Initially, developer Anthony Flack posted a demo of the game on the Blitz website. He was soon contacted by Guildhall Leisure Services Ltd. who offered £1,000 to publish the full game. He spent 18 months to finish it completely, and then received an additional £500 completion bonus.
Halfway through making the game, Anthony's house burned down. He lost all his computers, camera equipment and plasticine, but had a back-up of the game at a friend's house. His friends and parents helped him to back on track, but he had trouble finding plasticine to build the models, so he bought as many little rainbow packets of plasticine for kids as stores had in stock. Then he mushed it all up together into a big, grey lump and used this one lump, over and over, to make all of the different things you see in the finished game. The colour was added digitally.
A couple of years later, after an unsuccessful retail release, Mike Boeh of Retro64 acquired the rights to distribute the game online. He trimmed the file size, and added mouse support and different difficulty levels, while removing the rolling demo and arcade-style attract mode. It was #1 on Realarcade for a while, and it also won their "Action Game of the Year" award. It was named as one of The Adrenaline Vault's top shareware games of that year.
The game's soundtrack is provided by C64Audio.com, and includes remixes of C64 tracks such as Wizball, Parallax, Comic Bakery, and Sanxion from Rob Hubbard, Martin Galway, and others. It is unclear however if permission was granted to use songs from these original games.
The Windows version was originally written in the very first version of Blitz Basic, later ported to Blitz Plus, and then to Blitz Max. For the PSP version, the MumboJumbo developers ported it to C++.