Difference between revisions of "Viper Phase 1"

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'''''Viper Phase 1''''' (バイパーフェイズ1) is a 1995 vertically scrolling shooter arcade video game developed and published by Seibu Kaihatsu. 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 philosophy. ''Viper Phase 1'' is the first game developed for Seibu Kaihatsu's SPI system board, featuring detailed sprite-based graphics and elaborate explosion effects.
 
'''''Viper Phase 1''''' (バイパーフェイズ1) is a 1995 vertically scrolling shooter arcade video game developed and published by Seibu Kaihatsu. 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 philosophy. ''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 (now known unofficially as ''Old Version'') failed to gain acceptance among many players due to its unorthodox weapons system. Three months later, a revised '''''Viper Phase 1 New Version''''' was released, featuring adjustments that brought the gameplay closer to ''Raiden'', such as making sub-weapons permanent (see [[Viper_Phase_1#Version_Differences|Version Differences]]). This version also formed the basis for overseas releases of ''Viper Phase 1''.
+
The initial release (now unofficially known as ''Old Version'') failed to gain acceptance among many players due to its unorthodox weapons system. Three months later, a revised '''''Viper Phase 1 New Version''''' was released, featuring adjustments that brought the gameplay closer to ''Raiden'', such as making sub-weapons permanent (see [[Viper_Phase_1#Version_Differences|Version Differences]]). This version also formed the basis for overseas releases of ''Viper Phase 1''.
  
 
Hamster Corporation released the game (featuring both versions) as part of their ''Arcade Archives'' series for the Nintendo Switch and Sony PlayStation 4 in December 2024.
 
Hamster Corporation released the game (featuring both versions) as part of their ''Arcade Archives'' series for the Nintendo Switch and Sony PlayStation 4 in December 2024.
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! scope="col" style="width: 350px;" | Function
 
! scope="col" style="width: 350px;" | Function
 
|-
 
|-
| [[File:Viper_Phase_1_Wide.png|50px|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-blanking enemies unleashes devastating attack power.</center>
+
| [[File:Viper_Phase_1_Wide.png|50px|center]] || <center>'''Wide'''</center> || <center>Fires shots in a fan-shaped pattern covering a wide area. Powering up expands the coverage. While the damage per individual shot is low, point-blanking enemies unleashes devastating attack power.</center>
 
|-
 
|-
 
| [[File:Viper_Phase_1_Laser.png|50px|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>
 
| [[File:Viper_Phase_1_Laser.png|50px|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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==== Ground Medals ====
 
==== Ground Medals ====
  
At regular intervals ground medals will have a brief moment where they stop shimmering. Collecting them at that exact moment awards the maximum value of 2,000 points or 3,000 points, respectively, for small and large medals, as well as 100,000 points for a special medal.
+
At regular intervals ground medals will have a brief moment when they stop shimmering. Collecting them at that exact moment awards the maximum value of 2,000 points or 3,000 points, respectively, for small and large medals, as well as 100,000 points for a special medal.
  
 
==== Airborne Medals ====
 
==== Airborne Medals ====
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[[File:Viper_Phase_1_Bonus_Pod.png|left|thumb|50px|Bonus Pod]] Airborne medals do not feature a shimmering animation and will always be worth the base value of 500 points or 1,000 points, respectively, for small and large medals.
 
[[File:Viper_Phase_1_Bonus_Pod.png|left|thumb|50px|Bonus Pod]] Airborne medals do not feature a shimmering animation and will always be worth the base value of 500 points or 1,000 points, respectively, for small and large medals.
  
In most cases, airborne medals will be released by specific bonus pod enemies. These enemies appear at a random horizontal position and at fixed times for each stage based on the elapsed time from the start of the stage. They will descend straight down from the top of the screen, briefly pause when they reach their inflection point near the center, and then change their trajectory back up and off the screen. Destroying a bonus pod on the way down yields five medals, but destroying it only after it has begun to travel back up the screen will make it drop ten medals. The ratio between small and large medals that are dropped is random.
+
In most cases, airborne medals will be released by specific bonus pod enemies. These enemies appear at a random horizontal position and at fixed times for each stage based on the elapsed time from the start of the stage. They will descend straight down from the top of the screen, briefly pause when they reach the center, and then change their trajectory back up and off the screen. Destroying a bonus pod on the way down yields five medals, but destroying it only after it has begun to travel back up the screen will make it drop ten medals.
</br>
+
 
 +
The ratio between small and large medals that are dropped by bonus pods is random.
 
</br>
 
</br>
 
</br>
 
</br>
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===== Completion Bonus =====
 
===== Completion Bonus =====
  
If the missile in the final mission stopped, thereby achieving the good ending, 1,000,000 points are awarded. If the player fails to do so only 100,000 points are awarded.
+
If the missile in the final mission is stopped, thereby achieving the good ending, 1,000,000 points are awarded. If the player fails to do so only 100,000 points are awarded.
  
 
===== Bomb Bonus =====
 
===== Bomb Bonus =====
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* When playing for score, prioritize achieving a 100% enemy destruction rate and a clearing the game using as few lives and bombs as possible, as this will have the greatest effect on score.
 
* When playing for score, prioritize achieving a 100% enemy destruction rate and a clearing the game using as few lives and bombs as possible, as this will have the greatest effect on score.
 
* Use screen sealing to your advantage: moving to the far right or left side of the screen so that enemies on the opposite side are no longer visible onscreen will prevent them from firing shots.
 
* Use screen sealing to your advantage: moving to the far right or left side of the screen so that enemies on the opposite side are no longer visible onscreen will prevent them from firing shots.
* It is neither necessary nor recommended to control rank.
+
* It is not necessary to control rank.
  
 
=== Enemy Spawn Behavior ===
 
=== Enemy Spawn Behavior ===
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Destroying the silos in the opening section of the stage will cause many medals to scatter out. Destroying all of the silos will yield a secret bonus of 40,000 points.
 
Destroying the silos in the opening section of the stage will cause many medals to scatter out. Destroying all of the silos will yield a secret bonus of 40,000 points.
  
In the second half of the stage, multiple formations of orbs will enter the screen. A special bonus of 1,000 points is awarded for completely wiping out a formation, and the bonus increases by 1,000 points for every subsequently destroyed formation, up to a maximum value of 10,000. If the chain is broken, the bonus value will reset to 1,000 points.
+
In the second half of the stage, multiple formations of orbs will enter the screen. A special bonus of 1,000 points is awarded for completely wiping out a formation, and the bonus increases by 1,000 points for every subsequently destroyed formation, up to a maximum value of 10,000 per formation. If the chain is broken, the bonus value will reset to 1,000 points.
  
 
=== Stage 5 Bonus Pods ===
 
=== Stage 5 Bonus Pods ===
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* The player 1 ship ''Judge Spear'' and player 2 ship ''Blue Javelin'' are selectable crafts in the ''Raiden Fighters'' series of games.
 
* The player 1 ship ''Judge Spear'' and player 2 ship ''Blue Javelin'' are selectable crafts in the ''Raiden Fighters'' series of games.
 
* In the Sony PlayStation release of ''Raiden DX'', players can unlock the option to swap the standard soundtrack with music from Viper Phase 1.
 
* In the Sony PlayStation release of ''Raiden DX'', players can unlock the option to swap the standard soundtrack with music from Viper Phase 1.
----
 
 
== Gallery ==
 
<div style='text-align: center;'>
 
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''
 
</div>
 
 
----
 
----
  

Latest revision as of 20:46, 26 August 2026

Viper Phase 1 Logo Dark.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: Japan: May 1995

Japan (New Version): August 1995

USA: October 1995
Previous game: Raiden DX
Next game: Raiden Fighters

Viper Phase 1 (バイパーフェイズ1) is a 1995 vertically scrolling shooter arcade video game developed and published by Seibu Kaihatsu. 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 philosophy. 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 (now unofficially known as Old Version) failed to gain acceptance among many players due to its unorthodox weapons system. Three months later, a revised Viper Phase 1 New Version was released, featuring adjustments that brought the gameplay closer to Raiden, such as making sub-weapons permanent (see Version Differences). This version also formed the basis for overseas releases of Viper Phase 1.

Hamster Corporation released the game (featuring both versions) as part of their Arcade Archives series for the Nintendo Switch and Sony PlayStation 4 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 or extra lives.

Controls


  • 8-way joystick: Moves the player's craft. As in the Raiden series, diagonal movement is faster than strictly vertical or horizontal movement (with vertical movement being slower than horizontal movement).
  • A: Simultaneously fires the player's main weapon and sub-weapon.
  • B: Activates the player's bomb. There is a slight delay before the bomb detonates.

Weapons


Sub-weapons can be equipped by destroying a weapon carrier craft and picking up the weapon change item it drops. Weapon carriers generally appear in sync with specific enemy ships during the stages and can also appear during boss battles. Weapon change items float down the screen oscillating right and left and changing their weapon type every time they change direction. The starting weapon type is random, but the cycle order is fixed as Wide, Laser, Missile, Napalm, Wide, Laser... and so on.

Icon Name Function
Viper Phase 1 Wide.png
Wide
Fires shots in a fan-shaped pattern covering a wide area. Powering up expands the coverage. While the damage per individual shot is low, point-blanking 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


Destroying item carriers that appear at predetermined points throughout each stage will release either a power-up item or a bomb item. These items appear in a repeating power-up, power-up, bomb, power-up, power-up, bomb... sequence with every item carrier destroyed.

Medals can be revealed by destroying various airborne and ground-based targets.

Icon Name Function
Viper Phase 1 Powerup.png
Power-up
Upgrades both the main weapon and sub-weapon shot power up to a maximum of three levels. However, if you choose the Laser or Napalm sub-weapon, your main shot is downgraded to its weakest form.
In Old Version only the main weapon is upgraded.
Viper Phase 1 Bomb.png
Bomb
Increases the player bomb stock by 1.
Viper Phase 1 Medal Small.png
Small medal
Worth 500 points, or 2,000 points at max value.
Viper Phase 1 Medal Large.png
Large medal
Worth 1,000 points, or 3,000 points at max value.
Viper Phase 1 Medal Special.png
Special medal
Worth 30,000 points, or 100,000 points at max value. Can be revealed twice in the game.

Rank


In Viper Phase 1 rank is chiefly a survival timer. As you stay alive, rank gradually climbs toward its maximum. Dying lowers rank—normally by 2 levels in single-player on default settings and delays the next increase. The rate is determined by the current stage and DIP difficulty.

Higher rank:

  • allows more enemy bullets on screen;
  • changes when enemies are permitted to shoot;
  • shortens enemy timers;
  • increases enemy bullet speed;
  • activates harder behavior in numerous enemy-specific scripts.

Power level doesn't raise rank, but it adds a small amount to the separate bullet-speed difficulty calculation.

Loops


A second loop is present in Viper Phase 1 USA. All other versions are single-loop.

Endings


There are two narrative outcomes determined by whether you stop the planet-destroying missile in Stage 8. Depending on the ending reached a different completion bonus is awarded.

Scoring


This section refers primarily to the New Version of the game.

Ground Medals

At regular intervals ground medals will have a brief moment when they stop shimmering. Collecting them at that exact moment awards the maximum value of 2,000 points or 3,000 points, respectively, for small and large medals, as well as 100,000 points for a special medal.

Airborne Medals

Bonus Pod

Airborne medals do not feature a shimmering animation and will always be worth the base value of 500 points or 1,000 points, respectively, for small and large medals.

In most cases, airborne medals will be released by specific bonus pod enemies. These enemies appear at a random horizontal position and at fixed times for each stage based on the elapsed time from the start of the stage. They will descend straight down from the top of the screen, briefly pause when they reach the center, and then change their trajectory back up and off the screen. Destroying a bonus pod on the way down yields five medals, but destroying it only after it has begun to travel back up the screen will make it drop ten medals.

The ratio between small and large medals that are dropped by bonus pods is random.

Stage Clear Bonus

At the end of each stage, the game awards a bonus based on enemies destroyed, medals collected, bombs remaining, and the destruction rate:

stage clear bonus = (enemies destroyed × 10 + bombs × 300 + medals × 100) × destruction-rate multiplier

The destruction multiplier is determined by the percentage of enemies destroyed. For single-player, the destruction-rate multiplier is as follows:

Percent Destroyed Multiplier
0–79%
x10
80–89%
x20
90–94%
x30
95–98%
x40
99%
x50
100%
x100

There is no rounding to the nearest integer. So if the actual ratio is 98.99%, the game treats that as 98% → ×40, not 99% → ×50.

This makes a 100% destruction rate particularly valuable: the multiplier jumps from ×50 at 99% to ×100 at 100%, effectively doubling the entire stage clear bonus.

Two-Player Exception

In simultaneous two-player play, the multiplier table is slightly different:

Percent Destroyed Multiplier
0–79%
x10
80–89%
x20
90–94%
x30
95–99%
x40
100%
x50
Stage 4 Bug

Due to incorrect spawn coordinates, several enemies in Stage 4 are immediately deleted before the player can destroy them. As a result, a 100% destruction rate cannot legitimately be achieved in Stage 4 and 99% is the maximum. The Old Version has the same bug in Stage 6.

All Clear Bonus

After completing the game, an additional bonus is awarded based on final-mission success, total enemies destroyed, total medals collected, bombs used, and deaths.

all clear bonus = completion bonus + (total enemies × 100) + (total medals × 1,000) + bomb bonus + survival bonus
Completion Bonus

If the missile in the final mission is stopped, thereby achieving the good ending, 1,000,000 points are awarded. If the player fails to do so only 100,000 points are awarded.

Bomb Bonus

The Bomb Bonus is based on the total number of bombs used during the entire game:

Bombs used Bonus
0
500,000
1
300,000
2
100,000
3
50,000
4
40,000
5
30,000
6
20,000
7
10,000
8
9,000
9
8,000
10
7,000
11
6,000
12
5,000
13
4,000
14
3,000
15+
2,000
Survival Bonus

The Survival Bonus is based on the total number of deaths during the entire game:

Deaths Bonus
0
500,000
1
400,000
2
300,000

Strategy

This section refers primarily to the New Version of the game.

Basic Strategy


  • Wide shot is by far the most viable sub-weapon for the entirety of the game due to its powerful point-blanking ability and screen coverage at full power.
  • Using external 30Hz rapid-fire is highly recommended.
  • Due to the slight delay between activation and detonation, bombs should be used offensively and at pre-planned points in the game.
  • When playing for score, prioritize achieving a 100% enemy destruction rate and a clearing the game using as few lives and bombs as possible, as this will have the greatest effect on score.
  • Use screen sealing to your advantage: moving to the far right or left side of the screen so that enemies on the opposite side are no longer visible onscreen will prevent them from firing shots.
  • It is not necessary to control rank.

Enemy Spawn Behavior


Viper Phase 1 uses both fixed and dynamic enemy spawning. Fixed enemies are tied to specific stage scroll positions and therefore normally appear at the same place on every run. Other, primarily airborne enemies belong to sequential wave lists whose timing depends partly on how quickly the previous wave is cleared. The game keeps a counter of active wave enemies; when it reaches zero, part of the delay before the next wave is skipped. If enemies survive, the next wave eventually appears anyway after a timeout. The order of these waves is fixed rather than random, so destroying enemies quickly changes their timing but not which enemies are scheduled to appear.

Players can manipulate the dynamic enemy spawning to suit their goals. Survival players may choose not to destroy certain enemies or enemy waves in order to prevent more difficult enemy combinations from appearing (particularly in Stages 4 and 7), whereas score players may choose to speed kill successive waves in order to optimize the enemies destroyed bonus.

Special Medals


Stage 1

Shortly after the beginning of the stage, do not destroy the container on the third moving platform. If you leave it intact, the platform will disappear into a tunnel and reappear with a special medal in place of the container. The medal will stop flickering when it has reached the bottom of the screen. Collect it at this time to be awarded the max value of 100,000 points.

Stage 8

If you wait to take out the planet-destroying missile until after the timer has reached zero (you will have had to weaken the missile enough prior to this for it to work), the missile's weak point will reveal a special medal worth 30,000 points. Here the special medal does not remain onscreen long enough to collect it at max value.

Stage 4 Secret Bonuses


Destroying the silos in the opening section of the stage will cause many medals to scatter out. Destroying all of the silos will yield a secret bonus of 40,000 points.

In the second half of the stage, multiple formations of orbs will enter the screen. A special bonus of 1,000 points is awarded for completely wiping out a formation, and the bonus increases by 1,000 points for every subsequently destroyed formation, up to a maximum value of 10,000 per formation. If the chain is broken, the bonus value will reset to 1,000 points.

Stage 5 Bonus Pods


In this stage bonus pods do not appear regularly. Instead there are four locations where four ground medals are arranged in a diamond pattern. Hovering the player ship in the center of this pattern for about one second will make a bonus pod appear. Note that it is permissible to collect the medals surrounding the hover spot.


Story

Year 2050 (Cosmic Era)

Over two millennia after humanity scattered across the galaxy in search of a second Earth, the once-isolated colonies have evolved into distinct star systems with unique cultures and formidable technologies. But distance could not extinguish human ambition. Boundless desire inevitably sparked devastating interstellar wars—conflicts that have finally reached Earth's doorstep.

A technologically superior rebel fleet from an outer star system has entered Earth's orbit. Anchored by a massive space carrier, the invaders demand humanity's immediate and unconditional surrender. Facing total annihilation and running out of time, the Earth Defense Force has initiated a high-stakes, top-secret last resort.

Operational Directive:

  1. Infiltrate the enemy's flagship space carrier.
  2. Gather critical intelligence on the rebel force's primary strength.
  3. Hijack their newly developed prototype fighter jet.
  4. Turn the stolen aircraft against the flagship and destroy the carrier from within.

To prevent retaliation, this mission requires absolute secrecy; no trace of Earth’s involvement can be left behind. With no room for failure, the final operation "Command Code S1" Codename Viper Phase 1 begins now.


Development History

Viper Phase 1 was programmed almost single-handedly by Yoritaka Kasai, who handled the game's entire codebase — including system architecture, enemy behaviors, and boss encounters — while heavily struggling against the hardware limitations of the arcade board. To ensure broad appeal, simple controls and straightforward mechanics were maintained, though Kasai later made a business trip overseas to adjust the game's balance specifically for Western audiences, eventually introducing a medal-collecting mechanic in the New Version to cater to American player preferences.

Despite the tight schedule preventing full optimization during development, the foundational programming and system lessons from Viper Phase 1 directly paved the way for Seibu Kaihatsu's Raiden Fighters series.


Version Differences

Viper Phase 1 exists in an original Old Version and a revised New Version. The American release, titled Viper Phase 1 USA, is based on the New Version but also has some region-dependent differences.

Japan Old Version vs. Japan New Version


Feature Old Version New Version
Secondary weapons
Limited ammunition
(indicated by a gauge in the HUD)
Unlimited ammunition
Secondary weapon power
Fixed
Four power levels
Secondary weapon damage
Higher
Reduced
Power-up items
Power up the main shot
Also power up sub-weapons
Bomb detonation delay
Slower
Faster
Medal system
Simple
Expanded timing-based scoring
Bonus pods
Less frequent
More frequent

Furthermore, the placement of certain enemies differs between the two versions.

Japan New Version vs. USA New Version


Viper Phase USA uses essentially the same revised gameplay as the Japanese New Version. By default it is configured with a second loop after clearing the game.

The only confirmed regional gameplay adjustment is the enemy bullet-speed rank curve. The USA version is slightly more lenient at low rank.

Other Versions


Other region versions (Korea, Taiwan, Europe, etc.) are identical in content to the Japan New Version and only feature different license/distribution notices.


Trivia

  • The player 1 ship Judge Spear and player 2 ship Blue Javelin are selectable crafts in the Raiden Fighters series of games.
  • In the Sony PlayStation release of Raiden DX, players can unlock the option to swap the standard soundtrack with music from Viper Phase 1.

Soundtrack Releases

  • Viper Phase 1 Original Soundtrack, a 2 CD set also featuring a superplay DVD was released by Ooparts in 2005
  • Viper Phase 1.LP was released on vinyl by bootleg! Records in 2017

References & Contributors

  1. Shmuplations | https://shmuplations.com/viperphase1/
  2. A.Y. Dayo | https://www2c.biglobe.ne.jp/~abfuku/raiden/rf_index.html
  3. Primary info provided by CIT Seven Force
  4. AI was used to analyze the game code and confirm score calculations, enemy spawn routines, and the rank system

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