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    FAQ by MisterJJ

    Version: 1.00 | Updated: 01/17/04 | Search Guide | Bookmark Guide

                                      Video Game Guide
                                      By Joseph Janiec
                                        Version 1.00
    Table of Contents:
    Section 1 - Control Your Mount!
    Section 2 - General Tips And Tricks
    Section 3 - Wave 1 Through 4
    Section 4 - The Egg Waves
    Section 5 - Wave 6 And On
    Section 6 - Basic Blues
    Section 7 - Intermediate Blues
    Section 8 - To Kill A Pterodactyl
    Section 9 - Key Waves
    Section 10 - Advanced Blues
    Section 11 - Conclusion
    \ Legal \
    Copyright 2004, Joseph Janiec
    This may be not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. Use of this guide on any other web
    site or as a part of any public display is strictly prohibited, and a violation
    of copyright.  All trademarks and copyrights contained in this document are
    owned by their respective trademark and copyright holders.
    This guide is only authorized to be displayed on the following web sites:
    Please email me if you find this guide on any other sites or if you wish to
    post it on your site.  You may also email me if you wish to make any
    corrections, provide additional tips and tricks, or have any questions.
    My email is joeengineer(youknowwhatgoeshere)cox(youknowwhatgoeshere)net
    Note: Of course you have to substitute the "@" and the "." symbols in the above
    address.  This is done to prevent spammers from grabbing the email address.
    \ Revisions \
    Version 1.00
      First version!
    \ Introduction \
    This guide applies to the video arcade game as well as any game emulator
    directly compiled from the original chip such as the one available online at
    If you are new to this very old game (by video game standards), then the first
    step is to play a few games to get the idea of how the game works.  BUT...
    Donít get discouraged!  You will die very easily but you will also find that
    extra lives are obtained easily as well.  Let the enemies come to you and flap
    up as they approach in order to hit them with your ostrich higher than their
    buzzard.  Follow this guide and you will not only be able to build up tens and
    hundreds of extra lives, but you will also be able to achieve scores in the
    millions and tens of millions.
    One quick, but important note.  If you are playing an emulator, be sure to
    configure the controls so that you flap with your primary hand.  I.E. Use your
    right hand to flap if you are right handed.  Flapping is much more important to
    gain accurate control over.  Trust me on this one.  Itís also helpful to use
    keys that are further apart.  I use the "z" and "c" for the left and right and
    the up arrow for the flap.
    Each life is also known as a "Mount", as you are the rider of an ostrich.  Your
    enemies are riding on buzzards and come in different colors.  They all have
    names, but I prefer to call them simply by their colors of Red (Bounder), Gray
    (Hunter), and Blue (Shadow Lord).  There is also a not so unbeatable
    Pterodactyl, which Iíll call "Ptero", and the Lava Troll who you will find to
    be much more of a friend than an enemy.  "Pads" are the silver disks.  There
    are four of them on the screen at first and these are the locations that
    yourself as well as your enemies materialize from.
    The floating lands of Joust are about as bizarre and nonsensical as one would
    imagine.  These lands are known as:
    Lower or Bottom - Land on the bottom that incorporates the scores.
    Mid - Small one right in the lower middle of the screen without a "Pad".
    L-Mid - Vertically at the middle of the screen on the left.
    R-Mid - Vertically at the middle of the screen on the right and is a
      continuation of the L-Mid along with a separate section.
    Mid-Top - Top middle land with a Pad.
    L-Top - Vertically at the top of screen on the left.
    R-Top - Vertically at the top of screen on the right and is a continuation of
      the L-Top.
    Seems confusing at first but the top ones can be pretty much ignored.  The
    Lower land is by far the most important.
    \ Section 1 - Control Your Mount! \
    Football has been said to be a game of inches.  If thatís so, then Joust is a
    game of pixels.  One pixel, up or down, means the difference between life and
    death.  Practice controlled flight.  Donít just stand in one spot and wait for
    your enemies.  Practice by trying to stay airborne at all times.  When one
    enemy is left on the screen, practice hovering in one spot with only moving up
    and down a little bit.
    Know the difference between a flap and a full-flap.  Give a quick tap of the
    flap button and you will bounce up and immediately drop down.  Press the flap
    button all the way down and you float up higher before dropping back down.  The
    difference will be important later but it also helps to understand and get used
    to the flight dynamics of the game.
    Practice, practice, and more practice.  The dynamics of a flying ostrich take a
    bit of getting used to.  Many players try the game and get frustrated just
    trying to stay airborne and give up.  However, when you get good at the game
    youíll find that you spend very little time flying all over the screen.  Itís
    mostly a matter of waiting for the enemy to come to you and flapping a few
    times to kill them.
    You have essentially four speeds.  Stepping, Walking, Running, and
    Fast-Running.  There is very little difference between Running and Fast-Running
    so they are treated as essentially the same.  Hit left or right for one tap and
    you are Stepping slowly.  Hit it again in the same direction and you are
    Walking.  Once more, Running and once more again for the maximum speed of
    Fast-Running.  Most of the time you will be either stepping or doing an all-out
    It is very important to know how to Step or Walk without Running.  If you are
    Stepping or Walking, you can stop on a dime.  If you are running you will slide
    to a halt, which is very dangerous in later levels since you also drop down
    while sliding and this basically says, "kill me!" to your enemies.  It is also
    difficult to control where exactly you will stop when you are sliding.  Again,
    when you are down to one enemy, practice Stepping, Walking, stopping, turning
    around, and then Walking again without starting to run.
    Also practice the single step.  This is very important for precisely
    controlling your position for killing pterodactyls and placing yourself in
    other key positions.  Stand still and jog the control quickly left-right or
    right-left.  You should be able to take a single step on one direction this
    way.  Now do the two-step.  Right-left, right-left, for two steps to the right.
    Practice the flying and moving for a little and then your ready for the next
    \ Section 2 - General Tips And Tricks \
    Ass first!  Get into the habit of killing your enemies with your ass.  Yes, Iím
    serious.  Try to wait for your enemy to approach and turn your ass to him. 
    This gives you a better chance of picking up the egg as you kill the enemy.  It
    appears that the extra pixels of your toes hanging down tend to grab the eggs
    more readily.
    Think ahead!  Look not only at the enemy you are set on killing next, but also
    plan on which enemy is coming next.  Plan on either flapping up higher or
    dropping down immediately after your current kill.  Keep on eye on enemies
    exiting one side of the screen so you can be ready when they pop in on the
    other side.  When the Gray enemies come out, you have to also keep an eye out
    for these enemies dropping down from top.
    You donít have to kill every enemy that comes along.  Think about what will
    happen next and avoid an enemy instead of killing it when itís safer. 
    Sometimes youíll notice that an enemy is going to be coming in at an impossible
    angle to beat.  Sometimes you can charge under this enemy and sometimes you can
    start flapping early so that the enemy will over shoot above you.  This is
    useful when you are in your home position as you can force enemies to attack
    too high and bounce off the land above you.  You wonít use this trick very much
    at first but when you get better and can plan ahead more, it will be very
    Got a loose egg on the screen?  Get a few extra point and some practice at
    hovering.  Get close to the egg as it hatches and then start hovering over it
    as it hatches.  Then position yourself to the side of the standing enemy that
    the buzzard is approaching from.  A good position is with the buzzard
    approaching from the right, to be facing left with your toes directly above the
    enemies lance.  As soon as the enemy mounts, he will get killed and youíll get
    points for killing another enemy and hopefully points for catching the egg as
    well.  This is also used to kill extra Pteros as described below.
    Easy Ptero kill - If all the enemies are gone and youíve got an egg on the
    L-Mid or R-Mid lands.  Do the hover trick and flap up as you make the kill to
    avoid catching the egg.  Then stand next to the egg.  This gets hard to
    describe but in essence, you have to be on the L-Mid land and facing right soon
    after picking up the egg when the Ptero comes out.  First situation is that the
    egg is on the top section of the R-Mid land.  Wait with the egg to your right. 
    When the Ptero comes out from the bottom, wait until he comes up to just higher
    than the Mid land.  Push hard right to start running.  You will pick up the
    egg, and come into the left screen in time to kill the Ptero!  Second situation
    is that the egg is on the bottom section of the R-Mid land or on the L-Mid
    land.  Wait with the egg to your left.  When the Ptero comes out from the
    bottom, wait until he comes up to just higher than the Mid land.  Push hard
    left and release as soon as you start running.  You will pick up the egg, exit
    the screen and immediately bounce back in, just in time to kill the Ptero! 
    This is especially useful during egg waves since you can intentionally leave an
    egg in a good spot for this.
    \ Section 3 - Wave 1 Through 4 \
    For the first few waves, I will go into detail as to how to get through each
    Wave 1:
    Go home!  You will start out on the bottom.  Look at the silver Pad you are
    standing on and note of its right-most edge.  Immediately turn right and Step
    over until you have your front foot on the right of this edge and your back
    foot to the left of the edge.  THIS IS YOUR HOME!  You will be returning here
    often so get used to it.  For now, this will be referred to as simply "Home". 
    This is a very key position.  A few steps to the left and if you flap up, you
    will bounce off the ledge above you and often to your death.  Several step to
    the right, and you are vulnerable to enemies dropping down on your head.  Know
    this spot and learn how to return to it as soon as possible.  However, you do
    not have to be exact as there are a few steps in either direction as leeway,
    but err to your right rather than your left when you are in a hurry.
    Now sit at your home position and wait.  Red guys will come to you, most likely
    from the left but occasionally from the right.  They will touch down near the
    edge of the screen and start moving upwards.  Stay where you are and wait for
    them to approach.  When they get within a quarter of a screen length, start
    flapping up so that you are above them when they reach you.  Remember; donít
    give up if you hit your head on the land above you!  Keep flapping and you will
    continue to rise as you bump out from under the land.  This is especially
    important if they approach from the right.  After a kill, grab the egg if you
    didnít catch it and go home to wait for the next one.
    If you get killed and start out on an upper level, just try to work your way
    home slowly and hit the tops of any rising enemies on your way down.  Once
    home, keep an eye on how the enemies are exiting the left or right of the
    screen so you know how they will be coming in from the opposite side so you can
    start flapping your brains out if needed.
    Intermediate only:
    Start practicing catching eggs.  Try to be just slightly above the enemy while
    facing away from them when you make contact so that you will catch the egg
    every time.
    Advanced only:
    Wait on the bottom near the left end of the land where the space for the player
    one score ends.  When the enemies come in from the left, full-flap once to kill
    and catch egg.  If enemy comes in from right, run over to the opposite side and
    do the same.  Donít try this after wave 2 though as it is certain death without
    the platform over the lava pit.
    Wave 2:
    Pretty much the same as wave 1 except with more enemies.
    Wave 3:
    I hate this wave!  I still die on this one occasionally.  In this wave the pit
    over the Lava Troll opens up but your friend the Troll is still asleep.  This
    means that the enemies donít touch down on the temporary platform and fly up
    higher before reaching you as a result.
    Start out at home position and get ready to flap your little ostrich brains
    out.  Youíll have to flap much higher on this wave and bump along the land
    above you.  A dangerous enemy formation of one enemy a little behind the other
    will sometimes come along.  It is dangerous because as you flap up to kill the
    first one, the second one will rise higher to kill you right after.  If they
    approach from the left, simply keep flapping up after killing the first and the
    second enemy will either get under the Mid land and youíll still be able to
    kill him or the enemy will bounce back from the Mid land.  If the enemy
    bounces, drop down and get ready for him to come back at you.  Keep your eyes
    open on this wave as sometimes the enemies attack at all angles and you have to
    be ready to improvise.
    Another key point is not to start flapping too early.  Time it so that a
    moderate flap rate will get you just higher than the enemy as he reaches you. 
    Get ready to flap more or less if the enemy gets bounced and approaches at a
    different angle.
    Wave 4:
    Same as wave 3 except your buddy the Lava Troll is ready to start helping and
    the Gray enemies come out.  Many times the Troll will grab an enemy just before
    they clear the lava pit.  Be ready for enemies to bounce off and come back in
    from the opposite side.  Also, the most deadly thing to happen is for Troll to
    have a grip on an enemy that is flapping up high and about to get away as
    another enemy flies in under this enemy.  You expect the enemy to bounce but
    instead it slips underneath and heads right for you.  Watch out for this!
    If the Lava Troll traps an enemy and all the other enemies are bouncing off
    each other above you, it is a good time to do a "Lava Kill".  Run towards the
    trapped enemy and do a flap or two as needed to kill them.  Allow yourself to
    bounce off the kill and return to home from the direction you came.  Donít try
    to catch about the egg and be careful to not attack when they are about to be
    released.  Let them get free or get caught again before attacking.  Donít get
    discouraged at this point.  I get millions of points and yet Iíll still lose a
    mount or two on wave 3 and 4 sometimes.
    Intermediate only:
    Donít stick to the home position exclusively.  As the Grays come straight down
    start stepping towards them and they will turn towards you.  Time it so you are
    walking towards them and are a few steps away as they touch the bottom and you
    can flap a time or two to get the kill and catch the egg.  Still be ready to
    get in the home position as the Reds come along though.
    \ Section 4 - The Egg Waves \
    There are several ways to approach these.  They occur on wave 5, 10, 15, and so
    on for every 5th wave and they are basically free points.  My method described
    here is not the easiest or most efficient for the early waves, but I highly
    recommend using it exclusively since it is the best and easiest for the later
    General Description:
    Start out in the lower left and run right to pick up all the eggs.  Moving
    left, flap up to the Mid land and grab those eggs and quickly flap up the next
    land and start flapping soon after so you reach the Mid-Top after coming in
    from the right.  Another flap to move up to the L-Top land and hit the brakes
    as you come in from the right side of the screen.  Drop down to the one section
    (R-Mid) that still has eggs on it.  Either pick up these eggs or leave one and
    do the easy ptero kill.
    Detailed Description:
    Start out on the far left edge of the lower land and face right.  As soon as
    the eggs begin to appear, start running to the right.  Keep running until you
    pick up the last egg on the bottom or your reach a point about ĺ of the way
    across.  If there is an egg on the far left, you will have to try to time the
    screeching stop so you grab the last egg as you stop.  Screech to a stop and
    start flapping and moving left.  It is important to start flapping as you come
    to a stop.  Start flapping too early and you have to overcome momentum with
    flapping and this slows you down.  Start flapping too late and will start
    moving left too early and bounce into the Mid land.
    Hit the Mid land at a height that allows your feet to touch down and start
    running.  Error to the low side and if you donít run and just bounce on your
    belly, hit the flap button twice quickly to get up and run.  But quickly hit
    the brakes a little as you reach the very end of the Mid land so you slow down
    a little but not stop.  While still moving left, flap up to the R-Mid land and
    keep moving left.  Just pick up any eggs on the far right of this land and
    start flapping again.  If your moving full speed, try to slow down a little in
    air and if your moving slowly, hit left while flying to pick up some speed so
    you are traveling left at about half speed.  Come in from the right side of the
    screen and set your height to be running when you hit the Mid-Top.  Start
    running left as soon as you hit and do a full flap as you reach the edge to
    move up to the R-Top.  Hit the brakes as you come in from the right side of the
    screen so your slowed down and ready to drop down on the remaining eggs on the
    R-Mid land.  If you missed an egg or two on the L-Mid land and their mounts
    have showed up, get them first.  Now you can either pick up the remaining egg
    or two or save one to do the easy Ptero kill.
    The first few times you try it, youíll probably bounce off a few lands and miss
    a few eggs.  Keep doing it this way every time and youíll get the hang of it
    and youíll do the moves automatically.  As you get better, youíll be able to
    hit each level at a full run by quickly flapping between levels.  The perfect
    method it to reach each level so you are running the second you touch it.  The
    higher eggs waves will have some modifications that will be mentioned later.
    \ Section  5 - Wave 6 And On \
    Wave 6:
    This is the first wave that land disappears (the Mid-Top), but this is not a
    problem.  Itís also another difficult wave.  Start out at home as usual and
    wait for enemies to come down.  In this wave and some later ones there is a
    danger of the enemies bouncing back and forth above you and not dropping down. 
    This is dangerous because if you take too long to clear the wave, Ptero comes
    out to play.  To avoid this you have to do Lava Kills when there is one enemy
    trapped and no other enemies on the bottom level.
    Wave 7:
    More land disappears (L-Top and R-Top), but this doesnít change anything.  Itís
    pretty much the same as wave 6 except that it is a "Survival Wave" which only
    means that you get an extra 3000 points if you donít lose a mount during the
    wave.  Like youíd intentionally die otherwise!  The great thing about the
    survival wave is that the announcement of you receiving or not receiving the
    survival bonus at the end of the wave is your signal to get ready for the next
    wave, the Pterodactyl wave.
    Wave 8:
    Your first Pterodactyl wave!  The screech of the Pterodactyl brings fear to
    even the most experienced ostrich jockey.  But heís really not that bad once
    you learn his weaknesses.  Youíll die many more times at the hands of a buzzard
    rider than from the scrawny Pterodactyl.  For the Pterodactyl waves you just
    have to be standing in the correct position to start with.  For this wave that
    spot is several steps to the left of the right edge of the Mid land.  Have the
    tip of your lance level with the right edge of the Mid land.  Now wait.  As the
    Ptero comes in, face the direction he comes in from and wait for him to strike
    your lance.  Now comes the tricky part.  Sometimes an enemy will come down from
    the left just as the Ptero is about to strike.  The enemy will arrive shortly
    after Ptero but VERY shortly after.  You must flap up once the instant that
    Ptero is killed and you will kill this enemy.  The priority is on Ptero, so
    make sure you donít flap too soon or youíll wind up killed by Ptero and youíll
    have a wave full of enemies and a loose Pterodactyl to deal with.  As soon as
    this is done, drop down to home and get ready to do lava kills as needed.
    After reaching this wave a few times you should now be an intermediately
    skilled player and should be doing the following:
    Donít stick to the home position exclusively.  As the Grays come straight down
    start stepping towards them and they will turn towards you.  Time it so you are
    walking towards them and are a few steps away as they touch the bottom and you
    can flat a time or two to get the kill and catch the egg.  Still be ready to
    get in the home position as the Reds come along though.
    Wave 9:
    No more Mid land!  Heads up!  No more home spot either!  Stand in the middle of
    the bottom pad this time and keep your eyes above you.  Nail the enemies as
    they drop down and do lava kills carefully as enemies will be dropping down. 
    Donít stick to the middle spot.  Be ready to move the instant that an enemy is
    on a heading to kill you.
    Advanced only:
    This is dangerous but fun.  Look at the score display of player one and notice
    that the left end of the score display is a curved shaped like this  (
    Align your back foot with the top of this shape while facing right.  If enemies
    approach from the right they will drop straight into the lava!  If they are
    heading right, get out of there!
    Wave 10:
    Another egg wave so play it the same as before.  Notice that the lands are all
    restored, as they always will be for the egg wave.  If you get tripped up and
    canít get to all of the eggs just go to the home position and wait for them to
    mount and attack.
    Wave 11 and on:
    If there is a Mid land, start out in the home position and if there is no Mid
    land, start out in the middle of the bottom pad and watch for dropping enemies.
    \ Section 6 - Basic Blues \
    Starting with level 16 you will start to have a new enemy in blue (Shadow
    Lords).  At first these Blue enemies seem near impossible to beat, as they will
    easily out flap you in head to head competition.  The real key to beating Blues
    is momentum.  Keep an eye on the Blues and youíll notice their up and down
    cyclical behavior.  The key is to catch them as their momentum is carrying them
    down below you.
    The easiest way to kill them in the early waves is the standing kill.  It is
    important to note that the Blues will harmlessly bounce off you if you are just
    standing on land and they are running towards you.  To do the standing kill
    simply wait for one to approach you while you are standing still.  Face away
    from the Blue and right before the he gets to you do a single full-flap and you
    should get the kill and the egg.  Flap too soon and he will kill you but if you
    flap too late he will simply bounce off you so be sure to err on the side of
    late rather than early.  In the later waves, the timing of this becomes more
    and more critical until it becomes nearly impossible.  There will be different
    techniques to use when this happens.  However, there is a better, and safer way
    to kill the Blues.  On the bottom level there are several locations to use that
    allow you to do an easy kill on a Blue as they drop down.  These positions are
    as follows:
    Position #1:  Right between the 4th and 3rd digit in the one player score. 
    Place your back foot above this spot while facing right.  This spot is used to
    kill Blues as they step off the L-Mid platform.  Simply wait for them to get
    about half way down and do a full-flap to get the kill and the egg.
    Note:  This position is also used in the same manner during later waves where
    the Blues will run off the right side of the bottom land and rise up instead of
    getting grabbed by Troll.  Theyíll drop back down in time for you to do another
    kill with a single flap.
    Position #2:  Position your legs on both sides of the left edge of the pad
    while facing right.  I.E. Have your back leg on the left of the edge and your
    front leg on the right of the edge.  This is used to kill Blues when they are
    "walking" instead of the slower "stepping" that they start out with.  This
    happens when the bounce off each other.  Itís also the default location when
    they start bouncing off each other and your not sure which direction they will
    be coming from next.
    Position #3:  Seldom used.  The same as Position #2 except your on the right
    edge of the pad and facing left.  This is only used to kill Blues that are
    walking off the L-Mid land AND there is no Mid land.  If there is a Mid land,
    the walking blues will bounce off this.
    Position #4:  The score area for the second player has a curved "(" shape at
    the left end.  Position the end of your lance above this spot while facing
    left.  This is the spot to kill Blues that are stepping off the R-Mid land.
    Position #5:  Seldom used.  At the right end of the score area for player #2 is
    another curve shape ")".  Face right and position the tip of your lance above
    the ")".  This is used when Blues are dropping off right side of the Mid-Top
    land.  Dangerous spot though.  Make sure that there are no other enemies around
    to drop in on you.
    Position #6:  Just a little to the right of Position #5.  Place your legs on
    either side of the ")" shape.  This is used when Blues are running full speed
    off the R-Mid land AND there is no Mid land.  If any blues are trapped by Troll
    or running left, do not stand there!
    So...  Use these positions as follows:
    Blue stepping off L-Mid - Position #1
    Blue walking off L-Mid - Position #2
    Blue walking off R-Mid AND no Mid land - Position #3
    Blue stepping off R-Mid - Position #4
    Blue stepping off Mid-Top - Position #5
    Blue running off L-Mid - Position #6
    One thing to be careful to avoid is running towards a Blue that is running away
    from you.  They can instantaneously change direction and come straight for you.
    If you keep running they will just bounce off you but itís usually such a
    surprise that your first instinct is to stop.  The problem is that when your
    ostrich is screeching to a stop, he drops down a little and if the running Blue
    hits you, youíre a goner.  Your only hope is to quickly hit the flap button to
    stop the ostrich from sliding.  This is why it is best to avoid any walking
    while Blues are running around on the bottom.  Itís too easy to bounce off them
    and start running without being able to stop.
    \ Section 7 - Intermediate Blues \
    Mixed formation:
    One thing to look out for during the early waves is for a Blue and a Gray enemy
    to be heading for you at the same time.  When this occurs, worry more about
    killing the Gray since the Blue will possibly bounce off you or overshoot above
    you while the Gray will simply go for your head.
    Paired attack:
    Sometimes youíll have Blues stepping or walking off the platforms at about the
    same time but from opposite sides.  As long as one is dropping a little sooner
    than the other itís usually possible to get them both by killing the first one
    and using the momentum to push you over for the next one.  In these situations
    donít touch back down but instead, stay airborne and flap over to where you
    need to be for the next kill.
    Simultaneous attack:
    When Blues come down at the exact same time and there is a Mid land, go for the
    one on the left and flap up against the left side of the Mid land after the
    kill.  The one attacking from the right will either bounce off the Mid land or
    slip under it and as long as you continue to flap heíll come up into you.  When
    there is no Mid land it is a little trickier.  Flap up to an elevation about
    where the Mid land usually is and right in between where the two Blues are
    coming down.  Both of them should dip down and come right into you.
    Lava kills:
    Do not attack Blues directly when the Lava Troll traps them and never when
    there are other enemies loose.  Sometimes though there will be one trapped and
    Ptero is out or about to come out so you want to dispose of him quickly.  In
    this case, wait until the Blue is freshly caught by Troll and quickly flap up
    to near the R-Mid land and hover with your lance level with the R-Mid land but
    about half an ostrich length away from the land.  The Blue will either get away
    and bounce up into you or will head off to the right.  If he heads off to the
    right, drop down immediately.  The Blue will usually over shoot you and land on
    the L-Mid or R-Mid while running right.  This is the perfect time to use
    Position #6.
    Blues on the loose:
    If you're on the bottom and have a lot of Blues bouncing all over at the
    bottom, watch out for one bouncing on the heads of others and approaching you. 
    You'll have to flap up to beat him or flap early and make him bounce off the
    Mid land if it's there.  Don't try the standing kill on the first one
    approaching you as this will cause the ones behind him to fly up and come down
    on you.  Instead, try to kill the last one to bounce off of you.
    Life after death:
    If you die and materialize at the top with lots of Blues loose, you will want
    to run to the right but hit the brakes before you reach the end of the land. 
    Then hover just to the right of the Mid-Top land with your lance just slightly
    above the level of the land.  Wait for Blues to bounce up into you but don't
    stay there long as you want to get back to the bottom land quickly.  You may
    have a chance to pause just to the left of the R-Mid land to kill any blues
    being released from the Lava Troll.
    \ Section 8 - To Kill A Pterodactyl \
    Pterodactyl Waves:
    The first Pterodactyl waves will have a Mid land and the spot to stand is on
    the Mid land, facing right with your lance tip just past the right edge.  When
    two or more Pterodactyls come out you will have to turn to face the direction
    they come from while being careful not to start walking.  There will also be
    times when the enemies will attack at the same time as the Pterodactyl.  Most
    of the time you can do a quick flap between Ptero kills and the enemy comes
    along.  Sometimes it will be nearly impossible to kill both Ptero and the
    attacking enemy and you should always try for the Ptero first.  Iíll discuss
    the killing of a loose Ptero later.  Another important point is that there are
    fewer enemies on a Pterodactyl wave so clearing the enemies quickly to prevent
    Ptero from returning is less important.
    When you reach a Pterodactyl wave and there is no Mid land you will need to
    stand at the left of the bottom with your back leg over and slightly to the
    right of the "(" shape in the first player score while facing right.  This spot
    if fairly critical.  The furthest left pixel of the back leg of the ostrich
    should be directly over the last pixel that makes up the straight, horizontal
    line that is the score box.  For a single Pterodactyl coming out, all you need
    to do is face the side of the screen that Ptero comes out of.  When more than
    one Pterodactyls come out during the Pterodactyl waves you will need to take a
    step in the direction that the first one comes out of.  So if the first one
    appears from the left, take a step left, and if the first one appears from the
    right, take a step right.  If your first move was to the right or the second
    one appears from the right, your done moving!  Just turn to face the direction
    they come out of.  If the first one come from the left and the second one comes
    from the left, take a second step to the left and then face whichever direction
    that the third one comes from.  The reason for all this moving is that if all
    three come from the right, youíll be pushed so far left that enemies will pop
    out of the bottom pad.  If the first two come from the left and the third comes
    from the right, the first two will push too far right and the third one will
    kill you.  So one Ptero from the right equals one step to the right and one or
    two Pteros from the left equals one or two single steps to the left.
    Loose Pterodactyls:
    When Ptero is cruising on a land above you, you can hover so your belly is just
    below the land and wait for Ptero to strike your lance.  This is tricky and can
    only be done with few enemies around or during the "slow motion" period after
    you die.  The easier way to kill loose Pteros is in a few key spots.  The
    easiest spot is the same one that is used for the "Easy Ptero Kill" described
    earlier.  Their regular cruising height is perfect so if you materialize on the
    L-Mid pad, try to wait until right before Ptero approaches before moving toward
    Ptero in order to kill him.  Likewise, if you materialize on the R-Mid pad, try
    to wait until Ptero is approaching the R-Mid land and run over to kill him. 
    Occasionally, youíll materialize on the top pad and you may be able to run off
    the left, bounce off the step in the R-mid land and get a Ptero kill.  The
    other sweet spot is if you materialize on the bottom and Ptero is cruising Left
    to Right in his middle cruising pattern.  Try to wait until Ptero is right
    before the L-Mid land and take a step to the right of where you materialize on
    the pad.  Ptero should squeeze between the gap in the R-mid land and screech
    right into your lance!
    Also, sometimes itís easier to just avoid Ptero.  Keep moving.  Donít spend too
    much time on the top or bottom before moving.  Try to move in the opposite
    direction of Ptero instead of with him.  Whatever you do, donít try to outrun
    him!  Unless youíve managed to equip your ostrich with warp drives your not
    going to outrun Ptero!
    Advanced Only:
    Very tricky, but if you materialize on the bottom and Ptero is cruising the
    bottom, you can barely step off the right or left side of the bottom and hover
    with your lance at the correct height.  If you stay VERY close to the bottom
    land, the Troll wonít grab you but you must hover at just the right height and
    not bounce off the land.
    \ Section 9 - Key Waves \
    Wave 21:
    Start avoiding Lava Kills.  The Blues are slower in materializing and if you go
    for a kill on a trapped Gray, a Blue will pop out of the bottom pad and likely
    kill you.
    Wave 24:
    There will be no Mid land.  Stand in the same spot that you stand for a
    Pterodactyl wave with no Mid land.  If the Grays approach from the right, they
    will go straight into the lava.  If a Gray is coming down from the left, start
    walking right immediately.  They will not get caught by Troll but theyíll be
    set for a single flap kill as you approach the bottom pad.  Watch out for a
    slow bouncing one coming down from directly above you.  Whatever you do, donít
    spend much time in this spot.  Let a few die if they are coming from the left
    and if not, get back into the center.  Another pattern that sometimes develops
    is that two Grays will be close together approaching from the left.  If that
    happens the first will get caught and the other will bounce off of him.  If
    you're still standing on the left, just give a quick flap as this second one
    bounces to get the kill.  This is also the way to play a Pterodactyl wave where
    there is no Mid land and still Grays.  Just stay in that spot if the Grays are
    coming from the right.
    Wave 25:
    At this point the egg waves start getting hard to clear.  Donít worry about
    clearing every egg.  Do the same pattern but leave the top lands alone and go
    to your home position to wait for them to hatch and attack.
    Wave 37:
    First all Blue wave!
    Wave 54:
    Your buddy the Troll gets stronger and starts pulling Blues down for you.  But
    the Blues also get harder to do a standing kill on.
    Wave 60:
    Egg waves now hatch Blues only.  Do the same clearing of the bottom and middle
    lands and then wait at the bottom for the rest.  Another trick is that if there
    is only a single egg on the R-Top and just one egg on the right side of the
    Mid-Top, you can get rid of them quickly.  Clear the bottom, Mid, L-Mid, and
    R-Mid lands and then stand on the R-Mid land right between the left edge of the
    land and the left edge of the pad.  As the Blues drop down, itís just a single
    flap for the kill.  Donít try this with many eggs left though as they will
    bounce off each other and attack from the other side.
    Wave 110+:
    Blues get hard/easy.  See the next section for how to handle them.
    \ Section 10 - Advanced Blues \
    Blues Ballet:
    After level 110 killing the Blues becomes more of an art than a science.  You
    have to watch the flow of the Blues and learn how to dance with them.  Sometime
    you will lead and other times they will lead!  When there is no Mid land, let
    the Blues lead.  Hover your ostrich where the Mid land was and simply glide
    towards the Blues as they drop.  When there is a Mid land, and they are
    bouncing around on the bottom, itís your turn to lead.  Flap up a little right
    after they bounce off you to get them floating up and down and look for them to
    be in a downward slope as they approach.  Sometimes you will spot them
    approaching at an angle that is impossible to beat.  If this happens, quickly
    flap up a little so they overshoot above you and bound off the Mid land.
    At this point the Blues will be nearly impossible to beat with a standing flap
    kill unless they are still in the slow mode that occurs right after you die. 
    This is why you have to flap up and get them floating up and down in order to
    kill them.  The good news is that the waves without a Mid land becomes easier.
    You no longer have to aggressively move after them as they pop up from the
    center and they will come nearly straight up and into you.
    The most important way to get through wave 110 and above is to remember that
    you have to start treating the Blues differently.  You must be aggressive in
    preventing any Blues from running around on the bottom by quickly getting over
    to them as they drop down from above.  Avoid the possibility of losing 10, 15,
    or more mounts in one wave by focusing on killing at least the first one or two
    Blues nearest to you when you materialize after a death.  Take full advantage
    of their slower movements immediately after your death and be sure to notice
    that while they are moving slower, you are still able to move at top speed.
    Top Kills:
    One of the hardest things to master, but important in the later waves is the
    killing of Blues at the very top of the screen.  There will be times when Blues
    will be loose all over the screen and you will materialize at the top or simply
    get stuck above the bottom with no easy way to get down.  You then need to know
    how to kill the Blues at the very top of the screen.  The first step is to
    learn how to reach the top of the screen without bouncing off of it.  Approach
    it quickly but try to time your momentum so you stop before reaching it.  If
    you too hit it and bounce, flap as fast as you can to get yourself moving
    upwards again but try not to bounce this time.  Once at the top you will have
    to position yourself so that the Blues will be bouncing up into you.  It's
    usually easier to be traveling slowly in the same direction the blue is
    approaching you from and either slow down or speed up so he hits you on the
    upswing.  If the Blue approaching is doing very short bounces, it's better to
    just concentrate on being as close to the top as possibly by using his bouncing
    point as a guide.  Occasionally, a Blue will be almost sliding across the top. 
    He will be impossible to beat so you must drop down and hope for the best.  One
    way to avoid this from happening is that when you are materializing at the top,
    time your materialization so the Blues are heading away from you at the time
    and pause a split second before heading for the top.  This will cause the Blues
    to drop down a little and start bouncing more.
    Lave Troll - Your Best Friend:
    In a messy wave, where lots of Blues get loose, you will find that your best
    friend is the Lava Troll.  If you die at the bottom and then materialize at the
    top, it's best to get back down to the bottom and hide under the Mid land if
    available or just avoid the dropping Blues and let the Troll take a few of them
    under.  This is especially useful after wave 110 since the Troll seems to get
    stronger and readily yanks the buzzards down faster than you can say "Buzzard
    \ Section 11 - Conclusion \
    That's it!  I hope you enjoy this wonderful game as much as I have.  It's a
    hard and frustrating game at first, but I hope this guide will help you to
    learn how to play it well and have fun.
    Finally, I'd like to say thanks to my two partners in the video game battles
    from 20 years ago, Joe Malasarte and Lloyd Dahling.

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