RETRO REBOOT | Joust...Is A Fighting Game? (Arcade)

I've enjoyed revisiting some arcade classics in recent Retro Reboots. Joust has been one I've always meant to discuss, because I often use it as one of the earliest examples of competitive platform action. Or more, one of the building blocks that a game like Super Smash Bros. established its roots.   

Developed by coin-op legends Williams and released in 1982, Joust became one of the more recognized games of the era. And while it wasn't the first arcade game to sport co-op play, but played a large part in popularizing it. Playing as knights aboard large birds, the objective is clearing waves of enemy knights off the screen by colliding with them lance first. The strategy lies in maintaining vertical advantage while hitting to ensure you yourself aren't eliminated.

The amount of strategy involved in Joust reminds me of how fighters work. Sure, there's no life bar or special attacks, but when it comes to understanding how to match your speed, reflexes and wits, you end up applying more defensive and offensive philosophies than your brain may be realizing. Unlike Karate Champ, which barely works, the meta of Joust is more of a match of wits and enemy placement. Bouncing off your enemy for better leverage, then ricocheting back into them from the other side can be the name of the game, rather than trying to plow through most. The A.I. may not be overly sharp, but once the numbers game piles up, it turns into quite the madhouse.

Where I compare it to what Smash Bros. follows is how the arena can be utilized. Fighting above and around them can end up being a headache, or they can be a play to your advantage, depending on where you respawn or where enemies gather. Then the lava and fireball hazards come into play, and creates a great dynamic of watching your distance and wagering your leverage. Field control and knowing when to bust the enemy knights is quite the experience.

With neat controls, some fun graphics for the time period, and very memorable sound effects, Joust maintains some longevity with me. It might be one of my favorite Williams titles. It's seen a million home ports across home computers and consoles over the years. How much was Sakurai inspired by Joust for his build of Smash, but I've loved making the comparisons over the last few years. Joust may not be a "true" fighting game, in terms of purity, but what it laid the groundwork for is more influential than one may perceive.

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