Very nice!! I've never maxed out my free lives like that. Wonderful gameplay. And I didn't expect that when you finally lost your 1st life, it was accidentally jumping on the purple ball. I thought maybe the colors would be out of sync while you're stuck with no remaining discs and Sam isn't helping you. I died that way many times.
I love this game, my hi scores, playing by myself I scored 2,400,000 and killed off 120 extra men before the 9 guys started decreasing. Playing with partner, we was challenging the ex world record holders scored 11,540,960 playing for 23hr and 30min. Thanks for making the video and bringing back some awesome memories.
I remember that funky physical ball drop sound when Coily the Snake falls off on the old arcade consoles. They programmed it for a metal ball to drop at those moments. That was cool for its time to add such a practical effect to a video game
I saw a "turbo" version of this game in a bar where Q-Bert moves at double speed but the bad guys move at their normal speeds. I thought, "This'll be a cinch!" and then crashed into everything that moved on the screen and jumped off the side repeatedly. Yeah.
trying to play this on ps3. it doesn't give you as many lives as the arcade version. have to beat 5 3 best I can do is 5 1. what is the best advice or tips you can give? really impressive by the way
I've never played the PS3 version, however, I've played it on the Commodore 64, and it is a bit faster than the arcade, but it still follows a pattern. My advice is to recognize the patterns when Coily and the other enemies come out as well as Slick and Sam. Always use the disks at the bottom first, then the middle ones and when you are close to the end go to the top ones. Therefore, make sure to go from the bottom up. The green ball usually comes out late in the stage, at that time you should be at the top, where there are fewer squares and a higher probability of catching it coming down, then you can clean up. In the arcade (and the C64) Level 5-3 is where the game reaches its peak difficulty, from there on is just a new color sequence.
@@litoxcas if I use a disk prior to the green ball coming down do I reset its timing pattern? It seems in most cases that I need to keep Coily alive a bit on stage before the green ball comes out.
@@litoxcas sorry for the double comment. Yeah it looks like it doesn't speed up until 5 2. Someone said it speeds up at 4 3 and I don't see that happening.
I actually meant to say that after 5-2, the timing patterns for the enemies and green objects don't change for the rest of the game. Once you get past 5-3 it becomes easier to memorize the patterns.
@@patrickmcclain5692 Yes, the green ball resets everything. The designers timed the appearance of the green ball it in such a way that getting to a second occurrence of it in one round will make survival very difficult for average players, unless they have many extra Qberts left. That's why it's important to develop a pattern by learning the timings.
If you think you're good, try playing this in black & white. Which is what I did when I bought the Parker Bros. cartridge for my Atari 800XL. I wanted to see what was past Level 9. I was super disappointed the game mechanic didn't change after level 4. I totally bombed out of college after playing for over 8 hours on a single quarter at Funway Freeway in Columbus, Ohio. Not my best moment...
@@litoxcas I'm willing to bet a quarter it's some form of RNG range-choice in which each number in the range means (direction). You did great in this play I was just thinking 'how could litoxcas do better' and the answer I came up with was 'understand 100% EXACTLY where the antagonists will jump to each jump'.
@@aputridpileofb-movies6542 I remember reading about how Q*bert was considered "patternless," since the enemies use randomess in their movement. I seem to recall an article from an early gaming magazine (maybe Joystik?) that mentioned patterns could only work flawlessly if you played as soon as the game was turned on, since the RNG's state carried over between games.
Blinky Ghost Jr perfect plays would be using the discs. It is harder to use all the discs (while getting coily to fall off) than keep them totally unused. This is why you get more points for using them in combo with tricking coily than leaving them behind.
I disagree. It doesn't make any sense to use up all the disks on every round to consider this a perfect game. Q*Bert is not like Pac-Man, where you can only get a discrete number of points. Q*Bert allows for an unknown number of points per round as long as you remain playing. Staying around racking up points defeats the purpose of the game.
Very nice!! I've never maxed out my free lives like that. Wonderful gameplay. And I didn't expect that when you finally lost your 1st life, it was accidentally jumping on the purple ball. I thought maybe the colors would be out of sync while you're stuck with no remaining discs and Sam isn't helping you. I died that way many times.
Yeah it’s always a dumb mistake that does you in.
I am a Q*Bert player since 1983. This gameplay is absolutely awesome!
I ve never thought that anybody could play Q-bert as you do...It is Amazing, awesome, incredible, fantástico! Congrats!
Not me, you:)
I love this game, my hi scores, playing by myself I scored 2,400,000 and killed off 120 extra men before the 9 guys started decreasing. Playing with partner, we was challenging the ex world record holders scored 11,540,960 playing for 23hr and 30min. Thanks for making the video and bringing back some awesome memories.
I love the ass slap sound when the purple guys get you. Too funny.
I remember that funky physical ball drop sound when Coily the Snake falls off on the old arcade consoles. They programmed it for a metal ball to drop at those moments. That was cool for its time to add such a practical effect to a video game
I saw a "turbo" version of this game in a bar where Q-Bert moves at double speed but the bad guys move at their normal speeds. I thought, "This'll be a cinch!" and then crashed into everything that moved on the screen and jumped off the side repeatedly. Yeah.
It's been years since I've seen/played this game and the only characters that still come to mind immediately are Ugg and Wrongway.
bummer level 9 just repeats. Nice work!
Too bad that you'll never see an outer space background, is what I was really telling myself about this game.
So that's how it's supposed to be done...
Incredible game play!
You CAN use those saucers to lure Coily to leap off the pyramid for 500 points!
In the PS3/PS4/PS5 version, an extra life is every 9000 points until 36,000 points.
I bet even to this day, playing this classic Arcade game is still well hard. I could never get very far with it.
I'd give anything to have a Qbert plug in and play so that I can play it from home
You’re good!
♥️♥️♥️♥️♥️
Colecovision gets much faster to point of ridiculousness
trying to play this on ps3. it doesn't give you as many lives as the arcade version. have to beat 5 3 best I can do is 5 1. what is the best advice or tips you can give? really impressive by the way
I've never played the PS3 version, however, I've played it on the Commodore 64, and it is a bit faster than the arcade, but it still follows a pattern. My advice is to recognize the patterns when Coily and the other enemies come out as well as Slick and Sam. Always use the disks at the bottom first, then the middle ones and when you are close to the end go to the top ones. Therefore, make sure to go from the bottom up. The green ball usually comes out late in the stage, at that time you should be at the top, where there are fewer squares and a higher probability of catching it coming down, then you can clean up. In the arcade (and the C64) Level 5-3 is where the game reaches its peak difficulty, from there on is just a new color sequence.
@@litoxcas if I use a disk prior to the green ball coming down do I reset its timing pattern? It seems in most cases that I need to keep Coily alive a bit on stage before the green ball comes out.
@@litoxcas sorry for the double comment. Yeah it looks like it doesn't speed up until 5 2. Someone said it speeds up at 4 3 and I don't see that happening.
I actually meant to say that after 5-2, the timing patterns for the enemies and green objects don't change for the rest of the game. Once you get past 5-3 it becomes easier to memorize the patterns.
@@patrickmcclain5692 Yes, the green ball resets everything. The designers timed the appearance of the green ball it in such a way that getting to a second occurrence of it in one round will make survival very difficult for average players, unless they have many extra Qberts left. That's why it's important to develop a pattern by learning the timings.
If you think you're good, try playing this in black & white. Which is what I did when I bought the Parker Bros. cartridge for my Atari 800XL. I wanted to see what was past Level 9. I was super disappointed the game mechanic didn't change after level 4. I totally bombed out of college after playing for over 8 hours on a single quarter at Funway Freeway in Columbus, Ohio. Not my best moment...
I think I hear "hell yeah" and "dips&^t"
No It's just sound effects
Do you know how Qbert's various antagonists choose which cube to hop to next? What their movement instruction choices are guided by etc I mean.
You can anticipate when they jump into the pyramid but once in the pyramid is hard to tell which direction the enemies will go.
@@litoxcas I'm willing to bet a quarter it's some form of RNG range-choice in which each number in the range means (direction). You did great in this play I was just thinking 'how could litoxcas do better' and the answer I came up with was 'understand 100% EXACTLY where the antagonists will jump to each jump'.
they could play better by getting the snakes to jump off once they're close by jumping on the disk 2x each level. 500 points each time
@@aputridpileofb-movies6542 I remember reading about how Q*bert was considered "patternless," since the enemies use randomess in their movement. I seem to recall an article from an early gaming magazine (maybe Joystik?) that mentioned patterns could only work flawlessly if you played as soon as the game was turned on, since the RNG's state carried over between games.
There's no level higher than level 9? There should be like level 10- 12.
The pyramid always inverted on me. Maybe because I am colorblind? I had it on C64 and still tried lol
I know that, by today's standards, this game looks primitive. At the time, though, this game was amazing with the pseudo 3D look.
It's just not the same without the knocker.
i guess it is kind of off topic but does anyone know a good place to stream new tv shows online ?
@Grant Sage Flixportal xD
@Nicholas Ethan thanks, I went there and it seems like they got a lot of movies there :D I really appreciate it !
@Grant Sage happy to help xD
Is there a trick to when the green guys drop?
They drop at certain times, you have to play a pattern to get them. Most of the time they come out on the same side where Coily last came out.
I never made it past the first level of this or Zaxxon.
...and I always thought that I play very well because I reach level 10 ..... jajaja
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Is this a perfect play?
Blinky Ghost Jr perfect plays would be using the discs. It is harder to use all the discs (while getting coily to fall off) than keep them totally unused. This is why you get more points for using them in combo with tricking coily than leaving them behind.
I disagree. It doesn't make any sense to use up all the disks on every round to consider this a perfect game. Q*Bert is not like Pac-Man, where you can only get a discrete number of points. Q*Bert allows for an unknown number of points per round as long as you remain playing. Staying around racking up points defeats the purpose of the game.
17:37
Wow
0:04 Gameplay Starts Now
47:53