Uploaded May 2022 | Updated September 2026, 4 hours ago
THE REVOLUTION BEGINS. 2245AD - The people are no longer free. Their lives and destines are controlled by a powerful corporate body, Centro-Holographix, that seizes suitable humans for transformation into holographic images, indistinguishable from their sold counterparts. Their unknowing minds and holographic bodies are programmed to perform any task the Masters should require. Two of the deadliest, Hammerfist and Metalisis were ready for assignment;
to dispense death and destruction under the evil instruction of Centro-Holographix. They were political puppets, dangerous and skilled murderers who followed their binary politics to the letter - their masters didn't even consider the possibilities of a malfunction ... especially one that would turn Hammerfist and Metalisis against the hand fed them ... SO BEGINS THE REVOLUTION"
A game with an interesting concept. Controlling two characters with different abilities to make it through each screen, swapping character at anytime depending on the situation. However the controls can be annoying as well as the enemies that are constantly respawning and swarm over you. It may have all been to much for the humble machine as the game is limited to monochrome graphs and absolutely "No Sound". not a single beep! The Amstrad CPC version suffers much the same and it's up to the C64 to make a good showing for the 8 bits.
Hammerfist has a .. Hammerfist and blaster weapon that you can swap between any time depending on the situation. Metalisis can jump and reach high platforms as well as kick ass. Hammerfists abilities need to be charged by collecting the L and P powerups. Powerups are being dropped all the time as well as Energy E and B. Skulls are bad and reduce your energy. However leaving any powerups to disintegrate will give the energy to the Master which make all power up drops into skulls for a duration.
Overall, there is a good game to be had here with great art work but challenging to play made more so by the controls. So easy to accidently swap characters at the worst of times. Not having any sound or even a title tune is really odd for a 1990 release as well as being 48k only.
This longplay has been rendered with PAL RF Colour Artifacting enabled. What would otherwise be a flat monochrome image on our rgb enabled 128k machines would have been specially crafted to include some colour on Spectrums connected by RF.
00:00:00 Level 1
00:12:25 Level 2
00:24:17 Level 3
00:36:20 Level 4
THE REVOLUTION BEGINS. 2245AD - The people are no longer free. Their lives and destines are controlled by a powerful corporate body, Centro-Holographix, that seizes suitable humans for transformation into holographic images, indistinguishable from their sold counterparts. Their unknowing minds and holographic bodies are programmed to perform any task the Masters should require. Two of the deadliest, Hammerfist and Metalisis were ready for assignment;
to dispense death and destruction under the evil instruction of Centro-Holographix. They were political puppets, dangerous and skilled murderers who followed their binary politics to the letter - their masters didn't even consider the possibilities of a malfunction ... especially one that would turn Hammerfist and Metalisis against the hand fed them ... SO BEGINS THE REVOLUTION"
A game with an interesting concept. Controlling two characters with different abilities to make it through each screen, swapping character at anytime depending on the situation. However the controls can be annoying as well as the enemies that are constantly respawning and swarm over you. It may have all been to much for the humble machine as the game is limited to monochrome graphs and absolutely "No Sound". not a single beep! The Amstrad CPC version suffers much the same and it's up to the C64 to make a good showing for the 8 bits.
Hammerfist has a .. Hammerfist and blaster weapon that you can swap between any time depending on the situation. Metalisis can jump and reach high platforms as well as kick ass. Hammerfists abilities need to be charged by collecting the L and P powerups. Powerups are being dropped all the time as well as Energy E and B. Skulls are bad and reduce your energy. However leaving any powerups to disintegrate will give the energy to the Master which make all power up drops into skulls for a duration.
Overall, there is a good game to be had here with great art work but challenging to play made more so by the controls. So easy to accidently swap characters at the worst of times. Not having any sound or even a title tune is really odd for a 1990 release as well as being 48k only.
This longplay has been rendered with PAL RF Colour Artifacting enabled. What would otherwise be a flat monochrome image on our rgb enabled 128k machines would have been specially crafted to include some colour on Spectrums connected by RF.
00:00:00 Level 1
00:12:25 Level 2
00:24:17 Level 3
00:36:20 Level 4



![Commodore 64 Longplay - UGH! [TAPE]
UGH!, Developed for the Amiga by Egosoft and converted to the Commodore 64 by Haip Software. The game was published by Play Byte in 1992.
The game is similar to Space Taxi but with a prehistoric caveman theme. The C64 version shown here has 50 levels and can be played in Single player or in 2 player co-op mode. The aim of the game is to transport fellow cave people to their destination and earn money. You can earn a multiplier by getting them there fast without bumping into anything. You can hit a tree with the stone to get food for energy.
I used to like playing the demo version but it wasnt until I got an Amiga I played the full version. On thing I liked was the water effect. It doesnt look much in this video but back then on a 14 crt screen I think it was a really nice effect in a c64 game.
The tape version is being played here (Included in gamebase as an Original Retail version). It is a little different to the Disk based cracked versions which I am not certain is taken from a retail copy (maybe a magazine review copy). Level loading has been left in with its seizure inducing colours.
The most noticable difference is the player sprite with its black outline which makes it much easier to see but not as well defined. All 50 levels are completable (non of the cracks are without codes as level 36 is not completable) with a huge gotcha that is NO ENDING! in this version. After level 50 the game loops back to the title screen with no input to the highscore table. Also, compared to the floppy crack the level names and order are quite different although the actual codes remainthe same.
At the end of the video I use level codes to load level 51 which fails instantly. I then use the level 52 code and the game loads an uncompletable level, but I can at least show the game over and hiscore screen. Seems it did at least acknowledge my score from before.
00:00:00 - Titles
00:02:52 - Level 1
00:19:50 - Level 11
00:36:40 - Level 21
00:53:12 - Level 31
01:09:07 - Level 41
01:29:00 - Fail with Code 51 and Broken level 52
I have used the Bizhawk C64 emu to record this and unfortunatly the audio suffers for it. The Music is made for the 8580 SID and the emu only supports 6581 and has an odd buzzing running through it. This bug was corrected on one of the cracked versions.
What Id like to see is a working image of the retail floppy in order to compare and see if it has all the issues in the crack releases. Commodore 64 Longplay - UGH! [TAPE]](https://i.ytimg.com/vi/VZpUePSmEoc/mqdefault.jpg)






