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. 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 the game programmer, Robert Champagne. A SNES version, also programmed by Robert Champagne, was released the following year, supporting two players in split-screen mode. The SNES version substituted completely different graphics and levels from the earlier GameBoy version. A Game Gear version, which is a colorised version of the monochrome Game Boy edition, programmed by Darren Stone, was released to the Japanese market, supporting two handhelds connected by a cable. A demo version, simply titled “Faceball” was also available in Japan on a CD disc for the PC Engine. A Virtual Boy version, simply titled “Faceball” was under development, until Nintendo decided to quit manufacturing the Virtual Boy. A variety of in-game music for the SNES version of Faceball 2000 was composed by George “The Fat Man” Sanger. A multiplayer networked IBM PC version of the game was prototyped, but never released.
A version called Faceball 3000, written in Shockwave, was also available.
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