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Super Cauldron logo

SUPER CAULDRON is available from Titus Software 071-700 2119

T Super Cauldron his is what we want to see, a heroine with sensible clothes and a plucky disposition. Evil forces have enslaved the kingdom of Cauldron and spread desolation on its people. Only Zmira, a plucky little witch with the combined powers of all the witches, can save them. It sounds like just another platformer, but this is no walk in the park. This is serious stuff.

Zmira has three lives to spare, four worlds to get through and meets an awful lot of enemies along the way. The creatures who live in the forest are all baddies now thanks to the Evil Sorcerer. There is help in the form of a spell book, with one spell in it when the game begins and broomsticks which can be picked up for a short time. Once Zmira moves around, dodging the rats, bats, vultures, snakes and very butch-looking men, she can collect other spells to help her defeat the sorcerer.

Some enchanted heaving
The adventure starts in the Enchanted Forest and it is up to you to help Zmira find the key and fight one of the sorcerer’s goblins. You then get the Magic Book which will allow you to pass to the next level. This is not easy. The enemies regenerate as soon as you walk away, and your broomstick only works in short bursts. Along with the blood-crazed animals there are pumpkins who try to squash you and there are traps hidden along the way. When you kill something, it may be changed into a toad which will increase the power of your current spell.

There are 12 spells to collect, and you will need all of them to complete the game. At the start all you have is the stone spell. The spells can be split into two types: the weapons and the ‘really useful things’. The first category includes fireballs, lightning and bombs, while the second contains all the weird stuff. There are magic staircases and bridges, teleportation, a circular saw and my favourite – multiplication. Stop raising those eyebrows, here you can split Zmira into four little clones. They run off killing the enemies surrounding you as they go. Another ‘useful’ is the metal melter which, strangely enough, melts metal doors.

We are surrounded Captain
This is probably one of the hardest games I have ever played. At least most adventure games give you a chance to think. This one fires cute little animals at you like bullets with your name on them. You cannot afford to stop and scratch your head for a moment, because some vulture or bat will try to rob you of your precious energy.

Super Cauldron is difficult – much harder than, say, Arabian Nights. And each play seems to be over too soon, but you have to launch back into the fray, refusing to let a simple puzzle/adventure/shoot-em-up get the better of you. If you are a mean match with a joystick then you will probably find this challenge holds your interest in the game for longer than normal, but if you have still got your ‘L’ plates on, I would steer clear of it. Now, does anyone know how to pronounce Zmira?
Sarah Tanser

Amiga Format, Issue 49, August 1993, p.86

Super Cauldron
Titus Software * £25.99
  • Extremely difficult.
  • Too many horrid nasties, which just keep a comin’ at ya!
  • Excellent mixture of shoot-em-up, puzzler and adventure game.
  • Need your thinking cap on for this one.
  • Brilliant music and sound effects.
  • Good effects for the spells.
Verdict: 70%


Super Cauldron logo

Schon lange hatte Palace einen 16Bit-Nachfolger der 64er-Legenden "Cauldron" und "Cauldron strikes back" geplannt - doch der Pleitegeier war schneller. Jetzt hat sich Titus den Hexenkessel unter den Nagel gerissen.

Super Cauldron Die Chancen auf ein neues Jump & Run mit Kultcharakter sind durch den Herstellerwechsel jedoch keineswegs gesunken, schließlich haben die Franzosen längst mit "Titus the Fox" und "Blues Brothers" bewiesen, daß sie das Plattformhandwerk beherrschen. Und tatsächlich, wenn man von der belanglosen Vorgeschichte um einen bösen Zauberer mal absieht, stimmt hier vom Gameplay bis zur Technik wirklich alles!

Der Ort des Geschehens setzt sich aus vier "Hauptlandschaften" (z.B. Wald und Schloß) zusammen, die nochmals in mehrere Unterabschnitte unterteilt sind. Als kleine Hexendame Mizra gilt es hier, kreuz und quer durch die Lande zu reisen, um vier magische Bücher zu finden, die dem finalen Obermotz den Garaus machen sollen. Mizra kann selbstverständlich laufen und springen, sie kann ihre Gegner mit Steinen beharken und ihre Fähigkeiten durch Aufsammeln der am Weg liegenden Icons enorm steigern. So ermöglicht der Besen einen zeitlich begrenzten Ritt durch die Lüfte, während der Teleporter-Stein enge bzw. unzugängliche Stellen passierbar macht - wozu ist man schließlich eine Hexe? Auch Bonuspunkte, Extraleben und Zusatzwaffen liegen bereit, so daß Mizra mit Flammengeschossen um sich werfen oder magische Bälle an landschaftskonturen entlangfeuern kann.

Einmal aufgesammelt, befinden sich die Extras ständig im Hexen-Repertoire und sind frei anwählbar, wobei sich Feuerkraft und -distanz genau dosieren lassen. Getroffene Gegner geben manchmal eine Kröte frei, die man zwar nicht zu küssen braucht, aber wenigstens mitnehmen sollte; schließlich hilft das Tierchen dem schwindenden Energievorrat wieder auf die Beine. Und Energie kann man für die dicken Endgegner bzw. den Schlußendlichen Oberübler gar nicht genug haben...

Bis dahin ist es freilich ein weiter Weg, jedoch auch ein lohnender - das Gameplay ist einfach eine Klasse für sich! Unfaire Stellen gibt es praktisch keine, und beinahe jedes Hindernis läßt sich durch wohlüberlegten Einsatz der Extras beseitigen, was natürlich manchmal etwas Hirnschmalz erfordert. Auch die Technik macht dem Spielspaß keinen Strich durch die Rechnung: Das (teilweise parallaxe) Scrolling in alle Himmelsrichtungen klappt soft und sauber, die Grafik ist sehr abwechslungsreich und bunt gezeichnet. Okay, die Gegner sind etwas fuzzelig geraten, doch überzeugen sie durch flotte und witzige Animation. Ähnliches gilt für den Sound, der zwar keinen Grammy verdient hat, sich andererseits aber durchaus anhören läßt.

Nach den "blauen Brüdern" und dem "flinken Fuchs" hat Titus mit Super Cauldron also ein weiteres Game abgeliefert, das in der Masse der Plattform-Hüpfer angenehm auffällt. Weiter so, und demnächst dürfte ein Joker-Hit fällig werden! (rl)

Amiga Joker, January 1993, p.34

SUPER CAULDRON
(TITUS)
JUMP & FIGHT
78%
"SEXY HEX"
Amiga Joker
GRAFIK
ANIMATION
MUSIK
SOUND-FX
HANDHABUNG
DAUERSPAß
77%
81%
70%
66%
74%
80%
FÜR FORTGESCHRITTENE
PREIS DM 89,-
SPEICHERBEDARF
DISKS/ZWEITFLOPPY
HD-INSTALLATION
SPEICHERBAR
DEUTSCH
512 KB
1/NEIN
NEIN
1 SPIELSTAND
ANLEITUNG


Super Cauldron logo   In the Bin - Super Cauldron is the worst game of July 1993

TITUS OUT NOW £25.99

Super Cauldron This was one of my favourite games a good few years back. Cauldron featured a small orange pumpkin bouncing his way around a bat-infested landscape avoiding witches like the plague. Super Cauldron turned the tables and had a witch avoiding pumpkins, set out against a slightly more extravagant plot.

Essentially, an evil wizard has set up residence in a haunted castle, and from here is terrorising the entire population of the planet. Only you, as the good witch Zmira, can save the day. Mind you, after playing the first level, I doubt you'll be all that bothered.

The game itself is a fairly standard scrolling platform game, with portals set into the floor letting you travel freely between a number of parallel levels. The major difference between this and, say, Woody's World is that this is complete and utter pap. To begin with, you're armed with a pathetic little stone, which is almost impossible to aim and has very little effect on the things you shoot. For example, early on in the game you meet a fire breathing snake, which takes no less than 30 full-power hits to kill.
This would be fine if it were an end of level guardian, but as it appears at the start of the level, and is quickly followed by another two... it's just tedious to have to keep shooting at the same character. Add that to the fact that there are a few invincible characters too, and you can never quite be sure whether or not the thing you've spent the last two minutes shooting at is ever going to die.

Anyone who owned a C64 in the mid-eighties will feel their pulse quicken when they read that Super Cauldron has been released on the Amiga. To those people I have to say, gently and sympathetically, once they have sat down in a chair with a nice cup of tea, that it is a fairly pathetic conversion. Where the former was dark and scary, the latter is fun and jolly.
Where the original game was addictive and playable, this 'new improved' version seems dated and infinitely dull and tedious. Titus, you've let us down.
John Mather

27%

CU Amiga, July 1993, p.82