into are eliminated and other stationary snowballs start rolling when the rolling snowball touches them. If players manage to take out all enemies by kicking one snowball (this one snowball may be used to make others bounce around as well and increase the chances to pull this trick off), bonus money will fall from the sky. If the player takes too much time to complete a level, an evil pumpkin head will come and try to kill the players. It is invincible but can be stunned and sent to appear elsewhere in the level with snowballs or snow shots. The evil pumpkin head will eventually spawn ghosts that travel freely through the level and seek the player character. These ghosts cannot be killed or stunned and players must avoid them while killing the rest of the enemies. When players bowl an enemy over, it may drop a potion item. The color of said potions lets players know what power-up it is: The red potion increases speed, blue increases the amount of snow thrown to cover enemies in snow easier, yellow increases the distance that snow can be thrown, while green causes the snowmen to inflate like a balloon while having the ability to fly around the screen and knock out enemies for a limited period of time. The game hosts a number of hidden bonus secrets to be found, which are crucial for reaching high-scores to obtain extra lives. If a single player is downed, their character is immediately respawned at the location they start at on every stage. Getting hit by enemy fire will result in losing a life, as well as a penalty of decreasing the characters' firepower and speed to his original state and once all lives are lost, the game is over unless the players insert more credits into the arcade machine to continue playing. Development Amiga version Snow Bros. for the Amiga was created by Ocean France, the French division of publisher Ocean Software that previously worked on other conversions such as Pang and Rainbow Islands: The Story of Bubble Bobble 2, with Marc Djan managing its development. Ocean Software acquired the license after the European Computer Entertainment Show in September 1990 while work on the port immediately began as soon as programmer Pierre Adane finished his task of converting Pang. Despite receiving almost no support from Toaplan, the team at Ocean France wanted the