      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