Jet Set Radio Future
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Jet Set Radio Future
is a 2002 action game developed by Smilebit and published by Sega for the Xbox; it is a sequel to the Dreamcast game ''Jet Set Radio'' (2000). As a re-imagining of the original game, it features improved gameplay mechanics, updated graphics, larger open world environments, new characters, a new soundtrack and multiplayer gameplay. The player controls members of a street gang that use inline skates to traverse a futuristic Tokyo, spraying graffiti, challenging rival gangs and evading authorities. Like ''Jet Set Radio'', ''Future'' uses a cel-shaded style of animation. Much like its predecessor, ''Jet Set Radio Future'' received critical acclaim for its gameplay, music and art style. It won several awards and was nominated for many others. After its initial release, it was bundled with new Xbox consoles with ''Sega GT 2002'' on a dual-game DVD. Gameplay ''Jet Set Radio Future'' plays similarly to ''Jet Set Radio'' in which the player controls a member of a gang of inline skaters ...
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JSRF Gameplay
is a 2002 action game developed by Smilebit and published by Sega for the Xbox (console), Xbox; it is a sequel to the Dreamcast game ''Jet Set Radio'' (2000). As a re-imagining of the original game, it features improved gameplay mechanics, updated graphics, larger open world environments, new characters, a new soundtrack and multiplayer gameplay. The player controls members of a street gang that use inline skates to traverse a futuristic Tokyo, spraying graffiti, challenging rival gangs and evading authorities. Like ''Jet Set Radio'', ''Future'' uses a cel-shaded style of animation. Much like its predecessor, ''Jet Set Radio Future'' received critical acclaim for its gameplay, music and art style. It won several awards and was nominated for many others. After its initial release, it was bundled with new Xbox consoles with ''Sega GT 2002'' on a dual-game DVD. Gameplay ''Jet Set Radio Future'' plays similarly to ''Jet Set Radio'' in which the Player character, player controls a me ...
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Hideki Naganuma
(born May 16, 1972) is a Japanese composer and DJ who primarily does work for video games. Naganuma is best known for his score for the game ''Jet Set Radio'' and its sequel ''Jet Set Radio Future''. Early life Naganuma started his musical career by playing the electronic organ, aged five, under the influence of his older sister. When he was fourteen, he became interested in western music and composed his own songs. He then decided to have a job in the music business. During 1993 to 1997 he worked as both a DJ and bartender. He was also aiming to become a singer-songwriter in the J-pop industry, although he dropped this plan. Career 19982008: Work with Sega Naganuma sent demo tapes to Sega in 1998. His application was accepted, with voice editing for '' Shoujo Kakumei Utena: Itsuka Kakumei Sareru Monogatari'' and composition for ''Hip Jog Jog'' being among his first works with the company, the latter of which he worked with senior composer Kenichi Tokoi. In 2000, he serv ...
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Smilebit
or Sega Sports R&D is a defunct development division of the Japanese video game company Sega. It was previously known as Smilebit, one of nine semi-autonomous studios which Sega established in 2000. Smilebit was previously known as R&D6 or AM6 which itself was mainly based on Sega PC. Smilebit was known for its sports simulation titles, as well as ''Jet Set Radio.'' When Sega started releasing games for other platforms, Smilebit began developing games for the Xbox, with ''Jet Set Radio Future'', ''Panzer Dragoon Orta'' and Gunvalkyrie, ''GunValkyrie''. Smilebit was led by Shun Arai as president and Takayuki Kawagoe as director. Kawagoe became president of Smilebit in 2003. During a re-organization, Sega's nine studios were consolidated into "four of five core operations", and the non-sports staff of Smilebit was merged into Amusement Vision. Smilebit became exclusively dedicated to sports titles, with the ''Virtua Striker'' series from Amusement Vision becoming attributed to Smil ...
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Tokyo
Tokyo (; ja, 東京, , ), officially the Tokyo Metropolis ( ja, 東京都, label=none, ), is the capital and largest city of Japan. Formerly known as Edo, its metropolitan area () is the most populous in the world, with an estimated 37.468 million residents ; the city proper has a population of 13.99 million people. Located at the head of Tokyo Bay, the prefecture forms part of the Kantō region on the central coast of Honshu, Japan's largest island. Tokyo serves as Japan's economic center and is the seat of both the Japanese government and the Emperor of Japan. Originally a fishing village named Edo, the city became politically prominent in 1603, when it became the seat of the Tokugawa shogunate. By the mid-18th century, Edo was one of the most populous cities in the world with a population of over one million people. Following the Meiji Restoration of 1868, the imperial capital in Kyoto was moved to Edo, which was renamed "Tokyo" (). Tokyo was devastate ...
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Guitar Vader
was a Japanese underground indie rock band. Formed in 1998, the band is best known for their contributions to the soundtracks of Sega's ''Jet Set Radio'' and '' Jet Set Radio Future'' games. The band disbanded in 2007. Guitar Vader had two lead vocalists and songwriters, guitarist Miki Tanabe and bassist Ujuan Shozo. Miki's childlike voice and Ujuan's tenor are often used in harmony and call and response, but many songs are sung exclusively by one or the other. Their music generally features pop-oriented melodies, often coupled with aggressive power chords and hard rock influences, and sometimes playfully shifts between genres in mid-song. Band members claimed influences like Nirvana, The Beatles, The Pixies and the Ramones, as well as lesser influences like Air and Guitar Wolf. Others have likened their sound to bands as disparate as The B-52's and Smashing Pumpkins. History Miki and Ujuan first met in Kawasaki, Kanagawa while the two were in different bands. The two becam ...
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Indie Rock
Indie rock is a Music subgenre, subgenre of rock music that originated in the United States, United Kingdom and New Zealand from the 1970s to the 1980s. Originally used to describe independent record labels, the term became associated with the music they produced and was initially used interchangeably with alternative rock or "Pop rock, guitar pop rock". One of the primary scenes of the movement was Dunedin, where Dunedin sound, a cultural scene based around a convergence of noise pop and jangle became popular among the city's University of Otago, large student population. Independent labels such as Flying Nun Records, Flying Nun began to promote the scene across New Zealand, inspiring key college rock bands in the United States such as Pavement (band), Pavement, Pixies (band), Pixies and R.E.M. Other notable scenes grew in Madchester, Manchester and Hamburger Schule, Hamburg, with many others thriving thereafter. In the 1980s, the use of the term "independent music, indie" (or " ...
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Cutscene
A cutscene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game that is not interactive, interrupting the gameplay. Such scenes are used to show conversations between characters, set the mood, reward the player, introduce newer models and gameplay elements, show the effects of a player's actions, create emotional connections, improve pacing or foreshadow future events. Cutscenes often feature "on the fly" rendering, using the gameplay graphics to create scripted events. Cutscenes can also be pre-rendered computer graphics streamed from a video file. Pre-made videos used in video games (either during cutscenes or during the gameplay itself) are referred to as " full motion videos" or "FMVs". Cutscenes can also appear in other forms, such as a series of images or as plain text and audio. History ''The Sumerian Game'' (1966), an early mainframe game designed by Mabel Addis, introduced its Sumerian setting with a slideshow synchronized to ...
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Pirate Radio
Pirate radio or a pirate radio station is a radio station that broadcasts without a valid license. In some cases, radio stations are considered legal where the signal is transmitted, but illegal where the signals are received—especially when the signals cross a national boundary. In other cases, a broadcast may be considered "pirate" due to the nature of its content, its transmission format (especially a failure to transmit a station identification according to regulations), or the transmit power (wattage) of the station, even if the transmission is not technically illegal (such as an amateur radio transmission). Pirate radio is sometimes called bootleg radio (a term especially associated with two-way radio), clandestine radio (associated with heavily politically motivated operations) or free radio. History Radio "piracy" began with the advent of regulations of the airwaves at the dawn of the age of radio. Initially, radio, or wireless as it was more commonly called at ...
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Tutorial (video Games)
In the context of video game design, a tutorial is any tool that teaches players the rules and controls of the game. Some Tutorial, tutorials are integrated into the game, while others are completely separate and optional. Games can have both of these at once, offering a basic mandatory tutorial and optional advanced training. Tutorials have become increasingly common due to the decline of printed video game manuals as a result of cost cutting and digital distribution. Tutorials can be important since they are a player's first impression of a game, and an overly tedious tutorial or one that does not allow for player freedom can negatively affect their view of a game. However, the lack of a tutorial can also harm a game by causing the player to become frustrated, since they cannot figure out essential game mechanics. Design Tutorials range from gently easing the player into the experience, to forcing them to learn via trial and error, only allowing them to proceed when they have ma ...
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Item (game Terminology)
In pencil and paper games and computer and video games, an item is an object within the game world that can be collected by a player or, occasionally, a non-player character. These items are sometimes called pick-ups. Items are most often beneficial to the player character. Some games contain detrimental items, such as cursed pieces of armor that confers a negative bonus to the wearer and cannot be removed until the curse itself is lifted; the means to do this may be costly or require a special item. Some items may also be of absolutely no value to the player. Items are especially prevalent in role-playing games, as they are usually necessary for the completion of quests or to advance through the story. Sometimes certain items may be unique, and only appear once at a specific location, often after completing a particular task. Other items may appear frequently, and not give a big bonus alone, but when many are collected. Games may differ on how the player uses an item. Some games, ...
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Level (video Games)
In video games, a level (also referred to as a map, stage, or round in some older games) is any space available to the player during the course of completion of an objective. Video game levels generally have progressively-increasing difficulty to appeal to players with different skill levels. Each level may present new concepts and challenges to keep a player's interest high. In games with linear progression, levels are areas of a larger world, such as Green Hill Zone. Games may also feature interconnected levels, representing locations. Although the challenge in a game is often to defeat some sort of character, levels are sometimes designed with a movement challenge, such as a jumping puzzle, a form of obstacle course. Players must judge the distance between platforms or ledges and safely jump between them to reach the next area. These puzzles can slow the momentum down for players of fast action games; the first ''Half-Life'''s penultimate chapter, "Interloper", featured mult ...
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Powerslide (inline Skating)
The powerslide is a braking method used in inline skating where both skates are quickly moved into a position perpendicular to the moving direction of the skater. Whereas braking this way is quite common in ice skating (where it is called a hockey stop A hockey stop is a specific and primary way of stopping on ice skates while playing ice hockey. The hockey stop allows the skater to change directions quickly, keeping up with play. It takes practice to effectively stop facing both ways, most skate ...), any irregularity on the surface can make a novice roller skater easily lose balance and fall. The powerslide offers an effective way of coming to a stop within a short distance to advanced skaters due to the friction the wheels incur on the surface. As powerful as it is, it does cause wear on the wheels, can cause the wheels to wear unevenly, and can only be performed with definitive success when the surface is familiar to the skater. Techniques The forward powerslide or full fronta ...
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