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Joust
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Name:
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Joust |
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| Company: |
Atari |
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Model #:
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CX-2691 |
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Programmer:
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Mike Feinstein and Kevin Osborn (GCC) |
| Year: |
1983 |
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Released?
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Yes
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Notes:
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Port of the 1982 Williams Coin-Op
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Jousting and ostriches... They go together like peanut butter
and jelly. Well maybe not, but they do make for one awesome game.
Who ever thought of knights jousting on the backs of ostriches and
buzzards needs some serious help. However Joust is just one example
of the innovative and highly original games that were commonplace in the
80's (remember when every game wasn't a doom clone?). Joust was
so popular that it even spawned a sequel, but sadly Joust 2 was never
released for any home system.
As the name implies, this game involves jousting. Actually it's not
so much jousting as it is belly flopping on top of the enemy (going lance
to lance only results in the enemy and player bouncing back). The
trick to unseating the enemy is really to hit him above the lance with
the bottom of your ostrich. While this may sound difficult (and
it kinda is), it quickly becomes second nature.

When an enemy is hit he'll drop an egg which will hatch after a few
seconds (assuming it doesn't land in the lava). When an egg hatches
it automatically gets upgraded to the next class of enemy (Bounders hatch
into Hunters, and Hunters hatch into Shadow Lords), so be quick about
picking them up. Unlike in the 2600 version, the eggs in this version
don't fly around the screen and generally only bounce a few inches before
coming to a stop.

Starting on the third wave you'll notice that the ledges above the lava
at the bottom of the screen disappear. Once this protective layer
is gone, flying too close to the lava will result in your bird being grabbed
by the Lava Troll. The Laval Troll gets his kicks by pulling your
bird (or the enemy) down into the lava, so make sure you fly a healthy
distance above. If you happen to get caught by the Lava Troll, quickly
press the flap button to break free. If you're good enough you can
use the Lava Troll to get rid of some of those pesky buzzards by luring
them down towards the lava. However this trick is a risky proposition
at best, as it often results in you going under as well.

A programmer's job is never easy, and taking a game with as moving objects
as Joust and porting to the 2600 is a tall order. To successfully produce
that many moving sprites GCC had to do some cleaver programming tricks.
One trick they used was drawing the player for only a few clock cycles,
then quickly erasing the player and drawing the enemies and eggs for the
rest of the cycles. By doing this they were able to get the many more
sprites on the screen than would normally be possible.

One side effect of this trick is that everything in the game appears
to flicker because it's quickly appearing and disappearing. This can be
shown by taking a screenshot where you will either see either the player
or the enemy, but not both. Another trick GCC employed to get the
most out of the 8K they were limited to was to reuse the player's flight
routine for the eggs. Normally the eggs bounce a bit and stop, but in
the 2600 version they appear to float around the screen and never come
to a stop.

While Joust is a great one player game, it's considered
to be one of the best for two player simultaneous play. Depending
on what kind of mood you're in, you can either team up with a friend or
try and destroy them. This kind of two player flexibility combine
with a great gameplay concept makes Joust one of the best games of all
time. Despite these annoying flaws, the 2600 version of Joust holds
up quite well considering how limiting the 2600 hardware was. It
may not be the prettiest version of Joust to look at, but it gets the
job done.
| Version |
Cart Text |
Description |
| 6/2/83 |
|
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| 6/26/83 |
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| 7/5/83 |
Joust 186-07 |
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| 8/9/83 |
Joust 222 |
Very minor code differences |
| ?????? |
Joust PAL |
Final PAL version. |
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to 2600 Software
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