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{{short description|Arcade game first released in 1982 and featuring cooperative play}}
{{short description|1982 video game}}
{{good article}}
{{good article}}{{Use mdy dates|date=August 2024}}
{{Infobox video game
{{Infobox video game
|title = Joust
| title = Joust
|image = Joust Flyer.png
| image = Joust Flyer.png
|alt=A blue, vertical rectangular poster. The poster depicts a man in a dress shirt and slacks in front of a black arcade cabinet with the title "Joust" displayed on the top portion. Above the cabinet, the poster reads "Joust the one game ..." in orange letters.
| alt = A blue, vertical rectangular poster. The poster depicts a man in a dress shirt and slacks in front of a black arcade cabinet with the title "Joust" displayed on the top portion. Above the cabinet, the poster reads "Joust the one game ..." in orange letters.
|caption = Flyer showing a player in front of the arcade cabinet.
| caption = Flyer showing a player in front of the arcade cabinet
|developer = [[WMS Industries|Williams Electronics]]
| developer = [[Williams Electronics]]
|publisher = Williams Electronics
| publisher = Williams Electronics<br>[[Atari, Inc.]]<br>[[Atari Corporation]] (ST, 7800, Lynx)
|designer = [[John Newcomer]]
| designer = [[John Newcomer]]
|programmer = Bill Pfutzenreuter
| programmer = Bill Pfutzenreuter
|artist = Jan Hendricks<br>[[Python Anghelo]]
| artist = Jan Hendricks<br>[[Python Anghelo]]
|writer =
| writer =
|composer = Tim Murphy<br>John Kotlarik (sounds)
| composer = Tim Murphy<br>John Kotlarik (sounds)
| platforms = [[Arcade video game|Arcade]], [[Apple II]], [[Atari 2600]], [[Atari 5200]], [[Atari 7800]], [[Atari 8-bit]], [[Atari Lynx|Lynx]], [[Atari ST]], [[IBM Personal Computer|IBM PC]], [[Mac (computer)|Mac]], [[Nintendo Entertainment System|NES]]
|release = July 16, 1982
| release = {{vgrelease|NA|September 1982<ref name="arcade">{{cite book | title=アーケードTVゲームリスト国内•海外編 (1971–2005) | trans-title=Arcade TV Game List: Domestic • Overseas Edition (1971–2005) | last1=Akagi | first1=Masumi | publisher=Amusement News Agency | year=2006 | url=https://archive.org/details/ArcadeGameList1971-2005/page/n141/mode/2up| lang=ja | location=Japan | isbn=978-4990251215 | page=140}}</ref>|EU|January 1983<ref>{{cite magazine |title=Arcade Action |magazine=[[Computer and Video Games]] |date=January 16, 1983 |issue=16 (February 1983) |publisher=[[EMAP]] |location=United Kingdom |pages=30–1 |url=https://www.solvalou.com/arcade/reviews/173/480}}</ref>|JP|1984<ref>{{cite web |title=Joust |url=https://mediaarts-db.bunka.go.jp/id/M730456 |website=Media Arts Database |publisher=[[Agency for Cultural Affairs]] |access-date=1 June 2021}}</ref>}}
|genre = [[Action game|Action]]/[[Platform game|Platform]]
| genre = [[Action game|Action]]
|modes = Up to 2 players simultaneously
| modes = Up to 2 players simultaneously
|cabinet = Upright, cocktail
|arcade system =
| arcade system =
|display = Horizontal, [[Raster graphics|Raster]], standard resolution<br>(Used: 292 x 240)<br>19 inch
|platforms = [[Arcade game|Arcade]], [[Apple II]], [[Atari 2600]], [[Atari 5200]], [[Atari 7800]], [[Atari 8-bit family|Atari 8-bit]], [[Atari Lynx|Lynx]], [[Atari ST]], [[IBM PC]], [[Macintosh]], [[Nintendo Entertainment System|NES]]
}}
}}


'''''Joust''''' is an [[arcade game]] developed by [[WMS Industries|Williams Electronics]] and released in 1982. It popularized the concept of two-player cooperative gameplay by being more successful at it than its predecessors. The player uses a button and joystick to control a [[knight]] riding a flying [[ostrich]]. The objective is to progress through levels by defeating waves of enemy knights riding [[buzzard]]s.
'''''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 [[knight]]s armed with [[lance]]s 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 [[buzzard]]s.


[[John Newcomer]] led the development team, which included Bill Pfutzenreuter, Janice Woldenberg-Miller (former surname: Hendricks), [[Python Anghelo]], Tim Murphy, and John Kotlarik. Newcomer aimed to create a flying game, with cooperative two-player gameplay, while avoiding the popular space theme.
[[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 in arcades and by critics, and the game mechanics influenced other games. ''Joust'' was ported to numerous home systems and was followed by a less popular arcade sequel in 1986: ''[[Joust 2: Survival of the Fittest]]''.
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==
==Gameplay==
[[File:joustarcadegame.png|thumb|left|alt=A horizontal rectangular video game screenshot that is a digital representation of a fictional lava world. A small yellow character on a blue ostrich flies around an area populated with floating brown platforms and red and grey knights green buzzards. At the bottom center is a large brown platform protruding from a pit of red lava. Within the platform is a set of yellow numbers.|The player controls the yellow knight (top center) attempting to defeat enemy knights. The score is in the bottom platform.]]
[[File:joustarcadegame.png|thumb|left|alt=A horizontal rectangular video game screenshot that is a digital representation of a fictional lava world. A small yellow character on a blue ostrich flies around an area populated with floating brown platforms and red and grey knights green buzzards. At the bottom center is a large brown platform protruding from a pit of red lava. Within the platform is a set of yellow numbers.|The player controls the yellow knight (top center) attempting to defeat enemy knights. The score is in the bottom platform.]]


The player controls a yellow [[knight]] riding a flying [[ostrich]]. 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. The joystick controls the horizontal direction that the knight travels, while the button flaps the ostrich's wings. The rate at which the player repeatedly flaps causes the ostrich to fly upward, hover, or slowly descend. Moving off the left or right edges of the screen [[Wraparound (video games)|wraps around]] to the other side.<ref name="EG-Coin-Op">{{cite magazine| magazine = [[Electronic Games]]| publisher = Reese Communications| title = Coin-Op Classroom: Some Knights to Remember| first = Bill| last = Heineman| pages = 114–115| volume = 1| issue = 17|date=July 1983}}</ref><ref name="Fever">{{cite book| title = Arcade Fever: The Fan's Guide to The Golden Age of Video Games| first = John| last = Sellers| pages = 94–95| publisher = [[Running Press]]|date=August 2001| isbn = 0-7624-0937-1}}</ref>
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 [[wraparound (video games)|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.<ref name="EG-Coin-Op">{{cite magazine | magazine = [[Electronic Games]] | publisher = Reese Communications | title = Coin-Op Classroom: Some Knights to Remember | first = Bill | last = Heineman | pages = 114–115 | volume = 1 | issue = 17 | date=July 1983}}</ref><ref name="Fever">{{cite book | title = Arcade Fever: The Fan's Guide to The Golden Age of Video Games | first = John | last = Sellers | pages = 94–95 | publisher = [[Running Press]] | date=August 2001 | isbn = 0-7624-0937-1}}</ref>


The objective is to defeat the groups of enemy knights riding buzzards in each wave. Upon completing a wave, a more challenging one begins. Players pilot the knight to collide with enemies. The higher of two jousting lances is the winner. A collision of equal height repels the characters apart. A defeated enemy turns into a falling egg which can be collected for points. If the player does not collect the egg, it hatches into a knight that gains a new mount and must be defeated again (unless the egg falls into the lava, in which case it is destroyed).
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:
There are three types of enemy knight–Bounder, Hunter, and Shadow Lord—which are separate colors and worth different amounts of points. A [[pterodactyl]] appears after a predetermined time frame to hunt the hero. The disembodied hand of an indestructible Lava Troll grabs any character flying too low and pulls them into the lava.
* 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 second player controls a blue knight on a [[stork]]. The two players [[Cooperative gameplay|cooperatively]] complete the waves, optionally attacking each other.<ref name="EG-Coin-Op"/><ref name="Fever" />
In a two-player game, the players may [[Cooperative video game|cooperatively]] complete the waves or attack each other as desired.<ref name="EG-Coin-Op"/><ref name="Fever" />

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==
==Development==
''Joust'' was developed by [[Williams Electronics]], with John Newcomer as the lead designer. The development also included programmer Bill Pfutzenrueter, artists Janice Woldenberg-Miller and [[Python Anghelo]], and audio designers Tim Murphy and John Kotlarik.<ref name="RG-63">{{cite journal|last=Bevan|first=Mike|date=|title=The Making of Joust|url=https://archive.org/stream/retro_gamer/RetroGamer_063#page/n35/mode/2up|journal=[[Retro Gamer]]|publisher=[[Imagine Publishing]]|volume=|issue=63|pages=36–41|via=}}</ref> The game features amplified [[monaural]] sound and [[raster graphics]] on a 19-inch color [[Cathode ray tube|CRT monitor]].<ref name="Arcade-Museum">{{cite web| url = http://www.arcade-museum.com/game_detail.php?game_id=8243| title = Joust – Videogame by Williams Electronics| publisher = International Arcade Museum| accessdate = 2010-07-13}}</ref> Like other Williams arcade games, ''Joust'' was programmed in [[assembly language]].<ref name="Halcyon">{{cite book| title = Halcyon Days: Interviews with Classic Computer and Video Games Programmers| editor = James Hague| year = 1997| chapter = Eugene Jarvis| publisher = Dadgum Games| chapterurl = https://dadgum.com/halcyon/BOOK/JARVIS.HTM| title-link = Halcyon Days (book)}}</ref> A pack of three [[AA battery|AA batteries]] provide power to save the game's settings and high scores when the machine is unplugged from an electrical outlet.<ref name="PriceGuide-1">{{cite book| title = Official Price Guide to Classic Video Games| first = David| last = Ellis| pages = [https://archive.org/details/officialpricegui00davi/page/337 337–338]| chapter = Arcade Classics| publisher = [[Random House]]| isbn = 0-375-72038-3| year = 2004| chapter-url = https://archive.org/details/officialpricegui00davi| url = https://archive.org/details/officialpricegui00davi/page/337}}</ref><ref name="PriceGuide-2">{{cite book| title = Official Price Guide to Classic Video Games| first = David| last = Ellis| pages = [https://archive.org/details/officialpricegui00davi/page/433 433–437]| chapter = Classic Arcade Game Setup, Restoration, and Repair| publisher = [[Random House]]| isbn = 0-375-72038-3| year = 2004| chapter-url = https://archive.org/details/officialpricegui00davi| url = https://archive.org/details/officialpricegui00davi/page/433}}</ref> Anghelo stenciled the cabinet artwork on a wooden frame,<ref name="RG-63"/><ref name="PriceGuide-1"/> and designed artwork for promotional materials.<ref name="RG-63"/> One such [[Flyer (pamphlet)|flyer]] features [[Early Modern English|archaic English]], which was also incorporated into the game's onscreen instructions and game-over message.<ref name="Fever"/>
''Joust'' was developed by [[WMS Industries|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.<ref name="RG-63">{{cite journal|last=Bevan|first=Mike|title=The Making of Joust|url=https://archive.org/stream/retro_gamer/RetroGamer_063#page/n35/mode/2up|journal=[[Retro Gamer]]|publisher=[[Imagine Publishing]]|issue=63|pages=36–41}}</ref> The game features amplified [[monaural]] sound and [[raster graphics]] on a 19-inch color [[Cathode-ray tube|CRT monitor]].<ref name="Arcade-Museum">{{cite web | url = http://www.arcade-museum.com/game_detail.php?game_id=8243 | title = Joust – Videogame by Williams Electronics | publisher = International Arcade Museum | access-date = 2010-07-13}}</ref> Like other Williams arcade games, ''Joust'' was programmed in [[assembly language]].<ref name="Halcyon">{{cite book | title = Halcyon Days: Interviews with Classic Computer and Video Games Programmers | editor = James Hague | year = 1997 | chapter = Eugene Jarvis | publisher = Dadgum Games | chapter-url = https://dadgum.com/halcyon/BOOK/JARVIS.HTM | title-link = Halcyon Days (book)}}</ref> A pack of three [[AA battery|AA batteries]] provide power to save the game's settings and high scores when the machine is unplugged from an electrical outlet.<ref name="PriceGuide-1">{{cite book | title = Official Price Guide to Classic Video Games | first = David | last = Ellis | pages = [https://archive.org/details/officialpricegui00davi/page/337 337–338] | chapter = Arcade Classics | publisher = [[Random House]] | isbn = 0-375-72038-3 | year = 2004 | chapter-url = https://archive.org/details/officialpricegui00davi | url = https://archive.org/details/officialpricegui00davi/page/337}}</ref><ref name="PriceGuide-2">{{cite book | title = Official Price Guide to Classic Video Games | first = David | last = Ellis | pages = [https://archive.org/details/officialpricegui00davi/page/433 433–437] | chapter = Classic Arcade Game Setup, Restoration, and Repair | publisher = [[Random House]] | isbn = 0-375-72038-3 | year = 2004 | chapter-url = https://archive.org/details/officialpricegui00davi | url = https://archive.org/details/officialpricegui00davi/page/433}}</ref> Anghelo stenciled the cabinet artwork on a wooden frame,<ref name="RG-63"/><ref name="PriceGuide-1"/> and designed artwork for promotional materials.<ref name="RG-63"/> One such [[Flyer (pamphlet)|flyer]] features [[Early Modern English|archaic English]], which was also incorporated into the game's onscreen instructions and game-over message.<ref name="Fever"/>


===Conception===
===Conception===
Following the success of the 1981 game ''[[Defender (video game)|Defender]]'', Williams searched for new creative staff.<ref name="RG-63"/><ref name="Halcyon"/> 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 (1984 video game)|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.<ref name="RG-63"/> A development team was formed, which decided to create the game using [[Defender (video game)#Hardware|''Defender''{{'}}s hardware]].<ref name="RG-63"/><ref name="Arc-Treasure-1">{{cite video game| title= [[Midway Arcade Treasures]]| developer= [[Backbone Entertainment|Digital Eclipse]]| publisher= [[Midway Games]]| date= 2003-11-18| platform= [[PlayStation 2]]| version= | level= The Inside Story On Joust}}</ref> Newcomer was also inspired by the 1980s movie [[Flash Gordon (film)|Flash Gordon]].<ref>{{Cite web|title=Joust: An early, genre-bending video game (video)|url=https://nuadox.com/post/617424244562903040/joust-video-game|website=Nuadox|access-date=2020-05-15}}</ref>
Following the success of the 1981 game ''[[Defender (1981 video game)|Defender]]'', Williams searched for new creative staff.<ref name="RG-63"/><ref name="Halcyon"/> 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 (1984 video game)|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.<ref name="RG-63"/> A development team was formed, which decided to create the game using [[Defender (video game)#Hardware|''Defender''{{'}}s hardware]].<ref name="RG-63"/><ref name="Arc-Treasure-1">{{cite video game | title= [[Midway Arcade Treasures]] | developer= [[Backbone Entertainment|Digital Eclipse]] | publisher= [[Midway Games]] | date= 2003-11-18 | platform= [[PlayStation 2]] | level= The Inside Story On Joust}}</ref> Newcomer was also inspired by the 1980s film ''[[Flash Gordon (film)|Flash Gordon]]''.<ref>{{Cite web|title=Joust: An early, genre-bending video game (video)|url=https://nuadox.com/post/617424244562903040/joust-video-game|website=Nuadox|access-date=2020-05-15}}</ref>


Newcomer conceived ''Joust'' as a "flying game" with cooperative two-player gameplay; however, he did not wish to emulate the popular space theme of previous successful flying games like ''[[Asteroids (video game)|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.<ref name="RG-63"/>
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 (video game)|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.<ref name="RG-63"/>


===Design===
===Design===
{{quote box |width = 35%| quote= 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.| source = —John Newcomer on the premise and gameplay of ''Joust''<ref name="RG-63"/>}}
{{quote box | width = 35% | quote= 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. | source = —John Newcomer on the premise and gameplay of ''Joust''<ref name="RG-63"/>}}


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.<ref name="RG-63"/> 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.<ref name="RG-63"/><ref name="Arc-Treasure-1"/> Because flying became an integral gameplay element, he chose to have characters collide as a means of combat, with victory decided by onscreen elevation.<ref name="RG-63"/>
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.<ref name="RG-63"/> 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.<ref name="RG-63"/><ref name="Arc-Treasure-1"/> Because flying became an integral gameplay element, he chose to have characters collide as a means of combat, with victory decided by onscreen elevation.<ref name="RG-63"/>


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.<ref name="RG-63"/><ref name="Arc-Treasure-1"/> The ROM size limits also prohibited Newcomer from creating more characters. The graphics are hand-animated [[pixel art]].<ref name="Arc-Treasure-1"/> 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 [[Palette (computing)|color palette]] as the developers had only 16&nbsp;colors to create the entire display. Once the colors were decided for the character [[Sprite (computer graphics)|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.<ref name="RG-63"/>
The developers created the game using 96K of [[Read-only memory|ROM]] chip storage, which limited the data size of individual graphics and sound effects they could use.<ref name="RG-63"/><ref name="Arc-Treasure-1"/> The ROM size limits also prohibited Newcomer from creating more characters. The graphics are hand-animated [[pixel art]].<ref name="Arc-Treasure-1"/> 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 [[Palette (computing)|color palette]] as the developers had only 16 colors to create the entire display. Once the colors were decided for the character [[Sprite (computer graphics)|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.<ref name="RG-63"/>


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 [[Texture (visual arts)|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 Pfutzenrueter's enemy [[Game artificial intelligence|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; Pfutzenrueter designed them to fly higher when close to the protagonist to increase the Shadow Lord's chances of victory against the player.<ref name="RG-63"/> The pterodactyl was designed to prevent players from idling, and to be difficult to defeat{{mdash}}, because it is 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.<ref name="RG-63"/><ref name="Arc-Treasure-3">{{cite video game| title= [[Midway Arcade Treasures]]| developer= [[Backbone Entertainment|Digital Eclipse]]| publisher= [[Midway Games]]| date= 2003-11-18| platform= [[PlayStation 2]]| version= | level= Joust Interview Clip #3}}</ref> 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.<ref>{{cite web| url = http://www.gamasutra.com/view/feature/2185/back_to_the_classics_perfecting_.php| title = Back To The Classics: Perfecting The Emulation For Digital Eclipse's Atari Anthology| first = Jeff| last = Vavasour| date = 2005-01-13| website = Gamasutra| accessdate = 2010-10-29}}</ref>
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 [[Texture (visual arts)|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 in video games|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.<ref name="RG-63"/> 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.<ref name="RG-63"/><ref name="Arc-Treasure-3">{{cite video game | title= [[Midway Arcade Treasures]] | developer= [[Backbone Entertainment|Digital Eclipse]] | publisher= [[Midway Games]] | date= 2003-11-18 | platform= [[PlayStation 2]] | level= Joust Interview Clip #3}}</ref> 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.<ref>{{cite web | url = http://www.gamasutra.com/view/feature/2185/back_to_the_classics_perfecting_.php | title = Back To The Classics: Perfecting The Emulation For Digital Eclipse's Atari Anthology | first = Jeff | last = Vavasour | date = 2005-01-13 | website = Gamasutra | access-date = 2010-10-29}}</ref>


While [[playtest]]ing the game, the team discovered an animation [[Software bug|bug]] they described as a "belly flop".<ref name="Arc-Treasure-1"/><ref name="Arc-Treasure-2">{{cite video game| title= [[Midway Arcade Treasures]]| developer= [[Backbone Entertainment|Digital Eclipse]]| publisher= [[Midway Games]]| date= 2003-11-18| platform= [[PlayStation 2]]| version= | level= Joust Interview Clip #2}}</ref> 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<ref name="Arc-Treasure-1"/>, the developers decided to keep the defect rather than fix it.<ref name="Arc-Treasure-2"/>
While [[playtest]]ing the game, the team discovered an animation [[Software bug|bug]] they described as a "belly flop".<ref name="Arc-Treasure-1"/><ref name="Arc-Treasure-2">{{cite video game | title= [[Midway Arcade Treasures]] | developer= [[Backbone Entertainment|Digital Eclipse]] | publisher= [[Midway Games]] | date= 2003-11-18 | platform= [[PlayStation 2]] | level= Joust Interview Clip #2}}</ref> 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,<ref name="Arc-Treasure-1"/> the developers decided to keep the defect as an [[undocumented feature]] rather than fix it.<ref name="Arc-Treasure-2"/>


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.<ref name="RG-63"/><ref name="Arc-Treasure-3"/>
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.<ref name="RG-63"/><ref name="Arc-Treasure-3"/>


==Ports==
==Ports==
[[File:Joust Atari 2600.jpg|thumb|left|Atari 2600 version screenshot]]
[[Atari, Inc.]] published ''Joust'' for its own systems and under the [[Atarisoft]] label for others: [[Atari 2600]], [[Atari 5200]], [[Atari 8-bit family]], [[Apple II]], [[Macintosh]] and [[MS-DOS]].
[[File:Cineteca Bologna, Biblioteca Renzo Renzi - Atari 2600 (1986).jpg|thumb|left|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]],<ref>{{cite web |title=Atari 5200 Joust Manual |url=https://archive.org/details/Joust_1983_Atari |website=archive.org |date=1983}}</ref> [[Atari 7800]],<ref>{{cite web |title=Atari 7800 Joust Manual |url=https://archive.org/details/Joust_1987_Atari |website=archive.org |date=1987}}</ref> [[Atari 8-bit computers]], [[Apple II]], and [[Mac (computer)|Mac]]. A port for [[IBM PC compatible]]s was completed, but was never published by Atarisoft.
''Joust'' was ported to the [[Nintendo Entertainment System]]—programmed by [[Satoru Iwata]].<ref>{{cite web|first=John |last=Andersen |work=[[Gamasutra]] |publisher=[[UBM plc]] |date=October 9, 2015 |accessdate=October 11, 2015 |title=A former mentor recalls the early career of Satoru Iwata |url=http://www.gamasutra.com/view/news/254169/A_former_mentor_recalls_the_early_career_of_Satoru_Iwata.php |archivedate=October 11, 2015 |archiveurl=https://www.webcitation.org/6cD2alRSz?url=http://www.gamasutra.com/view/news/254169/A_former_mentor_recalls_the_early_career_of_Satoru_Iwata.php |url-status=dead }}</ref>

''Joust'' was ported to the [[Nintendo Entertainment System]] by [[HAL Laboratory]] with programming by [[Satoru Iwata]].<ref>{{cite web|first=John |last=Andersen |work=[[Gamasutra]] |publisher=[[UBM plc]] |date=October 9, 2015 |access-date=October 11, 2015 |title=A former mentor recalls the early career of Satoru Iwata |url=http://www.gamasutra.com/view/news/254169/A_former_mentor_recalls_the_early_career_of_Satoru_Iwata.php |archive-date=October 11, 2015 |archive-url=https://web.archive.org/web/20151011183727/http://www.gamasutra.com/view/news/254169/A_former_mentor_recalls_the_early_career_of_Satoru_Iwata.php |url-status=dead}}</ref>

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 (1987 video game)|Bolo]]''<ref name="acornuser198805_games">{{cite magazine | url=https://archive.org/details/AcornUser070-May88/page/n136/mode/1up | title=Armoured Arc | magazine=Acorn User | last1=Lawrence | first1=David | date=May 1988 | access-date=21 October 2021 | pages=135}}</ref>), 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.<ref name="abcomputing198610_joust">{{cite magazine | url=https://archive.org/details/AB_Computing_1986-10_OCR/page/n20/mode/1up | title=Game of the Month! Joust | magazine=A&B Computing | last1=Reeder | first1=Dave | date=October 1986 | access-date=21 October 2021 | pages=21}}</ref> The game nevertheless remained unavailable for over a year before eventually being released as ''Skirmish'' by Godax for the BBC Micro and [[Acorn Electron]].<ref name="microuser198803_buzzards">{{cite magazine | url=https://archive.org/details/TheMicroUser061Vol6No1Mar88/page/n30/mode/1up | title=Skirmish ... battling buzzards | magazine=Micro User | date=March 1988 | access-date=21 October 2021 | author=Hac-Man | pages=31}}</ref><ref name="electronuser198805_buzzards">{{cite magazine | url=https://archive.org/details/ElectronUserVolume5/Electron-User-05-08/page/n15/mode/1up | title=Battling buzzards | magazine=Electron User | date=May 1988 | access-date=21 October 2021 | last1=Reed | first1=Martin | pages=16}}</ref><ref name="abcomputing198805_skirmish">{{cite magazine | url=https://archive.org/details/AcornUser070-May88/page/n160/mode/1up | title=Bolo | magazine=Acorn User | date=May 1988 | access-date=21 October 2021 | pages=159}}</ref>


==Reception==
==Reception==
Given the peculiar control scheme, Williams was concerned that the game would be unsuccessful, and arcades were hesitant to purchase the game. However, Williams eventually shipped 26,000&nbsp;units,<ref name="Arc-Treasure-1"/> and ''[[Electronic Games]]'' in 1983 described it as "tremendously popular".<ref name="eg198306">{{cite news | url=https://archive.org/stream/electronic-games-magazine-1983-06/Electronic_Games_Issue_16_Vol_02_04_1983_Jun#page/n45/mode/2up | title=The Players Guide to Fantasy Games | work=Electronic Games | date=June 1983 | accessdate=6 January 2015 | page=47}}</ref> A cocktail table version was later released, engineered by Leo Ludzia.<ref name="Arc-Treasure-1"/> It is unique among cocktail games with its side-by-side seating rather than opposing sides,<ref name="PriceGuide-1"/><ref name="Arc-Treasure-1"/> allowing Williams to reuse the same ROM chip from the upright cabinets.<ref name="RG-63"/> With only 250 to 500 units having been manufactured,<ref name="PriceGuide-1"/><ref name="Arc-Treasure-1"/> the cocktail version is a rare collector's item.<ref name="PriceGuide-1"/><ref name="PriceGuide-3">{{cite book| title = Official Price Guide to Classic Video Games| first = David| last = Ellis| page = [https://archive.org/details/officialpricegui00davi/page/385 385]| chapter = Arcade Classics| publisher = [[Random House]]| isbn = 0-375-72038-3| year = 2004| chapter-url = https://archive.org/details/officialpricegui00davi| url = https://archive.org/details/officialpricegui00davi/page/385}}</ref>
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,<ref name="Arc-Treasure-1"/> and ''[[Electronic Games]]'' in 1983 described it as "tremendously popular".<ref name="eg198306">{{cite news | url=https://archive.org/stream/electronic-games-magazine-1983-06/Electronic_Games_Issue_16_Vol_02_04_1983_Jun#page/n45/mode/2up | title=The Players Guide to Fantasy Games | work=Electronic Games | date=June 1983 | access-date=6 January 2015 | page=47}}</ref> In the United States, it topped the ''[[Play Meter]]'' arcade charts in January 1983,<ref>{{cite magazine |title=The Top 10 Video Games In the Arcades: January 15, 1983 |magazine=Video Games |date=March 1983 |volume=1 |issue=6 |page=82 |url=https://archive.org/details/Video_Games_Volume_1_Number_06_1983-03_Pumpkin_Press_US/page/n81/mode/1up}}</ref> and the ''RePlay'' upright [[arcade cabinet]] charts from January<ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=January 1983}}</ref> to February 1983.<ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=February 1983}}</ref> It was among the thirteen highest-grossing [[1983 in video games|arcade games of 1983]] in the United States.<ref>{{cite magazine |title=AMOA Votes On Annual Game Awards |magazine=[[Cash Box]] |date=October 29, 1983 |page=60 |url=https://archive.org/details/cashbox45unse_20/page/68}}</ref>


A cocktail table version was later released, engineered by Leo Ludzia.<ref name="Arc-Treasure-1"/> It is unique among cocktail games with its side-by-side seating rather than opposing sides,<ref name="PriceGuide-1"/><ref name="Arc-Treasure-1"/> allowing Williams to reuse the same ROM chip from the upright cabinets.<ref name="RG-63"/> With substantially fewer units manufactured than the upright arcade machine,<ref name="PriceGuide-1"/><ref name="Arc-Treasure-1"/> the cocktail version is a rare collector's item.<ref name="PriceGuide-1"/><ref name="PriceGuide-3">{{cite book | title = Official Price Guide to Classic Video Games | first = David | last = Ellis | page = [https://archive.org/details/officialpricegui00davi/page/385 385] | chapter = Arcade Classics | publisher = [[Random House]] | isbn = 0-375-72038-3 | year = 2004 | chapter-url = https://archive.org/details/officialpricegui00davi | url = https://archive.org/details/officialpricegui00davi/page/385}}</ref>
In 1996, ''[[Next Generation (magazine)|Next Generation]]'' listed the arcade version as number 83 on its "Top 100 Games of All Time", calling it "a perfect example of the three ingredients that all too often make a classic: Original concepts, quirky designs, and - above all - playability. With only three controls (left, right, and flap), ''Joust'' creates an entire world of elegant combat."<ref>{{cite magazine|last=|first= |title=Top 100 Games of All Time |magazine=[[Next Generation (magazine)|Next Generation]]|issue=21 |publisher=[[Imagine Media]] |date=September 1996|page=43}}</ref> Video game historian Steve Kent considered ''Joust'' one of the more memorable games of its time.<ref name="Ultimate">{{cite book| title = Ultimate History of Video Games| first = Steven| last = Kent| page = 177| chapter = The Golden Age (Part 2: 1981–1983)| publisher = [[Three Rivers Press]]| isbn = 0-7615-3643-4| year = 2001}}</ref> Author David Ellis agreed, and stated that the game remains enjoyable to this day.<ref name="PriceGuide-1"/> In 2008, [[Guinness World Records]] listed it as the number sixty-nine arcade game in technical, creative, and cultural impact.<ref name="GWR08">{{cite book| editor= Craig Glenday| title= Guinness World Records Gamer's Edition 2008| series= [[Guinness World Records]]| date= 2008-03-11| publisher= Guinness| isbn= 978-1-904994-21-3| page= [https://archive.org/details/guinnessworldrec00guin_0/page/231 231]| chapter= Top 100 Arcade Games: Top 100–51| chapter-url= https://archive.org/details/guinnessworldrec00guin_0| url= https://archive.org/details/guinnessworldrec00guin_0/page/231}}</ref> A writer for ''Video Gaming Illustrated'' called ''Joust'' exotic with lifelike animation.<ref>{{cite journal| journal = Video Gaming Illustrated| publisher = Ion International| title = Eye On: Tilting at Videogames| author = Video Gaming Illustrated Staff| page = 61| issue = 3|date=December 1982}}</ref> ''[[Antic (magazine)|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]]''".<ref name="antic198403">{{Cite magazine |last=Duberman |first=David |date=March 1984 |title=Product Reviews |url=http://www.atarimagazines.com/v2n12/productreviews.html |magazine=Antic}}</ref>


French magazine ''[[Tilt (French magazine)|Tilt]]'' rated the arcade game four out of six stars in 1983.<ref name="Tilt">{{cite magazine |title=Service Compris Arcade: Les Seuers Froides |magazine=[[Tilt (French magazine)|Tilt]] |date=May 16, 1983 |issue=5 |pages=72–3 |lang=fr |url=https://archive.org/details/Tilt005/page/n71/mode/2up}}</ref> ''[[Computer and Video Games]]'' rated the Atari VCS version 83% in 1989.<ref name="CVG">{{cite journal |title=Complete Games Guide |journal=[[Computer and Video Games]] |date=16 October 1989 |issue=Complete Guide to Consoles |pages=46–77 |url=https://retrocdn.net/images/9/98/CompleteGuideToConsoles_UK_01.pdf#page=46}}</ref>
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 [[Deathmatch (gaming)|video game deathmatch]].<ref name="ClassicGaming">{{cite web|url=http://classicgaming.gamespy.com/View.php?view=GameMuseum.Detail&id=117 |title=Game of The Week: Joust |first=Kevin |last=Bowen |publisher=Classic Gaming |accessdate=2010-07-14 |url-status=dead |archiveurl=https://web.archive.org/web/20090821104444/http://classicgaming.gamespy.com/View.php?view=GameMuseum.Detail&id=117 |archivedate=2009-08-21 }}</ref>


===Retrospective===
''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.<ref name="RG-63"/> A ''[[Computer and Video Games]]'' writer called the game "weird and wonderful".<ref>{{cite journal| journal = [[Computer and Video Games]]| publisher = [[EMAP]]| date = February 1983| title = Arcade Action| page = 30}}</ref> Author John Sellers praised the competitive two-player gameplay, and attributed the game's appeal to the flapping mechanism.<ref name="Fever"/> In 2004, Ellis described ''Joust'' as an example of innovative risk absent in the then-current video game industry.<ref name="PriceGuide-1"/>
In 1995, ''[[Flux (magazine)|Flux]]'' magazine ranked the arcade version 26th on their "Top 100 Video Games" list.<ref>{{Cite journal |date=April 1995 |title=Top 100 Video Games |url=https://archive.org/details/flux-issue-4/page/n27/mode/2up |journal=Flux |publisher=Harris Publications |issue=4 |pages=28}}</ref> In 1996, ''[[Next Generation (magazine)|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.<ref>{{cite magazine|title=Top 100 Games of All Time |magazine=[[Next Generation (magazine)|Next Generation]]|issue=21 |publisher=[[Imagine Media]] |date=September 1996|page=43}}</ref> Video game historian Steve Kent considered ''Joust'' one of the more memorable games of its time.<ref name="Ultimate">{{cite book | title = [[Ultimate History of Video Games]] | first = Steven | last = Kent | authorlink=Steven L. Kent | page = 177 | chapter = The Golden Age (Part 2: 1981–1983) | publisher = [[Three Rivers Press]] | isbn = 0-7615-3643-4 | year = 2001}}</ref> Author David Ellis agreed, and stated that the game remains enjoyable to this day.<ref name="PriceGuide-1"/> In 2008, [[Guinness World Records]] listed it as the number sixty-nine arcade game in technical, creative, and cultural impact.<ref name="GWR08">{{cite book | editor= Craig Glenday | title= Guinness World Records Gamer's Edition 2008 | series= [[Guinness World Records]] | date= 2008-03-11 | publisher= Guinness | isbn= 978-1-904994-21-3 | page= [https://archive.org/details/guinnessworldrec00guin_0/page/231 231] | chapter= Top 100 Arcade Games: Top 100–51 | chapter-url= https://archive.org/details/guinnessworldrec00guin_0 | url= https://archive.org/details/guinnessworldrec00guin_0/page/231}}</ref> A writer for ''Video Gaming Illustrated'' called ''Joust'' exotic with lifelike animation.<ref>{{cite journal | journal = Video Gaming Illustrated | publisher = Ion International | title = Eye On: Tilting at Videogames | author = Video Gaming Illustrated Staff | page = 61 | issue = 3 | date=December 1982}}</ref> In 2015, Hardcore Gamer listed the game on their 200 Best Video Games of All Time.<ref>{{Cite web |title=HG101 Presents: The 200 Best Video Games of All Time – Hardcore Gaming 101 |url=http://www.hardcoregaming101.net/books/hg101-presents-the-200-best-video-games-of-all-time/ |access-date=2023-07-07 |language=en-US}}</ref> ''[[Antic (magazine)|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]]''".<ref name="antic198403">{{Cite magazine |last=Duberman |first=David |date=March 1984 |title=Product Reviews |url=http://www.atarimagazines.com/v2n12/productreviews.html |magazine=Antic}}</ref>


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 [[Deathmatch (video games)|video game deathmatch]].<ref name="ClassicGaming">{{cite web|url=http://classicgaming.gamespy.com/View.php?view=GameMuseum.Detail&id=117 |title=Game of The Week: Joust |first=Kevin |last=Bowen |publisher=Classic Gaming |access-date=2010-07-14 |url-status=dead |archive-url=https://web.archive.org/web/20090821104444/http://classicgaming.gamespy.com/View.php?view=GameMuseum.Detail&id=117 |archive-date=2009-08-21}}</ref>
In retrospect, Newcomer commended Williams's management for taking a risk on him and the game.<ref name="RG-63"/> 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.<ref name="Coin-OpFavs">{{cite web| url = http://www.gamasutra.com/features/20050805/hong_01.shtml| title = Question of the Week Responses: Coin-Op Favorites?| first = Quang| last = Hong| website = [[Gamasutra]]| date = 2005-08-05| accessdate = 2009-05-12}}</ref>

''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.<ref name="RG-63"/> A ''[[Computer and Video Games]]'' writer called the game "weird and wonderful".<ref>{{cite journal | journal = [[Computer and Video Games]] | publisher = [[EMAP]] | date = February 1983 | title = Arcade Action | page = 30}}</ref> Author John Sellers praised the competitive two-player gameplay, and attributed the game's appeal to the flapping mechanism.<ref name="Fever"/> In 2004, Ellis described ''Joust'' as an example of innovative risk absent in the then-current video game industry.<ref name="PriceGuide-1"/>

In retrospect, Newcomer commended Williams's management for taking a risk on him and the game.<ref name="RG-63"/> 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.<ref name="Coin-OpFavs">{{cite web | url = http://www.gamasutra.com/features/20050805/hong_01.shtml | title = Question of the Week Responses: Coin-Op Favorites? | first = Quang | last = Hong | website = [[Gamasutra]] | date = 2005-08-05 | access-date = 2009-05-12}}</ref>


==Legacy==
==Legacy==
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&nbsp;machines were produced.<ref name="Arc-Treasure-1"/>
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.<ref name="Arc-Treasure-1"/>


An arcade sequel, ''[[Joust 2: Survival of the Fittest]]'', was released in 1986. It features similar gameplay with new elements on a vertical screen.<ref>{{cite video game| title= [[Midway Arcade Treasures]]| developer= [[Backbone Entertainment|Digital Eclipse]]| publisher= [[Midway Games]]| date= 2003-11-18| platform= [[PlayStation 2]]| version= | level= The Inside Story On Joust 2}}</ref>
An arcade sequel, ''[[Joust 2: Survival of the Fittest]]'', was released in 1986. It has similar gameplay with new elements on a vertical screen.<ref>{{cite video game | title= [[Midway Arcade Treasures]] | developer= [[Backbone Entertainment|Digital Eclipse]] | publisher= [[Midway Games]] | date= 2003-11-18 | platform= [[PlayStation 2]] | level= The Inside Story On Joust 2}}</ref>


Four years later, [[Midway Games]]<ref group="Note">Williams Electronics purchased Midway in 1988, and later transferred its games to the [[Midway Games]] subsidiary.</ref> also launched a website featuring the browser-based [[Adobe Shockwave|Shockwave]] versions.<ref>{{cite web| url = http://www.gamespot.com/ps2/action/midwayarcadetreasures/news.html?sid=6108563| archive-url = https://archive.is/20130102235547/http://www.gamespot.com/ps2/action/midwayarcadetreasures/news.html?sid=6108563| url-status = dead| archive-date = 2013-01-02| title = Midway Arcade Treasures Web site goes live| first = Chris| last = Kohler| website = [[GameSpot]]| date = 2004-09-24}}</ref> 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]]''.<ref>{{cite web|url=http://www.allgame.com/game.php?id=2356 |title=Williams Arcade's Greatest Hits - Overview - allgame |publisher=[[Allgame]] |first=Brett Alan |last=Weiss |accessdate=2010-07-10 |url-status=dead |archiveurl=https://web.archive.org/web/20090701003623/http://www.allgame.com/game.php?id=2356 |archivedate=2009-07-01 }}</ref><ref>{{cite web| url = http://www.allgame.com/game.php?id=25340| author = All Game Staff| title = Midway's Greatest Arcade Hits: Vol. 1 - Overview - allgame| publisher = [[Allgame]]| accessdate = 2010-07-10}}</ref><ref>{{cite web| url = http://ps2.ign.com/articles/433/433090p1.html| title = Midway Arcade Treasures| first = Craig| last = Harris| date = 2003-08-11| website = IGN| accessdate = 2010-07-10}}</ref> Other compilations are the 1995 ''Arcade Classic 4'' for the [[Game Boy]] and the 2005 ''[[Midway Arcade Treasures: Extended Play]]'' for the [[PlayStation Portable]].<ref>{{cite web|url=http://www.gamespot.com/gameboy/action/defenderjoust/index.html |title=Arcade Classic 4 Defender / Joust |website=GameSpot |accessdate=2010-07-10 |url-status=dead |archiveurl=https://web.archive.org/web/20070607140115/http://www.gamespot.com/gameboy/action/defenderjoust/index.html |archivedate=June 7, 2007 }}</ref><ref>{{cite web| url = http://psp.ign.com/articles/688/688396p1.html| title = Midway Arcade Treasures: Extended Play| website = IGN| first = Craig| last = Harris| date = 2006-02-13| accessdate = 2010-07-10}}</ref> ''Joust'' was released via [[digital distribution]] on [[GameTap]], [[Xbox Live Arcade]], and the [[PlayStation Network]].<ref name="IGN-Movie"/><ref>{{cite magazine| url = http://www.next-gen.biz/features/why-gametap-going-free| archive-url = https://archive.is/20120905043352/http://www.next-gen.biz/features/why-gametap-going-free| url-status = dead| archive-date = 2012-09-05| title = Why GameTap is Going Free| author = Edge Staff| magazine = [[Edge (magazine)|Edge]]| date = 2007-05-01| accessdate = 2010-10-29}}</ref> In 2012, ''Joust'' was included in the compilation ''[[Midway Arcade Origins]]''.<ref>{{cite web|url=https://www.ign.com/articles/2012/11/14/midway-arcade-origins-review|title=Midway Arcade Origins Review|work=IGN}}</ref>
In 2004, [[Midway Games]]<ref group="Note">Williams Electronics purchased Midway in 1988, and later transferred its games to the [[Midway Games]] subsidiary.</ref> also launched a website featuring the browser-based [[Adobe Shockwave|Shockwave]] versions.<ref>{{cite web | url = http://www.gamespot.com/ps2/action/midwayarcadetreasures/news.html?sid=6108563 | archive-url = https://archive.today/20130102235547/http://www.gamespot.com/ps2/action/midwayarcadetreasures/news.html?sid=6108563 | url-status = dead | archive-date = 2013-01-02 | title = Midway Arcade Treasures Web site goes live | first = Chris | last = Kohler | website = [[GameSpot]] | date = 2004-09-24}}</ref> 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]]''.<ref>{{cite web|url=http://www.allgame.com/game.php?id=2356 |title=Williams Arcade's Greatest Hits - Overview - allgame |publisher=[[Allgame]] |first=Brett Alan |last=Weiss |access-date=2010-07-10 |url-status=dead |archive-url=https://web.archive.org/web/20090701003623/http://www.allgame.com/game.php?id=2356 |archive-date=2009-07-01}}</ref><ref>{{cite web | url = http://www.allgame.com/game.php?id=25340 | author = All Game Staff | title = Midway's Greatest Arcade Hits: Vol. 1 - Overview - allgame | publisher = [[Allgame]] | access-date = 2010-07-10 | archive-date = 2009-07-01 | archive-url = https://web.archive.org/web/20090701003624/http://www.allgame.com/game.php?id=25340 | url-status = dead}}</ref><ref>{{cite web | url = http://ps2.ign.com/articles/433/433090p1.html | title = Midway Arcade Treasures | first = Craig | last = Harris | date = 2003-08-11 | website = IGN | access-date = 2010-07-10}}</ref> Other compilations are the 1995 ''Arcade Classic 4'' for the [[Game Boy]] and the 2005 ''[[Midway Arcade Treasures: Extended Play]]'' for the [[PlayStation Portable]].<ref>{{cite web|url=http://www.gamespot.com/gameboy/action/defenderjoust/index.html |title=Arcade Classic 4 Defender / Joust |website=GameSpot |access-date=2010-07-10 |url-status=dead |archive-url=https://web.archive.org/web/20070607140115/http://www.gamespot.com/gameboy/action/defenderjoust/index.html |archive-date=June 7, 2007}}</ref><ref>{{cite web | url = http://psp.ign.com/articles/688/688396p1.html | title = Midway Arcade Treasures: Extended Play | website = IGN | first = Craig | last = Harris | date = 2006-02-13 | access-date = 2010-07-10}}</ref> ''Joust'' was released via [[digital distribution]] on [[GameTap]], [[Xbox Live Arcade]], and the [[PlayStation Network]].<ref name="IGN-Movie"/><ref>{{cite magazine| url = http://www.next-gen.biz/features/why-gametap-going-free | archive-url = https://archive.today/20120905043352/http://www.next-gen.biz/features/why-gametap-going-free | url-status = dead | archive-date = 2012-09-05 | title = Why GameTap is Going Free | author = Edge Staff | magazine = [[Edge (magazine)|Edge]] | date = 2007-05-01 | access-date = 2010-10-29}}</ref> In 2012, ''Joust'' was included in the compilation ''[[Midway Arcade Origins]]''.<ref>{{cite web|url=https://www.ign.com/articles/2012/11/14/midway-arcade-origins-review|title=Midway Arcade Origins Review|work=IGN|date=14 November 2012}}</ref>


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.<ref name="PriceGuide-4">{{cite book| title = Official Price Guide to Classic Video Games| first = David| last = Ellis| pages = [https://archive.org/details/officialpricegui00davi/page/146 146–148]| chapter = ColecoVision| publisher = [[Random House]]| isbn = 0-375-72038-3| year = 2004| chapter-url = https://archive.org/details/officialpricegui00davi| url = https://archive.org/details/officialpricegui00davi/page/146}}</ref> An adaptation with [[3D computer graphics|three-dimensional (3D) graphics]] (and a port of the original ''Joust'' as a bonus<ref>{{cite magazine|last= |first= |title=Joust|magazine=[[Electronic Gaming Monthly]]|issue=57|publisher=Sendai Publishing|date=April 1994|page=139}}</ref>) was in development for the [[Atari Jaguar]]. Titled ''[[Dactyl Joust]]'', it was eventually canceled.<ref name="Dactyl Joust">{{cite web|url=http://classicgaming.gamespy.com/fullstory.php?id=122168 |title=Jaguar Dactyl Joust Video Released |date=2003-10-08 |publisher=[[GameSpy]] |accessdate=2010-11-01 |url-status=dead |archiveurl=https://web.archive.org/web/20120309151306/http://classicgaming.gamespy.com/fullstory.php?id=122168 |archivedate=2012-03-09 }}</ref> Another remake in development is ''Joust 3D'' for the [[Nintendo 64]]. Because the arenas are in 3D, it was to use a split screen for the multiplayer battles.<ref>{{cite magazine |last=|first= |title=Gaming Gossip|magazine=[[Electronic Gaming Monthly]]|issue=90 |publisher=[[Ziff Davis]]|date=January 1997|page=34}}</ref> 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 modeling|3D renders]], and new gameplay mechanics.<ref name="RG-63"/>
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.<ref name="PriceGuide-4">{{cite book | title = Official Price Guide to Classic Video Games | first = David | last = Ellis | pages = [https://archive.org/details/officialpricegui00davi/page/146 146–148] | chapter = ColecoVision | publisher = [[Random House]] | isbn = 0-375-72038-3 | year = 2004 | chapter-url = https://archive.org/details/officialpricegui00davi | url = https://archive.org/details/officialpricegui00davi/page/146}}</ref> An adaptation with [[3D computer graphics|three-dimensional (3D) graphics]] (and a port of the original ''Joust'' as a bonus<ref>{{cite magazine|title=Joust|magazine=[[Electronic Gaming Monthly]]|issue=57|publisher=Sendai Publishing|date=April 1994|page=139}}</ref>) was in development for the [[Atari Jaguar]]. Titled ''[[Dactyl Joust]]'', it was eventually canceled.<ref name="Dactyl Joust">{{cite web|url=http://classicgaming.gamespy.com/fullstory.php?id=122168 |title=Jaguar Dactyl Joust Video Released |date=2003-10-08 |publisher=[[GameSpy]] |access-date=2010-11-01 |url-status=dead |archive-url=https://web.archive.org/web/20120309151306/http://classicgaming.gamespy.com/fullstory.php?id=122168 |archive-date=2012-03-09}}</ref>


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''.<ref name="IGN64">{{cite web|title=Joust 64 - IGN.com|url=http://ca.ign.com/games/joust-64|website=IGN|accessdate=7 May 2018|language=en}}</ref><ref>{{cite web | url=https://www.ign.com/articles/1998/04/01/the-hottest-latest-release-dates | title=The Hottest, Latest Release Dates | date=April 1998}}</ref> Because the arenas are in 3D, it would have used split screen for the multiplayer battles,<ref>{{cite magazine |title=Gaming Gossip|magazine=[[Electronic Gaming Monthly]]|issue=90 |publisher=[[Ziff Davis]]|date=January 1997|page=34}}</ref> but the game was cancelled prior to release.<ref name="IGN64"/> 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 modeling|3D renders]], and new gameplay mechanics.<ref name="RG-63"/>
[[Tiger Electronics]] released a [[Handheld electronic game|keychain version]] of ''Joust'' in 1998.<ref>{{cite web| url = http://cheats.gamespy.com/LCDgames/joust-keychain/| archive-url = https://archive.is/20120708051907/http://cheats.gamespy.com/LCDgames/joust-keychain/| url-status = dead| archive-date = 2012-07-08| title = Joust (keychain)| publisher = [[GameSpy]]| author = GameSpy Staff| accessdate = 2010-10-29}}</ref>


A mobile phone version was released in 2005, but omitted the flapping control scheme.<ref>{{cite web| url = http://wireless.gamespy.com/wireless/joust/596672p1.html| title = Joust Review| first = Justin| last = Leeper| date = 2005-03-16| publisher = [[GameSpy]]| accessdate = 2010-10-29}}</ref>
[[Tiger Electronics]] released a [[Handheld electronic game|keychain version]] of ''Joust'' in 1998.<ref>{{cite web | url = http://cheats.gamespy.com/LCDgames/joust-keychain/ | archive-url = https://archive.today/20120708051907/http://cheats.gamespy.com/LCDgames/joust-keychain/ | url-status = dead | archive-date = 2012-07-08 | title = Joust (keychain) | publisher = [[GameSpy]] | author = GameSpy Staff | access-date = 2010-10-29}}</ref>

A mobile phone version was released in 2005, but omitted the flapping control scheme.<ref>{{cite web | url = http://wireless.gamespy.com/wireless/joust/596672p1.html | title = Joust Review | first = Justin | last = Leeper | date = 2005-03-16 | publisher = [[GameSpy]] | access-date = 2010-10-29}}</ref> It is also an included title on the Midway Legacy Edition [[Arcade1Up]] cabinet.


===Influenced games===
===Influenced games===
Several games by other developers either copy or build upon ''Joust''{{'}}s design.<ref name="ClassicGaming"/> The 1983 ''[[Jetpac]]'' and ''[[Mario Bros.]]'', and the 1984 ''[[Balloon Fight]]'', have elements inspired by it.<ref>{{cite magazine| url = http://www.next-gen.biz/features/best-50-games-1980s| archive-url = https://archive.is/20120905045905/http://www.next-gen.biz/features/best-50-games-1980s| url-status = dead| archive-date = 2012-09-05| title = The Best 50 Games of The 1980s| author = Edge Staff| magazine = [[Edge (magazine)|Edge]]| date = 2008-03-23| accessdate = 2010-10-29}}</ref><ref>{{cite book| last = Fox| first = Matt| title = The Video Games Guide| publisher = Boxtree Ltd| year = 2006| isbn = 0-7522-2625-8| pages = 261–262}}</ref><ref>{{cite web| url = http://wii.ign.com/articles/807/807177p1.html| title = Balloon Fight Review| website = IGN| first = Lucas| last = Thomas| date = 2007-07-20| accessdate = 2010-07-10| archive-url = https://web.archive.org/web/20090103170113/http://wii.ign.com/articles/807/807177p1.html| archive-date = 2009-01-03| url-status = dead}}</ref><ref>{{cite web|url=http://archive.gamespy.com/articles/july03/famicom/index17.shtml |title=Nintendo Famicom: 20 Years of Fun! |publisher=GameSpy |first1=Benjamin |last1=Turner |first2=Christian |last2=Nutt |date=July 2003 |accessdate=2010-07-10 |url-status=dead |archiveurl=https://web.archive.org/web/20090520015550/http://archive.gamespy.com/articles/july03/famicom/index17.shtml |archivedate=May 20, 2009 }}</ref> The flying mechanics in the 2000 game ''[[Messiah (video game)|Messiah]]'' were inspired by ''Joust''.<ref>{{cite magazine |title=NG Alphas: Messiah |magazine=[[Next Generation (magazine)|Next Generation]]|issue=33 |publisher=[[Imagine Media]] |date=September 1997|page=[https://archive.org/details/NEXT_Generation_33/page/n58 57] |url=https://archive.org/details/NEXT_Generation_33}}</ref>
Several games by other developers either copy or build upon ''Joust''{{'}}s design.<ref name="ClassicGaming"/> The 1983 ''[[Jetpac]]'' and ''[[Mario Bros.]]'', and the 1984 ''[[Balloon Fight]]'', have elements inspired by it.<ref>{{cite magazine | url = http://www.next-gen.biz/features/best-50-games-1980s | archive-url = https://archive.today/20120905045905/http://www.next-gen.biz/features/best-50-games-1980s | url-status = dead | archive-date = 2012-09-05 | title = The Best 50 Games of The 1980s | author = Edge Staff | magazine = [[Edge (magazine)|Edge]] | date = 2008-03-23 | access-date = 2010-10-29}}</ref><ref>{{cite book | last = Fox | first = Matt | title = The Video Games Guide | publisher = Boxtree Ltd | year = 2006 | isbn = 0-7522-2625-8 | pages = 261–262}}</ref><ref>{{cite web | url = http://wii.ign.com/articles/807/807177p1.html | title = Balloon Fight Review | website = IGN | first = Lucas | last = Thomas | date = 2007-07-20 | access-date = 2010-07-10 | archive-url = https://web.archive.org/web/20090103170113/http://wii.ign.com/articles/807/807177p1.html | archive-date = 2009-01-03 | url-status = dead}}</ref><ref>{{cite web|url=http://archive.gamespy.com/articles/july03/famicom/index17.shtml |title=Nintendo Famicom: 20 Years of Fun! |publisher=GameSpy |first1=Benjamin |last1=Turner |first2=Christian |last2=Nutt |date=July 2003 |access-date=2010-07-10 |url-status=dead |archive-url=https://web.archive.org/web/20090520015550/http://archive.gamespy.com/articles/july03/famicom/index17.shtml |archive-date=May 20, 2009}}</ref> The flying mechanics in the 2000 game ''[[Messiah (video game)|Messiah]]'' were inspired by ''Joust''.<ref>{{cite magazine |title=NG Alphas: Messiah |magazine=[[Next Generation (magazine)|Next Generation]]|issue=33 |publisher=[[Imagine Media]] |date=September 1997|page=[https://archive.org/details/NEXT_Generation_33/page/n58 57] |url=https://archive.org/details/NEXT_Generation_33}}</ref> The arcade game ''[[Killer Queen (video game)|Killer Queen]]'' was heavily inspired by ''Joust'', and mixes elements of it with [[Real-time strategy|RTS]] and [[Multiplayer online battle arena|MOBA]] games.<ref>{{Cite web|last=Eric.Blattberg|date=2013-08-29|title=Killer Queen: Half Joust, half StarCraft and one giant snail|url=https://www.polygon.com/features/2013/8/29/4593934/killer-queen-joust-starcraft-giant-snail|access-date=2020-12-29|website=Polygon|language=en}}</ref>


===Popular culture===
===Popular culture===
Midway Games optioned ''Joust''{{'}}s movie rights to CP Productions in 2007.<ref name="IGN-Movie">{{cite web| url = http://movies.ign.com/articles/817/817530p1.html| title = Joust: The Movie| website = IGN| author = IGN Staff| date = 2007-09-04| accessdate = 2010-10-29}}</ref><ref>{{cite magazine| url = https://www.variety.com/article/VR1117971262.html?categoryid=13&cs=1| title = 'Joust' Clicks with CP: Cerenzie-Peters Banner Gets First Project| accessdate = 2008-09-01| magazine = [[Variety (magazine)|Variety]]| date = 2007-09-03| last1 = Fritz| first1 = Ben| last2 = McNary| first2 = Dave}}</ref> Michael Cerenzie of CP Productions described the script by Marc Gottlieb as "''[[Gladiator (2000 film)|Gladiator]]'' meets ''[[Mad Max]]''", set 25 years in the future.<ref name="GD-Movie">{{cite web|url=http://www.gamedaily.com/articles/features/new-hollywood-company-bringing-joust-to-the-big-screen/70844/?biz=1 |title=New Hollywood Company Bringing Joust to the Big Screen |date=2007-08-27 |first=John |last=Gaudiosi |publisher=GameDaily |accessdate=2010-10-29 |url-status=dead |archiveurl=https://web.archive.org/web/20110104083945/http://www.gamedaily.com/articles/features/new-hollywood-company-bringing-joust-to-the-big-screen/70844/?biz=1 |archivedate=January 4, 2011 }}</ref> The June 2008 release date was pushed back to 2009,<ref name="GD-Movie"/><ref>{{cite magazine| url = http://www.next-gen.biz/features/feature-reel-gaming| archive-url = https://archive.is/20120912133634/http://www.next-gen.biz/features/feature-reel-gaming| url-status = dead| archive-date = 2012-09-12| title = Feature: Reel Gaming| author = Edge Staff| magazine = [[Edge (magazine)|Edge]]| date = 2008-03-08| accessdate = 2010-10-29}}</ref> then Midway filed for [[Chapter 11, Title 11, United States Code|Chapter 11 bankruptcy]] in 2009.<ref>{{cite web| url = http://uk.xbox360.ign.com/articles/953/953782p1.html| title = Midway Files Chapter 11| website = IGN| date = 2009-02-12| accessdate = 2010-10-29}}</ref> [[Warner Bros. Interactive Entertainment]] purchased most of Midway's assets, including ''Joust'', with the intent to develop movie adaptations.<ref>{{cite magazine| url = http://gameinformer.com/b/news/archive/2010/05/12/warner-to-revive-doa-midway-titles_3f00_.aspx| title = Warner To Revive DOA Midway Titles?| first = Meagan| last = VanBurkleo| magazine = [[Game Informer]]| date = 2010-05-12| accessdate = 2010-10-29| archive-url = https://web.archive.org/web/20100730225345/http://gameinformer.com/b/news/archive/2010/05/12/Warner-To-Revive-DOA-Midway-Titles_3F00_.aspx| archive-date = 2010-07-30| url-status = dead}}</ref><ref>{{cite magazine| url = https://www.variety.com/article/VR1118016773?refCatId=1079| title = Warner Bros. to make 'Spy Hunter' film| first = Dave| last = McNary| date = 2010-03-22| magazine = [[Variety (magazine)|Variety]]| accessdate = 2010-10-29}}</ref>
Midway Games optioned ''Joust''{{'}}s movie rights to CP Productions in 2007.<ref name="IGN-Movie">{{cite web | url = http://movies.ign.com/articles/817/817530p1.html | title = Joust: The Movie | website = IGN | author = IGN Staff | date = 2007-09-04 | access-date = 2010-10-29}}</ref><ref>{{cite magazine | url = https://variety.com/2007/digital/markets-festivals/joust-clicks-with-cp-1117971262/ | title = 'Joust' Clicks with CP: Cerenzie-Peters Banner Gets First Project | access-date = 2008-09-01 | magazine = [[Variety (magazine)|Variety]] | date = 2007-09-03 | last1 = Fritz | first1 = Ben | last2 = McNary | first2 = Dave}}</ref> Michael Cerenzie of CP Productions described the script by Marc Gottlieb as "''[[Gladiator (2000 film)|Gladiator]]'' meets ''[[Mad Max (film)|Mad Max]]''", set 25 years in the future.<ref name="GD-Movie">{{cite web|url=http://www.gamedaily.com/articles/features/new-hollywood-company-bringing-joust-to-the-big-screen/70844/?biz=1 |title=New Hollywood Company Bringing Joust to the Big Screen |date=2007-08-27 |first=John |last=Gaudiosi |publisher=GameDaily |access-date=2010-10-29 |url-status=dead |archive-url=https://web.archive.org/web/20110104083945/http://www.gamedaily.com/articles/features/new-hollywood-company-bringing-joust-to-the-big-screen/70844/?biz=1 |archive-date=January 4, 2011}}</ref> The June 2008 release date was pushed back to 2009,<ref name="GD-Movie"/><ref>{{cite magazine | url = http://www.next-gen.biz/features/feature-reel-gaming | archive-url = https://archive.today/20120912133634/http://www.next-gen.biz/features/feature-reel-gaming | url-status = dead | archive-date = 2012-09-12 | title = Feature: Reel Gaming | author = Edge Staff | magazine = [[Edge (magazine)|Edge]] | date = 2008-03-08 | access-date = 2010-10-29}}</ref> then Midway filed for [[Chapter 11, Title 11, United States Code|Chapter 11 bankruptcy]] in 2009.<ref>{{cite web | url = http://uk.xbox360.ign.com/articles/953/953782p1.html | title = Midway Files Chapter 11 | website = IGN | date = 2009-02-12 | access-date = 2010-10-29}}</ref> [[Warner Bros. Interactive Entertainment]] purchased most of Midway's assets, including ''Joust'', with the intent to develop film adaptations.<ref>{{cite magazine | url = http://gameinformer.com/b/news/archive/2010/05/12/warner-to-revive-doa-midway-titles_3f00_.aspx | title = Warner To Revive DOA Midway Titles? | first = Meagan | last = VanBurkleo | magazine = [[Game Informer]] | date = 2010-05-12 | access-date = 2010-10-29 | archive-url = https://web.archive.org/web/20100730225345/http://gameinformer.com/b/news/archive/2010/05/12/Warner-To-Revive-DOA-Midway-Titles_3F00_.aspx | archive-date = 2010-07-30 | url-status = dead}}</ref><ref>{{cite magazine | url = https://variety.com/2010/digital/markets-festivals/warner-bros-to-make-spy-hunter-film-1118016773/ | title = Warner Bros. to make 'Spy Hunter' film | first = Dave | last = McNary | date = 2010-03-22 | magazine = [[Variety (magazine)|Variety]] | access-date = 2010-10-29}}</ref>


''Joust'' is referenced in the ''[[Robot Chicken]]'' episode "Celebutard Mountain",<ref>{{Cite episode| title = Celebutard Mountain| episodelink = List of Robot Chicken episodes#Season 3: 2007-2008 | series = Robot Chicken| serieslink = Robot Chicken| credits = Seth Green| network = [[Adult Swim]]| airdate = 2007-10-07| number = 49}}</ref> the ''[[Code Monkeys]]'' episode "Just One of the Gamers",<ref>{{Cite episode| title = Just One of the Gamers| episodelink = List of Code Monkeys episodes#Season 1 (July 2007 - October 2007)| series = Code Monkeys| serieslink = Code Monkeys| credits = Adam de la Peña| network = [[G4 (U.S. TV channel)|G4]]| airdate = 2007-08-01| number = 5}}</ref> and the video games ''[[Mortal Kombat 3]]''<ref>{{cite web| url=http://www.ugo.com/ugo/html/gallery/?img=5&gallery=mortalkombatfatalities_games&page=0| archive-url=https://web.archive.org/web/20110615062733/http://www.ugo.com/ugo/html/gallery/?img=5&gallery=mortalkombatfatalities_games&page=0| url-status=dead| archive-date=2011-06-15| title=Top 11 Mortal Kombat Fatalities Pics| author = UGO staff| accessdate=2008-09-01| publisher=[[UGO Networks|UGO]]}}</ref> and ''[[World of Warcraft: Cataclysm]]''.<ref>{{cite web|url=http://uk.videogames.games.yahoo.com/blog/article/19534/world-of-warcraft-cataclysmreview.html |title=World of Warcraft Cataclysm - Review |date=2010-12-10 |first=Darren |last=Newnham |publisher=[[Yahoo! Games]] |accessdate=2010-12-13 |url-status=dead |archiveurl=https://web.archive.org/web/20101213192055/http://uk.videogames.games.yahoo.com/blog/article/19534/world-of-warcraft-cataclysmreview.html |archivedate=December 13, 2010 }}</ref> In the book ''[[Ready Player One]]'', Wade Watts defeats an NPC in 2-player ''Joust''.
''Joust'' is referenced in the ''[[Robot Chicken]]'' episode "Celebutard Mountain",<ref>{{Cite episode | title = Celebutard Mountain | episode-link = List of Robot Chicken episodes#Season 3: 2007-2008 | series = Robot Chicken | series-link = Robot Chicken | credits = Seth Green | network = [[Adult Swim]] | airdate = 2007-10-07 | number = 49}}</ref> the ''[[Code Monkeys]]'' episode "Just One of the Gamers",<ref>{{Cite episode | title = Just One of the Gamers | episode-link = List of Code Monkeys episodes#Season 1 (July 2007 - October 2007) | series = Code Monkeys | series-link = Code Monkeys | credits = Adam de la Peña | network = [[G4 (U.S. TV channel)|G4]] | airdate = 2007-08-01 | number = 5}}</ref> and the video games ''[[Mortal Kombat 3]]'' ([[Shang Tsung]] turns into the character from ''Joust'' as his friendship)<ref>{{cite web | url=http://www.ugo.com/ugo/html/gallery/?img=5&gallery=mortalkombatfatalities_games&page=0 | archive-url=https://web.archive.org/web/20110615062733/http://www.ugo.com/ugo/html/gallery/?img=5&gallery=mortalkombatfatalities_games&page=0 | url-status=dead | archive-date=2011-06-15 | title=Top 11 Mortal Kombat Fatalities Pics | author = UGO staff | access-date=2008-09-01 | publisher=[[UGO Networks|UGO]]}}</ref> and ''[[World of Warcraft: Cataclysm]]''.<ref>{{cite web|url=http://uk.videogames.games.yahoo.com/blog/article/19534/world-of-warcraft-cataclysmreview.html |title=World of Warcraft Cataclysm - Review |date=2010-12-10 |first=Darren |last=Newnham |publisher=[[Yahoo! Games]] |access-date=2010-12-13 |url-status=dead |archive-url=https://web.archive.org/web/20101213192055/http://uk.videogames.games.yahoo.com/blog/article/19534/world-of-warcraft-cataclysmreview.html |archive-date=December 13, 2010}}</ref> In the book ''[[Ready Player One]]'', Wade Watts defeats an NPC in 2-player ''Joust''.

{{portal|Video games}}


==Notes==
==Notes==
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==External links==
==External links==
* {{Internet Archive game|arcade_joust|Joust}}
* {{Internet Archive game|arcade_joust|Joust}}

{{Atari Lynx games}}


[[Category:1982 video games]]
[[Category:1982 video games]]
[[Category:Amiga games]]
[[Category:Amiga games]]
[[Category:Arcade games]]
[[Category:Arcade video games]]
[[Category:Assembly language software]]
[[Category:Atari 2600 games]]
[[Category:Atari 2600 games]]
[[Category:Atari 5200 games]]
[[Category:Atari 5200 games]]
[[Category:Atari 7800 games]]
[[Category:Atari 7800 games]]
[[Category:Atari 8-bit family games]]
[[Category:Atari 8-bit computer games]]
[[Category:Atari Lynx games]]
[[Category:Atari Lynx games]]
[[Category:Atari ST games]]
[[Category:Atari ST games]]
[[Category:Cooperative video games]]
[[Category:Cooperative video games]]
[[Category:DOS games]]
[[Category:Classic Mac OS games]]
[[Category:Head-to-head arcade games]]
[[Category:Mac OS games]]
[[Category:Midway video games]]
[[Category:Midway video games]]
[[Category:Warner Bros. Interactive franchises]]
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[[Category:Video games developed in the United States]]
[[Category:Multiplayer and single-player video games]]
[[Category:HAL Laboratory games]]

Latest revision as of 06:58, 25 December 2024

Joust
A blue, vertical rectangular poster. The poster depicts a man in a dress shirt and slacks in front of a black arcade cabinet with the title "Joust" displayed on the top portion. Above the cabinet, the poster reads "Joust the one game ..." in orange letters.
Flyer showing a player in front of the arcade cabinet
Developer(s)Williams Electronics
Publisher(s)Williams Electronics
Atari, Inc.
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

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.

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]
A horizontal rectangular video game screenshot that is a digital representation of a fictional lava world. A small yellow character on a blue ostrich flies around an area populated with floating brown platforms and red and grey knights green buzzards. At the bottom center is a large brown platform protruding from a pit of red lava. Within the platform is a set of yellow numbers.
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 by HAL Laboratory with programming 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] but 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]

[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]
  1. ^ "Arcade Action". Computer and Video Games. No. 16 (February 1983). United Kingdom: EMAP. January 16, 1983. pp. 30–1.
  2. ^ Akagi, Masumi (2006). アーケードTVゲームリスト国内•海外編 (1971–2005) [Arcade TV Game List: Domestic • Overseas Edition (1971–2005)] (in Japanese). Japan: Amusement News Agency. p. 140. ISBN 978-4990251215.
  3. ^ "Joust". Media Arts Database. Agency for Cultural Affairs. Retrieved June 1, 2021.
  4. ^ a b Heineman, Bill (July 1983). "Coin-Op Classroom: Some Knights to Remember". Electronic Games. Vol. 1, no. 17. Reese Communications. pp. 114–115.
  5. ^ 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.
  6. ^ 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.
  7. ^ "Joust – Videogame by Williams Electronics". International Arcade Museum. Retrieved July 13, 2010.
  8. ^ a b James Hague, ed. (1997). "Eugene Jarvis". Halcyon Days: Interviews with Classic Computer and Video Games Programmers. Dadgum Games.
  9. ^ 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.
  10. ^ 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.
  11. ^ a b c d e f g h i j k Digital Eclipse (November 18, 2003). Midway Arcade Treasures (PlayStation 2). Midway Games. Level/area: The Inside Story On Joust.
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