VaultGames

Q*bert

Q*bert キューバート

Year
1982
Developer
Gottlieb
Publisher
Gottlieb
Platform
Arcade
Hardware
Gottlieb arcade hardware
Genre
Action / puzzle
Players
1-2 players (alternating)
Controls
4-direction joystick (diagonal moves) + 1 button
Series
Standalone
Q*bert cover
⬇ Coming soon

Gameplay Screenshots

Q*bert gameplay
Q*bert gameplay
Q*bert gameplay
Q*bert gameplay

About This Game

Q*bert is Gottlieb's 1982 isometric icon: an orange snout creature hops down a pyramid of cubes, and every cube he lands on changes color. Change them all and the level is done - except the cubes need a second pass in later levels, enemies ride floating discs, and a wrong hop off the edge is death.

The genius is in the joystick: the isometric board means forward is actually up-diagonal, and the original cabinet mounted the stick at 45 degrees so your hand told the truth. Coily the snake chases you down the same cubes, purple balls bounce past unpredictably, Ugg and Wrong-Way jump along the sides of the blocks in the later rounds, and when cornered you jump off the edge onto a flying disc for a ride to the top - sacrificing position, not life, if timed right. The @!#?@! speech-synth curse when you die was a genuine arcade moment in 1982. It is simple to explain, brutally honest to play, and one of the most recognized characters of the golden age.

  • Isometric cube-flipping goal - one pass early, two passes later
  • Enemies with distinct movement rules: chasers, bouncers and side-jumpers
  • Flying-disc escape rides as a renewable resource
  • A 45-degree mounted joystick made for the isometric view

Version History

  • Arcade original1982

    Gottlieb coin-op, the version on this page.

  • Home conversions1983

    Atari 2600, Intellivision, Colecovision and more.

  • Q*bert's Quest / sequels1983-84

    Gottlieb pinball and the Q*bert's Qubes arcade follow-up.

Cheats & Secrets

DIP switches / service menuLives, level jump start and bonus points

Standard Gottlieb operator settings; no verified secret codes.

Tips & Strategy

Work top to bottom in S-patterns

Clearing rows in a serpentine path keeps Coily behind you. Random hopping corners you on the top cube - the worst place.

Save discs for mid-level

Jump to a disc only when Coily follows you off the cube he is on - he dives after you. That trades the snake for a free ride.

Learn the ball bounce lanes

Purple balls travel fixed diagonal lanes. Standing off-lane beats reacting to them.

Two-pass levels: plan the return trip

When cubes need a second color change, take the route that ends near a disc. The second pass is where lives are lost.

Download Resources

Resource packs for this game are provided through the button below.

⬇ Coming soon