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Q-bert Qubes.txt
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2001-10-17
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Parker Brothers
Q*bert's
Qubes
R U L E S
Colecovision Game System
Commodore 64 Computer
Atari Computers
Q-bert's Qubes game graphics copyright 1984 Mylstar Electronics, Inc.
Q-bert's Qubes is a trademark of Mylstar Electronics, Inc. and used by
Parker Brothers under authorization. Rules copyright 1984 Parker Brothers
Division of CPG Products Corp. Beverly, MA 01915. Printed in U.S.A.
Take several rows of suspended "three-dimensional" qubes that rotate in
space. Drop onto them some very weird creatures in pursuit of a guy with a
nose for tumbling those qubes to various colors, and what have you got?
You've got one of the wackiest games you may ever play! And a most
challenging one. You may need to match two or even three rows of qubes in
one round. And then there is always someone -- or some thing -- trying to
stop you... not to mention undo what you've always done. It's great fun,
too. When was the last time you met a Meltnik or a Shoobop?
Q*bert's Qubes...it's a video game of another dimension.
Object
To color-match qubes in a row (or rows) of five. Do so in order to move to
the next round. There are four rounds per level, nine levels in all.
SETTING THE CONSOLE CONTROLS
Colecovision ONLY
1. Place the cartridge firmly into the cartridge slot.
2. Plug the joystick controllers firmly into the controller jacks. For a
one-player game, use the joystick controller plugged into jack #1.
3. Turn the ON/OFF switch to ON. You'll see the GAME OPTIONS screen.
4. Select a skill level and number of players by pressing the appropriate
keypad button. Games 1-4 are one-player games; games 5-8 are two-player
games. Games 1 and 5 are the easiest; games 4 and 8 are the most difficult.
As soon as you make your selection, the game begins.
At any time during the game, you may start over by pressing REST and
following the instructions for game selection.
To freeze the action, press keypad #0.
To restart, press keypad #0 again.
The Joystick Controller
Hold the joystick controller in the position shown. Move the joystick in
the direction of the arrows - and only in these directions - in order to
make Q*bert hop diagonally up and down the rows of qubes.
Playing
As soon as the game begins, the first screen tells you how many tic-tac-toes
you must make in order to win the round. In this game Q*bert has five
lives. Remaining Q*berts are shown at the top of the screen.
Matching the target qube
Look at the qube in the upper left portion of the screen. This is the
target qube. The object is to color-match a row (or rows) of five qubes to
this target qube. To make a match, Q*bert must tumble the qube in the
appropriate direction. (This may have to be done several times.) Once the
qube matches the target qube, it appears as an entire outline. In lower
levels, a matched qube is locked in place. As you'll see in higher levels,
matched qubes can be unmatched by Shoobops - or by Q*Bert himself!
Once Q*bert completes the require number of tic-tac-toes to win the round,
he is rewarded with a fanfare of lights and sound and proceeds to the next
round with his remaining lives.
Meltniks
Meltniks derive their name from an uncanny ability to sink and disappear
into qubes that match the color of their complexions. Although a Meltnik
may look harmless, he or she can put an end to Q*bert if he runs into one.
(Warning: Although Q*bert can stop other green characters, he can't stop a
green Meltnik!)
Purple Ball
Q*bert mustn't ever play catch with the Purple Ball because Purple Ball will
squash him on contact! Also, be warned that when Purple Ball reaches the
bottom qubes, it hatches Rat-a-tat-tat!
Rat-a-tat-tat
A dirty rat if ever there was one. This rat follows Q*bert like Monday
follows Sunday and will finish Q*bert off if Q*bert's not quick. There is,
however, a trick to getting rid of the rodent. You see, Rat-a-tat-tat has a
terrible sense of balance. When he jumps onto a qube that's tumbling, he
loses his balance and falls. Tumble a qube at just the right moment, and
Rat-a-tat-tat is off Q*bert's trail!
Green Ball
Green Ball poses no danger for Q*bert when the two collide. In fact, there
is a good reason for doing so: When Q*bert and Green Ball collide, all
characters but Q*bert freeze for a moment. During this time, Q*bert may hop
about freely until the action resumes.
Shoobops
Some Shoobops wear shades while others do not. In the long run, they're all
the same. They're green and they're mean! Green because Q*bert can make
them disappear on contact and mean because they can rotate the qubes -- even
ones that have already matched the target! So...see a Shoobop...shoo it away.
Sheldon the Turtle (Commodore 64 and Atari Computer versions only!) Sheldon
is an influential turtle. When Sheldon and Q*bert collide, everyone (except
Q*bert) slows down a bit and new characters are introduced at a slower rate.
Bonus Round
Upon completion of round 4, Q*bert plays the Bonus Round. During this
round, he stands in place and must rotate the qubes underneath him. Once it
matches the target qube, Q*bert may tackle another qube. The object is to
match as many qubes as he can for bonus points before time runs out.
The amount of bonus time allotted depends both on the difficulty level and
on how quickly Q*bert completes the first four rounds of the level. In
general, the harder the difficulty level and the sooner Q*bert finishes the
four rounds, the longer the Bonus Round. For Commodore 64 and Coleco ONLY:
You'll notice the Bonus Time clock ticking down in the lower right corner of
the screen.
End of Round
The round ends when you complete the required number of tic-tac-toes. The
following round will show you a new target qube.
End of Game
The game ends when you lose your last Q*bert. To play again at the same
level, or to change game options, refer to SETTING THE CONSOLE CONTROLS in
the front of this booklet.
Game Escalation
The longer you stay in the game, the more challenging it becomes:
* The characters in pursuit move at a faster rate.
* The characters in pursuit are introduced more frequently.
* You may be required to make up to three tic-tac- toes per round.
* Fewer free qubes are give per round.
* Qubes may NOT lock in place once they are matched.
Two-Player Games
Players alternate turns upon losing a Q*bert. The game ends once both
players have lost all their Q*berts.
SCORING
Landing on a qube...................5 points
Matching a qube to the target.....100 points
Catching Green Ball...............100 points
Catch a Shoobop...................100 points
Catching Sheldon..................100 points
Eliminating Rat-a-tat-tat with a given Q*bert
1st time..................500 points
2nd time..................400 points
3rd time..................300 points
4th time..................200 points
5th time..................100 points
every time thereafter.......5 points
Bonus points at end of round.....225
(200 in Colecovision) or more points per matched
qube, depending on the level and round completed.
Bonus Round.....starting at 100 points
the value of each succeeding matched qube increases
by 100 additional points
Bonus Q*bert.....one every 10,000 points
180-Day Limited Warranty
[information deleted]