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Q*bert

  • 1983 – 1984
  • Ended
  • Animation · Kids
  • 2 seasons
  • 5.0/10

Q*bert was a segment of the "Saturday Supercade" cartoon series that featured video game characters from the golden age of video arcade games. The Q*bert cartoon took place in the 1950s-inspired town of Q*Berg, where a teenage fur-covered creature named Q*bert, his girlfriend Q*Tee, his brother Q*Bit and his friends must contend with the resident bullies Coily, Ugg, Wrong Way and Viper.

Latest: Season 2 · 1984

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  1. E1. Take Me Out to the Q-Game

    Sep 8, 1984

    Qbert and his friends gear up for the big Q‑Game baseball showdown, but their hopes for a smooth match quickly unravel. Between quirky rules, unpredictable plays, and a rival team determined to bend the game in their favor, chaos takes over the diamond. As the stakes rise and tempers flare, Qbert must rally the crew, restore team spirit, and prove that heart and teamwork matter more than any scoreboard.

  2. E2. Noser, P.I.

    Sep 15, 1984

    When Noser decides to become a private investigator, he drags Q*bert and the gang into his latest over‑the‑top adventure. Armed with a magnifying glass, wild theories, and questionable detective skills, Noser sets out to crack a “mystery” that quickly spirals out of control. As clues get mixed up and suspects multiply, the crew must work together to solve the case — and keep Noser’s imagination from turning the whole pyramid upside down.

  3. E3. Hook, Line & Mermaid

    Sep 22, 1984

    A day of fishing takes an unexpected turn when Qbert and his friends encounter a mysterious mermaid who’s lost her way. Trying to help her return home leads the gang into a whirlpool of misunderstandings, slippery situations, and classic Qbert chaos. As they navigate tricky waters and surprising twists, the crew learns that even the strangest encounters can lead to unforgettable friendships.

  4. E4. Q-Historic Daze

    Sep 29, 1984

    A class field trip to the Q‑Historical Museum turns into an unforgettable adventure when Q*bert and his friends accidentally activate a series of ancient exhibits. Suddenly surrounded by lively legends, roaming relics, and a few chaotic “living history” surprises, the crew scrambles to restore order before the museum curator finds out. Along the way, they discover that history isn’t just something you read — it’s something you experience.

  5. E5. Q-bert's Monster Mix-Up

    Oct 6, 1984

    A spooky rumor sweeps across the pyramid when Qbert and his friends stumble upon strange tracks and eerie noises near the old caves. Convinced a monster is on the loose, the gang launches a full‑scale investigation filled with wild guesses, hilarious misunderstandings, and classic Qbert chaos. As the clues pile up and the “creature” causes more confusion, the crew must uncover the truth before panic takes over — and what they find is far from frightening.

  6. E6. Game Shoe Woe

    Oct 13, 1984

    Qbert is thrilled to get a brand‑new pair of high‑tech game shoes—until they malfunction in the most spectacular ways. From uncontrollable bouncing to wild speed bursts, the shoes send Qbert zipping, flipping, and tumbling across the pyramid. As the chaos escalates, the gang races to help him regain control before the shoes cause total gridlock. In the end, Q*bert learns that fancy gadgets aren’t always the key to being a hero.

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