why wizball was arse… and a sanitary wipe
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Welcome to Wizball, reckoned by many to be one of the finest games ever produced for any platform, which debuted on the Commodore 64 back in 1987.


Look, Ma! No colour clash! (No fucking colour TO clash).

Look at it for a minute. We are constantly told, us Spectrum owners, that the C64 doesn’t have the colour limitations of the Speccy. (As an aside - what do Commodore 64 owners call their machines in moments of intimacy? Commie?). It can display four-thousand odd colours, apparently. So why is it then, that the majority of this game – and it’s not alone in this – is grey on a black background? I know that the machine was originally conceived as a business computer, but that’s taking the piss.

But, that’s the point! shout the Commodore faithful. It’s all in the gameplay. Uhuh. So, let’s see what happens when you pick up the joystick and start to play…


Commodore 64 owners never had the joy of trying to get one of these fuckers to
work properly.

Because, of course, Commodore 64 owners didn’t have to rely on slightly wobbly Kempston interfaces, there are holes right there on the case just begging for a joystick to be manfully inserted. You’ve got an eight-way joystick and a fire button as standard. But this is a subtle trap, and a far from obvious one, and Wizball falls right into it. You see, any game that is more complex than Pac Man rapidly starts to run out of buttons to push. You’re left with one of two equally unsavoury options – use a bizarre combination of joystick and Keyboard, or rely on ever more elaborate joystick combinations. Almost every Commodore 64 game ever written relies on one (or both) of these hacks. At least Wizball, thankfully, doesn’t require you to use your nose to fire a smart bomb.

I have two, at least, major problems with the controls of this game. The first has nothing to do with the joystick and the second has everything to do with it.


Would this thing be better if it had
omni-directional jets and an anti-gravity drive?

When you first start the game, movement is, at best, tricky. You move by changing the rotation of the ball and bouncing around the landscape. This takes some getting used to, but after a while you start to realise that it’s actually a fantastically novel control method and that it adds a hell of a lot of skill to the basic task of moving around. And then, just as you start to appreciate the subtleties of the movement method, some bright spark pops up and condescendingly says: “Oh, you do realise that your first two power-ups allow you to move around freely without all that bouncing don’t you?” and you never revert back to the bouncy method again apart from for about twenty seconds at the start of a new game. It’s as if someone realised, after perfecting the control mechanism, that it was simply too hard and too rubbish and so they just turned it off.

Anyway, the joystick, then… Herein lies the second control problem. Your joystick, with four directions and a single button has to: move and fire (easy), activate power-ups (obviously, you waggle the joystick) and as if that wasn’t enough, you independently control a satellite ship (by holding down the fire button and moving your joystick). Or you can try taping two joysticks together with some gaffer tape and control the satellite (a ‘cat’, apparently) Robotron style. Which would work really well apart from the fact that you then need a third hand to hit the fire button.


The number of hands required to adequately control Wizball.

Which leads us on to The SID chip. I’m scared that I know what it’s called – it’s not a piece of information that I would willingly want to retain. But still, that’s the bastard thing responsible.

And, right now, as you’re reading this (if you’re a Commodore 64 owner) you are humming the theme tune. I know you are. It’s a Pavlovian response. Mention those three letters to a Commodore 64 owner and they’ll immediately start doing it. It’s the one feature of the Commodore 64 that, even twenty-five years on, people are in awe of. There are websites and everything. Special websites.


See this? It’s the reason why your musical tastes have stuck
at ‘prepubescent’…

But, by all that is holy, the sound in this game is terrible. There’s some kind of cheesy soft rock guitar thing that plays over the title screen and a succession of beeps and groans in the game itself. Nice laser sound, but that’s not really enough, is it? I expect Spectrum music to be awful – that’s why I don’t listen to it – but this is a hundred times worse. It’s aural torture masquerading as technical genius.


Just because you can emulate this sound, it doesn’t mean that you should.

This game is so in love with the machine it was designed for, so in awe of the graphical and sonic superiority of the Commodore 64 that it simply does what is expected of it and nothing else. The system gives you built-in sprite capabilities, so that’s what it uses. The system gives you a joystick with a single button, so that’s what it uses. The system gives you a synth that is just good enough to avoid turning the volume down, so that’s what it uses. Even a blind test among a lost tribe of Amazonian pygmies who still worshipped the great fish that brought the beads would recognise this as a Commodore 64 game at a glance.

There is nothing here that can’t be seen elsewhere. It’s highly polished, yes, but where is the emotion, where is the willingness to fuck with the form, where is the spark of genius that turns a good idea into a great game? Where’s the SOUL?


Right here. That’s where…

AHCHAY, April 2004.

RODENT CASH RATING - A SUCK OF JACK TRAMIEL'S COCK

"If only I wasn't a floating review-head."

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