Not one capture here. Every picture is drawn from the bytes of the ROM with the cartridge's own tables: the logos, the title, the fifty stages, the bonus stage, the duel, Q*bert, the creatures and the pattern viewer nobody calls. Eleven screens are checked against openMSX byte for byte, with 0 differences. The listing and the numbers are reproducible with make, and reassembling gives back the ROM byte for byte.
A stage is cleared with five finished cubes in a row in a row, column or diagonal of the 9 × 9 grid (gaps do not break the line). One line is needed up to stage 30, two from 31 to 40 and three from 41 to 50 (0x737D).
Seen in openMSX: five cubes marked on row 4 of stage 1 and the stage is cleared, and the time is paid at 10 points a second.
The cubes do not change colour: they roll. Each one is one of the 24 rotations of a cube with painted faces, and jumping on it rolls it the way you go (0x72C0, 24 × 4). The model is at the top left; a cube is finished when it shows the same three faces.
Measured walking the table: any rotation is reachable from any other in four jumps at most.
With two players both play at once: the second one with E, S, F, C and CTRL or joystick 2, each with their own model. The first to make a line wins the set; if time runs out, whoever has more cubes. With a tie, or if both fall, JAN-KEN-PON: down is paper, left scissors and up rock (0x8B2B).
The hands come from the ROM; the duel comes from the code and has not been played through.
If your last three jumps each finished a cube and you have fewer than 8 lives, an object appears at your height and crosses the screen from left to right (0x8FDF). Touching it gives a life.
Seen in openMSX: the object appears, crosses and the lives go from 2 to 3.
At GAME OVER, F5 is the CONTINUE: score to zero, three lives and the same stage (0x4380). F1 pauses, but only while the stage music is playing (0x6AA3).
Both seen in openMSX.
Balls that do things fall down the pyramid: the green one freezes everyone, the grey one makes them run away, the red one gives the long jump (two rows, with the trigger) and turns Q*bert white, the yellow one speeds you up, the turtle slows you down and the blue one makes you invincible. A hooded one that chases you, a moai that bounces down and six coloured creatures that stay on cubes of their colour are the ones that kill (0x7628).
It comes from the code; the drawings, from the ROM.
After stages 3, 6 and 10 of every ten comes a bonus stage: Q*bert does not move, each diagonal rotates the cube he stands on, and when it is finished he moves on to the next (0x789D). At the end each finished cube is worth 100, 200, 300… and with all 27, PERFECT 5000 POINT.
Seen in openMSX after stage 3; the PERFECT comes from the code.
When you take the green ball, 0x7763 loads 0x00BC and writes to 0x00BC and 0x00BA, which are the BIOS ROM: nothing happens. Everything points to it being meant for 0xE2BC, object 23.
Twelve pieces of code nobody calls: a development pattern viewer that fills the screen with 0, 1, 2… (0x6757), which we ran in a game and is in the gallery; old copies of the key reading and, at 0x44A5, the Game Master stage with a loop that never exits, never reached because the variable is cleared just before. And at the end of the ROM, Konami's hidden mark: キューバート, RC-746.
Under each picture is where it comes from and what is on it.
0x4B95), Q*bert at the arcade machine (the RLE at 0xB09A and the script at 0x8849) and the texts at 0x4790. Checked against openMSX: 0 differences.0x97DB, 81 bytes each) and the cubes of their style (0xA7FE: one for 1-10, one for 11-20 and one for 21-50). The top-left cube is the model. Stages 1, 11, 21, 41 and 50 checked: 0 differences.0x64C3).0xA7AD) and BONUS at the top. Checked after stage 3: 0 differences.0xACBC to the left, 0xADBC to the right, standing and in the air), falling (0xAF3C) and on a cleared stage (0xAEBC).0x65CB).0x65CB, landed and in the air: the grey ball, the green one, the yellow one, the turtle, the red one, the cube spinner, the moai, the hooded one, the six coloured ones and the blue ball.0xAC3C and 0xAC7C).0x9019).0x8D3D, the hands and the letters at 0x90E3. This one is not checked.0x8B49): paper, scissors and rock. The right-hand one is the left-hand one mirrored (0x8C5F).0x6757, which nobody calls: it puts each cell's number in it, 0 to 255 in every third, and so shows every loaded tile. Over stage 1: the 16 faces, the font, the style's edges, the finished cube, the frame and the hearts. Run in openMSX and checked: 0 differences in the tiles the stage builds.0x4982, 0x494E). Checked: 0 differences.