User Reviews

There are no reviews for the Amiga release of this game. You can use the links below to write your own review or read reviews for the other platforms of this game.

Our Users Say

Category Description User Score
Gameplay How well the game mechanics work (player controls, game action, interface, etc.) 2.8
Graphics The quality of the art, or the quality/speed of the drawing routines 3.2
Personal Slant How much you personally like the game, regardless of other attributes 3.0
Sound / Music The quality of the sound effects and/or music composition 3.0
Overall User Score (5 votes) 3.0

Critic Reviews

MobyRanks are listed below. You can read here for more information about MobyRank.
ST/Amiga Format (Jan, 1989)
Thunderblade is more than just another shoot-em-up. The twelve different levels are filled with enough graphical variation to keep you struggling to get further and further through the game. All the great arcade action has been left intact.
This is the best 16-bit implementation, with speed greater than the ST's, although the music and sound effects are similar - no more than average. The accompanying tune is ported across from the ST - and it sounds like it.
Commodore User (Jan, 1989)
The Amiga version is, without a doubt, as close as you can possibly get to the coin op. It also happens to be the best home version, so Amiga owners are finally getting what they want from their machine. The game follows along the exact same lines as the C64 version, progressing though all the same levels in order, but it is far better in three respects:
Looks absolutely super and has lots of smashing explosions and effects. Everything moves fast but it is a tad difficult.
Amiga Computing (Jan, 1989)
Following the hugely successful Afterburner, Sega produced their own version of helicopter mayhem – Thunder blade. The object of the game is simple – shoot everything in sight. In fact the two games are similar in many respects, both using very expensive hardware to produce multi-coloured sprites which give the impression of explosions jumping out of the screen at you. Whichever you play, the seat-of-the-pants feeling you get is remarkable, with or without the hydraulic rams supplied on some versions. This poses a problem. How do you simulate an arcade game which uses custom-designed sprite hardware and stereo sound on a meagre home computer? Simple, you find a machine capable of such mindboggling feats, an Amiga for instance, and program it in machine code. This is precisely what the team at Tiertex has done. It is astounding.
Zzap! (Mar, 1989)
You're mean, you're lean and you've been appointed to take that nasty tyrant, the optician General Swindells, out. Leap into your chopper, ease the throttle - and you're off. Wooh!
Wow, die Objekte bewegen sich in einer fantastischen Geschwindigkeit, während ich mit meinem Hubschrauber alles abballere, was mir in die Quere kommt. Die Geräusche sind auch nicht von schlechten Eltern (sauber gesampelt, Jungs!). Das Scrolling hätte zwar flüssiger sein können, aber so reicht es vollkommen aus. Man könnte sagen, daß „Amiga-THUNDERBLADE“ vollauf gelungen ist!
Power Play (Jan, 1989)
U.S. Gold hat sich beachtlich aus der Affäre gezogen. Die Umsetzungen des super-spektakulären Spielautomaten Thunder Bladc sind wesentlich besser geworden, als ich gedacht hatte. Im Gegensatz zur Sega-Version hat man sich sogar an den 3D-Effekt beim Rauf- und Runterfliegen gewagt. Selbst auf dem C 64 kommt er ganz gut rüber, obwohl die Grafik recht klobig aussieht und nicht sehr schön gezeichnet ist. Auf ST und Amiga sieht das Ganze — wen wundert‘s — farbenprächtiger aus. Doch das Super-Feeling des Thunder Blade-Automaten, der mit seiner Mechanik den Spieler durcheinanderschüttelt, wird natürlich nicht erreicht. Irgendwo sind der Hardware halt Grenzen gesetzt.
The One (Jan, 1989)
Although the Amiga version isn't any faster than its ST counterpart, the game is somewhat smoother on the whole. There are some funky guitar samples at the end of each level and the whole thing seems a tad more playable, but most of the gameplay faults that afflicted the ST are still present.
Games Preview (Jan, 1989)
Ikke overraskende er det Amiga-versionen, der kommer tættest på arcademaskinens imponerende 3D grafik. Omgivelserne bevæger sig meget hurtigt og glidende, men eksplosionerne er skuffende, og der er nogle dumme fejl, som f.eks. når fjendens tanks kører hen over hinanden, eller når musikken på highscore-listen pludselig holder brat op. Helhedsindtrykket fra spillemaskinen er der, men gameplayet er ensformigt og forvirrende.