Salamander

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Revision as of 23:50, 28 May 2023 by Frostyryker (talk | contribs) (Needs work on version differences/descriptions, otherwise fine with how it looks currently)
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Salamander logo.png

Salamander
Salamander title.png

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.

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
Sala ModuleSpeed.png
Speed Up
Increases movement speed. Can be stacked up to 5 times.
Sala ModuleMissile.png
Missile
2-way missile. Travels across the ground and ceiling.
Sala ModuleRipple.png
Ripple
Energy ring that becomes wider as it travels. Cannot pierce through enemies or be used with Laser.
Sala ModuleLaser.png
Laser
Laser that increases with length when holding down the button. Cannot be used with Ripple.
Sala ModuleOption.png
Option
Orb that mimics weapons and movement. Can be equipped up to 4 times.
Sala ForceField.png
Force Field
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