John Isles, iv, presents a FAQ that is kid-tested, mother-approved, has
essential ingredients for strong and healthy bodies, can be used as a Christmas
tree decoration, makes a nice discussion piece, and can also substitute candy
bars for a snack, a nice bowl of...
 ___  ___
/   \  |  \  /
|   |  |   \/
| \ |  |   /\
\__\/ _|_ /  \     A Qix FAQ.  Contains 14 essential vitamins and minerals for
    \              healthy bodies, as recommended by the FDA.
                   (This document covers only the Game Boy [classic] version)

This FAQ should be available only at GameFAQs <http://www.gamefaqs.com>.  If 
found at any other sites please notify me, as these are illegal copies.

+------------+
|1.  CONTENTS|
+------------+-----------------------------------------------------------------
 0.  TITLE
 1.  CONTENTS (You're reading them, stupid!)
 2.  COPYRIGHT INFORMATION
 3.  FAQ HISTORY
 4.  HOW TO READ THIS FAQ
 5.  OPTIONS
 6.  CONTROLS
 7.  SCORING
 8.  ENEMIES & OBSTACLES
 9.  LEVEL STRATEGIES
10.  MARIO, THE MUSICIAN
11.  VERSUS GAME
12.  SUBMISSIONS & COMMENTS
13.  CREDITS & OTHER THANKS

+-------------------------+
|2.  COPYRIGHT INFORMATION|
+-------------------------+-----------------------------------------------------
QIX is a registered trademark of Taito Corporation, 1981, 90.  Game Boy version 
licensed to Nintendo, 1990.  All rights reserved.

This FAQ/SG is neither authorized nor sponsored by Nintendo nor Taito.

This FAQ/SG is copyright 2001 John Isles, iv.  You may alter it (spell/grammar 
check, make it look all nice and neat, etc.) for personal use only, but you may 
NEVER-- I repeat:  NEVER-- put your name in my place.  Also, you are never 
allowed to remove this disclaimer at all.  If you would like to post my FAQ/SG on 
your site, you MUST ask my permission (by E-mail; address changes will be posted 
in future versions), but you may neither sell nor trade it for money, goods, 
etc., nor can you post a pirated version not edited by myself.

ALL SUBMISSIONS AND CONTRIBUTIONS WILL BE LISTED WITH {##} AND THEIR NUMBERS WILL 
BE LISTED AT THE END OF THIS DOCUMENT.

+---------------+
|3.  FAQ HISTORY|
+---------------+---------------------------------------------------------------
Current version statistics:
12,041 key strokes.
1,914 words separated by punctuation marks.
258 80-character lines.

0.3:  Completed 2001.7.20.  
     1.  Reformatted <How to read this FAQ/Strategy Guide> {1}.
     2.  I have added contribution information stating that all submitted info 
will be listed at the bottom.
     3.  I am fortunate enough to have a relative who has a Game Boy (Color).  
So, now, I make available to you, the reader, the game's versus game and the 
workings therein.
     4.  I also realized that I had forgotten to list <Enemies & Obstacles> in 
the contents section of the document.  Stupid me!
     5.  Converted chapter headers into what resembles folder that are found in a 
filing cabinet.

0.2:  Posted 2001.3.31.  Removed all hard-wrapping for upload to GameFAQs.  The 
FTP program I use is capable of wrapping text for me, and I am happy-happy-joy- 
joy about it.  Also, I added the <SUBMISSIONS & COMMENTS> section the prior 
release was missing.  I just forgot to tack it on.  (John, you DOPE!)  Also, I 
updated the copyright information to read "2001".

0.1:  What you're reading.  Started on 1999.12.26; Released 2000.2.8.  This 
document only covers the basics.

+---------------------------------------+
|4.  HOW TO READ THIS FAQ/STRATEGY GUIDE|
+---------------------------------------+---------------------------------------
This strategy guide is best read with a fixed-width font, like Andale Mono, which 
is a free download available from Microsoft.  You will be able to tell if the 
font you're using is fixed-width if the next two lines are lined up perfectly.

ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890
.,;:'".,;:'".,;:'".,;:'".,;:'".,;:'" {1}
abcdefghijklmnopqrstuvwxyz$!?&*@

+-----------+
|5.  OPTIONS|
+-----------+--------------------------------------------------------------------
----
Well, I decided to forgo the story (since there isn't one), and get straight to 
the heart of the matter.  For the GB version (which this FAQ is based on), there 
are only two:  1P and 2P versus.  I have now included the versus options, which 
shall be later written.  Besides, you can afford to hit the PAGE DOWN and END 
keys whenever you like.  Quick scrolling-- you know I love it.

+------------+
|6.  CONTROLS|
+------------+------------------------------------------------------------------
Really simple, 007.

Arrow pad:  Used to move.  You can only move along the sides of a completed box 
or solid line.  But then, you can use this in conjunction with the other 
buttons...

A button + arrow pad:  Start a fast-moving line.

B button + arrow pad:  Starts a slow-moving line.  Since you are moving half as 
fast, it's very fitting that you receive doubled points.

Of course, you have to use the arrow pad to direct the line in order to 
completely secure areas.

And, should you score high enough to be on the glamorous top score list, use the 
arrow pad to select the letters, A to move onto the next slot, and B to back up.

+-----------+
|7.  SCORING|
+-----------+-------------------------------------------------------------------
There isn't much to explain when it comes to scoring.  You receive a single point 
for each pixel covered in a successful capture (WHOOPEE!); Two points if your 
marker's movement is slow the whole way through (WHOOPEE AND A HALF!).  Bear in 
mind that, even though you score only one or two points per pixel, believe it or 
not, Ripley, there are a LOT of pixels on that tiny Game Boy screen.  And you can 
only encapsulate an odd number of pixels by an odd number of pixels (meaning you 
can capture 25x25, but never 26x25 nor 25x26).
     There is also an end/stage bonus of 1,000pts. for each percentage point over 
the requirement (which can be multiplied; more later), and, if you can fill in 
the "perfect" 99%, a 50,000pt. bonus is added to your score (which, if at level 
9, 17, 25, etc., can be worth a up to a cool 250,000).
     One more thing:  You can pick up no more than four extra lives.  They come 
at 50,000, 100,000, 200,000, and 500,000pts.  After topping the half-mil mark, 
your mind will be the only thing that can keep your inanimate marker alive.

+-----------------------+
|8.  ENEMIES & OBSTACLES|
+-----------------------+-------------------------------------------------------
Perhaps the shortest list of enemies I might live to ever write about.

FUSE:  The bastards will chase after you if your in-progress lines are being held 
up for too long.  Capture a piece of the field to keep it at bay.

QIX:  That lightning-looking thing that slinks around the area in random 
patterns.  You're safe if you're on terra firma, but it can zap you by touching 
incomplete lines (yep, you' dead!).

SPARX:  These white blobs work their way around the level, taking the paths that 
you have created.  You should watch that ever-decreasing bar on the bottom of 
your screen, because, sooner or later, Sparx evolve into...

SUPER SPARX:  These M'er F'ers won't rest until you're dead.  They're more 
aggressive and can take shortcuts at will.  If'n you outmaneuver them before they 
reach you, they're no threat until the next time they appear.

+--------------------+
|9.  LEVEL STRATEGIES|
+--------------------+----------------------------------------------------------
For a game of this caliber (smaller than an atom), I can only offer some simple
pointers.  By doing the following, you can rack up some good scores.

1.  Be quick about it.  If you take too long, the Sparx will get aggressive, and 
start going after you like a cat to catnip.  Their aggression doesn't stop at 
just sticking to the walls-- they'll take every shortcut they can!  This even 
means that the Sparx will try and catch you on any live wires you try to use.

2.  Don't delay on the lines.  Fuses will chase after you if you wait only a few 
short seconds.

3.  Always try for the 99% on the first few stages.  This can really give your 
score a boost not even a straight espresso can give.

4.  If trying for the 99%, you have to be careful if you wish to succeed.  
Explained, the Qix can be really difficult to see, so you might have smooth 
sailing, or you might run into it an invisible trap.  Don't rush it until you 
know you have a clear path.

5.  Only use the slow movement if the gap you're going across is short or far 
away from and safe of the Qix.  Remember:  If you move slowly, your score for the 
newly-captured area will be doubled.  (So a 3x3 piece scores 18pts. instead of 
9pts.)

6.  In every even-numbered set of four stages (5-8, 13-16, 21-24, 29-32, etc.?), 
try separating the two Qix.  This will forfeit a bonus for this stage, but the 
next stage's bonus will be upped.  Split the two Qix for four levels straight, 
you can quintuple (that's 5x) your stage bonus.

+------------------------+
|10.  MARIO, THE MUSICIAN|
+------------------------+------------------------------------------------------
I can faintly recall the commercial for this game that said that Mario made some 
cameo appearances in this game.

 50,000-149,999:  Mario does mariachi.
150,000-249,999:  African dance
250,000-299,999:
300,000-349,999:  Snake charmer in India.
350,000-399,999:
400,000-449,999:
450,000-499,999:
       500,000+:  You will receive a "Congratulations" screen featuring the whole 
of the Mario cast.  That is, Mario, Peach, and Toad.  I forgot about Luigi, as I 
have only scored this high once in the ten years I have had this game-- around 
570,000pts., my highest ever.

+----------------+
|11.  VERSUS GAME|
+----------------+--------------------------------------------------------------
Now, you might be asking me, "Why the Hell does there happen to be a 2P option on 
the menu screen?"  Well, in an effort to capitalize on the game-link 
capabilities, this game has its own versus game.
     1P has control of Mario's markers, while 2P has control over Luigi's.  The 
game ends when either player wins three rounds-- ending if a player captures 
enough space to exceed the set requirement or if either player loses all their 
lives in action.

QIX SPEED; SPARX SPEED:  Set from one to five.  Obviously, the higher the number, 
the faster they go.  Set at five, they go ZOOM!  Don't find yourself trying to 
desperately get some distance.

MARKER SPEED:  There are only two ways to go here.  Setting it up at the A speed, 
your markers go fast.  On B, though, you're a slug.  It can be even more 
dangerous when the Qix and the Sparx are at high speeds.  Otherwise, they're 
flying through the sky, while you're stuck trying to walk through a tar pit.

CLEAR PCT.:  Determines how much area you need to capture to win a round.  It can 
be set at 35%, 40%, 45%, 50%, or 60%.
     AHEM:  If you decide to make 60% the requirement, there is one special rule 
in effect.  If either player captures 40%+, the game continues until one player 
runs out of their lives.

+---------------------------+
|12.  SUBMISSIONS & COMMENTS|
+---------------------------+---------------------------------------------------
If you have any submissions, strategies, comments, insults, or other stuff you 
have to offer, you can currently E-mail me at <qxz@as.net>.  Be aware that a 
response is never guaranteed.  Also, if you submit, I-- and I alone-- have the 
choice of what gets added or not, AND you are also agreeing to give me the right 
to edit the submission.  

+---------------------------+
|13.  CREDITS & OTHER THANKS|
+---------------------------+---------------------------------------------------
Where I thank the people who have helped and offered info.

Nintendo & Taito:
     Making and releasing this game.
{1}  Galen Tatsuo Komatsu <gkomatsu@hawaii.edu>:
     Formatting information (suggesting the line containing .,;:'")

That's it.  Show's over.  And I hate ending documents with prime numbers... 
unless it's the number 13; Otherwise, I like much-much!
