GAMESAUTEURS DE JEUX ★ PAUL J. MACHACEK: THE MAKING OF SUPER HERO ★

Paul J. Machacek (PJM)Paul J. Machacek: The Making of Super hero
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It's difficult to overstate the impact that Ashby Computers & Graphics had on the British games industry during the Eighties; its Ultimate titles inspired everyone from the firm's rivals to aspiring developers. Schoolboy Paul Machacek was so taken with ACG's output that he produced a series of tributes, the success of which convinced him to remain in the industry after sitting his exams, as he explains. "I'd been writing games while doing my O and A Levels, and was starting to get them published," Paul remembers. "On leaving school, I carried on working full-time at home to develop new titles and was trying to develop a career. So I wrote to the letters page of a big monthly magazine suggesting that I wanted to team up with other developers, and maybe start a studio."

Soon after his letter appeared in print, Paul found himself fending off unqualified or worrying respondents, but then a developer with a familiar name got in touch. "I got a call from someone calling himself Jon Ritman," Paul recollects. "The name rang a bell, but the penny hadn't dropped, then he mentioned he'd written a little game called Batman for Ocean Software. He came over to visit, and I showed him something I was working on. We became friends, and then he introduced me to Bernie Drummond."

Having reviewed Paul's latest effort, Jon subsequently returned the favour, which proved to be inspirational. "When Jon showed me a work-in-progress Head Over Heels, I became very keen to create a game that was a mix of Ultimate's Nightshade and Knight Lore," Paul enthuses. "Jon suggested that I work with Bernie, and Guy Stevens. So the scene was set. I really wanted to do my own Knight Lore, and I had support from a real artist and musician."

Soon after clearing his existing workload, Paul chose a hero for his exciting new project, and came up with a name for it. "At this time, the game was called Aidacra, which is Arcadia backwards," Paul notes. "I referred to the player's character, which I'd not yet asked Bernie to do, as a 'Norse God,' who used a hammer as a weapon and winged boots to go faster or jump. I referred to his collectible hat as a 'helmut', which Jon found rather amusing, but the truth was that I simply misspelled 'helmet'!"

In the capable hands of artist Bernie Drummond, Paul's protagonist became the thunder god Thor, and with a player sprite in place, the developer started work on his latest game's level design. "The focus was on building a big adventure game that was a mix of elements from various other titles, yet always going back to what I liked about the Ultimate games," Paul reflects. "I started to design the central puzzle rooms around Thor's initial limited abilities, and then on finding the hat, bag, boots etc I designed around his increased abilities allowing him to explore the map further."

But as well as clusters of puzzle rooms, the map that Paul was building for Aidacra also incorporated sprawling outdoor sections. "The scrolling corridor sections were to be largely filled with random hazardous nasties that you initially had to avoid until you got your hammer," Paul considers, "at which time you could defend yourself a bit. But the meat of the game for me was tackling the static puzzle rooms, and I spent a lot of time working out new combinations of things to do in those."

But a downside to Paul enthusiastically designing levels for Aidacra was its rapidly expanding size, and while viewing this as positive, he felt it needed addressed. "A big thing for many people was to map games out on paper," Paul reasons, "and I wanted Aidacra to be a big exploratory adventure.

But I realised that the map was getting large, and there was a lot of travelling involved, and so I added teleports as shortcuts."

On completion, Aidacra was renamed Super Hero. The Spectrum original received solid reviews, while the Amstrad CPC 464 port got top-marks in many magazine write-ups, and the games subsequently secured a dream job for Paul with the creators of the Ultimate titles. "It was Codemasters idea to change the name - it hated Aidacra," Paul sighs, "but I was extremely proud of Super Hero when it was published. I later showed it to Tim and Chris Stamper, which resulted in me getting my job at Rare. I then became involved with doing very different types of games, and that was fine."
AMSTRAD CPC

Paul Machacek and Bernie Drummond's Amstrad port recreates the original perfectly and has far superior aesthetics.

Guy Stevens' chiptunes are the first thing you notice; the Amstrad's three voices do them so much more justice than the humble Spectrum speaker. Then there are Bernie's four-colour backdrops, which just pop out of the monitor in a way that his monochrome Spectrum equivalents simply don't. The only negative is that your score and gold tally don't appear on-screen.

CG#197

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» Info » Paul J. Machacek (PJM)
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L'Amstrad CPC est une machine 8 bits à base d'un Z80 à 4MHz. Le premier de la gamme fut le CPC 464 en 1984, équipé d'un lecteur de cassettes intégré il se plaçait en concurrent  du Commodore C64 beaucoup plus compliqué à utiliser et plus cher. Ce fut un réel succès et sorti cette même années le CPC 664 équipé d'un lecteur de disquettes trois pouces intégré. Sa vie fut de courte durée puisqu'en 1985 il fut remplacé par le CPC 6128 qui était plus compact, plus soigné et surtout qui avait 128Ko de RAM au lieu de 64Ko.