# Space Channel 5

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1999 video game

1999 video game

Space Channel 5 European Dreamcast box art Developer Sega AM9[a] Publishers Sega PlayStation 2 EU: Sony Computer Entertainment NA: Agetec Game Boy Advance THQ Director Takashi Yuda Producer Tetsuya Mizuguchi Designer Takumi Yoshinaga Programmer Hitoshi Nakanishi Artist Yumiko Miyabe Writer Takumi Yoshinaga Composers Naofumi Hataya Kenichi Tokoi Series Space Channel 5 Platforms Dreamcast, 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 Genre Music Mode Single-player

***Space Channel 5***[b] is a 1999 [music](/source/Music_video_game) [video game](/source/Video_game) developed and published by [Sega](/source/Sega) for the [Dreamcast](/source/Dreamcast). It was later ported to the [PlayStation 2](/source/PlayStation_2) and [Game Boy Advance](/source/Game_Boy_Advance). Following space-faring reporter [Ulala](/source/Ulala_(Space_Channel_5)) 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](/source/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](/source/Big_band) music, including [Ken Woodman](/source/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](/source/Peter_Gabriel) and [Michael Jackson](/source/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](/source/Space_Channel_5%3A_Part_2)*, released in 2002 in Japan and 2003 worldwide.

## Premise and gameplay

Ulala battles rival reporter Pudding during a [boss](/source/Boss_(video_games)) encounter.

*Space Channel 5* is a [music video game](/source/Music_video_game) in which players take on the role of [Ulala](/source/Ulala_(Space_Channel_5)), 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](/source/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](/source/D-pad) buttons, and two action buttons (A and B on [Dreamcast](/source/Dreamcast) and [Game Boy Advance](/source/Game_Boy_Advance) (GBA), Cross and Circle on [PlayStation 2](/source/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](/source/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

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

The concept for *Space Channel 5* originated when [Tetsuya Mizuguchi](/source/Tetsuya_Mizuguchi)—then known for his work on racing games—was contacted by [Sega](/source/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](/source/Street_Parade). He also drew inspiration from the art of [Wassily Kandinsky](/source/Wassily_Kandinsky), wanting to encourage a form of [synesthesia](/source/Synesthesia) within players.[15] Other sources of inspiration were the music of the 1950s and 60s, and the music videos of [Peter Gabriel](/source/Peter_Gabriel) and [Michael Jackson](/source/Michael_Jackson) that were showing on [MTV](/source/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](/source/United_Game_Artists), later known as United Game Artists.[8][18] The team included many staff from [Team Andromeda](/source/Sega_Sports_R%26D) (makers of *[Panzer Dragoon](/source/Panzer_Dragoon)*) and the *[Sonic the Hedgehog](/source/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](/source/Arcade_game).[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

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](/source/Stomp_(theatrical_show)); 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](/source/ADX_(file_format)) technology to synch the movement of models over the movies. The game content filled just over 99% of the Dreamcast [GD-ROM](/source/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](/source/Star_Wars)* to *[Doraemon](/source/Doraemon)* to [Monty Python](/source/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](/source/Barbarella_(film))* (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

#### Music

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](/source/Techno_Music) and [trance](/source/Trance_music).[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](/source/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](/source/Marvelous_Entertainment) and distributed by [VAP](/source/VAP_(company)) 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

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](/source/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](/source/Apollo_Smile), then a notable television personality.[24]

A notable cameo was [Michael Jackson](/source/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

*Space Channel 5* was first announced at the September 1999 Tokyo Game Show.[39] Nahoko portrayed the character [Ulala](/source/Ulala_(Space_Channel_5)) 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](/source/Tokyo).[8] The game was supported by several pieces of merchandise.[41] In the US, Sega conducted a contest in [Universal City, California](/source/Universal_City%2C_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](/source/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](/source/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](/source/Space_Channel_5%3A_Part_2) and published in the region by [Agetec](/source/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](/source/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](/source/THQ) to co-develop and co-publish several of their franchises to the platform.[53] The port was co-developed by [Art Co., Ltd](https://en.wikipedia.org/w/index.php?title=Art_Co.,_Ltd&action=edit&redlink=1) 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

Reception

Aggregate scores Aggregator Score Dreamcast GBA PS2 GameRankings 84%[83] 59%[84] 79%[85] Metacritic N/A 55/100[86] 79/100[87]

Review scores Publication Score Dreamcast GBA PS2 Computer and Video Games 5/5[57] N/A N/A Electronic Gaming Monthly 7.67/10[58] N/A 7.83/10[59] Famitsu 29/40[60] N/A N/A Game Informer 7.75/10[61] 7/10[62] 8.25/10[63] GamePro 4/5[64] 3.5/5[65] 4.5/5[66] GameSpot 7/10[67] 4.5/10[68] 6.9/10[7] GameSpy 8.5/10[69] 1/5[70] 4.5/5[71] GameZone N/A 6.9/10[72] 8.9/10[73] IGN 9.2/10[74][75] 5/10[10] 7.4/10[76] Next Generation 4/5[77] N/A N/A Nintendo Power N/A 3/5[78] N/A PlayStation Official Magazine – UK N/A N/A 7/10[3] Official U.S. PlayStation Magazine N/A N/A 3.5/5[79] Entertainment Weekly A−[80] N/A N/A USA Today 4/4[81] N/A N/A The Village Voice N/A 8/10[82] N/A

### Dreamcast

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](/source/Review_aggregator) [GameRankings](/source/GameRankings), the Dreamcast version earned a score of 84% based on 34 reviews.[83] Japanese gaming magazine *[Famitsu](/source/Famitsu)* gave the game a score of 29 points out of 40.[60] Pat Garratt of *[Computer and Video Games](/source/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](/source/Electronic_Gaming_Monthly)* lauded the soundtrack and art design, but noted issues with its short length and occasional syncing issues.[58] *[GamePro](/source/GamePro)* positively compared the gameplay and style to *[PaRappa the Rapper](/source/PaRappa_the_Rapper)* and *[Dragon's Lair](/source/Dragon's_Lair_(1983_video_game))*, recommending it as a short and enjoyable experience while noting a lack of extras.[64] *[GameSpot](/source/GameSpot)*'s [Jeff Gerstmann](/source/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](/source/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](/source/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](/source/USA_Today)* said the game was "all about fun, and [*Space Channel 5*] delivers with a song."[81] *[Entertainment Weekly](/source/Entertainment_Weekly)* said that "gamers of all ages undoubtedly will want to help [Ulala](/source/Ulala_(Space_Channel_5)) get her groove back — if not get their hands on a pair of those boots."[80] *[Next Generation](/source/Next_Generation_(magazine))*'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](/source/Japan_Game_Awards).[40] It was also nominated in the "[Animation](/source/D.I.C.E._Award_for_Outstanding_Achievement_in_Animation)" and "Console Innovation" categories at the [Academy of Interactive Arts & Sciences](/source/Academy_of_Interactive_Arts_%26_Sciences)' awards ceremony in [2001](/source/4th_Annual_Interactive_Achievement_Awards).[90] *Space Channel 5* and Sega AM9 were nominated at the 2002 [BAFTA Awards](/source/British_Academy_Film_Awards) in the "Best Audio" category, losing to *[Luigi's Mansion](/source/Luigi's_Mansion)*.[91]

In anniversary retrospectives and lists of favorite Dreamcast titles from multiple websites including *[Gamasutra](/source/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](/source/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

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](/source/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](/source/Virtua_Fighter_4)*]".[66] *[Game Informer](/source/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](/source/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](/source/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](/source/PlayStation_Official_Magazine_%E2%80%93_UK)* enjoyed the soundtrack and lauded its sense of style, but criticized its length.[3]

### Game Boy Advance

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](/source/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](/source/Nintendo_Power)* gave praise to the control responses, but called the graphics "colorful but sparse".[78]

## Legacy

### Sequels

Main articles: [Space Channel 5: Part 2](/source/Space_Channel_5%3A_Part_2) and [Space Channel 5 VR: Kinda Funky News Flash](/source/Space_Channel_5_VR%3A_Kinda_Funky_News_Flash)

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](/source/Space_Channel_5%3A_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](/source/Microsoft_Windows), [Xbox 360](/source/Xbox_360), and [PlayStation 3](/source/PlayStation_3). It was released first as part of the *[Dreamcast Collection](/source/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](/source/Wii) and [Kinect](/source/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](/source/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](/source/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](/source/Space_Channel_5_VR%3A_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](/source/PlayStation_VR), SteamVR, [HTC Vive](/source/HTC_Vive) and [Oculus Quest](/source/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

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](/source/MTV_Video_Music_Award) ceremony in 2000. Ulala's appearance at the event was also used to promote [SegaNet](/source/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..."[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](/source/MTV_News) 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](/source/Erik_Feig)'s Picturestart company, the script is being co-written by Barry Battles and Nir Paniry.[117][118]

Sega's [Sonic Team](/source/Sonic_Team) studio also created a mobile application called *Ulala's Channel J*[c] for Japanese [Vodafone](/source/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](/source/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](/source/Figma_(toy)) 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](/source/Rez_(video_game))* featured the Morolian character as a secret playable character.[16] Ulala was featured as a secret character in racing game *[Sonic Riders](/source/Sonic_Riders)*,[124] a playable character in multiple entries in the *[Sega All-Stars](/source/Sega_All-Stars_(series))* 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](/source/Samba_de_Amigo)*,[128] and a playable unit in the crossover strategy game *[Project X Zone](/source/Project_X_Zone)* and [its sequel](/source/Project_X_Zone_2).[129][130]

### Lawsuit

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](/source/Deee-Lite) vocalist [Kierin Magenta Kirby](/source/Lady_Miss_Kier).[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](/source/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](/source/Wii) port of *[Samba de Amigo](/source/Samba_de_Amigo)*, used in a section of the game where the Ulala character appears.[134]

## References

### Notes

1. **[^](#cite_ref-2)** Game Boy Advance port developed by [Art Co., Ltd](https://en.wikipedia.org/w/index.php?title=Art_Co.,_Ltd&action=edit&redlink=1)[1]

1. **[^](#cite_ref-3)** *Supēsu Channeru Faibu* ([Japanese](/source/Japanese_language): スペースチャンネル5)

1. **[^](#cite_ref-121)** (うららのチャンネルJ)

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1. ^ [***a***](#cite_ref-SpaceVRdelayed_110-0) [***b***](#cite_ref-SpaceVRdelayed_110-1) Moyse, Chris (December 3, 2019). ["Space Channel 5 VR delayed once again, will launch spring 2020"](https://www.destructoid.com/space-channel-5-vr-delayed-once-again-will-launch-spring-2020-574040.phtml). *[Destructoid](/source/Destructoid)*. [Archived](https://web.archive.org/web/20191205094320/https://www.destructoid.com/space-channel-5-vr-delayed-once-again-will-launch-spring-2020-574040.phtml) from the original on December 5, 2019. Retrieved December 5, 2019.

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1. **[^](#cite_ref-Hollywood_120-0)** Kit, Borys (August 19, 2022). ["Sega, Picturestart Team for Video Game Adaptations 'Space Channel 5,' 'Comix Zone' (Exclusive)"](https://www.hollywoodreporter.com/movies/movie-news/sega-adapting-space-channel-5-comix-zone-movies-1235202357/). *The Hollywood Reporter*. Retrieved August 22, 2022.

1. **[^](#cite_ref-UlalaMobileA_122-0)** [UGA、ケータイでうららがぎゅんぎゅん動く! J-スカイ「スペースチャンネル5」を7月1日より配信開始](https://game.watch.impress.co.jp/docs/20020628/uga.htm). *Game Watch Impress* (in Japanese). June 28, 2002. [Archived](https://web.archive.org/web/20130628063217/https://game.watch.impress.co.jp/docs/20020628/uga.htm) from the original on June 28, 2013. Retrieved September 30, 2019.

1. ^ [***a***](#cite_ref-UlalaMobileB_123-0) [***b***](#cite_ref-UlalaMobileB_123-1) [うららのチャンネルJ](https://web.archive.org/web/20071017155205/http://www.sonicteam.com/chJ/). *[Sega](/source/Sega)* (in Japanese). Archived from [the original](http://www.sonicteam.com/chJ/) on October 17, 2007. Retrieved September 30, 2019.

1. **[^](#cite_ref-UlalaMobileC_124-0)** ["GAMEs developed with help of iMageStudio"](https://web.archive.org/web/20061231011900/http://www.webtech.co.jp/eng/istudio/psp/showcase.html). Web Technology. Archived from [the original](http://www.webtech.co.jp/eng/istudio/psp/showcase.html) on December 31, 2006. Retrieved November 30, 2015.

1. **[^](#cite_ref-Palisades_125-0)** ["Sapce Channel 5"](https://web.archive.org/web/20010916013939/http://www.palisadestoys.com/Products.asp?ProductLineID=9). *[Palisades Toys](/source/Palisades_Toys)*. Archived from [the original](http://www.palisadestoys.com/Products.asp?ProductLineID=9) on September 16, 2001. Retrieved February 5, 2022.

1. **[^](#cite_ref-SC5figma_126-0)** Mäki, Jonas (June 2, 2017). ["Figma announces two Ulala figures from Space Channel 5"](https://www.gamereactor.eu/figma-announces-two-ulala-figures-from-space-channel-5/). *GameReactor*. [Archived](https://web.archive.org/web/20190930171954/https://www.gamereactor.eu/figma-announces-two-ulala-figures-from-space-channel-5/) from the original on September 30, 2019. Retrieved October 1, 2019.

1. **[^](#cite_ref-UlalaSonicR_127-0)** [SONIC CHANNEL スタッフコラム – 03/2006](https://web.archive.org/web/20060404034325/http://www.c-player.com/ac38141/message/200603). *[Sega](/source/Sega)* (in Japanese). Archived from [the original](http://www.c-player.com/ac38141/message/200603) on April 4, 2006. Retrieved October 1, 2019.

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## External links

- [Official website](http://ch5.sega.jp/index.html) (in Japanese)

- [*Space Channel 5*](https://www.mobygames.com/game//space-channel-5) at [MobyGames](/source/MobyGames)

- [*Space Channel 5: Special Edition*](https://www.mobygames.com/game//ps2/space-channel-5-special-edition) at [MobyGames](/source/MobyGames)

v t e Space Channel 5 by Sega Games Space Channel 5 (1999) Part 2 (2002) VR: Kinda Funky News Flash (2020) Other games Sega Superstars Sega Superstars Tennis Sega All-Stars Racing Dreamcast Collection Project X Zone Racing Transformed X Zone 2 Related articles Ulala Ken Woodman Michael Jackson in video games Sega Hard Girls Hatsune Miku Category

v t e Video game franchises owned by Sega Sega Alex Kidd After Burner Angry Birds Bayonetta Company of Heroes Crazy Taxi Eastside Hockey Manager Ecco the Dolphin Football Manager Golden Axe Hatsune Miku: Project DIVA The House of the Dead Initial D Like a Dragon Panzer Dragoon Phantasy Star Puyo Puyo Sakura Wars Sega Ages Sega Rally Sega Worldwide Soccer Shenmue Shining Shinobi Sonic the Hedgehog Streets of Rage Super Monkey Ball Thunder Force Total War Valkyria Chronicles Virtua Fighter Virtua Striker Virtua Tennis Virtual On Wonder Boy World Series Baseball Atlus Dept. Heaven Etrian Odyssey Growlanser Megami Tensei Devil Children Devil Summoner Last Bible Majin Tensei Persona Power Instinct Trauma Center

v t e Michael Jackson Albums Singles Songs Videography Unreleased songs Awards Records and achievements Cultural impact Studio albums Got to Be There Ben Music & Me Forever, Michael Off the Wall Thriller Bad Dangerous HIStory: Past, Present and Future, Book I Invincible Posthumous albums Michael Xscape Anniversary reissues Thriller 25 Bad 25 Thriller 40 Remix albums The Original Soul of Michael Jackson Blood on the Dance Floor: HIStory in the Mix The Stripped Mixes The Remix Suite Soundtracks The Wiz E.T. the Extra-Terrestrial Michael Jackson's This Is It Immortal Michael Compilations The Best of Michael Jackson One Day in Your Life 18 Greatest Hits Farewell My Summer Love Looking Back to Yesterday The Michael Jackson Mix 20th Century Masters – The Millennium Collection: The Best of Michael Jackson Love Songs Greatest Hits: HIStory Volume I Number Ones The Essential Michael Jackson King of Pop The Definitive Collection Icon Scream Box sets Anthology The Ultimate Collection Visionary: The Video Singles The Motown Years The Collection Hello World: The Motown Solo Collection Concert tours Bad World Tour Dangerous World Tour HIStory World Tour This Is It (canceled) Specials Motown 25: Yesterday, Today, Forever Super Bowl XXVII halftime show MJ & Friends 30th Anniversary Celebration United We Stand: What More Can I Give Live at the Apollo Video albums Dangerous: The Short Films Video Greatest Hits – HIStory HIStory on Film, Volume II Number Ones The One Live in Bucharest: The Dangerous Tour Michael Jackson's Vision Live at Wembley July 16, 1988 Films Michael Jackson's Thriller Captain EO Moonwalker Michael Jackson's Ghosts Michael Jackson's Private Home Movies Michael Jackson's This Is It Television Free to Be... You and Me The Jacksons "Stark Raving Dad" (The Simpsons) Michael Jackson Talks ... to Oprah Move Like Michael Jackson Living with Michael Jackson The Michael Jackson Interview: The Footage You Were Never Meant To See "The Jeffersons" (South Park) "Michael" (Glee) Michael Jackson's Halloween Video games Michael Jackson's Moonwalker The Experience Planet Michael Ready 2 Rumble Boxing: Round 2 Sonic the Hedgehog 3 Space Channel 5 Space Channel 5: Part 2 Dreamcast Collection Books Moonwalk Dancing the Dream Documentaries The Legend Continues The Life of an Icon Bad 25 The Last Photo Shoots Michael Jackson's Journey from Motown to Off the Wall Square One: Michael Jackson Killing Michael Jackson Thriller 40 Biographical films The Jacksons: An American Dream (miniseries) Man in the Mirror: The Michael Jackson Story Searching for Neverland Michael Stage shows Thriller – Live Michael Forever – The Tribute Concert The Immortal World Tour Motown: The Musical One MJ the Musical Personal life Health and appearance Personal relationships Jackson family Prince Jackson Paris Jackson Lisa Marie Presley Debbie Rowe Bubbles Sexual abuse allegations 1993 abuse allegations 2005 abuse trial Abuse allegations in Leaving Neverland documentary FBI files Death Memorial service Reactions Conrad Murray trial Influence Moonwalk Robot Philanthropy Cover versions Monuments, memorials and namesakes Michael Jackson Video Vanguard Award Mesoparapylocheles michaeljacksoni Thrill the World Thriller viral video World Vitiligo Day Sonic the Hedgehog Ulala Impersonators Michael Jackson fandom On the Wall Heal the World Foundation Related The Jackson 5 The Jackson 5 discography Jackson 5ive Estate of Michael Jackson Thriller jacket Michael Jackson Fulham F.C. statue The Magic and the Madness Michael Jackson and Bubbles MJ Gallery at Ponte 16 "We Had Him" You Are Not Alone Michael Jackson, Inc. Childhood Home Hayvenhurst Neverland Ranch Thriller Villa The MJCast Northern Songs Sony/ATV Music Publishing Mijac Music Peter Pan syndrome Mister Lonely We Are the World Mind Is the Magic: Anthem for the Las Vegas Show Never Can Say Goodbye: The Music of Michael Jackson Rava on the Dance Floor Unity: The Latin Tribute to Michael Jackson "Better on the Other Side" "Home" "Eat It" "Fat" Return of the Moonwalker Monument to Michael Jackson (film) Sheikh Jackson The Last Days of Michael Jackson Neverland Firsthand: Investigating the Michael Jackson Documentary Michael Jackson: Chase the Truth Leaving Neverland 2: Surviving Michael Jackson Michael Jackson: The Verdict MJ (album) Category

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Adapted from the Wikipedia article [Space Channel 5](https://en.wikipedia.org/wiki/Space_Channel_5) by Wikipedia contributors ([contributor history](https://en.wikipedia.org/wiki/Space_Channel_5?action=history)). Available under [Creative Commons Attribution-ShareAlike 4.0 International](https://creativecommons.org/licenses/by-sa/4.0/). Changes may have been made.
