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The Project 64 etext of the ~Ghostbusters instructions~,
converted to etext by Kris Kelley <gt6005a@prism.gatech.edu>.

GHOSTB10.TXT, April 1998, etext #343#

Note from the etexter: And here it is, with all the original broken
English perfectly preserved.

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HEY, ANYBODY SEEN A GHOST?

Motter of fact, yes. Many, many ghosts are right now winging their way
to the infamous spook central.  And only you con overt a disaster of
biblical proportions.  To save the city you must make it to the top of
the Temple of ZuuI.  This can only be accomplished after you've caught
many ghosts, earned more money than you originally started with, and
sidestepped constant danger. Now go ahead.  Show 'em how they do it
downtown.



GETTING STARTED

Turn on computer and disk drive, insert disk, and plug a Joystick into
port one.

Type:  LOAD "*", 8,1

Press RETURN.  Title screen will appear, followed shortly by the
Ghostbusters sing-along.  Hitting the SPACE BAR at any time during the
sing-along makes the computer yell "Ghostbusters!"

Press F1 for introduction screen.  To go directly to vehicle selection,
Press F3.

Pause the game by hitting RUN/STOP.  To continue, hit RUN/STOP again.

To return to title screen, hold RUN/STOP down, and hit RESTORE.



BUILDING A FRANCHISE

Follow instructions on the screen to buy and outfit your vehicle; to
pick up and release supplies with the fork-lift, press the Joystick
button.  Keep an eye on credit available (upper right corner).

PK ENERGY DETECTOR warns of on approaching ghost, called a "Slimer,"
by turning a building pink when you pass it.

IMAGE INTENSIFIER makes Slimers easier to see when you are trying to
catch them.

MARSHMALLOW SENSOR warns you of the impending approach of the dreaded
Marshmallow Man by turning a building white when you're by it.

GHOST VACUUM sucks up itinerant ghouls (coiled "Roamers") as you travel
the streets of the city.

GHOST TRAPS are what you use to catch ond store Slimers. Eoch trap
holds one Slimer.  Without them, you cannot earn money.

GHOST BAIT attracts Roamers, which periodically gather to form the
Marshmallow Man.  Without BAIT you cannot stop him.  (See IMPORTANT
SAFETY TIPS below.) You get five dollops of bait when purchased.

PORTABLE LASER CONFINEMENT SYSTEM stores ten Slimers in your vehicle.
Saves travel time back to GHQ for more traps.



YOUR ACCOUNT NUMBERS

If you successfully complete a game, an account number will record
your account balance. You can use your account number on any
Ghostbusters program. Be careful to always enter your name ond account
number in exactly the same way.



MAP SCREEN

A map of the city appears, with Zuul's horrible temple in the center
and GHQ at the bottom.  Red flashing buildings indicate the presence
of a Slimer.

Guide your vehicle to red flashing buildings leaving as short a trail
as possible to reach building.  As you do this, freeze any Roamers
that are moving to Zuul by touching them.

To position yourself at buildings directly above the street, push the
button.To position yourself at buildings below the street, pull back
Joystick and push the button.



THE STREETS

Steer the vehicle at passing Roamers (if you have frozen any) and push
the button to vacuum them up.  This keeps them from getting to the
Temple of Zuul.  The city's PK energy reading jumps 100 for each
Roamer that gets to Zuul.



BUSTING GHOSTS

When you arrive at the site of the disturbance, take the following
steps with the Joystick:

Direct the first Ghostbuster toward the center of the building and
push the button to deposit the trap.  Then move him to the far left of
the screen, turn him towards the trap, and push the button again.

The second Ghostbuster appears.  Direct him to the far right of the
screen, turn him towards the trap, and push the button. Both
Ghostbusters will power on their negative ionizer backpacks.

Move your Ghostbusters inward to trap the Slimer between the streams.
But do not--repeat, DO NOT--cross the streams.

When you have the Slimer over the trap, push the button.  The trap
will pull him in.  (Be precise. If you miss, you know what will
happen.)

Every trapped Slimer increases your credit rating.  The amount earned
depends on how quickly you respond.  Your accumulated credit is shown
on the screen at all times.



IMPORTANT SAFETY TIPS

Hit the SPACE BAR during the game for a status report.

Every escaped Slimer adds 300 to the city's PK energy level.

Beware that monolith of marshmallow monstrosity.  When a MARSHMALLOW
ALERT flashes at the bottom of the screen, the Roamers will quickly
run to form him.  You must immediately hit the "B" key on the keyboard
to drop a dollop of bait before he stomps any buildings.



END OF GAME: THE TEMPLE OF ZUUL

The game ends one of three ways:

1.  The Gatekeeper and Keymaster join forces at the Temple of Zuul and
    you have not earned more money than you originally started with.

2.  Once the Gatekeeper and Keymaster have joined forces at Zuul, and
    you do have sufficient credit, but you are not able to sneak two
    of your threeGhostbusters into the entrance of Zuul.

3.  You successfully reach the top of the Temple of Zuul by sneaking
    two Ghostbusters into its entrance.



LET'S GET TO KNOW EACH OTHER.

We're working hard to design the kind of home computer entertainment
you want.  And we'd love to hear your comments.  So, drop us a note.
We'Il put you on our special mailing list.  Also, if you'd like to
find out about our newest computer software, call 800-633-4263 anytime
on weekends.  In California, call (415)940-6044/5.

ACTIVISION, INC.
P0. BOX 7287
Mountain View, CA 94039


Concept and design by David Crane.  Programming assistance by Adam
Bellin.  Computer graphics by Hilary Mills.  Production managed by
Brad Fregger.

Mr Crane offers his personal thanks to the following.  Garry Kitchen
and the staff at Activision's Eastern Design Center, and Tim Shotter
and Sam Nelson for their help in making the tightest software deadline
in Activision history.  Also, special thanks to Kathy for all her
support and understanding.



ACTIVISION LIMITED WARRANTY

Activision, Inc. warrants to the original consumer purchaser of this
Activision Product that it will be free from defects in materials and
workmanship for a period of one (1) year from the date of purchase.
Activision agrees to either repair or replace, at its option, free of
charge, any product discovered to be defective within the warranty
period upon receipt of the product, postage paid, with proof of date
of purchase, at its Factory Service center.

This warranty is limited to the electronics circuitry and mechanical
parts originally provided by Activision and is not applicable to
normal wear and tear.  This warranty shall not be applicable and shall
be void if the defect has arisen through abuse, mistreatment or
neglect.  This warranty is in lieu of all other express warranties and
no other representation of claims of any nature shall be binding on or
obligate Activision.  Any applied warranties applicable to this
product are limited to the one year period described above.  In no
event will Activision be liable for any special, incidental or
consequential damage resulting from possession, use or malfunction of
this product.  Some states do not allow limitations on how long an
implied warranty lasts and/or the exclusion or limitation of
incidental or consequential damages, so the above limitations and/or
exclusion or limitation of liability may not apply to you.  This
warranty gives you specific legal rights, and you may also have other
rights which vary from state to state.



CONSUMER REPLACEMENTS

U.P.S. or registered mail is recommended for returns.

Consumer Relations
Activision, Inc.
3885 Bohannon Drive
Menlo Park, CA 94025


GHOSTBUSTERS IS A TRADEMARK OF COLUMBIA PICTURES INDUSTRIES, INC.
GHOSTBUSTERS LOCO (C) 1984 COLUMBIA PICTURES INDUSTRIES, INC.
GHOSTBUSTERS MUSIC AND LYRICS WRITTEN BY RAY PARKER, JR.  (C) 1984
GOLDEN TORCH MUSIC CORP. AND RAYDIOLA MUSIC CORP.  COMMODORE 64 IS A
TRADEMARK OF COMMODORE ELECTRONICS LIMITED.  ALL RIGHTS RESERVED.

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End Project 64 etext Ghostbusters instructions.

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