>Ghostbusters is a licensed game produced by Activision based on the movie of the same name. It was designed by David Crane, produced by Brad Fregger, and released for several home computer platforms in 1984, and later released for various video game console systems, including the Atari 2600, Sega Master System and NES.
Most versions of the game had a similar basic format to the initial Commodore 64 and Atari 800 game, which Crane wrote in six weeks. He based it in part on an incomplete game called Car Wars featuring armed automobiles in a city; this led, for example, to the “ghost vacuum” on the Ecto-1, something not present in the film. Activision obtained the license early in the film’s production, and most of the game was finished by the time Crane watched the film. While pleased with the game, Crane later stated that he regretted not being able to include a better victory screen.The last week of development was spent on the opening screen which plays the Ghostbusters theme.The game was later ported to the Spectrum, Amstrad CPC, and MSX.
Wizball is a computer game written by Jon Hare and Chris Yates (who together formed the company Sensible Software) and released in 1987 for the Commodore 64, ZX Spectrum and Amstrad CPC. Versions for the Amiga, Atari ST and PC were also released. The music in the Commodore 64 version was composed by Martin Galway.
Wizball’s more comical sequel, Wizkid, was released in 1992 for the Amiga, Atari ST and IBM PC.
In 1992, Sensible Software developed a sequel Wizkid which was released by Ocean Software. Although the story in Wizkid continues directly from Wizball, the actual games are only superficially related to each other.
>Wizball is one of those love/hate games, with seemingly everyone I talk to coming down on the side of hate these days. But anyhow, the uber-art-person Trevor “Smila” Storey from Mersey Remakes has been hankering for a remake of this for ages, and as it’s a game which I have very fond memories of myself (admittedly of the Speccy version rather than the superior – gah! it hurts to say that – C64 one) I drunkenly said I’d remake it using Retro_engine, the C/Allegro/AllegroGL/OpenGL/FMod engine that I used to make Exolon DX.