![]() ![]() ![]() We knew it had replayability and the marketing people and the executives when they looked at it they said, “We think this has success written all over it.” But the coin collections numbers are what really tell you if the game is a success or not. Now before it was manufactured we had test results, because we had put it out in arcades on tests, so we knew that it was liked. That was my goal and after that it’s just hope. I was not without opinions, and I was not without ego, but I could not allow myself to think, “Oh I just created the most fantastic game ever.” No I was really making a game that I thought was good that I would want to play and one that I thought would entertain people. That was one thing that everybody thought, this was going to be huge. It was literally just “what’s the next step?”ĭid anybody there at the studio or company think, “Oh Q*bert, this might be something that might have a legacy behind it?” “Well maybe he can jump off the pyramid,” okay now we have that. The second step was, “well he is avoiding the balls then,” so now I had to write collision detection and I had to have the player die. It always became what’s the next step and what’s the next step, so the first step after the balls were bouncing was to have a player character moving around. We were in one big room so everybody would walk around and see what everybody else was doing, and when people would see things they would go, “wow that’s cool.” When people say “that’s cool” the immediate response is, “hmm I should see what I can do with this.” Because people think it’s cool I should develop it more. I had no plans for it it was really the feedback of other people. At the beginning it was literally just a programing exercise. It always went the next step at the right time. I say that Q*bert was an evolutionary game, in that it was never planned from the beginning. In celebration of Q*bert’s 30 anniversary, we talked with the game designer turned actor about the character’s unique history and its lasting legacy.Ĭan you talk a little about how you got into the industry and how you began designing Q*bert? When you started making Q*bert did you expect it to turn it into a game?ĭavis: I would say at the beginning it was a hope, but not an intention necessarily. Before finding some success as an actor, Davis programmed arcade games – most notably the 1982 arcade hit Q*bert. As an actor, Warren Davis has achieved small roles in shows like House M.D. ![]()
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