Q*bert: The Escher-inspired platform puzzler from 1982
Given the choice, which 80s videogame star would you choose to have a friendly seasonal pint and chin-wag with? Pacman’s obviously got a personality defect, Mario’s breath probably stinks, and that bloke from Jet Set Willy is no doubt a pervert. But Q*bert? Well he’s one interesting individual – full of mumbled swear-word …
COMMENTS
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Wednesday 24th December 2014 17:12 GMT Anonymous Coward
There was a lot of originality back then
Happily we're seeing a lot of originality in homebrew smartphone games. Unlike in the PC and console gaming arena which seem to be stuck in a 90s timewarp with endless tedious FPS type games. Doom has a lot to answer for.
On a side note and this might sound odd - but I really like it when you open up a machine and there is a circuit board that looks huge and complex and impressive (just like that Q*bert machine in the video), even if its just a load of TTL chips some memory and a Z80. These days most circuit boards - in anything frankly - are a visual disappointment - usually a couple of lonely surface mounted chips, some resistors and thats about it.
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Friday 26th December 2014 20:55 GMT Charles 9
Re: There was a lot of originality back then
Another note about that 6502. It was doing nearly all the sound work. There wasn't a dedicated sound chip in Gottlieb/Mylstar's games. They simply hooked the 6502 to a DAC and let it have at it. The only thing that wasn't generated by the 6502 was the voices created by the Votrax SC-01 speech chip. BTW, I call it a bit of comical sound genius to direct the SC-01 to play random phonemes as needed to produce unintelligible speech. About the only time the SC-01 plays a predetermined sound is for death screams when Q*Bert or Coily fell off the pyramid.
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Friday 26th December 2014 16:39 GMT Oninoshiko
Re: There was a lot of originality back then
I think much of the originality that seems to be gone now, comes from the constraints about what you couldn't do. Now things seem so limitless, you can do anything so (relatively) easily we don't have the limitations that help us define the game. I really thing a large part of creativity is those limitation, seeing what we can do within them, seeing what we can do to hide them.
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Thursday 25th December 2014 04:02 GMT Alan W. Rateliff, II
Home conversions
I played the ever-loving crap out of the Atari 2600 and Commodore 64 versions, both done very well, especially considering the comparative short-comings of the Atari 2600. I only just recently got my hands on the TI-99/4A conversion and I am very impressed.
Good stuff, and the youngers seem to enjoy at, as well.
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Thursday 25th December 2014 17:28 GMT John Gamble
Randomness
"As an emerging programmer, Warren Davis used the project to practise code routines like randomness, producing balls that would bounce down from the top of each pyramid unpredictably."
Which on an 8086 was quite an accomplishment. Creating pseudo-random number generators that weren't awful was an art form back then, and to do it on an 8086 took quite a bit of skill.
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Friday 26th December 2014 23:17 GMT FeRDNYC
Ahh, Q*Bert, gaming's first lovable curmudgeon
Of all the iconic characters that emerged in the early days of video gaming, I probably have the greatest fondness for Q*Bert. I think I just found him the most relatable. Growing up in New York City, it was easy for me to identify with this squat, dumpy, mammoth-schnozzed dude, doggedly trying to just make it up/down some freakin' stairs, already! And then swearing like a longshoreman at the endless parade of obstacles life keeps flinging in his path. He's kind of a walking—er, hopping—digital stereotype, really.
Shame about the inevitable Saturday Morning Cartoon incarnation, though. Even by the incredibly low standards of the era and the genre, that show was supremely awful. I imagine the real Q*Bert would've had some choice words for its writers. Well... six choice phonemes, actually.
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Monday 5th January 2015 14:18 GMT Robert Baker
I have fond memories of two Q*Bert clones for the Speccy — Pi-Balled (by Automata of course, as you probably gathered from the title) and Pogo which IIRC was by Ocean. The Spectrum's low colour resolution meant that a 100% faithful conversion wasn't possible (Slick and Sam couldn't be rendered green, for a start), but those two were pretty close; Pogo in particular was the only Speccy version I saw which had Ugg and Wrong-Way.
Talking of Pogo, I think Ocean was a label of Electronic Arts, either from the start or by acquisition; I wonder if that game gave its name to EA's Pogo online games service?