Ghost Battle | |
---|---|
Developer(s) | Interactive Design[1] |
Publisher(s) | Thalion Software[1] |
Programmer(s) | Erwin Kloibhofer[1][2] |
Artist(s) | Henk Nieborg[1][2] |
Composer(s) | Jochen Hippel[1][3] |
Platform(s) | Amiga, Atari ST |
Release | |
Genre(s) | Action, platform |
Mode(s) | Single-player |
Ghost Battle is a 1991 action-platform video game developed by Interactive Design and published by Thalion Software for the Amiga and ported later to the Atari ST.[4] After finishing Ghost Battle as freelancers, Austrian programmer Erwin Kloibhofer and Dutch graphic designer Henk Nieborg got an in-house job at Thalion. They went on to design another side-scrolling platform game, Lionheart (1993). It received a higher critical reception. Nieborg cited influences for Ghost Battle as Ghosts 'n Goblins, Green Beret, and various horror films.[5]
The game is a side-scrolling platformer that consists of five levels.[6] Three difficulty levels can be chosen at the beginning: easy, normal, hard. The player is a barbarian that has wandered into an evil forest and witnesses a princess being captured.[7] The barbarian can throw rocks and bombs at the enemies.[8] Additional weapons are available that are guarded by monsters.[6]
Publication | Score |
---|---|
Aktueller Software Markt | 4/12 (Amiga)[7] 5/12 (ST)[9] |
Amiga Action | 78%[6] |
Amiga Format | 69%[3] |
Games-X | 3/5 (Amiga, ST)[8][2] |
The One | 77% (Amiga)[10] |
Ghost Battle received generally average reviews from critics. Amiga Action recommended the game overall but didn't like the slow movement of the main character and the badly translated manual.[6] Amiga Format concluded: "It is not the best platform romp ever designed, but the evil puzzles, good pics and excitable soundtracks are far better than the box lets on."[3] Games-X compared the game to Horror Zombies from the Crypt (1990). Graphics and sound were praised, the gameplay was said to be uninteresting at first but getting better over time.[8] The One found the music to be the game's best feature. Graphics were described as nothing special, gameplay as "largely uninspired", and controls as "very finicky".[10]