Cite as
Ghostbusters C64 manual (UK)
Original
https://archive.org/details/Ghostbusters_1984_Activision_524_Instructions
sha256
9a273532d502102dd32f84060fc262e39fa979ec840ee065bc531d20d2b14af9
Archived
https://archive.org/download/Ghostbusters_1984_Activision_524_Instructions/Ghostbusters_1984_Activision_524_Instructions.pdf
Accessed
2026-11-06
Licence
© Activision; scan hosted by the Internet Archive
Credit
Activision; scan in the Internet Archive item "Ghostbusters_1984_Activision_524_Instructions".
Notes
Multilingual (English, French, Dutch, Spanish and more) instruction booklet for the UK Commodore 64 release; its reply card is dated 10/84 (printed on the card, an upper bound for the booklet). Page locators are the scan's image numbers.

Cited on

Claims (9)

Activision's UK booklet for the Commodore 64 version, printed in several languages, carries a reply card dated 10/84.PDF p. 1, reply cardPDF p. 1, reply cardPDF p. 1, French textManual
In the Commodore 64 booklet, ghosts are flying to "spook central", and the player saves the city by reaching the top of the Temple of Zuul, which takes catching many ghosts, earning more money than the player started with, and avoiding constant danger.PDF p. 1, English text, Hey, Anybody Seen A Ghost?PDF p. 1, English text, Hey, Anybody Seen A Ghost?Manual
The player starts a Ghostbusters franchise, entering a name and, if they have one, an account number from an earlier game, which brings its balance; without one, the computer gives $10,000 to start. The first purchase is one of four cars: a compact ($2,000, 5 items of cargo, 75 mph), a 1963 hearse ($4,800, 9 items, 90 mph), a station wagon ($6,000, 11 items, 110 mph), or a high-performance car ($15,000, 7 items, 160 mph).PDF p. 1, English text, Ghostbusters FranchisePDF p. 1, English text, Ghostbusters FranchisePDF p. 1, English text, Ghostbusters FranchisePDF p. 1, English text, Ghostbusters FranchisePDF p. 1, English text, Ghostbusting Vehicle SelectionPDF p. 1, English text, Ghostbusting Vehicle SelectionPDF p. 1, English text, Ghostbusting Vehicle SelectionPDF p. 1, English text, Ghostbusting Vehicle SelectionManual
Three screens sell the equipment, loaded into the car with a forklift. Monitoring equipment is a PK energy detector, which warns of an approaching Slimer by turning a building pink as the car passes it; an image intensifier, which makes Slimers easier to see; and a marshmallow sensor, which warns of the Marshmallow Man by turning a building white as the car passes. Capture equipment is ghost bait, traps, and a ghost vacuum; at least one trap is required, each trap holds one Slimer, and without traps the player earns no money. Storage is a portable laser confinement system at $8,000, which holds ten Slimers in the car and saves trips back to GHQ for more traps.PDF p. 1, English text, Equipment Selection ScreensPDF p. 1, English text, Equipment Selection ScreensPDF p. 1, English text, Equipment Selection ScreensPDF p. 1, English text, Equipment Selection ScreensPDF p. 1, English text, Building a FranchisePDF p. 1, English text, Building a FranchisePDF p. 1, English text, Building a FranchisePDF p. 1, English text, Building a FranchisePDF p. 1, English text, Building a FranchiseManual
On the city map, with Zuul's temple in the center and GHQ at the bottom, red flashing buildings hold Slimers. The player guides the car to them and freezes Roamers heading for Zuul by touching them. On the street, the player steers at the frozen Roamers and vacuums them up; each Roamer that reaches Zuul raises the city's PK energy by 100.PDF p. 1, English text, Map ScreenPDF p. 1, English text, Map ScreenPDF p. 1, English text, Map ScreenPDF p. 1, English text, The StreetsPDF p. 1, English text, The StreetsManual
At a building, the first Ghostbuster sets a trap and moves to the far left, the second to the far right, and both switch on their negative ionizer backpacks. The player closes them in to hold the Slimer between the streams, which must not cross, and springs the trap when the Slimer is over it. Each Slimer caught raises the player's credit, by more the faster the player was; each one that escapes adds 300 to the city's PK energy.PDF p. 1, English text, Busting GhostsPDF p. 1, English text, Busting GhostsPDF p. 1, English text, Busting GhostsPDF p. 1, English text, Busting GhostsPDF p. 1, English text, Busting GhostsPDF p. 1, English text, Important Safety TipsManual
When a Marshmallow Alert flashes, the Roamers run together to form the Marshmallow Man, and the player must press B on the keyboard at once to drop bait before he stomps a building.PDF p. 1, English text, Important Safety TipsManual
The manual lists three ways the game ends: the Gatekeeper and Keymaster join forces at the Temple of Zuul when the player hasn't earned more money than the starting sum; the player can't sneak two of the three Ghostbusters into Zuul's entrance; or the player sneaks two in and reaches the top of the temple.PDF p. 1, English text, End of Game: The Temple of ZuulPDF p. 1, English text, End of Game: The Temple of ZuulPDF p. 1, English text, End of Game: The Temple of ZuulManual
The Commodore 64 version plays with a joystick in port one. The space bar gives a status report, and RUN/STOP pauses. During the title screen's sing-along, the space bar makes the computer shout "Ghostbusters!".PDF p. 1, English text, Getting StartedPDF p. 1, English text, Important Safety TipsPDF p. 1, English text, Getting StartedPDF p. 1, English text, Getting StartedManual