********* Welcome to Project 64! http://project64.c64.org The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. If you would like to help by converting C64 related hardcopy documents to electronic texts please contact the manager of Project 64. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warrantee of the original document, if any, that may included in this etext. No other warrantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. Therefore if you read this document or use the information herein you do so at your own risk. ********* The Project 64 etext of the Ghost Chaser manual Converted to etext by Neil Tomlinson. ********* GHOST CHASER ------------ COMMODORE 64 LOADING INSTRUCTIONS CASSETTE -------- 1. Press SHIFT and RUN/STOP on your computer simultaneously and then press the PLAY key on your tape recorder and follow the instructions on the screen. DISKETTE -------- 1. Insert the program Diskette with the label side 1 facing up and close the drive latch. Type on the computer: LOAD"*",8,1 and press the RETURN key. The program will load and run automatically. In GHOST CHASER you will meet Harry the Ghost Chaser and a host of strange adversaries as you explore the 16 different rooms of mysterious Fairport Manor. Points are scored each time you blast the various Phantom Ghosts which materialise at random. The only way to capture these spirits is to find your way into the treasure room. Scattered throughout the manor are eight keys. As you find and collect these keys, additional doors open allowing you to go deeper and deeper into the manor. Watch out for the many tricky obstacles and above all, avoid contact with anything that moves! They'll send shivers up and down your spine! CONTROLS AND GAMEPLAY --------------------- Control keys: Use the f5 key to switch from one or two player mode. To begin the game, press the f7 key. Once the game begins, you can pause the action by pressing the "Commodore" key. Pressing the key again will continue play. Joystick: Insert joystick into slot = 1. The joystick controls the movement of Harry the Ghost Chaser in the following manner. Move the joystick left or right to move Harry left or right. The longer that the joystick is held in one direction, the faster Harry moves. To jump up, point the joystick up. To jump left or right, point the joystick towards the upper left or upper right. To climb up, down, left or right, point joystick in desired direction. Some screens allow Harry to jump up to a hanging rail. Harry can move left and right while hanging. Point joystick up to tuck up Harry's legs when hanging. Point joystick down to drop them again. Harry can also duck in order to avoid ghosts and other creatures; move the joystick downwards to duck Harry's head. Shooting: At start of game, Harry has three ectoplasm globs which can be thrown at a Phantom Ghost. Press the joystick fire button and point the joystick in the Phantom's direction. If Harry hits the Phantom, it will be stunned and disappear. Only five ectoplasm globs can be held at a time, you can replenish your ectoplasm supply by picking up the globs found throughout Fairport Manor. ------------------------------- Manual copied by Neil Tomlinson