Take on the NES Library

An 8-bit Extravaganza!
APR
24
2018
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#73 – Q*bert

Our hero teaches you to swear early and often!

Boring screen, but the next one tells you the rules at least.

To Beat: Finish Level 9 Round 4
Played: 2/1/18 – 2/18/18
Difficulty:10/10
My Difficulty:10/10
My Video: Q*bert Longplay

If you’re like me, your eyes got wide seeing another 10/10 difficulty rating appear. Indeed, Q*bert on NES is one of those games that doesn’t come up often. We have already seen a previous arcade port, the infamous Ikari Warriors, receive the only prior 10/10 rating. Ikari Warriors was a different case because it is a much more expansive game on NES than in the arcade. NES Q*bert on the other hand is close to the arcade experience. I think it’s neat to see how two arcade ports on NES go in different directions but still retain a very high level of difficulty compared with other NES games. Beating Q*bert is something you can feel proud of if you are one of the few that can conquer it.

Q*bert started as an arcade game that was both developed and published by Gottlieb in 1982. Jeff Lee is credited with both designing the character Q*bert as well as the initial ideas of gameplay. Warren Davis stepped in later as a programmer and further contributed to the game. David Theil was the audio engineer, and his trouble in finding enough time to properly add clear voices to the game led to the idea of having the sound synthesizer read random data, producing gibberish that composes Q*bert’s somewhat iconic swearing noises. The development team also included a pinball device inside the arcade cabinet that slams into the side of it whenever Q*bert falls off the board. Another risky idea was turning the game joystick 45 degrees for diagonal-only movement. All of the above pieces combined to make Q*bert a success for Gottlieb, so the game was widely ported to many home consoles and computers throughout 1983 and 1984.

Q*bert on NES was released in February 1989. It was developed and published by Ultra Games, the alternate publishing label of Konami. It wasn’t released on the Famicom nor outside of the US. This version is closely aligned to the original arcade game, but some later titles expanded on the idea. A unique sequel, Q*bert’s Qubes, was released in arcades in 1984. It is a more complex game and wasn’t as widely distributed. Q*bert on MSX was released in 1986. This version doesn’t feature Q*bert at all, but does include 50 different stage layouts. The Game Boy port of Q*bert in 1992 goes back to starring the original character while also introducing new stage layouts. Q*bert 3 on SNES in 1992 also has different levels. Q*bert also had different versions on Windows, mobile, and other platforms more recently.

Most of what you need to know is evident from the start.

Q*bert is a single screen action game with puzzle elements. You play as Q*bert on a triangular pyramid of cubes. It holds seven rows of cubes containing 28 total cubes. You hop along the top faces of these cubes changing the color of any one you step on. To complete each level, you must switch all the tiles to a specified target color while avoiding other enemies that try to get in your way or disrupt your progress. There are nine levels of four rounds each, so you have to complete 36 pyramids to beat the game.

The controls are simple and can even be customized, which is great because by nature of the game Q*bert’s hops are always diagonal. On the title screen, first select one or two players. Multiplayer is alternating play so this might as well be a single player game. The first thing you get to see is the control customization screen. It includes a demonstration of Q*bert hopping so you can see clearly which direction you are setting, and there is also an image of the NES controller. First you choose what direction on the D-pad you want to press to make Q*bert jump up and right, then down and right, down and left, and finally up and left. The initial setting is Up on the D-pad to move Q*bert up and right. You can press A to lock that in or press B to turn 45 degrees clockwise. You can keep pressing B to pivot this selection around to any direction you want. If you want inverted controls or something really bizarre, you can do it. After you make selections for all four directions, you must press A one more time to confirm. If you press B instead, then you have to re-enter all four directions again from the start. My recommendation is setting the default controls by mashing the A button right away. This locks controls to the main cardinal directions of the D-pad, so visually if you were to turn the controller 45 degrees clockwise the D-pad perfectly aligns with Q*bert’s movement on screen. The other common control scheme is locking in all diagonal D-pad inputs, but I didn’t bother with this because pressing diagonals isn’t always precise enough.

When you are playing the game, just use the D-pad. Press the direction you set to hop in the desired direction. Q*bert’s jumps are always deliberate and take time to finish. You may tap the direction you want to move when you are standing still. If you hold a direction while Q*bert is in mid jump, he will go ahead and jump in that direction after he lands. This acts as an input buffer so you can hold the direction you next intend to go early and Q*bert will transition as quickly as possible. Finally, the Start button pauses the game if you need a break in the action.

Q*bert’s biggest fan helps out with control customization.

There are several enemies that stand in your color changing ways. The rule of thumb is you can safely come in contact with green enemies, but any other color enemy kills you when touched. The one enemy that appears in every stage is Coily. He first appears as a purple ball falling from the sky and landing in the second row. He hops randomly downward until he reaches the bottom row and comes alive as a snake. Now he will follow you around in hot pursuit. The only safe way to deal with Coily is to use disks that can appear on either the left or right side of the pyramid. Q*bert is allowed to jump completely off the pyramid to his death if you aren’t careful, in which case you lose a life and he respawns on the topmost tile, just as he starts every level. Hop off the pyramid onto one of those disks, and it will carry Q*bert to the top of the pyramid. During this transport, if Coily was close enough to you he will also jump off the pyramid, and as a bonus this also removes all enemies from play, plus you get 500 points. You may only use a disk once and there are only a handful per level.

Ugg and Wrong Way are two similar enemies that have a strange movement pattern. Unlike other enemies, they appear from the bottom of the screen and hop on the sides of the cubes instead of on the top. Wrong Way begins on the bottom left and will either jump up or right. Ugg begins on the bottom right and only jumps up or left. Maybe it’s the opposite, I don’t know. Either way, when they reach the side of the pyramid, they jump completely off and go away. Because they don’t land on the top tiles, it takes a while to completely understand how to safely move around them.

The remaining enemies all move like Coily’s purple ball and they all jump off the bottom of the board. However, each one has other characteristics. Red balls are called Whammy Balls. They are simple, common enemies that hurt when you collide with them. The remaining enemies are green and can be touched safely. The green ball is a powerup. Grab the green ball to both freeze all enemies on screen and make Q*bert invincible. This lasts for several seconds which is perfect for flipping a bunch of tiles the way you want them. You also get 100 points from the green ball. The final two enemies are Sam and Slick. I can’t tell the two of them apart mid-game, but Slick wears sunglasses and Sam doesn’t. Like Q*bert, they change tile colors every step they take, and so they have a bad habit of undoing all your hard work. You can take them out of play if you grab them and you get 300 points for your efforts. I believe Sam advances each square one color ahead and Slick always turns tiles one of the non-target colors. Maybe their characteristics are level dependent and not character dependent. Either way, these are very annoying non-lethal enemies.

Early levels already have a lot going on.

Other than the enemies, there are some other ways to earn points. Flipping a tile earns you 30 points. You also get a bonus after each round. Any remaining disks give you 50 points, and then you earn the main round bonus. This begins at 1000 points for completing Level 1-1, and it steps up an additional 250 points for subsequent rounds. Around Level 5-1 it stops at 5000 points per round but then goes up to 6000 points for Level 8 and 8000 points for each round in the final level. Points let you earn extra lives. You get your first extra life at 6000 points, and then you get another one for every 12,000 points after that.

The main objective is coloring tiles, and this gradually gets more complex. Each level begins with a demonstration of how colors change when Q*bert hops on tiles. Levels can feature up to three colors which I’ll call Colors A, B, and C. The colors themselves vary just for aesthetic reasons. All levels begin with all Color A tiles, and the target color is B for two-color levels and C for three-color levels. Level 1 just has two colors with only A flipping to B. Color B is locked in for the round unless Sam or Slick get involved. Essentially, step on every tile once. Level 2 goes to three colors, with A flipping to B, B flipping to C, and C stays locked. Just step on every tile twice. Level 3 is only two colors, however, A goes to B and B goes back to A. Uh-oh. The puzzle element shows up here, but it’s gets better with experience. Level 4 goes A to B, B to C, and C to B. It’s more hopping, but eventually boils down to the same as Level 3. Level 5 and onward is just nasty, and I bet you can already guess where this is going. Here, A flips to B, B flips to C, and C flips back to A. This is the last pattern, but you have to suffer through 20 rounds of this if you are set on beating NES Q*bert. Each subsequent level gets faster too.

Now it all starts to come together why Q*bert is one of the hardest games to beat on the NES. The game does provide a bit of extra assistance. Each game of Q*bert begins with four additional lives. You can continue when you run out of lives, but only three times. The extra credits help tremendously, but this is still a steep mountain to climb.

I always like these stages with the black cube sides.

I had a little previous experience with Q*bert. I believe I mentioned this in my Snow Brothers review, but I originally played that game at a babysitter’s house long ago as a rental. The other rented game that day was Q*bert, and I remember getting as far as Level 3. I sought it out specifically when I got back into game collecting. I ended up buying a nice, clean copy with manual on eBay for $6 shipped. This is a silly reason, but I wanted to get it early on because one of my collection milestones was collecting all NES games that start with each letter of the alphabet. Q is the easiest to finish since it’s only Q*bert and Qix, at least for licensed NES. I do like the game though, so I was happy to own it. Nowadays a cart copy costs around $8-$10, same as it did around 2014 when I bought my own.

I’ve done a lot of research into the NES library and I already know several games that project to be among the most difficult. Q*bert was absolutely on my radar as a Top 10 candidate. Because of this, I kept track of my attempts including milestones anytime I reached a new stage for the first time. I was looser with this than my Ikari Warriors tracking, so I neglected to note exactly which attempts reached which stages. I also didn’t keep track of how many hours I spent playing. The stats I did collect are interesting enough. I beat Q*bert on my 67th attempt over 18 days of playing. I’d say I reset early on maybe a dozen or more attempts, especially toward the end of my grind when I knew I needed to play well early to have a better shot at the end. Later attempts took as long as 45 minutes, and earlier attempts were at least 20-30 minutes long. I’m pretty comfortable guessing that I played 30 hours of Q*bert before I won.

The road getting there was pretty long, despite what I consider a condensed timeframe. I started out very strong, reaching Level 5 on my first day playing. This is no small feat. The first two levels are challenging to start, but straightforward. Level 3 is the first big step up where you have to contend with pathfinding and Sam and Slick really hindering progress. It gets a little worse in Level 4, but Level 5 is where the gloves truly come off. I think it was huge for me to do well enough reaching Level 5 so early in the process. Who knows how long I would have spent playing Q*bert if I struggled earlier, like I’m sure many players do. But that’s where things stalled out for quite some time. I reached Level 6 on my third day and then got stuck for a few days. I was getting angry about losing in those later levels, and solving them more felt like I was lucky than I was skilled. After the first week of attempts, I had something of a breakthrough, reaching 8-4 in one of those magical runs. Following that were three days of heavy playing over the weekend where I didn’t come all that close. My Level 5+ technique was gradually coming together, and by the next weekend I was routinely reaching Levels 7 and 8, and even Level 9. Finally it all came together and I beat Q*bert!

Getting the jump on the green ball is huge.

My winning run was an attempt that I nearly threw away. I was gauging attempts based on how many lives I had entering 5-1. I had gotten there a couple of times with ten lives, but usually I had six to eight lives. This time I broke even and only had the starting four. I decided to try anyway and things were really clicking for me, at least until Level 8. From 5-3 on, both the disk layout and Sam’s tile flipping behavior are always the same. Later levels do speed up, but aside from that there’s no reason why Level 8 would be unique in its difficulty. Anyway, that’s where things looked bleak. I used all three continues here: One in 8-1, another in 8-2, and my last in 8-4. I wanted to at least get to Level 9, but I ended up playing very well and beat 9-4 with several lives to spare. I didn’t have any notes for 9-4 but I didn’t need them. It was a huge relief to mark Q*bert off the list!

The best advice I can give for beating Q*bert is this: The enemy movements are random, but the order in which enemies appear is fixed for each level. Armed with this knowledge, it is possible to map out exactly when certain enemies appear, especially the green ball. I had a few notes for the first three levels that I didn’t really use, but from Level 4 on I wrote down about when I expected the ball to show up. My strategy for those levels was to start clearing out the lower left corner, particularly the three corner tiles. Wait there for Coily to approach you and then take the disk in that corner. Repeat that step for the other corner. After that, try and work the board from the bottom on up. If you can stop Sam, by all means do it, but it’s not absolutely critical. Occasionally, Sam will hug one side of the board and mess up the corner, so when that happens I fix that as soon as possible. My notes indicated about how many times I could bait Coily off the edge with a disk before the green ball appears. I had to improvise somewhat since Coily can end up too far away from where I’m waiting, but for the most part I made it work. The green ball often follows a Whammy Ball in the sequencing, so I tried using that sometimes as a visual cue.

One super annoying thing from Level 5 on is that sometimes the board gets caught in an unwinnable state temporarily. This happens when all squares are the target color except the one you are standing on, which is one hop away. There are a few things that you can do to fix it. What I like to do is massage that final square up to the very top of the pyramid. This is generally a safe tile aside from Coily and, in rare cases, Ugg and Wrong Way. If Coily isn’t an eminent threat, wait here for Sam or Slick to show up. When he does, immediately land on his square before he gets away. His landing shuffles the corner enough so that you can finish it. You can also use a disk to flip the top tile and fix it, but this has to be one of the disks in an odd-numbered row for it to work. Finally, if you can work the final square to one of the tiles adjacent to the topmost tile, simply jump off the board. This method costs you a life, so keep that in mind. Q*bert respawns on the top tile but doesn’t shuffle it, so then you can hop directly to the last square and clear the board.

Even in the final levels, the same tricks apply.

There’s one last tidbit I have on NES Q*bert. After you beat the game and view the ending sequence, you start all over at Level 1. Q*bert gets even harder during the second loop, if you can believe that. The speed overall is increased, and if I’m not mistaken, the speed can fluctuate mid-level. If that’s not true, it sure seemed that way while I was playing. That adds a little extra unpredictability to a game that does not need to be any more complicated. Considering this is a Konami game, many of their games that repeat have three distinct difficulty loops. It would not surprise me if Q*bert also does this, although good luck finding out. I captured video of my winning run, and when it looped I decided to play it through to the end, reaching 5-1 on the second loop before biting the dust. I’m really happy I have video proof of this achievement to share.

I’m going to address the difficulty here, because I know I’m going to be asked about it. Q*bert is the second game I’ve given a 10/10 rating. Out of the entire NES licensed set, I expect to hand this out to around 20 games. Q*bert is deserving of the 10/10, no doubt in my mind. This should be reserved for the cream of the crop, the ones that take an extraordinary amount of effort to beat. The question I’m sure I’ll be asked is “How does Q*bert compare to Ikari Warriors?” That answer is crystal clear. Ikari Warriors is much, much harder than Q*bert. Within the timeframe it took me to beat Q*bert, I had not yet beat the first level in Ikari Warriors. I think it’s okay to have two games far apart in difficulty within this space, and I don’t want to get into half-ratings or anything like that. What I will do is rank the 10/10’s relative to each other as I beat new ones. This will be a glacially slow list to compile, but I think this is something people want to know. Maybe it will be worth the wait.

Q*bert is a game that, despite its rage-inducing difficulty, I had a good time with. Action games with puzzle elements are right up my alley. Now this is not a flashy game. The visuals are basic, but colorful aside from the plain black background. The soundtrack is almost non-existent. The developers opted for having sound effects as the main audio driver instead, but it is pretty helpful to have audio cues for enemies when your eyes are busy keeping Q*bert alive elsewhere. Considering this is based on an early arcade title, this is all to be expected. The controls are great, both responsive and accurate, within the limitation of Q*bert’s deliberately designed movement, at least. Q*bert is a well-designed game and the NES version hits all the right notes. It’s a fun game to pick up and play, and if that’s all you want out of it, you will have some fun. Beating it, however, is grueling and unforgiving. That will have you swearing more than Q*bert does.

#73 – Q*bert

Posted In: Finished

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