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Space Channel 5: Part 2

Space Channel 5: Part 2[c] is a music video game developed by United Game Artists. A direct sequel to the 1999 game Space Channel 5, the game was published for Dreamcast and PlayStation 2 in Japan in February 2002 by Sega. The PS2 version released worldwide in 2003 by SCEE (Mainland Europe) and Agetec (North America). The game later received a high-definition port to Microsoft Windows, Xbox 360 and PlayStation 3 in 2011 from Sega.

Space Channel 5: Part 2
Japanese Dreamcast box art
Developer(s)United Game Artists
Publisher(s)
Director(s)Yumiko Miyabe
Producer(s)Tetsuya Mizuguchi
Designer(s)Takumi Yoshinaga
Programmer(s)Hitoshi Nakanishi
Artist(s)Mayumi Moro
Writer(s)Takumi Yoshinaga
Composer(s)Naofumi Hataya
Kenichi Tokoi
Tomoya Ohtani
Mariko Nanba
SeriesSpace Channel 5
Platform(s)Dreamcast, PlayStation 2, PlayStation 3, Microsoft Windows, Xbox 360
Release
February 14, 2002
  • Dreamcast
    • JP: February 14, 2002
    PlayStation 2
    • JP: February 14, 2002
    • EU: February 12, 2003
    • NA: November 18, 2003
    Microsoft Windows
    • WW: February 22, 2011
    PlayStation 3
    • NA: October 4, 2011
    • EU: October 5, 2011
    • JP: October 5, 2011
    Xbox 360
    • WW: October 5, 2011
Genre(s)Music
Mode(s)Single player
Multiplayer

In a space age future, reporter Ulala takes on a group called the Rhythm Rogues and their leader Purge when they unleash a dancing madness on the galaxy. As Ulala, players engage in rhythm-based combat through scripted levels where Ulala mimics the actions of rivals in time to musical tracks. Alongside the single-player story campaign, there exists an endurance mode called Ulala's Dance and a multiplayer option for both modes.

Part 2 was produced over two years by many of the same staff; it was the team's last game prior to being merged with Sonic Team, and the last produced by Tetsuya Mizuguchi prior to leaving Sega in 2003. Shifting to 3D graphics from the pre-rendered videos of the first game, Mizuguchi included several features based on the team's wishes and feedback from the first game. The music was composed over the course of a year, and spawned four soundtrack albums. Part 2 was a critical and commercial success, with many critics citing it as superior to the original due to its polished mechanics and soundtrack.

Synopsis and gameplay edit

 
A shooting section of the second level of Space Channel 5: Part 2

In the music video game Space Channel 5: Part 2, 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. After a gang called the Rhythm Rogues led by Purge and his subordinate Shadow attack people with a dancing madness, Ulala is sent to both report on events, while clashing with rival reporters and local authorities, and defeat the Rhythm Rogues' plans.[5][6] The Rhythm Rogues kidnap Space President Peace, steal transmitters from other news stations to amplify their dancing signal, and destroy Space Channel 5's base.[5][7] After defeating Shadow, revealed to a former ally under hypnosis, Ulala defeats Purge.[8]

Players control Ulala through six 3D levels, with some levels having specific gimmicks such as band instrument-based battles or mimicking picture poses.[7][9] The aim in each level is to defeat enemies, win boss encounters, and rescue citizens.[5][6] All gameplay has Ulala mimicking the movements and vocalisations of her opponents (compared by journalists to the game Simon Says).[10][11][12] There are six buttons that match actions on-screen; the directional pad buttons, and two action buttons which are presented with the respective vocalizations "chu" and "hey".[9][13]

Levels are divided into dancing and shooting areas; during the shooting sections, Ulala uses "chu" to defeat enemies and "hey" to free hostages.[13] There are many variations present during these sections; button prompts must be timed in some songs with lyrics, and some long notes require the player to hold down a button.[9][13][11] Alongside standard battles, Ulala has battle-style sections where she uses a musical instrument. During these sections, the player pressing "down" on the directional pad and action buttons.[9][13]

Ratings, shown in the bottom left-hand corner of the screen, increase with each good performance and discovering secret moves.[13][14] Ulala's health is represented as hearts in standard gameplay, with the game ending if Ulala runs out of hearts. The heart count can be increased with good performance.[5][9] The rate of success during any section changes Ulala's dancing and backing music to reflect this, with more rescues and successful dances increasing Ulala's party and musical variety, while errors cause Ulala's dancing to flag and the music to simplify.[13] During boss encounters, the current rating is converted into stars which act as a health meter, and remaining stars at the end of a boss fight are converted into ratings.[13][14]

An additional mode outside the main campaign is "Ulala's Dance", a 100-stage endurance battle where Ulala only has a single heart. Successful performance in Ulala's Dance, in addition to finding hidden moves in standard levels, unlocks costumes and accessories for Ulala.[13][15][14] Part 2 also supports multiplayer; one player controls the directional pad, while the other controls the action buttons.[11]

Development edit

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

A sequel to Space Channel 5 was planned from an early stage, but production was put on hold until Western sales figures came in.[16] Despite these low sales, it was much easier for Tetsuya Mizuguchi to pitch the sequel to Sega as they were now familiar with the genre and gameplay.[17] As with the first game, production was handled by Sega's subsidiary studio United Game Artists.[18] Production lasted around two years.[19] Returning staff included Mizuguchi as producer, original art director Yumiko Miyabe as director, lead designer and writer Takumi Yoshinaga, and artist Mayumi Moro as art director.[18][20][21][22] During its development, the team knew Sega's console production days would end with the Dreamcast. While the original game was developed first for Dreamcast and production was focused on this version, Part 2 saw simultaneous development for Dreamcast and PS2 and was the second game developed by the team for Sony's console.[23] Space Channel 5: Part 2 was the last title developed by United Game Artists prior to Sega's internal restructuring in 2003, when it was incorporated into the newly-formed Sonic Team studio.[24] It was also Mizuguchi's last game at Sega prior to leaving following the restructure and founding Q Entertainment.[17]

The original atmosphere, described as "retro sci-fi", was retained for the sequel.[18] Several early planned elements, such as a censorship group which would interrupt broadcasts they deemed unsuitable and the main villain being a galaxy-conquering alien force, were cut from the game as they made the plot overly large and complicated.[25] Ulala's outfit saw a color change from its original orange to white.[26] While the first game used polygonal real-time models over FMV sequences, the environments in Part 2 were fully 3D.[23] There were several given reasons for this; the team were more familiar with the Dreamcast hardware and so were able to create 3D environments, they wanted to shift away from the pre-rendered style of Space Channel 5 which Mizuguchi described as "really tough" to create, and they wanted to create a more cinematic experience for players.[17][23] Based on feedback from the first game, the team added more extras such as alternate costumes and accessories.[22] A notable new element to gameplay was the instrument-based battles, which proved difficult for the developers to fine-tune.[25]

To ensure creative control over the voice performances and foreseeing last-minute changes, the game's staff voiced the characters as with the first game.[23] The voice actors performed their lines alongside the musical tracks to get the timing right. The process was handled by the game's sound team and overseen by Mizuguchi.[27] The game featured an appearance from Michael Jackson, who played himself as a character called Space Michael and is voiced only in English across both the Japanese and English voices. Having previously appeared in the first game as a brief cameo after being impressed by a pre-release version, he was given a much-expanded role in the sequel.[23][28] The first game's director, Takashi Yuda, returned to voice the character Fuze;[29] as did Ulala's respective actresses in Japanese (United Game Artists staff member Mineko Okamura) and English (Apollo Smile).[23][30][31][32]

Music edit

The music for Part 2 was co-composed by Naofumi Hataya, Kenichi Tokoi, Tomoya Ohtani and Mariko Nanba.[33][34][35][36] Hataya and Tokoi returned from the first game, with Hataya also acting as sound producer.[33][34] The game was Ohtani's third project as a composer after his work on Sonic Adventure 2 and ChuChu Rocket!.[35] Nanba was brought aboard the project in May 2001, and was initially overwhelmed by both the project and the game's musical style.[37] Same as with the first game, the music was influenced by big band jazz of the 1960s and 70s.[18] Production of the music lasted an entire year due to its core part in the gameplay, and the multiple adjustments.[38] It proved so turbulent at times that Hataya was off sick for a week with stomach troubles, and there were several periods of overtime.[38][19][37][39]

The main theme was "Mexican Flyer", composed by Ken Woodman in 1966, returning from the first game.[40][18] The lyrics for the songs were written by Yoshinaga.[18] For battles, rival characters were given different instruments. The first rhythm battle created was against rival reporter Pudding, who uses a guitar. Earlier concepts were planned for a percussion opening, having a faster tempo than the released version; Hataya and Yoshinaga collaborated on the track for a long time. The percussion was moved to a different boss character called Pine.[25] The ending theme "This is my Happiness" was composed by Hataya, who was given the direction by Mizuguchi for a low-key theme about happiness. The lyrics were written in English by Tomoko Sasaki.[41]

The soundtrack saw multiple album releases; two of the originals had three of the six reports, additionally from tracks from Ulala's Dance mode with vocals. The songs retained their lyrics for the album release, although they would have given musical elements.[18] The two albums, respectively titled Chu!! and Hey!!, were published on April 10 and 24, 2002 by Marvelous Entertainment and distributed by VAP.[42][43] Two remix albums were also released, featuring both arrangements of tracks from Part 2 and short audio dramas; Uki Uki Non-Stop Mega Mix on June 21 and Moji Moji Can't Stop Remix on June 24.[44][45] Tracks from Part 2 were included in the compilation album Space Channel 5 20th Anniversary: Gyungyun Selection by UMA on December 18, 2019.[46]

Release edit

The game was officially announced by Sega for both Dreamcast and PS2 in October 2001 shortly before that year's Tokyo Game Show.[47] Sega organized several events to promote the game at demo events across Japan.[48] The game was released in Japan on February 14, 2002, for both Dreamcast and PS2.[49] The Dreamcast version was sold as an exclusive to the Sega's online store Dreamcast Direct.[2] A pre-order bonus was a pair of earphones trimmed with pale fur and a special case for the GD-ROM disc.[50] The PS2 version later received a budget PS2 the Best release on December 12.[51] The Dreamcast version remains exclusive to Japan,[52] and in the years since its release has become a collector's item fetching high resale prices.[53]

The localization was troublesome for Sega due to the song lyrics; they needed to translate it into English while keeping the meaning and roughly the same number of syllables.[54] The PS2 version was co-published in Europe as a standalone release by Sega and Sony.[1] The PS2 version released in mainland Europe on February 12, 2003.[49] It received a limited edition in the region, featuring a pair of silver headphones and carrying case.[55] Its UK and Ireland release was canceled by Sony and Sega, who originally gave no clear explanation.[23][56] Later, it was revealed that the regional release was cancelled due to resurgent publicity surrounding abuse allegations against Jackson.[23] Part 2 only released in North America as part of the Special Edition release including the original Space Channel 5. This version was published by Agetec on November 18, 2003.[4][57][58]

Part 2 later received a high definition port as part of Sega's Dreamcast Collection. This version released on Microsoft Windows and Xbox 360 on February 22, 2011 in North America and February 25 in Europe. The Windows version also offered a standalone purchase option via Steam.[3][52] This release was the game's first appearance in the UK.[23] The game later received a standalone digital release for 360 on October 4 and PlayStation 3 on October 5.[59] The console version released in Japan for both platforms on October 5.[60] The Steam version was patched in 2014, fixing technical and control issues, and including achievements.[61]

Reception edit

Upon its debut in Japan, Part 2 reached the top of sales charts.[72] According to Mizuguchi, the game sold around 50,000 copies during its first week, then remained steady in the charts in subsequent weeks rather than the expected sharp drop-off of other games experiences.[73] Unlike both Space Channel 5 and the studio's other title Rez, Part 2 for the PS2 was a commercial success; 150,000 units were sold in Japan alone.[23]

The game received positive reviews from critics, receiving praise for its major improvements compared to its predecessor. Japanese gaming magazine Famitsu gave both versions of the game a score of 35 points out of 40.[67] The magazine also inducted the game into their Platinum Hall of Fame.[67][73] Game Informer writer, Justin Leeper, complimented the game for being harder than its predecessor and offering more replay value. Andrew Reiner provided a second opinion for Game Informer stating that Part 2—while not as memorable as the original—was still highly enjoyable.[68] Brad Shoemaker of GameSpot, despite mechanical similarities, cited Part 2 as the better entry of the two due to added mechanics and the broader range of music despite uneven voice acting and singing.[12] Shoemaker cited the guitar battle between Ulala and Pudding as one of the game's more amusing and noticeable highlights.[12]

Christian Nutt, writing for GameSpy, praised the sequel for an improved visual style and musical variety; he particularly noted Jackson's inclusion, saying the cameo highlighted his professional skill.[70] Nich Maragos of 1UP.com praised the music, stating it was better than its predecessor for providing more variety and matching the music to the tone of its scenes.[66] Maragos further elaborated when reviewing the game for GMR calling the music tighter, and the animation and gameplay improved to the point that he wished the first game had been similar.[71] GamePro said that Agetec should be lauded for their efforts in bringing both games over in a single package.[69]

IGN's Douglass Perry said that Part 2 fixed the first game's faults and added new elements to enhance the gameplay. He praised the more ambitious presentation, expanded musical styles and greater scope of content.[11] Peter Garden of Play Magazine enjoyed the sequel far more than its predecessor, citing the upgrade to full 3D graphics and improvements to input responses.[10] Reviewers of the Special Edition release in North America praised this version due to including both games for a low price.[11][12][69][70]

Reviews of the Dreamcast Collection version were less positive, though most criticisms focused on the collection as a whole.[65] IGN's Levi Buchanan called the game's tone forced compared to its predecessor as it tried outdoing the earlier game's "weird" tone.[74] Keza MacDoland, writing for Eurogamer, complained of subpar sound quality and technical issues, which were present on the entire collection.[75] By contrast, Jahanzeb Khan of PALGN cited it as the best game in the collection, but was disappointed that it was not the true original Dreamcast version and that the collection did not include the original game.[76]

References edit

Notes edit

  1. ^ Also publisher for 2011 remastered version.[3]
  2. ^ a b c d e f g h i j Special Edition
  3. ^ Japanese: スペースチャンネル5 パート2, Hepburn: Supēsu Channeru Faibu Pāto Tsū
  4. ^ Dreamcast Collection

Citations edit

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External links edit

  • Official website (in Japanese)
  • Space Channel 5: Part 2 at MobyGames

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Space Channel 5 Part 2 c is a music video game developed by United Game Artists A direct sequel to the 1999 game Space Channel 5 the game was published for Dreamcast and PlayStation 2 in Japan in February 2002 by Sega The PS2 version released worldwide in 2003 by SCEE Mainland Europe and Agetec North America The game later received a high definition port to Microsoft Windows Xbox 360 and PlayStation 3 in 2011 from Sega Space Channel 5 Part 2Japanese Dreamcast box artDeveloper s United Game ArtistsPublisher s JP Sega 2 a EU SCEE 1 NA Agetec 4 b Director s Yumiko MiyabeProducer s Tetsuya MizuguchiDesigner s Takumi YoshinagaProgrammer s Hitoshi NakanishiArtist s Mayumi MoroWriter s Takumi YoshinagaComposer s Naofumi HatayaKenichi TokoiTomoya OhtaniMariko NanbaSeriesSpace Channel 5Platform s Dreamcast PlayStation 2 PlayStation 3 Microsoft Windows Xbox 360ReleaseFebruary 14 2002 DreamcastJP February 14 2002PlayStation 2JP February 14 2002EU February 12 2003NA November 18 2003Microsoft WindowsWW February 22 2011PlayStation 3NA October 4 2011EU October 5 2011JP October 5 2011Xbox 360WW October 5 2011Genre s MusicMode s Single playerMultiplayer In a space age future reporter Ulala takes on a group called the Rhythm Rogues and their leader Purge when they unleash a dancing madness on the galaxy As Ulala players engage in rhythm based combat through scripted levels where Ulala mimics the actions of rivals in time to musical tracks Alongside the single player story campaign there exists an endurance mode called Ulala s Dance and a multiplayer option for both modes Part 2 was produced over two years by many of the same staff it was the team s last game prior to being merged with Sonic Team and the last produced by Tetsuya Mizuguchi prior to leaving Sega in 2003 Shifting to 3D graphics from the pre rendered videos of the first game Mizuguchi included several features based on the team s wishes and feedback from the first game The music was composed over the course of a year and spawned four soundtrack albums Part 2 was a critical and commercial success with many critics citing it as superior to the original due to its polished mechanics and soundtrack Contents 1 Synopsis and gameplay 2 Development 2 1 Music 3 Release 4 Reception 5 References 5 1 Notes 5 2 Citations 6 External linksSynopsis and gameplay edit nbsp A shooting section of the second level of Space Channel 5 Part 2 In the music video game Space Channel 5 Part 2 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 After a gang called the Rhythm Rogues led by Purge and his subordinate Shadow attack people with a dancing madness Ulala is sent to both report on events while clashing with rival reporters and local authorities and defeat the Rhythm Rogues plans 5 6 The Rhythm Rogues kidnap Space President Peace steal transmitters from other news stations to amplify their dancing signal and destroy Space Channel 5 s base 5 7 After defeating Shadow revealed to a former ally under hypnosis Ulala defeats Purge 8 Players control Ulala through six 3D levels with some levels having specific gimmicks such as band instrument based battles or mimicking picture poses 7 9 The aim in each level is to defeat enemies win boss encounters and rescue citizens 5 6 All gameplay has Ulala mimicking the movements and vocalisations of her opponents compared by journalists to the game Simon Says 10 11 12 There are six buttons that match actions on screen the directional pad buttons and two action buttons which are presented with the respective vocalizations chu and hey 9 13 Levels are divided into dancing and shooting areas during the shooting sections Ulala uses chu to defeat enemies and hey to free hostages 13 There are many variations present during these sections button prompts must be timed in some songs with lyrics and some long notes require the player to hold down a button 9 13 11 Alongside standard battles Ulala has battle style sections where she uses a musical instrument During these sections the player pressing down on the directional pad and action buttons 9 13 Ratings shown in the bottom left hand corner of the screen increase with each good performance and discovering secret moves 13 14 Ulala s health is represented as hearts in standard gameplay with the game ending if Ulala runs out of hearts The heart count can be increased with good performance 5 9 The rate of success during any section changes Ulala s dancing and backing music to reflect this with more rescues and successful dances increasing Ulala s party and musical variety while errors cause Ulala s dancing to flag and the music to simplify 13 During boss encounters the current rating is converted into stars which act as a health meter and remaining stars at the end of a boss fight are converted into ratings 13 14 An additional mode outside the main campaign is Ulala s Dance a 100 stage endurance battle where Ulala only has a single heart Successful performance in Ulala s Dance in addition to finding hidden moves in standard levels unlocks costumes and accessories for Ulala 13 15 14 Part 2 also supports multiplayer one player controls the directional pad while the other controls the action buttons 11 Development edit nbsp Tetsuya Mizuguchi founder of AM Annex which later became United Game Artists A sequel to Space Channel 5 was planned from an early stage but production was put on hold until Western sales figures came in 16 Despite these low sales it was much easier for Tetsuya Mizuguchi to pitch the sequel to Sega as they were now familiar with the genre and gameplay 17 As with the first game production was handled by Sega s subsidiary studio United Game Artists 18 Production lasted around two years 19 Returning staff included Mizuguchi as producer original art director Yumiko Miyabe as director lead designer and writer Takumi Yoshinaga and artist Mayumi Moro as art director 18 20 21 22 During its development the team knew Sega s console production days would end with the Dreamcast While the original game was developed first for Dreamcast and production was focused on this version Part 2 saw simultaneous development for Dreamcast and PS2 and was the second game developed by the team for Sony s console 23 Space Channel 5 Part 2 was the last title developed by United Game Artists prior to Sega s internal restructuring in 2003 when it was incorporated into the newly formed Sonic Team studio 24 It was also Mizuguchi s last game at Sega prior to leaving following the restructure and founding Q Entertainment 17 The original atmosphere described as retro sci fi was retained for the sequel 18 Several early planned elements such as a censorship group which would interrupt broadcasts they deemed unsuitable and the main villain being a galaxy conquering alien force were cut from the game as they made the plot overly large and complicated 25 Ulala s outfit saw a color change from its original orange to white 26 While the first game used polygonal real time models over FMV sequences the environments in Part 2 were fully 3D 23 There were several given reasons for this the team were more familiar with the Dreamcast hardware and so were able to create 3D environments they wanted to shift away from the pre rendered style of Space Channel 5 which Mizuguchi described as really tough to create and they wanted to create a more cinematic experience for players 17 23 Based on feedback from the first game the team added more extras such as alternate costumes and accessories 22 A notable new element to gameplay was the instrument based battles which proved difficult for the developers to fine tune 25 To ensure creative control over the voice performances and foreseeing last minute changes the game s staff voiced the characters as with the first game 23 The voice actors performed their lines alongside the musical tracks to get the timing right The process was handled by the game s sound team and overseen by Mizuguchi 27 The game featured an appearance from Michael Jackson who played himself as a character called Space Michael and is voiced only in English across both the Japanese and English voices Having previously appeared in the first game as a brief cameo after being impressed by a pre release version he was given a much expanded role in the sequel 23 28 The first game s director Takashi Yuda returned to voice the character Fuze 29 as did Ulala s respective actresses in Japanese United Game Artists staff member Mineko Okamura and English Apollo Smile 23 30 31 32 Music edit The music for Part 2 was co composed by Naofumi Hataya Kenichi Tokoi Tomoya Ohtani and Mariko Nanba 33 34 35 36 Hataya and Tokoi returned from the first game with Hataya also acting as sound producer 33 34 The game was Ohtani s third project as a composer after his work on Sonic Adventure 2 and ChuChu Rocket 35 Nanba was brought aboard the project in May 2001 and was initially overwhelmed by both the project and the game s musical style 37 Same as with the first game the music was influenced by big band jazz of the 1960s and 70s 18 Production of the music lasted an entire year due to its core part in the gameplay and the multiple adjustments 38 It proved so turbulent at times that Hataya was off sick for a week with stomach troubles and there were several periods of overtime 38 19 37 39 The main theme was Mexican Flyer composed by Ken Woodman in 1966 returning from the first game 40 18 The lyrics for the songs were written by Yoshinaga 18 For battles rival characters were given different instruments The first rhythm battle created was against rival reporter Pudding who uses a guitar Earlier concepts were planned for a percussion opening having a faster tempo than the released version Hataya and Yoshinaga collaborated on the track for a long time The percussion was moved to a different boss character called Pine 25 The ending theme This is my Happiness was composed by Hataya who was given the direction by Mizuguchi for a low key theme about happiness The lyrics were written in English by Tomoko Sasaki 41 The soundtrack saw multiple album releases two of the originals had three of the six reports additionally from tracks from Ulala s Dance mode with vocals The songs retained their lyrics for the album release although they would have given musical elements 18 The two albums respectively titled Chu and Hey were published on April 10 and 24 2002 by Marvelous Entertainment and distributed by VAP 42 43 Two remix albums were also released featuring both arrangements of tracks from Part 2 and short audio dramas Uki Uki Non Stop Mega Mix on June 21 and Moji Moji Can t Stop Remix on June 24 44 45 Tracks from Part 2 were included in the compilation album Space Channel 5 20th Anniversary Gyungyun Selection by UMA on December 18 2019 46 Release editThe game was officially announced by Sega for both Dreamcast and PS2 in October 2001 shortly before that year s Tokyo Game Show 47 Sega organized several events to promote the game at demo events across Japan 48 The game was released in Japan on February 14 2002 for both Dreamcast and PS2 49 The Dreamcast version was sold as an exclusive to the Sega s online store Dreamcast Direct 2 A pre order bonus was a pair of earphones trimmed with pale fur and a special case for the GD ROM disc 50 The PS2 version later received a budget PS2 the Best release on December 12 51 The Dreamcast version remains exclusive to Japan 52 and in the years since its release has become a collector s item fetching high resale prices 53 The localization was troublesome for Sega due to the song lyrics they needed to translate it into English while keeping the meaning and roughly the same number of syllables 54 The PS2 version was co published in Europe as a standalone release by Sega and Sony 1 The PS2 version released in mainland Europe on February 12 2003 49 It received a limited edition in the region featuring a pair of silver headphones and carrying case 55 Its UK and Ireland release was canceled by Sony and Sega who originally gave no clear explanation 23 56 Later it was revealed that the regional release was cancelled due to resurgent publicity surrounding abuse allegations against Jackson 23 Part 2 only released in North America as part of the Special Edition release including the original Space Channel 5 This version was published by Agetec on November 18 2003 4 57 58 Part 2 later received a high definition port as part of Sega s Dreamcast Collection This version released on Microsoft Windows and Xbox 360 on February 22 2011 in North America and February 25 in Europe The Windows version also offered a standalone purchase option via Steam 3 52 This release was the game s first appearance in the UK 23 The game later received a standalone digital release for 360 on October 4 and PlayStation 3 on October 5 59 The console version released in Japan for both platforms on October 5 60 The Steam version was patched in 2014 fixing technical and control issues and including achievements 61 Reception editReceptionAggregate scoresAggregatorScoreGameRankings80 67 62 b Metacritic79 100 PS2 63 b 78 100 360 64 53 100 360 65 d Review scoresPublicationScore1Up com8 10 66 b Famitsu35 40 67 Game Informer8 25 10 68 b GamePro nbsp nbsp nbsp nbsp nbsp 69 b GameSpot6 9 10 12 b GameSpy nbsp nbsp nbsp nbsp nbsp 70 b IGN7 4 10 11 b Play Magazine4 5 10 GMR8 10 71 b Upon its debut in Japan Part 2 reached the top of sales charts 72 According to Mizuguchi the game sold around 50 000 copies during its first week then remained steady in the charts in subsequent weeks rather than the expected sharp drop off of other games experiences 73 Unlike both Space Channel 5 and the studio s other title Rez Part 2 for the PS2 was a commercial success 150 000 units were sold in Japan alone 23 The game received positive reviews from critics receiving praise for its major improvements compared to its predecessor Japanese gaming magazine Famitsu gave both versions of the game a score of 35 points out of 40 67 The magazine also inducted the game into their Platinum Hall of Fame 67 73 Game Informer writer Justin Leeper complimented the game for being harder than its predecessor and offering more replay value Andrew Reiner provided a second opinion for Game Informer stating that Part 2 while not as memorable as the original was still highly enjoyable 68 Brad Shoemaker of GameSpot despite mechanical similarities cited Part 2 as the better entry of the two due to added mechanics and the broader range of music despite uneven voice acting and singing 12 Shoemaker cited the guitar battle between Ulala and Pudding as one of the game s more amusing and noticeable highlights 12 Christian Nutt writing for GameSpy praised the sequel for an improved visual style and musical variety he particularly noted Jackson s inclusion saying the cameo highlighted his professional skill 70 Nich Maragos of 1UP com praised the music stating it was better than its predecessor for providing more variety and matching the music to the tone of its scenes 66 Maragos further elaborated when reviewing the game for GMR calling the music tighter and the animation and gameplay improved to the point that he wished the first game had been similar 71 GamePro said that Agetec should be lauded for their efforts in bringing both games over in a single package 69 IGN s Douglass Perry said that Part 2 fixed the first game s faults and added new elements to enhance the gameplay He praised the more ambitious presentation expanded musical styles and greater scope of content 11 Peter Garden of Play Magazine enjoyed the sequel far more than its predecessor citing the upgrade to full 3D graphics and improvements to input responses 10 Reviewers of the Special Edition release in North America praised this version due to including both games for a low price 11 12 69 70 Reviews of the Dreamcast Collection version were less positive though most criticisms focused on the collection as a whole 65 IGN s Levi Buchanan called the game s tone forced compared to its predecessor as it tried outdoing the earlier game s weird tone 74 Keza MacDoland writing for Eurogamer complained of subpar sound quality and technical issues which were present on the entire collection 75 By contrast Jahanzeb Khan of PALGN cited it as the best game in the collection but was disappointed that it was not the true original Dreamcast version and that the collection did not include the original game 76 References editNotes edit Also publisher for 2011 remastered version 3 a b c d e f g h i j Special Edition Japanese スペースチャンネル5 パート2 Hepburn Supesu Channeru Faibu Pato Tsu Dreamcast Collection Citations edit a b Sony Acquires Euro Publishing Rights to Sega games IGN 2001 06 20 Archived from the original on 2005 02 07 Retrieved 2019 10 12 a b セガ スペースチャンネル5 Part2 動画を公開 Game Watch Impress in Japanese 2002 01 14 Archived from the original on 2013 06 28 Retrieved 2019 10 12 a b Dreamcast Collection Announcement Sega 2011 02 25 Archived from the original on 2013 02 02 Retrieved 2019 09 30 a b Agetec Is Set To Release Space Channel 5 Special Edition Agetec 2005 08 05 Archived from the original on 2003 12 06 Retrieved 2019 09 28 a b c d スペースチャンネル5 パート2 Dorimaga in Japanese 20 SoftBank Creative 80 82 2002 01 25 a b Sega Dreamcast スペースチャンネル5 パート2 Space Channel 5 Part 2 website in Japanese Archived from the original on 2005 11 24 Retrieved 2019 10 11 a b スペースチャンネル5 パート2 Dorimaga in Japanese 21 SoftBank Creative 196 197 2002 02 22 United Game Artists 2003 11 18 Space Channel 5 Special Edition PlayStation 2 Agetec Level area Space Channel 5 Part 2 a b c d e Torres Richard 2001 10 12 TGS 2001 Fall First look Space Channel 5 Part 2 GameSpot Archived from the original on 2019 04 02 Retrieved 2019 10 11 a b c Garden Peter 2002 Review Space Channel 5 Part 2 Play Magazine 86 Future plc 73 a b c d e f Perry Douglass C 2003 12 02 Space Channel 5 Special Edition IGN Archived from the original on 2005 06 25 Retrieved 2015 11 30 a b c d e Shoemaker Brad 2003 12 05 Space Channel 5 Special Edition Review Game Informer Archived from the original on 2008 07 20 Retrieved 2015 11 30 a b c d e f g h PS2 DCゲームレビュー スペースチャンネル5 Part2 Game Watch Impress in Japanese 2002 02 15 Archived from the original on 2017 08 06 Retrieved 2019 10 11 a b c Hardcore Gaming 101 Space Channel 5 HardcoreGamer101 p 2 Archived from the original on 2016 07 16 Retrieved 2019 10 11 スペースチャンネル5 パート2 Sega in Japanese Archived from the original on 2013 03 03 Retrieved 2019 10 11 Langan Matthew 2000 01 03 Space Channel 5 Sequel Confirmed IGN Archived from the original on 2004 12 21 Retrieved 2019 09 22 a b c Tetsuya Mizuguchi Interview 2005 Video Games Daily Superglobal Ltd 2005 10 13 Archived from the original on 2011 07 17 Retrieved 2019 10 12 a b c d e f g インタビュー スペースチャンネル5 パート2 サウンドトラック 発売記念 Dengeki Online in Japanese 2002 Archived from the original on 2019 08 14 Retrieved 2019 10 12 a b Hataya Today 2001年12月 United Game Artists in Japanese 2001 Archived from the original on 2002 08 16 Retrieved 2019 10 12 Sheffield Brandon 2019 09 09 Dreamcast 20th anniversary interview extravaganza Gamasutra Archived from the original on 2019 09 11 Retrieved 2019 10 12 Cedec2018 ラウンドテーブル ワーママ ワーパパたちの働き方改革を共有しよう そして 何か新しい行動を興してみよう CESA Developers Conference in Japanese 2018 Archived from the original on 2019 10 06 Retrieved 2019 10 12 a b プロデューサーの水口哲也氏が秋葉原に登場 セガ スペースチャンネル5 Part2 発売記念イベント開催 Game Watch Impress in Japanese 2002 02 14 Archived from the original on 2017 08 06 Retrieved 2019 10 12 a b c d e f g h i j Behind the Scenes Space Channel 5 GamesTM 133 Future Publishing 128 133 2013 Smith Sean 2006 Company Profile Sonic Team Retro Gamer No 26 Imagine Publishing pp 24 29 a b c ヨシナガ日記バックナンバー2002年02月 Space Channel 5 website in Japanese Archived from the original on 2002 08 18 Retrieved 2019 10 12 Ashcraft Brian 2019 09 13 Why It s Taken So Long For A New Space Channel 5 Game Kotaku Archived from the original on 2019 09 17 Retrieved 2019 10 12 スペースチャンネル5 パート2 Voice Recording WaveMaster in Japanese 2001 Archived from the original on 2001 10 07 Retrieved 2019 10 12 マイケル ジャクソン没後10年 ゲーム ムーンウォーカー に魂を込めたキング オブ ポップと 彼を支えたセガスタッフの交流を振り返る Den Faminico Gamer in Japanese 2019 06 25 Archived from the original on 2019 06 30 Retrieved 2019 10 12 開発者インタビュー Creators Note 28 湯田 高志 Sega in Japanese p 1 Archived from the original on 2014 08 03 Sakuma Takako 2019 03 28 Space Channel 5 Returns for PS VR in a Kinda Funky Way PlayStation Blog Archived from the original on 2019 03 30 Retrieved 2019 10 12 Davis Brian 2012 10 25 Hello World Moving From Journalism To Development And Beyond Game Career Guide Archived from the original on 2019 09 17 Retrieved 2019 10 12 20周年を迎えた スペースチャンネル5 開発陣が集結 パート1誕生秘話 VRで復活を遂げる 最新作に懸ける思い を聞いた 4Gamer net in Japanese 2020 02 12 Archived from the original on 2020 02 22 Retrieved 2022 02 05 a b Sound Producer Naofumi Hataya 幡谷 尚史 Wavemaster in Japanese Archived from the original on 2004 07 23 Retrieved 2019 09 22 a b Sound Creator Kenichi Tokoi 床井健一 Wavemaster in Japanese Archived from the original on 2004 08 27 Retrieved 2019 09 22 a b Sound Creator Tomoya Ohtani 大谷智哉 Wavemaster in Japanese Archived from the original on 2004 08 23 Retrieved 2019 10 12 Sound Creator Mariko Nanba 南波 真理子 Wavemaster in Japanese Archived from the original on 2004 08 27 Retrieved 2019 10 12 a b Namari Billboard 2002年02月 United Game Artists in Japanese 2002 Archived from the original on 2002 10 27 Retrieved 2019 10 12 a b スペースチャンネル5 パート2 Starting Interview WaveMaster in Japanese 2001 pp 1 3 Archived from the original on 2001 12 17 Retrieved 2019 10 12 Tomoya Ohtani 2002年02月 United Game Artists in Japanese 2002 Archived from the original on 2002 10 18 Retrieved 2019 10 12 Mielke James 2006 07 26 Tetsuya Mizuguchi Reexamining Rez and Space Channel 5 1UP com Ziff Davis Archived from the original on 2012 07 11 Retrieved 2012 01 29 スペースチャンネル5 イベント直前対談 RAM RIDERさんが好きな幡谷尚史氏 サウンドディレクター の楽曲とは 4Gamer net in Japanese 2020 11 16 Archived from the original on 2021 10 30 Retrieved 2022 02 08 スペースチャンネル5 パート2 サウンドトラック ボリューム チュー Marvelous in Japanese Archived from the original on 2019 10 06 Retrieved 2019 10 12 スペースチャンネル5 パート2 サウンドトラック ボリューム ヘイ Marvelous in Japanese Archived from the original on 2019 10 06 Retrieved 2019 10 12 スペースチャンネル5 パート2 ウキウキ ノンストップメガミックス Marvelous in Japanese Archived from the original on 2019 10 06 Retrieved 2019 10 12 ゲームにはないドラマを収録 スペチャン5パート2 サントラCD第4弾本日発売 Dengeki Online in Japanese Archived from the original on 2019 10 12 Retrieved 2019 10 12 スペースチャンネル5 20th anniversary ぎゅんぎゅんセレクション 本日発売 Game Watch Impress in Japanese 2019 12 18 Archived from the original on 2019 12 18 Retrieved 2022 12 30 Sato Yukiyoshi Ike 2001 10 12 Pre TGS Space Channel 5 Part 2 unveiled GameSpot Archived from the original on 2019 09 30 Retrieved 2019 09 30 セガ スペースチャンネル5 Part2 発売に合わせて各種イベントをゾクゾクと企画 Game Watch Impress in Japanese 2002 02 07 Archived from the original on 2013 06 29 Retrieved 2019 10 12 a b 株式会社ユナイテッド ゲーム アーティスツ会社概要 United Game Artists in Japanese Archived from the original on 2003 06 18 Retrieved 2019 09 22 Wacky Space Channel 5 Pre Order Stuff IGN 2001 12 14 Archived from the original on 2019 10 25 Retrieved 2019 10 25 SCEI MEGA HITS PS2 the Best PS one Books に追加 鬼武者2 がMEGA HITS で3 980円に Game Watch Impress in Japanese 2002 11 07 Archived from the original on 2013 06 28 Retrieved 2019 10 12 a b Douglas Jane 2011 01 14 Dreamcast Collection hitting PC 360 in Feb GameSpot Archived from the original on 2019 09 09 Retrieved 2019 09 30 The Rarest and Most Valuable Sega Dreamcast Games RacketBoy 2018 06 05 Archived from the original on 2018 02 28 Retrieved 2019 10 12 ヨシナガ日記バックナンバー2002年05月 United Game Artists in Japanese Archived from the original on 2002 08 18 Retrieved 2019 10 12 Sullivan Lucas 2013 07 30 Rarest and most valuable collector s edition video games GamesRadar p 2 Archived from the original on 2017 06 08 Retrieved 2019 10 25 Bramwell Tom 2003 01 24 UK to miss out on Space Channel 5 Eurogamer Archived from the original on 2019 09 21 Retrieved 2019 10 12 Varanini Giancarlo 2005 08 05 Agetec to release special edition Space Channel GameSpot Archived from the original on 2005 03 24 Retrieved 2019 09 28 Game Info Space Channel 5 Special Edition GameSpot Archived from the original on 2012 03 01 Retrieved 2019 09 28 Sinclair Brendan 2011 09 21 Space Channel 5 Part 2 hits XBL PSN next month GameSpot Archived from the original on 2013 11 14 Retrieved 2019 09 30 スペースチャンネル5パート2 ゲットバス が配信開始 最新ムービーを公開 Famitsu in Japanese 2011 10 05 Archived from the original on 2013 06 29 Retrieved 2019 10 12 Hannley Steve 2014 09 20 Space Channel 5 Part 2 Gets Major Steam Update Hardcore Gamer Archived from the original on 2019 10 24 Retrieved 2019 10 24 Space Channel 5 Special Edition for PlayStation 2 GameRankings Archived from the original on 2019 10 08 Retrieved 2015 11 30 Space Channel 5 Special Edition for PlayStation 2 Reviews Metacritic Archived from the original on 2019 05 20 Retrieved 2015 11 30 Space Channel 5 Part 2 for Xbox 360 Reviews Metacritic Retrieved 2022 02 18 a b Dreamcast Collection on Xbox 360 Metacritic Archived from the original on 2015 12 14 Retrieved 2019 10 24 a b Maragos Nich 2003 11 21 Space Channel 5 Special Edition PS2 Tune in one more time to Ulala s Swingin Report Show 1UP com Archived from the original on 2003 12 04 Retrieved 2019 10 21 a b c 週刊ファミ通クロスレビュープラチナ殿堂入りソフト一覧 Geimin net in Japanese Archived from the original on 2014 07 19 Retrieved 2019 10 11 a b Leeper Justin 2003 12 05 Space Channel 5 Special Edition Review Game Informer Archived from the original on 2019 09 28 Retrieved 2019 10 21 a b c Pong Sifu 2003 11 19 Space Channel 5 Special Edition Review for PS2 on GamePro com GamePro Archived from the original on 2005 02 19 Retrieved 2015 12 01 a b c Nutt Christian 2003 12 03 GameSpy Space Channel 5 Special Edition GameSpy Archived from the original on 2019 10 11 Retrieved 2015 12 01 a b Maragos Nich 2004 01 01 Space Channel 5 The Sun Always Shines on T V GMR No 12 p 90 Retrieved 2019 10 21 メッセサンオー売り上げランキング 2 10 2 16調査 踊って敵をやっつけろ スペースチャンネル5 パート2 がダンサブルに1位を獲得 ASCII Media Works in Japanese 2002 02 21 Archived from the original on 2019 10 05 Retrieved 2019 10 11 a b Tetsuya Mizuguchi Q amp A GameSpot 2002 03 26 Archived from the original on 2019 04 02 Retrieved 2019 10 11 Buchanan Levi 2011 03 10 Dreamcast Collection Review IGN Archived from the original on 2012 09 10 Retrieved 2019 10 24 MacDonald Keza 2011 03 30 Dreamcast Collection Review Cast iron classics Eurogamer Archived from the original on 2012 10 25 Retrieved 2019 10 24 Khan Jahanzeb 2001 04 09 Dreamcast Collection Review PALGN Archived from the original on 2011 06 03 Retrieved 2019 10 24 External links editOfficial website in Japanese Space Channel 5 Part 2 at MobyGames Retrieved from https en wikipedia org w index php title Space Channel 5 Part 2 amp oldid 1183046164, wikipedia, wiki, book, books, library,

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