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Ride an ostrich with a lance. Tap left or right to flap that direction. Collide with enemies higher than them to win the joust, lower and you fall.
Your mount falls under gravity. Tap the left half of the canvas to flap upward with a leftward thrust; tap the right half to flap upward with a rightward thrust. Hold to repeat the flap. The world wraps horizontally — fly off the left edge and you come back from the right.
The screen has four platforms you can land on from above (your mount stops when it lands but keeps its horizontal momentum). The bottom of the screen is lava — touching it is instant death regardless of invulnerability.
Enemy riders fly around with the same physics. When you collide, height decides the joust: if your rider is higher than the enemy (lower Y), you win and the enemy falls — plus 100 points. If you're lower, you lose a life. Within nine pixels of equal height, you bounce off without anyone dying.
Clear every rider in the wave to advance (each wave adds one more, capped at seven). You have three lives. When the last one is gone the run ends.
Altitude is everything. Every joust outcome is decided by who is higher at the instant of contact, and the height check has a small tolerance window — if you're not at least nine pixels above the enemy, the collision becomes a bounce rather than a kill. Train yourself to approach contacts from a flap-up trajectory: a flap a heartbeat before contact buys you ten or twenty pixels of vertical advantage that decides the joust.
Never joust on the way down. If you're falling under gravity when you collide, your Y is increasing — you're effectively dropping into the enemy's lance. The window where your gravity-fall slows enough to win is so narrow it's not worth playing for. If you see a head-on closing with no flap available, swerve laterally and come back with altitude.
Use the wrap. The screen is a torus on the X axis: flying off the left edge teleports you to the right, instantly. When an enemy is closing from one side and you can't get over them in time, hitting the wrap escapes the joust and resets the geometry. Enemies use the wrap too, so don't assume the edges are safe.
Land on the high platform. The top platform is the best high-ground position — sitting there with a few horizontal-momentum flaps queued up gives you a free joust window against any enemy below. Don't camp it for long, though: enemies will eventually loft above your altitude and dive down on you. Use the platform for a brief reset, then re-engage from the air with the height you just gained.
Lava deaths bypass invulnerability frames. If you respawn into a tight situation, your invuln makes you safe from enemy lances for 1.5 seconds — but not from lava. Spend that window dragging away from the bottom of the screen, not weaving close to the lava line trying to clean up a nearby enemy.