Space Channel 5 | |
---|---|
Developer(s) | United Game Artists[a] |
Publisher(s) | Sega[b] |
Director(s) | Takashi Yuda |
Producer(s) | Tetsuya Mizuguchi |
Designer(s) | Takumi Yoshinaga |
Artist(s) | Yumiko Miyabe |
Writer(s) | Takumi Yoshinaga |
Composer(s) | Naofumi Hataya Kenichi Tokoi |
Platform(s) | Dreamcast, PlayStation 2, Game Boy Advance |
Release |
|
Genre(s) | Music |
Mode(s) | Single player |
- Space Channel 5 Download Full
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Space Channel 5[c] is a music video game developed by United Game Artists and published by parent company Sega. Originally released for the Dreamcast (1999 in Japan, 2000 worldwide), it was later ported to the PlayStation 2 (2002 in Europe, 2003 in Japan and North America). A version for the Game Boy Advance (GBA) was published in 2003 as a Western exclusive. Following space faring reporter Ulala as she investigates an alien invasion, players engage in rhythm-based combat where Ulala mimics the actions of rivals in time to musical tracks.
CoolROM.com's game information and ROM (ISO) download page for Space Channel 5 (Sega Dreamcast).
The game was conceived by Tetsuya Mizuguchi, who was told to create something aimed at a female audience. Production lasted two years, with a staff of around 20 that included company veterans and newcomers to game development. The music, composed by Naofumi Hataya and Kenichi Tokoi, drew inspiration from 1960s big band music. The jazz number 'Mexican Flyer' by Ken Woodman informed the musical style and acted as the theme song. The overall style was influenced by culture from the 1950s and 60s, and the later music videos of Peter Gabriel and Michael Jackson; Jackson had a cameo appearance in the game.
While the game released to low sales, journalists gave the Dreamcast original generally positive reviews. The PS2 version was also praised upon release. The GBA version saw lower scores due to technical shortcomings. A sequel, Space Channel 5: Part 2, released in 2002 in Japan and 2003 worldwide. A new game for PlayStation VR is currently in production by original staff at Grounding Inc. Ulala went on to make cameo appearances in other franchises.
Design professional-looking marketing materialsand publications with Microsoft Publisher. Adobe acrobat pro manual pdf. Additional Microsoft ProgramsIn addition to popular programs from Microsoft Office, there areother programs designed to help with more specialized work. Create professional-lookingdiagrams to share with associates using Visio. Look forMicrosoft Access to help you quickly build convenient apps for managingdata, like contacts, customer billing or orders, without the need forprogramming knowledge.
- 2Development
- 4Reception
- 7References
Story and gameplay[edit]
Ulala battles a rival reporter during a 'boss' encounter.
In Space Channel 5, players take on the role of Ulala, a reporter working for the titular news channel in a 1960s-styled science fiction future filled with competing news channels. When an alien race called the Morolians begin attacking, Ulala simultaneously reports on the events, fights off the threat, and clashes with rival reporters.[5][6] The invasion is revealed to have been staged by Space Channel 5 boss Chief Blank to drive up ratings for the channel. With help from fellow reporters and support from her fans, Ulala defeats Blank.[7]
Players control Ulala through four stages;[8] real-time polygonal character models and visual effects move in synch to MPEG movies which form the level backgrounds.[9] All gameplay has Ulala mimicking the movements and vocalisations of her opponents (compared by journalists to the game Simon Says).[6][9][10][11] Actions are performed in time to music tracks playing in each section of a stage.[12] There are six buttons that match actions on-screen; the directional buttons, and two action buttons (A and B on Dreamcast and Game Boy Advance (GBA), Cross and Circle on PlayStation 2) which are presented with the vocalization 'chu'.[6][12][13]
Levels are split between 'dance' areas, and shooting areas.[12] During dance sections, Ulala mimics actions and shouts of 'chu' from enemies, with successful actions boosting a 'Ratings' meter in the lower right corner of the screen.[12] In combat, Ulala must shoot at and defeat enemies, and also rescue hostages with the other action button.[14] After either a dance or combat section, Ulala is joined in her progress by the people she rescued.[9] During boss battles, Ulala has a health meter represented on-screen as hearts; a heart is lost for each mistake. If Ulala makes too many mistakes and loses all hearts during boss battles, or fails to meet the minimum rating requirements or causes ratings to drop to zero by missing or failing actions, the player reaches a game over and must restart.[6][12] The game features a new game plus option, where players can begin a new game using a completed save file, which unlocks new gameplay options. Depending on current rating, alternate routes are unlocked and new enemy patterns appear.[15]
Development[edit]
Tetsuya Mizuguchi, founder of AM Annex, which later became United Game Artists
The concept for Space Channel 5 originated when Tetsuya Mizuguchi was contacted by Sega to develop a game for the Dreamcast aimed at a female casual gaming demographic. Mizuguchi had no knowledge of such a demographic, so he personally interviewed several young girls to find their tastes in gaming. He discovered that, while male gamers trended towards games that allowed for ranking and high scores, women preferred straight puzzle games.[16] Mizuguchi decided to create a game which would bring together both video game and music fans, using his personal experience with nightclub disco and music events such as Street Parade. He also drew inspiration from the art of Wassily Kandinsky, wanting to encourage a form of synesthesia within players.[17] Other sources of inspiration were the music of the 1950s and 60s, and the music videos of Peter Gabriel and Michael Jackson that were showing on MTV during the 80s.[18]
Lenovo ibm thinkpad r60 drivers. Production was handled by United Game Artists, known as Sega Production Department 9 until its rebranding in 2000; it was the newly-formed division's first project.[11][19] The team included many staff from Team Andromeda (makers of Panzer Dragoon) and the Sonic the Hedgehog series, and more who were complete newcomers to game development.[8] Development for the game lasted almost two years.[11] Beginning with a small team of ten, it eventually expanded to 27 members as development progressed.[8] Mizuguchi acted as the game's producer, with Takashi Yuda both directing and providing the voice for supporting character Fuze.[20] The game was Mizuguchi's first time working on a game aimed exclusively at the home console market, as his earlier work had first been developed for arcade.[17]
Design[edit]
The earliest versions of the game were described by Mizuguchi as 'very cool, but not so fun', as players simply pressed buttons in time to the music while a non-interactive video changed. To make the game more interesting, Mizuguchi drew inspiration from the rhythm trope Stomp; a particular piece which inspired him was a segment where a performer would have the audience copy their clapping, with the rhythm becoming more complex over time. Mizuguchi wanted to incorporate this into the game, combining it with a narrative and distinctive music. The rest of the team found it difficult to understand Mizuguchi's vision as they were confused by his wish for comedy to be a part of the game's style, so he hired a pantomime artist to school the team in physical comedy.[21] The production team also went to a comedy workshop to practise miming and physical comedy routines to further inform their understanding of the game.[22] The name of the game's aliens 'Morolians' was a derivation of the surname of artist Mayumi Moro; it came about as the team often used her last name round the office. Moro found its use in the game funny.[23]
A key aspect of the game was that while the gameplay involved shooting, Ulala never actually killed anyone, allowing the game to be approachable for a wider range of players.[8] When pitching the gameplay in his design document, Mizuguchi distilled the basic cycle of effort and reward, then came up with a means of realising them in the game. To ensure the team fully understood the gameplay concept of matching button presses to music and character actions, all extraneous effects were stripped away, leaving a basic version the team could focus on.[24] While some animations were created using motion capture, the rest were animated by hand.[23] Ulala's motion capture actions were performed by Japanese dancer Nazu Nahoko.[25] The Morolians' movements were scripted by the mime artist Mizuguchi hired to help the team during early production.[24] The idea of streaming polygonal models over CGI movies was suggested by Yuta.[23] They made use of ADX technology to synch the movement of models over the movies. The game content filled just over 99% of the Dreamcast GD-ROM disc.[11] The space usage was attributed by Mizuguchi to the large amount of video and audio streaming used in the game.[23] In hindsight, Mizuguchi cited the use of pre-rendered movies as a challenge to the team.[26] Due to the amount of space used, some planned comedy segments had to be cut.[23]
An early tech demo was put together for the game; in this prototype version, the player character was a man, and only the most basic elements of its gameplay and theme were in place. A later version featured a prototype design for Ulala.[27] The game's visual aesthetic of a 'retro future' was present in that demo, and stayed throughout production.[28] Influences on the characters and art design came from across the production team, with tastes ranging from Star Wars to Doraemon to Monty Python.[8] Mizuguchi was inspired by the contrasting styles of orchestral music and science fiction setting used in Star Wars.[26] The character of Ulala was a collaborative creation, though much of her design was attributed to the game's art director Yumiko Miyabe.[23] Ulala's early actions were deemed too 'cool and stylish', and her overall movement too stiff. Her design was also adjusted several times so she would appeal to male gamers (who favored looks) and female gamers (who preferred personality).[22] Another notable artist on the project was Jake Kazdal, who worked as a concept and model artist.[29] Kazdal said that one of Ulala's key design inspirations was the titular lead of the 1970s science fiction film Barbarella. The art style continued to evolve from there, with the staff often laughing at the 'sheer ridiculousness' of some later characters.[30] Her costume's orange colour was a reference to the Dreamcast logo, and signified Sega's new direction.[31]
Audio[edit]
The music for Space Channel 5 was composed by Naofumi Hataya and Kenichi Tokoi of Sega's music label WaveMaster. Hayata also acted as sound director.[32][33] The musical style, inspired by big band jazz of the 1950s and 60s, was one of the earliest elements to be decided upon.[21][18] Hataya attributed the game's musical direction to Mizuguchi's guidance throughout production.[34] The musical style changed with each stage, with later sections incorporating techno and trance.[8] The in-game soundtrack mixed CD-quality music with midi sound samples.[11] According to Hayata, one of the hardest aspects of music development was the variety of genres and fitting all the score onto the game disc.[34] Music production ran simultaniously with the game's production, with the sound team at first using concept art and in-production gameplay. Late in development, the story caused a lot of additional work for the team. The final total of in-game music was estimated at 70 minutes.[35]
The game's main theme was 'Mexican Flyer', a big band jazz number composed by Ken Woodman in 1969.[21] Mizuguchi approached Woodman about using the theme. Woodman was surprised that someone wanted to use the theme for a video game.[8] The use of 'Mexican Flyer' in the game's early presentation video informed the direction of the music.[28] Getting the rights to the track proved difficult, as the track was extremely obscure and had not been used in any media since its release.[18] A soundtrack album for the game was published by Marvelous Entertainment and distributed by VAP on February 21, 2000. The album featured 22 tracks, including a remix of 'Mexican Flyer'.[36]
Sega chose not to promote the game's voice cast.[25] Most of the voice roles were taken by members of the game's staff.[37] This was due to the team wanting full control of how characters were portrayed, and the need to do quick re-recording sessions. Ulala's voice actress was similarly pulled from Sega staff.[18] Journalist attributed Ulala's voice to Mineko Okamura.[38] According to Mizuguchi, the recording process was so strenuous and his demands so exacting that the actress was brought to tears.[18] The character was voiced in English by Apollo Smile, then a notable television personality.[25]
A notable cameo was Michael Jackson himself, featuring in the game as the character 'Space Michael'. A long-term collaborator with and fan of Sega, Jackson was shown a near-finished version of the game by Sega staff member Shuji Utsumi. Jackson loved the game and wanted to be featured in it.[21][39] Mizuguchi initially wanted to refuse the request as the game was only a month away from completion, but the team wanted to include Jackson so they substituted a Morolian-controlled NPC character for a model based on Jackson and added moves based on the singer's famous dance moves. Initially thinking Jackson would dislike it, Mizuguchi was surprised when Jackson approved, realising the pressures the team were under, and provided voice lines for the character.[37]
Release[edit]
Space Channel 5 was first announced in the September 1999 Tokyo Game Show.[40] Nahoko portrayed the character at live promotional events, including its TGS showings.[11][25] The game was released in Japan on December 16, 1999.[41] Sega pushed the game's release with heavy public promotions and an extensive launch event in Tokyo.[11] The game was supported by several pieces of merchandise.[42] The game's localization was handled by Sega, who approached it 'with care and time'. One of the key elements for the team was finding the right English voice for Ulala.[24] The music itself received little to no changes.[34] The game released internationally in 2000; it was published in North America on June 4, and in Europe on October 8.[41]
Following their exit from the console market, Sega began moving their franchises onto other systems including PS2; one of thsoe franchises was Space Channel 5.[43][41] The PS2 version released in Europe on March 15, 2002;[41] and in Japan on December 12 of that year.[44] In North America, the PS2 port was bundled with its sequel and published in the region by Agetec.[2][45] This version released in North America on November 18.[46] A port for the GBA was also produced.[3] This formed part of Sega's partnership with THQ to co-develop and co-publish several of their franchises to the platform.[4] The port was developed by Art Co., Ltd.[1] The game was re-created within the GBA hardware, with its music rendered using a midi score.[47] The game released as a Western exclusive in 2003; it was published on June 17 in North America, and September 12 in Europe.[48][49]
Reception[edit]
Space Channel 5 Download Full
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Upon its debut in Japan, the game met with low sales.[82] During its first week, it sold through just over 44% of its stock with over 41,000 units. It eventually sold over 93,600 units in Japan, being among the region's top 40 best-selling Dreamcast titles.[83] At a 2002 conference, the game was declared a success by its staff, finding a wide audience among both hardcore and casual gamers.[22] In contrast during a 2005 interview, Mizuguchi said that the game was not a commercial success.[26]
The Dreamcast and PlayStation 2 versions received 'favorable' reviews, while the Game Boy Advance version received 'mixed' reviews, according to video game review aggregatorMetacritic.[79][80][81]
USA Today gave the Dreamcast version all four stars and said it was 'all about fun, and Channel 5 delivers with a song.'[73]Entertainment Weekly gave the same version an A− and said that 'gamers of all ages undoubtedly will want to help Ulala get her groove back — if not get their hands on a pair of those boots.'[72]The Village Voice gave the GBA version a score of eight out of ten and said that the controls were 'not fully reliable, and graphic-wise, size of course matters. But the cutesy, candy-colored 'femininity' and gameplay remain.'[74]
Lawsuit[edit]
In early 2003, Lady Miss Kier, formerly of the band Deee-Lite, initiated a lawsuit against Sega corporation for allegedly stealing her former persona and using it as the basis of a video game character. The lawsuit was based on accusations of copying her look of knee-high boots, short skirts and a pink ponytail, for Sega's Ulala character design.
Lady Miss Kier (real name is Kierin Kirby) claimed that Sega offered to pay her $16,000 to license her name, image and songs for the game, though she rejected their offer. Kirby later learned that the videogame maker went ahead and used her resemblance anyway, and she decided to initiate the lawsuit. She ultimately lost the suit and a later appeal and was liable to pay Sega's legal fees of $608,000 (reduced from $763,000 requested).[84] In 2008, her single 'Groove Is in the Heart' was licensed for use in the Sega video game Samba de Amigo for the Nintendo Wii, ironically appearing in a stage featuring Ulala.
Sequels and spin-offs[edit]
Space Channel 5: Part 2 was released in Japan on February 14, 2002 both for the Dreamcast and PlayStation 2. The PlayStation 2 version was released in Europe (except for the UK) on February 12, 2003, and in North America as part of special edition package with the first game on November 18, 2003. Space Channel 5 Part 2 (Limited Edition) was released in Japan featuring a carrying case and a set of large headphones. Improvements include real-time backgrounds as opposed to Part 1's rendered videos and stills. An HD version was released on Xbox 360, PlayStation 3, and Windows in early 2011. It was also included in the Sega Dreamcast Collection.[85]
A spin off titled, Ulala's Channel J[d] was released for the Vodafone.[86]
Space Channel 5 Iso
A virtual reality experience, titled Space Channel 5 VR: Ukiuki Viewing Show[e] was showcased at the Tokyo Game Show in September 2016 as a title developed by Grounding Inc. The experience had players cheering Ulala as she dances.[87] In September 2018, a full VR game, titled Space Channel 5 VR: Arakata Dancing Show[f], was announced for PlayStation 4 as a PlayStation VR title.[88]
See also[edit]
References[edit]
Notes[edit]
Space Channel 5 Youtube
- ^Game Boy Advance port developed by Art Co., Ltd.[1]
- ^PS2 'Special Edition' published in North America by Agetec.[2] Game Boy Advance port co-published by THQ.[3][4]
- ^Supēsu Channeru Faibu (Japanese: スペースチャンネル5)
- ^うららのチャンネルJ
- ^スペースチャンネル5 VR ウキウキ★ビューイング ショー
- ^スペースチャンネル5 VR あらかた★ダンシングショー
Citations[edit]
Download Channel 5 News App
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- ^ abHam, Tom (June 16, 2000). 'Dreamcast scores high with five titles: Fast-paced entries will rival die hard gamers' favorites'. USA Today. Archived from the original on May 25, 2001. Retrieved December 1, 2015.
- ^ abCatucci, Nick (August 5, 2003). 'Good Game Boy'. The Village Voice. Retrieved December 1, 2015.
- ^'Space Channel 5 for Dreamcast'. GameRankings. Retrieved February 15, 2015.
- ^'Space Channel 5: Ulala's Cosmic Attack for Game Boy Advance'. GameRankings. Retrieved November 30, 2015.
- ^'Space Channel 5 Special Edition for PlayStation 2'. GameRankings. Retrieved November 30, 2015.
- ^'Space Channel 5 for PlayStation 2'. GameRankings. Retrieved November 30, 2015.
- ^ ab'Space Channel 5: Ulala's Cosmic Attack for Game Boy Advance Reviews'. Metacritic. Retrieved November 30, 2015.
- ^ ab'Space Channel 5 Special Edition for PlayStation 2 Reviews'. Metacritic. Retrieved November 30, 2015.
- ^ ab'Space Channel 5 (ps2: 2002): Review'. Metacritic. Archived from the original on September 13, 2008. Retrieved November 30, 2015.
- ^https://web.archive.org/web/20041221082805/http://dreamcast.ign.com/articles/073/073606p1.html
- ^'Sega Dreamcast Japanese Ranking'. Japan Game Charts. Archived from the original on September 24, 2009. Retrieved May 5, 2017.
- ^John (September 25, 2006). ''Lady Miss Kier' Hammered With Opponent's Attorney's Fees'. Legal Reader. Archived from the original on October 18, 2006. Retrieved December 11, 2006.
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- ^'GAMEs developed with help of iMageStudio'. Web Technology. Archived from the original on December 31, 2006. Retrieved November 30, 2015.
- ^'Space Channel 5 VR: Ukiuki Viewing Show Announced For VR'. Siliconera. September 5, 2016. Retrieved September 26, 2016.
- ^Ashcroft, Brian (September 10, 2018). 'That previously announced Space Channel 5 VR game is headed to the PlayStation 4 in Japan. No word yet on a release date'. Kotaku. Retrieved February 3, 2019.
External links[edit]
- Official website(in Japanese)
- Space Channel 5 at MobyGames
- Space Channel 5: Special Edition at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Space_Channel_5&oldid=918674263'
The popularity of titles like PaRappa, Bust a Groove and Beatmania must surely have caught the attention of the powers that be at Sega. With the exception of Beatmania, none of the music titles sold particularly well. What they did do, however, was even more crucial for Sony's console and that was generating tons of buzz and word on the street. To get that type of reaction, a game has to have catchy music and a personality all its own. Windows 7 cd dvd download.
Space Channel 5 is such a game and as far as personality goes, Ulala is sure to be the hottest gaming diva of the millennium (check out our Slick 50 feature from last issue). Ulala is the star reporter for Space Channel 5 and as luck would have it, aliens have taken humans as hostage. These curious fellows dance and jiggle around, and the only way to defeat them is to mimic their moves and actions to the rhythm. Our favorite reporting gal uses not only her hips to shake away the baddies but also a cool jet pack and twin space blasters. The aliens can be dispatched with the standard beam while various humans who appear must be saved by pressing an alternate button, just as PaRappa had his 'Cool' meter, Ulala has a percent rating which goes up to loo. Passing 95 percent will cause her to start glowing sort of like she's on fire. There are four stages in all and to see the next one requires a certain percentage.
Divas can't be caught wearing the same tired clothes, so each level will spotlight a funky new outfit for the sexy star. As cool as Ulala is, no music game would be jamming if it didn't have earpleasing tunes. The style is sort of a hip retro groove that is very '70s, but at the same time contemporary with a splash of Spanish horns to set the mood. It may sound strange, but you'll dig it instantly and hum the melodies for weeks.
Space Channel 5 Part 2 Download
The game gets to be surreal at times with wildly flashing lights, exploding meteors, octopi like tentacle monsters and a rival reporter named Pudding. Sega of America is hinting that Space Channel 5 is looking like a third quarter release here (That makes sense considering the U.S. launch of PlayStation 2 is most likely this September.). If anyone is up to the challenge of Sony's new machine it's Ulala..and the long-delayed online gaming network wouldn't hurt either.
Overall rating: 6