I forget how much of my Fridays are monopolized by Giant Bomb these days, between UPF and the Beastcast. Fortunately, my selected game is a shoot 'em up, and thus not a particularly complex game to get into in the short window I've irresponsibly provided for myself. I'll be showing up later with all the obtuse early CRPGs, not to worry, but for now we're going through the games that interested my younger self the most; games mostly of the action-oriented persuasion.
Wizball
Today's game is Wizball: an early 1987 hit from Sensible Software (they of the self-titled soccer game Sensible Soccer, and the multiplatform top-down shooter Cannon Fodder) that would later be released on the Atari ST and Amiga in 1988. Naturally, this is that version, though purists might argue that the original 1987 is the money melon, so to speak. Wizball would appear to be a Defender clone to anyone playing it for the first time. "Appear to be." (Once again, feel free to jam to its theme tune here. Or jam to the original C64 theme, which might be better? I'll let you decide. (Hush, buzz_clik.))
Wizball keeps on going in that fashion until you've painted all nine (I want to say nine) worlds. It can get a little hectic, but once you get the rhythm down and can avoid dying long enough, it's a manageable little game. There's a surprising amount of depth and things to surprise you, neither of which are particularly common for an Arcade-style shoot 'em up made in 1987. Especially not one created for home computers.
Like The Saboteur or de Blob, there's something very visually striking about successfully performing a task and having the world fill with color all around you in response. It's probably the reason why I've always gravitated towards games that use color this way. Wizball's also weird as hell (though not quite to the extent that its sequel is) and that really counts for a lot when you're looking back at a system's library thirty years later. Makes you wonder what people will remember about the 360 in 2036. The blades, probably.