Salamander (1986)

Konami

Arcade · Sharp X68000

3.58 from 125 ratings

356 members have it in their collection · 5 playing now · 66 backlogged · 38 wish listed

How long? Main story 1h · with extras 1h (from 3 logged playthroughs)

Salamander is a scrolling shooter arcade game released by Konami as a spin-off to Gradius. It introduced a simplified power-up system, two-player cooperative gameplay and both horizontally and vertically scrolling stages. Some of these would later become the norm for future Gradius games.
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Details

Developers
Konami
Publishers
Konami
Genres
Arcade, Shooter
Themes
Action, Science fiction
Franchises
Gradius
Series
Gradius, Salamander

Release dates

  • Jul 04, 1986 (Full Release) (Japan) Arcade
  • 1986 (Full Release) (Europe) Arcade
  • Oct 1988 (Full Release) (Japan) Sharp X68000

Also available on

Related

Bundled in

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Rating distribution

5 stars
14
4 stars
52
3 stars
52
2 stars
6
1 star
1
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Community All Reviews Statuses

Chovus

Status Chovus Jul 6, 2025

Beat in slow motion mode. Pretty standard shoot em up that alternated between horizontal and vertical stages. I've seen this cycling upgrade system before, and maxed out everything with the laser while keeping the selection on force to replace the shield. Unfortunately that shield did not help at all against environmental deaths. This was one of those annoying shoot em …

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Beat in slow motion mode. Pretty standard shoot em up that alternated between horizontal and vertical stages. I've seen this cycling upgrade system before, and maxed out everything with the laser while keeping the selection on force to replace the shield. Unfortunately that shield did not help at all against environmental deaths. This was one of those annoying shoot em ups that crammed in nonsense like closing barriers, ridiculously fast and deadly environmental hazards, flying through tight spaces, mining and invulnerable enemies. Even on the 1st stage there were so many times where I died and thought; how the fuck would you ever get past this without knowing beforehand what will happen? Impassable barriers that the only way to survive was to fly far to the right before it closed. And those damn fire arcs, once you seen it coming it was already too late to move. This stuff was not what I want in a shoot em up, especially in a vehicle with mandatory forward momentum. Why not bring a ship that can hover in place and land/attach to walls? Something actually capable of handling the tight spaces without crashing constantly? The worst part was right at the end after beating the final boss where the auto scrolling sped up way too fast and there were only narrow paths through. I managed to make most of them well enough but the few that were just big enough to fit the ship? Crash, crash, crash. Probably should have slowed it to 20 frames per second or less. Other than all the platforming nonsense, the fighting and bosses were pretty good.

6.5/10

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GigaDeathNullGolem

Review GigaDeathNullGolem 3/5 · Jul 31, 2023

I Like it more than Gradius but it's still an average STG

(Personal context skip ahead if TL;Dr) I decided to play Life Force because I had played a game called Crisis Force that I played because it was Konami and I couldn't recall any SHMUPS they made. I actually forgot all about Gradius series because it is NOT a game I like actually. I actually thought I had played Life Force …

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(Personal context skip ahead if TL;Dr) I decided to play Life Force because I had played a game called Crisis Force that I played because it was Konami and I couldn't recall any SHMUPS they made. I actually forgot all about Gradius series because it is NOT a game I like actually. I actually thought I had played Life Force before and had it backlogged but nope, I definitely never played a Gradius game with vert. and horiz. elements (though its possible I simply never got past the first level. This game. Is. Hard!!!)

enter image description here
Stage 1 quickly teaches you whats what in the sense that terrain is going to be your most dangerous foe

Life Force (originally released as Salamander (J)) is a SHMUP that is mostly horizontal scrolling shooting but has several vertical scrolling shooting levels as well. These alternating stage styles are nice and not too many games did that. (When it comes to SHMUPS, ANY variety or new idea is usually welcome because they can get boring and stale fast). I would say this is largely the game's chief strength (and maybe claim to fame even if it was the first to do it, IDK).

enter image description here A few of the vertical levels feel almost like bonus game rounds. They tend to move fast!

However, overall, the game is lackluster and makes for a mediocre shooter at best. I found that the weapon upgrade system was alright, however I was really disappointed with the ripple beam (which I remember being pretty OP in Gradius) however, I found the laser quite nice with its ability to focus all your options in a single line for max effect, or the fact the beams move with your craft/options to make for a very versatile offense capability.

However, the problem is that there is no way you're actually going to survive this game, upgrade your weapons and maintain possession of your options. Often the beginning of a stage is a weapons upgrade "run" where if you kill all the lines of sustained enemies you might get up to a dozen upgrades. I find this is actually next to impossible to do without cheating however.

Very much like Gradius, this game is hard and has a weird upgrade scheme. It's been a while since I played Gradius to be honest, but many elements of the game are reminiscent of it.

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Level variation was alright (I've seen some of these levels in other games). The boss fights in this game are interesting. They are actually the easiest parts of the game. I very much enjoyed them. The bosses are weird and ugly/creepy and they tend to move around a lot, chasing you. They are quite easy with a max upgraded ship and sometimes go down in seconds. Otherwise it's a wrestling match of sorts and makes for a good marathon testing your stamina. The hard parts of this game are really the levels themselves, trying to not crash into the terrain. (Many parts of the game of which are just damn ridiculous. Fucking coin op design...)

In the end it isn't a long game (like most SHMUPs) and it's nothing amazing either. It does feature a 2 player sim. co-op mode which is of course probably the best way to play it.

Graphics aren't amazing but look okay overall, same can be said of sound (though sometimes sound effects don't play all the time for some reason). The game has flicker and slow down here and there, as is common with many games of this type that have multiple enemies on the screen at once.

While I did enjoy it with an emulator using rewind and save states, the difficulty of this is over the top. This game loves to steal your quarters with really sleazy dark-souls-y terrain "gotcha traps" where the terrain will just grow or things will lunge at you. Increasing your speed is helpful to dodge incoming attacks from enemies but then the game screws you for it by making you go down the tightest Luke Skywalker death star butt hole this wayside of the galaxy...

Like the other reviewer says: it's an overrated series, but it's still interesting to look at in the way it's programmed difficultly. I know some people hate these games and the way they are made hard like this, but I think these games will probably stand the test of time as notable challenges to anyone who ever seeks one out. Perhaps our heavily augmented cyborg children will actually come back to this one and appreciate it in a new light because it's such a test of reflexes and whatnot. A weird thought I know.

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jay.dino

Review jay.dino 3/5 · Feb 23, 2017

Platform:

Turbografx-16

Description:

A classic among shmups, that is unique because it alternates vertical and horizontal scrolling levels.

Liked:

The switch between vertical scrolling and horizontal levels brings a little variety, and offers a way to directly compare which shmup style you prefer. (I prefer vertical). I liked the different themes of each level, a lot of attention is paid …

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Platform:

Turbografx-16

Description:

A classic among shmups, that is unique because it alternates vertical and horizontal scrolling levels.

Liked:

The switch between vertical scrolling and horizontal levels brings a little variety, and offers a way to directly compare which shmup style you prefer. (I prefer vertical). I liked the different themes of each level, a lot of attention is paid to detail to make the environments consistent in the game world. It's also interesting that Bosses need to be shot at a specific spot to be defeated.

Disliked:

The difficulty here is ridiculous, and the game really punishes you from the first level on, probably because the game is really short. The level design is focused more on making you feel claustrophobic because there is no room at all to evade anything, than to actually maneuver skillfully around bullets and enemies.

Summary:

Reading a lot of praise for the Gradius series, which includes this, I think it's one of the most overrated Shmups I know. That doesn't mean it's a bad game, but the level of difficulty puts me off, and I personally don't really like shooters that force you to evade the environment and fly through ridiculously narrow passages where you die if you as much as touch the walls. It might have been impressive at the time, but today there is much better shmups out there. It's still average for me.

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