

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. Conception įollowing the success of the 1981 game Defender, Williams searched for new creative staff. One such flyer features archaic English, which was also incorporated into the game's onscreen instructions and game-over message. Anghelo stenciled the cabinet artwork on a wooden frame, and designed artwork for promotional materials. 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. Like other Williams arcade games, Joust was programmed in assembly language. The game features amplified monaural sound and raster graphics on a 19-inch color CRT monitor. The development also included programmer Bill Pfutzenreuter, artists Janice Woldenberg-Miller and Python Anghelo, and audio designers Tim Murphy and John Kotlarik. Joust was developed by Williams Electronics, with John Newcomer as the lead designer. The two players cooperatively complete the waves, optionally attacking each other. In a two-player game, the second player controls a blue knight on a stork. The disembodied hand of an indestructible Lava Troll grabs any character flying too low and pulls them into the lava. A pterodactyl appears after a predetermined time frame to hunt the hero. There are three types of enemy knight–Bounder, Hunter, and Shadow Lord-which are separate colors and worth different amounts of 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). A defeated enemy turns into a falling egg which can be collected for points. A collision of equal height repels the characters apart. The higher of two jousting lances is the winner. Players pilot the knight to collide with enemies. Upon completing a wave, a more challenging one begins. The objective is to defeat the groups of enemy knights riding buzzards in each wave. Moving off the left or right edges of the screen wraps around to the other side. The rate at which the player repeatedly flaps causes the ostrich to fly upward, hover, or slowly descend. The joystick controls the horizontal direction that the knight travels, while the button flaps the ostrich's wings. 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 player controls a yellow knight riding a flying ostrich. The player controls the yellow knight (top center) attempting to defeat enemy knights. 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. The game was well-received by players and critics, and the mechanics influenced other games. Newcomer aimed to create a flying game, with cooperative two-player gameplay, while avoiding the overdone space theme. John Newcomer led the development team: Bill Pfutzenreuter, Janice Woldenberg-Miller ( née Hendricks), Python Anghelo, Tim Murphy, and John Kotlarik. In a collision with enemy knights riding buzzards-or the other player-the higher rider dismounts the other. Repeatedly pressing the flap button gains altitude, while a two-directional joystick controls direction. Player 1 rides an ostrich, player 2 a stork. While not the first two-player cooperative video game, Joust 's success and polished implementation popularized the concept. Joust is an action game developed by Williams Electronics and released in arcades in 1982.
