
JOUST
Flight · Duels · Joust (Williams, 1982)
Flap on an ostrich and win the jousts by height.
Free play does not count for the leaderboard: it keeps your best on this device only. Today's challenge is one run per person.
HOW IT PLAYS
You fly an ostrich by flapping: each press is one flap, not continuous flight. Collisions with enemy riders are settled by height — whoever comes in from above wins.
A downed enemy leaves an egg. Collect it and it stays points; leave it for eight seconds and it hatches into a rider faster than the last. The side edges wrap: exit right, enter left.
CONTROLS
Left and right to push. A to flap (one press, one flap).
On screen: A = FLAP HIGHER ONE WINS
HOW POINTS ARE SCORED
DAILY CHALLENGE RECORD: 11,650 · ELVIS TECK · 2026-10-12
TO SCORE MORE
· Scoring is flat, with no wave multiplier. Surviving pays, but it doesn't explode: an exceptional run lands around 17,000, comparable to the rest of the arcade.
· You don't win by shoving, you win by climbing. Before you meet an enemy, spend two extra flaps and arrive above them.
· Collecting eggs isn't greed, it's defence: every egg you forget comes back as a faster rider.
· At equal height a collision only bounces you both. If the bounce leaves you underneath, back off and gain height before returning.
· If a wave drags on, the pterodactyl arrives: it blinks at one edge and flies straight across at the height you were at, faster than you. It cannot be downed; dodge it by changing height. Camping against the ceiling is just waiting for it.
· A freshly spawned rider blinks and can't down anyone yet: that's your moment to get above it.
DAYS THIS GAME CAME UP
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