Difference between revisions of "Salamander"
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+ | [[File: Salamander_logo.png|700px|center]] | ||
+ | ---- | ||
+ | {{GameInfobox | ||
+ | |title = Salamander | ||
+ | | bordercolor = black | ||
+ | | background = #f8f8f8 | ||
+ | | image = Salamander_title.png | ||
+ | | width = 256px; | ||
+ | | imagecaption = Title screen | ||
+ | | imagescalepx = 200px | ||
+ | | developer = [[Konami]] | ||
+ | | music = Yoshiaki Hatano<br/>Miki Higashino | ||
+ | | program = Hiroyasu Machiguchi<br/>Mitsuo Takemoto<br/>Toshiaki Takatori<br/>Ikuko Minowa | ||
+ | | art = Jun Sakurai<br/>Miki Yoshikata<br/>Ikuko Bando | ||
+ | | releasedate = '''Arcade JP:''' July 4, 1986<br/>'''Arcade NA:''' August 1986<br/>'''Famicom:''' September 25, 1987<br/>'''PC Engine:''' December 6, 1991<br/>'''Sega Saturn/PS1:''' June 19, 1997 / July 6, 1997<br/>'''PSP:''' January 24, 2007<br/>'''PS4:''' November 27, 2015<br/> '''Switch:''' February 20, 2020 | ||
+ | | previousgame = [[Vs Gradius]] | ||
+ | | nextgame = [[A-Jax]] | ||
+ | }} | ||
+ | '''Salamander''' is a horizontal-scrolling shoot-em-up developed by [[Konami]] in 1986, and is the first spin-off in the Gradius series. It introduced a simplified power-up system, two-player cooperative gameplay and both horizontally and vertically scrolling stages. | ||
+ | In 1987, the game was rereleased as '''Life Force'''; This brought back the power-up bar, along with some changed music tracks and redrawn enemies/backgrounds. | ||
+ | |||
+ | __TOC__ | ||
+ | |||
+ | {{clear}} | ||
+ | |||
+ | ==Gameplay Overview== | ||
+ | ===Controls=== | ||
+ | |||
+ | ''Salamander'' is a 2-button shooter (3-button for Life Force). There are 6 stages, after completing all of them the game loops back to stage 1. | ||
+ | *'''A button:''' Fires the player's main weapon. | ||
+ | *'''B button:''' Fires the player's missiles. | ||
+ | |||
+ | === Weapons === | ||
+ | |||
+ | Instead of capsules, enemies drop modules that activate automatically. Excess modules can be picked up for 2k each. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Module !! Effect | ||
+ | |- | ||
+ | | <div style='text-align: center;'>[[File:Sala_ModuleSpeed.png|65px]]<small><br>'''Speed Up'''</div></small> || Increases movement speed. Can be stacked up to 5 times. | ||
+ | |- | ||
+ | | <div style='text-align: center;'>[[File:Sala_ModuleMissile.png|65px]]<small><br>'''Missile'''</div></small> || 2-way missile. Travels across the ground and ceiling. | ||
+ | |- | ||
+ | | <div style='text-align: center;'>[[File:Sala_ModuleRipple.png|65px]]<small><br>'''Ripple'''</div></small> || Energy ring that becomes wider as it travels. Cannot pierce through enemies or be used with Laser. | ||
+ | |- | ||
+ | | <div style='text-align: center;'>[[File:Sala_ModuleLaser.png|65px]]<small><br>'''Laser'''</div></small> || Laser that increases with length when holding down the button. Cannot be used with Ripple. | ||
+ | |- | ||
+ | | <div style='text-align: center;'>[[File:Sala_ModuleOption.png|65px]]<small><br>'''Option'''</div></small> || Orb that mimics weapons and movement. Can be equipped up to 4 times. | ||
+ | |- | ||
+ | | <div style='text-align: center;'>[[File:Sala_ForceField.png|65px]]<small><br>'''Force Field'''</div></small> || Shield protecting the front of your ship. Absorbs a certain amount of hits and can be equipped up to 3 times. | ||
+ | |} | ||
+ | |||
+ | ===Loops=== | ||
+ | ''Salamander'' loops infinitely. Upon a completion of a loop, the player is stripped of all their power-ups. Suicide bullets start appearing at loop 3, difficulty maxing out by loop 4. Almost every stage has changes. | ||
+ | |||
+ | ===Stage 1=== | ||
+ | Every other loop has different wall formations, membrane respawns faster. | ||
+ | |||
+ | ===Stage 2/5=== | ||
+ | Asteroids are randomized per loop and spawn faster. | ||
+ | |||
+ | ===Stage 3=== | ||
+ | Fire wheel placement is randomized per loop. | ||
+ | |||
+ | ===Stage 6=== | ||
+ | Extra moai and turrets, ground lasers randomized per loop. | ||
+ | |||
+ | {{clear}} | ||
+ | |||
+ | ==Version Differences== | ||
+ | WIP | ||
+ | |||
+ | [[Category:Horizontal_orientation]] | ||
+ | [[Category:Option_mechanic]] | ||
+ | [[Category:Vertical_orientation]] | ||
+ | [[Category:Environmental_hazard_mechanic]] |
Revision as of 23:50, 28 May 2023
Title screen
Developer: | Konami |
---|---|
Music: | Yoshiaki Hatano Miki Higashino |
Program: | Hiroyasu Machiguchi Mitsuo Takemoto Toshiaki Takatori Ikuko Minowa |
Art: | Jun Sakurai Miki Yoshikata Ikuko Bando |
Release date: | Arcade JP: July 4, 1986 Arcade NA: August 1986 Famicom: September 25, 1987 PC Engine: December 6, 1991 Sega Saturn/PS1: June 19, 1997 / July 6, 1997 PSP: January 24, 2007 PS4: November 27, 2015 Switch: February 20, 2020 |
Previous game: | Vs Gradius |
Next game: | A-Jax |
Salamander is a horizontal-scrolling shoot-em-up developed by Konami in 1986, and is the first spin-off in the Gradius series. It introduced a simplified power-up system, two-player cooperative gameplay and both horizontally and vertically scrolling stages.
In 1987, the game was rereleased as Life Force; This brought back the power-up bar, along with some changed music tracks and redrawn enemies/backgrounds.
Contents
Gameplay Overview
Controls
Salamander is a 2-button shooter (3-button for Life Force). There are 6 stages, after completing all of them the game loops back to stage 1.
- A button: Fires the player's main weapon.
- B button: Fires the player's missiles.
Weapons
Instead of capsules, enemies drop modules that activate automatically. Excess modules can be picked up for 2k each.
Module | Effect |
---|---|
Increases movement speed. Can be stacked up to 5 times. | |
2-way missile. Travels across the ground and ceiling. | |
Energy ring that becomes wider as it travels. Cannot pierce through enemies or be used with Laser. | |
Laser that increases with length when holding down the button. Cannot be used with Ripple. | |
Orb that mimics weapons and movement. Can be equipped up to 4 times. | |
Shield protecting the front of your ship. Absorbs a certain amount of hits and can be equipped up to 3 times. |
Loops
Salamander loops infinitely. Upon a completion of a loop, the player is stripped of all their power-ups. Suicide bullets start appearing at loop 3, difficulty maxing out by loop 4. Almost every stage has changes.
Stage 1
Every other loop has different wall formations, membrane respawns faster.
Stage 2/5
Asteroids are randomized per loop and spawn faster.
Stage 3
Fire wheel placement is randomized per loop.
Stage 6
Extra moai and turrets, ground lasers randomized per loop.
Version Differences
WIP