Difference between revisions of "Viper Phase 1"

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(Created page with "center {{GameInfobox |bordercolor = black |title = Viper Phase 1 |background = #f8f8f8 |image = Viper_Phase_1_Title.png |width = 324px; |image...")
 
 
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|imagescalepx = 180px
 
|imagescalepx = 180px
  
|developer = Seibu Kaihatsu
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|developer = [[Seibu Kaihatsu]]
 
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|music = Go Sato
 
|music = Go Sato
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|art = Toshinobu Komazawa
 
|art = Toshinobu Komazawa
 
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|releasedate = May 1995 (Japan), October 1995 (North America)
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|releasedate = May 1995 (Japan)
  
|previousgame = Raiden DX
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|previousgame = [[Raiden DX]]
|nextgame = Raiden Fighters 2
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|nextgame = [[Raiden Fighters]]
 
}}
 
}}
  
'''(Template Page)''' is a page that is dedicated to be easily copied and modified, in order to massively simplify the process of creating new '''game pages'''. The introduction to the player should be a simple, concise summary of the game, including information like release date, ports, and making sure to note who the developer is using [] brackets.  
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'''Viper Phase 1''' is a 1995 vertically scrolling shooter video game developed by Seibu Kaihatsu for arcades. Often regarded as a spin-off or spiritual successor to the Raiden series, the game shares many similarities in terms of gameplay mechanics and design. Viper Phase 1 is the first game developed for Seibu Kaihatsu's SPI system board, featuring detailed sprite-based graphics and elaborate explosion effects.
  
It's also important to note when games might contain specific cultural relevance, such as innovating on a new style of game, or excellent/poor critical reception.
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The initial release (known as ''OLD Version'') failed to gain acceptance among many players due to its unorthodox weapons system. Three months later, a revised '''NEW Version''' was released, featuring adjustments that brought the gameplay closer to ''Raiden'', such as making sub-weapons permanent. This version also formed the basis for overseas releases of Viper Phase 1.
  
The infobox (on the top right on this page) should contain all basic information about the game such as developer, people involved, release date etc. The image included should be the title screen of the game. You can change the color of the infobox and add a variety of other parameters. For this, please check the template page for the infoxbox: [[Template:GameInfobox]]
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Hamster Corporation released the game as part of their Arcade Archives series for the Nintendo Switch, PlayStation 4, and PlayStation 5 in December 2024.
 
 
If the page has a video index, please keep the VideoIndex template directly above the TOC as shown here. Otherwise, please remove it.
 
  
 
{{VideoIndex}}
 
{{VideoIndex}}
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== Gameplay Overview ==
 
== Gameplay Overview ==
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.
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The game consists of eight stages and supports two-player simultaneous play. There are no extends.
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The player's craft is controlled using an 8-way joystick and two buttons (Shot and Bomb). There are two types of shots: a main weapon and a sub-weapon (with four varieties of the latter), and pressing the Shot button fires both simultaneously.
  
 
=== Controls ===
 
=== Controls ===
 
----
 
----
* '''A:''' Description
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* '''A:''' Fires the player's weapons.
* '''A (Press):''' Description
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* '''B:''' Activates the player's bomb.
* '''A (Hold):''' Description
 
* '''B:''' Description
 
 
 
=== Unlockable Secrets ===
 
----
 
If a game features unlockable modes, extras, secrets character etc. such as the Mahou characters in ''[[Battle Garegga|Battle Garegga]]'' or Strong Style in ''[[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu]]'' that are relevant to the basic system of a game, put these codes here. ''Otherwise, omit this section.''
 
 
 
=== Characters / Ships / Styles ===
 
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This section should include the characters or ships, if any, that the player can select in the game. Ideally, different "styles" (for games that use them, such as ''[[DoDonPachi]]'') would also be included here.
 
 
 
If there is only one playable character and no elements to augment/customize your ship, ''this section can be omitted from the page''.
 
  
 
=== Weapons ===
 
=== Weapons ===
 
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----
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''
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{| class="wikitable"
 +
|-
 +
! scope="col" style="width: 80px;" | Icon
 +
! scope="col" style="width: 80px;" | Name
 +
! scope="col" style="width: 330px;" | Function
 +
|-
 +
| [[File:Viper_Phase_1_Wide.png|40px|center]] || <center>'''Wide'''</center> || <center>Fires shots in a fan-shaped pattern covering a wide area. Powering up expands the firing range. While the damage per individual shot is low, point-planking enemies unleashes devastating attack power.</center>
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|-
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| [[File:Viper_Phase_1_Laser.png|40px|center]] || <center>'''Laser'''</center> || <center>Fires a laser beam straight ahead. Although the effective range is narrow, the weapon is powerful. Powering up increases the thickness of the beam. This weapon is effective against heavily armored enemies.</center>
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|-
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| [[File:Viper_Phase_1_Missile.png|40px|center]] || <center>'''Missile'''</center> || <center>Launches missiles across a wide area in front of your ship. The missiles travel slowly but explode upon impact, dealing massive damage. Powering up increases the number of missiles fired and expands the size of the resulting explosions.</center>
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|-
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| [[File:Viper_Phase_1_Napalm.png|40px|center]] || <center>'''Napalm'''</center> || <center>Fires missiles straight ahead from both wings of your ship. They detonate upon impact, dealing concentrated, high-damage hits. Powering up increases the number of explosions generated by each missile, allowing the blast to cover a wider area.</center>
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|-
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|}
  
 
=== Items ===
 
=== Items ===
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== Story ==
 
== Story ==
Basic story breakdowns, plot information, and endings are included here.  
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The year is 2050 (Cosmic Era), long after humanity embarked on a massive space colonization project in search of a "second Earth." Having settled across various star systems, humanity developed unique cultures and scientific advancements, yet simultaneously fell into conflict, sparking a succession of large-scale interstellar wars. The flames of war eventually reached Earth itself; a rebel force from another star system—possessing technology far superior to Earth's—brought a massive fleet led by a space aircraft carrier into Earth's orbit and demanded unconditional surrender. In response, the Earth Defense Force launched a top-secret operation codenamed "Viper Phase 1," the plan for which was to infiltrate the enemy carrier, gather data, seize a new type of enemy fighter, and then use that fighter to destroy the carrier.
 
 
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.
 
 
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Latest revision as of 21:56, 18 August 2026

Viper Phase 1 Logo.png
Viper Phase 1
Viper Phase 1 Title.png

Title screen

Developer: Seibu Kaihatsu
Music: Go Sato
Program: Yoritaka Kasai
Art: Toshinobu Komazawa
Release date: May 1995 (Japan)
Previous game: Raiden DX
Next game: Raiden Fighters

Viper Phase 1 is a 1995 vertically scrolling shooter video game developed by Seibu Kaihatsu for arcades. Often regarded as a spin-off or spiritual successor to the Raiden series, the game shares many similarities in terms of gameplay mechanics and design. Viper Phase 1 is the first game developed for Seibu Kaihatsu's SPI system board, featuring detailed sprite-based graphics and elaborate explosion effects.

The initial release (known as OLD Version) failed to gain acceptance among many players due to its unorthodox weapons system. Three months later, a revised NEW Version was released, featuring adjustments that brought the gameplay closer to Raiden, such as making sub-weapons permanent. This version also formed the basis for overseas releases of Viper Phase 1.

Hamster Corporation released the game as part of their Arcade Archives series for the Nintendo Switch, PlayStation 4, and PlayStation 5 in December 2024.

For replay videos, visit the Video Index.

Gameplay Overview

The game consists of eight stages and supports two-player simultaneous play. There are no extends. The player's craft is controlled using an 8-way joystick and two buttons (Shot and Bomb). There are two types of shots: a main weapon and a sub-weapon (with four varieties of the latter), and pressing the Shot button fires both simultaneously.

Controls


  • A: Fires the player's weapons.
  • B: Activates the player's bomb.

Weapons


Icon Name Function
Viper Phase 1 Wide.png
Wide
Fires shots in a fan-shaped pattern covering a wide area. Powering up expands the firing range. While the damage per individual shot is low, point-planking enemies unleashes devastating attack power.
Viper Phase 1 Laser.png
Laser
Fires a laser beam straight ahead. Although the effective range is narrow, the weapon is powerful. Powering up increases the thickness of the beam. This weapon is effective against heavily armored enemies.
Viper Phase 1 Missile.png
Missile
Launches missiles across a wide area in front of your ship. The missiles travel slowly but explode upon impact, dealing massive damage. Powering up increases the number of missiles fired and expands the size of the resulting explosions.
Viper Phase 1 Napalm.png
Napalm
Fires missiles straight ahead from both wings of your ship. They detonate upon impact, dealing concentrated, high-damage hits. Powering up increases the number of explosions generated by each missile, allowing the blast to cover a wider area.

Items


This section describes any and all collectibles that you acquire in the game. An example being any Power Up items or Medals from Battle Garegga. Include secret items such as extra lives as well.

Rank


If the game features a relevant rank system, use this section to discuss it in more detail. Otherwise, this can be omitted.

Loops


If a game features a loop system, elaborate on it in detail here. Otherwise, omit this section.

Scoring


This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the DoDonPachi page.

Strategy

See (Template Page)/Strategy for stage maps, enemy and boss descriptions, walkthroughs, and advanced play strategies.


This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page.

(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)


Story

The year is 2050 (Cosmic Era), long after humanity embarked on a massive space colonization project in search of a "second Earth." Having settled across various star systems, humanity developed unique cultures and scientific advancements, yet simultaneously fell into conflict, sparking a succession of large-scale interstellar wars. The flames of war eventually reached Earth itself; a rebel force from another star system—possessing technology far superior to Earth's—brought a massive fleet led by a space aircraft carrier into Earth's orbit and demanded unconditional surrender. In response, the Earth Defense Force launched a top-secret operation codenamed "Viper Phase 1," the plan for which was to infiltrate the enemy carrier, gather data, seize a new type of enemy fighter, and then use that fighter to destroy the carrier.


Development History

If available, you can include information here about the hardware, the development of the game, and its general reception. Try to have as much information in this section cited as possible.


Version Differences

  • Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.

Trivia

  • Cool facts and random tidbits go here!

Gallery

See (Template Page)/Gallery for our collection of images and scans for the game.


Other

We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.

(Template Page)
put your stuff here

References & Contributors

  1. Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.
  2. If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: [[User:(You)|(Your Name)]]
    1. And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.

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