If you are looking for the North American Ghostbusters II on NES, this is the Activision and Imagineering game from 1990, not HAL Laboratory’s later New Ghostbusters II. The movie ended up with several different game adaptations across computers and consoles, and this one is the odd little NES branch that turns Vigo, the sewers, the Ectomobile, and the Statue of Liberty into a rough but memorable action game.

Welcome to our section for it. This page is here to help you get your bearings, whether you mostly remember the title screen, the driving stages, or that feeling that the game kept changing the rules on you. You will find the new walkthrough and strategy guide, the support pages, the instruction booklet, and the core release details here.

Ghostbusters II for NES title image

Release, developer, and credits

Ghostbusters II on NES was developed by Imagineering and published by Activision. It was released in April 1990 in North America and in March 1991 in the United Kingdom.

The game was directed and designed by Dan Kitchen, produced by Tom Sloper, and scored by Mark Van Hecke. It is based on the 1989 film, but it does not try to retell the whole movie cleanly. Instead, it pulls out the sewers, street chaos, Statue of Liberty, and Vigo, then turns them into a sequence of arcade-style stages.

  • Developer: Imagineering
  • Publisher: Activision
  • North America release: April 1990
  • United Kingdom release: March 1991
  • Director and designer: Dan Kitchen
  • Producer: Tom Sloper
  • Composer: Mark Van Hecke
  • Platform: Nintendo Entertainment System
  • Players: 1
  • Genre: Action

How long to beat Ghostbusters II (NES – 1990)

HowLongToBeat currently lists these rough player-reported times for Ghostbusters II:

  • Main Story: about 1 hour 26 minutes
  • Main + Extra: about 8 hours

Source: HowLongToBeat – Ghostbusters II

Ghostbusters II (NES) Walkthrough and Strategy Guide

If you want the clearest place to start, go straight to the new walkthrough and strategy guide. From there, the support pages break out the parts of the game that usually give players the most trouble.