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Thunder & Lightning

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Thunder & Lightning

Feb 1, 1990

Main game

3.40 average rating based on 5 ratings

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A "Breakout" type game with interesting characters such as Mr. Chin and the Thunder Warrior. Mr. Chin holds a stick over his head that acts as the paddle. If your ball hits one of the power-up carriers (Flying Saucer, Submarine or Airplane) you have to try and pick up the released power-up while continuing to keep the ball in play.
Developers
Publishers
Platforms
Nintendo Entertainment System
Genres
Puzzle
Themes
Action
Release Dates
Feb 01, 1990 (Worldwide)
Nintendo Entertainment System
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User Stats
23
In Collection
1
Wish Listed
0
Playing
8
Backlogged
How Long Is Thunder & Lightning?
No playthrough data yet
Chovus
Chovus updated their status Jul 11, 2025
Chovus updated their status Jul 11, 2025

Played until stage 20 of 30. I was not expecting this style of game based on the name. It was a puzzle game like pong for breaking blocks, not my type of game but it was a little fun for a while. I did like the powerups and going for the 1 that best countered the current situation, and the hazards/gimmicks. Missile for manual aim like asteriods, but it did not help when invulnerable blocks were in the way. Big made the ball destroy every possible block in 1 hit and was they key to beating later stages that had a lot of annoying invulnerable blocks. 3 way split made the ball split over and over. It did a lot of damage and made it much harder to die but the balls got smaller and were harder to keep track of. 6 way split was even more chaotic. Slow and long helped with not losing the ball but only being able to have 1 power made them lame. Glove made the ball stick to the paddle but I could not figure out how to aim. So much of the game seemed random, where the ball went, whether it would even …

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Played until stage 20 of 30. I was not expecting this style of game based on the name. It was a puzzle game like pong for breaking blocks, not my type of game but it was a little fun for a while. I did like the powerups and going for the 1 that best countered the current situation, and the hazards/gimmicks. Missile for manual aim like asteriods, but it did not help when invulnerable blocks were in the way. Big made the ball destroy every possible block in 1 hit and was they key to beating later stages that had a lot of annoying invulnerable blocks. 3 way split made the ball split over and over. It did a lot of damage and made it much harder to die but the balls got smaller and were harder to keep track of. 6 way split was even more chaotic. Slow and long helped with not losing the ball but only being able to have 1 power made them lame. Glove made the ball stick to the paddle but I could not figure out how to aim. So much of the game seemed random, where the ball went, whether it would even hit the power up dispenser, and what power it would give. The stages with invulnerable blocks were especially tedious, and I quit on stage 20 because the power up dispenser was past a wall of invulnerable blocks with only a 2 block gap filled with heavy blocks. Way too much tedium before even getting a chance at a good powerup. I would not have gotten anywhere near that far without save states. Not going to rate since too far from my type.

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