Back in the days of the Rubik’s Cube, a little orange guy named Q*bert made his debut on the nascent video-game scene and became an instant hit. He was cute, he was colorful, and the game’s deceptively simple concept was accessible to young and old alike. Q*bert is still cute, but he’s trapped in a temperamental, confusing game; he should have stayed in the 1980s.
Q*bert offers three modes of play; Classic, a remake of the 1980s arcade pyramid-hopping original; Head-To-Head, in which two players vie to recolor their cubes first; and Adventure, in which Q*bert hops through four wild worlds in an effort to rescue Q*dina from the clutches of the evil serpent Coily.
The developers took some fairly extensive liberties on the original pyramid design, with mixed results. The trippy visuals and creative 3D decorations are great eye candy and nicely complement the just-left-of-center attitude that has always been part of Q*bert’s charm. Sadly, the bizarre terrain of the Adventure levels often makes it unclear which cubes actually connect to which — in a game where the whole point is to jump from one cube to the next, this is a pretty inexcusable flaw.
The game also suffers from one other major shortcoming: stability. While Q*bert never actually crashed on us, we had to experiment with a number of different extension sets just to run the game; it had a bad habit of locking up our G4 tower. Even after we got it working, it would occasionally leave the screen a frozen, useless mass of colors when we quit the game.
We’re all for reviving classic arcade games, but Q*bert evolved in a bad way and it’s unstable on the Mac.
Pizor, Rich. (February 2002). Q*bert. MacAddict. (pg. 51).