Peter Venkman
One of the four Ghostbusters and a playable member of the team.
How it plays
Ghostbusters II is played from a side-view perspective across linear action stages. The player controls a Ghostbuster, moves through city and supernatural environments, avoids hazards, and uses the proton weapon to deal with enemies and ghosts.
Objectives vary by stage but generally involve reaching the end of an area while surviving attacks and environmental obstacles. Progression is level-based rather than experience-driven, and failure typically requires replaying the current section. The DOS version is a single-player action game with no documented multiplayer mode.
Plan your run
Stay mobile rather than trading contact damage with enemies. Fire at ghosts from a safe distance and learn the timing of recurring hazards before advancing.
Conserve lives by treating each stage as a pattern-learning exercise. When a section seems crowded, prioritize the nearest threat and use the available space instead of rushing toward the exit.
Meet the cast
One of the four Ghostbusters and a playable member of the team.
A Ghostbuster who participates in the investigation of the supernatural threat.
The team’s scientific expert and a member of the Ghostbusters.
A Ghostbuster who joins the team in confronting the spirits.
Before you begin
Watch enemy movement before committing to a jump or advance.
Keep distance from ghosts whenever the stage layout allows it.
Expect to replay difficult sections to learn their hazard patterns.
Ghostbusters II is a licensed action-platform game developed by Foursfield and published by Activision for DOS in 1990. It adapts the film’s supernatural investigation into a sequence of arcade-style missions, with the Ghostbusters dealing with hostile spirits and the powerful river of slime beneath New York City. The game emphasizes direct movement, shooting, and hazard avoidance rather than simulation or complex adventure mechanics. Its presentation follows the movie’s characters and premise, while the design reflects the short, demanding action games common on home computers of the period. Reception was mixed, with the license and recognizable theme providing appeal but the repetitive play and uneven difficulty limiting its broader reputation.
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