Cauldron (video game)

Last updated
Cauldron
Cauldron Cover.jpg
The box art depicts the main protagonist, a witch. Artwork by Steve Brown.
Developer(s) Palace Software
Publisher(s) Palace Software
Designer(s) Steve Brown
Programmer(s) Richard Leinfellner
Composer(s) Keith Miller
Platform(s) Amstrad CPC, Commodore 64, ZX Spectrum, Enterprise 128
Release1985
Genre(s) Platform, scrolling shooter
Mode(s) Single-player

Cauldron is a video game developed and published by British developer Palace Software in 1985 for the ZX Spectrum, Commodore 64, and Amstrad CPC home computers. It contains both platform game and horizontally scrolling shooter sections. Players control a witch who aims to become the "Witch Queen" by defeating an enemy called the "Pumpking".

Contents

Designed by Steve Brown and Richard Leinfellner, Cauldron originated as a licensed game of the horror film Halloween. Brown eventually altered the game to use a theme based on the Halloween holiday. The mix of two genres resulted from Brown and Leinfellner wanting to make a shoot 'em up and platform game, respectively. The developers realized that there were no technical limitations preventing the genres from being combined.

The game received praise from video game magazines, who focused on the graphics and two different modes of play. A common complaint was Cauldron's excessive difficulty. The following year, Palace released a direct sequel titled Cauldron II: The Pumpkin Strikes Back .

Gameplay

The witch (top left) flies along the landscape and shoots enemies. Game statistics (points obtained, magic points, and remaining lives) are tracked at the top. The ZX Spectrum version is pictured. Cauldron-Gameplay.png
The witch (top left) flies along the landscape and shoots enemies. Game statistics (points obtained, magic points, and remaining lives) are tracked at the top. The ZX Spectrum version is pictured.

Players navigate the witch protagonist through the 2D game world from a side-view perspective. Cauldron is divided into two modes of play: shooting while flying and jumping along platforms. Areas of the game world set on the surface feature the witch flying on a broomstick, while underground segments require the witch to run and jump in caverns. In the flying segments, players must search for randomly scattered coloured keys to access underground areas that contain six ingredients. The objective is to collect the ingredients and return them to the witch's cottage to complete a spell that can defeat the Pumpking. While traversing the game world, the witch encounters Halloween-themed enemies such as pumpkins, ghosts, skulls, and bats, as well as other creatures like sharks and seagulls. A collision with an enemy causes the witch's magic meter (which is also used to fire offensive projectiles at enemies) to decrease. The character dies once the meter is depleted. After dying, the character reappears on the screen and the meter is refilled. Players are given limited opportunities for this to occur, and the game ends once the number of lives reaches zero. [1] [2] [3] [4]

Development

Cauldron began development as a game based on the 1978 slasher film Halloween. Palace obtained the video game rights and assigned Steve Brown to the project. Unable to develop a concept he was happy with, Brown took the game in a new direction. Inspired by the Halloween holiday, he envisioned a game featuring witches and pumpkins. [1] Stuart Hunt of Retro Gamer , however, attributed the switch to Mary Whitehouse's campaign against violent horror films in the 1980s. [5]

Brown submitted concept drawings to Palace co-founder Pete Stone, who approved further development. Influenced by what he deemed a "classical witch", Brown designed the witch with a long nose and a broomstick. He created a Plasticine model of the character as a reference for a painting that was used for the game's box art. Brown was joined by Richard Leinfellner, who served as the lead programmer. The two enjoyed different video game genres—Brown liked platform games, while Leinfellner preferred shoot 'em ups—and decided to create a game engine that could handle both methods of playing. Both developers play tested the game, but only played the segments individually rather than in a sequence. In retrospect, Brown attributes the game's excess difficulty to this along with the fact that the two played with unlimited game lives. [1] The game was released on three home computers: Amstrad CPC, Commodore 64, and ZX Spectrum. [6] The Spectrum and Amstrad versions lack scrolling graphics in the shoot 'em up levels and use flick-screening to approximate it. [1] [7] A port of Palace's 1984 game The Evil Dead , originally programmed for the Commodore 64 by Leinfellner, was included on the second side of the Spectrum cassette. [2] [4] [8] Retailers feared a parental backlash, resulting in a limited release for the game. Palace chose to include The Evil Dead to distribute the game to a wider audience. [5]

Reception

The game was well-received by the video game press, who focused on the graphical quality and game design. Tony Takoushi of Computer and Video Games described the game as a "quality arcade-adventure" and called the graphics stunning. [4] Reviewers from Crash magazine praised the animation and detail of the graphics, as well as the gameplay. [7] Three of Zzap!64 's reviewers—Julian Rignall, Bob Wade, and Gary Penn—echoed similar statements about the graphics. The group complimented the gameplay, specifically the adventure aspects, and considered the large game world a positive component. [3] A Computer Gamer reviewer praised the flying portions of the game, calling the gameplay enjoyable. While he praised the platforming portions, the reviewer commented that design flaws made the game more difficult than it should have been. [8] Clare Edgeley of Sinclair User praised the graphical quality of the ZX Spectrum version, but commented that the colors occasionally overlap and the screen flickers. [2] ZX Computing's reviewer praised the ZX Spectrum conversion, calling it superior to the Commodore 64 release. The reviewer lauded the graphics and gameplay of the flying segments, but bemoaned the platforming aspect and described it as a Jet Set Willy clone. [9]

Publications dedicated to the ZX Spectrum platform considered the inclusion of The Evil Dead with the ZX Spectrum release a positive aspect that added value to the overall package. [2] [7] [9] The game's difficulty was a common complaint. Computer Gamer, Crash, and ZX Computing commented that playing the game with limited lives was very challenging. [7] [8] [9] Retro Gamer's Craig Grannell described the game as "unforgiving", citing difficulty landing and excessive precision required in the flying and platforming segments respectively.

Legacy

Following the success of Cauldron, Palace released a direct sequel, Cauldron II: The Pumpkin Strikes Back , in 1986. The game is set after the events of the first game and features a bouncing pumpkin that survived the witch's ascension to power. Players navigate the pumpkin around a castle in search of the Witch Queen to enact revenge. [1] Cauldron was later re-released along with its sequel as a compilation title on Amstrad CPC and ZX Spectrum computers. [10] [11] The commercial success of the two Cauldron games prompted Palace to give Brown more creative freedom for his next project, Barbarian: The Ultimate Warrior . [12]

Related Research Articles

<i>Sabre Wulf</i> 1984 video game

Sabre Wulf is an action-adventure game released by British video game developer Ultimate Play the Game for the ZX Spectrum home computer in 1984. The player navigates the pith-helmeted Sabreman through a 2D jungle maze while collecting amulet pieces to bypass the guardian at its exit. The player does not receive explicit guidance on how to play and is left to decipher the game's objectives through trial and error. Sabreman moves between the maze's 256 connected screens by touching the border where one screen ends and another begins. Each screen is filled with colourful flora, enemies that spawn at random, and occasional collectibles.

<i>Barbarian: The Ultimate Warrior</i> 1987 video game

Barbarian: The Ultimate Warrior is a 1987 video game developed and published by Palace Software for the Amstrad CPC, Commodore 64, and ZX Spectrum. The game was ported to many other systems and was licensed to Epyx who published it as Death Sword in the United States.

Palace Software was a British video game publisher and developer during the 1980s based in London, England. It was notable for the Barbarian and Cauldron series of games for 8-bit home computer platforms, in particular the ZX Spectrum, Amstrad CPC and Commodore 64. It caused some controversy with its advertisements in computer magazines, particularly for Barbarian II: The Dungeon of Drax which featured Page Three girl Maria Whittaker as a scantily clad female warrior.

<i>Jet Set Willy II</i> 1985 video game

Jet Set Willy II: The Final Frontier is a platform game released 1985 by Software Projects as the Amstrad CPC port of Jet Set Willy. It was then rebranded as the sequel and ported other home computers. Jet Set Willy II was developed by Derrick P. Rowson and Steve Wetherill rather than Jet Set Willy programmer Matthew Smith and is an expansion of the original game, rather than an entirely new one.

<i>Gunfright</i> 1985 action-adventure game video game

Gunfright is an action-adventure game developed by Ultimate Play the Game and published by U.S. Gold. It was first released for the ZX Spectrum in December 1985, then released for Amstrad CPC and the MSX the following year. The player takes the role of a sheriff in the town of Black Rock and is tasked with eliminating outlaws who are scattered throughout the settlement.

<i>Tornado Low Level</i> 1984 video game

Tornado Low Level is a multidirectional flight game developed by Costa Panayi and published in 1984 by the company he co-founded, Vortex Software. The game was released for the ZX Spectrum in 1984, with ports for the Amstrad CPC and Commodore 64 in 1985.

<i>Navy SEALS</i> (video game) 1990–1991 video game

Navy SEALS is a shoot 'em up platform video game developed and published by Ocean Software. It was first released in the United Kingdom for the Amstrad CPC, Amstrad GX4000 and Commodore 64 in 1990. It was later re-released in the rest of Europe for the ZX Spectrum, Atari ST and Amiga home computers in the following year. It was then ported to the Game Boy on 1 September 1991 in the United States. The game is based on the film of the same name and follows the protagonist, Lieutenant Dale Hawkins, progressing through five side-scrolling levels.

<i>Spindizzy</i> 1986 video game

Spindizzy is an isometric video game released for several 8-bit home computer formats in 1986 by Electric Dreams Software. It combines action and puzzle game elements. Players must navigate a series of screens to explore a landscape suspended in a three-dimensional space. Development was headed by Paul Shirley, who drew inspiration from Ultimate Play the Game games that feature an isometric projection.

<i>Cauldron II: The Pumpkin Strikes Back</i> 1986 video game

Cauldron II: The Pumpkin Strikes Back is a video game developed and published by British developer Palace Software as a sequel to their 1985 game Cauldron. The 2D platform game was released in 1986 for the ZX Spectrum, Commodore 64, and Amstrad CPC home computers. Players control a bouncing pumpkin that is on a quest of vengeance against the "Witch Queen". The roles of the two were reversed from the first game, in which the witch defeated a monstrous pumpkin.

<i>World Cup Carnival</i> 1986 video game

World Cup Carnival is a 1986 sports video game developed by Artic Computing and published by U.S. Gold for the Amstrad CPC, Commodore 64 and ZX Spectrum; it is the first licensed World Cup video game and is based on the 1986 FIFA World Cup in Mexico. Initially meant as an entirely different game, development problems made U.S. Gold decide to recycle Artic Computing's 1984 title World Cup Football, with the added FIFA license and extras included in the box.

<i>Deactivators</i> 1986 action-puzzle video game

Deactivators is a 1986 puzzle video game designed by David Bishop and Chris Palmer, developed by Tigress Marketing and System Software, and published by Ariolasoft's action game imprint Reaktor. The player controls bomb disposal robots known as deactivators and must use them to deactivate bombs planted by terrorists in five research complexes. The concept for the game came from a brainstorming session between Bishop and Palmer; its design and development took five to six months to complete. It was released for the Amstrad CPC 464, Commodore 64, and ZX Spectrum platforms in October 1986.

<i>Beach Head II: The Dictator Strikes Back</i> 1985 video game

Beach Head II: The Dictator Strikes Back is a 1985 video game for the Commodore 64, a sequel to Beach Head, developed and published by Access Software. It was designed by Bruce Carver and his brother, Roger, and was released for the Amstrad CPC, Apple II, Atari 8-bit family, Commodore 64, and ZX Spectrum.

<i>Kong Strikes Back!</i> 1984 video game

Kong Strikes Back! is a 1984 platform video game published by Ocean Software in 1984 for the Amstrad CPC, Commodore 64 and ZX Spectrum. While its predecessor, Kong, is a Donkey Kong clone, Kong Strikes Back! is a clone of Mr. Do's Wild Ride with Donkey Kong-inspired graphics.

<i>Personal Computer Games</i> Defunct British magazine

Personal Computer Games was a multi-format UK computer games magazine of the early/mid-1980s published by VNU.

<i>Zub</i> 1986 video game

Zub is a 1986 platform video game designed by Ste and John Pickford, developed by Binary Design, and published by Mastertronic for the Amstrad CPC, Commodore 64 and ZX Spectrum. The game has the player control Zub, who has to travel to different planets to retrieve the Green Eyeball of Zub. A parody of the game Light Force, called Lightfarce, was added in as an easter egg. The music on all computers was composed by David Whittaker.

<i>The Real Ghostbusters</i> (1987 video game) 1987 video game

The Real Ghostbusters is a 1987 shoot 'em up arcade game developed and published by Data East. It is loosely based on the animated series of the same name. In Japan, Data East released it as a non-Ghostbusters arcade game under the title Meikyuu Hunter G. In 1989, Activision published The Real Ghostbusters for Amiga, Amstrad CPC, Atari ST, Commodore 64, and ZX Spectrum.

Bubble Bus Software was a publisher of video game software for home computers in the mid-1980s, founded by Mark Meakins and based in Tonbridge, Kent. Their releases targeted popular home computers of the time, such as the Commodore 64, VIC-20 and ZX Spectrum. Their most notable releases were Starquake and Wizard's Lair, both written by Stephen Crow. Wizard's Lair was notable for its similarity to both Atic Atac and Sabre Wulf.

<i>Ace</i> (video game) 1985 video game

Ace is a combat flight simulator video game published for the Commodore 64, VIC-20, and Plus/4 in 1985 by Cascade Games. It was ported to the Amstrad CPC, Amstrad PCW, Amiga, and ZX Spectrum.

<i>The Flintstones</i> (1988 video game) 1988 video game

The Flintstones is a 1988 video game based on the 1960s television series The Flintstones. The game was developed by Teque Software Development and published by Grandslam Entertainments. The game was released in Europe in 1988, for Amiga, Amstrad CPC, Atari ST, Commodore 64, MSX, and ZX Spectrum. A version for the Sega Master System was released in 1991.

<i>Ghostbusters II</i> (computer video game) 1989 video game

Ghostbusters II is a 1989 action game based on the film of the same name. It was published by Activision for various computer platforms. British studio Foursfield developed a version for Commodore 64, Amiga, Atari ST, Amstrad CPC and ZX Spectrum, which also got ported to the MSX by New Frontier. It features three levels based on scenes from the film. Dynamix developed a separate version for the DOS, also based on the film. The non-DOS versions were praised for the graphics and audio, but criticized for long loading times, disk swapping, and the final level. The DOS, Commodore 64 and Amiga versions were the only versions released in North America.

References

  1. 1 2 3 4 5 Grannell, Craig. "The Making of Cauldron and Cauldron II". Retro Gamer . Imagine Publishing (35): 48–51.
  2. 1 2 3 4 5 Edgeley, Clare (July 1985). "Spectrum Software Scene: Cauldron". Sinclair User . EMAP (40): 22.
  3. 1 2 "Cauldron". Zzap!64 . Newsfield Publications (1): 110–111. May 1985.
  4. 1 2 3 Takoushi, Tony (April 1985). "Hot Gossip". Computer and Video Games . EMAP (42): 16.
  5. 1 2 Hunt, Stuart. "The History of Videogame Nasties". Retro Gamer . Imagine Publishing (57): 48.
  6. "Cauldron". MobyGames . Retrieved 2010-02-19.
  7. 1 2 3 4 5 "Cauldron". Crash . Newsfield Publications (18): 34. July 1985.
  8. 1 2 3 CJ (August 1985). "Reviews: Cauldron". Computer Gamer . Argus Specialist Publications (5): 67.
  9. 1 2 3 4 "Review: Cauldron". ZX Computing. Argus Specialist Publications: 78–79. August–September 1985.
  10. Pelley, Rich; Pillar, Jon (February 1991). "Bargain Basement: Cauldron I & II". Your Sinclair . Dennis Publishing (62): 52.
  11. "Cauldron I & II Tech Info". GameSpot . Retrieved 2010-05-24.
  12. Carroll, Martyn (30 March 2006). "Company Profile: Palace Software". Retro Gamer. Imagine Publishing (23): 66–69.

Cauldron at MobyGames