Arcade Wizzard
Unfinished 1988 pinball game from Beam Software.
Arcade Wizzard is an unfinished and unreleased pinball video game for the Commodore 64, developed by Beam Software in 1988. The game features a progression system: players begin with a limited set of pinball tables and must beat high scores and "local arcade bullies" to unlock more. There are five arcades—Top Spin, Games, Action City, Wonder Dome, and Manic—each containing three pinball machines. The tables in Top Spin are "Hot Harem", "Mine Dump", and "Drag Strip"; Games includes "Desert Queen", "The Mob", and "Vegas"; Action City has "Lazer Blazer", "Black Box", and "Zipper". At least one table, "Rat Race", was developed for the final two arcades.
Development was led by programmer Bill McIntosh, with additional programming by Tony Smales. The game was partly built using the animation engine from the canceled Commodore 64 version of *Inspector Gadget and the Circus of Fear*. A total of 15 pinball tables were planned. The prototype contains simple, incomplete music. The display uses a split screen instead of scrolling, with transitions described as "very clunky"; the right side shows an outline of the entire table.
An early version was played by *Zzap!64* in 1988. In that build, players had to reach a score target on the first table to proceed to the next. The controls were deemed "very unusual", and the graphics were noted as needing improvement.
- Developer
- Beam Software
- Platform
- Commodore 64
- Year of Development
- 1988
- Programmer
- Bill McIntosh
- Additional Programming
- Tony Smales
- Planned Tables
- 15
Lore & Background
Arcade Wizzard was programmed by Bill McIntosh with additional programming by Tony Smales. The game was partly created using the animation engine from the canceled Commodore 64 version of Inspector Gadget and the Circus of Fear. A total of 15 pinball tables were planned, but the prototype version includes simple and uncompleted music. The game uses a split screen rather than a scrolling screen, with transitions between screens described as 'very clunky'; the right side of the display shows an outline of the entire table.
Reader's Guide
The game features a progression system where players start with access to a limited selection of pinball tables and must beat scores and 'local arcade bullies' to progress. It includes five arcades—Top Spin, Games, Action City, Wonder Dome, and Manic—each containing three pinball machines. Tables include 'Hot Harem', 'Mine Dump', 'Drag Strip', 'Desert Queen', 'The Mob', 'Vegas', 'Lazer Blazer', 'Black Box', 'Zipper', and at least one table called 'Rat Race' in the final two arcades. An early version was played by Zzap!64 in 1988, which noted a score target on the first table had to be reached to play the next, the control method was 'very unusual', and graphics required improvement. The game's rediscovery in 2026 by Tony Smales sheds light on an unfinished project from Beam Software's history.
Did You Know?
- The game was partly created using the animation engine from the canceled Commodore 64 version of Inspector Gadget and the Circus of Fear.
- The prototype version includes simple and uncompleted music.
- The game uses a split screen rather than a scrolling screen, with transitions described as 'very clunky'.
- At least one table, called 'Rat Race', was developed in the final two arcades.
Development & Technical Architecture
Arcade Wizzard was programmed primarily by Bill McIntosh, with supplementary coding contributions from Tony Smales, both working at Beam Software during 1988. A notable aspect of the project's technical foundation was its reuse of an animation engine originally built for two other Commodore 64 titles—Inspector Gadget and Circus of Fear—neither of which ultimately shipped. This repurposed engine shaped how the game rendered its pinball tables and animated elements. The display layout employed a split-screen design rather than a traditional scrolling approach, with the right-hand portion of the screen presenting a simplified outline of the full table geometry so players could track the ball's position. Transitions between screens were described as "very clunky," a limitation that likely reflected both the engine's origins and the project's unfinished state. The prototype also featured only rudimentary, incomplete music, suggesting the audio track was never finalized. Beam Software had planned a total of fifteen distinct pinball tables for the full release, though not all were completed before the project was shelved.
Gameplay Structure & Progression
The game was designed around a tiered progression system in which players began with access to only a small subset of pinball tables and had to achieve specific score thresholds while defeating so-called "local arcade bullies" to unlock further content. The overall structure comprised five distinct arcades, each housing three individual pinball machines, for a planned total of fifteen tables. The named arcades include Top Spin, which contained the tables Hot Harem, Mine Dump, and Drag Strip; Games, featuring Desert Queen, The Mob, and Vegas; and Action City, home to Lazer Blazer, Black Box, and Zipper. Two additional arcades, Wonder Dome and Manic, rounded out the set, with at least one table called Rat Race developed for the final two locations. This layered structure gave the game a sense of narrative escalation, moving players through increasingly themed environments as they climbed the score ladder and confronted each arcade's local competition.
Pre-release Impressions & Critical Feedback
In 1988, the magazine Zzap!64 obtained an early build of Arcade Wizzard and offered a hands-on preview before the project was ultimately abandoned. In this particular version, the gating mechanic required players to hit a mandatory score target on the very first table before they could advance to the next one—a slightly different implementation from the later "local arcade bullies" concept. The reviewers flagged the control scheme as "very unusual," suggesting the input mapping felt unintuitive or inconsistent with what Commodore 64 players had come to expect from other pinball or action titles of the era. Visual presentation was also called out as needing significant improvement, a fair assessment given that the game was still in prototype form and its graphics had not yet been polished. The combination of awkward controls, unfinished art, and the clunky screen transitions noted in other accounts paints a picture of a game that was still in rough developmental shape when it was shown to the press, even if the underlying structural ambition of five themed arcades was clearly visible.
Rediscovery & Afterlife
For nearly four decades, Arcade Wizzard existed only as a forgotten artifact within Beam Software's archives, an unfinished pinball game that never reached a retail release on the Commodore 64. The project was shelved in 1988, leaving behind a prototype with incomplete music, clunky transitions, and a partial set of the fifteen tables that had been planned. It was not until 2026 that the game resurfaced, when Tony Smales—a former Beam Software developer who had contributed additional programming to the title—rediscovered the code. His personal connection to the project made the find especially poignant, as he had been part of the small team that built the game using repurposed animation technology from the canceled Inspector Gadget and Circus of Fear adaptations. The rediscovery was shared with the broader retro-gaming community, including a feature on the YouTube series This Week In Retro, where it was presented as a lost Commodore 64 title finally revealed to the public. The event underscored how many ambitious projects from the late 1980s home-computer era simply vanished without ever being played by a single consumer.
Frequently Asked Questions
What is Arcade Wizzard?
Arcade Wizzard is a pinball video game that was in development for the Commodore 64 by Beam Software around 1988. It never reached a finished or released state, leaving it as a lost title in C64 gaming history.
Who programmed Arcade Wizzard?
Bill McIntosh handled the primary programming, while Tony Smales contributed additional programming work. Both were part of Beam Software's team during the project's development in 1988.
How does the gameplay progression work in Arcade Wizzard?
Players start with only a limited selection of pinball tables and must beat high scores while defeating local arcade bullies to unlock additional machines. The full vision included five themed arcades—Top Spin, Games, Action City, Wonder Dome, and Manic—each housing three tables for a total of fifteen.
What pinball tables were planned for Arcade Wizzard?
The documented tables include Hot Harem, Mine Dump, and Drag Strip in Top Spin; Desert Queen, The Mob, and Vegas in Games; and Lazer Blazer, Black Box, and Zipper in Action City. The remaining two arcades, Wonder Dome and Manic, were also planned with three tables each, though their specific names are less well recorded.
Why is Arcade Wizzard notable to C64 pinball fans?
As an unfinished and unreleased title, it represents a lost milestone in Commodore 64 pinball history. Its ambitious fifteen-table progression structure and arcade-bully unlock system made it a prized curiosity among retro gaming collectors and Beam Software enthusiasts.
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