Switchblade II
GAME » on 1991
A sci-fi run and gun game where the player controls Hiro, the protagonist of the game as he tries to get through six levels infested with mechanoid, metal-clad enemies.


Overview

Switchblade II is a side-scrolling platformer-action game set in a dystopian sci-fi world with an art style that is partially based on manga and anime. It was released for the Atari ST and Amiga home computers and was later made available on the Atari Lynx handheld.


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Slashing blade taken from Strider (Atari ST)

Unlike its 1989 predecessor Switchblade (Game) this game is not the work of Simon Phipps (Person) from Core Design who split from Gremlin in 1990. Instead the game has been designed by George Allan (Person) and Paul Gregory (Person) both of whom previously worked on Gremlin's shoot'em up Venus the Flytrap (Game) and took on the sequel to Switchblade. The work on the follow-up started in August 1990 and influences included games like Capcom's Strider or Shinobi (Game). Some of the feel of Simon Phipps original game has been kept but great changes have been made along the way. The main sprites are larger, the levels are bigger and the graphics are richer in variety. So except of having the same graphical style for the first level this game differs from the prequel. There's also a hidden shoot'em up in the code of this game and it's activated by typing CHROME into the title screen.


Story

Centuries ago Hiro, the last of the Blade Knights, defeated Havok and saved the Cyberworld from his evil. Peace was restored and the Blade Knights, acting as the defenders of the people, were a revered and respected part of the community for a long time.

Many years went by and those who were born and raised in peace started to question the right of existence of the Blade Knights. They began to regard the Blade Knights as a bunch of wasters taking valueable food and shelter from the community and giving nothing in return since there were no threats or any villains to be protected from. The scorned Blade Knights decreased in their number until over time they completly disappeared.

But there came a day when a volcano on Cyberworld became active and its eruptions and earthquakes destroyed many villages and killed thousands of people.

Then they found a message from Havok in which he proclaims his return and calls the population to submit to him and accept him as their new leader and master. If they do not obey him then the volcanic eruptions and earthquakes will continue until all are destroyed.

The people noticed that Hiro didn't defeat Havok, who has been waiting the demise of the Black Knights before returning. Be defenseless to Havok they turned in the last hope to the descendants of Hiro who continued to bring up the young of their family in the ways of the Blade Knight. A young man with a cyberarm, also called Hiro, is the only living pearson brought up as a Blade Knight and the last resort for Cyberworld. He has now to cross many landscapes before he reaches the volcano where he can face Havok.


Gameplay

The player must guide Hiro through six levels before the final encounter with Havok. Each level is been made up of 80 to 130 screens(over 600 screens in all) and has an end-of-level boss who drops a piece of the sword Fireblade when defeated . After beating the five bosses and collecting the five fragments of the Fireblade the sword can be reassembled and like in the prequel Havok can be destroyed therewith once again.

The main protagonist can walk in two directions, jump, crouch and climb ladders. By pressing the fire button on the joystick Hiro's cyberarm will fire the current weapon. To reach higher located platforms Hiro can perform a superjump by holding the stick down and then flicking it up. The enemies Hiro will face can be killed in a close combat with a knife or with long-range weapons as soon as ammo is available.


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Shop Screen (Atari Lynx)

Destroyed enemies will drop a round orb which should be collected, as these will increase the amount of money that Hiro is carrying. This money can be used to buy better weapons, extra lives, energy and other things available in the shops. The shops can be entered through white glowing doorways that appear at some points in the game. Walking into this will take the player to the shop screen where various extras and add ons for the weapons will be offered.

The energy bar displayed in the left bottom of the playing screen can be replenished either by collecting food (Hamburger, Hot Dog, Pizza) or in the shop in exchange for money. The second bar in the right bottom of the screen shows the remaining amount of the current weapon used. Fresh ammo can also be collected in the game or be bought in the shop. If Hiro runs out of ammo for the current weapon he has to combat with his knife which he carries with him at all times. But it can only be used in close combat.


Levels & Bosses

Level 1: Hiro's adventure starts on the surface of the cyber world Thraxx and goes on in the underground city which is entered through a vertical shaft. The environment is reminiscent of the original Switchblade with self-mapping screens but also new additions like elevators and wall-mounted lasers. After crossing the labyrinth of the underground city it goes back to the surface where Hiro will face the first villain, a forth and back moving missiles-firing robot.

2974005-_level1_boss.png

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Level 2: Out from the underground the quest continues with a rugged climb along the side of a cliff. Heavily guarded, the cliff face is home to mechanical eagles, hoverdroids and several large cannons. At the top of the ciff the endboss, an eye in a peephole surrounded by four cannons, waits for Hiro. The cannons must be destroyed first, only then the eye is vulnerable.

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Level 3: Having scaled the cliff, Hiro next makes his way along the top, heading towards the waterfall. A new threat on this level comes in the form of the Tomcats, fast jets that drop a cluster of bombs all around the playing character. Having reached the end of the horizontal scrolling level the endboss must be beaten. This time a large robot mounted on a chain vehicle going back and forth and shooting with his large laser gun. The robot is only vulnerable to the eye so Hiro must perform a super jump first to hit the eye.

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Level 4: Once the waterfall is reached, it's time to head downwards. Jumping from rock to rock, Hiro must avoid or destroy the rotating gun turretes that protrude from behind the cascading sheet of water. Arrived at the bottom of the waterfall a laser firing robot snake appears. Only hits on the head of the snake show effect and little by litte the rearmost parts explode away and the snake gets smaller until only the head remains.

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Level 5: The final level before Havok's volcanic island is the dockside. As hiro progresses in this horizontal scrolling landscape , the underwater defences come into play. Large missiles launch from gaps in the docks and are almost impossible to destroy. A good choice is here the flamethrower, which is capable of destroying a large number of enemies at one time. The enboss is a flying vehicle that drops bombs and shoots with two side mounted laser cannons.

2974010-_level5_boss.png

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Level 6: Here Hiro moves within the volcano and has to avoid bubbling lava and little errupting volcanos and fight old known enemies from previous levels. When jumping from platform to platform, he must try not to fall into the lava filled gaps as this draws energy. Arrived at the end of the level only the arch-enemy Havok must be killed.

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Weapons & Items in the Shop

Icon in the Shop Item Cost Description

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||Plasma Gun||10$||The weapon Hiro starts with. All foes will eventually be destroyed by the repeat fire of this weapon, but it's best for the more easily destroyed enemies.

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||Laser Beam||30$||A straight beam of incredible power spells instant desintegration for anything in its path.

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||Flame Thrower||30$||A powerfull weapon. Shoots a giant wave of flames towards anything in Hiro's path.

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||Spin Blades||30$||Spinning stars of high-tensile metal inflicting high damage on biological foes.

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||Homing Missiles||30$||This missile will zoom araound the screen , destroying everything that it encounters.

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||Dragon Weapon||40$||Will revolver around the player, smashing anything that comes too close to the player.

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||Extra Life||50$||Adds a life.

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||Full Ammo||20$||Restores all bullets.

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||Half Energy||15$||Restores half of Hiro's lost health.

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||Full Energy||20$||Restores all health.

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||Power Up||20$||Increases the strength of weapon.

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||Shield||30$||Impervious to hits.

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||Info||10$||The player can buy information about the upcoming levels.


Collectibles

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Ammo

Replenishes ammo

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Big Blue Crystal

Gives 5000 points

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Little Blue Crystal

Gives 500 points

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1 UP

Gives extra life

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Big Grey Orb

Gives 5$

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Little Grey Orb

Gives 1$

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Big Orange Crystal

Gives 1000 points

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Little Orange Crystal

Gives 100 points

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Fireblade Fragment

Dropped by level bosses. Five must be collected.

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Hamburger
Replenishes energy||

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Hot Dog
Replenishes energy||

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Pizza

Replenishes energy

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Power Up

Increases strength of weapon||||||



Reviews

Magazine Issue Page System Rating % Reviewer Language
Amiga Power 03/1992 83,86 Amiga 5 out of 5 100

||-||English

Zero 09/1992 78,79 LYNX 93 out of 100 93

||-||English

Raze 07/1991 46,47 Amiga 91 out of 100 91

||Les Ellis||English

CU Amiga 04/1991 63,64 Amiga 90 out of 100 90

||Dan Slingsby||English

The One 04/1991 63,64 Amiga 90 out of 100 90

||Brian Nesbitt||English

Amiga Action 05/1991 42,43 Amiga 90 out of 100 90

||-||English

ACE (Advanced Computer Entertainment 05/1991 50,51,52 Amiga 900 out of 1000 90 Jim Douglas English
Generation 4 05/1991 22,23 Amiga, Atari ST 90 out of 100 90

||Frank Ladoire||French

Atari ST User 09/1991 52 Atari ST 90 out of 100 90

||-||English

Amiga Mania 11/1992 53 Amiga 90 out of 100 90

||Jeff Davy||English

Amiga Power 11/1992 99,100 Amiga 90 out of 100 90

||Les Ellis||English

Amiga Computing 02/1993 139 Amiga 90 out of 100 90

||Jonathan Maddock||English

ST Format 12/1992 100 Atari ST 88 out of 100 88

||-||English

Amiga Power 06/1991 32,33,34 Amiga 87 out of 100 87

||Stuart Campbell||English

Zero 05/1991 64 Amiga 85 out of 100 85

||Paul Lakin||English

Amiga Action 11/1992 73 Amiga 82 out of 100 82 Brian Sharp English
ST Format 09/1991 74,75 Atari ST 81 out of 100 81

||Ed Ricketts||English

Amiga Format 12/1992 88 Amiga 79 out of 100 79

||Andy Nuttall||English

Amiga Games 12/1992 52 Amiga 79 out of 100 79

||Lutz Mahle||German

ASM (Aktueller Software Markt) 07/1991 46,47 Amiga 9.4 out of 12 78 Manfred Kleimann German
Power Play 07/1991 32 Amiga 74 out of 100 74

||Heinrich Lenhardt, Martin Gaksch||German

Amiga Format 07/1991 69 Amiga 70 out of 100 70

||Maff Evans||English

The One 10/1992 105 Amiga 70 out of 100 70

||-||English

Amiga Joker 05/1991 42 Amiga 68 out of 100 68

||Manuel Semino||German

Play Time 08+09/1991 46,47 Atari ST 65 out of 100 65

||Duncan Evans||German

Video Games 09/1992 133 LYNX 64 out of 100 64

||Andreas Knauf||German

Megablast 04/1993 104,105 LYNX 64 out of 100 64

||Monika||German

Power Play 10/1992 157 LYNX 63 out of 100 63 Christian von Duisburg German
Play Time 08+09/1992 61 Atari ST 47 out of 100 47

||Mathias Ritz||German

Amiga Force 03/1993 28 Amiga - -

||Phil King, James Price||English

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