Critic Score User Score
ZX Spectrum
Commodore 64
Atari ST

User Reviews

There are no reviews for this game.

Our Users Say

Platform Votes Score
Amiga 4 3.5
Amstrad CPC 2 3.3
Atari ST 4 3.1
BlackBerry Awaiting 1 votes...
Commodore 64 3 2.4
ZX Spectrum 2 3.0
Combined User Score 15 3.1

Critic Reviews

MobyRanks are listed below. You can read here for more information about MobyRank.
Atari STThe One (Apr, 1991)
[Budget re-release] This is definitely worth snapping up as soon as you see it, especially with the superlative sequel having just been released, it makes a nice double pack.
Atari STThe One for ST Games (Aug, 1991)
[Budget re-release] Even its age and the appearance of the sequel do nothing to diminish its attraction - Switchblade still contains plenty to keep even the sleepiest player burning the midnight oil. A worthwhile addition to any collection.
A smashing platform game which combines unbelievable addictive gameplay with great graphics and sound. If you though Rick Dangerous was good, this'll blow your socks off!
ZX SpectrumYour Sinclair (Mar, 1991)
We've got a bit of a soft spot for old Gremlin here at YS. When other people are concentrating so much on the 16-bitties it's jolly heartening indeed to see a smaller company spreading its games with equal enthusiasm over all the formats. And what games, eh, Spec-chums? Phew-ee! Shadow Of The Beast and Lotus have helped the boys raise their image no end, and there's more to come in the shape of Toyota Celica Rally and Hero Quest (see p66). Bit of a shame really that they've kept us waiting so blimming long for Switchblade then, isn't it?
Amstrad CPCMean Machines (Jan, 1991)
At last! A decent platform game on the GX4000! Switchblade might not look like the greatest game in the world due to the rather drab backgrounds, but it's the playability that counts, and this has it in abundance. The landscape is huge, and there are loads of hidden screens and bonuses waiting to be discovered - just like a platform game should have! It's a pretty tough game, and you certainly have to battle every inch of the way! It helps if you make a map (if you do, send it in to the tips section!), as there are a variety of different routes around the landscape, and some are more hazard-packed than others. If you're a GX4000 owner who's looking for something decent to play, splash your cash on this smash!
AmigaZero (Jan, 1990)
Perfect example of what an excellent arcade adventure should be like. A fine return to form for Gremlin with an extremely classy game.
Amstrad CPCCPC Game Reviews (2007)
As Hiro, last of the Blade Knights, your task is to find the lost pieces of the mystical Fireblade and free the world from the tyranny of the evil Havok. What could be a fairly dreary task is enlivened by the superb implementation of an otherwise fairly standard platform format. Whether using your fists or one of the many weapons lying around the dungeon, the sliding power bar makes performing different moves simple and elegant. The difficulty is also pitched just right. Graphically, things are spot-on; the detailed MODE 1 graphics provide a suitably gloomy ambience. A great tune plays throughout too - a relatively rare thing in CPC games. There are a couple of niggles (Hiro's jumping can be slightly clumsy at times), but generally this is one of the most professional titles ever released for the CPC, and a cartridge version is also available for Plus machines.
Atari STZero (Jan, 1990)
A thoroughly addictive 'thinking man's sedate shoot 'em up', in which the balance between thinking and shooting is pitched perfectly.
Atari STThe One (Dec, 1989)
Equally impressive are the claustrophobic atmospheric backdrops and detailed sprites (particularly Hiro's which moves exquisitely), which combined with two moody tunes an impressive cache of spot effects, ensure a consistently slick package. Anyone harking for a slice of action reminiscent of classic arcade and console games of days gone is in for a treat.
The Gremlin classic gets a new lease of life on budget and is a wise buy for platform action fans. Join Hiro of the Bladenights on his quest to recover the 16 fragments of the shattered Fireblade. With tons of screens, loads of features and some pretty deep gameplay, this is well worth the asking price - even if it has been left standing by the sequel.
Small, but cute sprites and a dinky soundtrack make for a fairly enjoyable romp. It's not a game that I would classify as an "Amiga game", however, in that it doesn't really do anything that you couldn't do just as well on an ST. Don't let that stop you from giving it a try however. It plays well once you've got into the swing of things.
Commodore 64Top Secret (May, 1993)
Grafika gry przypomina Rick'a Dangerous'a, lecz nie jest to nic dziwnego skoro oba programy zastały napisane przez tych samych ludzi. W grę zostajemy wprowadzeni wspaniałym wstępem, a wystrój graficzny i dudniące odgłosy kroków przypominają nam, że cały czas znajdujemy się w podziemnym labiryncie. W programie wykorzystano technikę bobsów, co czasem powoduje chwilowe spowolnienie akcji. Mimo tego gra jest ciekawa i z pewnością warto w nią zagrać.
AmigaJoystick (French) (Jan, 1990)
Switchblade est une jeu qui mêle merveilleusement combat et exploration.
AmigaAmiga Action (Jan, 1990)
Written by Core, Switchblade looks very similar to their early hit, Rick Dangerous. It uses the same grey colours as in Rick D's first level, and a lot of the traps seem the same. However, don't let these similarities put you off, as Switchblade is every bit as good as Rick Dangerous. The game is easy to get into, and there is a wide range of monsters to fight off. In addition, finding the sixteen pieces of the sword is far from easy, ensuring that you will keep coming back to it. Switchblade is an extremely playable game, and one that is most certainly worth considering.
Atari STST Action (Jan, 1990)
The moment I started playing Switchblade I knew it was going to be good. The programmers, Core Design, have come up with another hit after their previous smash, Rick Dangerous, but this time they have made it better. The graphics are cute, with you taking control of Hiro, a small, well drawn sprite. You should not ask for better audio effects either: a catchy tune plays throughout the game with some good effects complementing the action. There is only one thing I can say about this game, "Brilliant".
AmigaPower Play (Feb, 1990)
Da sag noch einer, Plattformspiele wären nicht mehr "in". "Switchblade" besitzt zwar absolut keine tolle Grafik, die grau in grau gehalten ist und obendrein im gesamten Verlauf des Spiels gleichbleibt. Das schadet der Spielmotivation aber keineswegs. Denn der große Reiz liegt hier im Erkunden der Unterwelt, die mit jedem Schritt größer und komplexer wird. Zudem ist das Spiel so gut gestaltet, daß es in allen Räumen eine Strategie gibt, die Monster ohne Energieverlust zu besiegen. Das Spiel hat für meinen Geschmack eine hervorragende Musik, die zwar auch immer gleich bleibt, den Spielverlauf aber wirkungsvoll untermalt. Alles in allem sind das für mich Zutaten zu einem Suchtspiel, das nicht so schnell den Diskettenschacht verläßt.
Atari STPower Play (Apr, 1990)
Spielerisch hat sich gegenüber der Amiga-Version nichts geändert. Wer Action-Adventures mag, muß dieses Spiel trotz durchschnittlicher Grafik haben.
Commodore 64Commodore Format (Jul, 1991)
Visually Switchblade blows hot and cold. The subdued colours and depth of the Undercity provide a great deal of atmosphere. It's all very tight and claustrophobic. But the sprites, your opponents and Hiro himself, are pretty average and poorly animated. [...] It is however, a map maker's dream. Both the nifty display and the mini diversionary tunnels make exploration thrill. But, regretfully, I don't think there's enough mental stimulation to prevent the onset boredom after several days play.
AmigaThe Games Machine (UK) (Jan, 1990)
Switchblade sounded to us to be a bit of a corny title for a game but after a few attempts we changed our tune. The heroic characters sprite is a chunky little chap who wastes no time in laying into the enemy, either bare-handed or with a range of very lethal weapons. Sound is also good with the choice of an atmospheric tune or thwack, bang crunch sound effects. In short, Switchblade is an enjoyable bash-'em-up romp.
Amstrad CPCRaze (Mar, 1991)
Switchblade can't hope to appeal to anyone entering their teens or older. This isn't because the game's bad, it's just that the gameplay is very simple. The age of GX4000 owners is very young anyway so this shouldn't be too much of a stumbling block for the game.
Commodore 64Power Play (1990)
“Switchblade“ ist ein gradliniges Plattformspiel ohne Wenn und Aber. Hiro hat nichts anderes zu tun, als seinen Weg durch das Labyrinth zu finden und nebenbei alle Gegner zu erledigen. Gänge und Räume sind dermaßen verschachtelt und komplex angelegt, daß trotzdem mehr als genug Spielmotivation übrigbleibt. Alle Gegner und scheinbar ausweglose Situationen lassen sich durch taktische Planung bewältigen. Mit zunehmender Erfahrung des Spielers steigt der Schwierigkeitsgrad und die Gefährlichkeit der Gegner schön kontinuierlich an. Damit man nicht die Orientierung in dem weitläufigen Verlies verliert, sollte man unbedingt eine Karte zeichnen. Wer ein fetziges Plattformspiel mit viel Action sucht, ist mit “Switchblade“ gut bedient.
AmigaAmiga Power (Jun, 1991)
[Budget re-release] Fun to start off with, but rapidly gets irritating and fairly dull. Doesn't stand up to repeated playing and is showing its age somewhat.
AmigaZzap! (Feb, 1990)
After 10,000 years of peace on the cyber world of Thraxx, the magic Fireblade has shattered and the evil Havok has come to power. Only one brave Bladeknight, Hiro, has survived. But before he can take on Havok the sixteen fragments of the Fireblade, scattered throughout five levels of the below-ground Undercity, must be found.
AmigaAmiga Joker (Feb, 1990)
Ausgesprochen gewöhnungsbedürftig ist die Steuerung: Um die Waffen abzufeuern oder einen Faust/Fußstoß auszuführen, muß man den Feuerknopf loslassen! Das nette Hüpf- und Ballerspiel wird abgerundet durch gut gemachte Sounds, die unseren Hiro durch die Katakomben begleiten.
Atari STST Format (Aug, 1991)
Unfortunately the game isn't engaging enough to hold you to the end. The graphics are small and not very well animated, and while the backgrounds are functional, they're not spectacular. Control is awkward - the power of your attack is controlled by the length of time you hold down the Fire button. This isn't very useful - especially when a monster's nearby. There are no surprises either - just tedious plodding through familiar territory. In two words, extremely average. It'll sell like mad.
Steigt man hinab in die unterirdischen Gefilde, so findet man sich in einem Höhlenlabyrinth wieder, wie man es schon in einigen anderen Spielen gesehen hat. Leitern, Mauern, Kisten und dergleichen mehr, daraus setzt sich die Inneneinrichtung des Labyrinths zusammen. Die Grafik erreicht etwa durchschnittliches Niveau, der Sound ist nicht schlecht gemacht, wirkt aber bald recht eintönig. Insgesamt also ein Spiel, auf das man verzichten kann, ohne viel zu versäumen.
Atari STASM (Aktueller Software Markt) (Dec, 1989)
Steigt man hinab in die unterirdischen Gefilde, so findet man sich in einem Höhlenlabyrinth wieder, wie man es schon in einigen anderen Spielen gesehen hat. Leitern, Mauern, Kisten und dergleichen mehr, daraus setzt sich die Inneneinrichtung des Labyrinths zusammen. Die Grafik erreicht etwa durchschnittliches Niveau, der Sound ist nicht schlecht gemacht, wirkt aber bald recht eintönig. Insgesamt also ein Spiel, auf das man verzichten kann, ohne viel zu versäumen.