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Space Channel 5
Space Channel 5
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Space Channel 5
European Dreamcast box art
DeveloperSega AM9[a]
PublishersSega
PlayStation 2Game Boy Advance
THQ
DirectorTakashi Yuda
ProducerTetsuya Mizuguchi
DesignerTakumi Yoshinaga
ProgrammerHitoshi Nakanishi
ArtistYumiko Miyabe
WriterTakumi Yoshinaga
ComposersNaofumi Hataya
Kenichi Tokoi
SeriesSpace Channel 5
PlatformsDreamcast, PlayStation 2, Game Boy Advance
Release
December 16, 1999
  • Dreamcast
    • JP: December 16, 1999
    • NA: June 6, 2000
    • EU: October 6, 2000
    PlayStation 2
    • EU: March 15, 2002
    • JP: December 12, 2002
    • NA: November 18, 2003
    Game Boy Advance
    • NA: June 3, 2003
    • EU: September 12, 2003
GenreMusic
ModeSingle-player

Space Channel 5[b] is a 1999 music video game developed and published by Sega for the Dreamcast. It was later ported to the PlayStation 2 and Game Boy Advance. 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.

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 big band music, including Ken Woodman's song "Mexican Flyer", which served as the game's theme song. The visual style was influenced by culture from the 1950s and 1960s and the later music videos of Peter Gabriel and Michael Jackson, the latter having a cameo appearance in the game.

While the game was released to low sales, it received generally positive reviews; praise focused on its music-based gameplay and art direction, but it was also faulted for its short length and syncing issues with the graphics. The PS2 version met with similar praise, with many recommending it due to the low selling price. The GBA version, subtitled Ulala's Cosmic Attack, saw lower scores due to technical shortcomings. The game has since spawned a series of related games and media, beginning with the sequel Space Channel 5: Part 2, released in 2002 in Japan and 2003 worldwide.

Premise and gameplay

[edit]
Ulala battles rival reporter Pudding during a boss encounter.

Space Channel 5 is a music video game in which 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.[2][3] 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.[4]

Players control Ulala through four stages;[5] real-time polygonal character models and visual effects move in sync to pre-rendered MPEG movies which form the level backgrounds.[6] Gameplay primarily has Ulala mimicking the movements and vocalisations of her opponents (compared by journalists to the game Simon Says).[3][6][7][8] Actions are performed in time to music tracks playing in each section of a stage.[9] There are six buttons that match actions on-screen; the directional pad 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".[3][9][10]

Levels are split between "dance" areas and shooting areas.[9] 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.[9] In combat, Ulala must shoot at and defeat enemies, and also rescue hostages with the other action button.[11] After either a dance or combat section, Ulala is joined in her progress by the people she rescued.[6] 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, 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.[3][9] The game features a new game plus option, where players can begin a new game using a completed save file. Depending on the current rating, alternate routes are unlocked and new enemy patterns appear.[12]

Development

[edit]
Tetsuya Mizuguchi, founder of AM Annex, which later became United Game Artists

The concept for Space Channel 5 originated when Tetsuya Mizuguchi—then known for his work on racing games—was contacted by Sega to develop a game for the Dreamcast aimed at a female casual gaming demographic.[13][14] 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.[13] 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.[15] 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.[16] This concept originated in 1993, with full production beginning in 1998 following extensive internal planning and approval by Sega senior staff.[17]

Production was handled by Sega AM9, later known as United Game Artists.[8][18] The team included many staff from Team Andromeda (makers of Panzer Dragoon) and the Sonic the Hedgehog series, and others who were complete newcomers to game development.[5] Development for the game lasted almost two years.[8] Beginning with a small team of ten, it eventually expanded to 27 members as development progressed.[5] Mizuguchi acted as the game's producer, with Takashi Yuda both directing and providing the voice for supporting character Fuze.[19] 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 arcades.[15] Speaking about the Dreamcast, Mizuguchi said that it allowed higher-quality music compared to graphics-focused racing games. He wanted to use the new technology to incorporate interactivity into the score.[14] Production was challenging at times due to the balance of gameplay and scenario.[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 troope 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.[20] The production team also went to a comedy workshop to practise miming and physical comedy routines to further inform their understanding of the game.[21] 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 around the office. Moro found its use in the game funny.[22]

A key aspect of the game was that while the gameplay involved shooting, Ulala never actually killed anyone, allowing the game to be approachable to a wider range of players.[5] 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.[23] While some animations were created using motion capture, the rest were animated by hand.[22] The vocalization "Chu" emerged during voice recording. The original word was "Shoot", but the actors had difficulty pronouncing it using the necessary single syllable, resulting in the word being contracted and altered into its current form.[17]

Ulala's motion capture actions were performed by Japanese dancer Nazu Nahoko.[24] The Morolians' movements were scripted by the mime artist Mizuguchi hired to help the team during early production.[23] The idea of streaming polygonal models over CGI movies was suggested by Yuta.[22] 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.[8] The space usage was attributed by Mizuguchi to the large amount of video and audio streaming used in the game.[22] In hindsight, Mizuguchi cited the use of pre-rendered movies as a challenge to the team.[14] Due to the amount of space used, some planned comedy segments had to be cut.[22] 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.[25] The game's visual aesthetic of a "retro future" was present in that demo, and stayed throughout production.[26] Influences on the characters and art design came from across the production team, with tastes ranging from Star Wars to Doraemon to Monty Python.[5] Mizuguchi was inspired by the contrasting styles of orchestral music and science fiction setting used in Star Wars.[14]

The character of Ulala was a collaborative creation, though much of her design was attributed to the game's art director Yumiko Miyabe.[22] 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).[21] Another notable artist on the project was Jake Kazdal, who worked as a concept and model artist.[27] Kazdal said that one of Ulala's key design inspirations was the titular lead of the science fiction film Barbarella (1968). The art style continued to evolve from there, with the staff often laughing at the "sheer ridiculousness" of some later characters.[28] Her costume's orange colour was a reference to the Dreamcast logo and signified Sega's new direction.[29]

Audio

[edit]

Music

[edit]

The music for Space Channel 5 was composed by Naofumi Hataya and Kenichi Tokoi of Sega's music label WaveMaster. Hataya also acted as sound director.[30][31] The musical style, inspired by big band jazz of the 1950s and 60s, was one of the earliest elements to be decided upon.[20][16] Hataya attributed the game's musical direction to Mizuguchi's guidance throughout production.[32] The musical style changed with each stage, with later sections incorporating techno and trance.[5] The in-game soundtrack mixed CD-quality music with midi sound samples.[8] According to Hataya, one of the hardest aspects of music development was the variety of genres and fitting all the score onto the game disc.[32] Music production ran simultaneously 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.[33]

The game's main theme was "Mexican Flyer", composed by Ken Woodman in 1966.[20] Mizuguchi approached Woodman about using the theme. Woodman was surprised that someone wanted to use the theme for a video game.[5] The use of "Mexican Flyer" in the game's early presentation video informed the direction of the music.[26] 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.[16] The ending theme "Pala Paya" used vocals performed by WaveMaster staff.[26] 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".[34] Tracks from Space Channel 5 were included in the compilation album Space Channel 5 20th Anniversary: Gyungyun Selection by UMA on December 18, 2019.[35]

Voice cast

[edit]

Sega chose not to promote the game's voice cast.[24] Most of the voice roles were performed by members of the game's staff.[36] 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 Japanese voice actress was similarly pulled from Sega staff. According to Mizuguchi, the recording process was so strenuous, and his demands so exacting that the actress was brought to tears.[16] Journalist James Mielke attributed Ulala's voice to Mineko Okamura.[37] Okamura later confirmed her role, saying her demo voice was kept in the final game after positive feedback from the press. Professionals Show Hayami and Kae Iida were hired for the roles of rival reporters Jaguar and Pudding respectively, with Iida originally being planned for the role of Ulala.[17] Ulala was voiced in English by Apollo Smile, then a notable television personality.[24]

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.[20][38] 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.[36]

Release

[edit]

Space Channel 5 was first announced at the September 1999 Tokyo Game Show.[39] Nahoko portrayed the character Ulala at live promotional events, including its TGS showings.[8][24] The game was released in Japan on December 16, 1999.[40] Sega pushed the game's release with heavy public promotions and an extensive launch event in Tokyo.[8] The game was supported by several pieces of merchandise.[41] In the US, Sega conducted a contest in Universal City, California titled Space Channel 5 Ulala-a-like Contest. The contestants were girls between the ages of 9 and 21 who competed to who could resemble Ulala the best. The contestants were able to meet with Ulala portrayed by Kelly Preston and the winner won $500 and a Dreamcast.[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.[23] When the dialogue was localized, there was little difference between regions beyond language-specific nuances.[43] The music itself received little to no changes.[32] The game was released internationally in 2000; it was published in North America on June 6, and in Europe on October 8.[40][44][45]

Following their exit from the console market, Sega began moving the Space Channel 5 franchise onto other systems, beginning with the PlayStation 2.[46][40] The PS2 version released in Europe on March 15, 2002;[40] and in Japan on December 12 of that year.[47] In North America, the PS2 port was bundled with its sequel and published in the region by Agetec.[48][49] This version released in North America on November 18.[50] In Japan, the PS2 version has since become a rarity, fetching high resale prices.[16]

A remake for the Game Boy Advance titled Space Channel 5: Ulala's Cosmic Attack was also produced.[51][52] This formed part of Sega's partnership with THQ to co-develop and co-publish several of their franchises to the platform.[53] The port was co-developed by Art Co., Ltd and THQ.[1][54] The game was re-created within the GBA hardware, with its music rendered using a MIDI score.[55] The music was handled by Tsutomu Fuzawa.[54] The game was released as a Western exclusive in 2003; it was published on June 17 in North America and September 12 in Europe.[52][56]

Reception

[edit]

Dreamcast

[edit]

Upon its debut in Japan, the game met with low sales.[88] 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.[89] At a 2002 conference, the game was declared a success by its staff, finding a wide audience among both hardcore and casual gamers.[21] In contrast during a 2005 interview, Mizuguchi said that the game was not a commercial success.[14]

According to video game review aggregator GameRankings, the Dreamcast version earned a score of 84% based on 34 reviews.[83] Japanese gaming magazine Famitsu gave the game a score of 29 points out of 40.[60] Pat Garratt of Computer and Video Games gave the game a perfect score, calling it a unique game and "absolute must for every DC owner".[57] The three reviewers for Electronic Gaming Monthly lauded the soundtrack and art design, but noted issues with its short length and occasional syncing issues.[58] GamePro positively compared the gameplay and style to PaRappa the Rapper and Dragon's Lair, recommending it as a short and enjoyable experience while noting a lack of extras.[64] GameSpot's Jeff Gerstmann said Space Channel 5 was worth playing for its unconventional art style and music, with his main complaints being repetitive gameplay and lack of unlockables.[67]

GameSpy called the game "a work of art in every sense of the word", praising the world and music and calling the game a testament to Sega's production skills; their one major problem was the simplistic gameplay style and lack of features beyond the campaign.[69] IGN gave both the Japanese original and the Western release near-perfect scores, praising the presentation while criticizing the short length and timing issues.[74][75] USA Today said the game was "all about fun, and [Space Channel 5] delivers with a song."[81] Entertainment Weekly 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."[80] Next Generation's Greg Orlando called the game "Beautiful and all-too-short".[77]

Space Channel 5 was nominated for awards in four categories at the 1999 Japan Game Awards.[40] It was also nominated in the "Animation" and "Console Innovation" categories at the Academy of Interactive Arts & Sciences' awards ceremony in 2001.[90] Space Channel 5 and Sega AM9 were nominated at the 2002 BAFTA Awards in the "Best Audio" category, losing to Luigi's Mansion.[91]

In anniversary retrospectives and lists of favorite Dreamcast titles from multiple websites including Gamasutra and IGN, Space Channel 5 has been remembered as one of the most unique titles on the system for its gameplay design and art direction.[92][93][94][95][96][97] 1UP.com, in an article about Mizuguchi's work with United Game Artists, "highlight" on the Dreamcast and described as "unlike anything before it."[20]

PlayStation 2

[edit]

The PlayStation 2 port was met with a similarly positive response. GameRankings gave the North American release a score of 79% based on 7 reviews;[85] and Metacritic gave it a score of 79 out of a possible 100 from 16 reviews, indicating a "generally favorable" reception.[87] Electronic Gaming Monthly said that the mixture of music and unique style gave the game "an infectious, addictive quality".[59] GamePro called the Special Edition package "easily the best bargain for the PS2 this side of [Virtua Fighter 4: Evolution]".[66] Game Informer called the release "a great package crammed with more value and personality than most rhythm games".[63] Brad Shoemaker of GameSpot felt it was a great release due to its low price and having both the original and its sequel.[7]

GameSpy's Christian Nutt lauded the music and its lead character, in addition to the low price for the double game pack, but faulted its length and issues with the localization.[71] GameZone recommended the package for fans of Dance Dance Revolution, and said gamers outside its target audience should try it due to its quality and enjoyability.[73] Douglass Perry of IGN, comparing the game to its sequel that formed part of the package, felt that the first was the inferior game due to lacking the later additions and polishing.[76] Paul Fitzpatrick of Official U.S. PlayStation Magazine felt that the original game's flaws were only exacerbated when contrasted with its sequel.[79] Paul Fitzpatrick of PlayStation Official Magazine – UK enjoyed the soundtrack and lauded its sense of style, but criticized its length.[3]

Game Boy Advance

[edit]

By contrast, the Game Boy Advance port received a Metacritic score of 55 out of 100 based on 15 reviews, indicating "mixed or average" reception.[86] GamePro was surprised that the game worked on the portable console, praising the efforts of the team while being unable to recommend it to buyers.[65] For Frank Provo of GameSpot, the biggest problem was the unresponsive controls, as otherwise, the game was a laudable conversion of the game for the GBA.[68] GameSpy's Steve Steinberg was very critical, calling the game "a barely playable disappointment" despite liking the soundtrack.[70] GameZone said that the difficulties with controlling Ulala and presentation made the game suitable only for hardcore series fans.[72] Craig Harris, writing for IGN, said that while the gameplay was intact, the other elements were undermined by the technical constraints of the console.[10] The Village Voice gave the port a good score, saying that the game's core remained intact and enjoyable despite low graphical quality and control issues.[82] Game Informer was also positive, saying that there could be no better version of Space Channel 5 on the platform.[62] Nintendo Power gave praise to the control responses, but called the graphics "colorful but sparse".[78]

Legacy

[edit]

Sequels

[edit]

A sequel to Space Channel 5 was planned from an early stage, but production was put on hold until Western sales figures came in.[88] The sequel, Space Channel 5: Part 2, was announced in October 2001.[98] It received a simultaneous release on Dreamcast and PS2 in January 2002 in Japan.[40] The PS2 version was released in mainland Europe the following year.[40] In North America, the game was released as part of Space Channel 5: Special Edition by Agetec.[48][49] It was the last game produced by United Game Artists prior to Sega's internal restructuring in 2003.[99] Part 2 was later given a high-definition port to Microsoft Windows, Xbox 360, and PlayStation 3. It was released first as part of the Dreamcast Collection in February 2011, then as a standalone digital release in October of the same year.[100][101][102]

While concepts existed for a third game in the series and pitches were made for the Wii and Kinect, the team felt they had exhausted their ideas, and Sega showed little interest in a new entry.[29] At one time, Mizuguchi and Q Entertainment were in discussions with Sega about reviving the series for HD consoles.[16] A new virtual reality project was eventually greenlit by Sega. The project was developed by Grounding Inc., a game company founded by former Sega developers including Okamura, who pitched the concept to Sega.[29][103][104] Beginning in 2016 as an experimental collaboration with Sega and KDDI titled Space Channel 5 VR: Ukiuki Viewing Show, the project saw a strong fan response for a full game.[104][105] Titled Space Channel 5 VR: Kinda Funky News Flash, the player takes the role of novice reporters assisting Ulala during a new invasion report.[104][106] Originally scheduled for release on PlayStation VR, SteamVR, HTC Vive and Oculus Quest during December 2019,[107][108] the game was delayed into the following year to improve its quality.[108] All versions were released between February and November 2020.[109][110][111][112]

Additional media and cameos

[edit]

Ulala was falsely reported as being used in a collaboration between MTV and Sega to present the "Best Video" award at the MTV Video Music Award ceremony in 2000. Ulala's appearance at the event was also used to promote SegaNet during its Dreamcast debut.[113][114] This stems from a misunderstanding of a quote form Peter Moore: "...we did a massive promo with them (MTV) where Ulala actually introduced the best dance video at the Video Music Awards...". This ad may be lost media.[115] A CGI television adaptation of Space Channel 5 was originally planned from SuperMega Media. In addition, Ulala was to have featured on the MTV program slot as an announcer.[21][116] These MTV collaborations were cancelled mid-production.[21] A film adaptation of the series was announced in August 2022. A collaboration between Sega and Erik Feig's Picturestart company, the script is being co-written by Barry Battles and Nir Paniry.[117][118]

Sega's Sonic Team studio also created a mobile application called Ulala's Channel J[c] for Japanese Vodafone devices in July 2001. The application consisted of several minigames, most themed after the series and specifically Space Channel 5: Part 2. Some featured 3D graphics that required higher-specification devices to play. Themed mobile wallpapers and jingles were also included for download.[119][120][121] The game shut down in September 2005, with some of its content merged into the Sonic Cafe mobile service.[120]

In 2001, Palisades Toys produced themed merchandise; these included a lunch box, and figures of game characters including boss characters Evila, Pudding, the Morolians, and several variants of Ulala.[122] Japanese action figure company Figma produced two Ulala figures based on her main looks from Space Channel 5 and its sequel in 2017.[123] United Game Artists' next game Rez featured the Morolian character as a secret playable character.[16] Ulala was featured as a secret character in racing game Sonic Riders,[124] a playable character in multiple entries in the Sega All-Stars series (alongside Pudding and Blib),[125][126][127] part of a themed stage in the Wii re-release of the rhythm game Samba de Amigo,[128] and a playable unit in the crossover strategy game Project X Zone and its sequel.[129][130]

Lawsuit

[edit]
Keirin Magenta Kirby of Deee-Lite
Ulala on the cover of Space Channel 5
Kierin Magenta Kirby on the left, and Ulala on the right

In 2003, Space Channel 5 and its protagonist Ulala were the subject of a lawsuit against Sega from Deee-Lite vocalist Kierin Magenta Kirby.[16][131] In July 2000, a Sega affiliate contacted Kirby to determine if she was interested in promoting the game in England, utilizing the 1990 Deee-Lite song "Groove Is in the Heart"; Kirby rejected the offer. Kirby alleged that the "Ulala" character was an unauthorized misappropriation of her likeness. During the lawsuit, Sega showed that the game and character had been created and released in Japan between 1997 and 1999. The judge ruled that regardless of when the "Ulala" character was created, the character did not have a close enough resemblance to Kirby to deem misappropriation of likeness. Kirby was obliged to pay Sega's legal fees of $608,000 (reduced from $763,000 on request).[132][133] "Groove Is in the Heart" was later licensed for use in Sega's 2008 Wii port of Samba de Amigo, used in a section of the game where the Ulala character appears.[134]

References

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Space Channel 5 is a rhythm-action series developed by and published by , featuring the iconic reporter Ulala who battles alien invaders through synchronized dance moves and musical sequences in a vibrant, futuristic 25th-century setting. The series debuted with the original Space Channel 5 for the , released in on December 16, 1999, followed by on June 6, 2000, and on October 6, 2000. In the game's plot, set in 2499, a horde of aliens known as the Morolians invades the solar system, humans into endless dancing; players control Ulala, an aspiring for the intergalactic news network Space Channel 5, as she reports on while using rhythm-based commands to free captives and confront the invaders, including a cameo by as "Space Michael." revolves around quick-time events where players replicate on-screen prompts—directional arrows for dance steps and a shoot button for stunning foes—across episodic levels structured like TV broadcasts, with scoring based on accuracy and style to boost Ulala's ratings. A , Space Channel 5: Part 2, expanded the formula with enhanced graphics, more varied levels, and a longer campaign, launching on and in on February 14, 2002, before further ports to in and in and later platforms including via in 2010. The story continues Ulala's adventures against new threats like the mischievous Purplians, incorporating additional mechanics such as vehicle sections and multiplayer challenges, while retaining the core rhythm memorization inspired by games like . Notable for its eclectic soundtrack blending funk, disco, and electronic beats, the series also featured celebrity voice acting, including Ulala voiced by in the English version. Beyond the main entries, the franchise spawned spin-offs such as the Game Boy Advance title Space Channel 5: Ulala's Cosmic Attack in 2003, mobile game Ulala's Channel J in 2001, and modern releases like Space Channel 5 VR: Kinda Funky News Flash! for PlayStation VR in 2019, alongside appearances in crossover titles like Samba de Amigo and Hatsune Miku: Project DIVA. The series is celebrated for its quirky humor, bold cel-shaded visuals, and innovative fusion of music and action, influencing rhythm genres and maintaining a cult following through re-releases on modern platforms like PC via Sega's collections; a live-action film adaptation was announced in August 2022 and remains in development.

Gameplay

Premise

Space Channel 5 is set in the year 2499, in a retro-futuristic universe characterized by 1960s-inspired aesthetics with vibrant colors, groovy fashion, and motifs. The narrative follows Ulala, a 22-year-old rookie investigative reporter for the low-rated Space Channel 5 news network, who is dispatched by her director Fuse to cover and thwart an extraterrestrial threat amid fierce competition from rival reporter of Channel 42. Ulala's includes being inspired to become a reporter after being rescued from the void of space by a Space Channel 5 reporter as a child, driving her ambition to excel in the high-stakes world of interstellar journalism. The central antagonists are the Morolians, a race of diminutive, colorful aliens who invade by hypnotically compelling humans to dance, beginning with the abduction of people from 9. Ulala confronts escalating threats across four news "reports," battling Morolian forces and bosses including Coco Tapioca, Morolina, and Giant Evila, while rescuing hostages who join her cause. Supporting characters like the charismatic reporter provide aid, motivated by a desire to uncover the truth behind the invasion, while Fuse offers remote guidance from the studio to ensure Ulala's broadcasts succeed. The Morolians, initially portrayed as aggressors, act under duress, their rhythmic assaults serving a larger scheme to dominate through entertainment. The story progresses as Ulala's investigations reveal the invasion's true scope, culminating in the fourth report where the aliens kidnap the President of the United Planets, who is ultimately rescued with the help of Space Michael. In a major twist, it emerges that the Morolians were brainwashed by subliminal messages broadcast by Chief Blank, Space Channel 5's own executive, who orchestrated the events to inflate ratings and seize control of global media. Ulala defeats Blank, liberating the Morolians and the President, restoring and elevating her network's status in the process. This resolution underscores themes of and the power of authentic reporting in a dance-obsessed future.

Mechanics

Space Channel 5 is a centered on pressing buttons in with on-screen prompts to perform dances or actions. Players control the through sequences where arrows indicate directional inputs, typically combined with the A button for or the B button for firing lasers at enemies, while the X button rescues hostages in segments. The gameplay alternates between two primary modes: dance battles, in which players mimic enemy poses and chants like "chu" to build an audience of freed humans and increase viewership ratings, and shooting sections, where players target and eliminate threats or liberate captives in a specific left-to-right order. Success in these modes raises the viewership rating, which represents audience approval; inaccuracies or failures deduct from the rating, and reaching zero results in a , requiring a restart from the current stage. The game progresses through four reports, each comprising multiple dance or shooting segments culminating in a boss battle that emphasizes rhythmic against a larger opponent, with a depleting heart gauge for errors leading to failure if emptied. Scoring emphasizes timing accuracy for higher points, maintaining combos through consecutive perfect inputs to amplify rewards, and maximizing audience size via successful rescues, which directly influences the final viewership percentage per report. Upon completing the game, an unlockable Extra Mode serves as a , replaying the reports at increased difficulty with faster rhythms and modified enemy patterns, while also granting access to alternate costumes that alter the protagonist's appearance without affecting core mechanics. Controls rely solely on the four directional buttons for all actions, paired with face buttons as needed, while the auto-advancing camera and fixed viewpoints prioritize rhythmic spectacle and visual flair over free exploration or navigation.

Development

Concept

Space Channel 5 was conceived by director Tetsuya Mizuguchi in as a launch title designed to appeal to female audiences, responding to 's directive for a game targeting casual female gamers. Mizuguchi, drawing from indicating women's preference for puzzle games, integrated his passion for to evolve the concept into a hybrid rhythm-adventure experience. The game's high-level creative vision emphasized an "emotional" interactive journey, inspired by and American cultural elements such as the era's futuristic optimism, James Bond-style spy intrigue, and jazz rhythms. Mizuguchi aimed to synchronize audiovisual elements for a synesthetic effect, where player actions in rhythm sequences evoke a sense of joy and immersion beyond conventional gameplay. Development commenced in 1998 under with a team of 27 members over two years of production. Early prototypes explored puzzle mechanics but shifted toward rhythm-focused , influenced by Mizuguchi's concurrent experiments in music-driven interactions that later shaped Rez. The project gained significant momentum when expressed interest in a near-complete , leading to his portrayal of "Space Michael" and input on dance sequences. At its core, the innovative pitch positioned Space Channel 5 as a "reporting" simulation where the protagonist Ulala uses rhythmic commands to report and thwart alien threats, saving the world through dance and music rather than violence, setting it apart from traditional action-shooters. This blend created a unique narrative of and , tailored to broaden gaming's demographic appeal.

Design and Art

Space Channel 5 features a retro-futuristic art direction that blends mod aesthetics with futuristic elements, set in the year 2499 on a vibrant, colorful . The game's world draws inspiration from mid-20th-century pop culture, incorporating bold primary colors, sleek lines, and playful motifs reminiscent of films like Barbarella, to create a whimsical atmosphere. Characters and environments emphasize exaggerated, kawaii-fierce designs, with real-time 3D polygonal models exhibiting cel-shading-like visuals for a hand-drawn, animated look that enhances the rhythmic, performative tone. This style was achieved through prerendered (FMV) backgrounds paired with fluid, choreographed animations to maintain a natural groove across all scenes. Character designs highlight the game's 1960s influences, particularly in protagonist Ulala's iconic outfit—a form-fitting spacesuit with a mini-skirt, high heels, and beehive hairstyle—that evokes mod fashion while suiting her role as a groovy space reporter. Supporting characters like the mischievous Morolians, cute aliens with antenna-like heads and ray guns, were designed to appear endearing yet threatening, turning humans into dancers as part of their invasion plot. Antagonists such as the jaguar-headed boss Jaguar and the space pirate Purge feature exaggerated, personality-driven silhouettes that amplify their dramatic presence in dance battles. These designs were collaboratively crafted by a team including Ken Okazaki for Jaguar and the Space Pirates, Mayumi Moro for the Morolians, including Morolian Monroe, and background elements, and Takashi Yuda for additional background characters and early Spaceport 9 exteriors, ensuring cohesive visual personality through motion capture and custom animations. Level design structures the experience as linear TV news reports, progressing through four escalating stages that mimic live broadcasts from Spaceport 9, with dynamic camera angles shifting to frame crowd interactions and build spectacle. Players navigate controlled environments where enslaved human audiences must be freed by rhythmic shooting, fostering a sense of escalating chaos and viewer engagement as more characters join the sequences. Boss arenas cap each report with intensified confrontations, featuring larger-scale performances and environmental flair, such as luxury ship attacks or school abductions, to heighten the theatrical stakes. The design prioritizes smooth transitions guided by director Fuse's on-screen prompts, creating a broadcast-like flow that integrates spectacle with rhythmic challenges. User interface elements reinforce the TV theme, with on-screen directional arrows serving as primary rhythm cues for dance and shooting inputs, prompting players to replicate alien movements in time with the beat. A central ratings meter tracks performance, filling based on accuracy to determine progression—low scores risk game over, while high marks (above 95%) trigger visual effects like Ulala glowing with energy. Audience reactions are visualized through rescued humans cheering and joining dances, providing immediate feedback on success and amplifying the crowd's role in boosting channel popularity from a stagnant 40% baseline. These UI components were optimized for the Dreamcast's hardware via custom image processing, ensuring responsive animations and seamless integration without compromising the vibrant, high-contrast aesthetic.

Music and Sound

The soundtrack of Space Channel 5 features original compositions by sound team members Naofumi Hataya and Kenichi Tokoi, alongside licensed tracks from Ken Woodman & His Piccadilly Brass, such as the piece "Mexican Flyer," which served as a foundational influence for the game's musical direction. The overall style blends reminiscent of the and 1960s with funk and electronic elements, incorporating , future , and breaks, while later stages introduce and to heighten intensity. This eclectic fusion totals approximately 28 tracks, with horn arrangements by Tadashi Ohtsubo and live performances by musicians including Isao Sakuma and Mitsukuni Kohata, mixed alongside synthesizers at Digital Studio. The music is dynamically synchronized to the game's rhythm mechanics, where player actions like button presses for ("," left, right) align precisely with the beat to provide rhythmic feedback and scoring. effects, including blasts, crowd cheers, and percussive hits for successful inputs, reinforce this , enhancing the immersive "groove" without overpowering the core tracks. Each features variations to match escalating challenges, emphasizing an organic "feel" through live-recorded sections blended with electronic production rather than rigid precision. Notable pieces include the opening theme "Mexican Flyer (Original)," a swinging number that sets the retro-futuristic tone, and boss themes like "Evila: Attack of the Perfect Reporter" by Naofumi Hataya, which builds tension with escalating rhythms and electronic pulses. Other highlights, such as "Space Channel 5: Getting the Truth" by Kenichi Tokoi, exemplify the soundtrack's rhythmic drive, propelling Ulala's reports through alien encounters.

Voice Cast

The Japanese version of Space Channel 5 primarily utilized voice performances by members of the development team at , recorded in studios, which lent an intimate, experimental to the audio production. Ulala, the iconic reporter protagonist, is voiced by Mineko Okamura, who also served as a producer on the project and provided the character's . Jaguar, the flamboyant antagonist-turned-ally, is voiced by veteran seiyū Shō Hayami, known for his dynamic range in roles across and games. Other supporting roles, such as Fuse (Ulala's cameraman), were handled by director Takashi Thomas Yuda, emphasizing the team's collaborative approach to bringing the game's satirical space news theme to life through sparse but expressive dialogue in cutscenes and on-screen reports. For international releases, Space Channel 5 received a full English localization with professional voice actors, enhancing while preserving the game's energetic tone. Ulala is voiced by , a singer and actress whose pop-infused delivery complemented the character's glamorous persona. Jaguar is portrayed by Jeff Kramer, delivering a charismatic, over-the-top performance that highlighted the villain's rhythmic dance battles. Supporting characters like Fuse (David Nowlin) and (Sumalee Montano) further rounded out the cast, with voice work focused on short, punchy lines tied to gameplay prompts and narrative segments. In Space Channel 5: Part 2, the voice ensemble evolved to support new characters and story elements, while retaining core performers. Mineko Okamura reprised her role as Ulala in Japanese, with Apollo Smile returning for the English dub. Shō Hayami continued voicing in Japanese, joined by Tom Clarke Hill in English. A notable addition was global superstar , who provided the voice and likeness for the character Space Michael, a holographic ally whose lines integrated seamlessly with the sequel's expanded musical sequences. Later ports and re-releases, such as the Special Edition and digital versions on modern platforms, often include dual-audio options, allowing players to switch between Japanese and English tracks for a customizable . The voice work across the series, characterized by enthusiastic and stylized delivery, played a key role in expressing the characters' eccentric personalities, making Ulala and enduring icons through their interplay with the game's rhythm-based mechanics and futuristic funk soundtrack.
CharacterJapanese Voice ActorEnglish Voice Actor
UlalaMineko OkamuraApollo Smile (SC5, SC5: Part 2); Cherami Leigh (SC5 VR)
JaguarShō HayamiJeff Kramer (SC5); Tom Clarke Hill (SC5: Part 2, SC5 VR)
FuseTakashi Thomas YudaDavid Nowlin (SC5); (SC5: Part 2)
PuddingKae Iida (SC5); Larissa Murray (SC5: Part 2)
Space MichaelN/A (English only) (SC5: Part 2)

Release

Dreamcast Version

Space Channel 5 debuted as a exclusive in on December 16, 1999, followed by a North American release on June 6, 2000, and a European launch on October 6, 2000. The game's marketing prominently featured protagonist Ulala as 's mascot, including her appearance at the where she announced the nominees for the Viewers' Choice award. Packaging highlighted Ulala's vibrant design to appeal to a broad audience, and the Japanese edition retailed for ¥5,800. The title supported Dreamcast's (VMU) for saving unlocked costumes and other progress, alongside compatibility with the Jump Pack for enhanced vibration feedback and the for output up to . Unlike some contemporaries, it lacked any online features despite the console's capabilities. In its debut week in Japan, the game sold over 41,000 units, representing about 44% of available stock and marking a modest start for the rhythm-action title. The version ran at 30 frames per second, prioritizing smooth rhythm-based gameplay over higher frame rates seen in later ports.

Ports and Re-releases

The port of Space Channel 5, titled Space Channel 5: Special Edition in , was released in on March 15, 2002, in on December 12, 2002, and in on November 18, 2003, where it was bundled with the sequel Space Channel 5: Part 2. This version supported display and mode via component cables, and included an option for the original Japanese voice acting, though it featured slightly longer loading times between levels compared to the original. A separate port for the Game Boy Advance, subtitled Ulala's Cosmic Attack, launched in North America on June 17, 2003. To accommodate the handheld's hardware constraints, developers redrew the visuals using 2D sprites, simplified animations and backgrounds, omitted the shooting practice mode, and condensed several stages while preserving the core rhythm-based mechanics. This version was released only in . The game has seen no official digital re-releases as of November 2025, though availability remains scarce outside of legacy console . It was not included in major storefronts like or during the late 2000s, unlike its sequel. Compilations featuring the original include the North American Space Channel 5 Special Edition for , but it is absent from broader collections such as the 2010 Sega Dreamcast Collection, which instead features Part 2. No official 3DS port exists under the 3D Classics line.

Reception

Critical Reviews

Upon its release, Space Channel 5 received generally positive reviews for the version, with critics highlighting its innovative blend of rhythm mechanics and narrative storytelling. awarded it a 9.2 out of 10, praising the game's addictive loops, charismatic Ulala, and vibrant that fused funky electronic music with engaging dance battles. gave it a 7 out of 10, commending the unconventional art style and cultural flair while noting the addictive quality of its button-mimicking rhythm sections. The port, released as , earned a score of 79 out of 100 based on 16 critic reviews, maintaining much of the original's charm despite minor technical adjustments for the new hardware. Reviewers appreciated the preserved visuals and music, though some pointed out slightly altered controls that could feel less precise than on . In contrast, the Game Boy Advance version, subtitled Ulala's Cosmic Attack, fared worse with a score of 55 out of 100 from 15 reviews, primarily due to downgraded graphics, unreliable controls, and a clunky presentation that diminished the original's stylish appeal. Common praises across versions centered on Ulala's endearing personality, the seamless integration of rhythm gameplay with sci-fi , and the soundtrack's infectious grooves, which helped establish early benchmarks for the rhythm genre. Criticisms frequently included the game's brevity, typically lasting 4-6 hours, and repetitive boss encounters that relied on similar dance patterns without much variation. IGN's review of the GBA port specifically criticized the short length and hardware limitations that made levels feel more frustrating than fun. In retrospectives, the game has been recognized for its influence on rhythm-action titles, with Planet Dreamcast noting it as a foundational work that infused the genre with fresh settings and multimedia elements. Post-2020 reappraisals, particularly around the VR sequel's launch, have solidified its status, with The Verge describing it as a "" whose bold aesthetics and tech-forward themes remain relevant in modern gaming. UploadVR echoed this, calling the series a "cult hit" despite the original's simplicity.

Commercial Performance

The Dreamcast version of Space Channel 5 achieved its strongest commercial results in , where it sold 41,227 units during its debut week in December 1999, accounting for over 44% of initial shipment stock. Overall performance was modest globally, with sales hampered in Western markets by the Dreamcast's declining platform popularity following the rise of competing consoles like the PlayStation 2. regarded the title as a mixed commercial success, as it failed to become a major bestseller but helped diversify the Dreamcast's game library amid efforts to expand the rhythm genre within the company's portfolio. Subsequent ports extended the game's reach with varying outcomes. The version, released as Space Channel 5 bundling both the original and its sequel, benefited from a budget price point of $14.99 in , which reviewers noted made it an accessible entry for enthusiasts despite limited initial marketing. In contrast, the Game Boy Advance adaptation, subtitled Ulala's Cosmic Attack, underperformed commercially, impacted by mixed critical reception that highlighted its simplified graphics and removed compared to the originals. Later digital re-releases on platforms like , , and from 2010 onward contributed additional units to the franchise's lifetime totals, sustaining modest revenue through affordable downloads and occasional bundles, though specific figures remain undisclosed by . However, Space Channel 5: Part 2 was delisted from on December 6, 2024.

Legacy

Sequels and Spin-offs

The sequel to Space Channel 5, titled Space Channel 5: Part 2, was developed by (UGA) and published by . It continues the story of reporter Ulala as she confronts new threats from the alien Purplians, including the villain , while introducing supporting characters such as the space police officer . Released simultaneously in for and on February 14, 2002, the game expands on the original's rhythm-based gameplay by incorporating two-player co-op modes where one player handles directional inputs and the other manages vocal commands, alongside minor refinements to the dance sequences for increased variety. In 2011, Space Channel 5: Part 2 received an HD remastered re-release as part of Sega's compilation for and , with a standalone digital version following for PC via on March 3, 2011. This update featured enhanced resolutions up to and improved frame rates, preserving the core mechanics while making the title accessible to modern audiences. The game was delisted from on December 6, 2024. During the early 2000s, produced Japan-exclusive mobile spin-offs under the Ulala's Channel J banner, starting with a /i-mode release in July 2001 developed by . These titles consisted of rhythm mini-games, quizzes, and interactive content themed around Ulala's adventures, distributed via J-Sky and other carriers for feature phones like the and J-SH07, but they remained limited to the Japanese market with no international ports. Another spin-off, Space Channel 5: Ulala's Cosmic Attack, was released for in 2004, featuring simplified rhythm gameplay. In 2020, Grounding Inc., a studio founded by former developers, released Space Channel 5 VR: Kinda Funky News Flash!, a remake of the original game licensed from . Players assume the role of a rookie reporter alongside Ulala, using motion controls to perform dance poses in a first-person perspective, which enhances interactivity by allowing physical movement tracking via devices like or Oculus controllers. Launched on February 25 for , with subsequent releases for , SteamVR (Windows), and Viveport later in the year, the title emphasizes immersive rhythm challenges but drew mixed reception for its motion controls, which some critics described as clunky or imprecise, disrupting the flow despite the nostalgic appeal. As of 2025, no additional mainline sequels have been released beyond these entries.

Media Adaptations and Cameos

The franchise has seen limited expansions beyond video games, primarily through planned and announced non-interactive media projects, guest appearances in other titles, and official merchandise. A live-action of Space Channel 5 was announced in August 2022 as a partnership between and production company Picturestart. The project is described as a / centered on a fast-food worker recruited by a reporter to combat aliens through rhythmic battles, with Picturestart executives and Royce Reeves-Darby overseeing production alongside representatives. As of 2025, the film remains in development with no further production updates or release date confirmed. Earlier plans for animated media included a CGI television series adaptation produced by SuperMega Media, intended to feature Ulala hosting news reports and set to premiere on MTV in January 2001, though it was ultimately not realized. Ulala has made several cameos in other Sega titles, often as a playable character or unlockable element. She appears as a racer in Sonic & Sega All-Stars Racing (2012), complete with her signature dance moves and a Monkey Target track inspired by Super Monkey Ball. Additionally, Ulala is available as a collectible crane game figure in Yakuza 5 (2012), appearing in the game's arcade segments. No direct crossover with Super Monkey Ball titles from 2010 has been documented, though reciprocal references exist, such as AiAi from the series appearing in Space Channel 5 Part 2. Merchandise for the series includes action figures, such as the 2001 Palisades Toys Ulala figure, and modern apparel like hoodies, t-shirts, and hats released through official partners like in 2025. Soundtrack albums were released starting with the Space Channel 5 Original Soundtrack in 2000 by Marvelous Entertainment, featuring 20 game tracks plus remixes and bonus content composed by Naofumi Hataya, Kenichi Tokoi, and others. A 20th compilation, Space Channel 5 20th Anniversary GyunGyun Selection, followed in 2019. Art books, including the Japanese Space Channel 5 Gyun Gyun Book (1999), provide character profiles, , and guides. The franchise has not expanded into novels or comic books.

Cultural Impact

Space Channel 5 pioneered the rhythm-action hybrid genre by integrating rhythmic button-pressing mechanics with a narrative-driven sci-fi storyline, blending elements of dance simulation and alien combat in a way that influenced the evolution of music-based gameplay on consoles. Released in 1999 for the , it built on earlier titles like but distinguished itself through its futuristic aesthetic and emphasis on performative reporting, contributing to the pre-Guitar Hero era of rhythm games that emphasized memorization and timing over peripheral controllers. This approach helped lay groundwork for later music games, with its stylish, retro-futuristic design echoing in Sega's own rhythm titles and broader genre experiments. The game's protagonist, Ulala, played a key role in popularizing female leads within Sega's portfolio, serving as a confident, stylish reporter whose design targeted a broader, including female, audience during an era when such characters were rare in major titles. Ulala emerged as a pop culture icon of 2000s gaming fashion, with her silver catsuit and beehive hairstyle inspiring cosplay and merchandise; Sega promoted a planned appearance of Ulala in CG form to present the Best Dance Video award at the 2000 MTV Video Music Awards, bridging gaming and mainstream entertainment, though it did not occur. References to the game appear in media such as the 2001 film Josie and the Pussycats, where a Dreamcast copy is visible in a video store and the band performs at a fictional "Sega Megarena," and the 2004 Japanese film Swing Girls, featuring gameplay from Space Channel 5: Part 2. In the 2020s, the title has seen renewed interest through retrospectives on platforms like YouTube and podcasts, highlighting its enduring quirky charm. Its genre legacy endures through active fan communities and speedrunning scenes, with dedicated leaderboards maintaining engagement into 2025 on sites like Speedrun.com. The game's rhythmic core has also impacted experiments, inspiring the 2020 release of Space Channel 5 VR: Kinda Funky News Flash!, which adapts its mechanics for immersive VR play and revives Ulala's adventures for modern hardware. In April 2003, American model and singer Kierin Kirby, known professionally as of the band , filed a against of America, Inc., and two licensees in the of . Kirby alleged that the design of the character Ulala in the Space Channel 5 misappropriated her likeness, drawing from her 1960s-era go-go dancer persona as depicted in promotional photos, including elements like pink ponytails, short skirts, and go-go boots. The suit claimed violations of her right of publicity under section 3344, misappropriation, false endorsement under the , and unfair competition, seeking at least $750,000 in damages. Sega defended the case by asserting independent creation of Ulala, with the character's design inspired by general 1960s mod fashion aesthetics and Japanese pop culture rather than any specific individual's likeness. Key testimony came from Tetsuya Yuda, the game's art director, who described the development process as drawing from era-specific trends without reference to Kirby's images, supported by expert analyses on artistic influences and the transformative nature of video game characters. The trial court granted summary judgment in favor of Sega in 2005, ruling that the claims were barred by the First Amendment as Ulala constituted an expressive, transformative work not primarily exploiting Kirby's identity, and no reasonable jury could find substantial similarity. Kirby appealed the decision, but the California Court of Appeal affirmed the in September 2006, upholding the First Amendment protection and the lack of evidence for . The court also enforced California's right-of-publicity statute by ordering Kirby to pay approximately $608,000 in attorneys' fees and costs, a reduced amount from Sega's requested $763,000. In the aftermath, no modifications were made to Space Channel 5 or its character designs, and the case underscored challenges in retro-inspired media without leading to further litigation involving the game as of 2025.

References

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