Difference between revisions of "Space Channel 5/Development"

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{{back}}[[Category:Development]]
 
{{back}}[[Category:Development]]
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{{DevelopmentBob
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| missedreleases=
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==Development==
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[[File:SpaceChannel5 developmentteam Oct2000.png|thumb|320px|An October 2000 photograph of [[Sega Software R&D Dept. 9]], and the entire development team.]]
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According to Tetsuya Mizuguchi, the ''Space Channel 5'' project was born after a request from Sega to produce a game which appealed to "casual female gamers". Unaware that such a group in society existed, Mizuguchi spent much of the design phase interviewing young girls, ultimately coming to the conclusion that the puzzle genre was most suited to this demographic. However, in a bid to also appeal to a male audience as well, the game was designed to be competitive.
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''Space Channel 5'' is primilary inspired by western culture of the 1960s, particularly a mix of fashion and espionage thriller movies such as James Bond. Its main theme, ''Mexican Flyer'' was originally released in 1965 (the same year Mizuguchi was born) by British composer and trumpeter, Ken Woodman.
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Originally ''Space Channel 5'' was said to simply be an interactive music video. Pressing buttons in time with the music would change the video, but little else would occur. Displeased by the lack of "fun", Tetsuya Mizuguchi demanded that elements inspired by the dance troupe, [[wikipedia:Stomp (dance troupe)|Stomp]] were implemented to liven up the gameplay. UGA's staff at the time struggled to comprehend some of the more radical ideas Mizuguchi put forward, so a pantomine was brought to UGA to lift spirits, ultimately inspiring the numerous "strike a pose" segments within the game.
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Half way through production, Mizuguchi was contacted by [[Shuji Utsumi]], who informed him that [[Michael Jackson]] was interested in taking part in the game. Utsumi had shown the star a 60-70% complete version of the game, set to be finalised within a month, and after some negotiations, "Space Michael" was put into the game. Mizuguchi and Utsumi would later found Q Entertainment in 2003.
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Because the player has no control over Ulala's movement through stages, much of ''Space Channel 5'' relies on pre-rendered backgrounds, leading to arguably more detailed visuals than what the Dreamcast could achieve in real-time.
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==Concept artwork==
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<gallery>
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SpaceChannel5 conceptart Ulalaship.png
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SpaceChannel5 conceptart Ulaladispatched.png
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SpaceChannel5 conceptart Pudding.png
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SpaceChannel5 conceptart Whereisthedirector.png
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SpaceChannel5 conceptart SpaceMichael.png
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SpaceChannel5 conceptart Ulaladesign.png
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</gallery>
  
 
==Promotional screenshots==
 
==Promotional screenshots==
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===Dreamcast version===
 
<gallery>
 
<gallery>
 
PS2PressInformation MediaTourtoJapan Autumn2001 SC5 0.png
 
PS2PressInformation MediaTourtoJapan Autumn2001 SC5 0.png
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PS2PressInformation MediaTourtoJapan Autumn2001 SC5 IMAGE02.png
 
PS2PressInformation MediaTourtoJapan Autumn2001 SC5 IMAGE02.png
 
PS2PressInformation MediaTourtoJapan Autumn2001 SC5 IMAGE10.png
 
PS2PressInformation MediaTourtoJapan Autumn2001 SC5 IMAGE10.png
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SegaPRFTP SpaceChannel5 01.png
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SegaPRFTP SpaceChannel5 04.png
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SegaPRFTP SpaceChannel5 11.png
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SegaPRFTP SpaceChannel5 13.png
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SegaPRFTP SpaceChannel5 ch5 image1.png
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SegaPRFTP SpaceChannel5 ch5 image10.png
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SegaPRFTP SpaceChannel5 ch5 image6.png
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SegaPRFTP SpaceChannel5 ch5 image9.png
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SegaPRFTP SpaceChannel5 channelb.jpg
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SegaPRFTP SpaceChannel5 channelc.jpg
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SegaPRFTP SpaceChannel5 channele.jpg
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SegaPRFTP SpaceChannel5 channelg.jpg
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SegaPRFTP SpaceChannel5 channeli.jpg
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SegaPRFTP SpaceChannel5 channelj.jpg
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SegaPRFTP SpaceChannel5 channelk.jpg
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SegaPRFTP SpaceChannel5 channeln.jpg
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SegaPRFTP SpaceChannel5 sc13.jpg
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SegaPRFTP SpaceChannel5 sc15.jpg
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SegaPRFTP SpaceChannel5 sc3.jpg
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SegaPRFTP SpaceChannel5 SPACECH0.png
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SegaPRFTP SpaceChannel5 SPACECH1.png
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SegaPRFTP SpaceChannel5 SPACECH2.png
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SegaPRFTP SpaceChannel5 SPACECH3.png
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SegaPRFTP SpaceChannel5 SPACECH4.png
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SegaPRFTP SpaceChannel5 spaceo.jpg
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SegaPRFTP SpaceChannel5 spacep.jpg
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SegaPRFTP SpaceChannel5 spaceq.jpg
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SegaPRFTP SpaceChannel5 spacer.jpg
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SegaPRFTP SpaceChannel5 spaces.jpg
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SegaPRFTP SpaceChannel5 spacet.jpg
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</gallery>
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===PlayStation 2 version===
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<gallery>
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 SC5 1.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 SC5 2.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 SC5 3.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 SC5 9.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 SC5 16.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 SC5 17.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 10L1.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 18L1.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 8L2.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 9L2.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 10L2.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 15L2.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 1L3.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 2L3.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 3L3.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 4L3.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 8L4.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 11L4.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 3L5.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 10L5.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 11L5.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 1L7.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 2L6.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 3L6.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 6L6.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 9L6.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 15L7.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 5F.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 8F.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 9F.png
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PS2MonthlyArtworkDisc 2002-01 SpaceChannel5 12F.png
 
</gallery>
 
</gallery>
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==Timelines==
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{{VTimelineDevelopment
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| game=Space Channel 5
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| format=DC
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| collapsed=yes
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}}
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{{VTimelineDevelopment
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| game=Space Channel 5
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| format=PS2
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| collapsed=yes
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}}
  
 
==References==
 
==References==
<references />
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<references/>
  
 
{{SpaceChannel5Omni}}
 
{{SpaceChannel5Omni}}

Latest revision as of 07:09, 30 April 2022

Back to: Space Channel 5.
Space Channel 5 development
Missed release date(s):

Development

An October 2000 photograph of Sega Software R&D Dept. 9, and the entire development team.

According to Tetsuya Mizuguchi, the Space Channel 5 project was born after a request from Sega to produce a game which appealed to "casual female gamers". Unaware that such a group in society existed, Mizuguchi spent much of the design phase interviewing young girls, ultimately coming to the conclusion that the puzzle genre was most suited to this demographic. However, in a bid to also appeal to a male audience as well, the game was designed to be competitive.

Space Channel 5 is primilary inspired by western culture of the 1960s, particularly a mix of fashion and espionage thriller movies such as James Bond. Its main theme, Mexican Flyer was originally released in 1965 (the same year Mizuguchi was born) by British composer and trumpeter, Ken Woodman.

Originally Space Channel 5 was said to simply be an interactive music video. Pressing buttons in time with the music would change the video, but little else would occur. Displeased by the lack of "fun", Tetsuya Mizuguchi demanded that elements inspired by the dance troupe, Stomp were implemented to liven up the gameplay. UGA's staff at the time struggled to comprehend some of the more radical ideas Mizuguchi put forward, so a pantomine was brought to UGA to lift spirits, ultimately inspiring the numerous "strike a pose" segments within the game.

Half way through production, Mizuguchi was contacted by Shuji Utsumi, who informed him that Michael Jackson was interested in taking part in the game. Utsumi had shown the star a 60-70% complete version of the game, set to be finalised within a month, and after some negotiations, "Space Michael" was put into the game. Mizuguchi and Utsumi would later found Q Entertainment in 2003.

Because the player has no control over Ulala's movement through stages, much of Space Channel 5 relies on pre-rendered backgrounds, leading to arguably more detailed visuals than what the Dreamcast could achieve in real-time.

Concept artwork

Promotional screenshots

Dreamcast version

PlayStation 2 version

Timelines






Timeline (Dreamcast)
















































































































































































































































































































































































































































































































































































































































































































































































































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1999-12-16: JP release


2000-06-06: US release


2000-10-05: DE release, ES release


2000-10-06: EU release, FR release, PT release, UK release


2000-10-21: AU release


2000-12-21: JP_Dorikore release






Timeline (PlayStation 2)
























































































































































































































































































































































































































































































































































































































































































































































































































































































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2002-03-15: EU release, DE release, ES release, FR release, UK release


2002-12-12: JP release

References


Space Channel 5

Sc5 title.png

Main page | Comparisons | History | Credits | Development | Magazine articles | Video coverage | Reception | Merchandise | Bootlegs


Books: Space Channel 5 Gyun Gyun Book (2000) | Prima's Official Strategy Guide: Space Channel 5 (2000)
Music: Space Channel 5 Ulala The Movie (1999) | Space Channel 5 Mexican Flyer (2000) | Space Channel 5 Planet Dance (2000) | Space Channel 5 Original Soundtrack (2000) | Mexican Flyer Remix Tracks Inspired by Space Channel 5 (2000)

Sega Dreamcast
Prototypes: 2000-04-20