Joust (White/Red label)

Arcade 1982 Williams Platform Run Jump
Joust is a platform-based action combat game for one or two-players (with the two-player game offering either team-up OR head-to-head combat; the first time arcade gamers were given this choice) in which each player controls a knight riding on the back of a flying ostrich.

The object of the game is to progress through platform-based levels by defeating groups of buzzard-riding enemy knights. This is achieved by 'jousting'; both enemy and player knights carry a lance and must fly around the level (actioned by repeatedly hitting the 'Flap' button) trying to oust rival knights from their steeds by ramming them with the lance. This can only be achieved if the attacking rider is above the enemy knight when the lance connects. A collision of equal elevations results in the two knights bouncing off each other, but if a player is lower than their enemy at the instant of contact, they themselves will be knocked from their steed and lose a life.

A defeated enemy will turn into an egg that falls to the bottom of the screen. This must be quickly collected by players as if the egg lands on a platform and isn't retrieved in time, it will eventually hatch into another enemy knight that must be defeated again.

Joust features three different types of enemy knights - Bounder, Hunter and Shadow Lord - with each earning players different points values when defeated. A pterodactyl will appear after a predetermined time to hunt the players.

Accurately navigating the player Knights can be initially quite difficult as control is strongly affected by both gravity and inertia. Players can lose a life by either being knocked from their steed by an enemy Knight, or by falling into the lava pit at the bottom of each level.
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Joust (White/Red label)

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Technical

CPU
  • maincpu M6809 (@ 1 Mhz)
  • soundcpu M6808 (@ 3 Mhz)
Chipset
  • DAC
Display
  • Orientation Yoko
  • Resolution 255 x 240
  • Frequency 60.096154 Hz
Controlers
  • Number of players 2
  • Number of buttons 1
  • Kind of controler joy (2 ways)

Joust (White/Red label) Screenshots

Joust (White/Red label) - Screen 1
Joust (White/Red label) - Screen 2
Joust (White/Red label) - Screen 3
Joust (White/Red label) - Screen 4
Joust (White/Red label) - Screen 5

Clones of Joust (White/Red label)

Scoring for Joust (White/Red label)

Killing enemies :
Bounder (Red) : 500 points
Hunter (Silver/Gray) : 750 points
Shadow Lord (Blue) : 1000 points
Pterodactyl : 1000 points

Getting killed : 50 points

Picking up eggs or hatchlings : 250, 500, 750, or 1000 points (progressive). The progression starts again when the player is killed or starts the next wave.

Picking up an egg before it touches the ground : 500 points

Not dying during a Survival Wave : 3000 points

If neither player kills the other during a Team Wave (2-player game only) : 3000 points for each player.

The first player who kills the other player during a Gladiator Wave (2-player game only) : 3000 points

Tips on Joust (White/Red label)

* When you start the game, your man will be at the entry point at the bottom of the playing field. From the other entry points, enemy riders will appear. It will then be up to you to successfully defeat them. Learning to flap your ostrich's wings is the most vital aspect of this game. How fast or slow you flap the wings determines speed and maneuverability. Once you get good, you will be able to glide around and only flap for either altitude or to hit an enemy rider.

* The name of the game is height. Whoever is the higher rider during a joust is the winner. If you and an enemy collide on the same level, the impact will knock you both backwards a little and turn you both around. This can prove to be dangerous if more then one enemy is coming for you since the first one turns you around and the second knocks you off your mount.

* You need to pay particular attention to the screen setup on each wave. Different platforms may collapse forcing you to readjust your strategy accordingly. Using the 20 wave example from Chapter 6.4, I will give you some basic strategies...
a) During the non-pterodactyl waves and platform one is intact, your best bet is to hang out under the right side of platform one. The enemy riders have to drop to get to you. Just a quick press of the flap button should give you altitude over them and the easy kill.
b) If you lose platform one, the next best place is platform five. This forces the enemy riders to rise up to you. If you hover over the left or right edge, you can drop on enemy riders trying to rise up from the areas of platforms two and three. Of course, if any make it to your level, just sit on that entry point. When an enemy rider gets near, rapidly climb and move over toward the enemy to knock them off their mount.
c) When you only have platforms two and three, you will use a modified strategy from the one above. You will hover around the area that platform five was at. This forces the enemy riders to rise up to you, thereby exposing themselves to you dropping down on them.
d) If any of the above have Shadow Lords in them, you will have to be prepared to move around quickly since Shadow Lords are very fast and they tend to bounce off the top of the game screen.

* There are a couple of ways to kill off the pterodactyl during the pterodactyl waves :
1) First of all, you must be facing the pterodactyl in order to kill it.
2) If platform one still exists, then just wait for the pterodactyl and be ready for it to choke itself on your lance. If there are multiple pterodactyls, they usually come from opposite sides so the first one will have you turned around to meet the second one.
3) If platform one is gone, they use platform two to do your prehistoric hunting. If there are multiple pterodactyls, then you will have to move around until the second and subsequent pterodactyls are coming at your rider head on while you sit atop platform two.
4) If you are real good, you can kill the pterodactyls off in the air. You just have to make sure that your lance is evenly aligned with the pterodactyls mouth.
5) Pterodactyls also show up if you take too long on a wave. These can't be killed using the platform method. The only way is either in the air or to lose a man.
6) Some players take out all the enemy riders but one. Then they lead this rider toward the lave so the Lava Troll can grab them. The player then sits and hunts pterodactyls. This is a long process that is definitely loaded with peril.
7) If you get killed before killing the pterodactyl, it is very hard to get in position to kill the pterodactyl since it does involve a sort of rhythm. Also keep in mind that the enemy riders will still be trying to dismount you as you are hunting.

* The Pterodactyl Trick : Classic trick! Doesn't work on upgraded Joust machines, or on "Joust 2". Trick the last jouster on the stage to fly to the lava and get trapped by the lava troll. Then wait in the center of the middle platform. When a pterodactyl comes out, it'll fly right into your lance. The next part takes a fair amount of practice : When the pterodactyl has hit you, your character will be knocked back. Jiggle the joystick so that your mount is back in the middle of the ledge again. Keep doing this. Eventually there'll be a steady stream of pterodactyls and you'll be killing 'em about 2 per second, for 1000 points each. When you make a mistake and get killed, the trapped jouster will escape. On the last board in which this works (47), the jouster will not escape.

* The Lava Troll hazard isn't too major unless you fly too close to the surface of the lava. If you do happen to get grabbed, flap rapidly to escape. It is also easy to hit enemies immobilized by the troll.

* After you hit an enemy rider, they become an egg. After a few seconds, the egg will hatch to the next hardest enemy rider. For example, a Bounder becomes a Hunter; a Hunter becomes a Shadow Lord. After that, it will always be a Shadow Lord. Some players leave one egg and then hover over it. When the enemy buzzard comes to pick up the rider, you knock him off the saddle again and collect the points. Again, the pterodactyl will show up soon to end this fun.

* Make sure you don't knock too many enemy riders off at once or there will be eggs scattered all over the place. This makes it hard to keep the enemy population down to a dull roar.

* Whenever your rider gets killed, he will appear at the entrance point all shimmery. If you let the sequence go, it will take up to five seconds for your rider to appear. During that time, he is immune to all attacks. Your rider will enter at the point there is the least amount of enemies. This is usually the very bottom platform. Keep in mind, the enemies also enter at these points.

* The game does reach a point where there are so many enemy riders running around, they are constantly bumping into one another. This, in effect, creates a wall which is very difficult and hazardous to navigate through. This means you have to split up the enemy

* If you die during a wave, try quickly to get your bearings so that you can get in position to continue depleting the enemy forces.

* The above tips are as valid for the two-player game as they are for the one-player game. In the two-player game, though, you and the other player can cover each other to make it more difficult for the enemy to knock you off your mounts.

* Phantom Energizer : In a two-player game (on a screen just before the middle ledge disappears) clear all opponents except 1. Kill him, leaving the egg in the middle of the bottom platform. Player 1 stands on the bottom energizer while player 2 jumps in the lava. If player 2 appears on the top energizer, then the trick will work. Player 1 then gets the egg. The 'phantom' ledge should remain.

Joust (White/Red label) and M.A.M.E.

0.30 [Valerio Verrando]
0.23 [Steven Hugg]

Artwork available

SETUP and TEST MODE:
- When you see "FACTORY SETTINGS RESTORED", hit F2 (Service Mode).
- Press F2 for Test-Mode
- Press F1 + F2 for Bookkeeping/Setup

WIP:
- 0.125u7: Couriersud fixed Player 1 and Player 2 Start buttons are mapped twice in Joust.
- 18th February 2007: Mr. Do - Fixed the instruction card for Joust. So as to no longer leave out our UK friends, there are now both US and UK Cent/Pence artwork options for Joust.
- 16th October 2006: Mr. Do - Added an outstanding Joust bezel by Zorg and Ad_Enuff.
- 0.107u2: Fixed P1/2 START input again.
- 0.107u1: Luigi30 fixed input (P1/2 START were mapped twice).
- 0.103u5: Removed Joust (Solid Green label). Fixed rom names.
- 0.103u4: Reznor007 added clone Joust (Solid Green label).
- 0.95u3: Changed cpu1 roms addresses from $0-8000 to $10000-18000.
- 0.92: Highwayman added proms ($0, 200 - video inversion for cocktail table).
- 14th January 2005: Aaron Giles - One of my first experiences with emulation was back in 1994 (I think) playing Joust on the original/commerical Digital Eclipse emulators for the Mac. I realize it's fun to slag on commerical emulators for having annoying ticks or imperfections that aren't in MAME; however, you have to keep in mind that a commercial emulator has to run on much tighter hardware specs. You can't ship an emulator that runs Smash TV the way MAME does; none of the modern consoles have near enough raw CPU horsepower to do it, and you'll have a hard time explaining to PC users why a game from 1987 needs 1.5GHz or more (believe me, it's not easy!) That said, some of the imperfections I've heard about various commercial emulators border on unforgiveable.
- 0.57: Removed 3rd coin slot.
- 0.33b7: Removed Joust (Green label) from MAME. Changed description of 'Joust (Red label)' to '(Solid Red label)'.
- 0.30: Valerio Verrando added Joust (White/Green label). Marco Cassili added clones Joust (Green label) and (White/Red label). All of the alternate versions are older, and have the pterodactyl bug. The order, from older to newer, is: white/red - green - red - white/green. Changed 'Joust' to clone 'Joust (Red label)'. Renamed (joust) to (joustr).
- 0.29: Changed description of 'joust' to 'Joust'.
- 0.25: Valerio Verrando fixed the Williams driver to support joystick in Blaster, Defender, Joust, Robotron, Splat and Stargate. Control: 1+2 = Goes into game setup menu and 2+3 = Diagnostic menu.
- 0.24: Marc Lafontaine provided drivers for Robotron, Splat, Defender, Joust, Stargate, Bubbles, Blaster and Sinistar. Bubbles doesn't start, and Sinistar do weird things at startup. The other games work very well, though. For this version I provide a set of fonts that can be used to avoid jerkiness in williams games. If you use zipped roms remember to include them in the ZIP files. Control: Arrows = Move around, CTRL = Flap, F,G = Player 2 move and S = Player 2 flap. Fixed rom names.
- 0.23: Added Joust (Williams 1982). Steven Hugg provided a Williams games driver. Stargate, Robotron and Joust are currently supported and playable. Game is playable with accurate (?) colors and no sound. Control: Arrows = Move around and CTRL = Flap. Known issues: The sprites sometimes disappear. Where the characters are stored?

PLAY INSTRUCTIONS:
- To fly in Joust press repeatedly the 'FLAP' button.
- To survive a joust the highest lance wins in a collision.
- Pick up the eggs before they hatch.
- Meet all enemies and beware of the 'unbeatable?' Pterodactyl.

LEVELS: 255 (endless)

Other Emulators:
* HiVE
* JAE
* Retrocade

Romset: 53 kb / 15 files / 35.6 zip
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