(…) the StayPuft Marshmallow Man, a 100-foot-high spongy monstrosity made of gelatin, dextrose, and pure evil (…)
They forgot “ectoplasmic” in the ingredient :p
having trouble rasslin' a ghost? Slam him into the ground and he'll obey.
What a bad concept. I asked myself what it was, when I saw the video; didn't know if the ghost was trying to escape or if the player had trouble with the controller. They realy need to change that; the “slamming action” erases the strength that the ghost has, like it has no power, no substance, no more identity, and, with that, all the meaning of the hard work made to stabilize the entity above the trap.
Dunno if it's already made but I think that the best concept, to slow down a ghost momentarily during a fight, is to create an “extra energy discharge” from the positron collider. An attack that will last only one second, where the stream becomes/looks more powerful. In result, the ghost's speed and power against the particle stream is lowered. The player won't be able to repeat the action during a certain period, the cooling system working hard to keep the equipment operational. At the beginning, the ghost will recover quickly from this special attack, but will have more difficulty as the dual advance. The special attack may take a few minutes before returning available to the player, if the ghost is able to get to a safe distance, its effect will fade slowly and the player will have to work more harder.
Realy, forget about that “slamming” option; “it is bad…” (*egon)