In
Q*bert, the player
maneuvers the eponymous
character around an
isometric
pyramid-like structure of
tri-colored
cubes. Q*bert's purpose is
to hop around the tops of these
cubes, changing every square to
a specific color (e.g., from
blue to yellow).
Level
design
On early levels, the player's
task is as simple as a single
hop on each cube. Later rounds
become more challenging: cubes
have to be touched twice, cubes
change back to the wrong color
if they get hopped on again,
etc. If Q*bert hops off the edge
of the pyramid of cubes he falls
to his demise. When this
occurred, the original arcade
machine cabinet would issue a
mechanical sound produced by a
pinball machine knocker.
The level layout was inspired by
another programmer,
Kan Yabumoto, who had filled
a screen with an
Escher-like cubes pattern[1].
The "changing the cube colours"
idea came quite late in game
development. Davis and Lee had
implemented the pyramid level
and enemies, but were unsure of
what the Q*berts goal would be.
It was
Ron Waxman, vice-president
of engineering at Gottlieb, who
suggested having the cubes
change colour when the player
landed on them[1].
Enemies
Q*bert is harassed by an
assortment of enemies. "Coily"
the snake appears at the top of
the pyramid inside a purple
ball, bouncing toward the bottom
of the screen. Once he hits the
bottom row of cubes, the snake
springs out from inside, hopping
around in pursuit of the little
orange protagonist. Red balls
also appear at the top of the
pyramid, bringing bouncing death
if they collide with Q*bert on
the way down.