The objective of Qix is to fence off, or "claim", a supermajority of the playfield. At the start of each level, the playing field is a large, empty rectangle, containing the Qix—a sticklike
entity that performs graceful, but unpredictable motions within the confines of the rectangle.
The player controls a small diamond-shaped marker that can move around the edges of the rectangle.
To claim an area of the screen, the player must detach from an edge and draw Stix within the rectangle. Stix are simply lines traced out by moving the marker. When the marker completes a closed shape, the captured area becomes solid and points are awarded.
The player may draw either Fast Stix, which appear blue when solid, or Slow Stix, which appear red. Slow Stix take longer to draw, but are worth twice as many points. The player is vulnerable and can lose a life when drawing Stix if the Qix touches a Stix line as it is being drawn, before it becomes solid. While drawing Slow Stix, it is possible to switch to Fast Stix, but doing so will forefit the doubled points.
Once the player has claimed an area, the marker can safely move along the border of that claimed area.
There is a Time Meter located at the top of the screen. When the time meter reaches zero, two Sparx enter the playfield and traverse the perimeter of unclaimed space. When the time meter reaches zero once again, the Sparx become Super-Sparx, having the ability to chase the player even up an unfinished Stix line. Neither the Qix nor the Sparx can be destroyed, only outmaneuvered.
To complete a level, the player must claim most of the playfield.
QixReleased in 1981 by Taito.The objective of Qix is to fence off, or "claim", a supermajority of the playfield. At the start of each level, the playing field is a large, empty rectangle, containing the Qix3.5 out of 5
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