A VIDEO GAME CARTRIDGE FROM (R)PARKER BROTHERS Q*bert(TM) FOR ATARI 5200 VIDEO GAME SYSTEM Under license from D. Gottlieb & Co. Q*bert game graphics (C) 1983 D. Gottlieb & Co. All rights reserved. Q*bert is a trademark of D. Gottliev & Co. and used by Parker Brothers under authorization. Rules(C) 1983 Parker Brothers, Beverly, MA 01915. Printed in U.S.A. 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 "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 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 cubbe press down on the Fire Button and move the joystick in the direction you want Q*bert to hop. Remember, Q*bert can hop only in a diagonal direction. To stop action press the PAUSE button. Press it again to resume play. 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 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. 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 your 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 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 You each start with 5 Q*berts Game 5 Two-player You each start with 4 Q*berts Game 6 Two-player You each start with 3 Q*berts SCORING Q*bert changes cubes to destination color....25 points Q*bert changes cubes to intermediate color...15 points Q*bert catches Sam..........................300 points Q*bert catches Green Ball...................100 points Q*bert 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 250 points for each successive round, up to 5000 points Bonus Q*berts........In Games 1, 2, 4, 5 - one for the first 800 points you score; thereafter, one every 14,000 points In Games 3, 6 - one for every 14,000 points you score If you should have any difficulty operating or playing Q*bert, call our Electronic Service Department at these toll free numbers: In Massachusetts 1-800-892-0297 All other states 1-800-225-0540 (not available in Alaska, Hawaii, or Canada) Lines are open 8:30 a.m. to 4:30 p.m. (EST) Mon.-Fri. (excluding holidays). If you are unable to reach us via the Anser Service Line, write to the Consumer Response Department in the location nearest you: In the U.S.A.: Parker Brothers, P.O. Box 1012, Beverly, MA 01915. In Australia and New Zealand: Toltoys, Pty., Ltd., 104 Bourke Road, Alexandria, N.S.W. 2015. In the United Kingdom: Palitoy Company, Owen Street, Coalville, Leicester LE62DE England. In Canada: Parker Brothers, P.O. Box 600, Concord, Ontario, Canada L4K1B7 180-DAY LIMITED WARRANTY PARKER BROTHERS warrants, subject to the conditions below, that if the components of this product prove defective because of improper workmanship or material during the period of 180 days from the date of original purchase, PARKER BROTHERS will repair the product or replace it with a new or repaired unit, without charge, or will refund the purchase price. CONDITIONS: 1. Proof of Purchase: The retail sales receipt or other proof of purchase must be provided. 2. Proper Delivery: The product must be shipped prepaid, or delivered to PARKER BROTHERS (address: 190 Bridge Street, Salem, MA 01970, Attention: Quality Control Dept.) for servicing, either in the original package or in a similar package providing an equal degree of protection. 3. Unauthorized Repair, Abuse, etc.: The product must not have been previously altered, repaired or serviced by anyone other than PARKER BROTHERS; the product must not have been subjected to an accident, misuse, or abuse REPAIRS AFTER EXPIRATION OF WARRANTY: If the product malfunctions after the 180-day warranty period you may ship the product prepaid and enclosed with a check or money order for $8.00 to Parker Brothers. Parker Brothers will, at its option, subject to the conditions above, repair the product or replace it with a new or repaired unit, subject to availability of parts. If replacement units or required parts are not available, the $8.00 payment will be refunded. EXEPT TO THE EXTENT PROHIBITED BY APPLICABLE LAW, ALL IMPLIED WARRANTIES MADE BY PARKER BROTHERS IN CONNECTION WITH THE PRODUCT, INCLUDING THE WARRANTY OF MERCHANTABILITY, ARE LIMITED IN DURATION TO A PERIOD OF 180 DAYS FROM THE DATE OR ORIGINAL PURCHASE; AND NO WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING THE WARRANTY OF MERCHANTABILITY, SHALL APPLY TO THIS PRODUCT AFTER SAID PERIOD. SHOULD THIS PRODUCT PROVE DEFECTIVE IN WORKMANSHIP AND MATERIAL, THE CONSUMER'S SOLE REMEDY SHALL BE SUCH REPAIR, REPLACEMENT OR REFUND AS IS HEREIN AVOE EXPRESSLY PROVIDED, AND UNDER NO CIRCUMSTANCES SHALL PARKER BROTHERS BE LIABLE FOR ANY LOSS OR DAMAGE DIRECT OR CONSEQUENTIAL, ARISING OUT OF THE USE OF, OR INABILITY TO USE, THIS PRODUCT. SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS, OR THE EXCLUSIONS OR LIMITATIONS OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATIONS OR EXCLUSIONS MAY NOT APPLY TO YOU. THIS WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS AND YOU MAY ALSO HAVE OTHER RIGHTS WHICH VARY FROM STATE TO STATE. REACHING THE DESTINATION COLOR The following describes Q*bert's coloring pattern in the nine game levels. S = Starting color I = Intermediate color D = Destination color Level 1 When Q*bert jumps on S, it changes to D. When he jumps on D, it stays at D. Level 2 When Q*bert jumps on S, it changes to I. When he jumps on I, it changes to D. When he jumps on D, it stays at D. Level 3 When Q*bert jumps on S, it changes to D. When he jumps on D, it changes back to S. Q*bert's got to start again. Level 4 When Q*bert jumps on S, it changes to I. When he jumps on I, it changes to D. When he jumps on D, it changes back to I. Q*bert's got to start again. Level 5 When Q*bert jumps on S, it changes to I. When he jumps on I, it changes to D. When he jumps on D, it changes back to S. Q*bert's got to start again. Levels 6-9 The destination color is reached in the same manner as in Level 5. Play becomes more and more difficult as characters and objects appear with increasing speed.