| The Famicom booklet names Columbia Pictures as the owner of the Ghostbusters trademark and carries 1984 copyrights of Columbia Pictures and of Golden Torch Music and Raydiola Music. | image 16, back coverimage 16, back coverimage 16, back cover | Manual |
| The Famicom version is a Tokuma Soft game. Its booklet names Tokuma Shoten as producer and publisher and Tokuma Communications as seller, and credits the Famicom code to Tokuma Shoten, © 1986, and the original program and concept to Activision, © 1984. No source read dates its release; 1986 is the code's copyright year. | image 16, back coverimage 16, back coverimage 2 (inside cover), greeting | Manual |
| The Famicom booklet's story: in New York, a trio of failures start an odd business, ghost-busting. When an official shuts down the tank holding the captured ghosts, they all escape and gather at the Zuul temple in the middle of the city to wake the legendary demon god Gozer and wreck the city. | image 3 (printed p. 1), 1. ストーリーimage 3 (printed p. 1), 1. ストーリーimage 3 (printed p. 1), 1. ストーリーimage 3 (printed p. 1), 1. ストーリー | Manual |
| The Famicom booklet calls the game an adventure in five scenes: the city map, the road, a building, the stairs, and the confrontation with Gozer. The aim is to defeat Gozer at the Zuul temple. The Ghostbusters start with $10,000 and no equipment, so the first stop is the shop. | image 6 (printed p. 4), 3. 遊び方image 6 (printed p. 4), 3. 遊び方image 6 (printed p. 4), 3. 遊び方image 6 (printed p. 4), 3. 遊び方image 6 (printed p. 4), city map scene | Manual |
| The Famicom game is for one player, on controller I. On the road, A works the ghost vacuum and B switches the display between the fuel gauge and the money; in a building, B switches between the two Ghostbusters. SELECT pauses. | image 4 (printed p. 2), 2. コントローラーの使用方法image 4 (printed p. 2), A button, road sceneimage 5 (printed p. 3), B buttonimage 5 (printed p. 3), B buttonimage 5 (printed p. 3), pause | Manual |
| The Famicom shop sells nine items: ghost vacuum, capture beam, hyper beam, capture trap, super trap, ghost alarm, sound generator, ghost food, and anti-ghost suit. The car carries only four kinds, and an item sold back returns half its price. Without the capture beam the Ghostbusters can't go into a building. | image 10 (printed p. 8), shop itemsimages 10-11 (printed pp. 8-9), shop itemsimage 9 (printed p. 7), shopimage 9 (printed p. 7), shopimage 10 (printed p. 8), capture beam | Manual |
| On the Famicom road, the car drives to the place chosen on the map. Hitting another car costs a penalty, and picking up drums refuels the car; a car that runs out of fuel must be pushed to a gas station, where the player pays for more. | image 8 (printed p. 6), road sceneimage 8 (printed p. 6), road sceneimage 8 (printed p. 6), road sceneimage 8 (printed p. 6), road scene | Manual |
| In a Famicom building, A sets where the trap goes and fires the beam; the player catches the ghost in the beam and brings it over the trap. The two Ghostbusters move left and right in turn, the control pad aims the beams up and down, and a Ghostbuster whose beam crosses the other's is hurt and falls. A ghost leaves after a set time. Without the super trap, the Ghostbusters must go back to headquarters after each catch. | image 12 (printed p. 10), building sceneimage 12 (printed p. 10), building sceneimage 12 (printed p. 10), building sceneimages 12-13 (printed pp. 10-11), building sceneimage 13 (printed p. 11), building sceneimage 13 (printed p. 11), building scene | Manual |
| On the Famicom, PK energy rises as time passes and faster when ghosts get into the Zuul temple, so the booklet advises catching them on the road. At 9,000 or more the Marshmallow Man appears, wrecks buildings, and takes much of the player's money. | image 13 (printed p. 11), Marshmallow Man attackimage 13 (printed p. 11), Marshmallow Man attackimage 7 (printed p. 5), city map, PK energyimage 13 (printed p. 11), Marshmallow Man attack | Manual |
| On the Famicom, the Zuul temple opens when the screen says so. The Ghostbusters climb its stairs to the 22nd floor and face Gozer; there, the Marshmallow Man climbs the building as time passes, and when he reaches the top, time is up and the game is over. | image 13 (printed p. 11), entering Zuulimage 14 (printed p. 12), stairsimage 14 (printed p. 12), confrontation with Gozerimage 14 (printed p. 12), confrontation with Gozer | Manual |