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Post by Discoalucard on Apr 23, 2006 1:26:15 GMT -5
www.hardcoregaming101.net/spacechannel5/spacechannel5.htmI feel bad saying this, but I really don't like Space Channel 5 at all. The visuals and music are great, but it's almost TOO much of a rhythm game. Without any visual indicators, it's really hard to judge where to time your button presses. You often don't even know why you screwed up. I also have a really bad short term memory, so just keeping track of the order of buttons - especially in the later stages - just kills me. I had to use the auto-play modes on both games to get the screenshots. Still, since it's such a visually arresting game, the article looks pretty nice. I think I might put up some more music (if I can find it) but otherwise this is pretty much done. Any other suggestions?
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Post by Deleted on Apr 23, 2006 7:25:22 GMT -5
hg101.classicgaming.gamespy.com/spacechannel5/spacechannel5.htmI feel bad saying this, but I really don't like Space Channel 5 at all. The visuals and music are great, but it's almost TOO much of a rhythm game. Without any visual indicators, it's really hard to judge where to time your button presses. You often don't even know why you screwed up. I also have a really bad short term memory, so just keeping track of the order of buttons - especially in the later stages - just kills me. I had to use the auto-play modes on both games to get the screenshots. Still, since it's such a visually arresting game, the article looks pretty nice. I think I might put up some more music (if I can find it) but otherwise this is pretty much done. My sentiments precisely. I do not like Space Channel 5 much at all. The article is great, of course, but the game itself... well, there's a reason why I only rented it and never bought it. It looked to be a visually enterprising game, full of color and... more color, and the sound was just so damn catchy. Even about six years ago, the beat of "SHOOT SHOOT SHOOT" still rings in my brain. The concept was, however, dashed to pieces by what was an unforgivably bad control scheme. It was just so damn unresponsive for me! I pressed X, for muck's sake! What more do you want?! It really felt more frustrating than it was worth, so I was glad that I only rented it. Still, though... Ulala is rather good eye candy. So it's got that going for it. Which is nice.
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Post by Gilder on Apr 23, 2006 10:43:25 GMT -5
I feel bad saying this, but I really don't like Space Channel 5 at all. The visuals and music are great, but it's almost TOO much of a rhythm game. Without any visual indicators, it's really hard to judge where to time your button presses. You often don't even know why you screwed up. I also have a really bad short term memory, so just keeping track of the order of buttons - especially in the later stages - just kills me. I had to use the auto-play modes on both games to get the screenshots. I really enjoyed Space Channel 5, especially due to the no visual indicators. It made you think of the the button sequence and you had to keep track of the beat to actually win, hence why it seemed as though it wasn't responsive. I thought it was nice touch because you have to keep many things in mind while playing. The one thing that sucked though was in one level of Space Channel 5 (I believe it's the battle of the Molorians and they have Space Michael), it randomly cuts the bpm by 1/2 and it just to awkward at first seeing how the entire game before had a pretty consistent beat.
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Post by Deleted on Apr 23, 2006 13:35:49 GMT -5
I never got into Space Channel 5 games, and for a one good reason too: The lack of visual indicators. Otherwise I would've liked them as much as Parappa the Rapper and Um Lammer Jammy (maybe).
Good article. Special thanks goes for mentioning the lack of visual indicators.
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Post by Gilder on Apr 24, 2006 20:53:45 GMT -5
If my memory is correct in the first Space Channel 5, the end credits goes up and at the very end, you had one command to do with no rythm with it. It's so tricky and fustrating and affects your rating that it borderlines unfair the first time you beat it
Edit: BTW Kurt, the Back to the Index link sends you to a Mutliple Choices page due to the fact that the link in there has two periods before the "index.html". Other than that, awesome. Also, President Peace looks just like Dr. Robotnik/Eggman.
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Post by Sac (a.k.a Icaras) on Apr 25, 2006 4:31:31 GMT -5
I own both space channel 5 games on the PS2, and I've not managed to beat either.
In the first game, I got up to a space station level (one wherte Ulala is driving through space on a space scooter) but the amount of commands to memorize was too much for me.
As for part 2, I haven't been able to beat level 2, though each time I try, I do manage to edge slightly closer to beating it.
Problem for me, is that I prefer to play the games casually, so I usually forget half the stuff you have to memorize. *shrugs* oh well, they're both still awesome.
BTW: I do believe the bit in Space Micheal's profile is a reference to the old Megadrive Moonwalker game.
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Post by megatronbison on Apr 27, 2006 5:35:31 GMT -5
I do have to confess that I never bothered with this game beyond the first level- I just don't have a natural rythm without an on screen prompter. Its a shame though- I did adore the games style.
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Post by YourAverageJoe on Apr 27, 2006 13:58:21 GMT -5
About the Space Michael, I think his profile is a referrence to "Michael Jackson's Moonwalker", a beat-em-up for the Genny starring Michael Jackson as a super hero with the power to kill enemies by making them part of little dancing scenes, along with throwing his hat, and make some wierd glitter stuff come out of his shoes and hands.
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Post by Sturat on Apr 28, 2006 13:41:41 GMT -5
Good article overall, but there are a couple of improvements that could be added: It seems inconsistent with the rest of the site to only list the English voice actors and not the original cast. The article could mention that the backgrounds in Part 2 are no longer fmv. I would have liked to see more differences between the DC and PS2 versions. If I remember correctly, the characters' faces looked a lot muddier in the PS2 version of Part 2. Also, the last bit about GBA games implies that the development of Sonic Advance was commissioned by THQ. Sega of Japan asked Dimps to make Sonic Advance, so unlike the other outsourced Sega games listed, its existence was not the "result" of Sega and THQ's agreement, THQ was just the American publisher. I know this is nitpicky, but as a Sega fan I consider those THQ games a black eye comparable to Disney's straight-to-DVD sequels, and collectors need all the help they can get sorting out the riff-raff. Regarding what other people have said about the game in this thread, I think a lot of people missed the point. I can understand why the game wouldn't appeal to people who have no sense of rhythm, but I'm certain it wouldn't be better with a bar across the screen telling you when to press the buttons. To me, the lack of consistent visual cues (besides the icon in the corner indicating when sections begin and end) is the main draw of the game. The bosses are all good examples of incorporating the cues into the game world, which makes it so much more immersive and engaging. You wouldn't be able to pay attention to Mororub and Monroe's movements, which tell you what to press, if you were busy watching a bar at the bottom of the screen. If my memory is correct in the first Space Channel 5, the end credits goes up and at the very end, you had one command to do with no rhythm with it. It's so tricky and frustrating and affects your rating that it borderlines unfair the first time you beat it This part is no different than any other part of the game, the space between the cue and the first command tells you the tempo. I love that part. I remember the first time I beat SC5, I set down the controller to watch the credits. Then when I saw and heard the Morolian's cue, I knew I only had a couple seconds to grab the controller while simultaneously paying attention to what was said and when. That is what rhythm is all about. Sorry for the long post, but I felt this game needed more defenders.
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Post by Discoalucard on Apr 28, 2006 15:54:20 GMT -5
It seems inconsistent with the rest of the site to only list the English voice actors and not the original cast. I'll see if I can dig those up. I usually never add stuff like this, but the author suppled them, so I figure I'd put em up. The article could mention that the backgrounds in Part 2 are no longer fmv. I would have liked to see more differences between the DC and PS2 versions. If I remember correctly, the characters' faces looked a lot muddier in the PS2 version of Part 2. I never even noticed the backgrounds in Part 2, but then again I only actually played it for like five minutes - I set the game on autoplay to take pictures and only barely payed attention. About the differences between the DC and PS2 versions - probably because the author never played the DC version. I haven't either so I can't fill in any blanks (at least, Part 2). I'm also wary about posting purported differences between DC/PS2 ports because I've seen them being rather biased, because it's usually a Sega fanboy talking about it. Like, the people that say the DC version of Rez is smoother than the PS2 version. Which...isn't true at all. If I ever find an ISO of it, I'll see about grabbing some pics, but otherwise if I can't really prove it, it's not really worth mentioning. Besides, the face look pretty decent in the PS2 version, so I can't imagine the DC one is THAT much better, if that's the case. Also, the last bit about GBA games implies that the development of Sonic Advance was commissioned by THQ. Sega of Japan asked Dimps to make Sonic Advance, so unlike the other outsourced Sega games listed, its existence was not the "result" of Sega and THQ's agreement, THQ was just the American publisher. I know this is nitpicky, but as a Sega fan I consider those THQ games a black eye comparable to Disney's straight-to-DVD sequels, and collectors need all the help they can get sorting out the riff-raff. Sounds like it's worth clarifying. Regarding what other people have said about the game in this thread, I think a lot of people missed the point. I can understand why the game wouldn't appeal to people who have no sense of rhythm, but I'm certain it wouldn't be better with a bar across the screen telling you when to press the buttons. To me, the lack of consistent visual cues (besides the icon in the corner indicating when sections begin and end) is the main draw of the game. The bosses are all good examples of incorporating the cues into the game world, which makes it so much more immersive and engaging. You wouldn't be able to pay attention to Mororub and Monroe's movements, which tell you what to press, if you were busy watching a bar at the bottom of the screen. Well, it's kind of like...you need to have a sense of rhythm to play this game, or else you'll do very badly. It reminds me of a college roommate who was color blind, so he tended to suck at Puzzle Fighter. Even the rhythmically impaired can (eventually) play most other games by following visual cues, but SC5 doesn't have that luxury. And for a game that's already kinda weird, putting off more people probably wasn't the wisest decision, even though it does make it more distinct and more skill dependent. It's that ever present clash of pleasing the masses or catering to the hardcore. Sega went the latter route It just happens that I'm part of the "masses", in this case.
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Post by lanceboyle94 on May 24, 2016 19:54:32 GMT -5
...I apologize for the massive necrobump (over ten years old!), but a tidbit about the Samba de Amigo Wii cameo...
Ulala as well as the SC5 stage appear on more than one song; besides the one taken from Space Channel 5 (which isn't Mexican Flyer as the game claims, but Introducing Ulala!!! instead) the character and stage also feature on Do It Well (a cover of a Jennifer Lopez song, apparently) and, most amusingly (considering that lawsuit referenced in the article), Deee-Lite's Groove is in the Heart.
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