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Development
Joust was developed by Williams Electronics, with John Newcomer as the lead designer. The
development also included programmer Bill Pfutzenreuter, artists Janice Woldenberg-Miller
and Python Anghelo, and audio designers Tim Murphy and John Kotlarik.[6] The game features
amplified monaural sound and raster graphics on a 19-inch color CRT monitor.[7] Like other Williams
arcade games, Joust was programmed in assembly language.[8] A pack of three AA batteries provide
power to save the game's settings and high scores when the machine is unplugged from an
electrical outlet.[9][10] Anghelo stenciled the cabinet artwork on a wooden frame,[6][9] and designed
artwork for promotional materials.[6] One such flyer features archaic English, which was also
incorporated into the game's onscreen instructions and game-over message.[5] Following the success
of the 1981 game Defender, Williams searched for new creative staff.[6][8] John Newcomer, believing
video games to be the future of entertainment, left his job as a toy designer to work at Williams, who
hired him to create game ideas as support for development staff. After a few days, he generated a
list of ideas that included ideas for his top two games, The War of the Worlds and Joust. Technical
specifications dictated the selection because his vision of The War of the Worlds was technologically
infeasible, whereas Joust could be accomplished with hardware already available at Williams.[6] A
development team was formed, which decided to create the game using Defender's hardware.[6]
[11]
Newcomer was also inspired by the 1980s movie Flash Gordon.[12]
Newcomer conceived Joust as a "flying game" with cooperative two-player gameplay; however, he
did not wish to emulate the pop