Fun School 2: For the Under-6s
DOSEducational
How it plays
Super Cauldron uses a side-view perspective. The player guides the witch through hazardous stages, avoids traps and creatures, collects useful objects, and reaches the end of each area.
Stages contain platforms, gaps, ladders or passages, environmental hazards, and enemies. Progress depends on learning routes, timing jumps, using attacks when available, and finding the items needed to continue through the game.
Plan your run
Move cautiously rather than rushing through unfamiliar screens. Watch enemy movement patterns and approach gaps only after checking for hazards on the landing side.
Explore branches when safe, collect useful items, and preserve health or limited resources for sections where enemies and platforming hazards overlap.
Before you begin
Learn the timing of each enemy before attempting close passages.
Search side paths for useful items, but avoid unnecessary risks when health is low.
Super Cauldron is a side-scrolling fantasy platformer developed by Titus France and published by Titus for DOS in 1992. It follows an unnamed young witch on a dangerous journey through haunted forests, caves, castles, and other magical environments. The game combines traditional platforming with enemy avoidance, projectile attacks, collectible items, and exploration across interconnected stages. Its presentation reflects the colorful, cartoon-influenced style common to Titus games of the period, while the level design emphasizes hazards and precise movement. Super Cauldron received limited attention compared with better-known platformers, and contemporary opinions were mixed, particularly concerning its difficulty and control response. It remains of interest mainly as a late entry in the Cauldron line and as an example of early-1990s European computer platform gaming.
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