 Following the success of Cauldron , Palace employee Steve Brown began work on a sequel . To provide fans of the original title with a new experience , a very different gameplay was implemented for the sequel , although several minor features retained connections to the first . Inspired by the bouncing pumpkin character in Cauldron , Brown designed the game around the character 's movement . The bouncing mechanic proved problematic for the programmers who were unable to perfect its implementation . Technical limitations also prevented them from implementing certain animations , such as turning pages of a book . 
