

I understand where you’re coming from, but that means they care about making sure that the number goes up, rather than fluctuating wildly. And they absolutely don’t want rugpulls (unless they’re the ones holding the rug). That’s the kind of stability I’m talking about. No tycoon actually wants a free market, they want the regulations to make sure that they have a chance to corner the market and protect them against their enemies.
The NES version specifically, I can’t defend. But the DOS, C64, and SMS versions are interesting, because they’re really proof of what would be codified as the Covert Action Rule, or the simple adage of programming, “do one thing, well”. Note that in the NES port, none of the minigames are done well. But I think David Crane created a pretty solid concept, hampered by a number of unfortunate factors.
The start of the game is a business simulation. The game doesn’t want you to actually think about the business side of things, but wants to make money important. This ends up contributing to a bad idea, because rather than looking at the economy as a core element, it ends up getting shoved to the side. Frankly, it would be better if you started off like, say, Animal Crossing, or SimCity, where you have a loan you must pay off, but you’re given the tools you need to do so. The PC versions feel less clunky in this respect, because the business side is more front-and-center.
There’s a lack of real clarity about what’s going on in the map minigame. There’s a lot of moving parts, but not a lot of rhyme or reason behind them. The PKE doesn’t really react to player actions, but nor is it a steady timer. Central Park West (the Zuul building) doesn’t really have any significance. And frankly the driving minigame is pointless if you don’t have the vacuum. It’d be better to just have to buy gasoline.
The ghost-catching minigames are short and annoying, but are actually the only part of the game worth any time investment.
Then you have the dreaded tower climb. On the NES, the controls for that section of the game are simply inexcusable.
The big fight at the end doesn’t feel conclusive, and the ending is… well, it’s awful, let’s be blunt. That’s why it became a meme.
And yet! It’s stuck with people because it’s so awful a game but so near the edge of being good if it was made with more focus. I haven’t played any version of the game in several years, but I remember every step of it. I remember the Ecto-1: traps, proton packs, ghost vacuum. Vacuum for money, grab free-floaters to stop them from forming Stay-Puft until you’re in the black. Then Stay-Puft, the stairs, and Zuul.
Consider that Crane went from Pitfall to all of that. Seriously, in terms of game design, it’s a huge leap forward, and yes it stumbled hard. Oh, and if you want a fair comparison, look at Autoduel for the C64 (one of Lord British’s pre-Ultima games), since the Ghostbusters game was built on the bones of a Car Wars game.