Qubert's Qubes - Atari 2600 Game Instruction Manual
ATARI 2600 & COMPATIBLE SYSTEMS
Q*bert's Qubes game graphics (c) 1984 Mylstar
Q*bert's Qubes is a trademark of Mylstar Electronics, Inc. and used by Parker Brothers
Rules (c) 1984 Parker Brothers, Division of CPG Products Corp., Beverly, MA 01915.
Printed in U.S.A.
Take several rows of suspended "three-dimen-
sional" qubes. Drop onto them some very weird
creatures in pursuit of a guy who loves to hop, and
what have you got?
One of the whackiest 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 already 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 and another
To color-match qubes in a row (or rows) of four. Do
so in order to move to the next round. There are four
rounds per level, ten levels in all.
Setting the Console Controls
1. Place the cartridge firmly into the cartridge slot.
2. Since this is a one-player game, plug a joystick
controller firmly into the LEFT controller jack.
3. Choose a skill level. To start at Level 1 (easy), set
the LEFT Difficulty switch at A. To start at Level 6
(difficult), set the switch at B.
4. Set the TV Type switch to COLOR -- even if you're
playing on a black and white TV.
5. Turn the power ON.
6. Press the GAME RESET switch to begin.
At any time during the game, you may start
over by pressing the GAME RESET switch.
If you wish to freeze the action, set the TV TYPE
switch to B-W.
The Joystick Controller
Hold the joystick controller so that the four corners
form a diamond with the fire button at the top.
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
In this game Q*bert has six 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 four qubes to this
target qube. To make a match, Q*bert must jump
off the qube in the appropriate direction -- as if he
were tumbling that qube. (This may have to be
done several times.) Once the qube matches the
target qube, it becomes one color. In lower levels, a
matched qube is locked in place. As you'll see in
higher levels, matched qubes can become unmatched
by Shoobops -- or by Q*bert himself!
Once Q*bert matches the required number of rows
to win the round, he is rewarded with a fanfare of
lights and sounds and proceeds to the next round
with his remaining lives.
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 greeen characters, he can't stop a green
Q*bert mustn't ever play catch with 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!
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 changing colors, he loses his
balance and falls. Change the colors at just the
right moment, and Rat-a-tat-tat is off Q*bert's trail!
Sheldon the turtle
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
Green Ball poses no danger for Q*bert when the
two collide. In fact, there is good reason for doing
so: When Q*bert and Green Ball collide, all charac-
ters except Q*bert freeze for a moment. During this
time, Q*bertmay hop about freely until the action
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 be-
cause they can change the colors of qubes -- even
ones that have already matched the target! So...
see a Shoobop... shoo it away!
Upon completion of every fourth round, Q*bert
plays the Bonus Round. During this round, Q*bert
stands in place and rotates a qube beneath him.
Once it matches the target qube, Q*bert jumps to
the next qube. The object is to match as many
qubes as he can for bonus points before the round
End of Round
The round ends when you match the required
number of rows. The following round will display a
new target qube.
End of Game
The game ends when you lose your last Q*bert. To
play again, press the GAME RESET switch.
The longer you stay in the game, the more chal-
lenging it becomes:
The characters in pursuit move at a faster rate.
The characters in pursuit are introduced more
You may be required to match up to four rows
Fewer free qubes are given per round.
Qubes may NOT lock in place once they are
Landing on a qube. . . . . . . . . . . . . 5 points
Matching a qube to the target . . . . . . 100 points
Catching Green Ball . . . . . . . . . . . 100 points
Catching 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
Level 1. . . . . . . . . 200 points per matched qube
Levels 2-10. . . . Starting at 225 points per matched
qube, the value of matched qubes in each
successive round increases 25 additional points
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
PARKER BROTHERS warrants, subject to the conditions below, that if the
nents of this product prove defective because of improper workmanhship 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.
1. Proof of Purchase: The retail sales receipt or other proof of purchase must be
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 previ-
ously altered, repaired, or serviced by anyone other than PARKER BROTHERS; the
product must not have been subject 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.
EXCEPT TO THE EXTENT PROHIBITED BY APPLICABLE LAW, ALL IMPLIED WARRAN-
TIES MADE BY PARKER BROTHERS IN CONNECTION WITH THE PRODUCT, INCLUD-
ING THE WARRANTY OF MERCHANTIBILITY, ARE LIMITED IN DURATION TO A
PERIOD OF 180 DAYS FROM THE DATE OF ORIGINAL PURCHASE; AND NO WAR-
RANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING THE WARRANTY OF
MERCHANTIBILITY, SHALL APPLY TO THIS PRODUCT AFTER SAID PERIOD. SHOULD
THIS PRODUCT PROVE DEFECTIVE IN WORKMANSHIP AND MATERIAL, THE CON-
SUMER'S SOLE REMEDY SHALL BE SUCH REPAIR, REPLACEMENT OR REFUND AS IS
HEREIN ABOVE EXPRESSLY PROVIDED, AND UNDER NO CIRCUMSTANCES SHALL
PARKER BROTHERS BE LIABLE FOR ANY LOSS OR DAMAGE, DIRECT OR CONSE-
QUENTIAL, ARISING OUT OF THE USE OF, OR INABILITY TO USE, THIS PRODUCT.
SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WAR-
ANTY LASTS, OR THE EXCLUSIONS OR LIMITATIONS OF INCIDENTAL OR CONSE-
QUENTIAL 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.
This manual was archived by Ben Valdes for Atari Age