Q*bert (Japan)
Descripción
The object of the q*bert game is to change the color of the top of the cubes to the destination color indicated at the upper-left corner of the screen (below player 1's score) by hopping onto them. When all the cubes in the pyramid have been changed to the destination color, the screen will advance to the next round, with the player-controlled q*bert character starting back on the top cube. At the beginning of each level, there will be a short demonstration cycle with q*bert hopping around four cubes to explain to the player the play action of each level. Each level consists of four rounds. The current level number and round number is displayed at the upper-right corner of the screen (below player 2's score in a 2-player game). The game play starts with q*bert appearing at the top of the pyramid. The joystick will move q*bert from cube to cube by hopping in any of four diagonal directions. Q*bert can move anywhere on the pyramid, but jumping off will kill him. Hopping on the rotating disk will take q*bert back to the top of the pyramid. In the first two rounds of play, q*bert will have to avoid touching the red and purple balls. These deadly objects drop randomly onto the second-from-the-top level and bounce downwards. The red balls will fall off the bottom, but the purple ball will stop at the bottom and hatch into coily, the snake which chases q*bert. To destroy coily, lure him to the edge, then jump unto a disk. The disk will take q*bert back to the top and coily will fall off, awarding 500 points and clearing the board of all other 'nasty' characters. Starting at the 3rd round of play, other 'nasty' characters come into play. The green characters or objects are safe to hop onto and will award points. All other 'nasty' characters are deadly to touch. In the third round the red balls will stop falling, but two purple characters named ugg and wrong way will appear at the lower portion of the pyramid and travel sideways and upwards (ugg is the one with the snout moving from right to left on the right sides of the cubes, and wrong way is the one with the big eyes moving from left to right on the left sides of the cubes). They will not chase q*bert, but will move randomly to get in q*bert's way. In the third round and every round after, based on an internal timer, a green ball will appear and bounce down from the top of the pyramid. Hopping q*bert onto the green ball will award 100 points, and freeze all the characters on the screen for a few seconds, but 'q*bert' will still be able to move to complete the color changes. During the 4th round of play, two green characters named slick and sam will appear, based on the internal timer (slick is the one wearing shades; sam does not wear shades, otherwise their function is identical). They will drop onto the second level from the top and hop randomly downwards. If they hop onto a cube that q*bert has already changed the color of, the cube will change to a different color to thwart q*bert. Hopping q*bert onto slick or sam will stop them and award 300 points. Throughout the remaining rounds, all the characters and objects will appear in random combinations with increasing speed. To add variety to the game, the disks will change positions every round, and in the higher levels the number of disks will change. During level 2, the play action will increase in difficulty from changing the cubes to one color, to changing the color of the cubes twice. This mean: that each cube would have to be hopped on twice to change the pyramid to the destination color, completing the round. Starting at level 3 and for all remaining rounds, and levels, the play action will become more difficult. The object remains to change the cubes to the destination color, but if q*bert hops on any cube, that cube will change color. So even if the cube has already been changed to the destination color, it will change again. Here is a rundown of how all the colors change : legend : s - starting color i - intermediate color d - destination color level 1 : when q*bert jumps on s or i, it changes to d. When he jumps on d, it stays at d (note : during the 4th round, when slick/sam jumps on d, it changes to i). 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 must 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 must 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 must start again. Levels 6-9 : same color pattern as level 5. The difference is the increased speed of q*bert and the 'nasty' characters. There are also bonus points awarded at the end of each round for successfully completing the round. The bonus for the completion of the 1st round is 1000 points. This bonus will progressively increase each round by 250 points to a maximum of 5000 points at level 5.
The object of the q*bert game is to change the color of the top of the cubes to the destination color indicated at the upper-left corner of the screen (below player 1's score) by hopping onto them. When all the cubes in the pyramid have been changed to the destination color, the screen will advance to the next round, with the player-controlled q*bert character starting back on the top cube. At the beginning of each level, there will be a short demonstration cycle with q*bert hopping around four cubes to explain to the player the play action of each level. Each level consists of four rounds. The current level number and round number is displayed at the upper-right corner of the screen (below player 2's score in a 2-player game). The game play starts with q*bert appearing at the top of the pyramid. The joystick will move q*bert from cube to cube by hopping in any of four diagonal directions. Q*bert can move anywhere on the pyramid, but jumping off will kill him. Hopping on the rotating disk will take q*bert back to the top of the pyramid. In the first two rounds of play, q*bert will have to avoid touching the red and purple balls. These deadly objects drop randomly onto the second-from-the-top level and bounce downwards. The red balls will fall off the bottom, but the purple ball will stop at the bottom and hatch into coily, the snake which chases q*bert. To destroy coily, lure him to the edge, then jump unto a disk. The disk will take q*bert back to the top and coily will fall off, awarding 500 points and clearing the board of all other 'nasty' characters. Starting at the 3rd round of play, other 'nasty' characters come into play. The green characters or objects are safe to hop onto and will award points. All other 'nasty' characters are deadly to touch. In the third round the red balls will stop falling, but two purple characters named ugg and wrong way will appear at the lower portion of the pyramid and travel sideways and upwards (ugg is the one with the snout moving from right to left on the right sides of the cubes, and wrong way is the one with the big eyes moving from left to right on the left sides of the cubes). They will not chase q*bert, but will move randomly to get in q*bert's way. In the third round and every round after, based on an internal timer, a green ball will appear and bounce down from the top of the pyramid. Hopping q*bert onto the green ball will award 100 points, and freeze all the characters on the screen for a few seconds, but 'q*bert' will still be able to move to complete the color changes. During the 4th round of play, two green characters named slick and sam will appear, based on the internal timer (slick is the one wearing shades; sam does not wear shades, otherwise their function is identical). They will drop onto the second level from the top and hop randomly downwards. If they hop onto a cube that q*bert has already changed the color of, the cube will change to a different color to thwart q*bert. Hopping q*bert onto slick or sam will stop them and award 300 points. Throughout the remaining rounds, all the characters and objects will appear in random combinations with increasing speed. To add variety to the game, the disks will change positions every round, and in the higher levels the number of disks will change. During level 2, the play action will increase in difficulty from changing the cubes to one color, to changing the color of the cubes twice. This mean: that each cube would have to be hopped on twice to change the pyramid to the destination color, completing the round. Starting at level 3 and for all remaining rounds, and levels, the play action will become more difficult. The object remains to change the cubes to the destination color, but if q*bert hops on any cube, that cube will change color. So even if the cube has already been changed to the destination color, it will change again. Here is a rundown of how all the colors change : legend : s - starting color i - intermediate color d - destination color level 1 : when q*bert jumps on s or i, it changes to d. When he jumps on d, it stays at d (note : during the 4th round, when slick/sam jumps on d, it changes to i). 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 must 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 must 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 must start again. Levels 6-9 : same color pattern as level 5. The difference is the increased speed of q*bert and the 'nasty' characters. There are also bonus points awarded at the end of each round for successfully completing the round. The bonus for the completion of the 1st round is 1000 points. This bonus will progressively increase each round by 250 points to a maximum of 5000 points at level 5.
Le but du jeu q*bert est de changer la couleur du haut des cubes en la couleur de destination indiquée dans le coin supérieur gauche de l'écran (sous le score du joueur 1) en sautant dessus. Lorsque tous les cubes de la pyramide ont été modifiés pour la couleur de destination, l'écran passe au tour suivant, avec le personnage q*bert contrôlé par le joueur qui recommence sur le cube supérieur. Au début de chaque niveau, il y aura un court cycle de démonstration avec q*bert sautillant autour de quatre cubes pour expliquer au joueur l'action de jeu de chaque niveau. Chaque niveau se compose de quatre tours. Le numéro de niveau actuel et le numéro de tour sont affichés dans le coin supérieur droit de l'écran (sous le score du joueur 2 dans une partie à 2 joueurs). Le jeu commence avec q*bert apparaissant au sommet de la pyramide. Le joystick déplacera q*bert de cube en cube en sautant dans l'une des quatre directions diagonales. Q*bert peut se déplacer n'importe où sur la pyramide, mais sauter le tuera. Sauter sur le disque rotatif ramènera q*bert au sommet de la pyramide. Lors des deux premiers tours de jeu, q*bert devra éviter de toucher les boules rouges et violettes. Ces objets mortels tombent au hasard sur le deuxième niveau en partant du haut et rebondissent vers le bas. Les boules rouges tomberont du fond, mais la boule violette s'arrêtera au fond et éclora en serpentin, le serpent qui poursuit Q*bert. Pour détruire Coly, attirez-le vers le bord, puis sautez sur un disque. Le disque ramènera q*bert au sommet et Coily tombera, attribuant 500 points et débarrassant le plateau de tous les autres personnages « méchants ». Dès le 3ème tour de jeu, d'autres personnages « méchants » entrent en jeu. Les personnages ou objets verts peuvent être montés en toute sécurité et rapporteront des points. Tous les autres personnages « méchants » sont mortels au toucher. Au troisième tour, les boules rouges cesseront de tomber, mais deux personnages violets nommés ugg et mauvais chemin apparaîtront dans la partie inférieure de la pyramide et se déplaceront latéralement et vers le haut (ugg est celui avec le mouvement du museau). se déplaçant de droite à gauche sur les côtés droits des cubes, et dans le mauvais sens, celui avec les grands yeux se déplaçant de gauche à droite sur les côtés gauches des cubes). Ils ne poursuivront pas q*bert, mais se déplaceront au hasard pour gêner q*bert. Au troisième tour et à chaque tour suivant, en fonction d'une minuterie interne, une balle verte apparaîtra et rebondira du haut de la pyramide. Sauter Q*bert sur la boule verte attribuera 100 points et figera tous les personnages à l'écran pendant quelques secondes, mais « Q*bert » pourra toujours se déplacer pour terminer les changements de couleur. Lors du 4ème tour de jeu, deux personnages verts nommés slick et sam apparaîtront, en fonction du timer interne (slick est celui qui porte des lunettes ; sam ne porte pas de lunettes, sinon leur fonction est identique). Ils tomberont au deuxième niveau à partir du haut et sauteront au hasard vers le bas. S'ils sautent sur un cube dont q*bert a déjà changé la couleur, le cube changera de couleur pour contrecarrer q*bert. Sauter Q*bert sur Slick ou Sam les arrêtera et attribuera 300 points. Au cours des tours restants, tous les personnages et objets apparaîtront dans des combinaisons aléatoires à une vitesse croissante. Pour ajouter de la variété au jeu, les disques changeront de position à chaque tour, et dans les niveaux supérieurs, le nombre de disques changera. Au cours du niveau 2, la difficulté de l'action de jeu augmentera, passant du changement de couleur des cubes à un changement de couleur des cubes deux fois. Cela signifie qu'il faudrait sauter deux fois sur chaque cube pour changer la pyramide à la couleur de destination, complétant ainsi le tour. À partir du niveau 3 et pour tous les tours et niveaux restants, l'action de jeu deviendra plus difficile. Le but reste de changer les cubes à la couleur de destination, mais si q*bert saute sur n'importe quel cube, ce cube changera de couleur. Ainsi, même si le cube a déjà été modifié pour la couleur de destination, il changera à nouveau. Voici un aperçu de la façon dont toutes les couleurs changent : légende : s - couleur de départ i - col intermédiaire ou d - couleur de destination niveau 1 : quand q*bert saute sur s ou i, il se transforme en d. Lorsqu'il saute sur d, il reste en d (note : lors du 4ème tour, quand slick/sam saute sur d, il se transforme en i). Niveau 2 : quand q*bert saute sur s, il se transforme en i. Quand il saute sur i, cela se transforme en d. Quand il saute sur d, il reste en d. Niveau 3 : quand q*bert saute sur s, il se transforme en d. Lorsqu'il saute sur d, cela redevient s. Q*bert doit recommencer. Niveau 4 : quand q*bert saute sur s, il se transforme en i. Quand il saute sur i, cela se transforme en d. Quand il saute sur d, cela redevient i. Q*bert doit recommencer. Niveau 5 : quand q*bert saute sur s, il se transforme en i. Quand il saute sur i, cela se transforme en d. Lorsqu'il saute sur d, cela redevient s. Q*bert doit recommencer. Niveaux 6-9 : même motif de couleur que le niveau 5. La différence est la vitesse accrue de q*bert et les personnages « méchants ». Des points bonus sont également attribués à la fin de chaque tour pour avoir réussi le tour. Le bonus pour la réussite du 1er tour est de 1000 points. Ce bonus augmentera progressivement à chaque tour de 250 points jusqu'à un maximum de 5 000 points au niveau 5.
Lo scopo del gioco q*bert è cambiare il colore della parte superiore dei cubi nel colore di destinazione indicato nell'angolo in alto a sinistra dello schermo (sotto il punteggio del giocatore 1) saltandoci sopra. Quando tutti i cubi nella piramide saranno stati cambiati nel colore di destinazione, lo schermo avanzerà al round successivo, con il personaggio q*bert controllato dal giocatore che ricomincerà dal cubo in alto. All'inizio di ogni livello, ci sarà un breve ciclo dimostrativo con q*bert che saltella attorno a quattro cubi per spiegare al giocatore l'azione di gioco di ogni livello. Ogni livello è composto da quattro round. Il numero del livello attuale e il numero del round vengono visualizzati nell'angolo in alto a destra dello schermo (sotto il punteggio del giocatore 2 in una partita a 2 giocatori). Il gioco inizia con q*bert che appare in cima alla piramide. Il joystick sposterà q*bert da un cubo all'altro saltando in una qualsiasi delle quattro direzioni diagonali. Q*bert può spostarsi ovunque sulla piramide, ma saltare giù lo ucciderà. Saltare sul disco rotante riporterà q*bert in cima alla piramide. Nei primi due turni di gioco q*bert dovrà evitare di toccare le palline rossoviola. Questi oggetti mortali cadono casualmente sul secondo livello dall'alto e rimbalzano verso il basso. Le palline rosse cadranno dal fondo, ma la pallina viola si fermerà sul fondo e si schiuderà in Coily, il serpente che insegue q*bert. Per distruggere Colly, attiratelo sul bordo e poi saltate su un disco. Il disco riporterà q*bert in cima e coily cadrà, assegnando 500 punti e ripulendo il tabellone da tutti gli altri personaggi "cattivi". A partire dal 3° round di gioco entrano in gioco altri personaggi 'cattivi'. È possibile salire sui personaggi o oggetti verdi in tutta sicurezza e assegneranno punti. Tutti gli altri personaggi "cattivi" sono mortali da toccare. Nel terzo round le palline rosse smetteranno di cadere, ma due personaggi viola chiamati ugg e wrong way appariranno nella parte inferiore della piramide e viaggeranno lateralmente e verso l'alto (ugg è quello con il muso che si muove da destra a sinistra sul lato destro dei cubi, e il modo sbagliato è quello con gli occhi grandi che si muovono da sinistra a destra sul lato sinistro dei cubi). Non inseguiranno q*bert, ma si muoveranno in modo casuale per intralciarlo. Nel terzo round e in tutti i round successivi, in base a un timer interno, apparirà una palla verde che rimbalzerà dalla cima della piramide. Saltare q*bert sulla pallina verde assegnerà 100 punti e bloccherà tutti i personaggi sullo schermo per alcuni secondi, ma "q*bert" sarà comunque in grado di muoversi per completare i cambi di colore. Durante il 4° round di gioco appariranno due personaggi verdi chiamati slick e sam, in base al timer interno (slick è quello che indossa gli occhiali da sole; sam non indossa gli occhiali da sole, altrimenti la loro funzione è identica). Cadranno sul secondo livello dall'alto e salteranno casualmente verso il basso. Se saltano su un cubo di cui q*bert ha già cambiato colore, il cubo cambierà in un colore diverso per contrastare q*bert. Saltare q*bert su slick o sam li fermerà e assegnerà 300 punti. Durante i round rimanenti, tutti i personaggi e gli oggetti appariranno in combinazioni casuali con velocità crescente. Per aggiungere varietà al gioco, i dischi cambieranno posizione ad ogni round e nei livelli più alti cambierà il numero di dischi. Durante il livello 2, la difficoltà dell'azione di gioco aumenterà passando dal cambiare i cubi ad un colore, al cambiare il colore dei cubi due volte. Ciò significa: che ogni cubo dovrebbe essere saltato due volte per cambiare la piramide nel colore di destinazione, completando il round. A partire dal livello 3 e per tutti i round e livelli rimanenti, l'azione di gioco diventerà più difficile. L'obiettivo resta cambiare i cubi nel colore di destinazione, ma se q*bert salta su un cubo, quel cubo cambierà colore. Quindi, anche se il cubo è già stato cambiato nel colore di destinazione, cambierà di nuovo. Ecco una carrellata di come cambiano tutti i colori: legenda: s - colore iniziale i - col. intermedio o d - colore di destinazione livello 1: quando q*bert salta su s o i, cambia in d. Quando salta su d, rimane su d (nota: durante il 4° round, quando slick/sam salta su d, cambia in i). Livello 2: quando q*bert salta su s, cambia in i. Quando salta su i, cambia in d. Quando salta su d, rimane su d. Livello 3: quando q*bert salta su s, cambia in d. Quando salta su d, torna a s. Q*bert deve ricominciare. Livello 4: quando q*bert salta su s, cambia in i. Quando salta su i, cambia in d. Quando salta su d, torna ad essere i. Q*bert deve ricominciare. Livello 5: quando q*bert salta su s, cambia in i. Quando salta su i, cambia in d. Quando salta su d, torna a s. Q*bert deve ricominciare. Livelli 6-9: stesso schema di colori del livello 5. La differenza è la maggiore velocità di q*bert e dei personaggi 'cattivi'. Ci sono anche punti bonus assegnati alla fine di ogni round per aver completato con successo il round. Il bonus per il completamento del 1° round è di 1000 punti. Questo bonus aumenterà progressivamente ogni round di 250 punti fino a un massimo di 5000 punti al livello 5.
Consejos
- Salta en diagonal hacia atrás si te acorralan para ganar una posición más segura.
Consulta los trucos y consejos completos y siempre actualizados de este juego en la app.
- Jump diagonally backwards if cornered to gain a safer position.
Consulta los trucos y consejos completos y siempre actualizados de este juego en la app.
- Sautez en diagonale vers l’arrière si vous êtes coincé pour obtenir une position plus sûre.
Consulta los trucos y consejos completos y siempre actualizados de este juego en la app.
- Salta diagonalmente all'indietro se messo alle strette per guadagnare una posizione più sicura.
Consulta los trucos y consejos completos y siempre actualizados de este juego en la app.