A Game Boy version was developed by the original developers, Xanth Software F/X, and published in 1991 by Bulletproof Software, now Blue Planet Software, under the title Faceball 2000. James Yee, owner of Xanth, had a vision to port the 520ST application to the Game Boy. With support from Michael Park, graphics rendering techniques and communication protocol knowledge was passed on to Robert Champagne, the game's programmer. George Miller was hired to re-write the AI-based drone logic, giving each drone a unique personality trait. It is notable for being the only Game Boy game to support 16 simultaneous players. It used a special hardware device and cables created by Champagne.
A SNES version, also programmed by Robert Champagne, was released the following year, supporting two players in split-screen mode. The SNES version featured completely different graphics and levels from the earlier Game Boy version. A variety of in-game music for this version was composed by George "The Fat Man" Sanger.
A Game Gear version, programmed by Darren Stone, was released to the Japanese market. It is a colorised version of the monochrome Game Boy edition, supporting two players via two handhelds connected by a cable.
A demo version for the PC-Engine CD-ROM, simply titled "Faceball", was also available in Japan. A multiplayer networked version for the IMB PC was prototyped, but never released.
A version called Faceball was nearly completed and built for Nintendo's Virtual Boy console, but it was never released. Prototype cartridges of the game do exist, however, with about 80% of the game already completed.
A version called Faceball 3000, written in Shockwave, is also available.
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