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Joust (video game)

Joust is an action game developed by Williams Electronics and released in arcades in 1982. While not the first two-player cooperative video game, Joust's success and polished implementation popularized the concept. Players assume the role of knights armed with lances and mounted on large birds (an ostrich for Player 1, a stork for Player 2), who must fly around the screen and defeat enemy knights riding buzzards.

Joust
Flyer showing a player in front of the arcade cabinet.
Developer(s)Williams Electronics
Atari, Inc.
Publisher(s)Williams Electronics
Atari, Inc.
Atarisoft
Atari Corporation (ST, 7800, Lynx)
Designer(s)John Newcomer
Programmer(s)Bill Pfutzenreuter
Artist(s)Jan Hendricks
Python Anghelo
Composer(s)Tim Murphy
John Kotlarik (sounds)
Platform(s)Arcade, Apple II, Atari 2600, Atari 5200, Atari 7800, Atari 8-bit, Lynx, Atari ST, IBM PC, Mac, NES
Release
Genre(s)Action
Mode(s)Up to 2 players simultaneously

John Newcomer led the development team: Bill Pfutzenreuter, Janice Woldenberg-Miller (née Hendricks), Python Anghelo, Tim Murphy, and John Kotlarik. Newcomer aimed to create a flying game, with cooperative two-player gameplay, while avoiding the overdone space theme.

The game was well-received by players and critics, and the mechanics influenced other games. Joust was ported to numerous home systems and was followed by a more complex and less popular arcade sequel in 1986: Joust 2: Survival of the Fittest.

Gameplay edit

 
The player controls the yellow knight (top center) attempting to defeat enemy knights. The score is in the bottom platform.

The game may be played by up to two players simultaneously. Controls for each player consist of a two-position joystick and a button. The screen contains several platforms, with the left and right edges wrapping around to each other. Each press of the button flaps the mount's wings; based on the rate at which it is pressed, the knight can ascend or descend at a desired rate or hover in midair. The joystick can be used to steer left and right in midair, or run in a chosen direction if the knight is standing on a platform.[4][5]

Each wave consists of several enemy knights, in three types and armed with lances. When a player's knight and an enemy collide, the one whose lance is at a higher vertical level unseats the other; if the lances are at the same height, the two knights rebound from the collision. Each defeated enemy turns into an egg, which the player can pick up for bonus points. After a short period of time, the egg will hatch into a knight of the next higher difficulty level than the defeated one. If this knight acquires a new mount before the player can pick it up, it returns to the game and must be defeated again. The wave ends when all enemy knights have been defeated and their eggs picked up or destroyed.

Later waves introduce further complications and difficulties, such as:

  • A chance to earn a bonus for completing a wave without losing any lives
  • Destruction of portions of the bottommost platform to expose pools of lava. Any knight or egg that falls in is immediately destroyed.
  • The emergence of the Lava Troll, a disembodied hand that can reach up from the lava and try to drag down knights that approach too closely. The player can escape its grip with repeated, rapid flapping.
  • Disappearance of some of the midair platforms.
  • Waves that begin with eggs scattered all over the screen instead of enemies.
  • The appearance of a pterodactyl, which flies randomly around the screen and tries to unseat the players' knights. A precisely timed and aimed lance strike is required to defeat it for bonus points.

In a two-player game, the players may cooperatively complete the waves or attack each other as desired.[4][5]

One life is lost whenever a player's knight is unseated, or falls or is dragged into the lava. A player's game ends when all lives are lost.

Development edit

Joust was developed by Williams Electronics, with John Newcomer as the lead designer. The development also included programmer Bill Pfutzenreuter, artists Janice Woldenberg-Miller and Python Anghelo, and audio designers Tim Murphy and John Kotlarik.[6] The game features amplified monaural sound and raster graphics on a 19-inch color CRT monitor.[7] Like other Williams arcade games, Joust was programmed in assembly language.[8] A pack of three AA batteries provide power to save the game's settings and high scores when the machine is unplugged from an electrical outlet.[9][10] Anghelo stenciled the cabinet artwork on a wooden frame,[6][9] and designed artwork for promotional materials.[6] One such flyer features archaic English, which was also incorporated into the game's onscreen instructions and game-over message.[5]

Conception edit

Following the success of the 1981 game Defender, Williams searched for new creative staff.[6][8] John Newcomer, believing video games to be the future of entertainment, left his job as a toy designer to work at Williams, who hired him to create game ideas as support for development staff. After a few days, he generated a list of ideas that included ideas for his top two games, The War of the Worlds and Joust. Technical specifications dictated the selection because his vision of The War of the Worlds was technologically infeasible, whereas Joust could be accomplished with hardware already available at Williams.[6] A development team was formed, which decided to create the game using Defender's hardware.[6][11] Newcomer was also inspired by the 1980s film Flash Gordon.[12]

Newcomer conceived Joust as a "flying game" with cooperative two-player gameplay, but he did not wish to emulate the popular space theme of previous successful flying games like Asteroids and Defender. To that end, he made a list of things that could fly: machines, animals, and fictional characters. After evaluating the positive and negative of each idea, Newcomer chose birds for their wide appeal and his familiarity with fantasy and science fiction media featuring birds. To further increase his understanding, Newcomer went to the library to study mythology. He believed that the primary protagonist should ride a majestic bird. The first choice was an eagle, but the lack of graceful land mobility dissuaded him. Instead, he decided that a flying ostrich was more believable than a running eagle. To differentiate between the first and second player characters, the developers picked a stork, believing the proportions were similar to an ostrich while the color difference would avoid confusion among players. Newcomer chose vultures as the main enemies, believing that they would be recognizably evil. Anghelo created concept art of the characters as guidance for further design.[6]

Design edit

At the time Joust was done I was hoping to get a broader audience who may want to try a different skill. There were already plenty of shooting games they could play. I wanted to break some new ground. I felt I was already giving the player new things to do like having to flap, run and become so adept at flying that it would be the determining factor in how you collided and defeated an enemy. The cleanest thing I could think of to visually determine a winner was height.

—John Newcomer on the premise and gameplay of Joust[6]

The decision to use birds prompted Newcomer to deviate from the standard eight-direction joystick. He implemented a flapping mechanism to allow players to control the character's ascent and descent. With the vertical direction controlled via the arcade cabinet's button, a two-way joystick was added to dictate horizontal direction.[6] Though other Williams employees were concerned about the design, Newcomer believed that a direct control scheme for flight would strengthen the connection between the player and the character. The combat was devised to allow for higher levels of strategy than traditional shooting games.[6][11] Because flying became an integral gameplay element, he chose to have characters collide as a means of combat, with victory decided by onscreen elevation.[6]

The developers created the game using 96K of ROM chip storage, which limited the data size of individual graphics and sound effects they could use.[6][11] The ROM size limits also prohibited Newcomer from creating more characters. The graphics are hand-animated pixel art.[11] To animate the birds, Woldenberg-Miller used Eadweard Muybridge's book Animals In Motion as a reference. Given the limited memory, she had to balance the number of frames (to minimize file size) while maintaining realistic animation. Woldenberg-Miller chose gray for the buzzards, but changed it to green to optimize the color palette as the developers had only 16 colors to create the entire display. Once the colors were decided for the character sprites, Newcomer finalized the look of the platforms. The hardware had limited audio capabilities, and sounds typically require larger amounts of memory than graphics. Working with these restrictions, Newcomer instructed Murphy and Kotlarik to focus on select sounds he deemed important to reinforcing gameplay. He reasoned that the audio would serve as conspicuous hints that players could use to adjust their strategy. Newcomer prioritized the crucial wing-flap sound above others related to the pterodactyl, collisions, and hatching eggs.[6]

In designing the levels, Newcomer added platforms to the environment after the combat was devised. A static game world was chosen, instead of a scrolling world, to focus on detailed visual textures applied to the platforms; the hardware could not easily display the textures while scrolling, and the team believed that displaying the whole environment would aid players. The final game world element designed was a lava pit and a hand reaching out of it to destroy characters too close to the bottom of the screen. Newcomer placed the platforms to optimize Pfutzenreuter's enemy artificial intelligence (AI), which was programmed for attack patterns based partly on platform placements. The knight enemies were designed to exhibit progressively more aggressive behavior. Bounders flew around the environment randomly, occasionally reacting to the protagonist. Hunters sought the player's character in an effort to collide. Shadow Lords flew quickly and closer to the top of the screen; Pfutzenreuter designed them to fly higher when close to the protagonist to increase the Shadow Lord's chances of victory against the player.[6] The pterodactyl was designed to prevent players from idling, and to be difficult to defeat as it was vulnerable only in its open mouth during a specific animation frame and it quickly flies upward at the last moment when approaching a player waiting at the edge of a platform.[6][13] The game prioritizes its graphics processing to favor the player characters over the enemies, so enemies begin to react more slowly when the number of on-screen sprites increases.[14]

While playtesting the game, the team discovered an animation bug they described as a "belly flop".[11][15] The flaw allowed players to force the ostrich or stork sprite through an otherwise impassable small gap between two adjacent platforms of very close elevation. Because it provided an interesting method to perform a sneak attack on an opponent below the gap, and because of limited time available,[11] the developers decided to keep the defect as an undocumented feature rather than fix it.[15]

A second bug, which allows the pterodactyl to be easily defeated, was discovered after the game was first distributed. Newcomer had always designed the game and its AI with each sprite's dimension in mind, but the pterodactyl's sprite had been altered to improve the appearance one day before the game was finished. The new sprite allowed the pterodactyl to be easily defeated an unending number of times. The player could sit on the center ledge, with a single enemy knight caught indefinitely in the hand of the Lava Troll, and kill an unlimited number of pterodactyls simply by turning to face them as they entered the screen. Using this flaw, the player could quickly accumulate a very high score, and a large cache of lives, with no significant skill required. Upon learning of the flaw, Williams shipped a new ROM for the arcade cabinets to assuage distributors' complaints.[6][13]

Ports edit

 
Atari 2600 version screenshot
 
Atari 2600 (1986 model) with joystick and a copy of Joust. Renzo Renzi Library, Cineteca di Bologna

Atari, Inc. published Joust for its own systems and under the Atarisoft label for others: Atari 2600, Atari 5200,[16] Atari 7800,[17] Atari 8-bit computers, Apple II, and Mac. A port for IBM PC compatibles was completed, but was never published by Atarisoft.

Joust was ported to the Nintendo Entertainment System—programmed by Satoru Iwata.[18]

A port of Joust to the BBC Micro was done by Stuart Cheshire under the pseudonym "Delos D. Harriman" (which he also used for his networked tank game, Bolo[19]), but since Atarisoft had reportedly ceased releasing titles for other systems, the work remained largely unavailable and was subsequently acquired by Aardvark Software, publisher of Frak and Zalaga, whereupon it received its first review.[20] The game nevertheless remained unavailable for over a year before eventually being released as Skirmish by Godax for the BBC Micro and Acorn Electron.[21][22][23]

Reception edit

Given the peculiar control scheme, Williams was concerned that the game would be unsuccessful, and arcades were hesitant to purchase the game. Williams eventually shipped 26,000 units,[11] and Electronic Games in 1983 described it as "tremendously popular".[24] In the United States, it topped the Play Meter arcade charts in January 1983,[25] and the RePlay upright arcade cabinet charts from January[26] to February 1983.[27] It was among the thirteen highest-grossing arcade games of 1983 in the United States.[28]

A cocktail table version was later released, engineered by Leo Ludzia.[11] It is unique among cocktail games with its side-by-side seating rather than opposing sides,[9][11] allowing Williams to reuse the same ROM chip from the upright cabinets.[6] With substantially fewer units manufactured than the upright arcade machine,[9][11] the cocktail version is a rare collector's item.[9][29]

French magazine Tilt rated the arcade game four out of six stars in 1983.[30] Computer and Video Games rated the Atari VCS version 83% in 1989.[31]

Retrospective edit

In 1995, Flux magazine ranked the arcade version 26th on their "Top 100 Video Games" list.[32] In 1996, Next Generation listed the arcade version as number 83 on its "Top 100 Games of All Time", saying that it had original concepts, quirky designs, and playability.[33] Video game historian Steve Kent considered Joust one of the more memorable games of its time.[34] Author David Ellis agreed, and stated that the game remains enjoyable to this day.[9] In 2008, Guinness World Records listed it as the number sixty-nine arcade game in technical, creative, and cultural impact.[35] A writer for Video Gaming Illustrated called Joust exotic with lifelike animation.[36] In 2015, Hardcore Gamer listed the game on their 200 Best Video Games of All Time.[37] Antic called the Atari 8-bit version a "unique, addictive arcade game" that was "almost identical" to the original. The magazine concluded that Joust was "Atari's finest since Star Raiders".[38]

Kevin Bowen of GameSpy's Classic Gaming wrote that Joust has an "incredibly stupid" concept but is an appealing game with good controls and competitive gameplay. He said it is "one of the first really fun multiplayer games", differentiated from other contemporary multiplayer games, and a precursor to the video game deathmatch.[39]

Retro Gamer writer Mike Bevan called the game's physics "beautifully" realized, and described Joust as one of the "most remarkable and well-loved titles" of the Williams library.[6] A Computer and Video Games writer called the game "weird and wonderful".[40] Author John Sellers praised the competitive two-player gameplay, and attributed the game's appeal to the flapping mechanism.[5] In 2004, Ellis described Joust as an example of innovative risk absent in the then-current video game industry.[9]

In retrospect, Newcomer commended Williams's management for taking a risk on him and the game.[6] The game has garnered praise from industry professionals as well. Jeff Peters of GearWorks Games lauded the gameplay, describing it as unique and intuitive. Jeff Johannigman of Fusion Learning Systems praised the flapping mechanism and Kim Pallister of Microsoft enjoyed the multi-player aspect.[41]

Legacy edit

A Joust-themed pinball table was released in 1983, designed by Barry Oursler and Constantino Mitchell. The game includes artwork and themes from the arcade version. In addition to single player gameplay, it features competitive two-player gameplay with the players on opposing sides of the machine. Fewer than 500 machines were produced.[11]

An arcade sequel, Joust 2: Survival of the Fittest, was released in 1986. It has similar gameplay with new elements on a vertical screen.[42]

In 2004, Midway Games[Note 1] also launched a website featuring the browser-based Shockwave versions.[43] The game is in several multi-platform compilations: the 1996 Williams Arcade's Greatest Hits, the 2000 Midway's Greatest Arcade Hits, and the 2003 Midway Arcade Treasures.[44][45][46] Other compilations are the 1995 Arcade Classic 4 for the Game Boy and the 2005 Midway Arcade Treasures: Extended Play for the PlayStation Portable.[47][48] Joust was released via digital distribution on GameTap, Xbox Live Arcade, and the PlayStation Network.[49][50] In 2012, Joust was included in the compilation Midway Arcade Origins.[51]

Other remakes were in development, but never released. Previously unreleased Atarisoft prototypes of Joust for the ColecoVision surfaced in 2001 at the Classic Gaming Expo in Las Vegas.[52] An adaptation with three-dimensional (3D) graphics (and a port of the original Joust as a bonus[53]) was in development for the Atari Jaguar. Titled Dactyl Joust, it was eventually canceled.[54]

A 3D reimagining of the game was announced for the Nintendo 64, going by the tentative titles of Joust 3D, Joust X, and Joust 64[55][56] Because the arenas are in 3D, it would have used split screen for the multiplayer battles.[57] However, the game was cancelled prior to release.[55] Newcomer pitched an updated version of the arcade game for the Game Boy Advance to Midway Games, which declined. The prototype uses multi-directional scrolling, more detailed graphics based on 3D renders, and new gameplay mechanics.[6]

Tiger Electronics released a keychain version of Joust in 1998.[58]

A mobile phone version was released in 2005, but omitted the flapping control scheme.[59] It is also an included title on the Midway Legacy Edition Arcade1Up cabinet.

Influenced games edit

Several games by other developers either copy or build upon Joust's design.[39] The 1983 Jetpac and Mario Bros., and the 1984 Balloon Fight, have elements inspired by it.[60][61][62][63] The flying mechanics in the 2000 game Messiah were inspired by Joust.[64] The arcade game Killer Queen was heavily inspired by Joust, and mixes elements of it with RTS and MOBA games.[65]

Popular culture edit

Midway Games optioned Joust's movie rights to CP Productions in 2007.[49][66] Michael Cerenzie of CP Productions described the script by Marc Gottlieb as "Gladiator meets Mad Max", set 25 years in the future.[67] The June 2008 release date was pushed back to 2009,[67][68] then Midway filed for Chapter 11 bankruptcy in 2009.[69] Warner Bros. Interactive Entertainment purchased most of Midway's assets, including Joust, with the intent to develop film adaptations.[70][71]

Joust is referenced in the Robot Chicken episode "Celebutard Mountain",[72] the Code Monkeys episode "Just One of the Gamers",[73] and the video games Mortal Kombat 3 (Shang Tsung turns into the character from Joust as his friendship)[74] and World of Warcraft: Cataclysm.[75] In the book Ready Player One, Wade Watts defeats an NPC in 2-player Joust.

Notes edit

  1. ^ Williams Electronics purchased Midway in 1988, and later transferred its games to the Midway Games subsidiary.

References edit

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External links edit

joust, video, game, joust, action, game, developed, williams, electronics, released, arcades, 1982, while, first, player, cooperative, video, game, joust, success, polished, implementation, popularized, concept, players, assume, role, knights, armed, with, lan. Joust is an action game developed by Williams Electronics and released in arcades in 1982 While not the first two player cooperative video game Joust s success and polished implementation popularized the concept Players assume the role of knights armed with lances and mounted on large birds an ostrich for Player 1 a stork for Player 2 who must fly around the screen and defeat enemy knights riding buzzards JoustFlyer showing a player in front of the arcade cabinet Developer s Williams ElectronicsAtari Inc Publisher s Williams ElectronicsAtari Inc AtarisoftAtari Corporation ST 7800 Lynx Designer s John NewcomerProgrammer s Bill PfutzenreuterArtist s Jan HendricksPython AngheloComposer s Tim MurphyJohn Kotlarik sounds Platform s Arcade Apple II Atari 2600 Atari 5200 Atari 7800 Atari 8 bit Lynx Atari ST IBM PC Mac NESReleaseNA July 16 1982 2 EU January 1983 1 JP 1984 3 Genre s ActionMode s Up to 2 players simultaneously John Newcomer led the development team Bill Pfutzenreuter Janice Woldenberg Miller nee Hendricks Python Anghelo Tim Murphy and John Kotlarik Newcomer aimed to create a flying game with cooperative two player gameplay while avoiding the overdone space theme The game was well received by players and critics and the mechanics influenced other games Joust was ported to numerous home systems and was followed by a more complex and less popular arcade sequel in 1986 Joust 2 Survival of the Fittest Contents 1 Gameplay 2 Development 2 1 Conception 2 2 Design 3 Ports 4 Reception 4 1 Retrospective 5 Legacy 5 1 Influenced games 5 2 Popular culture 6 Notes 7 References 8 External linksGameplay edit nbsp The player controls the yellow knight top center attempting to defeat enemy knights The score is in the bottom platform The game may be played by up to two players simultaneously Controls for each player consist of a two position joystick and a button The screen contains several platforms with the left and right edges wrapping around to each other Each press of the button flaps the mount s wings based on the rate at which it is pressed the knight can ascend or descend at a desired rate or hover in midair The joystick can be used to steer left and right in midair or run in a chosen direction if the knight is standing on a platform 4 5 Each wave consists of several enemy knights in three types and armed with lances When a player s knight and an enemy collide the one whose lance is at a higher vertical level unseats the other if the lances are at the same height the two knights rebound from the collision Each defeated enemy turns into an egg which the player can pick up for bonus points After a short period of time the egg will hatch into a knight of the next higher difficulty level than the defeated one If this knight acquires a new mount before the player can pick it up it returns to the game and must be defeated again The wave ends when all enemy knights have been defeated and their eggs picked up or destroyed Later waves introduce further complications and difficulties such as A chance to earn a bonus for completing a wave without losing any lives Destruction of portions of the bottommost platform to expose pools of lava Any knight or egg that falls in is immediately destroyed The emergence of the Lava Troll a disembodied hand that can reach up from the lava and try to drag down knights that approach too closely The player can escape its grip with repeated rapid flapping Disappearance of some of the midair platforms Waves that begin with eggs scattered all over the screen instead of enemies The appearance of a pterodactyl which flies randomly around the screen and tries to unseat the players knights A precisely timed and aimed lance strike is required to defeat it for bonus points In a two player game the players may cooperatively complete the waves or attack each other as desired 4 5 One life is lost whenever a player s knight is unseated or falls or is dragged into the lava A player s game ends when all lives are lost Development editJoust was developed by Williams Electronics with John Newcomer as the lead designer The development also included programmer Bill Pfutzenreuter artists Janice Woldenberg Miller and Python Anghelo and audio designers Tim Murphy and John Kotlarik 6 The game features amplified monaural sound and raster graphics on a 19 inch color CRT monitor 7 Like other Williams arcade games Joust was programmed in assembly language 8 A pack of three AA batteries provide power to save the game s settings and high scores when the machine is unplugged from an electrical outlet 9 10 Anghelo stenciled the cabinet artwork on a wooden frame 6 9 and designed artwork for promotional materials 6 One such flyer features archaic English which was also incorporated into the game s onscreen instructions and game over message 5 Conception edit Following the success of the 1981 game Defender Williams searched for new creative staff 6 8 John Newcomer believing video games to be the future of entertainment left his job as a toy designer to work at Williams who hired him to create game ideas as support for development staff After a few days he generated a list of ideas that included ideas for his top two games The War of the Worlds and Joust Technical specifications dictated the selection because his vision of The War of the Worlds was technologically infeasible whereas Joust could be accomplished with hardware already available at Williams 6 A development team was formed which decided to create the game using Defender s hardware 6 11 Newcomer was also inspired by the 1980s film Flash Gordon 12 Newcomer conceived Joust as a flying game with cooperative two player gameplay but he did not wish to emulate the popular space theme of previous successful flying games like Asteroids and Defender To that end he made a list of things that could fly machines animals and fictional characters After evaluating the positive and negative of each idea Newcomer chose birds for their wide appeal and his familiarity with fantasy and science fiction media featuring birds To further increase his understanding Newcomer went to the library to study mythology He believed that the primary protagonist should ride a majestic bird The first choice was an eagle but the lack of graceful land mobility dissuaded him Instead he decided that a flying ostrich was more believable than a running eagle To differentiate between the first and second player characters the developers picked a stork believing the proportions were similar to an ostrich while the color difference would avoid confusion among players Newcomer chose vultures as the main enemies believing that they would be recognizably evil Anghelo created concept art of the characters as guidance for further design 6 Design edit At the time Joust was done I was hoping to get a broader audience who may want to try a different skill There were already plenty of shooting games they could play I wanted to break some new ground I felt I was already giving the player new things to do like having to flap run and become so adept at flying that it would be the determining factor in how you collided and defeated an enemy The cleanest thing I could think of to visually determine a winner was height John Newcomer on the premise and gameplay of Joust 6 The decision to use birds prompted Newcomer to deviate from the standard eight direction joystick He implemented a flapping mechanism to allow players to control the character s ascent and descent With the vertical direction controlled via the arcade cabinet s button a two way joystick was added to dictate horizontal direction 6 Though other Williams employees were concerned about the design Newcomer believed that a direct control scheme for flight would strengthen the connection between the player and the character The combat was devised to allow for higher levels of strategy than traditional shooting games 6 11 Because flying became an integral gameplay element he chose to have characters collide as a means of combat with victory decided by onscreen elevation 6 The developers created the game using 96K of ROM chip storage which limited the data size of individual graphics and sound effects they could use 6 11 The ROM size limits also prohibited Newcomer from creating more characters The graphics are hand animated pixel art 11 To animate the birds Woldenberg Miller used Eadweard Muybridge s book Animals In Motion as a reference Given the limited memory she had to balance the number of frames to minimize file size while maintaining realistic animation Woldenberg Miller chose gray for the buzzards but changed it to green to optimize the color palette as the developers had only 16 colors to create the entire display Once the colors were decided for the character sprites Newcomer finalized the look of the platforms The hardware had limited audio capabilities and sounds typically require larger amounts of memory than graphics Working with these restrictions Newcomer instructed Murphy and Kotlarik to focus on select sounds he deemed important to reinforcing gameplay He reasoned that the audio would serve as conspicuous hints that players could use to adjust their strategy Newcomer prioritized the crucial wing flap sound above others related to the pterodactyl collisions and hatching eggs 6 In designing the levels Newcomer added platforms to the environment after the combat was devised A static game world was chosen instead of a scrolling world to focus on detailed visual textures applied to the platforms the hardware could not easily display the textures while scrolling and the team believed that displaying the whole environment would aid players The final game world element designed was a lava pit and a hand reaching out of it to destroy characters too close to the bottom of the screen Newcomer placed the platforms to optimize Pfutzenreuter s enemy artificial intelligence AI which was programmed for attack patterns based partly on platform placements The knight enemies were designed to exhibit progressively more aggressive behavior Bounders flew around the environment randomly occasionally reacting to the protagonist Hunters sought the player s character in an effort to collide Shadow Lords flew quickly and closer to the top of the screen Pfutzenreuter designed them to fly higher when close to the protagonist to increase the Shadow Lord s chances of victory against the player 6 The pterodactyl was designed to prevent players from idling and to be difficult to defeat as it was vulnerable only in its open mouth during a specific animation frame and it quickly flies upward at the last moment when approaching a player waiting at the edge of a platform 6 13 The game prioritizes its graphics processing to favor the player characters over the enemies so enemies begin to react more slowly when the number of on screen sprites increases 14 While playtesting the game the team discovered an animation bug they described as a belly flop 11 15 The flaw allowed players to force the ostrich or stork sprite through an otherwise impassable small gap between two adjacent platforms of very close elevation Because it provided an interesting method to perform a sneak attack on an opponent below the gap and because of limited time available 11 the developers decided to keep the defect as an undocumented feature rather than fix it 15 A second bug which allows the pterodactyl to be easily defeated was discovered after the game was first distributed Newcomer had always designed the game and its AI with each sprite s dimension in mind but the pterodactyl s sprite had been altered to improve the appearance one day before the game was finished The new sprite allowed the pterodactyl to be easily defeated an unending number of times The player could sit on the center ledge with a single enemy knight caught indefinitely in the hand of the Lava Troll and kill an unlimited number of pterodactyls simply by turning to face them as they entered the screen Using this flaw the player could quickly accumulate a very high score and a large cache of lives with no significant skill required Upon learning of the flaw Williams shipped a new ROM for the arcade cabinets to assuage distributors complaints 6 13 Ports edit nbsp Atari 2600 version screenshot nbsp Atari 2600 1986 model with joystick and a copy of Joust Renzo Renzi Library Cineteca di Bologna Atari Inc published Joust for its own systems and under the Atarisoft label for others Atari 2600 Atari 5200 16 Atari 7800 17 Atari 8 bit computers Apple II and Mac A port for IBM PC compatibles was completed but was never published by Atarisoft Joust was ported to the Nintendo Entertainment System programmed by Satoru Iwata 18 A port of Joust to the BBC Micro was done by Stuart Cheshire under the pseudonym Delos D Harriman which he also used for his networked tank game Bolo 19 but since Atarisoft had reportedly ceased releasing titles for other systems the work remained largely unavailable and was subsequently acquired by Aardvark Software publisher of Frak and Zalaga whereupon it received its first review 20 The game nevertheless remained unavailable for over a year before eventually being released as Skirmish by Godax for the BBC Micro and Acorn Electron 21 22 23 Reception editGiven the peculiar control scheme Williams was concerned that the game would be unsuccessful and arcades were hesitant to purchase the game Williams eventually shipped 26 000 units 11 and Electronic Games in 1983 described it as tremendously popular 24 In the United States it topped the Play Meter arcade charts in January 1983 25 and the RePlay upright arcade cabinet charts from January 26 to February 1983 27 It was among the thirteen highest grossing arcade games of 1983 in the United States 28 A cocktail table version was later released engineered by Leo Ludzia 11 It is unique among cocktail games with its side by side seating rather than opposing sides 9 11 allowing Williams to reuse the same ROM chip from the upright cabinets 6 With substantially fewer units manufactured than the upright arcade machine 9 11 the cocktail version is a rare collector s item 9 29 French magazine Tilt rated the arcade game four out of six stars in 1983 30 Computer and Video Games rated the Atari VCS version 83 in 1989 31 Retrospective edit In 1995 Flux magazine ranked the arcade version 26th on their Top 100 Video Games list 32 In 1996 Next Generation listed the arcade version as number 83 on its Top 100 Games of All Time saying that it had original concepts quirky designs and playability 33 Video game historian Steve Kent considered Joust one of the more memorable games of its time 34 Author David Ellis agreed and stated that the game remains enjoyable to this day 9 In 2008 Guinness World Records listed it as the number sixty nine arcade game in technical creative and cultural impact 35 A writer for Video Gaming Illustrated called Joust exotic with lifelike animation 36 In 2015 Hardcore Gamer listed the game on their 200 Best Video Games of All Time 37 Antic called the Atari 8 bit version a unique addictive arcade game that was almost identical to the original The magazine concluded that Joust was Atari s finest since Star Raiders 38 Kevin Bowen of GameSpy s Classic Gaming wrote that Joust has an incredibly stupid concept but is an appealing game with good controls and competitive gameplay He said it is one of the first really fun multiplayer games differentiated from other contemporary multiplayer games and a precursor to the video game deathmatch 39 Retro Gamer writer Mike Bevan called the game s physics beautifully realized and described Joust as one of the most remarkable and well loved titles of the Williams library 6 A Computer and Video Games writer called the game weird and wonderful 40 Author John Sellers praised the competitive two player gameplay and attributed the game s appeal to the flapping mechanism 5 In 2004 Ellis described Joust as an example of innovative risk absent in the then current video game industry 9 In retrospect Newcomer commended Williams s management for taking a risk on him and the game 6 The game has garnered praise from industry professionals as well Jeff Peters of GearWorks Games lauded the gameplay describing it as unique and intuitive Jeff Johannigman of Fusion Learning Systems praised the flapping mechanism and Kim Pallister of Microsoft enjoyed the multi player aspect 41 Legacy editA Joust themed pinball table was released in 1983 designed by Barry Oursler and Constantino Mitchell The game includes artwork and themes from the arcade version In addition to single player gameplay it features competitive two player gameplay with the players on opposing sides of the machine Fewer than 500 machines were produced 11 An arcade sequel Joust 2 Survival of the Fittest was released in 1986 It has similar gameplay with new elements on a vertical screen 42 In 2004 Midway Games Note 1 also launched a website featuring the browser based Shockwave versions 43 The game is in several multi platform compilations the 1996 Williams Arcade s Greatest Hits the 2000 Midway s Greatest Arcade Hits and the 2003 Midway Arcade Treasures 44 45 46 Other compilations are the 1995 Arcade Classic 4 for the Game Boy and the 2005 Midway Arcade Treasures Extended Play for the PlayStation Portable 47 48 Joust was released via digital distribution on GameTap Xbox Live Arcade and the PlayStation Network 49 50 In 2012 Joust was included in the compilation Midway Arcade Origins 51 Other remakes were in development but never released Previously unreleased Atarisoft prototypes of Joust for the ColecoVision surfaced in 2001 at the Classic Gaming Expo in Las Vegas 52 An adaptation with three dimensional 3D graphics and a port of the original Joust as a bonus 53 was in development for the Atari Jaguar Titled Dactyl Joust it was eventually canceled 54 A 3D reimagining of the game was announced for the Nintendo 64 going by the tentative titles of Joust 3D Joust X and Joust 64 55 56 Because the arenas are in 3D it would have used split screen for the multiplayer battles 57 However the game was cancelled prior to release 55 Newcomer pitched an updated version of the arcade game for the Game Boy Advance to Midway Games which declined The prototype uses multi directional scrolling more detailed graphics based on 3D renders and new gameplay mechanics 6 Tiger Electronics released a keychain version of Joust in 1998 58 A mobile phone version was released in 2005 but omitted the flapping control scheme 59 It is also an included title on the Midway Legacy Edition Arcade1Up cabinet Influenced games edit Several games by other developers either copy or build upon Joust s design 39 The 1983 Jetpac and Mario Bros and the 1984 Balloon Fight have elements inspired by it 60 61 62 63 The flying mechanics in the 2000 game Messiah were inspired by Joust 64 The arcade game Killer Queen was heavily inspired by Joust and mixes elements of it with RTS and MOBA games 65 Popular culture edit Midway Games optioned Joust s movie rights to CP Productions in 2007 49 66 Michael Cerenzie of CP Productions described the script by Marc Gottlieb as Gladiator meets Mad Max set 25 years in the future 67 The June 2008 release date was pushed back to 2009 67 68 then Midway filed for Chapter 11 bankruptcy in 2009 69 Warner Bros Interactive Entertainment purchased most of Midway s assets including Joust with the intent to develop film adaptations 70 71 Joust is referenced in the Robot Chicken episode Celebutard Mountain 72 the Code Monkeys episode Just One of the Gamers 73 and the video games Mortal Kombat 3 Shang Tsung turns into the character from Joust as his friendship 74 and World of Warcraft Cataclysm 75 In the book Ready Player One Wade Watts defeats an NPC in 2 player Joust nbsp Video games portalNotes edit Williams Electronics purchased Midway in 1988 and later transferred its games to the Midway Games subsidiary References edit Arcade Action Computer and Video Games No 16 February 1983 United Kingdom EMAP January 16 1983 pp 30 1 Joust Registration Number PA0000154503 United States Copyright Office Retrieved 15 June 2021 Joust Media Arts Database Agency for Cultural Affairs Retrieved 1 June 2021 a b Heineman Bill July 1983 Coin Op Classroom Some Knights to Remember Electronic Games Vol 1 no 17 Reese Communications pp 114 115 a b c d Sellers John August 2001 Arcade Fever The Fan s Guide to The Golden Age of Video Games Running Press pp 94 95 ISBN 0 7624 0937 1 a b c d e f g h i j k l m n o p q r s t Bevan Mike The Making of Joust Retro Gamer 63 Imagine Publishing 36 41 Joust Videogame by Williams Electronics International Arcade Museum Retrieved 2010 07 13 a b James Hague ed 1997 Eugene Jarvis Halcyon Days Interviews with Classic Computer and Video Games Programmers Dadgum Games a b c d e f g Ellis David 2004 Arcade Classics Official Price Guide to Classic Video Games Random House pp 337 338 ISBN 0 375 72038 3 Ellis David 2004 Classic Arcade Game Setup Restoration and Repair Official Price Guide to Classic Video Games Random House pp 433 437 ISBN 0 375 72038 3 a b c d e f g h i j k Digital Eclipse 2003 11 18 Midway Arcade Treasures PlayStation 2 Midway Games Level area The Inside Story On Joust Joust An early genre bending video game video Nuadox Retrieved 2020 05 15 a b Digital Eclipse 2003 11 18 Midway Arcade Treasures PlayStation 2 Midway Games Level area Joust Interview Clip 3 Vavasour Jeff 2005 01 13 Back To The Classics Perfecting The Emulation For Digital Eclipse s Atari Anthology Gamasutra Retrieved 2010 10 29 a b Digital Eclipse 2003 11 18 Midway Arcade Treasures PlayStation 2 Midway Games Level area Joust Interview Clip 2 Atari 5200 Joust Manual archive org 1983 Atari 7800 Joust Manual archive org 1987 Andersen John October 9 2015 A former mentor recalls the early career of Satoru Iwata Gamasutra UBM plc Archived from the original on October 11 2015 Retrieved October 11 2015 Lawrence David May 1988 Armoured Arc Acorn User p 135 Retrieved 21 October 2021 Reeder Dave October 1986 Game of the Month Joust A amp B Computing p 21 Retrieved 21 October 2021 Hac Man March 1988 Skirmish battling buzzards Micro User p 31 Retrieved 21 October 2021 Reed Martin May 1988 Battling buzzards Electron User p 16 Retrieved 21 October 2021 Bolo Acorn User May 1988 p 159 Retrieved 21 October 2021 The Players Guide to Fantasy Games Electronic Games June 1983 p 47 Retrieved 6 January 2015 The Top 10 Video Games In the Arcades January 15 1983 Video Games Vol 1 no 6 March 1983 p 82 RePlay The Players Choice RePlay January 1983 RePlay The Players Choice RePlay February 1983 AMOA Votes On Annual Game Awards Cash Box October 29 1983 p 60 Ellis David 2004 Arcade Classics Official Price Guide to Classic Video Games Random House p 385 ISBN 0 375 72038 3 Service Compris Arcade Les Seuers Froides Tilt in French No 5 May 16 1983 pp 72 3 Complete Games Guide PDF Computer and Video Games Complete Guide to Consoles 46 77 16 October 1989 Top 100 Video Games Flux 4 Harris Publications 28 April 1995 Top 100 Games of All Time Next Generation No 21 Imagine Media September 1996 p 43 Kent Steven 2001 The Golden Age Part 2 1981 1983 Ultimate History of Video Games Three Rivers Press p 177 ISBN 0 7615 3643 4 Craig Glenday ed 2008 03 11 Top 100 Arcade Games Top 100 51 Guinness World Records Gamer s Edition 2008 Guinness World Records Guinness p 231 ISBN 978 1 904994 21 3 Video Gaming Illustrated Staff December 1982 Eye On Tilting at Videogames Video Gaming Illustrated 3 Ion International 61 HG101 Presents The 200 Best Video Games of All Time Hardcore Gaming 101 Retrieved 2023 07 07 Duberman David March 1984 Product Reviews Antic a b Bowen Kevin Game of The Week Joust Classic Gaming Archived from the original on 2009 08 21 Retrieved 2010 07 14 Arcade Action Computer and Video Games EMAP 30 February 1983 Hong Quang 2005 08 05 Question of the Week Responses Coin Op Favorites Gamasutra Retrieved 2009 05 12 Digital Eclipse 2003 11 18 Midway Arcade Treasures PlayStation 2 Midway Games Level area The Inside Story On Joust 2 Kohler Chris 2004 09 24 Midway Arcade Treasures Web site goes live GameSpot Archived from the original on 2013 01 02 Weiss Brett Alan Williams Arcade s Greatest Hits Overview allgame Allgame Archived from the original on 2009 07 01 Retrieved 2010 07 10 All Game Staff Midway s Greatest Arcade Hits Vol 1 Overview allgame Allgame Archived from the original on 2009 07 01 Retrieved 2010 07 10 Harris Craig 2003 08 11 Midway Arcade Treasures IGN Retrieved 2010 07 10 Arcade Classic 4 Defender Joust GameSpot Archived from the original on June 7 2007 Retrieved 2010 07 10 Harris Craig 2006 02 13 Midway Arcade Treasures Extended Play IGN Retrieved 2010 07 10 a b IGN Staff 2007 09 04 Joust The Movie IGN Retrieved 2010 10 29 Edge Staff 2007 05 01 Why GameTap is Going Free Edge Archived from the original on 2012 09 05 Retrieved 2010 10 29 Midway Arcade Origins Review IGN 14 November 2012 Ellis David 2004 ColecoVision Official Price Guide to Classic Video Games Random House pp 146 148 ISBN 0 375 72038 3 Joust Electronic Gaming Monthly No 57 Sendai Publishing April 1994 p 139 Jaguar Dactyl Joust Video Released GameSpy 2003 10 08 Archived from the original on 2012 03 09 Retrieved 2010 11 01 a b Joust 64 IGN com IGN Retrieved 7 May 2018 The Hottest Latest Release Dates April 1998 Gaming Gossip Electronic Gaming Monthly No 90 Ziff Davis January 1997 p 34 GameSpy Staff Joust keychain GameSpy Archived from the original on 2012 07 08 Retrieved 2010 10 29 Leeper Justin 2005 03 16 Joust Review GameSpy Retrieved 2010 10 29 Edge Staff 2008 03 23 The Best 50 Games of The 1980s Edge Archived from the original on 2012 09 05 Retrieved 2010 10 29 Fox Matt 2006 The Video Games Guide Boxtree Ltd pp 261 262 ISBN 0 7522 2625 8 Thomas Lucas 2007 07 20 Balloon Fight Review IGN Archived from the original on 2009 01 03 Retrieved 2010 07 10 Turner Benjamin Nutt Christian July 2003 Nintendo Famicom 20 Years of Fun GameSpy Archived from the original on May 20 2009 Retrieved 2010 07 10 NG Alphas Messiah Next Generation No 33 Imagine Media September 1997 p 57 Eric Blattberg 2013 08 29 Killer Queen Half Joust half StarCraft and one giant snail Polygon Retrieved 2020 12 29 Fritz Ben McNary Dave 2007 09 03 Joust Clicks with CP Cerenzie Peters Banner Gets First Project Variety Retrieved 2008 09 01 a b Gaudiosi John 2007 08 27 New Hollywood Company Bringing Joust to the Big Screen GameDaily Archived from the original on January 4 2011 Retrieved 2010 10 29 Edge Staff 2008 03 08 Feature Reel Gaming Edge Archived from the original on 2012 09 12 Retrieved 2010 10 29 Midway Files Chapter 11 IGN 2009 02 12 Retrieved 2010 10 29 VanBurkleo Meagan 2010 05 12 Warner To Revive DOA Midway Titles Game Informer Archived from the original on 2010 07 30 Retrieved 2010 10 29 McNary Dave 2010 03 22 Warner Bros to make Spy Hunter film Variety Retrieved 2010 10 29 Seth Green 2007 10 07 Celebutard Mountain Robot Chicken Episode 49 Adult Swim Adam de la Pena 2007 08 01 Just One of the Gamers Code Monkeys Episode 5 G4 UGO staff Top 11 Mortal Kombat Fatalities Pics UGO Archived from the original on 2011 06 15 Retrieved 2008 09 01 Newnham Darren 2010 12 10 World of Warcraft Cataclysm Review Yahoo Games Archived from the original on December 13 2010 Retrieved 2010 12 13 External links editJoust can be played for free in the browser at the Internet Archive Retrieved from https en wikipedia org w index php title Joust video game amp oldid 1223042901, wikipedia, wiki, book, books, library,

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