Ghostbusters: The Video Game

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Ghostbusters: The Video Game
Ghostbusters-The Video Game.jpg
Developer(s) Red Fly Studio
Publisher(s) Atari
Platform(s) Wii
Release date(s) NA June 16, 2009
EU November 6, 2009
AUS November 12, 2009
Genre(s) Action, Third-person shooter
Mode(s) Single-player, Multiplayer (2)
Input methods Wii Remote + Nunchuk
Compatibility 4Stars4.pngEdit rating: Ghostbusters: The Video Game
See also...

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Ghostbusters: The Video Game is a 2009 cross-platform action game based on the Ghostbusters film franchise. The game follows the player's character as a new recruit in the Ghostbusters, a team of parapsychologists who pursue and capture ghosts. The game features elements of typical third-person shooters, but instead of using a traditional gun, players are equipped with a "Proton Pack", a laser beam-like weapon, and a ghost trap to fight and capture ghosts. The game's plot is set two years after Ghostbusters II, around Thanksgiving in 1991, with the Ghostbusters team training the player's character while investigating paranormal activities in New York.


Overly Deep Voices

When using the HLE sound engine, voices may be pitched too deep. Use LLE to fix this. Corrected prior to 5.0-6004.


60 FPS


$60fps [Nick Reynolds]
0476B3AC 42700000


No configuration changes are known to affect compatibility for this title.

Version Compatibility

The graph below charts the compatibility with Ghostbusters: The Video Game since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

5.0-21734 (current)
2.0 (r5384)
Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.


This title has been tested on the environments listed below:

Test Entries
Revision OS CPU GPU Result Tester
5.0 Windows 10 Intel Core i5-4690K @ 3.5 GHz AMD Radeon HD 6970 No visual problems that I can see. Had trouble catching ghosts with an Xbox 360 controller; the slam move wasn't registering until I bound the generic "shake" function (X Axis) to a button and used that. It's clumsy, but the slam seems to eventually register. 1.5x resolution, 4x MSAA, DirectX 11, Per-Pixel Lighting TheLostSkeleton

Gameplay Videos