Wizball (1987)

Sensible Software

Amiga · Amstrad CPC · Atari ST/STE · Commodore C64/128/MAX · DOS · ZX Spectrum

3.41 from 17 ratings

49 members have it in their collection · 11 backlogged · 5 wish listed

How long? · 100% 4h (from 1 logged playthrough)

Wizball is a scrolling shooter in similar vein to Gradius 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 … Read more
Wizball is a scrolling shooter in similar vein to Gradius 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. 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. Each level has bouncing spheres of a different colours, and shooting them releases droplets, which may be collected. At the same time, 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 green pearls (which appear when some sprites have been shot) gives the player tokens which can be used to "buy" enhancements, such as greater control over movement and improved firepower, and also a companion known as Catellite. Catellite (ostensibly the wizard's cat) is also spherical in form. It normally follows the wizard, but it can also be moved independently by holding down the fire button whilst moving the joystick (which also renders the wizard uncontrollable). Only Catellite is capable of collecting paint droplets; the player has to use it to do so. In the two-player mode, Catellite is controlled by the second player. As well as droplets of colours, sometimes droplets of other colours also appear, having various effects. These include: Light blue - causes a "filth raid", where a wave of fast-moving enemies appear, shooting bullets at the player. Grey - changes Catellite into an "Indestructacat", making it invulnerable to enemies. White - gives an extra life. Purple - changes Catellite into a "mutant cat", causing it to disobey the player's controls. Black - causes "freaky bits", turning most of the scenery black. Read less
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Details

Developers
Sensible Software
Publishers
Ocean Software
Genres
Arcade, Platform, Shooter
Themes
Action
Series
Wizball

Release dates

  • 1987 (Europe) Amstrad CPC, ZX Spectrum
  • 1987 (North_America) Commodore C64/128/MAX, DOS
  • 1988 (Europe) Amiga, Atari ST/STE
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Rating distribution

5 stars
5
4 stars
3
3 stars
3
2 stars
6
1 star
0
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Community All Reviews Statuses

giopep

Review giopep 4/5 · Oct 11, 2022

By 2022 standars, getting into Wizball can be quite hard. But you should expect that from a Commodore 64 action game that was released in 1987. If you decide you really want to play it, maybe you look for an instruction manual so you can understand what it requires from you, you really make the effort to learn how to …

Read more

By 2022 standars, getting into Wizball can be quite hard. But you should expect that from a Commodore 64 action game that was released in 1987. If you decide you really want to play it, maybe you look for an instruction manual so you can understand what it requires from you, you really make the effort to learn how to play it (and maybe you accept the fact that you don't have the mental strength to do it without using savestates), then you can enjoy a really, really good game. It's much more fair than many contemporaries in how it kicks you in the face with its difficulty, it's still quite fresh in its ideas, its structure, its crazyness and in how it lets you be free to play and experiment while trying to understand how (if) you can get to the end. I would bet that a cleaned up remake, with some updates in terms of readability and quality of life, would make a lot of sense even today.

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Mazinkaiser

Review Mazinkaiser 2/5 · May 23, 2020

Wizball - Rolling and Scrambling

NOTE - this is for the Commodore 64 version.

Wizball is a game that definitely wants to apply some interesting creativity to the shmup formula but just ends up with something that controls awkwardly and is somewhat cruel.

Wizball is a cute little concept - after the evil Zark has deprived Wizworld (which looks like a galaxy filled with abstract …

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NOTE - this is for the Commodore 64 version.

Wizball is a game that definitely wants to apply some interesting creativity to the shmup formula but just ends up with something that controls awkwardly and is somewhat cruel.

Wizball is a cute little concept - after the evil Zark has deprived Wizworld (which looks like a galaxy filled with abstract moon surfaces), Wizard Wiz and his cat Nifta launch in ball satellites to gain enough color drops to color Wizworld once more.

The method of movement starts out horrendous at first - the player bounces around wildly without much movement control and needs two powerups off the bat to gain a semblance of movement. It's still not the most precise, as the player will have to deal with many tiny one-hit pixel dots and roll around in scenery that doesn't feel like it was designed for the player's ship in mind (lots of places where they can't reach, tight corridors where they'll almost certainly get killed, etc).

The other necessary powerup they have to get (three powerups!) to complete the game is the cat's satellite (the Catellite!). The Catellite can move much more freely and can even shoot on its own, as well as collect color drops from specific enemies. The Catellite can be controlled by another player but in single player the player must hold down the fire button to move the Catellite around, resulting in more finnicky movement and leaving the player's main ball a sitting duck for enemy fire. The Catellite can also take a few hits (nine lives, heh) but once destroyed the player must get three powerups again to resurrect. Some of the color drops also have ifferent effects like extra lives and unfortunately losing control of the Catellite, dark screens, and a wave of unnecessary enemies.

Mainly the player will be moving from layer to layer in tubes that are more trial and error than specific in where the player will go, enforcing a bit of memorization along each path. Color combinations to clear each layer three times (8 layers for a total of 24 clears) aren't obvious and the player has to jump around layers to get a feel of how much color they need for each level. There are a set number of enemies on each layer that recharge when the player kills the last enemy - most of them, aggravatingly enough, are not color drops, meaning there's a lot of running around and backtracking and repetition to even get a tiny bit of color. Once the player has enough color, they play a small minigame where they kill enemies on the way back to the color mixing laboratory - it's a little bit of fun to rack up points and more powerups until the player gets hit but things like the Catellite can still get killed in this minigame, making it honestly frustrating to partake in.

Wizball has ideas and is a little cool looking - the font is elegant and the adding of color to moon surfaces of abstract blobs (and Mount Rushmore??) with stars rushing in the background is graphically impressive for a C64, as well as music that's relatively light amidst the action but catchy. That said, its controls are awkward, death is imminent, and design is dull and repetitive to try to search for color on each layer. As an arcade style game it takes much too long to finish and it's a bit too frustrating to repeatedly complete.

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