User Reviews

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Our Users Say

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Amiga Awaiting 5 votes...
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Atari ST Awaiting 5 votes...
Commodore 64 Awaiting 5 votes...
ZX Spectrum Awaiting 5 votes...

Critic Reviews

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ZX SpectrumCrash! (Apr, 1990)
Although a lot of blasting is needed to get anywhere, an equal amount of brain power must be employed. Switching between the two characters is essential to move anywhere, so you will need to perform some very quick changes indeed. Hammerfist's graphical details are quite stunning, especially the backdrops that change from scene to scene. The character sprites are well drawn and smoothly animated, although the enemy creatures resemble rejects from a cutesy Japanese game, but these are post nuclear conflict times I suppose. Vivid Image and Activision have produced a 'must buy' game!
Commodore 64The Games Machine (UK) (Apr, 1990)
John Twiddy has come up with the good on the C64. The chunky Commodore sprites are put to good use, with everything superbly drawn and animated. Again, the intro tune and in-game spot effects are, like the entire game, of a very high standard. Hammerfist deserves all the accolades it can grab. If this is what happens when a bunch of programmers get together, think up ideas and program away to perfection without any deadlines, then I hope this is the thinking of the Nineties.
AmigaThe Games Machine (UK) (Apr, 1990)
The game kicks off with a great Wally Beben title tune, setting the scene for a game that is no pushover. The four loads are jampacked full of great little (and big!) monsters. Hammerfist's highly detailed backdrops and smooth-moving sprites are a great reflection of the amount of time and effort gone into designing them. And like Last Ninja 2, there's a good range of puzzles to keep you on your toes. All in all a nigh perfect product.
ZX SpectrumThe Games Machine (UK) (Apr, 1990)
Despite the Spectrum's monochromatic presentation, it still contains all the detail and accuracy of any version. Movement is fluid, backgrounds great and playability uncompromising. A great conversion.
Atari STThe Games Machine (UK) (Jul, 1990)
The ST version of Hammerfist has been well worth the wait. Virtually identical to its 16-bit brother, the ST game is just as absorbing with its brain bending puzzles and xenophobic mutated creatures. It takes a while to get into the game, but patience is well rewarded.
AmigaZzap! (May, 1990)
Nice attract mode and choice of FX and four tunes. Static shots do them no justice at all; you have to see the superb animation to appreciate them. Four very good tunes and powerful sound effects. The bash-'em-up action is immediately addictive... ...but after a few screens further progress requires some tactical thinking and pure arcade skill. Could've had more screens than the C64 for £25 though.
AmigaAmiga Format (Jul, 1990)
At first sight you could be fooled into thinking that Hammerfist was merely another bish, bash, bosher. It is possible to play it like that. But do not be fooled. Reflexes are taxed to the limit and brain cells are not left to atrophy. Reaching the end of this outing is certainly not the easiest task in the world and for once you really do want to reach it. One problem did crop up in the ‘Room of the pumping screws’ – if you fall off one of the platforms there is no way of getting back – you do not die, but you are not on the screen either. Aside from this, Hammerfist is definitely a game to keep you busy for a long while.
Amstrad CPCComputer and Video Games (CVG) (Jun, 1990)
Practically the same game as that on the C64, with coloured graphics and well-hard gameplay.
Programmed by Andrew Bond, the Amiga version sports impressive graphics and sound (with four selectable in-game soundtracks no less!), but gameplay remains exactly the same, right down to the weirdo controls. Still, any arcade fans would do well to check this baby out.
AmigaCU Amiga (Apr, 1990)
There is not a lot to it, but what is there is superb. Hammerfist is bright, well coloured and full of action. The sound is pretty smart too, with a euro-bop tune ringing out of the speakers. One game that could be converted to coin-op and survive. Fast, furious and pretty damn good. You cannot afford to miss it if you are a serious arcadester.
ZX SpectrumComputer and Video Games (CVG) (Jun, 1990)
Monochrome graphics, but that doesn't harm the overall game which stands out as one of the better arcade adventures doing the rounds of late.
Commodore 64Computer and Video Games (CVG) (May, 1990)
Marvellous graphics, marvellous sounds, marvellous gameplay. In a word, marvellous.
Both characters have life force gauges which the successful player must be mindful of. They can topped up by gathering the letters left behind when you destroy an enemy. This adds a slight role playing feel to the game - but not too much, as the main impression is firmly of a beat 'em up with plenty of guns and lasers thrown in for good measure. Hammerfist has a slick, coin-op feel to it. Strong evidence that Vivid Image are going to be a force to be reckoned with.
AmigaThe One (Apr, 1990)
Soundwise, everything's equally as impressive. A thumping good title track pumps the adrenalin, and there's a choice between meaningful spot FX for most events and reasonable in-game music. But of course none of this would amount to a hill of beans if the gameplay wasn't up to scratch - and it is, VID carefully treads the thin line between frustration and tedium, and the result is a satisfying mix of dextral and mental exercise, with the emphasis on the action. A slick debut which bodes well for future VID releases.
AmigaAmiga Joker (Sep, 1990)
Die Grafik ist durchweg gut und prima animiert, nur bei den Farben hat man etwas gegeizt, außerdem wird zwischen den Räumen lediglich umgeschaltet. Der Sound ist okay, die Musik atmosphärisch, und die Effekte knackig. Leider ist die Steuerung mit Funktionen etwas überlegt, so daß sich auch nach längerem üben immer noch Bedienungsfehler einschleichen. Auch muß man beim Springen immer pixelgenau positioniert sein! Davon abgesehen ist Hammerfist ein sehr schönes (und schweres!) Actionadventure für Leute, die gerne kämpfen und denken.
Commodore 64Power Play (Jul, 1990)
Fortgeschrittene Action-Spieler, die eine neue Herausforderung suchen, sollten mal einen Blick riskieren. In dem Spiel stecken ein paar saubere Ideen.
Commodore 64ASM (Aktueller Software Markt) (May, 1990)
Es wird nichts Außergewöhnliches geboten. Die C-64-Fassung ist in dieser Hinsicht nicht viel besser. Die gesamte grafische Gestaltung ist bis auf das Titelbild recht schlicht. Ebenso verhält es sich mit den Sprites - sehr mäßig. Da ist man Besseres vom 64er und vom Grafiker Hugh „Last Ninja“ Riley gewohnt, HAMMERFIST ist ein eher durchscnittliches Action-Adventure, das mit Sicherheit nicht an die „Erfolgtitel von damals“ (Last NinjaI-+II) herankommt.
Es wird nichts Außergewöhnliches geboten. (...) HAMMERFIST ist ein eher durchscnittliches Action-Adventure, das mit Sicherheit nicht an die „Erfolgtitel von damals“ (Last NinjaI-+II) herankommt.
Atari STASM (Aktueller Software Markt) (May, 1990)
Es wird nichts Außergewöhnliches geboten. (...) HAMMERFIST ist ein eher durchscnittliches Action-Adventure, das mit Sicherheit nicht an die „Erfolgtitel von damals“ (Last NinjaI-+II) herankommt.
AmigaAmiga Power (May, 1991)
Graphically adept arcade adventure with tons of playablility and plenty to keep you going. Iffy sound. Thoroughly playable (if you like that sort of thing).