Q*Bert (Arcade vs NES) - Let's Play 1001 Games - Episode 680

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Published on ● Video Link: https://www.youtube.com/watch?v=J1ADkaxWteU



Game:
Q*bert (1982)
Category:
Let's Play
Duration: 33:20
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I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...

Q*Bert
from https://en.wikipedia.org/wiki/Q*bert

Q*bert (also known as Qbert) /ˈkjuːbərt/ is an arcade game developed and published for the North American market by Gottlieb in 1982. It is a 2D action game with puzzle elements that uses isometric graphics to create a pseudo-3D effect. The objective of each level in the game is to change every cube in a pyramid to a target color by making Q*bert, the on-screen character, hop on top of the cube while avoiding obstacles and enemies. Players use a joystick to control the character.

The game was conceived by Warren Davis and Jeff Lee. Lee designed the title character and original concept, which was further developed and implemented by Davis. Q*bert was developed under the project name Cubes.[1]

Q*bert was well-received in arcades and among critics. The game was Gottlieb's most successful video game and is among the most recognized brands from the golden age of arcade games. It has been ported to numerous platforms. The game's success resulted in sequels and the use of the character's likeness in merchandising, such as appearances on lunch boxes, toys, and an animated television show. The Q*bert character became known for his "swearing" and "Q*bertese sound" – an incoherent phrase made of synthesized speech generated by the sound chip and a speech balloon of nonsensical characters that appear when he collides with an enemy.

Because the game was developed during the period when Columbia Pictures owned Gottlieb, the intellectual rights to Q*bert remained with Columbia, even after they divested themselves of Gottlieb's assets in 1984. Therefore, the rights have been owned by Sony Pictures Entertainment since its parent, Sony, acquired Columbia in 1989. Q*bert appeared in Disney's Wreck-It Ralph franchise, under license from Sony, and later appeared in the film Pixels.

Programmer Warren Davis wrote that he was inspired by a pattern of hexagons implemented by fellow Gottlieb developer and Mad Planets designer Kan Yabumoto.[6]

In a different telling, the initial concept began when artist Jeff Lee drew a pyramid of cubes inspired by M. C. Escher.[7] Lee believed a game could be derived from the artwork, and created an orange, armless main character. The character jumped along the cubes and shot projectiles, called "mucus bombs", from a tubular nose at enemies.[8] Enemies included a blue creature, later changed purple and named Wrong Way, and an orange creature, later changed green and named Sam.[1] Lee had drawn similar characters since childhood, inspired by characters from comics, cartoons, Mad magazine and by artist Ed "Big Daddy" Roth.[9] Q*bert's design later included a speech balloon with a string of nonsensical characters, "@!#?@!",[Note 1] which Lee originally presented as a joke.

Warren Davis, who was hired to work on the game Protector,[7] noticed Lee's ideas and asked if he could use them to practice programming randomness and gravity as game mechanics. Thus, he added balls that bounce from the pyramid's top to bottom.[1] Because Davis was still learning how to program game mechanics, he wanted to keep the design simple. He also believed games with complex control schemes were frustrating and wanted something that could be played with one hand. To accomplish this, Davis removed the shooting and changed the objective of saving the protagonist from danger.[9] As Davis worked on the game one night, Gottlieb's vice president of engineering, Ron Waxman, noticed him and suggested to change the color of the cubes after the game's character has landed on them.[7][1][9] Davis implemented a unique control scheme; a four-way joystick was rotated 45° to match the directions of Q*bert's jumping. Staff members at Gottlieb urged for a more conventional orientation, but Davis stuck to his decision.




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