Wizball

Last updated
Wizball
Wizball cover art.jpg
Developer(s) Sensible Software
Publisher(s) Ocean Software
Producer(s) D. C. Ward
Programmer(s) Chris Yates
Artist(s) Jon Hare
Composer(s) Martin Galway
Platform(s)
ReleaseMay 1987
Genre(s) Scrolling shooter
Mode(s) Single-player, co-op

Wizball is a horizontally scrolling shooter written by Jon Hare and Chris Yates (co-founders of Sensible Software) and released in 1987 for the Commodore 64 [1] and later in the year for the ZX Spectrum and Amstrad CPC. [2] Versions for the Amiga and Atari ST were released in the following year. [3] Wizball was also ported to IBM PC compatibles (for the Color Graphics Adapter) and the Thomson MO5.

Contents

Wizball's more comical sequel, Wizkid , was released in 1992 for the Amiga, Atari ST, and IBM PC compatibles.

Gameplay

Commodore 64 original, showing Catellite and Wizball Screenshot of the Commodore64 version of Wizball.png
Commodore 64 original, showing Catellite and Wizball

Wizball is set in the once colourful realms of Wizworld, where the evil Zark has stolen all the colour, making it dull and gray. It is up to Wiz and his cat Nifta to restore it to its former brilliance as Wizball and Catellite. [4]

Wizball is a scrolling shooter inspired by Gradius [5] with an additional collection dynamic. It is a horizontally scrolling game taking place over eight levels, which involves navigating around a landscape and shooting at sprites. However, the aim of the game is to collect droplets of coloured paint to colour the level. Each level starts off as monochromatic, drawn in three shades of grey, and needs three colours (red, blue, and green) to be collected to complete it. [6] The player, a wizard who has taken the form of a green ball, can navigate between the levels through portals. At first the wizard only has access to the first three levels, but completing levels gains access to further levels. [7] Each level has bouncing spheres of a different colours, and shooting them releases droplets, which may be collected. Each level needs a different colour to be added, which can be composed by collecting sufficient quantities of the correct colours. On later levels, the spheres of paint start shooting bullets, further adding to the challenge.

The wizard himself is not capable of collecting paint droplets, and is initially capable of very limited movement, bouncing up and down at a fixed rate, with the player only controlling a speed of rotation, and thus how fast it will move horizontally after next touching the ground. Collecting pearls (which appear when certain types enemies have been shot) gives the player tokens which can be used to "buy" enhancements, such as greater control over movement and improved firepower. It also allows the option to summon the companion known as Catellite. [8] Catellite (ostensibly the wizard's cat) which is also spherical in form normally follows the wizard, but it can also be moved independently by holding down the fire button whilst moving the joystick (which meanwhile renders the wizard uncontrollable). Only Catellite is capable of collecting paint droplets and the player has to use it to do so. In the two-player co-op mode, Catellite is controlled by the second player.

Development

The music in the Commodore 64 version was composed by Martin Galway, with input from Jon Hare and Chris Yates. [9]

In an interview from 1987 the developers said that development of Wizball was originally started before their previously launched shooter Parallax, but that it was put on hold since they managed to code the parallax scrolling routine used in that game. They also said that they were trying to present new concepts in a familiar way, also that they wanted a company to release it that could give it "a bit of hype". [10]

In a 2006 interview with Retro Gamer , Jon Hare said that the idea began as a Nemesis inspired shooter and that it began with the ball and the control method. The ball came first, the Wizard storyline was tagged on at the end. He also said, "Wizball was put together in a very organic way, and not really planned in the way modern games are". [5]

Ports

The Commodore 64 version is the original by Sensible Software. The Atari ST and Amiga versions were ported by Peter Johnson [11] and other versions coded by different teams. [12] On the Commodore 64 version, enemy waves spawn in groups, with 4 or 5 on the landscape at a time, at least one of which is always colour spheres; this made the game extremely difficult, but allowed the player to preferentially hunt the spheres if they needed only a small amount of colour to complete their current combination. The Amiga and Atari ST versions spawn only one wave at a time, which makes the game easier, but requires the player to "grind" until a wave of colour spheres is chosen to spawn.

Reception

The game has been heralded as one of the best ever original games to appear on the Commodore 64. It is noted for its originality and use of the C64 hardware via graphics, sound and general presentation. The control method has also been described as innovative, initially awkward, but adding to the playability when mastered. [7] The readers of Retro Gamer in 2011 selected it as the second best game ever made for the platform:

Quite possibly one of the most beautifully crafted C64 games that you’ll ever have the privilege to play. [17]

The game was awarded a Sizzler award in the July 1987 issue of Zzap!64 [7] magazine with a rating of 96%, missing out on a "Gold Medal". In November the following year Wizball was selected by the same magazine the number one Shoot 'em Up for the Commodore 64, [18] giving it a rating of 98% and a month later went on to be crowned the best game ever by Zzap!64, [19] which Jon Hare has stated is one of his proudest career moments, but at the same time that they were disappointed by the sales of the title, attributing it to the marketing of Ocean Software. [20] In 1993, Commodore Force ranked the game at number 15 on its list of the top 100 Commodore 64 games. [21]

In a 2002 Zzap!64 tribute publication, Wizball via a community vote was ranked the second best C64 game ever with the comment "How it missed a Gold Medal back in issue 27 is beyond us". [22] In a second Zzap!64 tribute in 2005, Gary Penn, editor at the magazine at the time of the game's publication was quoted to say:

Distinctive, distinguished, highly playable, audibly accomplished, witty, challenging, satisfying... As was the case with all reviewer's mood on the day played a part - and I must have been really pissy. It should have gotten a Gold Medal. [23]

The Spectrum and 16 bit versions generally garnered favorable reviews, with Sinclair User giving it a perfect 10 [8] and The Games Machine awarding the Amiga and Atari ST versions 87% and 84% respectively. [3]

Legacy

In 1992, Sensible Software developed a sequel Wizkid: The Story of Wizball II published by Ocean Software. Although the story in Wizkid continues directly from Wizball, the actual games are only superficially related to each other.

A fan remake for Microsoft Windows and macOS, based on the Commodore 64 version, was released in 2007. [24]

Related Research Articles

<span class="mw-page-title-main">Sensible Software</span> Software company

Sensible Software was a British software company founded by Jon Hare and Chris Yates that was active from March 1986 to June 1999. It released seven number-one hit games and won numerous industry awards.

<i>Paradroid</i> 1985 video game

Paradroid is a Commodore 64 computer game written by Andrew Braybrook and published by Hewson Consultants in 1985. It is a shoot 'em up with puzzle elements and was critically praised at release. The objective is to clear a fleet of spaceships of hostile robots by destroying them or taking them over via a mini-game. It was later remade as Paradroid 90 for the Commodore Amiga and Atari ST home computers and as Paradroid 2000 for the Acorn Archimedes. There exist several fan-made remakes for modern PCs. In 2004 the Commodore 64 version was re-released as a built-in game on the C64 Direct-to-TV, and in 2008 for the Wii Virtual Console in Europe.

<i>Mercenary</i> (video game) 3D action-adventure game

Mercenary is a 3D action-adventure game written for the Atari 8-bit family and published by Novagen Software in 1985. It was converted to the Commodore 64, ZX Spectrum, Amstrad CPC, Atari ST, Amiga and Commodore 16/116/Plus/4 platforms. The game uses vector graphics renderings of vast, sparse environments and has open-ended gameplay. It was also released as Mercenary: Escape from Targ and Mercenary: A Flight Simulator Adventure.

Thalamus Ltd was a British computer game developer that published titles for a number of 8-bit and 16-bit platforms during the late 1980s and early 1990s.

<i>Emlyn Hughes International Soccer</i> 1988 video game

Emlyn Hughes International Soccer (EHIS) is a soccer computer game first released in 1988 by Audiogenic Software Ltd. The game is named after the popular English footballer Emlyn Hughes. It initially appeared on the Commodore 64, with other versions produced for the Amstrad CPC, ZX Spectrum, Atari ST and Amiga.

<i>Flimbos Quest</i> 1990 video game

Flimbo's Quest is a 2D platform game published by British publishing house System 3 for the Commodore 64, Amiga, Atari ST and Amstrad CPC. A ZX Spectrum version was produced but never released. The game itself was developed by Laurens van der Donk in the Netherlands who was involved in the demoscene being in both Boys Without Brains (BWB) and Hotline.

<i>Wizkid: The Story of Wizball II</i> 1992 video game

Wizkid: The Story of Wizball II is a humorous action game for the Amiga, Atari ST, and IBM PC compatibles. It was developed by Sensible Software and published by Ocean Software in 1992. Wizkid is the sequel to 1987's Wizball.

<i>Shoot-Em-Up Construction Kit</i> 1987 video game

Shoot-'Em-Up Construction Kit is a game creation system for the Commodore 64, Amiga and Atari ST created by Sensible Software and published by Outlaw in 1987. It allows the user to make simple shoot 'em ups by drawing sprites and backgrounds and editing attack patterns. The advertising promoted the Kit with the phrase "By the programmers of Wizball and Parallax".

<span class="mw-page-title-main">Tynesoft</span> Former software developer and publisher

Tynesoft Computer Software was a software developer and publisher in the 1980s and early 1990s.

<i>The Last Ninja</i> 1987 video game

The Last Ninja is an action-adventure game originally developed and published by System 3 in 1987 for the Commodore 64. It was converted to the Apple IIGS, MS-DOS, BBC Micro and Acorn Electron in 1988, the Apple II series in 1989, the Amiga and Atari ST in 1990, and the Acorn Archimedes in 1991.

<i>Warhawk</i> (1986 video game) 1986 video game

Warhawk is a vertically scrolling shooter published in 1986 by Firebird software. It was released for the Commodore 64, Atari 8-bit family, Amstrad CPC, and Atari ST.

<i>Savage</i> (video game) 1988 video game

Savage is an action game developed by Probe Software and published by Firebird Software in 1988 for ZX Spectrum, Commodore 64, Amstrad CPC, Atari ST, and MS-DOS. In 1989 Firebird published a version for the Amiga.

<i>Forbidden Forest</i> (video game) 1983 video game

Forbidden Forest is a game designed by Paul Norman, published by Cosmi Corporation in 1983 for the Commodore 64 and Atari 8-bit family.

<i>MicroProse Soccer</i> 1988 video game

MicroProse Soccer is an association football video game published by MicroProse in 1988. The original Commodore 64 version was developed by Sensible Software and ported to other systems. In the United States, the game was released as Keith Van Eron's Pro Soccer, named after Keith Van Eron.

<i>Black Lamp</i> (video game) 1988 video game

Black Lamp is a platform game, originally published by Firebird Software for the Amiga, Atari ST, Commodore 64 and ZX Spectrum computers in 1988, and later published by Atari Corporation for the Atari 8-bit family in 1989.

<i>The Real Ghostbusters</i> (1987 video game) 1987 video game

The Real Ghostbusters is a 1987 shoot 'em up arcade game developed and published by Data East. It is loosely based on Ghostbusters. In Japan, Data East released it as a non-Ghostbusters arcade game under the title Meikyuu Hunter G. In 1989, Activision published The Real Ghostbusters for Amiga, Amstrad CPC, Atari ST, Commodore 64, and ZX Spectrum.

<i>Parallax</i> (video game) 1986 video game

Parallax is a shoot 'em up video game developed by British company Sensible Software for the Commodore 64. It was released in 1986 by Ocean Software in Europe and Mindscape in North America. The game was named after its primary graphical feature, parallax scrolling, which gives the illusion of depth to side-scrolling video games. On release, reviews praised the game's mix of traditional side-scrolling action and adventure game-inspired puzzles.

<i>Ghostbusters II</i> (computer video game) 1989 video game

Ghostbusters II is a 1989 action game based on the film of the same name. It was published by Activision for various computer platforms. British studio Foursfield developed a version for Commodore 64, Amiga, Atari ST, Amstrad CPC and ZX Spectrum, which also got ported to the MSX by New Frontier. It features three levels based on scenes from the film. Dynamix developed a separate version for the DOS, also based on the film. The non-DOS versions were praised for the graphics and audio, but criticized for long loading times, disk swapping, and the final level. The DOS, Commodore 64 and Amiga versions were the only versions released in North America.

<i>The Running Man</i> (video game) 1989 video game

The Running Man is a 1989 beat 'em up video game based on the 1987 film of the same name. It was developed by Emerald Software and published by Grandslam Entertainments for Amiga, Amstrad CPC, Atari ST, Commodore 64, and ZX Spectrum.

<i>Judge Dredd</i> (1991 video game) 1991 video game

Judge Dredd is a 1991 platform shoot 'em up video game based on the character of the same name. It was developed by Random Access and published by Virgin Mastertronic. It was released in Europe in 1991, for the Amiga, Atari ST, Commodore 64, and ZX Spectrum. Critics found the gameplay repetitive.

References

  1. "Wizball". Gamebase 64.
  2. "Psychedelic Wizardry", The Games Machine (1): 50–51, October 1987
  3. 1 2 3 "Version Update Wizball", The Games Machine (7): 49, June 1988
  4. 1 2 "Wizball Review", C+VG (69): 23, July 1987
  5. 1 2 "The making of Wizball", Retro Gamer (31), Imagine Publishing: 36–39, November 2006
  6. 1 2 "Wizball Review", Crash (45): 23, October 1987
  7. 1 2 3 4 "Wizball Review", Zzap!64 (27): 14–16, July 1987
  8. 1 2 3 "Wizball Review", Sinclair User (67): 52, October 1987
  9. Interview with Martin Galway, archived from the original on 2002-07-16
  10. "A Sensible Interview... for a Change", Zzap!64 (23): 50–51, March 1987
  11. An interview with Peter Johnson
  12. "Classic Moments Wizball", Retro Gamer (130), Imagine Publishing: 36–39, June 2014
  13. "Wizball Review", Your Sinclair (23): 44, November 1987
  14. "Wizzball", Commodore User (45): 33–34, June 1987
  15. "Wizball", Commodore User (57): 55, June 1988
  16. Game review, Amstrad Action magazine, Future Publishing, issue 25, October 1987
  17. "Top 25 Commodore 64 Games of All Time", Retro Gamer (96), Imagine Publishing: 58–67, November 2011, retrieved 2013-01-11
  18. "DEF Guide to Shoot 'em Ups", Zzap!64 (43): 105–108, November 1988
  19. "The Best and Worst of Six Years of the C64!", Zzap!64 (44): 124, November 1988
  20. "Another Sensible Interview With Jon Hare", DEF Tribute to Zzap!64 (1): 19–21, July 2005
  21. "Top Ton!". Commodore Force. Autumn 1993. p. 33. Retrieved 2017-09-03.
  22. "Zzap64 Def Guide To... The Best C64 Games Ever!", Zzap!64 (107): 10–11, March 2002
  23. "Zzap Back - Was Wizball Underrated?", DEF Tribute to Zzap!64 (1), Imagine Publishing: 24, July 2005
  24. "RetroSpec: Wizball".