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Space Channel 5

November 28, 2005 By Glenn Turner

It's Thanksgiving night and the turkey carcass lays neglected in the kitchen along with ten other side dishes that are begging to be shuffled off to the fridge. Unitdaisy has left to drive her mother home, leaving me to host an old friend of mine and her boyfriend. After discussing our respective jobs for a bit, the old friend asked if she could show her boyfriend Space Channel 5, so I obliged and booted it up. After about half an hour of continuous play it became obvious she wasn't just showing him, but proceeding to go through the entire game. "But he has to see Space Michael!" she exclaimed when I mentioned that, her boyfriend probably had received a sufficient taste of the game by seeing three of the game's four levels.

There's something about Space Channel 5 that makes me scratch my head and wonder why it and the Dreamcast didn't make a bigger splash. For a year or two Unitdaisy and myself would schlep our Dreamcast, extra controllers, games, VMUs (the Dreamcast memory cards, enhanced with a tiny LCD screen that matched the on-screen action) and maracas (but that's another article) over to friend's houses, friends who hadn't spent any time with a video game system since the Atari 2600. Once we set up the systems and showed off a few of the system's premiere titles (Soul Calibur, Samba de Amigo, etc.) they'd take to the Dreamcast like a fish to water. And while they enjoyed most of the games we brought along, Space Channel 5 always managed to steal the show. While the contrived plot of a reporter saving the universe against an alien invasion wasn't terribly compelling in and of itself, saving it through dance apparently was. Ulala, space reporter extraordinaire, would salaciously strut her stuff to a brassy soundtrack, vanquishing invading aliens named Morolians left and right, all while gaining a troupe of back-up dancers to thwart the invasion. Space Channel 5 feels stylish and is utterly infectious: from Ulala's exclamations to the 'retro-future' design of each level, it was a feast for the eyes and ears that kept even those with little interest in games glued to the controller. I firmly believed that if there was one game that could bring 'non-gamers' to the Dreamcast, it was Space Channel 5.

Regardless of my beliefs, Space Channel 5 failed to be the Dreamcast's savior. It mostly sat unsold and unloved on retail racks before getting chucked into the discount bin. Then SEGA pulled the plug on the Dreamcast and that was the end of that - the U.S. never even received the sequel on its native hardware. However, on this Thanksgiving I see the same exuberance for the title I saw so many years ago as my friend is thoroughly captivated by Ulala's antics yet again, singing along with the Morolian dance steps even though she hasn't played the game in over a year. Not only am I reminded of those gaming parties but I also recall an acquaintance who dressed as Ulala on Halloween and I can't forget to mention that, to this day Unitdaisy never fails to say 'Now Moloading' (the loading screen text that pun-tacularly replaced the industry standard 'Now Loading' text) whenever she encounters a loading screen in any video game. The game certainly inspires those who play it, and I'm hard-pressed to think of any other game that has gripped those around me to this extent.

Sadly, with the death of the Dreamcast and the departure of Tetsuya Mizuguchi, Space Channel 5's creator, from SEGA it appears that Ulala will forever be nothing more than an occasional easter egg in future SEGA games. Space Channel 5's sequel, entitled Space Channel 5 Part 2, finally braved the North American market via a poorly translated budget-price PS2 collection which also included a port of the first game. Sadly, the sequel seemed to be more of a twisted parody of the first game, containing more fan-service rather than actual substance, including such souring experiences as Ulala bound by a tentacle monster. THQ released a port of the first game for the GameBoy Advance that served to disappoint everyone, and you can find a nearly dead-on impression of Space Channel 5's gameplay mechanics in SEGA's Feel the Magic: XX/XY, and there are rumors that Ulala may have an additional outing on next-generation but "nothing has been decided".

At least we can revel and revisit the original game's glory. Some might say that it's 'Simon Says' gameplay is shallow and it's hard to argue with them, however the game is undeniably engrossing. Mizuguchi knows that presentation can go a long way towards creating a fulfilling experience, as evidenced by his other Dreamcast masterpiece Rez, and that facet certainly acts as Space Channel 5's tentpole. Unlike many games, the presentation is enough to make the main characters feel tangible, they have distinct personalities deftly conveyed through the character design and movement; they become characters that anyone playing will instantly want to glom onto. The campy dialogue and plot comes off as fun instead of cheap, and it's worth playing through the entire game just to experience the funky and swinging soundtrack. More than anything, I'd argue that the shallow gameplay was what had myself, and my friends, so enamored with the title: easy to pick up, but so charismatic that you didn't want to put it down.

Obviously Space Channel 5 didn't bring thousands of casual gamers 'into the fold' like I hoped it would. In fact, it appears that the American release didn't come close to meeting SEGA's financial expectations. However, given the looks on my friends faces and my personal experiences with the game I'm still rather in disbelief about the entire ordeal. The simple fact that my friend, my old friend who spits on most video games and only graces a PS2 if there's a dance pad involved, here she is having a more-than-merry time with the title. Sure, my sample pool may not be large but the zeal these typically non-gaming folks exude convince me that there's more to Space Channel 5 than most gamers are willing to give it.

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#1 TrueTallus Nov 28, 2005 01:22pm

Have you actually ever played the PS2 version? If so, there's something I've been wondering about. I've only ever tried the PS2 port, but couldn't really get into it, despite its catchy music and charming visual design. Specifically, I couldn't get into it because I found it IMPOSSIBLY HARD. Really, truly, mind blowingly difficult. I'm somewhat of a seasoned rythm gamer, but I could only (after several days of trying) barely get to the begining of the second level. It was as if my timing had to be exactly right, or something. And the motions of the dancers was...off somehow, like they hadn't caught up with the inputs. Worse, often it seemed to my ear like I was entering things to the beat (the error sounds were in sync with the music). For some reason, the included sequel had none of these problems. Am I missing something? Some feature, or option? Do I just suck? And most importantly, was the original dreamcast version this hard/buggy?

#2 Glenn Turner Nov 28, 2005 02:23pm

My friend was actually playing the PS2 version and not the Dreamcast version (the only reason for that was I didn't want to have to sort through four VMUs, including one 8-in-1 VMU, to find my save game) and other than a few spots where control was ..spotty, I didn't find the gameplay to lag behind or anything. The Dreamcast had a few 'but I was in sync!' moments, but I wouldn't say it hindered the game to the point where it'd make it hard.

I can't really explain the difficulty you faced with the first two levels. I had problems with portions of the game (most notably the middle of level 3 and the end of the last level), but that's because it was intentionally tricky, not because of any input lag or anything. I can testify that the Agetec port is overall pretty shoddy, but a good deal of my resentment towards their version is because they replaced the 'Now Moloading' text with the ever-so-plain 'Now Loading'. And I swear they re-recorded some of the voice dialog.

I'd suggest taking a stab at it on the Dreamcast, if you can. Nuts to the port with its 'Now Loading'!

#3 anditron Nov 28, 2005 02:44pm

I actually did find a lag to it, compared to the Dreamcast version. Yes, I know it's been at least a year since I played it. That one section where I was having a lot of trouble, I didn't recall the same difficulties in the Dreamcast. Then again, you are my patron saint of gaming, and I only started having troubles when you left the room to take care of bird droppings. I think it'd be fun to set up both versions and do a side by side compare, because I think they changed more than just the couple things you mentioned.

still, for a person who rarely games except when you coerce me, I really love that game. And it does confuse me how it wasn't a bigger hit (both the game and the system). It's catchy and cheezy but in all the good ways. I had the boy laughing over my singing along with it all weekend. Seriously, I have contemplated buying a game system just to have that game. Even still the reason why if I ever get any game system, it would be the PS2 is so I can play Ulala.

#4 Glenn Turner Dec 10, 2005 06:37pm

As a follow-up to the Space Channel 3 rumor, here's what Takumi Yoshinaga, designer of Feel the Magic XX/XY and Rub Rabbits has to say:

Quote:
GameSpy: Now, before you worked on either of these games, you were heavily involved in Sega's Space Channel 5 titles. Now, this is a bit of a fanboy question, but will we ever see Ulala again?

Takumi Yoshinaga: There are no plans right now for a new game. Unfortunately, all of the original team members who worked on those games are now working on different projects, and it's hard to get everybody back together. At the same time, though, there's no point in doing the same thing over again, especially after so many years, so who knows?

#5 WholeFnShow Dec 22, 2005 02:10am

I have the special edition on PS2, as well as 1st and japanese sequel on DC. While I didn't find it impossible, I did find the controls to be a bit buggy in both the DC and PS2 version of the first game. It was nothing I couldn't overcome, but the 2nd was like silk compared to the 1st.

These two games hold a special place for me. That'd be the same realm as the Bust A Groove and Parappa series'. No matter how many times I can play through the levels by ear while staring at the ceilig, I just can't ever seem to tire of them. I only ever got SC5 because of how much the Bust A Groove series influenced my taste in games. Damn, am I ever glad I gave it a shot. It was so ridiculous at times that I had to burst into fits of laughter, the restart the stage because I missed the beginning few parts.

I can totally relate to trying to explain/show off the game to someone new and getting the strangest damn looks for it. Someone traded in a copy of it to the EB I worked at, and I demanded we bring out the DC from the back so I could show it off. While the certainty of my sanity and heterosexuality wavered in my co-workers' minds for the first 10 minutes, once the game got rolling all I heard was "let me try!" "No, let me try!"

Classic memories indeed, and absolutely nothing match the feeling of introducing Space Michael.