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Playthrough of Thunder Blade, Sega's 1988 rail shooter game for the Sega Master System. Originally released in 1988 as a conversion of Sega’s high-tech "super scaler" arcade hit, Thunder Blade for the Master System is a technically ambitious attempt to bring 16-bit aerial combat to 8-bit hardware. The game follows the missions of a high-tech attack helicopter, heavily inspired by the 1980s film Blue Thunder, as it navigates through four distinct stages—ranging from urban skylines and desert caverns to river deltas and industrial oil refineries—to dismantle a rebel army. The gameplay is defined by its hybrid perspective, splitting each level into three distinct phases. The first phase utilizes a traditional top-down, vertically scrolling view where the player engages enemy tanks and helicopters. The second phase shifts to a 3D behind-the-vehicle rail shooter perspective, attempting to replicate the arcade's sense of depth and speed. Finally, each level concludes with a boss encounter against a massive mobile fortress or warship, typically returning to the overhead view for a focused bombing run. Technically, the Master System port represents a significant compromise compared to its arcade counterpart. While the top-down segments are relatively smooth, the 3D sequences struggle with a low frame rate and choppy sprite scaling, which can make it difficult to judge the distance of incoming projectiles or navigate narrow environments like the Stage 2 caves. Several mechanics from the original, such as the ability to manually adjust altitude in the 2D sections, were removed to accommodate the console's limited processing power and two-button controller. The control scheme is functional but demanding, with one button dedicated to the rapid-fire chain gun for airborne targets and another for ground-targeted missiles. Success in Thunder Blade relies heavily on pattern memorization and twitch reflexes, as the game’s difficulty is notably high, offering only a limited number of continues. Despite its technical shortcomings and the repetitive nature of its 8-bit soundtrack, the title remains a noteworthy example of Sega’s commitment to bringing its arcade experiences home, even when the target hardware was pushed to its absolute limit.