strikes strikes computer game developed published british developer palace sequel title dimensional platform game released spectrum commodore home computers players control bouncing quest vengeance witch queen roles reversed game witch defeated monster following success palace employee began work sequel provide fans original title new experience different gameplay implemented sequel minor features retained connections inspired bouncing character brown designed game character movement bouncing mechanic proved problematic programmers unable perfect implementation technical limitations prevented implementing certain animations turning pages book released commodore released following years systems releases game received praise mainly audio visuals video game magazines difficulty handling bouncing movement common complaint reviewers felt overall package good value gameplay protagonist witch witch queen defeating enemy called sequel players control survived witch ascent power seeks defeat takes place witch castle players control moving game world shown views magical items crown book spells scattered castle collected player character abilities providing offensive defensive capabilities collecting items allows access witch chambers cut lock hair required defeat witch complete game protagonist traverses castle bouncing players control manipulating direction height bounce similar previous game halloween themed enemies ghosts monsters skeletons inhabit game world contact enemy drains magic meter protagonist offensive projectiles character dies meter depleted limited number lives continue game ends lives expended continuing reappears screen meter development success prompted produce sequel previous game design development team wanted innovative implement new gameplay features resumed roles designer programmer respectively handled audio design programmed commodore version brown drew inspiration final scene witch fight bounced room felt bouncing looked cool decided base sequel gameplay aspect unsure idea team members proceeded development intended mimic bouncing ball movement change direction force applied contact surface provides friction mechanic prohibited changing directions mid air proved problematic programmers implement issues included difficulties collision detection unpredictable movements led troubles firing mechanism ability fire projectiles intended provide offensive game mechanics players early designs inadvertently generated force changed direction programmers tried correct unable create perfect solution gameplay designs implemented brown switched focus game aesthetics scenes game aid development game world witch castle designed resemble logo advertising tactic brown photographed separate screens game assembled complete map showing shape company logo video game magazines enemy designs similar previous game based halloween holiday brown envisioned graphical effect game narration showing book pages turned story read technical limitations time prohibited implementation visual effect brown wanted game visuals seamlessly character moved game world flick screening showing section world time feasible previous game brown created model witch character reference painting game box art group tested game prior release deemed challenging reduced difficulty level players complete game developed home computers commodore game released commodore later released spectrum budget label released game compilation title computers reception game received video game journalists release magazines crash awarded accolades crash smash monster hit respectively similar praise video game press focused graphical quality criticism directed gameplay mixed computer video games reviewer praised size game world criticized audio quality versions citing limited capabilities systems concluding review felt version game worth purchasing praised game presentation design calling graphics lovely platform gameplay original reviewer praised audio visuals recommended title fans previous game crash magazine reviewer lauded audio visuals spectrum version commented gameplay offered predecessor reviewer described difficult felt sense accomplishment gained successful completion negative aspect reviewer criticized bouncing gameplay citing unpredictable reactions difficulty navigating tough enemies jon pillar echoed similar comments writer described game difficulty real criticism computing reviewer criticized bouncing aspect praised overall game design enjoyable crash reviewer praised release called graphics colorful animated felt game good value despite excessive difficulty commercial success games prompted palace brown creative freedom following project ultimate warrior
Cauldron II: The Pumpkin Strikes Back