Qix (pronounced kicks) was introduced in 1981 and still holds a fascination for the generation that grew addicted to it almost four decades ago. The Qix is a stick like formation which moves arbitrarily.
The playing field is a rectangle and the goal of the game lies in claiming territorial space, by drawing lines (referred to as ‘Stix”) in the playing field. On claiming 75% of the playing field, the player can move on to the next level. After two levels, the difficulty increases with the addition of numerous Qixes and Sparx and enhanced speeds.
The player has a choice of two speeds, the faster speed represented in blue earns 250 points while the slower speed of an orange-red hue, scores 500 points. With a marker under the control, the player moves around the border of the rectangle plotting his claim by drawing Stix in the form of boxes. As each closed shape is completed, it becomes filled with a solid color, and points are earned. Backtracking or crossing over claimed territory is not permitted.
The Sparx are enemies that navigate across the captured playing field. A life is lost if the Qix or Sparx touches any incomplete Stix. Another life-threatening factor is the fuse that appears if the marker pauses while drawing. The fuse travels along the incomplete shape towards the marker and if it reaches the marker it claims one life. The fuse can be stalled by ensuring the marker is continuously on the move.
Taito was originally established in 1953 by Russian-Jewish businessman Michael Kogan in Tokyo as Taito Trading Company. The company started importing, leasing, and later developing amusement machines in the 1960s. The company's current name of Taito Corporation was adopted in 1972. Taito was among the first makers of electronic games, selling their own Pong clone in 1973.