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Das dynamische Duo

Hammerfist logo

Wenn die Macher von "Last Ninja" ein neues Spiel herausbringen, dann darf man schon etwas Besonderes erwarten. Zwar haben die Jungs in ihrem neuesten Werk die 3D-Perspektive gegen eine Seitenansicht eingetauscht, aber sonst die gewohnt gute Qualität abgeliefert.

Hammerfist Die Story spielt im 22. Jahrhundert: Die gesellschaftliche Oberschicht beschäftigt sich mittlerweile nur noch mit ihren Komputern, die Arbeit wird von Roboterdienern erledigt. Aber natürlich gibt es immer noch üble Bösewichte (die Masters) und tapfere Helden (Hammerfist und Metalisis), die mal wieder das Schlimmste verhüten müssen.

Das Game entpuppt sich als echtes Actionadventure; an Gegnern herrscht kein Mangel, und auch die Kopfarbeit kommt nicht zu kurz. Da Hammerfist eher ein langsamer Muskelprotz ist (mit seinem Donnerfäustchen kann er sogar schießen!), Metalisis dagegen eine zierliche aber flinke Amazone, hat das Pärchen nur durch intensive Zusammenarbeit eine echte Überlebenschance. Darüber hinaus bietet jeder Raum, den die beiden betreten, seine eigene Problemstellung...

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. (mm)

Amiga Joker, September 1990, p.84

Der Amiga Joker meint:
Hammerfist vereint Action und Knobelspaß in einem anspruchsvollen Actionadventure.

Amiga Joker
Hammerfist
Grafik: 74%
Sound: 87%
Handhabung: 59%
Spielidee: 73%
Dauerspass: 72%
Preis/Leistung: 74%

Red. Urteil: 73%
Für Experten
Preis: ca. 69,- DM
Hersteller: Vivid Image Design
Bezug: International Software

Spezialität: Mit F6 kann zwischen vier verschiedenen Musiken hin- und hergeschaltet werden. Die Highscoreliste ist nicht abspeicherbar.



Hammerfist logo

ACTIVISION £24.99 * Joystick

B Hammerfist ig bad company Centro Holographix has taken two human subjects, turned them into holograms (fairly solid holograms, but we will put that down to artistic licence) and for the sake of economy put them both into one body.
This has obviously irritated Hammerfist, the tall, dark, violent male, as well as Metalisis, the tall, blond, violent female who, by the way, has a kick like a Thai boxer on steroids. They decide to steam into Centro, do the business and leave the place looking like Bournemouth beach after a friendly footy match.

Unhappily the company feels it has a right to stop secondary fighting. They decide to lob in a few guards, the occasional zipping robot, a few traps, the odd giant ant and some militant vegetables in order to protect their property.

Both Hammy and Metty play their own roles in the game. The former is skilled in firing laser bolts from his... er, hammer-like fist – you will need to keep picking up the red power-ups with the Ls in the middle in order for this weapon to function. Failing this, he can use a hammer-action fist. This latter weapon is handier than you might think – some of the stooping, white-overalled guards will duck laser fire.

Metalisis is no slouch herself. While Ham-the-man is beefy, he is no good at all at leaping onto higher levels or moving at any speed. Metalisis is highly reminiscent of Daryl Hanna’s high-kicking flick-flacking android from Blade Runner. She also comes armed with side kicks and a pretty neat line in ducking and jumping.

Moving between characters is simple enough, you just push the joystick up and shazam! Each of the characters then has their own moves and weapon manipulation – a handy little ID card fills you in on this lot. Once you have got the moves sorted out it is time to get into the fray. Each screen you meet comprises a number of enemies, maybe a puzzle or two and some computer screens to head butt. Once certain of the screens have been busted and a few droids wasted, the security on the room will have been breached and it is time to move on to the next.

Each guard, droid, terminal or vegetable destroyed provides power-ups, energy or weapons but beware, the Master is also watching you. Occasionally, when his (or it might be her) energy is built up, each of the power-ups becomes a deadly skull-faced anti-matter blob. Avoid these at all costs. You should also be aware of the re-charging stations along the way. Plugging into these follows the same routine as terminal bashing. Again watch out, you may wel send too much charge up your central circuits and end up by frazzing yourself – game over!

With all this going on you might think that death would come quickly, but far from it. Hammerfist has the luxurious edge in that it allows you to play and play for hours on end. Every time you look like dying, you head back to the recharching point, find yourself a strategic spot and stand there blasing the foe. Relax for a while in a secluded storeroom and catch your breath. Once you have rested up, it is back to the fray with a vengeance. Playing with a little though and some skill you could keep going for days.
Tim Smith

Amiga Format, Issue 12, July 1990, p.68

GRAPHICS AND SOUND
Nice bit of scrolling here. All very smooth with no jagged edges which suddenly mke you realise that you are not in fact there but are in a small bedsit in East Molsey. The flick-flacks of Metalisis are particularly joyful to watch as are the exploding backgrounds. Nothing appears static for too long which gives a pleasantly manic feel to the whole thing. The soundtrack is fairly work-a-day, nothing to write to Smash Hits about. The effects are also passable with the odd explosion and rather emasculated laser burst.

LASTING INTEREST
Tons and tons of it. Because you can keep playing for hours, you can really explore those rooms and work out some tactics. This latter point, tactics, raises Hammerfist from a basic horizontal scrolling hack’n’slash to a different level of gameplay. When the Master becomes active, there is no point in blasting for power-ups, you have to think a little. Each screen provides its own difficulties, each puzzle its own solutions. Great stuff.

JUDGEMENT
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 abck – 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.

GRAPHICS 8
SOUND 5
INTELLECT 8
ADDICTION 9
OVERALL 89%



Hammerfist logo  CU Screen Star

Activision
Price: £24.99

Hammerfist F orged from the talents of Mev Dinc (father of the Last Ninja), John Twiddy (man of many a high score table), the amiable Hugh Riley and Amiga programmer Andrew Bond, Hammerfist is Vivid Image’s more than worthy first entrance to the Amiga market.

Hammerfist is an out-and-out arcade game, with a suitable arcade plot. A wrinkle-faced megalomaniac known as the Master is grabbing all the world’s top talents and turning them into obedient holograms. It is down to Hammerfist and his counterpart, Metalisis, to overthrow the Master.

The Master is hidden at the end of one hundred and twenty-eight screens, each one of which is different. To start with each room is locked. The security locking system will only deactivate when enough objects have been destroyed, freeing Hammerfist.
Blowing a room apart can be done in several ways. Method One is to run about blasting all the aliens, robots, fish and plant life. Method Two is pretty much the same, except taking time out to wreck computers and furniture.

Hammerfist is truly the man for the job. Armed with a laser spitting glove that doubles up as a jack hammer, he is deadly. His main drawback is that he is about as athletic as a tree sloth. So when it comes to jumping about and somersaulting a quick jab up on the joystick transforms Hammerfist into Metalisis, his highly agile female alter-ego. A hermaphrodite in every sense.

And that is Hammerfist. 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.

Mark Patterson

CU Amiga, April 1990, p.44

SOUND
GRAPHICS
PLAYABILITY
LASTABILITY
76%
82%
86%
86%
88%


Hammerfist logo  Zzap! Sizzler

Vivid Image/Activision, C64 £9.99 cassette, £14.99 disk; Amiga £24.99

Hammerfist Today's holograms are feeble, flickering illusions, monochromatic and insubstantial. But in the future these three-dimensional phantasms have been transformed into flesh and blood by the Centro-Holographix Corporation, which uses personality matrices of people to create exact duplicates. Using these bizarre creations the company has taken control of Earth's two major post-apocalypse cities.

The latest two holographs are the male leader of a Firearms Suppression Tactics Unit (FIST), codenamed Hammerfist, and a female, East European Assassin now known as Metalisis. While being held in stasis pens, a computer malfunction fused the two holograms into one. This isn't as messy as it sounds, since it means they both inhabit the same body which can take the form of Metalisis or Hammerfist as they wish. What's more their psychopathic instincts seem to have never been cured...

Nevertheless, spending their lives inside a single body holds little appeal for them. C-H's latest assassins have turned against it, and plan to destroy the corporation's brain - The Master. If anyone can do it, they can. Hammerfist is named after his cybernetic hammer-shaped fist, which packs a powerful punch. But even more powerful is his piston-fist, a limited energy unit which can pulverize almost anything. And for long-range targets he carries a laser gun (again a limited number of shots). Metalisis carries no weapons, but can perform a lethal high kick and headbutt. She's also more agile and faster than Hammerfist.

When baddies are killed they sometimes leave orbs that give extra units for the powerfist, laser, or increase one or both character's life force. But if you don't get the orbs in time, they disintegrate, building up The Master's power (bar at the top center of the screen): whenever a baddie dies it leaves an energy-sapping skull. Besides orbs, energy can be restored by powerpoints scattered through the complex. They make the holograms glow when they plug in, but watch out - too much and they blow up!

The Hammerfist team begins its quest in an undersea city, a single load on the Amiga, split into two on the C64 with the latter including the entertainment or Pleasure Dome sector. This half of the game end when the team beats a massive sea monster.
The second half begins with the team entering caves, searching for an airshaft that will take them to the surface if they can beat a massive, mutant ant. The final C64 load is a city in a ruined wasteland. The Centro-Holographix complex is here with the defeat of The Master as the final objective...

Hammerfist has just 32 screens in all, but this isn't do to any laziness on the programmers' part. Instead they've tried to make each and every screen virtually a sub-game in its own right. To exit any screen you must destroy everything on it, making completing the whole game a formidable task. And for those who manage it, Vivid Image have already started planning the sequel!

Zzap, Issue 61, May 1990, p.p.68-69

Robin Hogg One thing that Hammerfist has going for it right from the start is a superb attention to detail, and it's not all graphical either. The game is simply alive with activity with masses of variety in the foes. And as each screen contains its own particular problems, together they make for one busy game.
Amiga owners are in for a treat with the sparkling graphics, background sound effects, and a total of four moody Wally Beben tunes. The level of detail in each character (be it friend or foe) is pretty amazing with no limit on the colour. And on top of the graphics there's the solid blasting action (or should that be piston-pumping action?). Ultimately a little unsophisticated perhaps but you've got to persevere with this one if only to see the superb visuals.

Scorelord Robin may well have gone overboard about the Amiga version but the 64 version is the better for gameplay and all round value. Platform action is a little simpler for 16-bitters; the graphics and general presentation of the Amiga version do a great job of masking the 8-bit gameplay (in a way Ghostbusters 2 never did). Hammerfist is much more at home on the 64, with high levels of detail, shading and everything that the Amiga version has when it comes to gameplay and challenge. The main sprites are well constructed with Metalisis boasting a well-animated flip and attack moves. The emphasis on all out beat-'em-up action makes for a light game with an underlying strategy in completing each screen and series of screens.

64

PRESENTATION 86%
Two loads, continue on second section when all lives lost, high score table, music or FX option.
GRAPHICS 91%
Good use of colour, great attention to detail, plenty of variety, and brilliantly animated sprites.
SOUND 85%
Good Wally Beben music can be swapped for nice spot FX.
HOOKABILITY 90%
Very easy to have fun simply bashing things up...
LASTABILITY 89%
... but with such a huge variety of baddies and some simple puzzles there's plenty to keep you occupied for quite some time.

OVERALL
90%
A brilliantly executed arcade-adventure, packed with graphical variety.

AMIGA

PRESENTATION 90%
Nice attract mode and choice of FX and four tunes.
GRAPHICS 94%
Static shots do them no justice at all; you have to see the superb animation to appreciate them.
SOUND 92%
Four very good tunes and powerful sound effects.
HOOKABILITY 90%
The bash-'em-up action is immediately addictive...
LASTABILITY 88%
...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.

OVERALL
90%
A spectacular beat-'em-up which plays and looks like a top-notch coin-op.