2-player part at least).
78
Commodore 64The Games Machine (UK) (Jun, 1989)
It's strange that although the C64 Ghostbusters is much older than Real Ghostbusters, the music on this latest Activision license is notably worse, though still lively (as are the sound effects). Smooth-scrolling backgrounds are grainy and speckled, while sprites are generally small and indistinct, not helped by black outlining. Quite a playable Commando variant.
74
Amstrad CPCThe Games Machine (UK) (Jun, 1989)
The colour scheme is dim green and orange on the Amstrad - not exactly attractive - and scrolling's jerky, but characters have the same well drawn detail of the Spectrum. Effects are standard Amstrad but the music is jolly.
72
Commodore 64Commodore Format (May, 1991)
The graphics are messy in places but work fairly well overall. Sound is good and as for playability, there's plenty for the solo player and loads for a team of two. Worth a look.
62
ZX SpectrumYour Sinclair (Jun, 1989)
Poor shoot 'em up that looks good in some places but plays bad in most.
61
Atari STComputer and Video Games (CVG) (Jun, 1989)
It's not terrible but there really isn't anything special about this game. Undemanding gamers and Ghostbusters addicts only need apply.
60
On par with the ST implementation - but it will cost you an extra fiver for the privilege.
59
Amstrad CPCComputer and Video Games (CVG) (May, 1991)
Here's something weird, and it don't look good. Featuring a bizarre set of colour schemes, the Real Ghostbusters is an inferior Commando-type game that shouldn't really be purchased at all. The best thing that can be said about it is that it's quite nippy, but the scrolling's jerky and the gameplay repetitive and the game soon annoys.
59
The intro music and the effects are OK. The graphics are uninspired, and the perspective used is confusing: marry this to the poor animation and you're not left with the game of the year, and certainly not a game that'll keep you hooked for long.
58
Commodore 64Computer and Video Games (CVG) (Jun, 1989)
Blocky graphics, poor gameplay - but the soundtrack is F-U-N-K-Y. Know what I mean?
58
AmigaYour Amiga (Jul, 1989)
I can't say that this game aroused any great passion in me. It's just another shoot-em-up that seems to lack any addictive qualities.
57
The game is multi-load, which is offputting. The graphics are OK, though the animation leaves a bit to be desired. Not a game that stands out in any department.
57
AmigaThe Games Machine (UK) (Jun, 1989)
Detail of the Amiga pre-game scene, where Ecto-1 draws up in front of a haunted house, bodes well. But one look at the character sprite reveals the truth. Lacking in detail, he walks jerkily (two frames of animation) and stupidly, and is matched in low quality by the wandering monsters. Slimer is a particular example of the slip-shod definition. Bland background are drawn in bad perspective. Music and effects are loud but, like the game, nothing special.
57
Commodore 64Commodore Force (Aug, 1993)
A grating rendition of the famous theme welcomes you to the title screen, and from then on, it's little short of a chore. Innovation and ideas seem completely non-existent. Even in simultaneous two-player mode, excitement is unlikely to rise above an inaudible murmur.
56
ZX SpectrumComputer and Video Games (CVG) (Jun, 1989)
Where the Real Ghostbusters meet their greatest foe to date... the attribute colour clash!
55
Atari STThe Games Machine (UK) (Jul, 1989)
As unimpressive as the Amiga version, Slim Ghostbusters, fashioned in only three colours, slide jerkily and stupidly through scenes of strangely drawn perspective, while minimally animated and badly drawn monsters attack. Both sound effects and music are crude and irritating. Only for real Real Ghostbusters fans.
47
Vom Spielab- und -verlauf her ist es noch nicht einmal übel. Nur die Tatsache, daß relativ wenig passiert und daß man nur allzuschnell das Game-Over-Zeichen zu sehen bekommt (außer C-64), macht RGS nur zu einem Durchnittstitel, dem Rasanz, Pep und Dramatik fehlt. Ich bin sicher: Diese Scheibe wird kein Hit!
47
Atari STASM (Aktueller Software Markt) (May, 1989)
Vom Spielab- und -verlauf her ist es noch nicht einmal übel. Nur die Tatsache, daß relativ wenig passiert und daß man nur allzuschnell das Game-Over-Zeichen zu sehen bekommt (außer C-64), macht RGS nur zu einem Durchnittstitel, dem Rasanz, Pep und Dramatik fehlt. Ich bin sicher: Diese Scheibe wird kein Hit!
38
Amstrad CPCASM (Aktueller Software Markt) (May, 1989)
Vom Spielab- und -verlauf her ist es noch nicht einmal übel. Nur die Tatsache, daß relativ wenig passiert und daß man nur allzuschnell das Game-Over-Zeichen zu sehen bekommt (außer C-64), macht RGS nur zu einem Durchnittstitel, dem Rasanz, Pep und Dramatik fehlt. Ich bin sicher: Diese Scheibe wird kein Hit!
38
Commodore 64ASM (Aktueller Software Markt) (May, 1989)
THE REAL GHOSTBUSTERS ist ein durschnittliches Spielchen, das auf dem 64er wie eine Shoot-‘em-Up-Construction-Kit-Version von Alien Syndrome aussieht. Man muß knallhart sagen, daß die grafischen wie die animatorischen Abläufe bei der 64er-Fassung wirklich schlecht sind. Dies entspricht nicht dem Standard des Jahres 1989. Das einzig Positive bei RGB-64: Man hat‘s einfacher; lebt länger!
32
Commodore 64Commodore User (May, 1989)
I only which there was a lighter note to this, but I can only advise against RGB, it is an unplayable, unattractive piece of software which would receive the same review from me had it been released four years ago.
26
AmigaZzap! (Jul, 1989)
The basic gameplay is potentially good, but spoilt by terrible execution. The graphics are embarrassingly bad, the sound mediocre, and the collision detection decidedly dodgy. In two-player mode the size of the characters, and the fact that they can only move in about half of the screen, makes for even more irritation. I'd hoped for an arcade perfect conversion on the Amiga, sadly this most definitely isn't it.
20
AmigaDatormagazin (May, 1989)
Köp inte The Real Ghostbusters, köp hellre Rambo eller The Vikings pa nagon samlingskassett. Activision gjorde ett bättre jobb med (det vanliga) Ghostbusters. Det är bäst att formattera direkt, innan man far ett nervöst sammanbrott.
16
AmigaPower Play (Jun, 1989)
Ohne das umsatzträchtige Ghostbusters-Logo auf der Packung hätte sich kaum eine Softwarefirma getraut, dieses geistlose Spiel für soviel Geld herauszubringen. Altbackenes Abschießen von Gegnern, Einsammeln von laschen Extras - mehr ist nicht los. Bei tadelloser Programmierung kann auch ein einfaches Actionspiel Spaß machen, doch bei der Amiga-Version tobten sich anscheinend ein paar Laien aus. Das ruckelige Scrolling und die schauderhafte Animation würden selbst beim Wettbewerb “Mein erstes Programm in Amiga-Basic“ kaum für einen Trostpreis gut genug sein. Unspielbar wird Real Ghostbusters durch seine unfaire Kollisions-Abfrage: Man verliert auch dann ein Leben. wenn der Energiestrahl eines Geistes gut sichtbar ein paar Pixel an der eigenen Spielfigur vorbeizischt. Da tut es einem nur um die spritzige Titelmusik leid, die bei einem solchen Grusel-Programm wirklich verschwendet ist.
 
ArcadeYour Sinclair (Feb, 1988)
The whole thing would have been almost bearable (if a little average) if it hadn't been for the soundtrack – if, like me, you thought that Ray Parker Jr's title tune was a bit repetitive, well you ain't heard nothing yet... what a racket!


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