Download Space Channel 5: Part 2 PC Game 2011
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The PlayStation 2 version was released in Europe (except for the UK) in 2003, and in North America in 2003 as part of a sole package called Space Channel 5 Special Edition which included the original game, Space Channel 5. Space Channel 5: Part 2 (Limited Edition) was released in Japan featuring a carrying case and a set of large headphones (Dreamcast version only). In spring 2011, Space Channel 5: Part 2 received an HD re-release for the PC and Xbox 360 as part of the Dreamcast Collection compilation. This HD re-release was distributed on other services later that same year.
Upon arriving at Channel 5 HQ's airspace, Ulala and the Astrobeat are attacked. Ulala goes it alone and manages to make it inside the station, rescuing Space Michael from Shadow on the elevator leading from the Control Room to the station's Core. The pair, along with many Evila bots, make it to the heart of Channel 5 only to encounter Purge. He reveals President Peace, trapped inside the Peace Carrier mecha. Alternating between copying the mecha's moves and shooting at Purge as he moves across the wall of the Core in his hovercraft, the young, giddy genius decides to play a little game: a dance battle in reverse. One false move could endanger the life of the President, but Ulala passes that stage of the fight only to come face-to-face with Purge the King, the combination of Purge's hovercraft and the Peace Carrier.
Once the game has been completed and the credits roll, the player has the option of playing through a more difficult version of the game. The timings are stricter, ratings are harder to obtain (and thus hearts and stars are harder to get), and certain key characters have switched with an alternative counterpart.
In its original form, Space Channel 5: Part 2 was not released in North America, though was bundled with the original game as part of Space Channel 5: Special Edition for the PlayStation 2 in 2003. In 2011 the game received an \"HD\" upgrade for seventh generation consoles, appearing in Dreamcast Collection before seeing a stand-alone release for Xbox Live Arcade, PlayStation Network and Steam.
This bundle of Dreamcast reissues follows last year's individual releases of Sonic Adventure in September and Crazy Taxi in November; both were released on the PlayStation Network and Xbox Live Arcade, though there's no mention of a PlayStation 3 version of the upcoming boxed Dreamcast Collection. Sega had already announced that the second wave of Dreamcast games to come to current-generation consoles in download form would be Space Channel 5: Part 2 and Sega Bass Fishing.
Sonic Adventure was the first 3D Sonic title when it originally arrived in 1998 for the pioneering Dreamcast console. Sega Bass Hunter, a port of the 1997 arcade fishing game, landed in 1999. Reckless cabbie sim Crazy Taxi, another arcade port, was particularly well received upon its release in 2000. Rhythm action game Space Channel 5: Part 2, on the other hand, was never released outside of Japan, where it launched in 2002.
Space Channel 5[c] is a music video game developed by Sega AM9 and published by parent company Sega. Originally released for the Dreamcast (1999 in Japan, 2000 worldwide), it was later ported to the PlayStation 2 (2002 in Europe, 2003 in Japan and North America). A version for the Game Boy Advance (GBA) was published in 2003 as a Western exclusive. Following space-faring reporter Ulala as she investigates an alien invasion, players engage in rhythm-based combat where Ulala mimics the actions of rivals in time to musical tracks.
In the music video game Space Channel 5, players take on the role of Ulala, a reporter working for the titular news channel in a 1960s-styled science fiction future filled with competing news channels. When an alien race called the Morolians begin attacking, Ulala simultaneously reports on the events, fights off the threat, and clashes with rival reporters. 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.
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. The production team also went to a comedy workshop to practise miming and physical comedy routines to further inform their understanding of the game. The name of the game's aliens \"Morolians\" was a derivation of the surname of artist Mayumi Moro; it came about as the team often used her last name round the office. Moro found its use in the game funny.
Ulala's motion capture actions were performed by Japanese dancer Nazu Nahoko. The Morolians' movements were scripted by the mime artist Mizuguchi hired to help the team during early production. The idea of streaming polygonal models over CGI movies was suggested by Yuta. 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. The space usage was attributed by Mizuguchi to the large amount of video and audio streaming used in the game. In hindsight, Mizuguchi cited the use of pre-rendered movies as a challenge to the team. Due to the amount of space used, some planned comedy segments had to be cut. 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. The game's visual aesthetic of a \"retro future\" was present in that demo, and stayed throughout production. Influences on the characters and art design came from across the production team, with tastes ranging from Star Wars to Doraemon to Monty Python. Mizuguchi was inspired by the contrasting styles of orchestral music and science fiction setting used in Star Wars.
A remake for the GBA titled Space Channel 5: Ulala's Cosmic Attack was also produced. This formed part of Sega's partnership with THQ to co-develop and co-publish several of their franchises to the platform. The port was co-developed by Art Co., Ltd and THQ. The game was re-created within the GBA hardware, with its music rendered using a midi score. The music was handled by Tsutomu Fuzawa. The game released as a Western exclusive in 2003; it was published on June 17 in North America, and September 12 in Europe.
A sequel to Space Channel 5 was planned from an early stage, but production was put on hold until Western sales figures came in. The sequel, Space Channel 5: Part 2, was announced in October 2001. It received a simultaneous release on Dreamcast and PS2 in January 2002 in Japan. The PS2 version released in mainland Europe the following year. In North America, the game was released as part of Space Channel 5: Special Edition by Agetec. It was the last game produced by United Game Artists prior to Sega's internal restructuring in 2003. Part 2 was later given a high-definition port to Microsoft Windows, Xbox 360 and PlayStation 3. It released first as part of the Dreamcast Collection in February 2011, then as a standalone digital release in October the same year.
Sega's Sonic Team studio also created a mobile application called Ulala's Channel J[d] for Japanese Vodafone devices in July 2001. The application was made up of up 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. The game shut down in September 2005, with some of its content merged to the Sonic Cafe mobile service.
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. Japanese action figure company Figma produced two Ulala figures based on her main looks from Space Channel 5 and its sequel in 2017. United Game Artists' next game Rez featured the Morolian character as a secret playable character. Ulala was featured as a secret character in racing game Sonic Riders, a playable character in multiple entries in the Sega All-Stars series (alongside Pudding and Blib), part of a themed stage in the Wii re-release of the rhythm game Samba de Amigo, and a playable unit in the crossover strategy game Project X Zone and its sequel.
Once again, Space Channel 5 Part 2 is the winner in music and sound. The soundtrack of part 2 is varied, unique and infectious. An excellent touch is that saving certain people will result in new layers to be added to the soundtrack. Failure to save The Space Bird Mistress causes the soundtrack to be overrun by angry chirping birds, while saving The Space Bird Mistress calms the birds and brings them together in contributing to the song. Oh yeah, and the Space Michael is in the game. OOH-HOO! 59ce067264