Peter Venkman
A founding Ghostbuster and one of the team members represented in the game.
How it plays
The game presents scrolling action stages viewed from a side-on perspective. The player guides a Ghostbuster through haunted locations, avoids hazards, and uses the proton pack against ghosts and other enemies.
Stages are arranged as a linear progression through film-related scenarios. Success depends on moving carefully, controlling the beam, and reaching the end of each area while managing enemy attacks and environmental obstacles.
Plan your run
Keep moving through each stage and avoid standing directly in front of approaching ghosts. Use the proton beam from a safe distance, then reposition before enemies can surround the character.
Learn the layout of hazards on failed attempts. Conserving health and choosing safe openings is usually more important than rushing, especially in later film-inspired sections.
Meet the cast
A founding Ghostbuster and one of the team members represented in the game.
A founding Ghostbuster who appears as part of the Ghostbusters team.
The team's scientific specialist and a member of the playable Ghostbusters lineup.
A Ghostbuster and member of the team featured in the film-based game.
The principal supernatural antagonist from Ghostbusters II.
Before you begin
Use distance to make ghost encounters safer.
Watch for environmental hazards before advancing.
Expect a straightforward, stage-by-stage action structure.
New Ghostbusters II is an action game developed by Imagineering for the Nintendo Entertainment System and published by Activision. It is based on the 1989 film Ghostbusters II, placing the team in a supernatural New York threatened by Vigo the Carpathian and other hostile spirits. The game uses scrolling stages, direct character control, and proton-pack attacks rather than a complex simulation of ghost trapping. Players move through haunted locations, fight or contain apparitions, and advance through a sequence of film-inspired encounters. Reception was mixed: critics generally recognized the licensed presentation and accessible action, but found the design repetitive and less polished than the best NES action games.
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