Peter Venkman
A selectable Ghostbuster who participates in the team’s missions.
How it plays
The game uses a side-scrolling perspective. The objective is to move through haunted stages, defeat or avoid supernatural enemies, and complete each mission while managing health and equipment.
Players navigate platforms, fire the proton weapon, deploy ghost-catching equipment, and contend with hazards and bosses. Progression comes from clearing stages and improving the effectiveness of the team’s tools during the campaign.
Plan your run
Learn the timing of enemy attacks before committing to close-range encounters. Keep moving through open areas, but pause near hazards so that jumps and attacks can be deliberate.
Conserve equipment for bosses and dense enemy groups. Explore the stage layout carefully, since safe positioning and knowing where threats appear are more valuable than rushing forward.
Meet the cast
A selectable Ghostbuster who participates in the team’s missions.
A selectable Ghostbuster who investigates haunted locations with the team.
A selectable Ghostbuster and the team’s scientific equipment specialist.
Before you begin
Use the proton weapon from a safe distance whenever the stage allows it.
Study enemy patterns and avoid unnecessary contact damage.
Approach bosses with enough health and equipment remaining.
Ghostbusters for the Sega Genesis is an action platformer developed by Compile and published by Sega in 1990. It adapts the Ghostbusters premise into a series of dangerous missions through haunted locations, where the team must investigate supernatural activity and capture hostile spirits. The game combines side-scrolling movement, projectile combat, platforming, and equipment management. Players choose among the available Ghostbusters and use proton equipment and ghost traps while advancing through increasingly difficult stages. Its presentation is loosely connected to the film franchise rather than serving as a direct scene-by-scene adaptation. Reception was mixed: the licensed concept and varied action gave it appeal, but uneven difficulty, awkward encounters, and limited polish kept it from becoming a standout Genesis action game.
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