Blinky's Scary School ===================== Everyone knows that castles are for haunting but that old rascal Ghostbuster Red Laird McTavish cleared Drumtrochie Castle of all the Ghosties exactly one century ago. Now Blinky, the star pupil from the Scary School for young ghosts has from sunset to sunrise to penetrate the castle Ghost proof defences. Guide him through the cunning traps, help him evade the nasties with the help of the spirit potions he has brewed himself. Awaken evil Hamish McTavish, the present Laird and condemn him to a lifetime of haunting. Enough is enough!!! Hamish McTavish had told his favourite story once too often. It was exactly one hundred years since the most famous ghostbuster of oll time - Red Laird McTavish had rid Drumtrochie Castle of it's ancestral ghosts. Now the head Spectre had ordered that no castle should be without it's ghost - so it's spirits ho and a haunting we will go! The task to retake the castle for haunting capers has fallen to Blinky - the star pupil from the School for young ghosts - and it is his first assignment! He has one night to get to Hamish and awaken him by using his ghostly wiles. Failure to do so between sunset and sunrise will see Blinky banished from haunting duties and returned to the ghost school for another century, to await there next available mystic night. Another hundred years at school - UGH!! he must succeed - but it won't be easy! The creepies and slimies that inhabit the castle don't like intruders and hamish has set Ghost busting traps which he learned from his forefathers. The energy sucking defenders won't give up easily but even their powers to exterminate wispy infiltrators can be overcome. Blinky must find and consume the magic potions, using all his supernatural powers to collect the powerful artifacts. Hamish, who is busy putting on his nightcap before blowing out his candle, may be in for quite a rude awakening. Blinky has one night to arouse Hamish from his sweet dreams and tonight is the night. CONTROLS You may use one of the following control methods: Sinclair Kempston Keyboard JOYSTICK OPTION KEYBOARD OPTION JUMP JUMP LEFT UP RIGHT Q&O Q Q&P \ | / \ | / \ | / \ | / \|/ \|/ LEFT ---*--- RIGHT O ---*--- P | | | | | | DOWN A "FIRE" - Picks up an object SPACE - Picks up an object H - Quits the game SPECTRUM LOADING INSTRUCTIONS Type LOAD"" then press enter. Press PLAY on tape. Programming: JIMMY PARR Graphics: DAVID TAYLOR Musk & FX: JIMMY PARR & COLIN BESTFORD Game Design: RIK & TINK The program code, graphics, music and artwork of this game are the copyright of Zeppelin Games and may not be reproduced, stored or hired without the written permission of Zeppelin Games Limited. © 1990 Zeppelin Games Ltd.