User Reviews

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Our Users Say

Platform Votes Score
Amiga Awaiting 5 votes...
Amstrad CPC Awaiting 5 votes...
Amstrad PCW Awaiting 5 votes...
Atari 8-bit Awaiting 5 votes...
Atari ST Awaiting 5 votes...
BBC Micro Awaiting 5 votes...
Commodore 64 5 3.9
DOS Awaiting 5 votes...
ZX Spectrum Awaiting 5 votes...
Combined User Score 5 3.9

Critic Reviews

MobyRanks are listed below. You can read here for more information about MobyRank.
Atari STAtari ST User (Jan, 1990)
Level 9 is the master of adventure games and Scapeghost is one of its best to date. The puzzles are difficult and will soon have you pulling your hair out, but don't give up as they can all be solved by applying the grey matter. Recommended for all adventure fans.
Commodore 64Zzap! (Dec, 1989)
Scapeghost is a classic not to be missed. Ironically, it's also a wonderful adventure epitaph fro Level 9
AmigaCommodore User (Dec, 1989)
This novel story line comes from an idea by Sandra Sharkey and Pete Gerrard, and with Pete Austin's design and the Level 9 adventure system, combines to make a very original adventure which is enjoyable to play. It is all the more of a disappointment to learn that Scapeghost is the end of the line. Think again, Level 9! When you are rich from the best pickings of the arcade world, please find time in your schedule to throw the occasional crumb to those loyal adventure fans who helped you make it.
AmigaAmiga Joker (Dec, 1989)
Bei mir hat Scapeghost jedenfalls einen Ehrenplatz ganz nahe bei der „Freundin“; hoffen wir, daß die nächsten Veröffentlichungen von Level 9 (sollen irgendwo zwischen Sierra- und Cinemaware-Games angesiedelt sein) ebenso gut werden!
If you are used to object oriented adventures you'll find Scapeghost quite a challenge. Lateral thinking is definitely required to complete the game and the satisfaction of working out some of the puzzles is equivalent to that gained from the solving of entire games with more conventional plots.
Despite the occasional glitch, I rank Scapeghost as Level 9's most enjoyable adventure. Their most enjoyable adventure of all time, in fact, because sadly Level 9 have announced that this is to be their final adventure.
Atari STASM (Aktueller Software Markt) (Nov, 1989)
An sich ist SCAPEGHOST von LEVEL 9 jedem Adventurefan der klassischen Art zu empfehlen. An manchen Stellen müssen aber in Englisch weniger Versierte den Griff zum Fremdwörterbuch in Kauf nehmen, wollen sie zum Ziel kommen. Trotzdem läßt sich das Spiel eigentlich immer gut handhaben, ein gewisser Grundwortschatz an Befehlen vorausgesetzt. Aufgrund der vielen harte Nüsse und der phantastischen Atmosphäre bestehen also keinerlei Bedenken, vor allem bei diesem Preis.
DOSSPAG (Jul 26, 1995)
Scapeghost is a truly classic game let down by a poor first part and some very brief location descriptions.
ZX SpectrumYour Sinclair (Jan, 1990)
So if it's all such jolly fun, why isn't this a Megagame? Well, it's got niggling faults which make it all seem like a bit of a rush job. It may be unfair to say it, but the feeling seems to be "Well, it's our last one anyway, so it doesn't matter". There are a few typing mistakes in the text. If you ask Joe Danby to do anything you are usually told "Joe agrees", but then you discover he hasn't actually done what you asked. I asked him to pick something up, which I couldn't manage (more experienced ghosts know about these things), and he agreed, so we wafted all the way over to the other side of the graveyard, I asked him to drop it and the silly spirit hadn't picked it up after all! Not quite up there with the Level 9 classics, but you'll still be missing a lot if you don't buy it. So long, lads, and thanks for all the fun.
Atari STZero (Dec, 1989)
What a shame Level 9 are bowing out of text 'n' piccies style adventures with this good, but not brilliant game.
AmigaAmiga Action (Jan, 1990)
I think text-only adventures are old hat, so it came as a nice surprise to play one that was a little different. I'd also forgotten how intricate text adventures could be. The graphics associated with this game are of a high quality and the command parser allows some fairly complex commands. It is probably here that the game is let down a little. While it allows you to direct actions to take place after a certain number of moves, it doesn't enable you to have the same action carried out when a particular event occurs.