The original Ghostbusters game was released for the Sega Master System in 1987, so there's no reason why they couldn't have ported it to the Amiga around that stage too. The Ghostbusters franchise was still popular enough to have sold the game on the Amiga if it had been released.
My goodness I had played the game to death by 1987... Check your history. The game was released in 1984 which is probably when I got it first. Came out on Datasette/Cassette. Only the later version Ghostbusters II came out on Amiga... And The Real Ghostbusters was something to do with those cartoon versions that even appear on the video of Ghostbusters II the movie.
This is Ghostbuster II box ...
http://www.commodore-amiga-retro.com/amiga/games/a302_game01.jpgHere is a quote for you... 12th March 1985
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What better way to guarantee a successful software package than to wait until the film, book and T-shirt have all 'gone down a storm', before wading in with your own product while the market's still eager. When Ghostbusters - the movie - began its successful sweep of this country, Activision launched a version of the eponymous computer game for the CBM 64. Now, after the 'Ghostbusting' thrill has died down a bit, the Spectrum version of the game has appeared - but, as Ross Holman and Dave Nicholls are unhappy to report, it just hasn't got the panache of the CBM version. Messrs Holman and Nicholls draw their paranormal conclusions ...
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http://www.users.globalnet.co.uk/~jg27paw4/yr12/yr12_36.htmAnd confirmation of release date...
http://www.edge-online.com/magazine/the-making-ghostbustersIt could easily have been a shooter or platformer, so how did this movie licence become a business sim? We look back at 1984’s licensed monster hit Ghostbusters and talk to designer David Crane…
Format: Commodore 64
Publisher: Activision
Release Date: 1984
“A typical C64 game took nine months from start to finish,” laughs David Crane, the game’s designer. “Ghostbusters took six weeks!” Crane is one of the most prolific developers of the early videogame era. Creating titles such as Little Computer People and Pitfall made him Activision’s star programmer – an intelligent and creative hit-maker whose most left-field ideas still struck gold. “I had just finished Pitfall II when we decided that the Commodore 64 had sold enough units to be a good target for third party games,” says Crane. “Tom Lopez at Activision came to me with the idea of doing a game around the Ghostbusters movie. Tom had heard of the project and, predicting its success, he had negotiated a licence from the studio. It’s common for videogame companies to look at scripts for films in development and try to decide if they would make a good game. In this case, Tom thought it would be big, but he first brought the idea to the design team to see what we might do with it.”
scuzz
http://www.commodore-amiga-retro.com