Documented for this version

Which controls does this version use?

Actions

Q*bert action controls
Joystick Up
Move Q*bert diagonally up-left on the pyramid.
Joystick Down
Move Q*bert diagonally down-right on the pyramid.
Joystick Left
Move Q*bert diagonally down-left on the pyramid.
Joystick Right
Move Q*bert diagonally up-right on the pyramid.

Control notes

  • The Atari 2600 version uses the joystick; no button action is required for ordinary cube jumping.

How it plays

How does Q*bert play?

Each round presents a pyramid of cubes. Q*bert must jump from cube to cube, usually changing a cube’s color when he lands on it, until the required pattern is complete.

Enemies such as Coily, Ugg, Wrong-Way, Slick, and Sam create different hazards. Players must plan routes, use the pyramid’s edges carefully, and take advantage of moving discs when available. Later rounds increase the number of jumps or require additional color changes.

Plan your run

What is the best way to play Q*bert?

Plan a route that keeps Q*bert near safe landing areas rather than jumping randomly. Complete the most accessible cubes first, then use the remaining gaps to control enemy movement.

Watch Coily’s landing position and avoid trapping Q*bert against an edge. When a disc is available, use it to escape or to lure a pursuing enemy away from the pyramid.

Meet the cast

Who are the key characters?

1

Q*bert

The player character, an orange creature who changes the colors of pyramid cubes by jumping on them.

2

Coily

A purple enemy that begins as an egg and becomes dangerous after landing on the pyramid.

3

Ugg

An enemy that moves along the pyramid’s underside and approaches from an unusual direction.

4

Wrong-Way

An enemy that travels across the pyramid in a direction opposite to the normal flow.

5

Slick

A green character that changes completed cubes back to an earlier color.

6

Sam

A blue character that also reverses cube-color progress.

Before you begin

What should you know before playing?

  1. 1

    Learn the four joystick directions as the pyramid’s diagonal movement paths.

  2. 2

    Do not jump toward a cube unless you have considered the next safe landing.

  3. 3

    Use discs defensively when an enemy blocks the route back to the pyramid.

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