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Joe Blade 2

A vigilante jumps over criminals to rescue pensioners.

Joe Blade 2

Joe Blade 2 is the sequel in the Joe Blade series. Unlike the first game, where the player controlled a soldier, this installment casts the protagonist as a vigilante who patrols a city to clear out criminals and rescue elderly pensioners. Blade no longer carries a gun; instead, he must jump over enemies, defeating them by touching them with his feet. To successfully save civilians, the player completes a simple puzzle, called a sub-game level, which involves arranging a pattern of symbols. There are four types of these sub-games, and each must be finished within 60 seconds. This surreal approach contrasts sharply with the more gritty realism of the original game. The sequel is also notably easier than its predecessor. The Spectrum version includes a Loada-Game loader by Andy Severn, a third-party utility that presents a playable Pac-Man-style game during loading.

Reception was mixed. Paul Rixon of *New Atari User* found the original more instantly playable, possibly due to missing instructions, but still advised arcade adventurers and fans of the first game to buy it without hesitation. *Crash* noted: 'It's playable in the short term, which earns its approval.' *Computer and Video Games*, reviewing the Atari ST version, recommended it to anyone who enjoyed the first game and wanted more of the same. Richard Henderson of *Computer Gamesweek* praised the graphics but noted a lack of variety between screens and criticized the slow sprite movement. *Sinclair User* compared the game to watching a ballet: pretty and artistic, but ultimately leaving the player wishing for something more explosive.

Quick Facts

Title
Joe Blade 2
Developer
Colin Swinbourne
Publisher
Players
Released
21 Sept 1988 (Amstrad/C64/Spectrum), October 1988 (Amiga/Atari ST)
Genre
Platform
Modes
Single-player
Platforms
ZX Spectrum, Commodore 16, Commodore 64, Amstrad CPC, Amiga, Atari ST, Acorn Electron, BBC Micro, Atari 8-bit

Facts from the source article.

Lore & Background

Joe Blade 2 took a rather different approach to the first game. Instead of being a soldier, Blade was this time a vigilante taking to the city to rid the streets of criminals, rescuing old-age pensioners along the way. Blade was no longer armed with a gun, and had to jump over villains, just touching them with his feet, to dispatch them. In order for the civilians to be successfully rescued, the protagonist was given a simple puzzle (called a sub-game level) of organizing the pattern of symbols. There were four types of these sub-games and all of them needed to be completed within 60 seconds.

Reader's Guide

Joe Blade 2 represents a notable shift in the Joe Blade series, moving from a soldier-themed shooter to a vigilante puzzle-platformer. Its significance lies in its experimental gameplay: replacing guns with foot-based enemy dispatch and incorporating timed symbol-matching puzzles. The game's reduced difficulty made it accessible, allowing completion in about an hour. Reception was mixed: some critics praised its playability and artistic quality, while others noted slow sprite movement and lack of variety between screens. The Spectrum version's inclusion of a playable Pac-Man-style loader added novelty. For historians, Joe Blade 2 illustrates how sequels in the 1980s sometimes radically reimagined core mechanics, and its reception highlights the tension between innovation and player expectations.

Did You Know?

Development & Release Journey

Mount & Blade: Warband was announced in January 2009 as a standalone expansion to the original Mount & Blade. The Turkish studio TaleWorlds Entertainment handled development, while Paradox Interactive took on publishing duties before the game reached players on March 30, 2010. Distribution spanned several channels: a direct download from TaleWorlds' own website, the Steam platform, a DRM-free option through GOG.com, and a physical DVD that required online activation. In July 2014, macOS and Linux ports became available via Steam. A significant corporate shift followed on January 31, 2014, when Paradox Interactive relinquished its publishing role and returned that responsibility to the developer. Warband eventually crossed over to console audiences, debuting on Xbox One and PlayStation 4 in September 2016 across most regions, with Australia and New Zealand receiving the release on December 20, 2016. The title carries an age rating of 12 and up.

World, Factions & Political Depth

Set in the fictional medieval continent of Calradia, Warband operates as a non-linear sandbox with no prescribed objectives, though many players set their sights on conquering the entire land. The experience begins with character customization before the player is dropped onto the overworld map, traveling by simply pointing and clicking toward a destination. Encounters with rival parties trigger real-time combat, and each victory builds renown that gradually unlocks the ability to serve lords, establish fiefs, assault towns, and recruit additional soldiers. Companions scattered across the map can be recruited to add new capabilities to the warband. Warband expanded the original five factions—Swadia, Rhodoks, Vaegirs, Khergit Khanate, and the Nords—by introducing the Sarranid Sultanate as a sixth playable force. New political options let players influence lords and marry ladies, and an unaligned player can seize a town or castle to found an entirely independent faction.

Multiplayer Combat at Scale

The multiplayer component was the headline addition singled out in favorable reviews. It strips away the RPG narrative and overworld navigation, focusing exclusively on direct combat for up to 200 players split into two teams based on their chosen factions. Every participant receives a balanced template character drawn from three archetypes—Archery, Cavalry, and Infantry—that can be tweaked per server. Progression is limited to purchasing superior equipment with denars earned during matches; there is no leveling system and no connection between a player's multiplayer and single-player characters. Eight modes shipped at launch, borrowing from first-person shooter conventions such as team battles and capture the flag, alongside castle sieges carried over from the single-player experience. Melee combat features four attack directions and matching block directions, though certain weapons like specific knives are restricted to two attack directions or cannot block at all.

DLC & Community-Driven Expansion

Two major downloadable content packs extended Warband's lifespan well beyond its initial release. Viking Conquest, developed by TaleWorlds alongside the Brytenwalda team, delivered both single-player and multiplayer content set across the British Isles, Frisia, and Scandinavia during the Middle Ages. It offered a history-based story mode where player choices shaped outcomes, paired with a free-roaming sandbox familiar to the base game. Napoleonic Wars, crafted by Flying Squirrel Entertainment and released on April 19, 2012, transported the setting to the final years of the Napoleonic era. It supported up to 200 players across six nations—France, Britain, Prussia, Austria, Russia, and the Rheinbund—featuring over 220 unique units, controllable artillery, and destructible environments. The community built extensively on this foundation, forming regiments modeled on real historical units that organized line-battles, sieges, and competitive tournament leagues. Subsequent patches added sailors, marines, usable schooners, longboats, and medics.

Frequently Asked Questions

What is Joe Blade 2?

Joe Blade 2 is the follow-up to the original Joe Blade title, available on Spectrum and Atari ST. It reimagines the series' hero as a city-patrolling vigilante whose mission is to take down criminals and free trapped elderly pensioners.

How does Joe Blade 2 handle combat?

The protagonist has ditched his firearm for a more acrobatic style, requiring the player to leap over hostile figures and stomp them with his feet. There is no shooting mechanic anywhere in this entry.

What are the sub-game puzzles in Joe Blade 2?

Rescuing a civilian triggers a timed mini-challenge where you must arrange a specific pattern of symbols. Four different puzzle variants exist, and each one gives you exactly 60 seconds to solve it.

How does Joe Blade 2 compare in difficulty to the first game?

Fans generally find the sequel considerably more forgiving than its predecessor. The shift from military combat to foot-based takedowns and simple symbol puzzles makes the overall experience less punishing.

Why do fans consider Joe Blade 2 a unique entry in military gaming?

It abandons conventional gunplay in favor of a surreal blend of acrobatic stomping and rapid-fire symbol puzzles. The game was published for the Spectrum and Atari ST, giving it a cult following among 8/16-bit enthusiasts.

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