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Jet Set Radio Dreamcast and its prototypes: When the Rudies invaded the halls of E3

Smilebit, a subsidiary of SEGA made up of former employees of Team Andromeda, the creators of the Panzer Dragoon Saturn series, developed Jet Set Radio for Dreamcast in just 10 months. Initially consisting of three members, the team grew to 25 people at the height of the Japanese studio's success. The average age of employees was 25/27.

SEGA executives placed their blind trust in them. They hoped that these young people would bring a breath of fresh air to the industry. Their gamble paid off, with the press hailing Jet Set Radio for its unique visuals when it was announced at TGS 1999 (Tokyo Game Show). This iconic Dreamcast title was born out of a desire to shake up the established norms of the video game world at the time.

In the early 2000s, many thought they had seen it all with the widespread use of 3D. Jet Set Radio surprised everyone by harnessing the power of SEGA's spiral console not to achieve greater realism, but rather to indulge in visual extravagances that came out of nowhere. The press was won over, calling it a “revolution.” Jet Set Radio innovated with its graphics, which benefited from the Cel Shading rendering technique. The development team called it “manga dimension” internally. It consisted of giving the game a cartoon-like appearance rather than a photorealistic one.

Jet Set Radio Dreamcast Artwork.jpg
Jet Set Radio Logo (press kit).jpg

Apart from the cartoon aspect, Smilebit's goal was also to bring to life a town that was almost identical to a real one, rather than a typical imaginary video game city. Its environment had to be as realistic as possible. From this perspective, Jet Set Radio stands out as one of the first open-world games.

To enhance the overall experience, the team wanted to infuse their future production with an underground vibe. Since Jet Set Radio was geared toward pop culture, the music selection included funk, hip-hop, big beat, rock, breakbeat, electronic, jazz, and soul. The soundtrack composed for JSR still resonates in the minds of gamers from the 2000s!

All the ingredients were there to make it a future hit. Specialized magazines and news sites gave Jet Set Radio extensive coverage during its development (poor Illbleed, which no one talked about). They eagerly awaited the slightest bit of news about it. Its promotion turned into real shows with 11-minute dance performances during E3 2000. SEGA even organized graffiti contests to promote it, with a prize of $5,000 to be won.

The dance show at E3

Jet Set Radio Dreamcast Pal Cover.jpg

Released on June 29 in Japan and several months later in the rest of the world, this pop and hip-hop-inspired rollerblading game set in late 1990s Tokyo left its mark on a generation of gamers. Jet Set Radio went down in history and inspired many games that would go on to adopt its innovative graphic design.

Jet Set Radio was a title that only SEGA knew how to make. With it, Dreamcast fans were playing a cartoon rather than just a video game!

Jet Set Radio is 100% speed and 200% fun!

The adventure introduced by Professor K, the DJ of a pirate radio station based in Tokyo, follows the exploits of thrill-seeking “Rudies”. This clever term refers to young people who roam the streets of the city on rollerblades in search of walls to tag. The government is struggling to curb the illegal activities of this band of misfits. Together, they form the GG gang, based in a garage in Shibuya-cho.

ONISIMA Jet Set Grind Radio.jpg

With rollerblades on their feet, the Rudies speed through the streets of the Japanese capital, tagging walls, rooftops, and buses to mark their territory. This drives the mayor of the city crazy, and he doesn't hesitate to send the police to stop them. They face a threat far greater than the police: rival gangs who want to take over different neighborhoods of the city. Fortunately, DJ Professor K keeps them informed live about the activities of the various gangs and police officers during their missions. 

The city is divided into three parts: Shibuya-cho, Benten-cho, and Kogane-cho, each corresponding to a different time of day. Shibuya is a shopping district during the day, Benten is a nightlife district, and Kogane is a residential district built on the water at sunset.

Jet Set Radio offers a host of characters characterized by three different attributes: Power, Technique, and Graffiti. Power determines a character's health, Technique determines the number of points a roller earns when performing tricks and their speed of movement, and Graffiti determines the number of points earned for successfully completing a Tag and the difficulty of painting it.

Somersaults, grinds, slides... any acrobatic move will do to escape your pursuers in style!

The E3 prototype of Jet Set Radio (Apr 28, 2000 prototype)

Examination of the prototype reveals that the disc (GD-R) was burned on April 28, 2000. This Japanese version of Jet Set Radio Dreamcast  dates  from  one month before it went GOLD. It was specially designed to promote the game at E3 2000, as mentioned in the header of its IP.BIN. It launches on a Debug Menu, which is explained in detail later in this article. 

The Jet Set Radio E3 prototype in action

This prototype mixes English and Japanese, which is common practice in localization builds or demos created for a specific event.

SEGA has not yet addressed the illegality of graffiti. The splash screen warning about this practice does not appear when the game starts.

When launching the game normally by selecting “GOTO TITLE” from the Debug Menu, a commentator normally shouts “Jet Set Radio” once the title screen appears. He is silent in this E3 version.

Several game modes and features should appear when you press “START” on the title screen, which is essentially the Main Menu. Here, a game starts immediately with a short explanatory sequence, likely designed specifically for the Electronic Entertainment Expo.

If you do not press any keys for a certain amount of time immediately after starting a game, the game will automatically reset without going through the Debug Menu again. It will not go into sleep mode.

Some Debug Menu missions have no music, only sound effects. Some sounds are missing, such as the meowing of cats when the player  passes by them  or the sound of water when skating through the sewers of “Kogane”. The intensity of the sound effect of the rollerblades rolling often remains constant (a continuous noise).

During the introductory cutscenes for missions, the text displayed on the screen does not always correspond to that shown in the final version.

On the mini map in the Pause Menu, in certain missions (mainly those without introductions), the locations of the graffiti to be drawn are not marked with a G. There are no indications on the map.

In the “Kogane” sewage system, when skating in water, there is no graphic effect of splashing under the skates.

At this stage of Jet Set Radio's development, the “Graffiti Soul” items (those resembling the loading screen logo) have not been implemented in the game.

During gameplay, mini-scenes can interrupt the missions (explosions, appearance of enemies, etc.). These intermediate cutscenes do not appear in this prototype.

Road traffic is strangely interrupted in certain missions (Benten M08, for example). When playing Benten M12, the cars parked on the side of the road are no longer there. Pedestrians strangely desert certain maps such as Kogan M12.

When the player exits a level, an arrow with the word “EXIT” indicates that they are about to leave the current mission and return to the garage. By selecting Mission 8 in Shibuya, it is possible to continue playing outside the authorized area and reach other areas of the city. Some exits are incomplete, with a blue sky replacing the buildings that are supposed to mark their boundaries.

Several characters have textures that will be adjusted in the final version. For example, the clothing of Piranha/Sucre and Ardoise/Soda still bear their original names, “Nuts” and “Code”. The numbering “NT-001” is missing from the bodies of the Noise Tanks. Other differences are noticeable in Gum's face, Corn/Tab's body, and Garam's head.

The only mention of E3 in the build

Jet Grind Radio E3 Dreamcast prototype extraction.jpg

Yes, a special demo of JSR

Jet Set Radio E3 prototype for Dreamcast (Demo).jpg

Sometimes in Japanese

De La Jet Set Radio Sega Dreamcast prototype Japanese.jpg

Sometimes in English

De la Jet Set Radio E3 Dreamcast prototype english.jpg

No targets to tag

De La Jet Set Radio Sega Dreamcast prototype Map.jpg

Exit the level through the sky

Jet Grind Radio Dreamcast TGS,E3 prototype no finished zone.jpg

No doubt there are other special details to be found as you play through the prototype levels again and again. The ones revealed above are the most notable!

The audio of the prototype

Jet Set Radio Dreamcast offers an eclectic soundtrack mixing hip-hop, rap, and metal, all brought to life by the local DJ setting the mood for Smilebit's title. The work done on the musical atmosphere remains remarkable, one of the game's strong points, if not the most impressive!

Two unused music tracks from Fuzita Blender, Pizza Delivery Man On Harley-Davidson and Fantastic Boobie Band, are hidden in the prototype files but do not play in the game. These songs were used temporarily at some point during the development of Jet Set Radio.

Fantastic Boobie Band de Fuzita Blender

Fantastic Boobie Band

Pizza Delivery Man On Harley-Davidson de Fuzita Blender

Pizza Delivery Man On Harley-Davidson

Songs only found in this prototype:

DJ Jet Set Radio Dreamcast Asset

BB_M.ADX

BB_R.ADX

BB_R_SJ1.ADX

CLR_HARL.ADX

CLR_RICH.ADX

DUN_RIC1.ADX

FANT_SJ1.ADX

FANTA_M1.ADX

FANTA_M2.ADX

FANTA_R.ADX

HAR_ROC1.ADX

HARLE_F.ADX

HARLE_M1.ADX

HARLE_M2.ADX

HARLE_R1.ADX

KAO_BB1.ADX

KAO_M1.ADX

KAO_M2.ADX

KAO_M3.ADX

MAG_HAR1.ADX

NOI_STJ1.ADX

RICH_F.ADX

RICH_M.ADX

RICH_R.ADX

RICH_R1.ADX

RICH_SJ1.ADX

ROC_FAN1.ADX

SCRATCH1.ADX

SCRATCH2.ADX

SCRATCH3.ADX

SCRATCH4.ADX

SCRATCH5.ADX

SCRATCH6.ADX

SCRATCH7.ADX

SJ1_MAGI.ADX

STATION1.ADX

T_NOISE3.ADX

THA_DUN1.ADX

THAT_M.ADX

Songs shorter than those in the final Japanese version:

CORN Jet Set Radio Dreamcast Asset

CLR_DUN.ADX

CLR_MAGI.ADX

CLR_ROCK.ADX

T_NOISE2.ADX

Regarding “THAT_SJ1.ADX”, the sound corresponds to the Japanese version, but the data differs.

Some compositions are not included in this E3 build. However, they can be heard in the more complete versions of Jet Set Radio Dreamcast.

Some songs were renamed during the development of Jet Set Radio. When the E3 prototype of JSR was created, some of the music was not finalized. Once a song was approved and ready to be implemented in the final version, the developers renamed it to differentiate it from the one used previously. Here are a few examples:

  • (E3) BB_M.ADX and (JP) FUNKY_M have the same sound, but FUNKY_M seems to be of better quality.  The data stream is completely different. However, it is the same music.

  • (E3) RICH_M and (JP) EVERY_M1, the song (E3) RICH_F resembles (JP) EVERY_F1 and (JP) EVERY_F2 combined.

You can download a comparative Excel spreadsheet of the music below

Comparative Excel spreadsheet of Jet Set Radio music (prototype-final Japanese version)

The E3 build deserves a thorough comparative analysis of its audio, which would be a long and tedious task. Who is motivated enough to take it on?

The prototype's models and graphics

It is rare to unearth Japanese game prototypes. However, they are the most interesting to examine, particularly in regards to following the progression of level designs. Here are some very specific graphical differences that can be found in the E3 build of Jet Set Radio (left: the prototype; right: the final Japanese version):

The bridge in the E3 beta has wider stairs than in the JP version (Sibuya M04)

Jet Set Radio E3 Dreamcast bridge.png
Jet Grind Radio JP Dreamcast bridge.png
Jet Set Radio prototype E3 Dreamcast shrub.png
Jet Grind Radio Jp final Dreamcast shrub.png

The planter is larger in the E3 version compared to the JP version (location unknown)

Prototype Dc Jet Set Radio Tree removed.png
Jet Set Radio GD-R Dreamcast E3 Tree Removed.png
Jet Set Radio Dreamcast prototype Tree Removed.png

These 3 trees were removed from the JP version and are only in E3.

Jet Grind Radio E3 Dreamcast Crane.png
Jet Set Radio JP Crane.png

The crane has a different position and the model is reversed between versions

The placement of pipes on the ceiling

Jet Set Radio GD-R E3 Dreamcast.png
Japanese finale version Jet Set Radio for Sega Dreamcast.png

Color of taxis (Sibuya M01)

prototype Jet Set Radio Dreamcast red taxi.jpg
Jet Grind Radio Final Dreamcast blue taxi.jpg

Less detailed stair textures (Sibuya M01)

Jet Set Radio E3 version prototype Dreamcast Texture.jpg
Sega Dreamcast Jet Grind Radio Final Texture.jpg

The color of the car (Sibuya M01)

Dreamcast beta of Jet Set Radio car.jpg
Jet Grind Radio Final DC car.jpg

The location of the Digger (Sibuya M04)

Jet Grind Radio prototype Dreamcast E3 Retro.jpg
Final Jet Set Radio Dreamcast Retro.jpg
De La Jet Set Radio Dreamcast E3 prototype Bulding problem.jpg
Jet Grind Radio Dreamcast Commercial version bulding.jpg

The buildings in the background, the enemies on the footbridge (Sibuya M04)

City background, building layout (Benten M01)

Dreamcast prototype Jet Set Radio E3 Benten Bulding.jpg
Commercial version of Jet Set Radio Dreamcast Benten bulding.jpg

Now it's up to you to find the others!

The Features of Jet Set Radio’s Debug Menu

The prototype boots up into a Debug Menu. The three options, TGS SIBUYA, TGS KOGANE, and TGS BENTEN, are likely based on JSR demonstrations used during the Tokyo Game Show. To play them, you must activate them and then start the game by going to the “GOTO GARAGE”. Their dedicated play areas will then appear on the Tokyo-to map.

An easy-to-use Debug Menu

Jet Set Radio Dreamcast prototype debug menu.jpg
  • STAGE : Choose the city district in which the GGs will skate

  • MISSION : Select the mission to be played through

  • CHARACTOR : Play the character of your choice

  • VS CHARACTOR : Choose the character to face in duels

  • EVENT : Activate or deactivate the explanatory scenes for the missions

  • GOTO GARAGE : Load the garage (game hub). The Tokyo-to map (used to activate the 3 TGS options) will be displayed

  • GOTO GAME : Start the game directly with the modified data from the Debug Menu

  • GOTO DEMO : This option does not work (black screen)

  • GOTO TITLE : Start the game normally, ignoring the Debug Menu

The other options in the Debug Menu are basic and easy to use. They allow the user to:

The developers at Smilebit used code names to refer to the 15 playable characters in Jet Set Radio Dreamcast from the Debug Menu. Here they are with their real names:

Beat (Ereki) (final name Beat)

Beat (Ereki) Dreamcast prototype Jet Grind Radio.jpg

Gum (correct name)

Gum prototype Dreamcast for Jet Set Radio E3 version.jpg

Corn (final name Tab)

Corn Jet Grind Radio Dreamcast beta.jpg

Combo (correct name

Combo Jet Set Radio Dreamcast prototype.jpg

Code (final name Slate)

Code Jet Set Radio beta Dreamcast.jpg

Nuts (final name Piranha)

Jet Grind Radio Nuts E3 dreamcast prototype.jpg

Reco (final name Cube)

Sega Dreamcast prototype of Jet Set Radio Reco.jpg

Bis (final name Mew)

Bis Jet Grind Radio GD-R Dreamcast.jpg

Yo_Yo (correct name)

Yo Yo Jet Set Radio dreamcast prototype.jpg

Plug (Pench) (final name Garam)

Plug (Pench) Dreamcast prototype Jet Grind Radio E3 version.jpg

Character 11 (final name Poison Jam)

Jet Set Radio E3 prototype Dreamcast Character 11.jpg

Character 12 (final name Love Shockers)

Jet Set Radio prototype Dreamcast whit Character 12.jpg

Character 13 (final name Noise Tank)

Character 13 Dreamcast Jet Set Radio prototype used for the E3.jpg

Poison Jam Black (new character?)

Poison Jam Black Dreamcast Jet Grind Radio E3 prototype.jpg

Keydata

This character does not work. Beat loads in their place.

Some characters do not load in certain missions; another “Rudie” will appear in their place. “Pots”, a kind of dog on roller skates, and “Goji” do not yet exist.

Jet Grind Radio prototype Dreamcast Title Menu.jpg

The Debug Menu lists 5 playable areas (STAGE): Sibuya, Kogan, Benten, STAGE 05, and FINAL STAGE. The districts of Toky-to, with their real names, feature 12 different missions, sometimes with a short introductory cutscene in Japanese or English. Other times, the game starts immediately without presenting the objectives to be accomplished. STAGE 05 does not work; FINAL STAGE loads instead. No missions are available for FINAL STAGE, even when one is selected. Mission numbers cause the game to crash during loading for these two visitable locations.

The Debug Menu is that little detail that perfects a prototype. It's the icing on the cake, making it even better!

Jet Set Radio Dreamcast Disc Prototype.jpg

You can download this build of Jet Set Radio Dreamcast below 

Jet Set Radio E3 (Apr 28, 2000 Dreamcast Prototype)

Other Jet Set Radio prototypes with a dedicated page

These Jet Set Radio prototypes are very unique. As such, a page has been dedicated to them, explaining their specific characteristics in detail (a build analysis).

Illbleed E3 (May 01, 2000 Dreamcast Prototype).jpg

You can download this build of Jet Set Radio Dreamcast below

Jet Set Radio (Jul 31, 2000 Dreamcast Prototype)

Good to know about the July 31, 2000 build:

This early NTSC prototype of Jet Set/Grind Radio mainly concerns its localization for the Western market. Its English translation and the addition of exclusive content for the United States were in progress. The new neighborhoods of Jet Set Radio designed to appeal American players, Bantam Street and Grind Square, are shown in a confusing form (without textures, with many changes in their level design, etc.)!

Other Jet Set Radio prototypes  available for direct download

Special thanks to:

  • Hicks for proof-reading the French text

  • Neil Riddaway for the English correction of the article

  • Time Ritiau for his investigation of the E3 prototype of Jet Set Radio Dreamcast and his help in analyzing it

More than 300 prototypes have been dumped, all of which are available for free download in the section “Dreamcast prototypes (not only) available to download”.

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