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After exiting the elevator on the 12th floor during "On the Job Training" in the Sedgewick Hotel level, the Ghostbusters' television commercial from the first movie can be heard while standing outside of room 1204.
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The original model was only intended to be temporary, as the developers originally planned for the game to include a character creator to let the player determine the appearance of the Rookie. This feature was dropped when they determined that they had to pre-render the game's cinematics.
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The faces of the Ghostbusters were not 3D scans of the actors' heads. They were rendered with graphics software using references from still shots from the movie.
"I sculpted the likenesses by hand in Maya using photo reference that I collected from dvds and off of the internet." -Ian McIntosh, Senior Character Artist
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The two security guards in the opening movie are modeled after Character Designers Jesse Sosa and Ian McIntosh. Originally, the two security guards were to be modeled after present day Dan Aykroyd and Harold Ramis, hence their names Dan and Harold.
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"The two guys in the elevator after the Stay Puft street stage are two Sony executives. They were originally supposed to be the two guys from Ghost Hunters. We made the heads and everything, but couldn't work out all the legal stuff in time, so we defaulted to the Sony execs that wanted to be in the game." - Jesse Sosa
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The Proton Pack in the Realistic version of Ghostbusters: The Video Game has a set of blinking lights on the left side of the Blue Chaser Lights. These lights were inspired by Ray's (Dan Aykroyd) Proton Pack from the first Ghostbusters Film.
These lights aren't actually on the Proton Pack, but are a result of the paint on the Proton Pack's shell being chipped away and the adjacent lights shining through. The lights were still added to the game's Proton Pack anyway.
These lights aren't actually on the Proton Pack, but are a result of the paint on the Proton Pack's shell being chipped away and the adjacent lights shining through. The lights were still added to the game's Proton Pack anyway.
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Early demo footage showed that the Slime Tether attachment was available earlier in the game. Also in the demo footage, a small bubble formed at the tip of the nozzle when the slime tether was selected, which was also left out of the retail version.
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Although Louis Tully does not appear in the game, his desk can be found at the bottom of the staircase in the firehouse. On the back wall are his uniform and the black earmuffs he wore in Ghostbusters II.
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Sigourney Weaver originally declined to reprise her role as Dana Barrett in the video game. When she heard that the original cast was going to return to act in the game, she wanted to be a part of the game. Unfortunately, the game was too far into production to put her back in, so she was left out.
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Dan Aykroyd has said in interviews that Ghostbusters: The Video Game is technically the third Ghostbusters movie.
To me, it is the third movie because it's the only thing that exists that depicts the characters again in a new adventure, in a new light. ... I think that the third movie might be a sequel to this. -- Dan Aykroyd
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There was also a "Crowd" mechanic developed for use primarily with this level that was also cut. The "Crowd" mechanic was supposed to simulate the many people that walk the streets of New York City. This "Crowd" mechanic gave up to 1,000 individual NPCs their own AI. The members of the Crowd Mechanic successfully reacted to the Ghostbusters walking by, became scared of ghosts that appeared out of nowhere, and ran in terror when the Stay Puft Marshmallow Man appeared on the street.
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There is a visual error in the intro cinematic. Peter Venkman is shown with his Proton Pack Straps without a Proton Pack. In the next scene, the straps are gone.
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