I've been vocal in the past about my preference of Joust to Nintendo's clone Balloon Fight. Some will argue that Balloon Fight is the more intuitive game, since it's got balloons that just beg to be popped, rather than the impossibility of aerial battles between flightless birds. However, Joust is a faster game, and it's definitely got the edge in style. It's got sinister knights astride vultures, screaming pterodactyls, and rocky platforms magically suspended in mid-air, high above a bubbling pool of lava that a troll is using as his personal jacuzzi. Joust arrests the eyes and captivates the soul, in the same way a heavy metal album cover would while flipping through discs in a record store. By comparison, Balloon Fight is textbook Nintendo... a fluffy marshmallow of a game that sacrificed its teeth for mass appeal. I've made this visual metaphor before, but it bears repeating.
Hefty, Hefty, Hefty! Wimpy, wimpy, wimpy! |
Why. Just... why? (image from Internet Archive) |
I'm not against vertically oriented monitors! They have their place... but only in games suited to them. Without tate, Crazy Climber's skyscrapers wouldn't seem as perilously high, Donkey Kong wouldn't be able to keep Pauline just out of Mario's reach, and Pac-Man couldn't keep tabs on the four monsters constantly on his trail. Tate is also extremely important in shoot 'em ups like Dodonpachi, where bullets rain down from the top of the screen and you need that couple of extra seconds to dart around them.
You didn't need that extra third of a screen, did you? (image from the Pac-Man Wikia) |
It's the price you pay when you take a game out of its natural aspect ratio... but it's a price Joust 2 didn't have to pay, since it was running on dedicated hardware. The developers could just as easily have went with a horizontal monitor... hell, they could have just designed Joust 2 as a conversion kit, and used the same monitor as the original. That didn't happen, though, and the lost horizontal resolution exacerbates all of the game's other problems.
No kidding it's game over! You give me that little room to move, and you waste it on a block font title and a gaudy statue? (image from Vizzed) |
(Since people familiar with this game will be expecting me to mention this, you can transform into a heartier pegasus, but it's too fat to fly without frantic button hammering, and about as useful in an aerial battle as Pinkie Pie. See, she's one of the My Little Pony characters who doesn't have wings or magic powers, and she's crazy and unpredictable on top of that. Look, lots of grown men have seen the new My Little Pony. My point is that the pegasus is worthless. Shut up.)
Evidently the designers thought it would be a grand idea to cut the horizontal resolution in half while doubling the number of onscreen enemies. Maybe they thought the added chaos would make Joust 2 more intense, but it just leaves the player feeling helpless, while jamming handfuls of quarters into both the machine and the nearest swear jar. If the first Joust was emblematic of pre-crash arcade games, where the objectives were simple and you could play for hours on one credit if you had the mad skillz, Joust 2 is a reflection of arcade games released after the NES, demanding a steady flow of coins for your entertainment.
Joust 2 is no match for the visual splendor and the magical sound shower of Sega's OutRun. (image from HITC) |
Poor, poor Joust. I had so much respect for you, but you lost your way... only to discover that you didn't have the strength to follow in the footsteps of more advanced arcade games. Now the only way we can keep in touch is through a Ouiji board.
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