New Ghostbusters II

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Title Screen

New Ghostbusters II

开发商: HAL Laboratory
发行商: HAL Laboratory
游戏平台: NES
发行于日本: December 26,1990
发行于欧洲: 1992

GraphicsIcon.png 本游戏有未使用的图型.
MusicIcon.png 本游戏有未使用的音乐.
SoundtestIcon.png 本游戏有隐藏的音乐测试.

ProtoIcon.png 本游戏有工程版页

New Ghostbusters II is the second of two NES games based on the 1989 movie, and is generally considered to be the better of said games (America got the less-decent one).

Oh, and it lets you play as Louis. He was born to wear this stuff.

Hidden Menu


Hold A + B and press Start at the title screen for control and rank settings plus a Sound Test.

Unused Graphics

all version contains a lot of unused throwable items, spinning coins, girl on the floor (which usually you always save), and the whole CHR data bank with LOLO fonts and tiles, similar to password screen in LOLO games, also the final version has the rainbow HAL logo from the proto version

New Ghostbusters II NES staytuned.png

In all regional versions of this game including prototype there is a 4Kb CHR bank ($08) as well as unused packed tilemap ($05) to display something like advertising screen with kanji translated something like "Please, stay tuned!". Use Game Genie codes IAUAYEAA + AAUELELO to replace "HAL" logo with this screen.

Unused Scores Screen

New Ghostbusters II NES scores.png

Also there is another packed tilemap (index $04) for unused version of Scores screen. The only difference is in four small stars at the bottom-left part of this screen, also the empty lines filled here is $FF tile mixed with "space" characters ($20) as against pure "space" filled the used Scores screen. Probably this is a leftover of planned version of Stage Complete screen, but in the released version, both the Stage Complete and Pause screens shares the same Scores packed tilemap ($01). Use Game Genie code GEOPVTPA to replace regular Score tilemap with unused one.

Unused Music

The European Version contains a hidden unused music track among the other music data. The same area in the Japanese and US Prototype Versions filled with exact copy of engine sample library. The hidden music have no proper header and consists only of 5 unreferenced separate tracks for 5 different channels. If assembled together with a proper handler this track appears to be an extended non-looped version of track $0C which is used for final cutscene of Level 3 (the "Ghost Nanny" instead of normal boss). Most interesting that as against all other music data in European release which is converted to PAL mode, this hidden track still in NTSC format.