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Joust (video game)

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Joust (video game)

Joust is a 1982 action game developed and published by Williams Electronics for arcades. 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 and a stork for Player 2), who must defeat enemy knights riding buzzards. The characters fly around a single screen filled with floating platforms.

Using the computer hardware from the company's earlier arcarde game, Defender, 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. After deciding to use birds as characters, he forwent the standard eight-direction joystick control scheme and devised collisions as the means of combat.

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

Joust is a platforming game where the player controls a yellow knight riding a flying ostrich from a third-person perspective. The player navigates the protagonist around the game world, which consists of rock platforms floating above a flat island surrounded by lava, via two-way joystick and a button. Home console versions, however, use game controllers with directional pads and analog sticks. The joystick controls the horizontal direction that the knight travels, while pressing the button flaps the ostrich’s wings. The rate at which the player repeatedly presses the button directly determines the bird's ascension, allowing the character to fly upward, hover, or slowly descend. When traveling off the screen to either side, the character will continue its path reappearing from the opposite side.

The objective is to defeat groups of enemy knights riding buzzards that populate each level, referred to as a "wave". Upon completing a wave, a subsequent, more challenging one will begin. Players pilot the knight to collide with enemies. The higher of two jousting lances is the winner, whereas a collision of equal height repels the characters apart. A defeated enemy will turn into an egg that falls toward the bottom of the screen, which a player can collect for points. If the player does not collect the egg, it will hatch into a new knight that gains a new mount and must be defeated again. The game features three type of enemy knights—Bounder, Hunter, and Shadow Lord—that are separate colors and are worth different amounts of points. A pterodactyl will appear after a predetermined time frame to hunt the hero. Players can defeat the pterodactyl for bonus points. An indestructible Lava Troll will grab any character flying too low over the lava and drags them into the lava. Losing a clash against an opponent or contact with lava deducts an available game life; the game ends when all game lives are expended. A second player can join the game, controlling a blue knight on a stork. The two players cooperatively complete the waves, optionally attacking each other.

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. The game features amplified monaural sound and raster graphics on a 19-inch color CRT monitor. Like other Williams arcade games, Joust was programmed in assembly language. 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. Anghelo stenciled the cabinet artwork on a wooden frame, and designed artwork for promotional materials. One such flyer features archaic English, which was also incorporated into the game's onscreen instructions and game-over message.

Following the success of the 1981 game Defender, Williams searched for new creative staff. 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. A development team was formed, which decided to create the game using Defender's hardware.

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.

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