The game area occupies only roughly a quarter of the screen and consists of a first-person view of a flat-shaded maze with a crosshair in the middle.
The game is started by a designated master machine, which sets rules, divides players into teams, and selects a maze.
The original MIDI Maze team at Xanth Software F/X consisted of James Yee as the business manager, Michael Park as the graphic and networking programmer, and George Miller writing the AI and drone logic.
[citation needed] A Game Boy version was developed by Xanth, and published in 1991 by Bullet-Proof Software, with the title Faceball 2000.
[4] However, a method exists for players to daisy chain Game Boy Advance link cables, where each purple end connects to the hub of another cable and the gray ends connecting to a Game Boy Advance, to allow up to 15 players.
[citation needed] A port of MIDI Maze for Atari 8-bit computers was developed by Xanth, but cancelled circa 1989.
[10] A port for Nintendo's Virtual Boy console, to be titled NikoChan Battle (ニコちゃんバトル) in Japan, was almost completed, but canceled as the system was discontinued in late 1995.
[18] Super Gamer magazine gave an overall review score of 82% writing: "Ultra successful on the little Game Boy, this 3-D maze shoot-'em-up has been totally uprated for the SNES.
In Faceball 2000, you assume the identity of a Holographically Assisted Physical Pattern Yielded for Active Computerized Embarkation – or HAPPYFACE – and hunt down your opponents.