video game dimensional shoot computer game developed published british developer palace game released spectrum commodore home computers players control witch aims witch queen defeating enemy called designed originated licensed video game horror film halloween brown eventually altered game use theme based halloween holiday mix genres resulted brown wanting shoot platform game respectively developers realized technical limitations preventing genres combined game received praise video game magazines focused graphics different modes play common complaint excessive difficulty following year palace released direct sequel titled strikes gameplay players navigate witch protagonist game world view perspective divided modes play shooting flying jumping platforms areas game world set surface feature witch flying stick underground segments require witch run jump flying segments players search randomly scattered coloured keys access underground areas contain ingredients objective collect ingredients return witch cottage complete spell defeat traversing game world witch encounters halloween themed enemies ghosts bats creatures like sharks collision enemy causes witch magic meter fire offensive projectiles enemies decrease character dies meter depleted dying character reappears screen meter players given limited opportunities occur game ends number lives reaches zero development began development game based film halloween palace obtained video game rights assigned project unable develop concept happy brown took game new direction inspired halloween holiday envisioned game featuring attributed switch campaign called video 1980s brown submitted concept drawings palace founder approved development influenced deemed classical witch brown designed witch long nose created model character reference painting game box art brown joined served lead programmer enjoyed different video game genres brown liked platform games preferred shoot ups decided create game engine handle methods playing developers play tested game played segments individually sequence retrospect brown attributes game excess difficulty fact played unlimited game lives game released home computers commodore spectrum versions lack scrolling graphics shoot levels use flick screening approximate port palace game evil dead originally programmed commodore included second spectrum cassette retailers feared parental backlash resulting limited release game palace chose include evil dead distribute game wider audience reception legacy game received video game press focused graphical quality game design computer video games described game quality arcade adventure called graphics stunning reviewers crash magazine praised animation detail graphics gameplay reviewers echoed similar statements graphics group complimented gameplay specifically adventure aspects considered large game world positive component reviewer praised flying portions game calling gameplay enjoyable praised portions reviewer commented design flaws game difficult user praised graphical quality spectrum version commented colors occasionally overlap screen reviewer praised spectrum conversion calling superior commodore release reviewer lauded graphics gameplay flying segments aspect described jet set clone publications dedicated spectrum platform considered inclusion evil dead spectrum release positive aspect added value overall package game difficulty common complaint crash commented playing game limited lives challenging described game citing difficulty landing excessive precision required flying segments respectively following success palace released direct sequel strikes game set events game features bouncing survived witch ascension power players navigate castle search witch queen enact revenge later released sequel compilation title computers commercial success games prompted palace brown creative freedom following project ultimate warrior
Cauldron (video game)