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Q*BERT
BY PARKER BROTHERS
OBJECT
To score as many points as possible by changing the color of
the cubes on the pyramid from a starting color to a destination
color. You'll do this by hopping Q*bert from cube to cube
while avoiding the "nasty" characters who will try to stop him.
Each time you complete a pyramid, you'll proceed to a new
pyramid--or round.
SETTING THE CONSOLE CONTROLS
1. Place the cartridge firmly into the cartridge slot.
2. Push the POWER ON/OFF button. Power is on when the red light
below the button is on.
3. Press the number of the game you want to play (see Game
Selection Box). The number will appear briefly in the lower
right hand corner of the screen. If you skip this step,
you'll automatically start playing Game 1.
4. To begin play, press down on the START button.
THE JOYSTICK CONTROLLERS
Plug the joystick controllers into the jacks labelled "1" and
"2." For one-player games, use only the "1" joystick.
To move Q*bert from cube to cube press down on the Fire Button
and move the joystick in the direction you want Q*bert to hop.
Remember, Q*bert can only hop in a diagonal direction.
To stop action press the PAUSE button. Press it again to
resume play.
[diagram of controller]
PLAYING
Q*bert
You'll start the game with a set number of Q*berts (see GAME
SELECTION BOX). The first Q*bert will appear on the topmost
cube when the game starts. Remaining Q*berts are shown to the
left of the pyramid.
Try to hop Q*bert onto every cube so he changes the entire
pyramid to the destination color. The destination color
indicator is on the left of the screen.
Be careful not to hop Q*bert off the sides or off the bottom
of the pyramid. If you do, he falls and you lose that Q*bert.
When this happens, the next Q*bert will appear on the topmost
cube.
Red Ball
When Red Ball starts rolling, get Q*bert out if its path or
it will squash him! If this happens, the next Q*bert will
appear on the cube where the last one was squashed.
Purple Ball
Poses the same kind of danger as Red Ball, except that when
Purple Ball reaches the bottom of the pyramid, it hatches
Coily the snake!
Coily
He's the snake with the perilous pounce! The only way to get
rid of Coily is to lure him off the pyramid by hopping a
flying disc.
Hop Q*bert onto the exit cube. (there is only one correct exit
cube for each flying disc.) Then, as soon as Coily approaches
the exit cube, hop Q*bert aboard the flying disc.
Flying Discs
When Q*bert's in trouble, he can board a flying disc that will
whisk him off to safety at the top of the pyramid. The number
of discs and their placement to the sides of the pyramid will
differ, depending on the level and round.
Just make sure Q*bert boards the flying disc from the correct
exit cube or else he'll fall off the pyramid.
Ugg and Wrong Way
Ugg and Wrong Way appear on the lower portion of the pyramid
and travel sideways and upwards, ready to jump on Q*bert.
If one of them does, the next Q*bert will appear on the cube
where the last one was jumped.
Sam
Sam can't catch Q*bert, but he changes the cubes' colors so
Q*bert's got to retrace his tracks. If Q*bert stops him,
however (by running into him), you'll earn bonus points.
Green Ball
Green Ball can't catch Q*bert either. But if Q*bert catches
Green Ball, all the characters except Q*bert freeze for a
moment, Q*bert can continue to hop, and you'll earn bonus
points.
END OF ROUND
The round ends when you complete the pyramid. As long as you
have a Q*bert remaining, a new pyramid will appear with a new
destination color.
ROUND PROGRESSION
As you progress from round to round, Q*bert's speed, the speed
of the other characters, and the frequency of the other
character's appearances will increase.
END OF GAME
The game ends when you run out of Q*berts.
To play the same game level press START or the Fire Button.
To choose a different game level press SYSTEM RESET, then
refer to Setting the Console Controls.
TWO-PLAYER GAMES
Games 4-6 are two-player games.
The left player goes first; players alternate turns. Your
turn ends when you lose a Q*bert.
GAME SELECTION BOX
Game 1 One-player You start with 5 Q*berts
Game 2 One-player You start with 4 Q*berts
Game 3 One-player You start with 3 Q*berts
Game 4 Two-player Both start with 5 Q*berts
Game 5 Two-player Both start with 4 Q*berts
Game 6 Two-player Both start with 3 Q*berts
SCORING
Q*bert changes cubes to...........25 points
destination color
Q*bert changes cubes to...........15 points
intermediate color
Q*bert catches Sam...............300 points
Q*bert catches Green Ball........100 points
Q*bert lures Coily off...........500 points
pyramid
Extra points for unused...........50 points for
flying discs each disc
Bonus points....................1000 points
for completing the first round;
amount increases 250 points for
each successive round, up to 5000
points
Bonus Q*berts...............In Games 1, 2, 4, 5
- one for the first 8000 points you score;
thereafter, one every 14,000 points
In Games 3, 6
- one for every 14,000 points you score
Q*bert is a trademark of D. Gottleib & Co., All rights reserved
Rules (c) 1983 Parker Brothers, Beverly, MA, 01915.
END
Typed by T.J. Rappel
for Atari Gaming Headquarters
Used with permission from Atari Gaming Headquarters
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