
GameCentral speaks to producer Ryosaku Ueno about Gradius Origins, Salamander 3, and how to get younger gamers into 2D shooters.
We don’t usually like doing email interviews, because you never get as much out of people if you’re not meeting them face to face, but there’s always an exception worth making and considering we’re such big fans of 2D shooters we jumped at the chance to put some questions to Ryosaku Ueno – producer of Gradius Origins at Konami.
You can read our review of the retro compilation here, but the short version is we loved it, especially the all-new sequel Salamander 3. It’s a great example of the genre, that looks like it’s stepped straight out of the 90s but we’re well aware that that won’t necessarily be a draw for many people nowadays.
So we asked Ueno what the future for 2D shooters is in the modern games industry, and how franchises like Gradius and Salamander can continue to appeal to nostalgic veterans while also attracting younger players that are new to the genre.
GC: Are you confident there is still a significant audience for 2D shooters? It seems a very old-fashioned kind of genre but can it still appeal to younger gamers who have little or no previous
experience with it?
RU: I can’t say there are many, but I feel there is a certain number, and I have the impression that the number has been increasing over the past few years. The game system is very simple in terms of experience, so I think it will be easy for young players who have never played before to understand and enjoy.
We have added various support functions so that even beginners can enjoy it, and we have made it possible to gradually reach the difficulty level of the original game, so I am looking forward to everyone’s reactions.
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GC: How do you feel the games have stood the test of time? What makes a good 2D shooter in terms of the weapons, level design, and bosses?
RU: It’s like the origins of classical music. After Gradius, bullet hell shooters and other types of shooters were born. Weapons, stage design, bosses, etc. have gone through various trends over the years, and I think what constitutes a good game varies depending on the era and the player.
However, I believe that masterpieces are works that transcend these trends and provide enjoyment, and have something that is passed down through the ages. What that something is really depends on the work itself.
GC: What particular elements does Gradius do best and how has it influenced the genre as a whole? Would the 2D shooter genre even exist without Gradius?
- The innovative system which allows players to choose their own power-ups.
- Using three buttons to play alongside the advanced graphics for the time.
- Each stage featured different background music and stage concepts which were largely unprecedented at the time.
- The excellent soundtrack and challenging gameplay further enhanced the experience.
While these elements may seem common today, this series remains a timeless classic, embodying the core enjoyment that made it so beloved originally. It’s clear that this game had a significant influence on future 2D shooters; so whilst it may be arrogant to say that ‘without Gradius…’ there would be nothing, there are numerous works that have inherited the spirit of the Gradius series, as they continue to be created even today. This is truly a wonderful thing.

GC: Why does Origins have such a particular focus on Salamander? I have to admit it’s my favourite aspect of the franchise but how would you define the difference between it and regular Gradius?
RU: There are two groups of thought regarding Gradius and Salamander: one considers them separate series, while the other views them as part of the same series. However, by 1990, the two series began to be treated as one.
They are essentially two series with the same core line but different expressions. The difference lies in whether one focuses on the core line or the overall perspective. Still, since both lines are kind of the same, those who loved one are likely to lean toward the other as well… I hope.
That’s how I feel. For me, they are still both separate series and part of the same series, but I love both equally. However, to be honest, while the Gradius collection makes sense, the Salamander series is difficult to compile as a standalone collection… so we decided to release them together at this time. In my opinion, and Mr Hori from M2’s opinion, Gradius is ‘delicate’ and Salamander is ‘bold.’
GC: Was it difficult to make Salamander 3, given there are presumably fewer and fewer people today that have the skill to make 2D shooters? How does the sequel attempt to evolve the gameplay and visuals of the franchise?
RU: The production was handled by M2, but Konami was also involved from the beginning. There are fewer staff members and companies capable of producing 2D shooters these days, but that’s precisely why we teamed up with M2, who possess the expertise and staff to make it happen.
When creating this collection of original titles, we reluctantly had to exclude Gradius 4 due to production schedule, porting difficulty, and cost considerations. However, we discussed with M2’s Mr Hori and decided to create a new title, Salamander 3, as an additional unique point. Both M2 and I simply wanted to create a new entry in the series, rather than focusing on making a sequel.
The reason a new game was added for Salamander, rather than Gradius, is because we wanted to minimise scheduling issues, especially as the time needed for tuning the restart points within Gradius would have proven too difficult compared to Salamander, in which respawning is instant.
Additionally, the Salamander series aligns better with our current ideal conditions of a playthrough time of approximately 15–20 minutes and six stages. New features include Burst Attack, which temporarily boosts weapon power for some seconds, allowing for powerful attacks, but reduces attack power during the cooldown period.
However, the concept behind Salamander 3 is what if M2 had made a sequel to Salamander 2 in the late 1990s?’ so the system, graphics, and music are designed to evoke the atmosphere of that time.

The main appeal is probably the sense of familiarity, like ‘Yes, this is it!’ It’s not a ‘brand new Gradius series!’ I think that experienced players will feel that ‘it’s Gradius’. The scenes that fans wanted to see appear one after another, and there are predictable developments that make you think, ‘That’s how it goes,’ as well as moments that make you laugh.
We’ve scattered various elements from Salamander and Salamander 2 throughout the game. Like Gradius ReBirth, the more knowledgeable you are, the more you’ll find little details that make you smile. On top of that, there are also developments that surpass fans’ expectations. So, in a nutshell, it’s a ‘solid yet chaotic Salamander.’
However, the difficulty adjustment has been updated to suit modern tastes, rather than staying true to the original. It’s not designed to be finished in 5 or 10 minutes like an arcade game, but rather balanced for home play while still feeling modern and it’s not too easy either. After having
some practice, I think you’ll be able to complete the game once, so please give it a try and enjoy it!
GC: Origins has an impressive range of features for more inexperienced players, including training mode, easy mode, and rewind, but do you worry that belated, faux-retro sequels focus too much on the high difficulty level? I’ve never considered it an important part of the appeal and yet it’s usually the number one priority for most retro titles.
RU: It depends on the preferences of the target users and the developers, doesn’t it? If the demand and supply for extremely high difficulty are properly matched, then that’s the right approach. Titles like Gradius and Parodius have also evolved towards higher difficulty levels in the past.
Since the early Gradius titles have been ported multiple times in the past, when we decided to create the definitive collection, we aimed to pack in as many support features as possible so that even those who had purchased previous ports would feel that this collection was something entirely different and worth purchasing.
Perhaps this is the result of all the accumulated experience we’ve gained over the years.
GC: Is there any long-term future for 2D shooters beyond retro-themed sequels and remakes? The original Star Fox remains one of the few attempts to extrude the gameplay into 3D but there were very few clones and the series quickly moved into a different style of action. Can you imagine a future where there is a new 3D Gradius game of any kind?
RU: 3D Gradius! There was a large arcade game called Solar Assault in the past, but the machine performance left much to be desired… A future that goes beyond sequels and remakes of 2D shooting games… That’s a difficult question.
It’s like asking if classical music can become modern pop songs. If it’s arranged in a modern style, is it still classical music? Can it still be called classical music? I am not sure of a future where a new 3D Gradius is released, but whether it can still be called Gradius is another matter. While some elements and the essence may remain, it would feel like a different game.
On the other hand, if the project is too constrained by the 2D Gradius format, it will likely fail. And many 2D Gradius fans (or even me) can imagine a future where a new 3D Gradius is dismissed as ‘this isn’t Gradius (because it’s not 2D).’ It’s a dilemma.
Personally, I want to explore the possibilities, but I also dream that the new generation of young people who played the Gradius Origins will embrace the past and create a project that captures the soul of Gradius and 2D shooters for the next step.

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