Joust collects nine numbers through an upper-right chamber, outside mushroom bumpers, and the top saucer. Plunge the saucer for 5, repeat chamber passes for groups of three numbers, and use the outside mushrooms only for a missing 1, 2, 4, or 6.
The goal
Plunge the top saucer for 5, then send controlled shots into the numbered chamber. Move the cabinet briefly so the playfield shifts under the ball, changing its speed or path after contact with a post, rubber, or wall.NudgingMove the cabinet briefly so the playfield shifts under the ball, changing its speed or path after contact with a post, rubber, or wall.Read the full Nudging technique for missing numbers and open the right outlanegate when its rollover is available.
Plunge for the top saucer to collect number 5.
From the right flipper, send the ball along the left wall toward the top mushroom bumper and chamber area.
From the left flipper, shoot through the gate at the upper right to enter the numbered chamber.
Move the cabinet briefly so the playfield shifts under the ball, changing its speed or path after contact with a post, rubber, or wall.NudgingMove the cabinet briefly so the playfield shifts under the ball, changing its speed or path after contact with a post, rubber, or wall.Read the full Nudging technique while the ball moves through the chamber so it crosses numbers that are still unlit.
Guide a natural chamber exit across the white gate rollover when the right outlanegate is closed.
Repeat the chamber route while its entry and exit remain predictable.
If 1, 2, or 6 completes a set, graze the inner side of its mushroom bumper and keep the ball moving upward.
Alternative route: Recovery: Missing-number recovery
Recovery pivot: Use this plan when one outside number completes the next chamber award.
Read the numbered lamps before you shoot.
Choose only number 1, 2, or 6 when that number completes a set.
Graze the inner side of the matching mushroom bumper.
Stop direct bumper shots after the needed number scores.
Return to the chamber route.
Need to know
Number chamber
A chamber at the upper right scores three of its nine numbered rollovers during each pass.
Set awards
Numbers 1 through 6 score 3,000, numbers 7 through 9 score 5,000, and all nine score 10,000.
Outside numbers
The mushroom bumpers can collect 1, 2, 4, and 6, while the top saucer collects 5.
Joust collects nine numbers through an upper-right chamber, outside mushroom bumpers, and the top saucer. Use the top saucer for 5 and repeat controlled chamber passes for three-number groups, then use outside mushroom bumpers only for specific missing numbers. Roll over the white switch above the right flipper to open the right outlane gate because chamber entries can reopen the zipper flippers.
The goal
Plunge the top saucer for 5, then send controlled shots into the numbered chamber.Move the cabinet briefly so the playfield shifts under the ball, changing its speed or path after contact with a post, rubber, or wall.NudgingMove the cabinet briefly so the playfield shifts under the ball, changing its speed or path after contact with a post, rubber, or wall.Read the full Nudging technique for missing numbers and open the right outlanegate when its rollover is available.
Plunge for the top saucer to collect number 5.
From the right flipper, send the ball along the left wall toward the top mushroom bumper and chamber area.
From the left flipper, shoot through the gate at the upper right to enter the numbered chamber.
Move the cabinet briefly so the playfield shifts under the ball, changing its speed or path after contact with a post, rubber, or wall.NudgingMove the cabinet briefly so the playfield shifts under the ball, changing its speed or path after contact with a post, rubber, or wall.Read the full Nudging technique while the ball moves through the chamber so it crosses numbers that are still unlit.
Guide a natural chamber exit across the white gate rollover when the right outlanegate is closed.
Repeat the chamber route while its entry and exit remain predictable.
If 1, 2, or 6 completes a set, graze the inner side of its mushroom bumper and keep the ball moving upward.
↪Fallback: Recovery: Missing-number recovery
Recovery pivot: Use this plan when one outside number completes the next chamber award.
Read the numbered lamps before you shoot.
Choose only number 1, 2, or 6 when that number completes a set.
Graze the inner side of the matching mushroom bumper.
Stop direct bumper shots after the needed number scores.
Return to the chamber route.
↔Alternative: Position play: Right-gate setup
When ahead, use this distinct scoreboard route: use this plan when the right outlanegate is closed and the gate rollover is reachable without a late shot.
First try to Move the cabinet briefly so the playfield shifts under the ball, changing its speed or path after contact with a post, rubber, or wall.NudgingMove the cabinet briefly so the playfield shifts under the ball, changing its speed or path after contact with a post, rubber, or wall.Read the full Nudging technique a chamber exit across the white rollover.
If the ball is controlled on the zipped right flipper, use an early Shoot a target on the same side as the active flipper, often from near the flipper base and behind the nearby slingshot.BackhandShoot a target on the same side as the active flipper, often from near the flipper base and behind the nearby slingshot.Read the full Backhand technique toward the rollover.
Avoid the late left-flipper shot when a miss reaches the right outlane.
After the gate opens, resume chamber shots.
◆Builds toward: Repeatable 10,000 chamber sets
Collect 5 from the plunge when possible.
Use chamber passes for groups of three numbers.
Use the outside mushrooms only for a needed 1, 2, or 6.
Complete numbers 1 through 6 for 3,000.
Complete numbers 7 through 9 for 5,000.
Complete all nine numbers for 10,000, then continue the chamber route.
Sources and references3 references3 source links and outbound references.