Q*bert
The orange protagonist who changes the colors of pyramid cubes.
Documented for this version
Joystick Up-Left | Jump diagonally up-left |
|---|---|
Joystick Up-Right | Jump diagonally up-right |
Joystick Down-Left | Jump diagonally down-left |
Joystick Down-Right | Jump diagonally down-right |
The original cabinet uses a dedicated diagonal joystick.
A jump occurs when a direction is pushed; there is no separate jump button.
How it plays
Each stage presents a pyramid of cubes. Q*bert must land on every cube, usually changing it once or more according to the level’s color requirement, before time or lives run out.
The player moves diagonally up or down the pyramid, avoiding Coily, falling balls, Ugg, Wrong-Way, Slick, and Sam. Flying discs can return Q*bert to the top and sometimes remove a pursuer. Later rounds introduce faster movement, more color changes, and more dangerous enemy timing.
Plan your run
Plan routes that complete nearby cubes while preserving an escape path. Avoid jumping blindly toward the pyramid’s edges, because a missed landing usually costs a life.
Use flying discs when Coily is close, but remember that a disc can also carry Q*bert away from a useful position. Prioritize Slick and Sam as soon as they appear, since they undo completed work. Learn enemy timing rather than relying only on speed.
Meet the cast
The orange protagonist who changes the colors of pyramid cubes.
A purple enemy that begins as a bouncing ball and transforms into a pursuing serpent.
An enemy that moves along the pyramid’s underside and sides.
An enemy that travels on the pyramid’s underside.
A green character that reverses completed cube changes.
A green character that also reverses completed cube changes.
Before you begin
Stay near the pyramid’s center when several enemies are active.
Use falling objects and enemy positions to predict safe landing windows.
Clear Slick and Sam quickly before they undo multiple cubes.
Qbert is an arcade action-puzzle game developed and published by Gottlieb, first released in 1982. The player guides the orange, long-nosed character across an isometric pyramid, changing the color of each cube while enemies descend from above. Its simple objective is complicated by increasingly demanding enemy patterns, limited lives, and stage-specific color rules. The game is played with a dedicated diagonal joystick and short, repeatable rounds. Its expressive character animation, speech effects, and distinctive perspective made it one of the most recognizable arcade games of its era. Qbert was well received in arcades and became one of Gottlieb’s best-known video-game properties.
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