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17-10-2019 02:07
I do longplays on my YouTube channel called BioRidley. Would love to submit for WOL sometime. Check my channel out! I also do boss battles.

15-10-2019 12:50
My name is Hiking C. Blackwell I'm a longplayer as well, how do I credit the site? I would like to use some of the world of longplays footage my channel name is Hiking Longplays search it up.

14-10-2019 09:32
New schedule: Three weekly longplays on Monday, during the rest of this year.

13-10-2019 16:31
gba 3 wwe game no body have make longplay

13-10-2019 11:16
Hi all Smile I have a new longplay of Freespace up on my channel, using some of the latest enhancements and in 60 FPS. Check it out @

12-10-2019 19:24
I am uploading them now.

12-10-2019 14:41
Is there anything else that I can do?

08-10-2019 19:28
longplay on the submission page. You might wanna do that, I don't think anyone from the higher ups has a ping letting them know somrthing got uploaded. Smile

08-10-2019 18:31
Yes, it takes time to verify the longplay, look at the submitted longplays at the bottom of the submission page, can take months. EDIT: Actually, I see you still haven't created an entry for your

08-10-2019 15:45
I used filezilla to transfer my video game videos, and they are still not submitted into this site.

Shoutbox Archive
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Polls Archive
Downloads: Ghostbusters II
Downloads Home > ZX Spectrum > Ghostbusters II

Ghostbusters II

ZX Spectrum 128k

Developed and published by Activision in 1989. It could be confused as a Codemasters game with the Oliver Twins designing the game and David Whitaker delivering the Jingles before each level.

The is only 3 levels long and is one of the worst tape multiloads on the spectrum and even the C64. The video capture is an hour long including the full loading time. The game does seem hastily designed overall and done is a way to be similar across all 8 and 16 bit platforms it was made for.

The first level is quite often as far as a lot of players got and seems hard at first. Its the speed of being lowered that is the gotcha so some fine control of the lowering speed is required to get through the level safely. There is no time limit so you can take your time. Note that you have proton bombs and a shield at your disposal. The bombs are ideally used when something attacks the rope although in the spectrum version your proton beam can kill them. On C64 you have to use the bomb. I also find it much easier to collect the items on the shelf in the spectrum version. When you get all the bits and finally get tot he bottom, engage the shield and collect the slime.

Level 2 is overly long and can get messy. The time limit can be very tight so just keep killing enemies and collecting slime and when you get to the bosses, try to ram them while shooting to kill em quick. The C64 version is especially tight for time in this regard and in the Spectrum version there is a delay when igniting a new flame which can be annoying when you are trying to kill a wave of enemies that about to slam into liberty.

Level 3 is quite short. you get 4 men to move around. the idea is to move the baby out of the way slime jono so that vego comes out of the picture and then blast vego back into the picture which is difficult as you need to line up 2 beams perfectly. This is especially difficult in the c64 version where you need almost pixel perfect placement.

The Story elements between levels are a monochrome affair which I think could have been better but do add a little something to the game I suppose. The game overall is not great and fails to build on the previous game which was well received on all platforms it was made for.


March 24 2019 10:49:57
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Length 00:2149
Language English

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