Retro Gamer

The Making Of: Super Hero

Encouraged by getting several games published while still at school, paul machacek decided to make his hobby a career. retro gamer learns how paul created super hero with bernie drummond, and then got a job with rare

- Words by Rory Milne

Paul Machacek revists his isometric budget adventure game

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.”

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 ??  ?? » [Amstrad CPC] Certain obstacles in Super Hero require a makeshift bridge to be built and climbed over.
» [Amstrad CPC] Certain obstacles in Super Hero require a makeshift bridge to be built and climbed over.
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 ??  ?? » Artist Bernie Drummond created this stunning selfportra­it for Retro Gamer in lieu of providing a photo.
» Artist Bernie Drummond created this stunning selfportra­it for Retro Gamer in lieu of providing a photo.
 ??  ?? » [Amstrad CPC] Super Hero’s conveyor belts move forwards or backwards, but you don’t know which until you jump on them.
» [Amstrad CPC] Super Hero’s conveyor belts move forwards or backwards, but you don’t know which until you jump on them.
 ??  ?? » Super Hero was Paul Machacek’s fourth, and most successful, tribute to Ultimate’s games.
» Super Hero was Paul Machacek’s fourth, and most successful, tribute to Ultimate’s games.
 ??  ?? » [Amstrad CPC] Super Hero’s energy spheres can be used to travel safely over deadly surfaces.
» [Amstrad CPC] Super Hero’s energy spheres can be used to travel safely over deadly surfaces.

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