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. 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". In a more recent 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. Ports The Commodore 64 version is the original by Sensible Software. The Atari ST and Amiga versions were ported by Peter Johnson and other versions coded by different teams. 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. The readers of Retro Gamer in 2011 selected it as the second best game ever made for the platform: The game was awarded a Sizzler award in