Parker Brothers
Q*BERT
Cartridge Instructions

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. Try to complete as many rounds as you can. There are nine game levels in
all; four rounds per level.

SETTING THE CONSOLE CONTROLS

Make sure the cartridge is placed firmly into the cartridge slot. Turn the
OFF/ON switch to ON. Press the RESET button. You'll see "Parker Brothers
presents Gottlieb's Q*bert" on the screen. Press 2 only if you want to play a
two-player game. Press ENTER, and you're ready to start Q*bert hopping.

PLAYING

You'll start the game with three Q*berts. The first Q*bert will appear on the
topmost cube as soon as you hit ENTER. The remaining Q*berts are shown to the
left of the pyramid.

Try to hop Q*bert onto each and every cube, so that eventually the entire
pyramid becomes the destination color. The destiination color indicator is on
the left of the screen.

Be careful not to hop Q*bert off the sides of the pyramid or off the bottom row
of cubes. If you do, he falls and you lose the Q*bert. When this happens, the
next Q*bert will apear on the topmost cube ready to try again to complete the
pyramid.

Red Ball

When Red Ball starts rolling, get Q*bert out of 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.

The best way to do this is to 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. Q*bert flies off to safety while
Coily falls into space.

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 game level an round. Just
make sure Q*bert boards the flying disc from the correct exit cube or else he'll
fall off the pyramid.

Ugg

Ugg appears on the lower portion of the pyramid and travels sideways and
upwards, ready to jump on Q*bert. If he does, the next Q*bert will appear on the
cube where the last one was jumped.

Slick

Even though Slick can't catch Q*bert, he's still a very crafty fellow. He
changes the cubes' colors back again 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 is the other green character that 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 characters' appearances will
increase.

END OF GAME

The game ends when you run out of Q*berts.

To play again, press RESET, then ENTER. The game will begin at Level 1, Round 1.

TWO-PLAYER GAMES

The left player goes first; players alternate turns. Your turn ends when you
lose a Q*bert; you resume playing with your remaining Q*berts.

The game ends when both players have lost all their Q*berts.

SCORING Q*bert changes cubes to destination color 25 points 
Q*bert changes cubes to intermediate color 15 points 
Q*bert catches Slick 300 points 
Q*bert catches Green Ball 100 points 
Q8bert lures Coily off pyramid 500 points 
Extra points for unused flying discs 50 points for each disc 
Bonus points 1000 points for completing the first round; amount increases 125 for each successive round, up to 5000 points 
Bonus Q*berts one for every 10,000 points you score 

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©1983 Parker Brothers 
