Salamander 2 Cover

IGDB / 1483

Salamander 2

1996 69 / 100 Arcade Shooter
Like the original Salamander, and as opposed to the Life Force releases, Salamander 2 abandons the selection-bar based power-up system, in favor for a simplified system that focuses on powering weapons up based on specific icons. For example, the player cannot increase his ship speed until a speed icon is picked up; additional speed icons further increase the ship velocity. Several weapons, when additionally upgrade Show full summary

Like the original Salamander, and as opposed to the Life Force releases, Salamander 2 abandons the selection-bar based power-up system, in favor for a simplified system that focuses on powering weapons up based on specific icons. For example, the player cannot increase his ship speed until a speed icon is picked up; additional speed icons further increase the ship velocity. Several weapons, when additionally upgraded, turn into a 'super' weapon for approximately ten seconds. If the player has the ripple laser, and then gets another icon for it, the player will receive the high-powered Buster ripple for a short period of time. Options have been slightly changed with the arrival of 'option seeds', which are small options that orbit the ship firing only the basic initial shot. Two option seeds can combine into one full option. Moreover, options can also be sacrificed to utilize a short-term homing beam weapon. Several enemy bosses typical to Gradius games return, including the Brain Golem (the first level boss) and the Tetran (the second level boss). There are a total of six levels. Since the game is similar to its prequel, Salamander 2 does not use the Revival Start feature from Gradius (which pushes the player back to a pre-determined checkpoint if a life is lost), many people consider this title to be easier than other titles in the Gradius series due to this. Once the game has been completed, it starts its second-loop at a much higher difficulty. The music is also changed to remixed versions of Salamander's music in some stages. The first player's ship is called Vic Viper while the second player's ship is Super Cobra.

World design Nicht eindeutig GameplayCombat-focused Game modeCo-op

Deep dive / Spielprofil

Everything about Salamander 2: story and gameplay

A structured look at the narrative, game feel, and traits that define this game.

Story & context

Year 0999 in the space calendar... The subspace life form Doom began its invasion. Their appearance caused distortions in the universe, sending multiple colonized star systems hurtling into subspace. Those who managed to escape with their lives fled to the home planet and final stronghold of Gradius, where they launched a counterattack. Now two super-dimensional fighters are taking off, the final hopes of all mankind riding on their shoulders. Vic Viper and Super Cobra! Prepare for takeoff!

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Traitretro Traitshared screen Traitshmup Traitshoot 'em up

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Gameplay Video

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Game profile / Plain language

Salamander 2: release, platforms, and facts

Studio, play style, releases, and official sources — compactly prepared from external IGDB data.

01
Studios & ownership

Studio & publishing

Developer
Konami
Publisher
Konami
Franchise
Gradius
02
So spielt es sich

Spielprofil

Modi
Co-operative, Single player, Split screen
Perspective
Side view
Themes
Science fiction
03
Wo & wann

Platform releases

  • PlayStation Jul 06, 1996
  • Sega Saturn Jun 19, 1996
  • Arcade Q1 1996

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