Thunder Blade
ใตใณใใผใใฌใผใ
- 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

Gameplay Screenshots




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 settingsArcade 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.
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