Ghostbusters (franchise) - Media - Video Games

Video Games

Year Title System Developer Publisher
1984 Ghostbusters Atari 800, Commodore 64, MSX, ZX Spectrum, Amstrad CPC Activision Activision
1985 Ghostbusters Atari 2600, Apple II Activision Activision
1987 The Real Ghostbusters Arcade Data East Data East
1987 Ghostbusters Sega Master System Activision Sega
1988 Ghostbusters NES Bits Laboratory Activision/Tokuma Shoten
1989 The Real Ghostbusters Commodore 64, Amiga, ZX Spectrum, Amstrad CPC, Atari ST Data East Activision
1989 Ghostbusters II Atari 2600, Amiga, Commodore 64, MSX, PC, ZX Spectrum, Amstrad CPC Activision Activision
1990 Ghostbusters II NES Kemco Activision
1990 Ghostbusters Sega Mega Drive/Genesis Sega Sega
1990 New Ghostbusters 2 Game Boy, NES Hal Laboratory Activision
1993 The Real Ghostbusters Game Boy Kemco Activision
2009 Ghostbusters: The Video Game PlayStation 3, PlayStation 2, PlayStation Portable, Xbox 360, Nintendo DS, Wii, PC Terminal Reality, Red Fly Studios, Zen Studios Atari,
Sony Computer Entertainment (Europe only, PS2 and PS3 versions)
2011 Ghostbusters: Sanctum of Slime PlayStation Network, Xbox Live, PC Behaviour Interactive Atari
2012 Ghostbusters: Paranormal Blast Android, iOS XMG Studio ]
2013 Ghostbusters iOS Beeline Interactive Capcom

In PlayStation Home, the PlayStation 3's online community-based social gaming network, Sony Pictures Loot, in association with Atari and Terminal Reality, released a Ghostbusters-themed apartment space on June 18, 2009. Called the "Ghostbusters Firehouse: On Location", this space is dedicated to the 25th anniversary of Ghostbusters and its worldwide release on Blu-ray. The Firehouse personal space is a detailed replica of the three floor Ghostbusters' headquarters from the original film, including the ghost containment unit in the basement, the garage and office areas on the 1st floor, plus the living room, laboratory, fire poles, bedroom and bathroom areas.

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Famous quotes related to video games:

    I recently learned something quite interesting about video games. Many young people have developed incredible hand, eye, and brain coordination in playing these games. The air force believes these kids will be our outstanding pilots should they fly our jets.
    Ronald Reagan (b. 1911)

    It is among the ranks of school-age children, those six- to twelve-year-olds who once avidly filled their free moments with childhood play, that the greatest change is evident. In the place of traditional, sometimes ancient childhood games that were still popular a generation ago, in the place of fantasy and make- believe play . . . today’s children have substituted television viewing and, most recently, video games.
    Marie Winn (20th century)