Super Hero, Amstrad CPC

Codemasters1988 release for the Amstrad, Super Hero, sounds innocuous, but it marked the return of pixel artist Bernie Drummond, after Head Over Heels and Batman, but before Monster Max. Which was always a cause for celebration, in my humble opinion. RIP Bernie.

Super Hero is similar to Ultimate Play the Game‘s Nightshade, or Gunfright, in that the isometric backgrounds scroll around on occasion. Not all the time. Some rooms are static, Knight Lore-style.

The gameplay is a find-and-collect affair, with you controlling an un-named dwarf-like fellow. Your first tasks are to find the jump boots, which will then allow you to jump, and the hammer, which will allow you to better deal with the enemies you encounter in the corridors. Then there’s a magical bag and a mystical helmet to find in the seemingly endless maze of rooms.

There are traders to find and do business with, and also boss battles with a series of five Guardians. All of which can only be defeated by finding their spirits, which are hidden within the game.

It’s a pity the play window in Super Hero is so small, because it doesn’t really show Bernie Drummond‘s art in the best light. The play window is so small that the very edges of a static room are not even visible! You can walk in and out of these areas, and not even be visible on screen. I don’t know why they chose to do that…

Super Hero is obviously trying to continue the great tradition of the Ultimate isometric adventures, and – to some extent – it succeeds. At least in terms of presentation. The gameplay is slow and unforgiving, but it is a game that you feel like you could really progress in, if you gave it some time. And maybe used a map and walkthrough… And a trainer… LOL.

More: Super Hero on thecodemastersarchive.co.uk

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