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Show HN: I Built Multiplayer Deathmatch Joust

joust.life

61–70 of 107 posts

Re: Show HN: I Built Multiplayer Deathmatch Joust

#61
post #44

Most of this code dates back to 1998, when I built a little 2 player Joust game to push the bounds of what you could do with Div (and at the time Layer) tags in the latest browsers such as IE4 and Netscape 3. Surprisingly, most of it still worked when I thawed it out recently, provided your browser knew about document.all. Over the weekend, I brought it up to date a bit and introduced it to Socket.io. Thus far it has…

I played Joust a lot as a kid, the character movement looks a really good reproduction of the original to me.

Which platform(s)?

Re: Show HN: I Built Multiplayer Deathmatch Joust

#62
post #10

Awesome. I loved Joust as a kid and spent countless hours playing it. Unfortunately the physics don't work as well as in the original. When you hit another player, the bounce is missing (and the egg, but I guess that's not important).

Joust, Blaster Master, Jackal, Life Force, Raptor: Call of the Shadows, and Arkanoid II. :)

Found Tyrian a few years back.

Re: Show HN: I Built Multiplayer Deathmatch Joust

#65

See also: Killer Queen (and Killer Queen Black)

I remember when this came out. I had travel planned to NYC and made a stop at the install location to check it out. It was closed.

Fortunately, Portland got one at Ground Kontrol not long after. It was a lot of fun recruiting new people to try and fill in all 10 spots. It was pretty funny when a snail win got close and people started chanting “snail! Snail! Snail!”

I tried a tournament and had less fun. The game needed balancing and it took some time to get out there.

Still, very cool it evolved from a physical game.

Iirc, some valley-based startups bought some of the original cabinets. Anyone know which?

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