This is why I've chosen to focus on D. Gottlieb and Co's 1982 release,
Q*Bert, one of the last great games produced during the heyday of
imaginative and unique game design, 1980 to '84 or so. Those who
played it when it was originally released will probably understand my
enthusiasm already, but if you missed this one in the early 80's, you
may well find this article interesting.
The most unique thing about Q*Bert is its premise; you control
Q*Bert, a fuzzy, orange, limbless and unbearably adorable character
whose main distinguishing feature is a large snout completely
disproportionate to the rest of his body. Your mission, Jim, is to hop
Q*Bert around the tops of a pyramid-shaped arrangement of colored
cubes using a four-way joystick, changing the tops of the cubes to a
specific color. This seemingly simple task is hampered by various
outlandish enemies and objects, which fall onto the pyramid from above
and below. Q*Bert's primary nemesis is Coily, a mind-bogglingly
stupid snake who hatches from a large purple ball which falls onto the
pyramid and bounces to the bottom row of squares during every round of
play. Once hatched, the singularly unpleasant Coily will pursue Q*Bert
around the pyramid, and if left to his own devices, will crush Q*Bert
with a gleefully merciless crunch. This will invariably elicit a
short, completely unintelligible outburst from the fuzzy orange
creature, before (extra lives permitting) he continues on his way
. After the initial rounds, Q*Bert must also worry about Uggs and
Wrong-Ways, ghoulish purple creatures who live life at a 90-degree
angle to the rest of the pyramid's inhabitants: the sides of the cubes
are their "tops". These cretins bounce across the pyramid, emitting
low, cryptic utterances, and will crush Q*Bert if he isn't careful.
They won't follow him, however, and the skilled player can actually
make Q*Bert jump under the Uggs and Wrong-Ways with precise timing. In
addition to these foes, Q*Bert must also avoid bouncing red balls,
which bounce down the pyramid randomly, and will kill Q*Bert if they
land on him. To make matters worse, two additional little bastards,
Slick and Sam, will periodically appear and hop down the pyramid,
changing the color of any cube-surfaces they land on, effectively
undoing Q*Bert's work. Q*Bert can stop them by hopping onto them, but
in the higher levels of play, attempting this can actually make
matters worse, as it may force Q*Bert to change cubes of the right
color back to the wrong one as he pursues these two gremlins across
the playfield.
There are two helpful objects Q*Bert can jump on during the game to
get himself out of perilous situations: Green balls (which appear
every so often), and spinning disks. The green balls freeze all
characters except Q*Bert if he lands on them, buying him precious
seconds to hop unhindered around the pyramid. Spinning disks hover in
space next to various random cubes on the pyramid, and will take
Q*Bert back to the top cube if he hops on them. This helps dispose of
Coily- he'll pursue Q*Bert right off the edge of the playfield to his
immediate death- as Q*Bert rides a disk to safety at the top.
There are 9 progressively more difficult Levels of play in Q*Bert,
each with four Rounds (pyramids). Sucessfully completing a Round takes
you to the next one in the Level. The speed of all the characters'
movements increases as the game progresses, reaching quite a clip on
the higher levels. If a player successfully completes Level 9, he
simply repeats it as long as he can (this can go on for hours, if one
is good enough and has too much free time). In addition to its
imaginative premise and outlandish characters, the grainy electronic
sounds heard during the game are a big part of Q*Bert's hectic and
totally involving feel. The game uses a primitive speech-synthesis
chip to string together seemingly-random groups of syllables at
various pitches to create the voices of Q*Bert, Ugg, Wrong-Way, Slick
and Sam. You can click on the various characters below to hear
their particular sounds (these are in .WAV format: if you need a
.WAV player for either Windows or Macintosh, check out the Utils
section of the Electrazine.) There's never been an arcade game
remotely like this one (with the exception of Q*Bert's Qubes, a sequel
game released by Gottlieb in 1984) before or since.
Although not the monster Pac-Man-sized blockbuster that Gottlieb was
probably hoping for, there were nonetheless various ports of Q*Bert to
home video game platforms, including the Atari 2600/5200/7800,
Colecovision, and Intellivision, Nintendo and Super Nintendo systems.
These varied in quality from wretched (hello, Atari 2600 Q*Bert) to
very good (Q*Bert 3 for the Super NES is challenging and elaborates a
bit on the original game). If you're a true Q*Bert addict, however,
nothing less than an original standup arcade Q*Bert machine will do
the trick, assuming you have a place to put the thing. If you're
interested in getting one of these beasts for yourself, a couple of
likely places to look are the rec.games.video.arcade.collecting
newsgroup, as well as the many video game auctions taking place
around the U.S (which are often posted about in that group). The Video Arcade Preservation Society WWW
Page can also be informative in this regard. Prices can vary from
$200 to $600, depending on the source and condition of the
machine.
NEWS FLASH: I've added a link to the rom images for Faster, Harder, More
Challenging Q*Bert here.
You can also click here or here to see
both sides of a Gottlieb "how-to-play" leaflet that shipped with the
original Q*Bert machines. Jeff Lee, the artist who created Q*Bert
and the other characters, has a home page on AOL which you can
find here.
And if all this wasn't enough, check out Steve Ryner's Q*Bert page-
he's almost as fanatical about this game as I am ;-)