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- GameFAQsJust Right
- 1/5
- Player reviews
- 75% positive8 reviews
- Runs on
- Windows
- Price
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Where to get it

1989 · Core Design · Action · Action-adventure
Switchblade
Switchblade is a computer platform game developed by Core Design and released by Gremlin Graphics in 1989.
- Released
- 1989
- Platforms
- AmigaAmstrad CPCAtari JaguarAtari STAtari ST/STECommodore 64Commodore C64/128/MAXSega GenesisWindowsZX Spectrum
- Genres
- ActionAction-adventureAdventureArcadePlatformerScience
- Developers
- Core Design
- Publishers
- Gremlin Interactive
- Modes
- Single-player
- Perspective
- Side view
- Themes
- ActionScience fiction
- Country
- United Kingdom
- Languages
- English
- Time to beat
- 1.5hmain story2hcompletionist
- Composers
- Ben Daglish
About
Switchblade is a 1989 action-platform video game developed by Core Design and published by Gremlin Graphics for the Atari ST. The first installment in the eponymous two-part series, the game is set in a dystopian future where players assume the role of Hiro from the Blade Knights as he embarks on a journey to defeat Havok, the main antagonist who broke free from his imprisonment after the sacred Fireblade was shattered into several pieces. Its gameplay consists of run and gun action mixed with platforming and exploration elements, with a main single-button configuration.
Heavily drawing inspiration from both Japanese and Western pop culture as well as various games, Switchblade was solely created by Core Design co-founder and Rick Dangerous designer Simon Phipps in his spare time, who took a year and a half to complete it while working alongside on other projects at the company. Initially released for the Atari ST platform, the title was later ported to other microcomputers and consoles including the Amiga, Amstrad CPC, GX4000, Commodore 64 and ZX Spectrum, each with several changes and additions from the original version.
Players say
Media
The articlegameplay, story, development, reception
Gameplay
Switchblade is a side-scrolling platform game with run and gun elements. Players assume the role of Hiro on his quest through a subterranean labyrinth in Undercity, fighting against enemies and avoiding hazards in order to reunite 16 scattered fragments of the sacred Fireblade sword and use it against Havok, an evil entity who broke free from his imprisonment.
The player guides Hiro in a flip-screen environment, where unexplored areas of the screen are obscured from view until the player character enters them. Depending on the level of charge, Hiro can use melee attacks against enemies and he can also use weapons that are found in either crates, hidden on certain rooms or suddenly appearing in the area, which are equipped into his cybernetic arm.
Story
Switchblade takes place in a post-apocalyptic future where the Undercity in the Cyberworld of Traxx has been submerged into chaos and slaughtering with the awakening of Havok, an evil entity who broke free from his ten thousand-year-long imprisonment once the sacred Fireblade shattered into pieces and lost its power, along with the death of the Blade Knights order. Hiro, the last of the deceased knight order, embarks on a quest to restore the Fireblade and defeat Havok to end his evil regime.
Development
Switchblade was solely created by Core Design co-founder Simon Phipps in his spare time and became the first title he wrote for the Atari ST, but due to the nature of its development process, it took approximately eighteen months in reaching completion while he began and finished various other projects at his company, most notably Rick Dangerous, with Phipps stating he desired producing a project that felt similar to arcade and home console titles during this era due to his fascination with Japanese artwork.
Several pieces of media from both Japanese and Western pop culture served as sources of inspiration for the project such as Akira, Blade Runner, Cities of the Red Night, Mad Max and The Wild Boys music video, as well as video games like Bubble Bobble, Ranarama and Underwurlde, which would influence various gameplay mechanics in the final product, in addition to disadvantages with the ST hardware that also affected its design structure. Phipps stated that he enjoyed making the game, as he did not face deadlines and pressure, citing his then-artistic and technical abilities as the project's only limitations. However, Phipps said on his personal web page about the game's development cycle that due to his constantly improving programming experience while working on other titles at Core Design, he regressed back to previously written code for improvement, referring it as the only negative of the project. The music was composed by Ben Daglish.
Reception
Switchblade received mostly positive reception since its release across multiple platforms.
Legacy
A sequel, Switchblade II, had already been in development by the time Switchblade was released eight months on the market and garnered critical success that prompted its creation, but Phipps had no direct involvement in its development and was handled by a new team instead. It was released in 1991, the same year that the enhanced Amstrad GX4000 console port of the original was published and received positive reception from critics and the general public.
Releases by platformdates and regions as published
Editions and related releases
- Included in
- Piko Interactive Collection 1
- Ported as
- Switchblade
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Collections4 collections
Platform libraries
- Amstrad CPC games
- ZX Spectrum games
- Sega Genesis gamesUnlicensed games
- GX4000Game library
Description adapted from its source, CC BY-SA 4.0.
