Die Hard
Last updated: October 19, 2026
Overview
Die Hard is an action game for MS-DOS based on the 1988 film, developed by Dynamix and published by Activision in December 1989, with distribution by Mediagenic.1 The player is John McClane, the off-duty police officer trapped in the Nakatomi Corporation’s tower when Hans Gruber’s terrorists seize its Christmas party to steal $600 million in bonds from the vaults. McClane has to fight his way through the building, collect weapons and equipment from the terrorists, and stop them before the vaults open.23 The game uses a behind-the-back third-person view of McClane, set in filled 3D corridors and offices. Jerry Luttrell is credited with its design and direction.425
Which Die Hard this page covers. Only the MS-DOS game was developed by Dynamix. The 1990 Commodore 64 Die Hard was a side-scrolling conversion by Silent Software, also published by Activision.65 The PC Engine (TurboGrafx-16) Die Hard of 1990 and the NES Die Hard of 1991 are different top-down games developed by Pack-In-Video.789 This page covers only the Dynamix MS-DOS game.
The game predates Sierra’s March 1990 purchase of Dynamix.10 In February 1989 Dynamix signed an “Affiliated Publisher” agreement with Mediagenic, and Jeff Tunnell said it planned “several development projects for Activision”.11 Die Hard was a game Dynamix developed for Activision.15 SierraVault covers it because the vault’s inclusion criteria take in Dynamix’s complete catalog, including work done before the acquisition. The real publisher was Activision, not Sierra.1 British reviewers liked it: The Games Machine gave it 86%, and Computer and Video Games 80%, calling it “one of the better games on the PC”.123
Game Info
Developer: Dynamix1
Designer: Jerry Luttrell4
Publisher: Activision (distributed by Mediagenic)1
Engine: Not documented in the sources consulted
Platforms: MS-DOS (Dynamix version only)1
Release Year: 1989 (December, US)1
Series: None
Protagonist: John McClane
Sierra Lineage: Dynamix (pre-acquisition title)
Producer: Steven Ackrich, John A. S. Skeel413
Artist: Chuck Austen, Tom Collie, Susan Greene, Steve Snyder, Ron Winnick; Cyrus Kanga (3D art)4
Composer: Bryce Morcello (music and sound effects)413
Story Summary
The game follows the film. The Games Machine set the scene: the Nakatomi Corporation’s Christmas party in its skyscraper headquarters is taken over by armed terrorists led by Hans Gruber. They seal the building and plan to break into the main vault and take the $600 million in negotiable bonds inside.2 Computer and Video Games put the bonds in the company’s seven vaults.3 McClane, visiting his estranged wife Holly, starts the game in a bathroom on the 32nd floor.23
The magazines described his route differently. The Games Machine wrote that McClane must reach the 40th floor, where the hostages and vaults are, within 20 minutes.2 Computer and Video Games described a route that takes him onto the roof, across to the building opposite, back in through a window on level 33, and on through the board room to level 34. The finale has Gruber holding Holly at gunpoint, where “precise pistol packing is the order of the day”.3 Hardcore Gaming 101 notes that the IBM PC, C64 and NES versions follow the film’s plot “to an almost slavish extent”.5
Gameplay
Interface and Controls
The MS-DOS game shows McClane from behind as he moves through the building in filled 3D. Wikipedia notes that “the camera remains fixed behind the player at all times in the DOS port”.27 He can turn through 90 or 180 degrees, sidestep, and walk forwards or backwards. Maps on wall panels show the layout of each floor.2 Hardcore Gaming 101 describes three control modes from the manual, “Walking”, “Fighting” and “Aiming”. Turning means holding Shift with an arrow key or numeric-keypad key.5
- Unarmed combat: a forward kick, punch or roundhouse kick, with ducking, blocking or a forward roll for defense.2
- Firearms: a handgun and an Uzi. McClane aims by swinging his arm across the screen.5 The Games Machine found shooting “a task itself, tracking a constantly moving terrorist with a cursor while dodging his attacks”.2
- Input: keyboard or joystick. The Games Machine found keyboard control “cumbersome”.21
Structure and Progression
The building is explored floor by floor against the clock. The status display shows McClane’s health, the time elapsed, how many outer vaults have been breached, and, once he has a walkie-talkie, the terrorists’ radio messages.2 Security systems block some routes, but The Games Machine noted they are “easily deactivated using the manual’s codes”.2
Puzzles and Mechanics
Dead terrorists can be searched. The Games Machine listed an electric cord, a first-aid kit, a walkie-talkie and a screwdriver among the finds, and reported that McClane can carry ten items plus two in use.2 Computer and Video Games noted that health can be restored with the first-aid kit on level 32 or with food carried by some terrorists.3 Hardcore Gaming 101 describes optional tasks taken from the film. The player can assemble a bomb from plastic explosives, a power cord and a detonator and drop it down an elevator shaft, contact the LAPD by radio, or find a key to locked doors.5
Ammunition is scarce, so the player has to choose between fighting hand to hand and spending bullets. Computer and Video Games saw a “strategic” element in deciding “whether to boot the baddies, risking loss of energy, or simply to fire off a few rounds”.3 GameRevolution described the game as “an early example of a third-person shooter” with “light survival elements thanks to its inventory system”.14
Reception
Contemporary Reviews
| Publication | Date | Verdict |
|---|---|---|
| The Games Machine | January 1990 | 86%122 |
| Computer and Video Games (Paul Rand) | February 1990 | 80%3 |
| Computer Gaming World, Taking a Peek | March 1990 | Preview notice, no score15 |
| Power Play | Not recorded | 33%12 |
The Games Machine reviewed the game early, as a “stop press” cover feature in its seasonal January 1990 issue. It concluded: “For both a compelling action-biased arcade adventure and a great, representative movie licence look no further than Die Hard.”2 Its PC panel praised the 3D corridor movement, which it found “smooth, reasonably fast and quite believable” even on a slow PC, and McClane’s digitized-looking sprite. It faulted the sound and keyboard control, and found “excessive and slothful loading” the game’s “only real failing”.2
Paul Rand of Computer and Video Games scored it 89% for graphics, 62% for sound, 80% for value and 81% for playability. He wrote that the “amazing 3D graphics system” lifted “what could have been a fairly average arcade adventure”. He was less impressed that McClane’s sprite and the man on the box looked “nothing like Bruce Willis at all”.3 Computer Gaming World’s short notice said the “nifty 3-D graphics of the high-rise building put this game a cut above” other maze shooters, and that it “plays fairly faithfully to the movie”.15 The German magazine Power Play was far harsher, at 33%.12
Modern Assessment
Writing for Hardcore Gaming 101 in 2022, Cassidy called the MS-DOS game “an admirably ambitious title with a ton of potential behind it”. The review criticized its controls, repetitive grey corridors, scarce health and ammunition, and melee timing. It concluded that the Silent Software C64 conversion was “a better realization of the PC release’s gameplay mechanics”.5 GameRevolution called the 1989 game “the action series’ first foray into gaming”, and “largely faithful to the first movie”.14
On MobyGames, the DOS entry averages 71% from nine critic ratings.16
Development
Origins
According to Hardcore Gaming 101, Activision won the film licence and “immediately set about commissioning an MS-DOS / IBM PC reimagining”, choosing Dynamix as developer.5 Computer Gaming World’s report from the summer 1989 Consumer Electronics Show noted that “Activision contracted for permission to digitize images from the film in their Die Hard and Ghostbusters II action games”. It described both as having a “heavy action emphasis”.17 Wikipedia notes that Dynamix used digitized graphics, animation and sound effects from 1988 onward, “most notably in movie tie-in games like Die Hard and Ghostbusters II”.18
Production
- Design / Direction: Jerry Luttrell
- Graphics: Chuck Austen, Tom Collie, Susan Greene, Steve Snyder, Ron Winnick
- 3D Art: Cyrus Kanga
- Music and Sound Effects: Bryce Morcello
- Produced by: Steven Ackrich, John A. S. Skeel
- Product Management: Kelly Flock
- Playtesting: Tom Bellamy, Jeff Glazier, Steve Imes, Stewart Perkins, Kelly Walker Rogers, Larry Weissenborn, Kelly Zmak
- Players Guide: Hunter Cone, Larry Hall
Hardcore Gaming 101 quotes Dynamix as claiming to have “developed an entirely new form of 3-dimensional technology” for the game.5 Cyrus Kanga is credited with the 3D art, and the Dynamix Wiki files the game among its “3Space Games”.419
Technical Specifications
- Requirements: an Intel 8088/8086 PC, PC/MS-DOS 2.0, 512 KB RAM.1
- Media: 3.5” and 5.25” floppy disks.1
- Graphics: CGA, EGA and Tandy/PCjr.1
- Sound: PC speaker.1
- Input: keyboard or analog joystick.1
- Price: $39.95 in the US. The UK price was £24.99 according to The Games Machine and £24.95 according to Computer and Video Games.1523
Version History
| Version | Date | Platform | Notes |
|---|---|---|---|
| Original release | December 1989 | MS-DOS | Activision; developed by Dynamix, distributed by Mediagenic1 |
| UK release | Winter 1989–90 | MS-DOS | Reviewed in January and February 1990 issues; £24.95–£24.9923 |
| Die Hard (C64) | 1990 | Commodore 64 | Side-scrolling conversion by Silent Software for Activision, not Dynamix65 |
When the PC version was reviewed in the UK, Computer and Video Games reported that “Activision’s USA programmers are only converting Die Hard to the C64”.3 The Games Machine expected the C64 version in January.2 Asked about an Amiga version, The Games Machine replied that “due to its US development the guys over here can do little about getting an Amiga version”.20 MobyGames lists no Amiga or Atari ST release.1
Legacy
Die Hard was the first game based on the Die Hard films.14 Later Die Hard games came from other studios. They include Pack-In-Video’s NES and PC Engine games, and Probe Entertainment’s Die Hard Trilogy.147 For Dynamix, it was one of the late-1980s titles in which the studio used digitized film imagery, alongside Ghostbusters II and David Wolf: Secret Agent.1718 Sierra bought Dynamix on March 27, 1990, a few months after the game’s release.10
Downloads
Purchase / Digital Stores
- Not currently available. As of October 2026 we found no GOG or Steam release.
Download / Preservation
- Internet Archive – Die Hard (MS-DOS, 1989) (listing of the Dynamix/Activision release)21
Manuals & Extras
- The reviews quoted on this page can be read in the Internet Archive scans of The Games Machine #26 and Computer and Video Games #99 (see references).
See Also
Die Hard comes from Dynamix’s year of work for Activision, between its Electronic Arts titles and the 1990 Sierra acquisition.1011
- Previous: Ghostbusters II (October 1989, Activision), the other film licence Dynamix built for Activision
- Next: Red Baron (1990), published by Sierra after the acquisition18
- MechWarrior (December 1989, Activision)
- 1989 - David Wolf - Secret Agent, Dynamix’s own 1989 game with digitized imagery
- 1989 - F-14 Tomcat, Dynamix’s earlier game for Activision
- Dynamix Catalog
References
Footnotes
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MobyGames – Die Hard (DOS, 1989) – December 1989 US release; Activision publisher, Dynamix developer, Mediagenic distributor; system requirements, media, graphics, sound and input specs; description. Retrieved via the MobyGames API, 2026-10-09 ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7 ↩8 ↩9 ↩10 ↩11 ↩12 ↩13 ↩14 ↩15
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The Games Machine #26 (January 1990), Die Hard “stop press” review, p. 10 – Internet Archive – plot set-up, 32nd floor start, 20-minute limit, movement, combat, items, displays, PC panel, verdict, £24.99, C64 version expected in January ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7 ↩8 ↩9 ↩10 ↩11 ↩12 ↩13 ↩14 ↩15 ↩16 ↩17 ↩18 ↩19
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Computer and Video Games #99 (February 1990), Paul Rand, Die Hard review, p. 18 – Internet Archive – seven vaults, route through floors 32–34 and the roof, health, 3D system, sub-scores, 80% overall, £24.95, Activision USA converting to C64 ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7 ↩8 ↩9 ↩10 ↩11 ↩12
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MobyGames – Die Hard credits (DOS) – design/direction, graphics, 3D art, music, producers, product management, playtesting, players guide ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7
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Hardcore Gaming 101 – “Die Hard (C64 / IBM PC)” (Cassidy, March 27, 2022) – Activision licence and Dynamix commission, control modes, optional tasks, weapons, critique, Dynamix “new form of 3-dimensional technology” claim, Silent Software C64 conversion ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7 ↩8 ↩9 ↩10 ↩11
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MobyGames – Die Hard (Commodore 64, 1990) – C64 version developed by Silent Software, published by Activision, made into a side-scroller. Retrieved via the MobyGames API, 2026-10-09 ↩ ↩2
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Wikipedia – Die Hard (video game) – developers by platform (Dynamix for MS-DOS, Silent Software for C64, Pack-In-Video for NES/PC Engine), release dates, DOS camera behind the player ↩ ↩2 ↩3
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MobyGames – Die Hard (NES, 1991) – separate top-down NES game. Retrieved via the MobyGames API, 2026-10-09 ↩
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MobyGames – Die Hard (TurboGrafx-16, 1990) – separate top-down TurboGrafx-16 game with ten stages. Retrieved via the MobyGames API, 2026-10-09 ↩
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The Digital Antiquarian – “The Dynamic Interactive Narratives of Dynamix” (Jimmy Maher, 2018) – Sierra acquired Dynamix on March 27, 1990 ↩ ↩2 ↩3
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Computer Gaming World #58 (April 1989), “Dynamix Joins Roster of Mediagenic Affiliates” – Internet Archive – February 14, 1989 agreement; Dynamix planning several projects for Activision ↩ ↩2
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MobyGames – Die Hard MobyRank page (Wayback Machine, 2010) – press scores: The Games Machine 86 (DOS), Power Play 33 (DOS); C64 credits ↩ ↩2 ↩3 ↩4
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MobyGames – Die Hard (DOS) credits (Wayback Machine, March 2010) – “Music and Sound Effects: Bryce Morcello”; “Produced by: Steven Ackrich, John A. S. Skeel” ↩ ↩2 ↩3
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GameRevolution – “Diving Into Die Hard’s Many Game Adaptations” (Tyler Treese, 2019) – first Die Hard game, early third-person shooter, light survival elements, later adaptations ↩ ↩2 ↩3 ↩4
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Computer Gaming World #69 (March 1990), Taking a Peek – Internet Archive – “nifty 3-D graphics”, faithful to the movie, IBM, $39.95 ↩ ↩2 ↩3
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MobyGames – Die Hard (DOS) reviews – critic average 71% from nine ratings ↩
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Computer Gaming World #61 (July 1989), Summer CES report – Internet Archive – Activision contracted to digitize film images for Die Hard and Ghostbusters II; heavy action emphasis ↩ ↩2
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Wikipedia – Dynamix – Dynamix’s use of digitized graphics, animation and sound, “most notably” in Die Hard and Ghostbusters II ↩ ↩2 ↩3
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Dynamix Wiki (Fandom) – Die Hard (DOS game) – December 1989 release, credits, review summaries, “3Space Games” category ↩
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The Games Machine #28 (March 1990), letters page – Internet Archive – reply on an Amiga version: “due to its US development” ↩
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Internet Archive – Die Hard (MS-DOS, 1989) – listing: developed by Dynamix, published by Activision, 1989 ↩