Jet Set Radio is now 20 years old and for some reason still holds up brilliantly

Medionicle (Nicolás)
8 min readNov 2, 2020

So, one of Sega’s most remarkable game series has surpassed the “twenty years” milestone. And what a better excuse to talk about one of my favorite franchises of all time.

Beat, the main charatcer (Left), next to Gum (Right).

It is worth remembering what made, and still makes, Jet Set Radio such a luxury to play and appreciate in the gaming industry. And how what used to be some kind of a hidden gem has now evolved onto a series which we can consider as part of videogame culture and philosophy.

Skipping the quite ominous and obvious introduction explaining trivial and well-known facts such as when the game was released or when did it arrive to the US. The truth is that it´s development was pretty straightforward.

Beat with and without Cell-Shading

Gathering influence both from Japan´s pop culture at the time and the overall structural feeling from cities like New York and San Francisco, the title was soon given a very personal style in terms of design, colors, characters and ambience. All of these characteristics welded together to a cartoonish style which was maintained even on the final game through the use of the technic of cell-shading, being one of the first videogames to ever include it.

“At the time, when I was making the character, what I thought was that I wanted to make it more like an icon. In other words, not like a human, but a character like a symbol. (…) I had to balance each character. (…) I made stage concepts with relationships between characters.” Said Ryuta Ueda, JSR’s art director.

It is also worth of noticing the fact that during this time, videogames managed a design centered around realism. Whether it was characters or scenarios, it was the norm to transmit it as much as possible. So Jet Set Radio also served as a breath of fresh air for the industry.

Still, something was missing. The design had worked together perfectly and the charisma that it´s pure feeling transmitted was the one we all know today. So what was it? The genre.

Inline skating was not, by far, the first option for the dev team. RPG, Adventure, etc. It was really rough for them to decide what to do with this colorful world that they had created.

Masayoshi Kikuchi

Director Masayoshi Kikuchi explains the following: “For the inline skate game, we only had a vague idea (…) We wanted to make a simple game. Through trial and error, we came up with a fun game (…) where you simply stroll through a city. (…) I had to create a core part that everyone would find interesting at first. Getting to that point really took a lot of time.”

Although they knew they wanted to induce players on exploring the scenarios that hade been built for them, it was not quite clear how these scenarios would serve as a challenge. And it is here, through the influence of an America from the 90’s and the already mentioned Japanese pop culture at the time, where graffiti and inline skating were finally conceived as key elements of the gameplay.

And despite the fact that at first getting to this conclusion was no easy task, from there on, they developed a very clear idea of what they wanted to achieve. This explains why the title took only ten months to develop.

Two key elements were now left. And the first one, graffiti, was brought to them by the hand of the American artist, graphic designer and art director, Eric Haze. When this form of art was defined as a gameplay mechanic, Sega quickly contacted Mr. Haze as a contributor and art consultant.

Eric Haze

Eric once stated the following: “Most of the work was, actually, produced already. It was not so much a question of creating work for the game as finding the kind of existing work files or base artwork that could then be manipulated and converted within the technology in the game. (…) My logo and artwork were also used on the packaging, so I think my role has something to do with endorsing the game, not just making a contribution.”

You might agree with me that Mr. Haze is right about his role and position during the development of the game. He managed to introduce the title with a stunning, eye-catching logo which perfectly captures the overall essence that was constantly trying to be transmitted. A high, screeching contrast between bright tones of yellow and green accompanies a series of letters which manage sharp edges giving the sensation of wanting to come out of the box, daring the player to a new style which at the time had never been seen before.

With the visuals done, only one key element was remaining…

It is no secret that music flows through the veins of this videogame. It’s funky, J-Pop, J-Rock, Hip Hop, Jazz, Metal and Dance amalgamation has learned how to fusion itself with a world which englobes radically different philosophies, thoughts and folklores among itself. Presenting some sort of a smoothie of sounds. Engaged perfectly through radio interference which only contributes to the city, the already mentioned radio and it´s host, Professor K, to feel much more alive. Music and sounds become palpable, engaging them to a scenery covered in foolishness and extravaganza. And all of these characteristics were achieved by the well-known videogame music composer, Hideki Naganuma.

The colors and characters transmitted Naganuma a feeling of hipness, and this is what he tried to replicate through various tones and mixes. Chopping various extracts of dialogues and voices from films, shows and others became one of the central aspects to the soundtrack.

Hideki Nagamuna

“I chopped up the voices and placed them in a different order. They became completely meaningless words, and I chuckled to myself late at night as I worked on them. I laughed and composed, that´s right.” -Hideki Nagamuna on JSR’s Soundtrack Composition.

It is clear that one of the topics that Jet Set Radio explores is facing authority, so it´s no surprise that Naganuma chose specific extracts such as “I’m trying to get some sleep”. By not letting mom sleep and mixing this statement to the extent of becoming meaningless, Naganuma dares figures of authority as much as the GG’s, the Noise Tanks, or the Poison Jam would do. And not only him, but also encourages the players. Fast paced tunes are the perfect way of inducing on the player the idea of movement and dynamism. While the more Hip-Hop jams transmit a chill but enjoyable and catchy sound, engaging it with the proper world that surrounds us. Just some kids, considered by the authority as punks, who like inline skating.

Guitar Vader, conformed by Ujuan Shozo and Miki Tanabe

Of course, not all the credit goes to Nagamuna’s work. It’s also worth mentioning the participation of bands such as Guitar Vader and musicians like Deavid Soul. These individuals not only contribute to the soundtrack, but also define the experience and culture which Jet Set Radio has also transmitted. J-Rock and Hip Hop were an ever-growing phenomenon, specially in Japan itself. So, by including tracks which continue to be a love letter to those times, the game generates an ambience which is impossible to replicate, taking into account that those times are now gone.

But the question remains, if this game is so centered around replicating a specific era while including it´s popular language and common teenage thinking, why has it aged so well?

Well, I believe the key to Jet Set Radio’s non-stopping success and relevance was achieved by two main points: How some ideas are still relevant and Jet Set Radio as an example for videogames.

First of all, it is important to mention the fact that many topics related to our own society which Jet Set used to talk about are still relevant. A division between people from the same age based on their likings, how different systems based on adulthood try to constantly silence minor´s voices. How media is often at the risk of being controlled due to how fragile it is. Rebellion and vandalism as a form of retaliation by the youth. How music and trends affect the youngster’s ideals and wishes for the future. Ending in a pacific way of making their voices louder. Filling their own spaces with joy, colors and a wide variety of people from different places, shapes, etc.

Mew inside the GG’s base

The game is constantly, and probably unintentionally, referring to popular topics which are still incredibly latent. Analyzing it´s value from this point of view, helps us understand that our society and human behavior is still in seek for a change. Even, getting to comprehend that the way that Jet Set Radio portraits rebellion and being against the system is one of the most useful and least harmful ways of executing resistance.

Now, how does Jet Set serve as an example for the gaming industry?

Long story short, Jet Set Radio was a proof at it’s time, and still is, of the potential that videogames without access to a Triple A budget have and are not Indies. Many times, these types of games are often referred to as “B Series” games. Here we can find many examples: God Hand, Drakengard, Killer7, Rule of Rose, Shenmue, etc.

This subdivision is again and again remembered due to its underground value, becoming cultural titles pretty quickly. This is why I believe is very important to not lose sight when videogames like Jet Set Radio are launched. Because it shows the potential which lays uncovered on such a fragile ecosystem.

Its simple premise accompanied to an ambience which is balanced on all of its aspects whether we are talking about sound, character or level design. The title screams joyfulness on our faces and just never stops to amuse, not only me, but an entire group of people who love Jet Set Radio’s treatment of rebellion, art, culture and simply having a good time.

I think that is at least one of the many concepts of love that we can understand.

Thank you, Jet Set Radio.

JSR’S “Thanks for playing” Screen

--

--

Medionicle (Nicolás)

[ENG/SPA]Textos originales o adapto algunos de mis guiones a escritos para su consumo, si te gusta eso de leer. (Videogames and maybe food) bit.ly/36utobr