Showing posts with label Space Channel 5. Show all posts
Showing posts with label Space Channel 5. Show all posts

Saturday, June 04, 2016

In honor of the company's 56th anniversary, here are five of my favorite Sega games

Although the company that eventually became Sega first opened its doors 76 years ago (as Standard Games), it didn't change its moniker to the one millions of people around the world know and love until 20 years later--as of yesterday, in fact.

Which means, of course, the renowned game developer and publisher--not to mention former console maker--just celebrated the 56th anniversary of its existence.

To honor that fact, I thought I'd whip up a blog post about some of my all-time favorite Sega titles. Strangely, perhaps, a couple of them weren't actually made by any of the brilliant people employed by the Tokyo-based firm. They were playable on a wide range of its hardware, though, and that's enough for me.


Final Bubble Bobble (Master System)--How could I include a simple home port of Taito's classic, dino-starring quarter-muncher on a list such as this? Well, for starters, this is no simple port. Consider that the Famicom (or NES, if you wish) port of Bubble Bobble, as grand as it is, is a pale imitation of the original in the audio and visual departments. This Sega-published iteration is far truer to the arcade version in both areas. Plus, its box sports an absolutely top-shelf cover illustration. Add to that the fact that Final Bubble Bobble's controls are just as butter-smooth as those found in its counterparts and you've got a cartridge that more than deserves this celebratory nod.


Shining Force (Genesis)--I know many will say this strategy RPG's sequels are better in almost every imaginable way, but the original is the only one that's earned a piece of precious real estate within my heart. As for why that is, one reason is it served as my introduction to the genre. Another is that, even today, its focused, streamlined nature feels like a breath of fresh air when compared to the bulk of the more convoluted SRPGs that came before it and, especially, followed in its footsteps. Finally, there's Yoshitaka Tamaki's gorgeous character and enemy designs and illustrations. I mean it when I say they defined Japanese gaming for me as a youngster.


Madou Monogatari I (Game Gear)--Sega may not have developed this adorable dungeon-crawler (the folks at Compile took care of that task), but the company most certainly published it. Even if that weren't the case, though, I'd include the initial Madou Monogatari game in this write-up simply because it's so damn cute. And fun. And a welcome reprieve for someone--like me--who usually finds this sort of thing mind-numbingly boring. (I prefer the first Madou Monogatari to the other three that were ported to the Game Gear, by the way, due to the fact that--no joke--the sprite of its protagonist, Arle, looks less wonky here than it does in the series' later titles.)


Saturn Bomberman (Saturn)--Singling out one Bomberman title as being better than the others isn't a simple task, as nearly all of the games published between, say, the first PC Engine offering and this 1996 release are well worth playing, in my opinion. Still, there's no question in my mind Saturn Bomberman is the best of the bunch. Its graphics are the most colorful and detailed of all the series' sprite-based entries, and its stages sprawl in a surprisingly satisfying manner. Admittedly, its soundtrack is a bit of a head-scratcher, but I'd hardly describe it as bad. At any rate, this is one of those titles that can suck up a big chunk of your free time without you realizing it--a sure sign of a great game, wouldn't you agree?


Space Channel 5 (Dreamcast)--I've played and loved a lot of Sega-made Dreamcast games over the years, but I come back to this one more than any other. Which is understandable, as its star, the candy-coifed Ulala, is quite a charmer, and its soundtrack is stuffed with tunes that basically force you to tap your foot (if not wiggle your tush). I guess some might say its Simon-esque gameplay is on the simplistic side, but you won't hear me complaining about that aspect of Space Channel 5. After all, I'd rather play a straightforward music game (Nintendo's Rhythm Tengoku is another perfect example) than an overly complicated one any day.

Now that I've had my say on this matter, what are your favorite games that were made by Sega, published by Sega or simply created for Sega hardware?

Friday, January 16, 2015

Five games I'd recommend playing as part of #RhythmMonth

January is half over, and I've yet to do more than ogle (and only briefly, at that) the game I'm planning to play as part of Anne Lee's #RhythmMonth extravaganza.

(The game I'm eyeing up, both figuratively and literally, by the way, is Osawari Detective Ozawa Rina Nameko Rhythm, a wacky 3DS spinoff of the Touch Detective series.)

I'm going to do my best to devote some time to the above-mentioned title this weekend (and then share my impressions here next week, of course), but in the meantime I thought I'd write up a few blurbs about some of my favorite rhythm games--games I'd highly recommend to anyone who is keen on participating in Anne's game-along but hasn't a clue as to what to play.


HarmoKnight (3DS eShop)--This choice could be called controversial, considering I wasn't entirely enamored with the game after my first encounter with it, but I still think it's worth checking out if you're looking for a vibrant-looking game that combines elements of the platformer and rhythm genres. I probably wouldn't make it my first #RhythmMonth pick, though, unless I'd already played the other titles discussed in this post.


Patapon (PSP)--Whereas the Game Freak-made HarmoKnight mashes together the platformer and rhythm genres, this Pyramid-developed title does the same with the rhythm and strategy genres. It, too, has an altogether appealing art style, plus it's far less aggravating than the aforementioned 3DS game, so you'd do well to consider it if you own a PSP or Vita.


Rhythm Tengoku (GBA)--Of the three Rhythm Tengoku (Rhythm Heaven and Rhythm Paradise in other regions) that have been released so far, this is my favorite. Its purposely rough graphics are sure to put a grin on your face, as are its maddeningly catchy tunes. The highlight, though, is the one-button gameplay, which keeps frustration to a minimum. That said, the DS and Wii sequels are well worth experiencing, too, so if they're cheaper and easier for you to obtain, don't feel bad about going with one or both of them instead.


Space Channel 5 (Dreamcast, PS2)--I've had a ridiculously good time playing the original (Dreamcast) version of this game over the years. The soundtrack is stuffed full of songs you'll be humming long after you power down your system, and the aesthetics are as pleasing as any Sega has produced in its long and tumultuous history. Should you not have a Dreamcast or PS2 handy, or should you simply not want to invest in those iterations of this title, though, you can't go wrong by picking up the sequel (shown in the screenshot above), which has been available via PSN, Steam and XBLA for ages now.


Theatrhythm Final Fantasy (3DS, iOS)--Based on everything I've heard and read so far, you'd be wise to purchase and play this game's Curtain Call follow-up rather than the original. I've yet to play the just-released sequel, though, so I can't say anything about it here. If it's anything like the first Theatrhythm, though, it's a thrilling addition to the genre that deserves the attention even of folks who aren't Final Fantasy fans.

A handful of rhythm games I've heard are good but have yet to play myself: Gitaroo Man (PS2/PSP), any/all of the Hatsune Miku titles, Maestro! Jump in Music (DS), Magical Beat (Vita), most of the Taiko no Tatsujin titles and Vib Ribbon (PS1/PS4/Vita).

Tuesday, December 09, 2014

A custom-painted Dreamcast that supposedly features the system's 'best games' but forgoes ChuChu Rocket! and Space Channel 5? Hmmm...

Granted, it's kind of hard to fault artist Oskunk for focusing on other Dreamcast "classics" like Crazy Taxi, Jet Set Radio and Shenmue while conjuring up his latest creation--although I'm sure some folks would do just that in regard to his decision to feature Sonic Adventure.

(I can't join them because I've never played any version of Sonic Adventure. In fact, I don't think I've played any Sonic the Hedgehog game past ... the third Genesis game?)

At the very least, I think a fifth character--Space Channel 5's magenta-coifed Ulala--should have been added to this custom-painted Dreamcast's lid, especially since it would've injected some much-needed femininity into the proceedings.



(Switching out Jet Set Radio's Beat for Gum would've done the trick, too, but I fully understand and appreciate that the former is far more likely to be that game's "mascot" than the latter.)

Even in its current, Space Channel 5-free state, though, this concoction is pretty darn sweet, don't you think?

If you'd like to take a closer look at the console or its similarly colorful controllers, by the way, I'd suggest heading over to custom-art.blogspot.com at your earliest convenience.

See also: previous Oskunk-centric posts

Wednesday, September 10, 2014

15 memories in honor of the Sega Dreamcast's 15th anniversary

You may have heard elsewhere that yesterday was the 15th anniversary of the Sega Dreamcast's North American launch. (For those of you who aren't great at math, that means it was released in this region on Sept. 9, 1999.)

In honor of that milestone, I thought it might be nice to take a little Dreamcast-focused trip down memory lane.

1. I bought one at launch--Oddly, I can only say that about a couple of consoles, like the Saturn and the Wii. And maybe the Nintendo 64. (I can't entirely remember when I got that last one, but I'm pretty sure it was within a few weeks or months of its release.) 

2. I sold my Japanese Saturn and games to pay for it--As much as I love my Dreamcast and the handful of games I've since acquired for it, I have to admit that I now regret this decision--or at least consider it to have been a somewhat questionable one. 

3. The system's design is what made me want the system--What can I say? It reminded me of NEC's PC Engine, which has long been my favorite console, aesthetically speaking.

4. Well, that and Sonic Adventure and Power Stone--Coming from the era that gave us the Nintendo 64, the PlayStation and the Saturn, these launch-day games looked positively futuristic to my young-ish eyes. I remember being especially entranced by Capcom's arena-based brawler.

5. I've never played Sonic Adventure, by the way--I'm not exactly sure why, unfortunately. Were reviews not so kind to this ambitious release? If so, that's likely the reason. Or maybe the other games I picked up at launch were enough to satisfy me?

6. I've also never owned or played Skies of Arcadia--Given my love of the RPG genre, and the praise that's often heaped upon this Overworks-developed title, that's sure to be a shocking revelation for some. I know it is for me.

7. Nor have I owned or played Samba de Amigo--Actually, this may be an even more surprising disclosure than the one above. I have a feeling the rather pricey (even back then) maraca controllers are what kept me from picking up a copy.

8. Worst admission yet: I also haven't owned or played Seaman--I mean, really--given the name of this blog, I should've at least played a game called Seaman, right? Seriously, despite the fact that this odd "virtual pet" has intrigued me since it first traipsed onto my radar, I've never experienced it firsthand. Maybe I'll rectify that sometime next year.

9. I've spent very little time with Shenmue despite liking what I've played of it--Here's another head-scratcher, or at least I think it is. At least there's a somewhat acceptable explanation for this one--that being that my older brother took this game and a few others (SoulCalibur being one, and Power Stone possibly being another) with him when we stopped sharing an apartment many, many years ago. As for why I've failed to buy a replacement copy in the ensuing decade or so, though, I can't say.

10. I'm pretty sure I've never imported a Dreamcast game--I say "I'm pretty sure" here because my memory's a bit foggy when it comes to this subject. Assuming that's the case, though, this is one of the few instances where I haven't bought even a single Japanese game for a system I still own. Don't worry, I plan to change that soon enough by picking up one or all of the following Japan-only Dreamcast titles: Boku no Tennis Jinsei, Net de Tennis, Lack of Love and Segagaga

11. Oh, and Space Channel 5: Part 2 as well--Sadly, I'm pretty sure acquiring this 2002 release is going to set me back a pretty penny--although maybe not as much as copies of the aforementioned Lack of Love and Segagaga are likely to cost me? Regardless, it'll be worth it, especially when you consider the following.

12. The original Space Channel 5 title is one of my all-time favorite games--I could play it over and over and over again and never become bored with it. In fact, I've done just that since first bought this fabulous rhythm game some years ago.

13. I don't believe I ever took my Dreamcast on line--I'm not entirely sure why that is, although I think it may have had a little something to do with the fact that the only online-enabled Dreamcast game I've ever owned is ChuChu Rocket!--which I didn't buy until a number of years after the system had exited the market.

14. I've never used a VMU to do anything other than data storage--In other words, I've never used it to play any of the mini-games that were included on a number of Dreamcast discs. Granted, a quick glance at this list suggests I own just a handful of titles that offer VMU support, so I guess I shouldn't feel too bad about this oversight.

15. I am determined to own one of the pink Hello Kitty Dreamcast systems before I die--In fact, maybe I'll make it a goal to check this off of my lengthy gaming wish list sometime in 2015.

Do any of you have fond (or otherwise) memories of Sega's final system? If so, please share them in the comments section of this post.

Wednesday, September 11, 2013

Happy belated birthday, Dreamcast!

I know I'm a few days late with this, but it's been quite a week in my household--work stuff (blarg)--and as a result neither my heart nor my brain have quite been in the blogging game, if you get my drift.

Regardless, I'll be damned if I'm going to let the 14th anniversary of the Dreamcast's North American release go by without a (belated) mention.

(No worries if math isn't your forte--the info above means the Dreamcast hit store shelves in this region on Sept. 9, 1999.)


Although I'm sure I seem like a Nintendo fanboy from time to time, the reality is that I'm an equal opportunity gamer. As much as I've loved my Nintendo-made consoles and handhelds over the years, I've loved my NEC- and Sony- and, yes, Sega-made systems just as much.

In fact, I count the Dreamcast and its predecessor (the Sega Saturn) among my all-time favorite consoles--no small feat when you consider the Famicom, PC Engine, PlayStation, PS2 and Super Famicom are their main sources of competition.

I was completely obsessed with the Dreamcast before it was released, by the way. I think that was due, in part, to the fact that its design reminded me a bit of the original PC Engine (still the best console design of all time, in my humble opinion).



It also was due to the console's promise of perfect arcade ports (see: Crazy Taxi, The House of the Dead 2, Power Stone and Virtua Tennis) and arcade-like originals (Jet Set RadioSonic Adventure and Space Channel 5, among many, many others).

Anyway, I bought one at launch--using the money I'd made from selling my Japanese Sega Saturn and games (doh!)--and loved the hell out of it until I briefly stopped gaming a few years later.

Thankfully, I didn't get rid of any of my Dreamcast titles during that college-induced gaming drought. (I did lose or sell my Dreamcast system, though--or maybe my older brother claimed it? I wish I could remember.)


I still regularly pull out those games--ChuChu Rocket!, Crazy TaxiPower StoneSpace Channel 5 and Virtua Tennis, especially--and play them on the (second) Dreamcast I acquired a couple of years ago, actually--and I even add a new title or two to my collection every once in a while.

Do any of you have similarly fond memories of Sega's final console? Also, so you still play any of its games? If so, which ones? Let me and other Dreamcast fans know all about them in the comments section below.

See also: 'Happy belated 30th birthday, Nintendo Famicom and Sega SG-1000!'

Friday, April 19, 2013

A somewhat gay review of HarmoKnight (3DS)


Game: HarmoKnight 
Genre: Platformer 
Developer: Game Freak 
Publisher: Nintendo 
System: 3DS (eShop)
Release date: 2013

It has to be said, right from the start, that I've been chomping at the bit to play this Game Freak-developed digital title since it was unveiled during a Japanese Nintendo Direct broadcast back in August of last year.

I liked pretty much everything about the chunks of HarmoKnight that were highlighted during its first trailer--its art style, its music and its rhythm-based gameplay, especially. Each of those aspects continued to enthrall me after I played the title's demo for the first time about a month ago, which prompted me to assume this would be the next 3DS release--after THE DENPA MEN and Theatrhythm Final Fantasy, among others--to consume my so-called free time.


How wrong I was. Although HarmoKnight's art style is unquestionably appealing, and while its soundtrack and overall gameplay--which generally consist of "endless running" platformer stages that task players with jumping or hitting enemies and obstacles in time with a backing track's beat, although boss encounters switch things up by going with a more "Simon Says" approach--are (for the most part) stellar, those pieces never come together to produce the thoroughly enjoyable, must-play experience I expected after loving the demo.

In a way, this creation is much like Sega's Rhythm Thief & The Emperor's Treasure, which similarly intrigued me in the lead up to its release, only to disappoint and even enrage me (on occasion) afterward.

As for which elements were most responsible for letting me down: the most notable revolves around too many of the game's stages--I'm looking at you, Baroque, Jazz and Rock worlds--feeling cheap from a difficulty standpoint. Sometimes that's due to the background music being too subtle (making it hard to discern an actual beat), while at other times it's due to enemies or obstacles literally coming out of nowhere. (Both of these issues are present in every one of HarmoKnight's maddening mine-cart stages, by the way.)


Three other components that contributed to my more-negative-than-I'd-originally-hoped assessment of HarmoKnight: its lack of checkpoints (although this only becomes a real problem during this eShop title's later levels), its love of narrative text (especially annoying when you consider its story basically boils down to "save the princess from the bad guy") and the fact that it's a fairly short-lived experience (I beat the final boss and encountered the game's end credits after just three hours of play).

Do all of the above-mentioned cons outweigh HarmoKnight's pros--which include not only its art style and soundtrack, but also its Space Channel 5-esque boss and mini-boss battles and Pokémon-themed bonus stages? Sadly, I think they do.

I have to say, though, that I'd probably respond to that question in a more positive manner if the game cost $5 or even $10. At $15, though, it's far too flawed to recommend to anyone other than huge fans of rhythm-based platformers--and even those folks are likely to wish they'd refrained from hitting the "buy" button at one point or another.


See also: previous 'somewhat gay' reviews

Friday, September 28, 2012

The Great Gaymathon Review #61: Rhythm Thief & The Emperor's Treasure (3DS)


Game: Rhythm Thief & The Emperor's Treasure
Genre: Music/Rhythm
Developer: Sega/Xeen
Publisher: Sega
System: 3DS
Release date: 2012

A few of the words I'd use to describe Sega's Rhythm Thief & The Emperor's Treasure: Ambitious, disappointing, dramatic (sometimes overly so), ridiculous and sweet. Oh, and tedious. Yes, tedious. As much as I hate to admit it, and as much as I enjoyed the Rhythm Thief demo, I found playing through the "real deal," so to speak, to be a chore.

That's not to say this Xeen-developed 3DS title failed to bring a smile to my face. On the contrary, I found certain aspects of it to be both charming and fun. The art style, for instance, is appealingly colorful and pleasant (although it appears a bit "cheap" at times). Rhythm Thief's funky, jazzy soundtrack--which harkens back to that of another Sega property, Space Channel 5--could be described in similarly positive terms. Also, it features the most unique array of control schemes I think I've ever encountered in a portable game.

So, why did I suggest in the first paragraph of this review that Rhythm Thief was disappointing and a "chore"? For starters, although the game is admirably ambitious, its many "pieces" never quite came together for me. You know how various folks have described this release as being "Professor Layton meets Space Channel 5"? Well, that's exactly what it is, at its core. Unfortunately, the mash-up just doesn't come together as well as I'd hoped it would.

Chiefly responsible for this, in my mind, is its story--or, rather, its ratio of story to rhythm games. If I were to guess what said ratio was, I'd say it's about 75-25 in favor of the game's story, and in the end it was just too much for me. I have to say, though, that I think I would have found Rhythm Thief to be a bit trying even if the ratio were closer to 50-50, as the story here--which is set in Paris and involves, among other things, a young guy who's leading a double life as an art thief and an older one who claims to be Napoleon--isn't all that engaging. Or at least it wasn't to me.

Another aspect that failed to engage me: The game's Layton-esque exploration element, or lack thereof. You're rarely at a loss for where to go or what to do next while playing Rhythm Thief, as the next plot point's quite literally pointed out to you (often by a big magenta exclamation point, no less). This game steals ideas from the aforementioned Level-5 series in other ways, too, although I think it would've been better off if its developers had refrained from doing so. In particular, the random tapping of background images--required to find medals (which allow players to buy items than can make difficult mini-games a bit easier), pieces of music and hidden scores--injects an additional layer of annoyance into a title that was annoying enough already.

Finally, it has to be said that although most of Rhythm Thief's mini-games are amusing, "have their heart in the right place" and all that jazz, a good number of them are downright broken due to awkward controls. (In fact, one particular mini-game nearly prompted me to give up on my playthrough altogether.) And even when they don't feel broken, they're often unforgiving to an unbelievable degree. All of which is too bad, as Rhythm Thief's best mini-games easily call to mind those found in such classics as Samba de Amigo and Space Channel 5.

Are those brief, shining moments--along with the others mentioned earlier--enough for me to recommend this quirky mutt of a release to anyone but the most diehard of Sega fans? (Do such people even exist anymore?) To be frank, no, they aren't. I guess if you can find a copy that's cheap enough, it may be worth picking up if you're really into rhythm and/or Professor Layton-ish games, but even then I have a feeling it's more than likely to disappoint.


See also: Previous 'Great Gaymathon' posts

Thursday, August 23, 2012

It's not a ChuChu Rocket-branded Dreamcast, but I guess it'll do

French artist Oskunk (or, OSKUNK!, to be completely accurate) has conjured up a number of fabulous, custom-painted consoles over the years.

Surprisingly, most of my personal favorites have been Sega-centric, such as the Dreamcasts he's covered in Jet Set Radio, REZ, Samba de Amigo, Shenmue and Space Channel 5 designs.

The artist's latest (below) creation calls to mind yet another Sega classic: 1995's Virtual On.



I really like how this illustration complements, rather than attempts to cover up, the curves and grooves of the Dreamcast's top lid.

Where will Oskunk's imagination take him next? I'm hoping it'll take him to wherever he needs to go to produce a ChuChu Rocket-branded Dreamcast, or maybe a Magical Puzzle Popils-branded Game Gear.

See also: 'I will obtain one of these if it's the last thing I do'

Friday, July 27, 2012

Acquisition #138: Rhythm Thief & The Emperor's Treasure (3DS)

Considering my enthusiastic reaction to its eShop demo, you'd think I would have ripped the Rhythm Thief & The Emperor's Treasure cart from its packaging and slammed it into my trusty 3DS system as soon it arrived on my doorstep late last week.

That's exactly how I would have reacted, actually--had Theatrhythm Final Fantasy not beaten Rhythm Thief & The Emperor's Treasure to the punch (not to mention to my mailbox) by a few days.

You see, I've quite literally become entranced by Square Enix's Final Fantasy-themed rhythm title. In fact, I've played little else since I obtained my copy of the game nearly two weeks ago.

I didn't want to leave you guys and gals hanging with yet another "yeah, I added another game to my collection, but I haven't had a chance to play it yet" post, though, so yesterday I forced myself to replace Theatrhythm Final Fantasy with Rhythm Thief & The Emperor's Treasure for a while.

As for what I thought of my rather cursory experience with this Sega-developed release: Well, for starters, all of the folks who have described Rhythm Thief as "a mash-up of Professor Layton and Space Channel 5" deserve some sort of prize, because that's pretty much how this peculiar title plays out.

Which means, of course, that I'm loving it. That said, it's far from perfect. For instance, the game's currently a bit too skewed toward the Professor Layton side of things for my liking. (I'd prefer it to be more evenly divided between the adventure/puzzle/story segments and the rhythm ones.)

Not only that, but the rhythm segments, while enjoyable, aren't as deep as I'd hoped they'd be. Granted, I've only played five of them thus far, so it's altogether possible that they'll gradually increase in complexity.

Given all of the above, I think it's fair to say that I'm currently on the fence about Rhythm Thief. I'm enjoying it, but I'm also feeling a bit disappointed by it. I'll keep plugging away at it, though, and I promise to share my final thoughts on the matter (in an upcoming "Great Gaymathon" review) as soon as possible.

See also: 'Deep thoughts (or not) on a quintet of recent 3DS demos'

Tuesday, March 27, 2012

No, wait, *this* is the dreamiest Dreamcast ever

Just over a month ago, I proclaimed the Space Channel 5-themed Dreamcast that served as the centerpiece of this post to be the dreamiest Dreamcast ever produced.

Well, after seeing the Jet Set Radio-branded Dreamcast in the photo below (and here), I'm no longer so sure about that proclamation.



Granted, I would happily and greedily accept either of these Oskunk-painted Dreamcasts from anyone willing to give me one, but if I were given a choice I'd probably go with the one you see above.

How about you? Which one do you prefer? (Can't make up your mind based on the photos seen in this post and in this previous post? More snapshots of both of these custom-painted systems can be found here and here.)

Friday, February 17, 2012

The dreamiest Dreamcast ever

True story: Sega's Space Channel 5 is one of my all-time favorite games.

It's one of the few games I've purchased for my beloved Dreamcast--along with ChuChu Rocket!, Jet Grind Radio, Virtua Tennis and a few others I can't remember right now--and it's also one that I never tire of playing.

Given that, it should be of little surprise to hear I've been drooling over the Ulala-branded Dreamcast below ever since I discovered it a few days ago.



An artist who calls himself Oskunk is responsible for this wonderful paint job, by the way. To see more photos of this particular project, check out his (her?) blog, custom-art.blogspot.com, or his Flickr photostream.

See also: Previous Dreamcast posts

Wednesday, January 11, 2012

Sega's doing its darndest to lead me @field

Specifically, the folks at The House That Sonic Built are doing their darndest to get me to buy a PlayStation Vita.

How so? Well, they're preparing to release--in Japan only, of course--a game called @field, which combines golf and pinball (in terms of gameplay) and is covered with a smear of the company's out-of-this-world--in more ways than one--Space Channel 5 (in terms of graphics).


Sadly, I can't seem to find any videos of this oddly titled game, which is supposed to be released sometime this winter, so the screenshots above and below will have to suffice.

Actually, I'm kind of glad I can't find any videos of @field, as I really don't need to add any games or systems to my "to buy in 2012" list, which already includes a slew of 3DS, PSP and Wii titles, as well as possibly a PS3 and/or a Wii U.


Should @field be positively received by the few brave souls who pick it up and play it, though, I definitely could see myself buying a copy of it alongside a Vita system--sometime after the Vita lands in the bargain bins in the States, of course.

See also: 'Are you planning to pick up a PlayStation Vita?'

Monday, December 19, 2011

Samba de Amigo + Space Channel 5 = another game added to my too-long 3DS wish list

I'm pretty fond of rhythm games, so you'd think I would have added Sega's upcoming 3DS release, Rhythm Thief & The Emperor's Treasure, to my wish list long ago.

Not so. I couldn't tell you why that is, to be honest, although I think it has something to do with not being all that interested in the game's rather colorless protagonist.

Anyway, my interest has soared thanks to the just-released videos below, which suggest Samba de Amigo and Space Channel 5 segments will be included in Rhythm Thief.

Here's some footage of the Samba de Amigo segment:



And here's some footage of the Space Channel 5 segment:



When will you be able to get your grubby little hands on Rhythm Thief & The Emperor's Treasure? Well, if you're American or Japanese (or you own an American or Japanese 3DS), you'll be able to pick up a copy of the game on Feb. 25. (Pre-order the North American version here.)

I'd guess Europeans will gain access to it on that date, too, but I can't say that with any certainty.

Saturday, May 28, 2011

Finally, a portable Space Channel 5 player!

Space Channel 5 isn't the only game I'd play on a portable Dreamcast; I'd also play ChuChu Rocket!, Jet Grind Radio and Shenmue, among others.

Of course, that would require both the existence and purchase of such a system.

Surprisingly, the former point of contention is about to be taken care of thanks to ... some company that isn't Sega. Said company's portable Dreamcast (below) will be sold via pachimon.tv beginning next month. The system's price tag: ¥38,000 (about $470).


As much as I'd love to play Space Channel 5 and ChuChu Rocket! during my next flight or road trip, I think I'll hang on to my hard-earned money and play games on my DS instead.

(Via andriasang.com)

Tuesday, April 12, 2011

The Great Gaymathon Review #20: Space Channel 5 (Dreamcast)


Game: Space Channel 5
Genre: Rhythm
Developer: United Game Artists
Publisher: Sega
System: Dreamcast
Release date: 2000

There are, in my famously (or not) humble opinion, a few must-play games for the dead-before-its-time Dreamcast. Among them: ChuChu Rocket!, Crazy Taxi, Jet Set Radio, Rez, Shenmue and Skies of Aracadia. Oh, and this Tetsuya Mizuguchi-designed title. Yes, naysayers, at its heart Space Channel 5 is the video game equivalent of Milton Bradley's "Simon" toy, but the body that surrounds that blood-pumping vessel is what elevates this game to "must own" (or at least "must try") status. For starters, there's the game's graphics, which have a groovy, Jetsons-esque vibe to them. Then there's the extremely hummable soundtrack--composed by Naofumi Hataya, Kenichi Tokoi and Ken Woodman--which has a similar throwback feel to it. Oh, and let's not forget the story that ties it all ogether. It's completely silly--an alien race invades the planet (Earth, I think) and forces people to dance; "funky space reporter" Ulala, a Lady Miss Kier look-alike, comes to their rescue by defeating said aliens (and a few rival journalists) through dance-offs--of course, but what else would you expect from a game with a cover like the one above? There are just two things that keep Space Channel 5 from achieving perfection: 1) a sense of rhythm is required if you hope to get anywhere in the game, and 2) even if you have a sense of rhythm, the game sometimes fails to recognize it. Even then, the game is easily one of the more enjoyable and unique examples of the genre.


See also: Previous 'Great Gaymathon' posts

Wednesday, October 20, 2010

Up, down, up, down, chu, chu, chu!

According to the crew at jeuxvideo24.com, PS3 and Xbox 360 owners can expect a "re-mastered" version of Sega's Space Channel 5 Part 2 to show up on PSN and XBLA sometime new year.

Why isn't the company starting with Ulala's first face-off with the Morolians? Well, unlike the ones that were featured in its fully polygonal sequel, the backgrounds in the original Space Channel 5 were made up of (poorly compressed) pre-rendered videos--which would have to be re-rendered if the game is to be properly displayed in 720p.



That said, Space Channel 5 Part 2 (watch the game's first "battle" here) is considered by many fans to be the better of the two Tetsuya Mizuguchi-developed games, so maybe it's best that the folks at Sega are concentrating on the sequel at the moment.

Buy: Space Channel 5 (Special Edition)