scroll seamlessly as the character moved through the game world, but flick-screening (showing one section of the world at a time) was more feasible. As with the previous game, Brown created a Plasticine model of the witch character as a reference for a painting that was used for the game's box art. The group tested the game prior to release and deemed it too challenging. They reduced the difficulty level so that more players could complete the game. Palace Software developed Cauldron II for three home computers: Amstrad CPC, Commodore 64, and ZX Spectrum. The game was first released for the Commodore 64, and then for the Amstrad CPC and ZX Spectrum. It was later re-released on the ZX Spectrum in 1989 by Telecomsoft under its Silverbird budget label. Cauldron II was also re-released with the first game as a compilation title for Amstrad CPC and ZX Spectrum computers. Reception The game was well-received by video game journalists upon its release. ZX Spectrum magazines Crash and ZX Computing awarded Cauldron II their top accolades: "Crash Smash" and "Monster Hit", respectively. Similar to the first Cauldron, praise from the video game press focused on the graphical quality, and criticism directed at the gameplay was mixed. Computer and Video Games reviewer Paul Boughton praised the size of the game world, but criticized the audio quality of the Amstrad CPC and ZX Spectrum versions, citing the limited capabilities of the two systems. In concluding his review, Boughton felt any version of the game would be worth purchasing. Phil South of Your Sinclair praised the game's presentation and design, calling the graphics "lovely" and the platform gameplay "original". ZX Computing reviewer praised the audio-visuals, and recommended the title for fans of the previous game. A Crash magazine reviewer lauded the audio-visuals of the ZX Spectrum version and commented that the gameplay offered more than its predecessor's. The reviewer described Cauldron II as difficult, but felt that the sense of accomplishment gained from successful completion outweighed the negative aspect. Computer Gamers reviewer criticized the bouncing gameplay, citing unpredictable reactions and difficulty in navigating around tough enemies. Rich Pelley and Jon Pillar of Your Sinclair echoed similar comments. Retro Gamer writer Craig Grannell described the game's difficulty as the "only real criticism". The ZX Computing reviewer also criticized the bouncing aspect, but praised the overall game design as enjoyable. Phil King, another Crash reviewer, praised the