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	<title>q*bert &#8211; Set Side B</title>
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	<description>The Flipside of Gaming</description>
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	<title>q*bert &#8211; Set Side B</title>
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		<title>The @!#?@! of Q*Bert</title>
		<link>https://setsideb.com/the-of-qbert/</link>
		
		<dc:creator><![CDATA[rodneylives]]></dc:creator>
		<pubDate>Sat, 11 Oct 2025 14:00:00 +0000</pubDate>
				<category><![CDATA[arcade]]></category>
		<category><![CDATA[niche]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[q*bert]]></category>
		<category><![CDATA[strategy]]></category>
		<guid isPermaLink="false">https://setsideb.com/?p=10835</guid>

					<description><![CDATA[Fourth of five retro arcade strategy posts this week, how about we learn how to play the swearingist classic game: Q*bert. Here&#8217;s a video that covers what each of Q*bert&#8217;s five levels is like (18 minutes): You play Q*bert, and at first it seems simple. Level 1, you jump on each cube once. Slick and/0r &#8230; <a href="https://setsideb.com/the-of-qbert/" class="more-link">Continue reading<span class="screen-reader-text"> "The @!#?@! of Q*Bert"</span></a>]]></description>
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<p>Fourth of five retro arcade strategy posts this week, how about we learn how to play the swearingist classic game: Q*bert.</p>



<p>Here&#8217;s <a href="https://www.youtube.com/watch?v=WBS_85-4IQw">a video that covers what each of Q*bert&#8217;s five levels is like</a> (18 minutes):</p>



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<p>You play Q*bert, and at first it seems simple. Level 1, you jump on each cube once. Slick and/0r Sam may change them back once in a while, but you can just jump on them again.</p>



<p>Level 2, you jump on each cube twice. That makes each level twice as long, but still not much of a problem. The rising difficulty here comes from more and faster enemies.</p>



<p>Then you reach Level 3, and Q*bert becomes a much different game. Now jumping on a solved cube <em>unsolves</em> it. If you don&#8217;t work out how to handle this, levels can drag on indefinitely. It&#8217;s a bit of a wall for players here, and Slick and Sam become much more annoying.</p>



<p>Level 4 is similar, except you have to jump on each cube twice, and jumping on one after it&#8217;s complete changes it back to the intermediate color. But worst is Level 5, where jumping on a solved cube changes it back to the original color. This is a huge change, for it means the pyramid can actually become unsolvable without using a Disk, or waiting for Slick or Sam to come in and reset some of the cubes. For more details, I refer you to the video. You know, the one I embedded a few paragraphs up. Go! And if you think that&#8217;s nuts, check out what happens in the unreleased sequel Faster, Harder, More Challenging Q*bert (<a href="https://gamefaqs.gamespot.com/arcade/567339-faster-harder-more-challenging-qbert/faqs/44793">GameFAQs link</a>).</p>



<p>Here&#8217;s <a href="https://www.youtube.com/watch?v=DpMFai6k9hk">another strategy video</a> (10 minutes), with tips by Jody Martin, released to <a href="https://www.youtube.com/@StarfightersArcade">the Youtube channel of Starfighters Arcade</a>. It more basic in focus, but is more interested in explaining enemy behavior and how to react to it.</p>



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<iframe title="Q*bert - Bonus Points: Tips from the Pros. | Episode 2" width="840" height="473" src="https://www.youtube.com/embed/DpMFai6k9hk?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
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<p>Something I&#8217;ve thought is interesting about Q*bert, which is also true of Pac-Man, is that it&#8217;s like a turn-based game, but where you can play around with the timing of the moves. I&#8217;ll try to explain.</p>



<p>While both games let you decide when to make decisions, both encourage playing in a discrete, point-by-point way. When Q*bert lands on a cube, there&#8217;s a limited number of decisions they can make, other than waiting to make your move. In Pac-Man, your moves are constrained to the maze paths, but you can turn slightly early, you can pause when you hit a wall, and you can double back at any point. You usually don&#8217;t want to pause or double back in that game, because they introduce uncertainty in patterns (although a few patterns rely on them, which makes them much harder to perform). Q*bert is resistant to patterns, using pseudorandomness to affect the paths of the balls and most enemies, and the player&#8217;s ability to break out of the rigid temporal confines of that game&#8217;s movement is more helpful.</p>



<p>Contrast both games to Robotron and Defender. Those games have &#8220;free&#8221; movement, they&#8217;re not confined to a playfield with limited choices but let the player move around how they want. In actuality they&#8217;re games where the turns are taken in real time each frame. That adds a much greater role for player skill, but it also requires you to be much more precise.</p>
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