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 all 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 artefacts.
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.