Qbert

Hop across the pyramid and flip every cube to the target tone.

How to play Qbert

Swipe diagonally to hop down the cubes

Hop diagonally from cube to cube across the isometric pyramid using Q/E/A/D (or the arrow keys and d-pad, which are mapped to the four diagonals). Every cube you land on flips to the target tone. Light up the entire pyramid to clear the level. Don't leap off the edge, and from later levels dodge the bouncing chaser; each mistake costs one of your three lives.

Getting your bearings on the pyramid

The first thing that trips people up in Qbert isn't the enemies. It's the isometric angle. All four of your moves are diagonal, so what looks like up to your eyes means something else to your fingers. Q and A handle the left face of the pyramid, E and D the right; the arrow keys and d-pad map to the same four diagonals. Spend the opening seconds just hopping around a safe corner until that mapping feels automatic. Once it clicks, the pyramid stops feeling like a trap and starts feeling like a board you can read.

Clearing a level cleanly

Every cube flips to the target tone the instant you land on it, and you clear the stage once the whole pyramid matches. The efficient route is a zig-zag sweep: work one diagonal line of cubes, drop to the next, and come back across, instead of bouncing at random and losing track of which cubes you've already changed. The bottom row and the two outer edges are where most falls happen, because a single wrong diagonal there launches you into empty space. Near an edge, slow down and picture the landing tile before you commit to the hop.

On an early level with no chaser, rehearse a fixed route: hop down one outside edge to the corner, walk the bottom row across, then zig-zag up through the inside cubes. The risky edges get done while the board is calm, and the safe middle is saved for the end. A rehearsed route also tells you instantly which cube you missed, because anything still dark sits right on your path.

Living with the chaser

From the later levels a bouncing chaser joins you, and it travels the same diagonal grid you do, so you can't outrun it in a straight dash. What you can do is out-turn it. Most of its menace is momentum: while it's mid-hop it can't react to you, so change your diagonal as it commits and its next bounce lands where you were, not where you are. Say it's coming down the middle while you're working the right face. Don't race it to the bottom. Cut across a row or two, let it commit to the downward line, then climb back behind it on the other diagonal. The pyramid is a loop of short escapes if you stay calm, and a funnel of dead ends if you panic. That last part is the one to burn in: more lives are lost to fleeing off the edge than to being caught. You get three, and every fall or capture spends one.

Habits that keep you alive

Look at the cube you're jumping to, not at your character; every fall starts with eyes in the wrong place. Plan two hops ahead, the one you're making and the one after, so a chaser can't force an instant decision near an edge. Slow down on the bottom row, which has the most edge cubes and the least room for error. And remember that standing still is legal. If nothing threatens you, stop, breathe, and pick your route. The clock isn't the enemy here. The edge is. Finally, hop on a beat. Each jump takes a fixed moment, so settle into a steady tempo and make one decision per hop. Rushing two decisions into one jump is how you end up on a cube you never meant to visit, or on no cube at all.

Where Qbert came from

The original Q*bert landed in arcades in 1982, built at Gottlieb by programmer Warren Davis with artist Jeff Lee, who drew the orange, big-nosed hero before anyone knew what the game around him would be. The name was a late mash of cube and Hubert, chosen after staff toyed with naming the game after the swear bubble itself, the @!#?@! that pops up when the character is caught. The cabinet leaned into physical comedy: a pinball knocker mounted inside banged against the wood whenever the hero leapt off the pyramid, a thud players felt as much as heard. The chaser in that version was a purple snake named Coily, and baiting him off the edge was the game's signature trick. Isometric hopping was genuinely novel then, and it's still the whole appeal here: simple to describe, surprisingly hard to do smoothly when the pressure is on.

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Qbert: frequently asked questions

How do I move on the pyramid?

You only move diagonally: up-left, up-right, down-left, or down-right, one cube per hop. Q/E/A/D map to those four directions, and the arrow keys and on-screen d-pad are mapped to the diagonals too.

How do I clear a level?

Land on every cube so they all switch to the bright target tone. Falling off the edge or touching the chaser costs a life; lose all three and the game ends.

Why do my moves feel backwards?

Because all four are diagonal on an angled grid. Practice mapping Q and A to the left face and E and D to the right until it becomes muscle memory, and the disorientation fades quickly.

How do I clear a level?

Land on every cube once to flip it to the target tone. A tidy zig-zag sweep across each diagonal line avoids missing a tile and having to hunt for it later.

What happens if I hop off the edge?

You fall and lose one of your three lives, so always check the landing cube before hopping near an edge, where a single wrong diagonal sends you into empty space.

How do I deal with the chaser?

It moves on the same diagonals you do, so change direction to break its line of approach rather than fleeing toward an edge. It commits to each bounce while airborne, which is your window to turn. Fleeing blindly is how it catches you.

What do the different keys control?

Q, E, A and D each map to one of the four diagonal hops, and the arrow keys and on-screen d-pad are mapped to the same four directions if you prefer them.

Where does the name Q*bert come from?

The team at Gottlieb mashed cube with Hubert. Before settling on it, staff had floated naming the game after the swear bubble itself, the @!#?@! the character sputters when caught, but nobody could pronounce it.

Is Qbert free to play?

Yes. Qbert is completely free on Inkplay, with no download, no sign-up, and no in-game purchases. Open the page and play instantly on desktop or mobile.

Can I play Qbert unblocked?

Yes. Qbert runs entirely in your browser with no download, install, or plugins, so it loads instantly and keeps working even on school or work networks where bigger game sites get blocked.

More games to play

In the mood for more? Try Snake, Breakout, Pong, Blocks, or browse all arcade games and the full games list on Inkplay. Qbert also appears in Retro Games.

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