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Thunder Blade

ใ‚ตใƒณใƒ€ใƒผใƒ–ใƒฌใƒผใƒ‰

Year
1987
Developer
Sega (AM2)
Publisher
Sega
Platform
Arcade
Hardware
Sega X Board
Genre
Pseudo-3D Shoot 'em Up
Players
1 player
Controls
2-way joystick + 2 buttons (cannon / missile), fire button for vulcan
Series
Sega super-scaler games
Thunder Blade cover
โฌ‡ Coming soon

Gameplay Screenshots

Thunder Blade gameplay
Thunder Blade gameplay
Thunder Blade gameplay
Thunder Blade gameplay

About This Game

Thunder Blade is Sega's super-scaler helicopter shooter, part of the same sprite-scaling family as After Burner and Space Harrier. Piloting an attack chopper through city canyons and naval fortresses, you alternate between chasing-the-camera 3D sections and top-down vertical sections, strafing tanks, gunboats and enemy helicopters with vulcan cannon and missiles.

The X Board's scaling hardware sells the illusion beautifully โ€” buildings sweep past, enemies grow from specks into detailed sprites โ€” and the alternating views keep the pacing varied. It is a score-attack game at heart: learning where the missile launches come from, and committing to strafing runs at the right altitude, is what separates a clear from a credit-eater.

  • Alternating pseudo-3D chase views and top-down strafing sections
  • Sega's X Board sprite-scaling city flyovers
  • Vulcan cannon and missile loadout with limited salvos
  • Land, sea and air targets across distinct mission areas

Version History

  • Thunder Blade (arcade)1987

    Sega's X Board original; this page's screenshots come from it.

  • Thunder Blade (Master System)1988

    8-bit home conversion.

  • Thunder Blade (various computers)1988-1989

    Ports to the Amiga, Atari ST and other home machines.

Cheats & Secrets

Service menu (F2 in MAME)Free Play, difficulty, lives per credit and other cabinet settings

Arcade boards carry operator DIP switches โ€” set Free Play on your own cabinet or emulator.

Tips & Strategy

Save missiles for the turrets

Missiles home and one-shot most ground targets, while the vulcan handles helicopters. Landing a missile on a flame turret โ€” the toughest ground enemy โ€” is far more efficient than strafing it.

In chase views, weave early

Buildings and enemy volleys appear from the depth of the screen. Jerking left at the last frame never works; start the weave as soon as the obstacle's base enters the bottom third of the screen.

Top-down sections reward the edges

Enemy boats and tanks enter along fixed lanes from the edges of the map. Holding a lane edge lets you kill them as they spawn instead of reacting to a crossfire from both sides.

Download Resources

Resource packs for this game are provided through the button below.

โฌ‡ Coming soon