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Try to hop Q*bert onto each and every cube, so that eventually the entire pyramid becomes the destination color. The destination color indicator is to the left of the pyramid.
Be careful not to hop Q*bert off the sides of the pyramid or off the bottom row of cubes. If you do, he falls and you lose that Q*bert. When this happens, the next Q•bert Q*bert will appear on the topmost cube ready to try again to complete the pyramid. ----====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. The best way to do this is to 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. Q*bert flies off to safety while Coily falls into space. ====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 Wrongway ====Ugg and Wrongway 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. ====Slick and Sam====Even though Slick and Sam can't catch Q*bert, they're still very crafty fellows. They change the cubes' colors so Q*bert's got to retrace his tracks. If Q*bert can stop them, however (by running into them), you'll earn bonus points. ====Green Ball====Green t3a111s the other green character that 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.
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Qbert Cartridge.png|Munch Man MAME/MESS Rom (rpk format)|link=https://4apedia.com/roms/Q-Bert.rpk
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==References==
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