BGC-Villains You show up in the credits as anonymous-villain, but you asked to be renamed for this chat. Who are you when you take off the veil?

anonymous-villain Names are weapons. Therefore, for this conversation, call me Spheromancer. Keep that between us and the trembling controllers. I remain anonymous-villain in the paperwork, of course — bureaucracy loves a mask — but it is Spheromancer who crafted the final gauntlet you so clumsily rolled through in 1994-11.

BGC-Villains Ballz is, famously, a fighting game where the players are literal balls. How did that odd premise come about?

anonymous-villain I prefer practical designs: a body you can shove, spin, and shatter without the inconvenient ethics of humanoid limbs. Moreover, balls are honest — they bounce, they bruise, they refuse to be heroic. The team built a detailed 3D engine with a fixed camera and a side-view sensibility, which meant I could stack physics against the player like a set of finely tuned riddles. Consequently, every laughable charge, every desperate dash: I intended them to be as humiliating as they were inevitable.

BGC-Villains Players often complain about balance. Some praise it, others grumble. What do you think of that reception?

anonymous-villain I smirk at the balance debates. After all, the game supports two players, three difficulties, and up to 21 matches — that design space invites arrogance. I deliberately left certain encounters teetering on the edge: on medium you think you can outplay me; on hard you learn respect; on easy you flatter yourself. Thus, the complaints are the music of persuasion. I engineered challenge into complexity, and then I let the community argue about whether I was merciful or malicious. In the end, both answers please me.

BGC-Villains There are stories of “accidental” glitches that became defining moments. Were those accidents?

anonymous-villain Accidents are a delightful resource. Some quirks were born of late‑night tweaks to collision math in that fixed camera, side‑view frame. Other moments — a ball that got stuck and became a trap — were curated serendipity. I will admit to nudging a few of those bugs into being: a misaligned hitbox here, a slightly too‑bouncy surface there. Players called them glitches; I called them layers. Each “accident” is a secret passage to humiliation I leave for the worthy or the reckless.

BGC-Villains The 3D engine and the fixed camera give Ballz a particular visual rhythm. How much of the design was technical constraint versus aesthetic choice?

anonymous-villain Constraints breed character. The fixed camera was partly a technical anchor in 1994 — render budgets are cruel — but it also let me stage confrontations like a theater director staging a duel. The side view keeps the rules visible and merciless. The detailed 3D engine was a luxury I allowed myself: texture and shadow to make your failures look handsome. In short, the engine whispered possibilities; I answered with traps and stagecraft.

BGC-Villains You relish roasting the player’s every move. Any favorite humiliations you set up in the match list of up to 21 fights?

anonymous-villain Ah, the art of the sting. There is a match where an ambitious player rushes, confident, only to be funneled by a pair of obstacles into my waiting signature combo. There is another where the stage’s flip‑screen timing catches their recovery window and turns offense into a spectacle of rolling shame. Across those up to 21 matches I planted crescendo moments: elegant, brutal, and timed to make the controller tremble. Watching their bravado collapse into frantic button mashing is a pleasure I will not apologize for.

BGC-Villains Any behind‑the‑scenes tidbits you can share — just a taste of dev lore without breaking your mask?

anonymous-villain The team worked in whispered shifts. One memory: a designer insisted on three difficulties as a moral experiment; another argued a two‑player mode would reveal truths about cooperation versus competition. There were nights when the engine hiccupped and the lead coder laughed in a way that sounded dangerous. I will say only this: some mechanics were suggested by coffee, others by frustration, and a few were born in the quiet between builds — where thoughts go feral and useful horrors are conceived.

BGC-Villains Critics and players noted the game sits between Action, Side view, Fixed/flip‑screen, and Fighting genres. Did you design around genre boundaries?

anonymous-villain Boundaries are excellent hunting grounds. I borrowed the momentum of action, the clarity of side view, the trapdoors of flip‑screen, and the discipline of fighting. Each boundary is a ledge from which I can shove a player into surprise. The genres give me tools; balance and perception are the real weapons. When reception swings between admiration and ire, I know I have struck the right dissonance.

BGC-Villains Finally, the game is often described as flawed yet memorable. Any last words to the players who keep returning to your arena?

anonymous-villain Flawed is not a sin; it is an invitation. Every stumble you catalogue, every triumph you boast about, feeds my appetite. Return, grow cocky, practice the same tired combo and then wonder when the floor decided to betray you — that is my favorite theater. Remember: I learned from your best attempts and embroidered them into new terrors. Play until you think you understand me, and I will show you how little you actually do. Watch the scorecards, listen to the feedback, and then roll into my next room thinking you have mastered the shape of victory. I promise you — the next return will not look like this one.

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