Ghostbusters Spooktacular in Universal Studios Theme Park Adventure: fan art project


by Nix

15 years, 3 months ago


The Creepy Circus (Level 2) walkthrough is finished, and I'll scan it sometime tonight.

by Nix

15 years, 3 months ago




And here's Creepy Circus. It took a long time deciding which amusement park rides I wanted to use, but through each draft I kept the “pumpkin teacup ride.”

The basic “look” of this level avoids the “dark/evil carnival of fear” motif found in video games, and opts instead for a more “mysterious” feel. It's also a much more stereotypical Halloween-themed place, with a spider-web-themed ferris wheel, the jack-o-lantern teacups, a hall of mirrors, and a rotating warp tunnel.

by Nix

15 years, 2 months ago


In case any of you were wondering, the gameplay would be similar to SEGA's 1989 game Laser Ghost, but with more camera action and considerably more depth in terms of perspective.

EDIT: In other news, I'll start working on the Hard Hat you need to get into the level. Failing that, you can buy the E-Pass from the crazy bird.

by Nix

15 years, 2 months ago


Here is a picture of where you'd get in for the Ghostbusters Spooktacular within the world of the game. I took this just last night, literally in front of the TV screen.



I'd've used the Firehouse as the point of entry, but it's already taken up by the Backdraft minigame. So I decided that the ride should take place in a building that resembles 55 Central Park West, which is the Five and Dime you see there. The legend “FIVE AND DIME” would be replaced with a sign reading GHOSTBUSTERS SPOOKTACULAR.

EDIT: I've decided that the Hard Hat should be replaced with a full-on GB costume as the item that lets your character into the game.

by Nix

15 years, 2 months ago


I got myself another idea last night.

When you play Universal Studios Theme Park Adventure on each difficulty (Easy, Medium, Hard) for the first time, the Ghostbusters minigame is free, but it's because of an in-story scenario. As soon as you get halfway through the game (4 stamps and 8 letter-tiles), a huge lightning storm will suddenly kick up out of nowhere, bringing with it ghosts of all shapes and sizes. For example, the Jurassic Park ride gets terrorized by skeletal dinosaurs, a ghostly shark destroys the boats in Jaws, the ghosts of the Universal Monsters send the Frankenstein, Wolfman, and Creature walkarounds running for their lives, and all other havoc goes on. Then, everyone just stands there watching as they all congregate towards 55 CPW.

The ghost attacks continue as Woody Woodpecker races down the street in a security tram and just about knocks you over when he finds you. He presses a button, and the ground opens up, revealing a rail that wasn't there when you last looked.

“We've been hoping we wouldn't see a day like this,” he says, and one of the building facades opens up. Behind it is a secret garage where the Ecto-Tram waits.

"The Ecto-Tram is a secret project developed we've been working on. We found out a while ago that Universal Studios was built over the gateway to the World of Ghosts, and we wanted to be prepared in case they found a way out. I thought it would make for a nice Ghostbusters-themed attraction…except, well, this Proton Cannon here isn't a toy–it's the real thing!"

Of course, every subsequent time you play the game, you then have to purchase the Ghostbusters costume for $4800.

by Nix

15 years, 2 months ago


Regarding Haunted Castle:

Why do I suddenly feel like the Great Hall should have an isometric perspective?

I really should do a game script…here goes.
———————————————–
LEVEL ONE: THE SEDGEWICK HOTEL
MUSIC: Elmer Bernstein's “Ghostbusters Instrumental theme”

THIRD FLOOR

–Camera begins BEHIND tram, pitched slightly up

–Camera CUTS IN FRONT OF tram as it goes into the elevator.

SECOND FLOOR

–Camera IN FRONT OF tram as it comes out of elevator.
–Camera/Tram Seat TURNS 90' to the LEFT as ghosts emerge from hotel rooms.
–Camera/Tram Seat CHANGES BACK to FRONTMOST position as Tram goes into elevator

FIRST FLOOR/BALLROOM

–Camera remains STATIONARY BEHIND tram
–PAN UP on Slimer as it flits around the chandelier
–CLOSE UP on Slimer as it flies away from chandelier and towards camera
–Camera IN FRONT OF tram, then WHIPS AROUND, FOLLOWING the ghost trap as it shoots out of the tram's front.
–Camera BOOMS UP AND OUT a bit (just a bit!) before the battle with Slimer begins, but NOT QUITE BIRD'S EYE VIEW: it's more to give player a better view of the ballroom and to consider the best shooting angle.
–At the end of the level, we move to a CLOSE UP on the Player's foot–an ESTABLISHING SHOT of the trap pedal

END OF LEVEL
———————————
LEVEL TWO: CREEPY CIRCUS

MUSIC: A mashup between Ray Parker Jr.'s “Ghostbusters” and Julius Fucik's “Entry of the Gladiators.

–Camera starts with a PLAYER'S EYE VIEW as the ferris wheel climbs up
–Camera moves BEHIND tram as it moves along track, and remains IN THIS POSITION for the teacup ride
–Camera moves IN FRONT OF tram as it ascends the rollercoaster track
–Camera moves to FIRST PERSON PERSPECTIVE as it plummets down and falls through the ”broken“ part of the track
–RUSH IN to COMPLETE DARKNESS, which lasts for a few seconds
–Normal camera angle is SUDDENLY REVERSED as tram moves along the track UPSIDE DOWN (i.e. on the ceiling–NOTE: Up and Down on the control stick are INVERTED as a result)
–Behind the tram, the camera does a SLIGHT CORKSCREW MANEUVER as the direction changes
–Camera LOOKS AT tram as it spins on the fireball machine, then goes to a PLAYER'S EYE VIEW (1st person) as tram enters warp tunnel (this is to show off a suitably flashy teleportation effect)

BOSS LEVEL: THE BIG TOP

–Camera angle–WORM'S EYE VIEW on Killer Jack (the clown) when it first emerges
–Camera moves OFF TO THE RIGHT and UP slightly; remains like this throughout–it's like the Slimer battle, but turned 180'

END OF LEVEL

LEVEL THREE: RUNAWAY TRAIN

MUSIC: Something speedy and fast-paced yet mysterious.

–BIRD'S EYE VIEW as tram speeds along and FLIES OFF RAIL.
–Camera ”watches“ the ghost train hurtle along a ghostly track for 3 seconds
–CLOSE UP/BIRD'S EYE VIEW on tram as it shoots trap like a grappling hook, allowing the train to ”tow“ it onto another rail
–Camera remains BEHIND the PLAYER throughout–this accounts for ALL angles, and gives the best shots at the Hobo, who FLIES ALONG the TOP of the screen as if on wires
——
–SWITCHED TRACKS?–

–If the player fails to shoot the switchtrack ghosts, the camera does a WORM'S EYE VIEW as the tram falls off the rail and the trap's cord breaks
——

LEVEL THREE: HAUNTED CASTLE

MUSIC: A remix of the Sega Genesis game's ”Castle“ theme

–Camera LOOKS AT castle doors from a distance as they open
–Camera BEHIND player as tram tracks through hallway
–Camera BOOMS UP and PANS DOWN as tram enters Great Hall/exits Great Hall and moves up the staircase
–Player ROTATES 90' TO THE LEFT, camera moves into FIRST PERSON position
–Player ROTATES 90' TO THE RIGHT (i.e. back in normal position), camera moves BEHIND tram
–Camera ZOOMS OUT and observes tram as it CORKSCREWS down the ”spiral staircase“
–Camera ZOOMS BACK IN and remains BEHIND tram as it moves through the sewer-like Dungeon Hallway

BOSS: THREE-HEADED DRAGON

–Camera maintains position DIRECTLY BEHIND TRAM throughout.

END OF LEVEL

LEVEL FOUR: TEMPLE OF GOZER

MUSIC: tba

NOTE: There is a short-ish ”hallway“ separating the tram and the Temple.

–CINEMATIC SEQUENCE 1–

–GOD'S EYE VIEW on the Temple
–Camera CUTS to a CLOSE-UP on the opening doors, and MOVES BACK slightly (as if terrified) when Gozer emerges
–Camera remains SLIGHTLY DETACHED from Gozer as she utters the line ”Are you a god?“
–CLOSE UP on PLAYER, who indicates ”no“
–BIRD'S EYE VIEW as Gozer shoots lightning at the tram, which is now ”stuck“

–END CINEMATIC SEQUENCE 1–

–Camera remains BEHIND tram until Gozer goes from 300 to 150 HP.

–CINEMATIC SEQUENCE 2–

–FULL-ON PANORAMIC VIEW as Mr. Stay-Puft rampages through Universal Studios.

–END CINEMATIC SEQUENCE 2–
From this point on, ONLY HIS HEAD is visible as it PEEKS OUT from behind the temple.
–Camera reverts to its BEHIND-THE-TRAM position until conclusion.

–CINEMATIC SEQUENCE THREE–

–GOD'S EYE VIEW on explosion, replicating the end of the first film.
–ON 55 CPW'S DOORS as they open and the tram emerges–dented, scorched, and covered in marshmallow
–CLOSE UP on jubilant Player, pumping fists up and down in triumph
–RPJ's ”Ghostbusters" theme music begins as we FADE TO RECORDS SCREEN

END OF GAME

by Nix

15 years, 2 months ago


Big news:

I've just drawn a concept sketch of the Killer Jack boss sequence, and plan to clean it up today and have it posted by Monday at the latest.

I'll have more boss sequences to come later.

by Nix

15 years, 1 month ago


GAMEPLAY UPDATE:

I've just included a few items that can help you out on your quest.

TRAM REPAIR: Adds 25% more health to your health bar.

CANNON COOLANT: Lowers Proton Cannon's temperature gauge by 50%.

TIME-STOP: Freezes the timer for 5-10 seconds (each one is variable, but still stays within that area).

TREASURE CHEST: Contains any one of the three items.

WHEN FIGHTING BOSSES: Any time you deal extraordinary damage to a boss, any of the above items will fly from his grip and into your possession. You have to be especially creative when attempting this, but usually you can gain an item by slamming the Boss into a wall, ceiling, or floor.
————————————————
HARD MODE CHALLENGE:

Beat the game with at least 75% tram health left and within, oh, say 5 minutes or so.
————————————————

METHODS ON BEATING BOSS GHOSTS:

SLIMER: Blow up food items he's going for when he wants to recharge his health. Also, tangle him up in the chandelier, then knock it down.

KILLER JACK: The three “strength tester” games are quite useful here. When Killer Jack moves in to attack, lift the weight with the Proton Beam, and FLING it up to the bell. The impact of the weight on the bell will KO the evil clown, stunning him for 3 seconds. This is your chance to attack him. Be careful, though–his hammer packs quite a punch.

THE HOBO: Just keep him in the beam for as long as you can each time he attacks. Oh, and keep a sharp eye on the upper and lower corners of the screen.

THE THREE-HEADED MONSTER: You'll have to go in for the old one-two-three. First, attack the small head on the left, then the small one on the right, then the big one in the middle. Also, he'll throw Fire Ghosts at you. They act a bit like very pervasive homing missiles, but you can use the Proton Beam to throw them off course and back to the big guy. This will do about 15 points damage to him and give you an Item.

GOZER: Gozer's acrobatics pattern is as follows: A-B-C-A, A-C-A-B, A-C-B-A, and then she rinses and repeats, throwing lightning on each jump and when she gets back to the starting point. Here, A represents the middle of the arena (the Temple Doors), B represents the far right of the arena, and C represents the far left of the arena.

Anticipate where she's going to land and fire the Proton Beam at that area *before* she lands. The timing of this is pretty tricky, but it's worth it: the initial attack will deal 20 points damage and stun her for 3 seconds, allowing you to capture her in the beam. Remember to shoot the lightning she throws. Each bolt does 5% damage. This adds up very quickly.

MR. STAY-PUFT: Shoot him in the mouth each time he appears. It'll do about 50-75 points damage each time, because he'll duck back behind the temple real quick-like.

by Nix

15 years, 1 month ago


I'll just let this speak for itself, really. It's the Gozer/Stay Puft battle.



Hope you can read that…

by Nix

15 years, 1 month ago


Looking at that picture again, I'm very pleased with how well Stay-Puft scanned! At least *he* comes out of it smelling like roses…ah well.

I have the uniform concept description finished too. I'll describe it here and now.

THE UNIFORM is a child-sized tan GB flightsuit with kneepads attached to the legs. There's an elastic “belt” going around the waist, and it zips up the front. The nametag (black with red text) displays the player's name–whatever name you entered in at the beginning shows up.

There's a GB logo patch stitched onto the right sleeve, and a giant, full-color Universal Studios Theme Parks logo “ironed-on” onto the back of the costume.

THE HARD HAT is a black, plastic hard hat with an elevated “plate” at the front for the GB logo. On the rightmost side is a big, clunky earpiece with a microphone extending from it. An adjustable, flip-down Ecto-Visor is located at the front of the hard-hat, where the “bill” is.