Remember that one day when you could wake up without an alarm? When you would get your favorite bowl of cereal and sit between the hours of 8 and 12? This is a blog dedicated to the greatest time of our childhood: Saturday mornings. The television programs you watched, the memories attached to them, and maybe introducing you to something you didn't realize existed. Updated every weekend.
It’s the late 1980s and The
Real Ghostbustersis burning up the airwaves with its unique blend of
adult-minded horror and comedy, pushing the boundaries of what is “acceptable”
for a kid’s show. Like any other media juggernaut, the show’s name was slapped
onto anything you can imagine: from toys to household products to food items. As
part of the 30th anniversary celebration, we’ll take a look at the
various games made for the show.
Milton Bradley updated their 1970
board game Which Witch?to
accommodate The Real Ghostbusters. The
game is played on a 3-D board where players had to move their Ghostbuster
around and avoid perils in order to collect four ghost cards and make it to the
top of a set of stairs. The game made extensive use of promotional stock images
for the player pieces and the box art, which featured the Ghostbusters in the
tan uniforms from the movie and promotional pilot
episode. In fact, all the ghosts featured in the game were present in the
pilot. In 1990, the game was re-released in Germany and featured all-new and
significantly more detailed board art.
The first Real Ghostbusters video game was a top-down shooter where up to
three players would traverse ten levels blasting various kinds of ghosts and
avoiding environmental perils. However, the game had very little to do with the
show beyond the name and cabinet art. In fact, it was a modified version of the
Japanese arcade game Meikyū Hunter Gwith the enemies changed into ghosts
and Ghostbusters elements added.
The
in-game characters didn’t resemble their animated counterparts, and the only
way to tell them apart was by the color of their uniforms (which, again, didn’t
match the show). Ghostbusters logos were used to increase the firepower of the
proton gun, while ghost traps were used to refill the beam’s energy meter. Slimer
would float around the player to shield them from attacks while potions would
make them invulnerable for a time. Skulls drained the proton energy quicker.
Despite
the lack of connection to the show, the game went on to become the second
best-selling arcade cabinet in the United Kingdom. The game was ported to the Amiga, Amstrad CPC, Atari ST, Commodore 64 and ZX Spectrum with varying
degrees of comparative quality.
The
Real Ghostbusters shrunk in size for their next outing for an LCD handheld
game. The game featured the same premise as Space Invaders; a series of
ghosts would come down the screen at increasing speeds as the levels progressed,
and the player, as Peter, had to move back and forth along the bottom in order
to “blast” them. When not in use, the game could serve as an alarm clock and
calendar, with a little kickstand to prop it up.
The Real Ghostbusters: The Game
Triotoys, 1989
The box and game board.
The
Triotoys board game once again made extensive use of promotional artwork for
the series. Notably different was the fact that Janine and Slimer were included
as playable characters. The game made extensive use of cards to dictate actions
and depicting the equipment a player needed to collect before being able to
capture ghosts. These ghosts weren’t just waiting around to be busted, as they
came on stands similar to the player characters and could be moved around the board
as well as the spinner described.
The Real Ghostbusters Board
Game
Casper, 1989
The Swedish game.
The game board, a map of lower NYC.
While
the box art for this Swedish game looked similar to the Milton Bradley version,
it was markedly different. The game board this time was a modified map of lower
Manhattan. Rolls of the dice determined where a player would move and if they
were successful in catching a ghost. Unsuccessful busts resulted in the player
being slimed and the ghost flying off to be faced later on. Each bust was
determined by a mission card and added points, which players need in order to
purchase their busting equipment and win. Each character also had a special
skill which helped them or added a handicap during gameplay. The game had a
degree of difficulty in that if Mr. Stay Puft appeared, he could destroy the
firehouse and cause every player to lose.
Like
the other board games, the game made extensive use of promotional artwork
(although Peter’s player piece gave him blonde hair). The game also featured model
sheets for the firehouse and several of its rooms.
The Real Ghostbusters
Electronic Arcade
Remco, 1989
The game and box.
Remco
took the LCD game a bit further by putting one inside a miniature arcade
cabinet adorned with the promotional painting artwork. While the previous game
was set on a city street, this one was set in a mausoleum. The player once
again controlled Peter, and this time he had threats coming at him from every
direction. The player shifted Peter’s position with the joystick and could
press one of two action buttons. An added feature was that Peter could duck
down to avoid an attack. However, his hiding time was limited and once it ran
out, Peter would lose a life and an animation of him lying in a coffin on the
background would appear. Although the box came in English, the game just saw a
limited release and was widely available in Italy.
The Real Ghostbusters
Electronic Pinball
Remco, 1989
Digital pinball.
Another
Remco LCD left the arcade format and went into the pinball arena. The game was
smaller than the standard tabletop pinball games but was closer to its big
cousins with the addition of long legs holding it up. The game simulated the pinball
motions over its playfield. Once again, the picture used to decorate it was the
painted promotional artwork. The game itself came in red and blue, while the
box was colored either blue or orange.
The Real Ghostbusters Pinball
Game
Sharon Industries, Inc., 1990
Bustin' ghosts with flippers.
One
of the popular pieces of tie-in merchandise in the late 80s/early 90s were
battery operated miniature tabletop pinball machines. They were just like regular
pinball machines with lights and sounds, but were only about 2 feet long and
lacked some of the digital scoring methods. Sharon Industries produced one for
the cartoon. While the playfield featured the characters as they appeared on
the show and some stock generic ghosts, the back board was the promotional art
painting.
The
next Real Ghostbusters handheld game was released for the Nintendo Game Boy by Activision. Once again, it was not
originally a Ghostbusters game and had very little to do with the actual
series. The game, developed by Kemco, was an action/puzzle game where players
had to maneuver through labyrinths by destroying certain blocks, using bombs to
defeat enemies, and collecting all the stars in a level to get the key that
will open the door to the next stage.
The
game was originally part of Kemco’s Crazy Castle
series and featured Disney’s Mickey Mouse as the primary
character in Japan, where it was known as Mickey Mouse IV: The Magical
Labyrinth. For European countries, the game was modified to star Garfield and was called Garfield Labyrinth.
The North American version got Peter and The Real Ghostbusters branding.
Despite having a proton pack, the beam was only used to break blocks and bombs
were still needed to destroy enemies that couldn’t be avoided. Some stages
would also feature the Ghostbusters theme in rotation with the game’s original
music.
In 1992, Mortal
Kombatushered in the age of mature gaming.
Mortal Kombat ad.
Originally intended as an adaptation
of Universal Soldierstarring
Jean-Claude Van Damme
from Midway Games, Ed Boon, John Tobias, John Vogel and Dan Forden turned to
Chinese mythology and kung-fu movies for inspiration when the licensing deal
fell through. They came up with the concept of six realms created by Elder Gods
and a tournament held to maintain the freedom of one of the realms. Visiting
pinball designer Steve
Ritchie, upon noticing someone had written “combat” with a “K” on their
idea board, suggested they call the game “Mortal Kombat.” The name stuck, and Mortal Kombatwas born.
The Kombatants: Johnny Cage, Kano, Sub-Zero, Sonya Blade, Raiden, Liu Kang and Scorpion.
What made the game different from
the other prominent fighting game at the time, Street
Fighter, was the fact that
instead of using animated character sprites, they used motion capture to place
actual actors into the game. That, and the fact that the game was the goriest
at the time-- from the amount of blood spilled during combat to the fatal
finishing moves dubbed “Fatalities” (although, compared to the characters the
gore seemed a bit cartoony at times). The brutality shown in the game led to
several controversies and public outrage, ultimately resulting in the creation
of the Electronics Software Ratings
Board which provides age ratings for all video game releases.
The game was a hit, and spawned two
sequels: Mortal Kombat IIin 1993 and Mortal Kombat 3in 1995, which was later updated and re-released as Ultimate Mortal Kombat 3; all of which were eventually ported
to home systems. Midway produced a series
of comics tying into the official story of the arcade games, while Malibu Comics secured
the license and published several
series between 1994 and 1995. Hasbro
also produced a line of action figures
in the same style as their G.I. Joeline (in fact reusing some of those molds). In 1995, the
popularity of the games reached the notice of Hollywood and a movie deal was
struck.
Mortal Kombat was directed by Paul W.S. Anderson from a script
by Kevin Droney and produced
by Threshold Entertainment
for New
Line Cinema. It followed the basic plot of the first game (while adding
bits from the first sequel), where chosen warrior and former Shaolin monk Liu
Kang (Robin Shou), action
star Johnny Cage
(Linden Ashby) and Special
Forces officer Sonya Blade (Bridgette
Wilson) end up on a ship bound for an island to engage in sorcerer Shang
Tsung’s (Cary-Hiroyuki Tagawa)
Mortal Kombat tournament. As it was the 10th tournament, if Tsung’s
forces won the dimension known as Outworld would lay claim to Earth under the
rule of its despotic emperor, Shao Kahn (Frank
Welker). Overseeing and guiding Earth’s champions was Raiden (Christopher Lambert), the god of
thunder and Earthrealm’s protector. Opening in August, the film spent three
weeks at number one and earned $122 million worldwide. Several months prior,
Threshold released a direct-to-video animated prequel called The Journey Begins, also
written by Droney, which offered background on the film’s main characters and
featured a 15-minute documentary about the movie. It was released to VHS and
Laserdisc by Turner
Home Entertainment and featured the characters in their MK2 outfits.
The Defenders of the Realm in their secret base.
Based on the film’s success, Threshold and New Line Television
commissioned Film Roman Productions to
create an animated series set in the movie’s continuity, although it also
incorporated elements from both versions of MK3.
The series focused on Raiden (Clancy Brown) assembling a group of warriors to
defend Earthrealm from invaders that entered through portals from other
dimensions. They would detect the openings in their hidden base and fly out in
dragon-shaped jets to kombat the threats.
Nightwolf, Liu Kang, Sub-Zero, Kitana, Jax and Sonya.
Carried over from the movie were main characters Liu Kang (Brian Tochi)
and Sonya Blade (Olivia d’Abo), as well as Blade’s partner Jax (Dorian
Harewood), who had bionic arms; Lin Kuei ninja Sub-Zero
(Luke Perry), who possessed ice powers; and Kitana (Cree Summer), long-lived
princess of Outworld who used deadly Japanese war fans. Joining them from MK3 was Stryker (Ron Perlman), leader of
an NYPD Special
Riot Control division, and Nightwolf (Todd Thawley), a Native American shaman
and historian who could tap into spiritual energy. Nightwolf, although
occasionally joining in battles, served as the team’s tech support. All of the
characters’ designs were taken from the MK3
games, except for Kitana who featured elements of her MK2 outfit.
Shao Khan towers over Shang Tsung.
Shao Khan (John Vernon) remained the
primary antagonist, allowing the other realms to invade Earthrealm while only
actually appearing in four episodes. Other Kombatants made appearances
throughout the show’s run, including the undead warrior Scorpion (Perlman);
Kitana’s ex-fiancé Rain (Rino Romano) who served the
Emperor; Sub-Zero’s fellow ninja and friend, Smoke (Jeremy Ratchford); Lin Kuei
cyborgs Cyrax and Sektor
(Harewood); Sonya’s arch-nemesis Kano (Michael Des Barres); and the four-armed
Sheeva (Dawnn Lewis). Film
villain and first game boss Shang Tsung (Neil Ross) also made several
appearances. The series was notable for being the debut of sorcerer Quan Chi (Nick Chinlund) who went on to
become the villain in Mortal Kombat Mythologies: Sub-Zeroand Mortal Kombat 4in
1997.
Rain hasn't learned that "no" means "no."
Mortal Kombat: Defenders of the
Realm debuted on September 21st as part of USA Network’s Action Extreme Teamprogramming
block. It was developed and primarily written by Sean Catherine Derek, with
additional scripts from Steve
Granat, Cydne Clark and Mark Hoffmeier. The music was composed
by Jonathan Sloate. Some
episodes were inspired by the games, but largely the series treaded its own
path with original stories and content. Because of its being a Saturday morning
cartoon, the violence was significantly toned down from the source material and
the gore none-existent. Although some deaths were shown in episodes, their
depictions were made as light as possible. As a result, the series was widely
panned by both critics and fans of the games, feeling that neutering the very
thing that made MK a success was a
recipe for disaster. The series only lasted a single season of 13 episodes
before it was quickly cancelled.
Shao Khan with the Orb of Power.
As with the other entries in the Extreme Team—Wing
Commander Academy, Savage
Dragon, and Street Fighter—Mortal Kombat took
part in “The Warrior King” crossover event on November 16. Developed by Will Meugniot, the titular
barbarian (Michael Dorn)
crossed between dimensions to find and acquire the Orb of Power, which could
control the weather of any planet. While The Warrior King was seen in all four
shows (albeit in an
unspeaking silhouette cameo here), their respective characters didn’t cross over. It was coordinated so
that each episode would air on the same day, resulting in each series being
shown outside of their regular timeslots. However, the event received little to
no promotion, and outside of the rearranged schedule there was no indication
that there was anything special about that day.
One of the DVD covers.
In the United States, several episodes only saw individual release on VHS.
All but one episode was released across three volumes in the United Kingdom
while Australia saw all episodes across six volumes. The complete series was
released on DVD in
Russia and Brazil, each containing a language track specific to that country.
Defenders of the Realm would
become the franchise’s last attempt at a cartoon. In 1997, MK returned to theaters with the widely-panned Annihilation, followed
by a new short-lived live-action series called Konquest. The next
time MK would be successfully adapted
into a program would be in the 2010 web-series Legacy, which so far
had two short seasons. In the meantime, new entries in the franchise continued
to be produced for arcades and later for home systems. The franchise, whose
popularity became diluted through the introduction of clones and even more
violent games trying to emulate its violence and gain its audience, got a
much-needed reinvigoration when Midway was purchased by Warner
Bros. Interactive and 2011’s Mortal Kombatwas
released.
EPISODE GUIDE:
“Kombat Begins Again” (9/21/96) – The warriors face a pack of invading
cybernetic units while Sub-Zero tries to warn them of a threat from Scorpion.
“Sting of the Scoprion” (9/28/96) – Scorpion amasses a legion of
undead warriors and travels to the Outworld with the intent of resurrecting
Shang Tsung.
“Acid Tongue” (10/5/96) – The Reptile-led Raptors attack, resulting in
Jax’s arms being damaged. Sonya attempts to help repair them while the others
deal with Sheeva’s Shokan warriors.
“Skin Deep” (10/12/96) – Kitana’s ex-fiance Rain returns to warn of
Shao Kahn seeking a powerful scimitar, but he turns out to be a traitor and
kidnaps Kitana.
“Old Friends Never Die” (10/19/96) – Sub-Zero reunites with his friend
Smoke to find out if his friend still exists or if he was turned into a
soulless killing machine by Oniro.
“Familiar Red” (10/26/96) – Kano and the Black Dragon gang open false
portals all over, making Nightwolf’s detection system unreliable and forcing
him to rely on the magic within.
“Fall From Grace” (11/2/96) – Sonya’s overconfidence results in
Stryker being wounded, and the consideration of suspending her from the team
due to her inability to use teamwork.
“The Secret of Quan-Chi” (11/9/96) – Quan Chi uses a magic crystal to
turn the warriors against each other, leaving Nightwolf alone to stop Quan Chi
from conquering the world.
“Resurrection” (11/16/96) – Shao Khan resurrects Shang Tsung and gives
him a sphere that controls the elements, allowing him to severely weaken Raiden
and trap the warriors.
“Sword of Ilkan” (11/23/96) – Kitana’s old enemy Zara returns, holding
Jax hostage in order to force Kitana and Sonya to retrieve the other sword of
Ilkan for her.
“Amends” (11/30/96) – Former Black Dragon Kabal returns to aid the
warriors in defeating Kano and the Black Dragons’ latest scheme.
“Abandoned” (12/7/96) – Jax attempts to retire from the constant
fighting, but is entangled in Shao Khan’s latest attempt to discover the
warriors’ base.
“Overthrown” (12/14/96) – The warriors prepare for a final
confrontation with Shao Khan, but the battle is fought from all sides thanks to
old rivalries and subterfuge.