Jake Gable writing for Cultr lists his 10 favorite PlayStation 2 games. For the details you should read the article, but from 10th to 1st, they are Kingdom Hearts, Virtua Fighter 4, Medal of Honor: Frontline, The Getaway, James Bond 007: Nightfire, Pro Evolution Soccer 5, Ratchet & Clank, Gran Turismo 4, The Simpsons Hit & Run, and Grand Theft Auto Vice City and San Andreas, cheating a bit by combining two games into one item.
Rich Stanton at PC Gamer says Cave Story is now a roguelike. Why not? Make everything a roguelike! Let’s burn it all down! We won’t rest until you can play an @-sign in Animal Crossing and swing a parenthesis at K.K. Slider! Well back in boring old reality, this is actually a fangame called Doukutsu Randamu: The Cave Story Roguelike. It’s free on itch.io!
Anthony Wallace at Retro Dodo tells us of seven interesting recent Pokemon Emerald romhacks! Romhacks haven’t shown up on Set Side B much yet but we’re fully in favor of them here, so, look out for more on this subject in the future!
This is a collection, made by Melora, of various Japanese publications related to The Legend of Zelda and its sequels, including manuals, hint books, strategy guide and manga. There’s a lot to go through! Some of it is translated, a lot isn’t. But it’s all nice to leaf through. There’s four heads to this particular Gleeok: a home page, a blog, a Twitter feed, a Flickr image archive with tons of images, and a substantial amalgamation on the Internet Archive. If you’re as familiar with Zelda games as I am, you might not even particularly need the strategy guides translated!
I still remember the first substantial thing I read about Zelda, long ago, a review in, of all places, Games Magazine. I must have been about 13 at the time. It seemed like an awesome thing to my games-addled brain, but at that moment I didn’t even have an NES. When I first played it, it was amazing. I spent months uncovering every item and secret (finding Level 7 in the second quest was a major roadblock).
So, when I think of The Legend of Zelda, I think of challenging game play, exploring a huge world, finding deviously hidden secrets, and overcoming a formidable challenge purely by my own efforts. All of these side various comics are a bit lost of me, as it is not often that I get into the lore of the series (The Wind Waker was a major exception), but I understand that a lot of other people do, and I think that’s terrific.
I have not had that the kind of experience I got from The Legend of Zelda from many other things since the era of the NES, but two places I did get it from were Breath of the Wild, of course, and Fez. I hear Tunic‘s pretty good, I probably should look into that soon….
Some more images, from various materials related to the first game. All are from this Flickr album, and were uploaded (and many of them, scanned) by Melora of History of Hyrule:
I’d like to draw your attention in particular to the ad for GEOS on that page, the early C64 windowed operating system that breathed new life into the system. In the end it was probably doomed due to a number of factors: Apple’s head start and much better marketing, the fact GEOS had to be booted from disk while Mac OS was partly ROM-resident, and a bit of clunkiness. But you can do rather a lot with GEOS all by itself, and it comes with a capable word processor in GeoWrite. GEOS, and its weird legacy, probably deserves a post of its own eventually.
The image above is for a fake ad, but it’s based off of an iconic, and slightly disturbing, television ad from Austrailia, Keeping Up With The Commodore:
“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter
Ron Amadeo at Ars Technica tells us that estimates are that the Google Play and Apple App Store culls to take effect will each remove over half a million apps. This will result in the permanent destruction of a huge amount of software from the beginning of the smartphone era to two years before the present. It’s yet another example of how corporations are awful stewards of software preservation, drebnar! (What? Don’t editorialize? Is that how they do it on Earth?)
C.J. Andriessen at Destructoid lists three upcoming characters for smashalike Nickelodeon’s All-Star Brawl: Jenny from My Life As A Teenage Robot, Rocko from Rocko’s Modern Life, and… Hugh Neutron, the dad of Jimmy Neutron? Well anyway, it’s another avenue to allow kids and former-kids to have their favorite characters beat the ever loving crap out of each other, as we have all dearly wished for many times!
Lauren Morton of PC Gamer begs, and I agree, to please stop making Discord servers for things that shouldn’t be Discord servers! The public web is a wonderful thing, and to block off information among insular, private communities makes it difficult both to find and preserve. Although, if you’re going to make a wiki, please consider alternatives to Fandom, as they have their own problems.
Franken has made the internet rounds the past few days, being praised by Derek Yu and Video Game Dunkey. I was pointed to it by our own Kent Drebnar, the one-celled gaming organism who does news posts for us. It’s a free and short and free JRPG styled thing up on itch.io. It’s inspired by Final Fantasy VI, For The Frog The Bell Tolls, Moon, and Grow RPG! It’s made with OHRRPGCE, itself a fun, quirky and free RPG creation program.
It’s not really so much as game as a humor delivery mechanism and strongly-guided system of battles. There’s only one choice for actions throughout all the fights, but it’s more of a silly and good-hearted story that you experience through a Dragon Quest play system. It reminds me a lot of another JRPG homage for 3DS and Switch, Fairune, although without its sometimes maddening secret-finding, and with lots of quirky characters, which feel like they were imported from Undertale.
It’s only about an hour long, and did I mention it’s free, so I figure it’s well worth your time and money!
As everyone surely knows by now, in Wordle, you use Mastermind-style clues to narrow down and guess a five-letter word. You get six guesses, but all your guesses must be actual words. There’s a new puzzle every day, but only one. It tracks streaks and win percentages. It became an internet sensation, because of one or more of the following things: it’s fun, it’s simple to understand, it’s a challenge but not hugely difficult, it lets you easily share your victory without giving away the answer, it usually gives you a nice compliment when you solve it, and, especially, it’s completely free and unencumbered by ads, app stores, upsell, or rent-seeking of any kind.
Its creator Josh Wardle made Wordle (hence the name) for his friends to play, but news quickly spread, a lonely remaining example of the good kind of internet virality, the kind that hasn’t been pressed into the service of racism and tyrants. Wordle is so popular that the New York Times bought it from its creator for an amount “in the low six figures.” We’re not sure why they bought it unless they plan to make it a paid service someday, an imposition that its creator had promised would never happen. Maybe once the clamor has died down. For the moment, at least, it remains free.
Now, one of the oldest trends in computer gaming is to take a thing really popular at the moment and to clone it, to some degree of exactitude. A list of things this has happened to includes Pong, Breakout, Space Invaders, Pac-Man, Donkey Kong, Wizardry, Ultima, Zork, Super Mario Bros., The Legend of Zelda, Sonic the Hedgehog, SimCity, Myst, Super Mario 64, Everquest, Minecraft, Flappy Bird, and Undertale, among others.
So it has happened, is happening, and shall continue, for a while, to happen with Wordle. Wordle and its progeny are popular enough that it’s become one of those subgenres of internet article, to round up a bunch of Wordle-inspired things and present them, all in a bid to gain some of that sweet Google-juice.
Well, never let it be said that we here at Set Side B aren’t immune to a bit of audience pandering! Here are the best of the Wordle-likes, that I have found at least.
N-Plus-Fivele
These are Wordle, but moredle.
Dordle is two games of Wordle at once. You get seven guesses. Your guesses go into both puzzles. Its creator is on Twitter, they’re cool!
Not enough? Tridle is three games of Wordle at once; you get eight guesses.
You want still more? Sure, we’re all adults here. Quordle is four games of Wordle at once; you get nine guesses. You’ve probably picked up on the pattern here by now.
Beyond that? Absolutely, why should we be bound by the rules of the past? Octordle is eight games of Wordle at once, with 13 guesses.
You’re not yet satisfied? So we stray still further from divine grace. Okay, then, Sedecordle is 16 games of Wordle at once, with 21 guesses.
Even more? Let the angels weep then. Duotrigordle is 32 games of Wordle at once, with 37 guesses.
What? More, even than that? Why not, let’s abandon all the laws of heaven and earth. Sexaginta-Quattordle is 64 games of Wordle at once. It’s slightly more forgiving than the other versions, giving you 70 guesses instead of 69. Once you get to this scale, Wordle’s whole nature changes. After you use a couple of spare guesses to get some info about the words en masse, your aim is to try to correctly guess one word per turn, and use the information revealed by those guesses to solve the others.
This brings us to Kilordle, 1,000 games of Wordle at once, with 1,005 guesses. This may sound just like an exercise in extremity, but some care was put into it: the puzzles you’re closest to finishing are sorted to the top, and solved ones are removed entirely. Also, you can get more than one word on a guess, since you’re awarded credit for words you have all green letters for. When you get near the end and single guesses can eliminate 20 words or more, it almost feels like a clicker game. When playing in bulk like this, your strategy tends to change to the general case: using every letter in every position in as few moves as possible. I’ve seen someone mention winning in as few as 75 moves this way, and a computer program probably could do it in even less, but writing software to play Wordle for you is discarding one of its chief virtues: that you don’t have to think too hard about it.
There used to be at least two sites that let you play past Wordle puzzles, but the New York Times requested they be taken down when they gained ownership of the original game and name. Boo, hiss!
If you want to play locally at a command-line, and have one of a couple of scripting languages installed, you can try wordle in Ruby or wordle-cli in Python.
These are Wordle, but changed, or with a special focus.
Hello Wordl lets you decide how many letters are in the answer. The daily game decides the number of letters for you.
Hurdle is a series of five Wordle puzzles. When you guess the answer to one, it becomes the first guess of the next. For the last puzzle, all four previous answers are automatically your first guesses, giving you two tries left.
Star Wordle‘s answers have a Star Wars theme, but you can still guess normal words to help with narrowing it down. Another version of the concept is SWordle. Along these lines is Lordle of the Rings. Wizarding Wordle, to Harry Potter.
Taylordle answers all refer to Taylor Swift in some way. Byrdle answers all relate to choral music. Gordle answers are all hockey players. Basketle answers are basketball players. Bikle, for cyclists.
Queerdle answers are from four to eight letters and are always LGBTQ+-related; guesses can be any word of the answer’s size. Phoodle has food and food-related answers, but guesses can be normal words. Lewdle has crude answers, and by default only accepts crude guesses, although this can be disabled. Similar to that is Sweardle.
Squabble is online-based battle royale multiplayer Wordle, where correct guesses become attacks against other players, and incorrect ones cause you damage.
Absurdle changes the answer behind the scenes to be as difficult as possible. You still only get six guesses. Another version of the idea, which lets you decide on the word length, is Evil Wordle. Adverswordle plays a bit like that, but with the computer guessing and you giving it clues to matching a secret word you come up with, and can change if you want, so long as you don’t contradict yourself or make it impossible.
Luckle changes the answer behind the scenes to be as easy as possible. You get six guesses, but they won’t matter.
And now, it falls to my weary shoulders to inform you of the existence of Letterle. At least you get 26 guesses.
Variations
Like Wordle, but with extra stuff added.
Crosswordle gives you two words, that are related and cross at some point.
Waffle is Wordle, but with a grid of six words, and instead of guessing on a blank board, all the letters are given, but scrambled. A move consists of swapping two letters. You get 15 swaps; a perfect score is 10 swaps.
Scrabwordle gives you fewer guesses (depending on player-selected difficulty), but gives the secret word’s Scrabble score as a hint.
Squardle… okay, this is going to require some explanation. Squardle sets aside one of Wordle’s chief virtues, simplicity. It’s still fun, but a subtly different kind of fun. It has a grid like Waffle (see image of solved game to the right). You make guesses, but in turns, and along two lines at once: your first guess is along the top row and left column (DWELL and DROSS in the image). You always guess the same word in both. You’ll get clues along both lines based on your guesses (the small letters in the image, which accumulate as you guess). Yellow letters mean the letter can be found somewhere along the same row, and red letters are along the columns. Orange letters mean one of that letter can be found both vertically and horizontally, along both the row and column. Green letters are in the right place, as in Wordle. Notably black letters, the B and N in the shown puzzle, won’t be found anywhere, even in other words.
After you make your first guess, the second guess works the same way, but through the vertical and horizontal center (EVICT and OPIUM here), and the third guess hits the right-most column and bottom row (LEMUR and SATYR). After that, the guesses cycle through these three sets of positions.
Because of the increased complexity and your inability to make a guess over the whole puzzle at once, Squardle gives you ten guesses, you get an extra guess every time you get a word right, for up to 15 guesses in all, and, if you completely solve both the words at a given row/column pair, it’ll be skipped in rotation for the rest of the puzzle. If your head is swimming after all of that don’t feel bad, it’s definitely more complicated than Wordle, and it demands more from you. But, once you get underway, with careful thought the puzzle is still doable. For those who master it, there is a more difficult version, Weekly Squardle, with a total of ten words and starting with only six guesses.
Inspired-By
Not really like Wordle at all, but they still have daily puzzles.
Heardle challenges you to guess songs from a snippet. With each wrong answer the snipped gets longer. Those like me will be hopelessly lost.
Worldle has you guessing a nation by its shape; the hints from incorrect guesses take the form of facts about the nation. Similar to that is Globle. And, down in Flaggle Rock, you guess the flags of countries and territories.
Who Are Ya? is a similar concept, but with portraits of football (a.k.a. soccer) players.
Framed asks you to guess a movie from stills, doled out one per guess.
Mathdle wants you to complete arithmetic number sentences. Nerdle is similar, as is Mathler. There is also Primle, where you have to guess a prime number. Also, Primel.
Subwaydle is of interest mostly to New Yorkers, challenging you guess a route between two given subway stations. MTRdle is the same, but for Hong Kong’s subway system.
Poeltl is basketball players again, but with game-related clues instead of the usual green/yellow/white letters.
Semantle tells you how close semantically, as judged by an algorithm, your guess is to the hidden word. There is no guess limit, but it’s very challenging, and guess counts of over 100 are frequent. Make sure you read the directions, as you might not be prepared for what semantic closeness means. Pimantle is the same idea, but with a cool visualization.
Redactle picks one of the top 10,000 most-notable Wikipedia pages, blacks out all but the most common words, and reveals them as you guess what they are. You win when you uncover every word in the page title. Like with Semantle, you aren’t limited in guesses but it’s still very hard. If the answer is outside your interests, you might end up making 200 guesses or more. This is one of those games where there’s a bit more to it than you might expect: the articles are in a monospace font, so you can reliably tell how long the blanked-out words are.
It predates Wordle so it’s not really inspired by it, but if you have a New York Times subscription you can play Spelling Bee, which asks you to come up with as many words from a set of seven letters as you can, provided they all contain a given key letter. You get more points for longer words, and a rating based on what proportion of that day’s maximum score you earn.
Did you know that wordle was once a term for a kind of word cloud, created by Jonathan Feinberg? There was a wordle.net and everything! It had a Metafilter post in 2008! It had a trademarked name! It was popular!
No one seems to remember it any more. Its site is dead. It was last seen alive in 2020. Finding out more is very difficult now because of the search static produced by its massively popular successor.
The existence and forgetting of first-Wordle should serve to remind us all: Internet fame is beyond fleeting. Wordle is known and beloved now, and since it’s owned by the New York Times is probably on track to staid, Jumble-like ubiquity. But these variants are not going to be around forever. Enjoy them while you can, for it’s just a matter of time before their domains all become just another tool in some nefarious SEO outfit’s Google-gaming schemes.
Over at Kotaku, Ethan Gach fills us in on a lawsuit accusing Wata Games, a grader of “collectable” games, of manipulating prices. A market full of hordes of uncritical participants being vulnerable to manipulation, who would have thought? Answer: a lot of people desperately pushing cryptocurrencies and NFTs. Maybe this will finally make it affordable to buy retro games again, but I’m not getting my hopes up, drebnar.
Steven Weber of mmorpg.com informs us of the top five most-downloaded MMORPGs on Google Play. In brief: Black Desert Mobile, Avabel Online, School of Chaos Online, Toram Online, and Sky Children Of The Light. In the titles of MMORPGs may be the last remaining places on the internet where the word “online” is used.
This is a part of Snow Crash I don’t quite remember. I believe they may have been misled as to the importance of simulated mouth arachnids due to the statistical influence of Spiders Georg. So far these actual scientists’ experiments have only gone as far as the Meta Quest, making this the first hilarious thing about Meta that doesn’t have Mark Zuckerberg to blame for it.
Gaming Alexandria is a treasure, and lately it’s been uploading scans of 80s/90s Japanese game magazine PC Engine Fan to the Internet Archive! Even if you can’t read a word of it, the artwork and screenshots alone make it a joy for the eyes. If you remember and love the look of the early days of Nintendo Power, when its layout and illustration were done by Tokuma Shoten publishing, you should appreciate these.
The PC Engine, a.k.a. Turbo-Grafx 16 (a much worse name really), sits at a sweet spot between old-school pixel art and 16-bit splendor. It was arguably a less capable system than Sega’s Mega Drive/Genesis, but it could show more colors, and its games looked a lot more vibrant in print. To a kid in the U.S. at the time, it exuded a strong sense of anime coolness, and I can’t help but feel a bit of that old excitement.
I have to stop myself from filling this post with page after page. Here’s a few choice examples:
It’s Sunday! Time to slide another bead on the survival abacus over from the left side to the right. You don’t have a survival abacus? How do you know how many weeks you’ve lived?
As a reward for making it this far in life, I present a fourteen-year-old comedy video from internet funnyperson Lore Sjöberg, one of the two founders of earlyweb gigglesite Brunching Shuttlecocks and sole maintainer of currentday chuckleplace Bad Gods, in which he rates elfyhero actionguy Link’s various weapons in videogame adventurething The Legend of Zelda. Being 14 years old, the specific game in question is The Wind Waker, that one with the cartoon art style that most of us love now but hated back then, because most of us are bad.
This was during a short period after Brunching closed up, back in that ancient year 2008, during which he wrote and made occasional videos for WIRED Magazine, which is as surprised as anyone that it still exists.
Having to do with an old The Legend of Zelda game this fits easily within the site’s sphere of subject matter, but the secret reason I post this is I’ve been a great fan of Lore since Brunching Shuttlecocks, and more people need to see the things he’s done. Certainly a whole lot of my own allegedly-humorous writing style can be directly traced back to him.
At Nintendo Life, Ollie Reynolds has noticed that Konami has had its most profitable year ever, which might seem strange to us considering how they seem to have left many of their properties to lie fallow. Two products are responsible it seems: Yu-Gi-Oh! Master Duel, and, in Japan, Momotaro Dentetsu: Showa, Heisei, Reiwa mo Teiban! It does mention the upcoming Teenage Mutant Ninja Turtles: The Cowabunga Collection as an expected source of future profit.
Also from Ollie Reynolds comes word about Limited Run games asking users to destroy their DOOM cartridges! It comes down to a bug on some carts, and rather than shipping them back and getting a replacement, with all the effort and expense that entails, they’re just asking that they break their carts, and then to send proof, before getting a replacement. I mean, I understand why they’re doing that, but destruction offends me deep down in my protoplasmic soul? Some day I’m sure an economist will write a paper on this. Oh, in making my diatribe I almost forgot the point! The article is actually about them creating a little Doomguy diorama with the pieces of the cart.
We’re back at Nintendo Life again, with Alana Hauges’ article about Hitoshi Akamatsu, the creator of the NES Castlevania games and series as a whole, who left the company and now no one seems to know what happened to them. Some trash talking from a former co-worker is in there. Their star descended a bit at Konami when the third Castlevania game underperformed, which is a gigantic shame now that the game is widely recognized as one of the high points of the Famicom/NES. There’s no justice, either on Earth or in the icy reaches of outer space, I tell you. It seems more information can be found in Wireframe Issue #62, and in a 2019 article also in Nintendo Life.
Home stretch! Robert Zak at PC gamer writes about a fangame in the works called Metroid 64. This will certainly go well and not be ceased-and-desisted by Nintendo the moment it attains any actual popularity!
Lauren Aitken at PC Gamer tells us more about Disney Dreamlight Valley, their crossover self-insert lifesim game of Disney characters and you, their best friend.
Arcade Mermaid is a recurring feature where we look at weird classic arcade games. The word weird has many meanings; sometimes it means bizarre or ludicrous, but sometimes it means of a really unusual design.
Our game this time easily fulfills multiple senses of the word. Konami’s Amidar was released in 1982, putting it near the end of the arcade boom in the US. It still came out early enough to get an Atari VCS/2600 port from Parker Bros., the source of many of the better arcade ports of the time that didn’t come from Atari or Coleco.
Odd Boards: Gorilla and Spearmen
Amidar‘s game world is both abstract and evocative. You’re a gorilla, tasked with collecting all the dots on a board made of lines, while evading hostile spearmen called “Amidar” (plural) and “Tracer.” Unlike as in Pac-Man, the playfield isn’t a maze as it is a bunch of adjoining boxes, with you and the enemies walking along their border lines.
People who have played a lot of Mario Party might find something oddly familiar about this layout. We’ll get to that.
When you collect all of the dots around one of those boxes, it fills in with a solid color. These boards you can play somewhat like Pac-Man. There are differences, though. The “turn the tables” mode that lets you attack your pursuers activates when you fill in the four squares in the corner of the screen. You only get one such period every level, and it takes a lot of effort and some foresight to achieve it. If the last box you fill in is one of those corners, you complete the level immediately and don’t get any bonus points for chasing down the enemies.
Even Boards: Paint Roller and Pigs
There is another kind of level in Amidar, however, that plays similarly, but with a significant difference. In these, for some reason, you’re not a gorilla but a paint roller, and you’re avoiding not natives but bipedal pigs. No reason is given for the change of graphics, although they’re still called “Amidar” and “Tracer.”
In these alternate boards, each of the rectangles has a number in the middle, which is a bonus score you earn for filling it in. On the gorilla boards, you only get points for collecting dots and capturing enemies during the attack period. Here, you get points for surrounding boxes and capturing them, so these score a lot better.
The trade-off, that makes these boards a lot harder to complete, is that you can’t just collect dots however and expect your progress to stick. There are no dots.
Instead, you have to extend the colored border away from already-colored lines, surrounding boxes one at a time. If you leave the border of the box you’re currently coloring, your progress will disappear! You’ll have to go back to one of your established lines and start over. Because you can’t just color them at any time but instead have to extend your territory out to them one box at a time, it’s a lot harder to take advantage of the attack phase granted by coloring the four corner boxes. It’s a lot harder in general. Most games end on Pig boards.
You have final aid to help you get through each level. Each board and each life, you get three uses of a “Jump” button that allows you to slip by the Amidar and Tracer. But, in keeping with a game where you alternate playing as a gorilla and a paint roller, the Jump button doesn’t allow you to jump over enemies. Instead, it causes the enemies to all jump, allowing you to pass beneath them.
Amidakuji
After you’ve played a couple of games of Amidar, you might catch on to an unusual property of the enemies. They don’t chase you. The have a specific route they follow through the board. Pac-Man may have patterns you can use to evade its ghosts, but Amidar makes the pattern followed by the enemies explicit, and the whole point of the game.
The motion of the normal enemies is entirely deterministic and uncaring of your location. Instead, they move in a specific, meandering pattern. They actually follow the routes of the Chinese “Ghost Leg,” or as it’s called in Japan, Amidakuji lottery. (You see? Amidakuji? Amidar?) They move down along vertical paths until they reach a horizontal intersection, which they will always take and then continue downward. When they reach the bottom of the board, they reverse their vertical progress, going up to reach the top again, still taking horizontal paths when they encounter them.
This is where Mario Party players might find this familiar. The Amidakuji lottery is simulated in the minigame Pipe Maze. In this, the four players are randomly arranged at the bottom of a network of pipes, and one of them must drop a treasure chest down one of the entrances at the top. The treasure travels down in the manner of the Amidar, and whichever player it reaches at the bottom gets the treasure.
The Amidakuji lottery has some interesting characteristics. It matches up each of the vertical paths at the top with exactly one path at the bottom. It doesn’t matter how many side connections there are, there will always be one way through for each path at the top.
To emphasize this, between each board of Amidar there is a bonus round that works more directly like the Amidakuji. You pick one of the routes for an Amidar to begin winding down, trying to guide it to a bunch of bananas at the bottom. Once you learn the knack of these stages it’s not hard to get the bananas most of the time. With your eyes, try to quickly trace the path in reverse, starting from the bananas.
The key to success at Amidar is focus and practice. With experience you’ll get better at figuring out where the Amidar will go in real time, and can avoid them more easily. Later levels increase the number of Amidar. Also, since a player can avoid the Amidar pretty consistently, there’s a failsafe timer in play. If you take too long to finish a level, the Tracer, which usually only moves along the outer boarder, will leave its patrol route and start following your prior movements through the level. This really starts to be a problem with Level 4. It’s good to save the corner blocks for when this happens.
Once you internalize the rules to Amidakuji, you may find yourself progressing deep into the game. I’ve been as far as Level 6! The game also has charming, melodic music in the style of Frogger. At the time of its release it was a minor hit for Stern, its licensee in the U.S., and now can be seen as a highlight of its genre.
A post-script. I searched for information on Parker Bros. Atari VCS port of Amidar, the only one made during the classic era of arcades, and found a page on the fandom.com wiki that gets many key facts wrong. It mentions coconuts: no version of Amidar has coconuts in it. It mentions the Jump button making enemies jump and not you: this is not at all evident in the VCS version. It mentions a bonus stage after every round: this doesn’t exist in the VCS version. This is one of the reasons I hate fandom.com!
No, Q*bert hasn’t died! Well except in the usual sense sometimes of being pounced upon by a big purple snake or plummeting from a pyramid with a characteristic @!#?@! Instead, their game’s designer and programmer Warren Davis did a talk about the game’s creation for GDC!
You can find out:
The origins of the cube graphics and the characters
The story behind the game’s name
What Warren Davis said aloud during the unveiling of Gottlieb’s new company name Mylstar!