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** ''Future'''s final battle against [[spoiler:Gouji/A.Ku.Mu]]in their disorienting, psychedelic arenas. Getting to the fight requires a difficult series of jumps, too. Since the paint is at the bottom and the boss has a large health bar, the player needs to refill and clear the jumps at least twice.

to:

** ''Future'''s final battle against [[spoiler:Gouji/A.Ku.Mu]]in Mu]] in their disorienting, psychedelic arenas. Getting to the fight requires a difficult series of jumps, too. Since and since the paint is at the bottom and the boss has a large health bar, the player needs to refill and clear the jumps at least twice.



*** Grind Square's suspended grind rails and tricky jumps usually lead to a lot of fall damage. Since the GGs' best graffiti artists are frail, it's more dangerous for anyone pursuing a Jet rank.

to:

*** Grind Square's suspended grind rails and tricky jumps usually lead to a lot of fall damage. Since the GGs' GG's best graffiti artists are frail, it's more dangerous for anyone pursuing a Jet rank.

Added: 1520

Changed: 3834

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Correcting some of the trope misuses and removing some excessive negativity.


* HypeBacklash[=/=]SeinfeldIsUnfunny: ''Classic's'' HD remaster, while still liked, was criticized more than the original Dreamcast version despite being a near-perfect port. A common thread in many reviews was that cel shading's novelty distracted critics from the game's many frustrating design elements, which became more obvious over time. Compare the Dreamcast version, which scored in the 90s on Metacritic, to the remasters, which usually score 20 points lower.
* JustHereForGodzilla: While ''Sega GT 2002'' was a really fun racing game that holds up to this day, how many times did you play it compared to ''Jet Set Radio Future''? Many will tell you, not as much. Some who otherwise had no interest in ''Sega GT 2002'' whatsoever simply bought the disc because it was actually cheaper than getting ''JSRF'' on its own. (And that's not even getting into the fact that many who bought the Xbox bundle with both games would go out and get rid of both to buy something else, typically ''VideoGame/HaloCombatEvolved'', which accounts for the combo disc's large presence on the second-hand market.)

to:

* HypeBacklash[=/=]SeinfeldIsUnfunny: ''Classic's'' HD remaster, while still liked, was criticized more than the original Dreamcast version despite being a near-perfect port. A common thread in many reviews was that cel shading's novelty distracted critics from the game's many frustrating design elements, which became more obvious over time.flaws. Compare the Dreamcast version, which scored in the 90s on Metacritic, to the remasters, which usually score 20 points lower.
* JustHereForGodzilla: While ''Sega GT 2002'' was a really fun racing game that holds up to this day, how many times did you play it compared to ''Jet Set Radio Future''? Many will tell you, not as much. Some who otherwise had no interest in ''Sega GT 2002'' whatsoever simply bought the disc because it was actually cheaper than getting ''JSRF'' ''Future'' on its own. (And that's not even getting into the fact that many who bought the Xbox bundle with both games would go out and get rid of both to buy something else, typically ''VideoGame/HaloCombatEvolved'', which accounts for the combo disc's large presence on the second-hand market.))
* LoveToHate: Onishima is unquestionably a guns-blazing, morally bankrupt cop, but that's why fans enjoy him: his over-the-top responses to graffiti artists provide some of the best setpieces in the game, and experienced players will tag him for a lot of bonus points (and his following "damn").



** ''Classic'' Yo-Yo is hated for several reasons. His recruit race is a DifficultySpike[[labelnote:note]]It's Benten-Cho's Jet Crush mission. Since Yo-Yo challenges the player before it's unlocked in The Garage, they likely don't practice beforehand unless they delay his, and the other characters', challenges.[[/labelnote]], he's one of the hardest characters to use thanks to his low Power, low paint storage and complex graffiti combos, and he has annoying voice clips and a mediocre character design[[labelnote:note]]His defining traits are his 3D glasses and unappealing green hoodie[[/labelnote]]. None of these apply to his ''Future'' counterpart, who got the opposite reaction.
** Clutch is the face of a GameBreakingBug in which he stops appearing, halting the player's progress unless they have an earlier save file. Stealing the GG's Graffiti Souls and having the same stats as Jazz doesn't help.
* ScrappyMechanic: In ''Classic'', graffiti and camera control are inexplicably mapped to the same button. This makes tagging hard to reach small spots way more annoying than it should be, and tag battles can become nightmarish and disorienting. Thankfully, this can be reconfigured in the HD remaster.
* SequelDifficultyDrop: ''JSRF'' is significantly easier than the NintendoHard first game for a variety of reasons:

to:

** ''Classic'' Yo-Yo is hated disliked for several reasons. His Primarily, his recruit race is a DifficultySpike[[labelnote:note]]It's Benten-Cho's Jet Crush mission. Since Yo-Yo challenges the player before it's unlocked in The Garage, they likely don't practice beforehand unless they delay his, and the other characters', challenges.[[/labelnote]], [[/labelnote]] and his voice clips sound like he's taunting the player. He's also one of the hardest characters to use thanks to his low Power, frailty, low paint storage and complex graffiti combos, and he has annoying voice clips and a mediocre character design[[labelnote:note]]His defining traits are his 3D glasses and unappealing green hoodie[[/labelnote]].combos. None of these apply to his ''Future'' counterpart, who got the opposite reaction.
** Clutch is the face of a GameBreakingBug in which he stops appearing, halting the player's progress unless they have an earlier save file. Stealing Even when working as intended, he steals the GG's Graffiti Souls and having has the same stats as Jazz doesn't help.
and Jazz, leading many to bench him in favor of the latter.
* ScrappyMechanic: In ''Classic'', graffiti and camera control are inexplicably mapped to the same button. This makes tagging hard to reach small spots way more annoying than it should be, and tag Tag battles and small tags, in turn, can become nightmarish disorienting as the player sprays paint and disorienting.adjusts the camera at the same time. Thankfully, this can be reconfigured in the HD remaster.
* SequelDifficultyDrop: ''JSRF'' ''Future'' is significantly easier than the NintendoHard first game for a variety of reasons:



** ''Future'''s final battle against [[spoiler:Gouji/A.Ku.Mu]]; if the incredibly distracting, seizure-inducing location wasn't hard enough to cope with, it requires navigating a rather difficult and complicated vertical course to the very top just to reach the battle itself... multiple times.
** The Hikage Street Terror Drone is all that but ''worse.'' Hard to get in a hit on it, a flow-crushing cutscene in the middle of the battle and an agonizingly long trek back up, plus framerate drops to the bombs going off making it ''even slower.''

to:

** ''Future'''s final battle against [[spoiler:Gouji/A.Ku.Mu]]; if Mu]]in their disorienting, psychedelic arenas. Getting to the incredibly distracting, seizure-inducing location wasn't hard enough to cope with, it fight requires navigating a rather difficult series of jumps, too. Since the paint is at the bottom and complicated vertical course to the very top just to reach boss has a large health bar, the battle itself... multiple times.
player needs to refill and clear the jumps at least twice.
** The Hikage Street Terror Drone Drone. Its hitbox is all that but ''worse.'' Hard to get in a relatively small, so players are usually damaged upon contact while tagging it. Each hit on it, activates a flow-crushing cutscene that halts the flow of the action, which can be distracting in the middle of a jump or rail trick. Should the battle and an agonizingly player fall, they need to ascend long trek grind rails to get back up, plus and the framerate drops to drop caused by the drone's bombs going off making it ''even can make things even slower.''



*** Bantam Street has some hard-to-reach tags that can drain the player's timer. To make matters worse, the only two available characters the first time through have the highest Graffiti stats in the game (making multi-spray tags harder in return for more points) and multiple tags are guarded by [[DemonicSpiders Assassin No. 5]], who has good range, good speed and can't be stunned. This creates one of the worst [[DifficultySpike difficulty spikes]] in the game.
*** In Grind Square, you are constantly at risk to suffering fall damage, and many of the tags require some of the most difficult jumps in the game.
*** Combo's recruit race. You're stuck with a character with the second lowest speed in the game against Beat, who has above-average speed. To make things worse, one section forces you to enter a door placed above a half pipe, which can be hard to get through thanks to Combo's large hitbox. If you get stuck on an obstacle, the match is practically lost, forcing you wait, lose and try again.
*** "Fight or Flight" has snipers from hard-to-reach spots, not helped by the heavily-guarded graffiti tags and confusing sewer connecting each area. Then, ''gunners in jetpacks'' will show up. With their speed and firepower, they will give you hell of a time to rest or spray graffiti, especially the larger ones.

to:

*** Bantam Street has some hard-to-reach tags that can drain the player's timer. To make matters worse, timer and most of the paint requires some tricky wall jumps. The only two available characters the first time through have the highest Graffiti stats in the game (making multi-spray tags harder in return for more points) points), and multiple tags are guarded by [[DemonicSpiders Assassin No. 5]], who has good range, good speed and pursues the player with a whip which can't be stunned. This creates dodged by dashing or jumping. Its preceding mission, Love Attack, is one of the worst [[DifficultySpike easier tag battles, so this one's difficulty spikes]] in the game.
tends to catch many by surprise.
*** In Grind Square, you are constantly at risk to suffering fall damage, Square's suspended grind rails and many of the tags require some of the most difficult tricky jumps in usually lead to a lot of fall damage. Since the game.
GGs' best graffiti artists are frail, it's more dangerous for anyone pursuing a Jet rank.
*** Combo's recruit race. You're stuck with forced to use a character with the second lowest speed in the game against Beat, who has above-average speed. To make things worse, This would be fine if you know how to pass Beat's route, but one section forces you to enter a door placed above a half pipe, which can be hard to get through thanks to pipe. Because of Combo's large hitbox. If you hitbox, it's easy for him to get stuck on an obstacle, trying to fit through the match is practically lost, forcing you wait, lose and try again.
door, which can give Beat an unbeatable lead.
*** "Fight Fight or Flight" Flight has snipers from hard-to-reach spots, not helped by areas that guard most of the heavily-guarded graffiti tags and confusing sewer connecting each area. Then, spots. If you tag enough of them, ''gunners in jetpacks'' will show up. With their speed and firepower, they will give it can be difficult to weave through the lead, even if you hell of a time to rest or spray graffiti, especially the larger ones. planned your route in advance.



*** The Tokyo Underground Sewage Facility is a repetitive, vertically-oriented gauntlet of half-pipes, rails, precise platforming and numerous falling hazards over health-draining pools of water. With no fast way to get back up and plenty of ways to fall down, falling off of a higher level or getting a Game Over makes it infuriating. Its worst objective involves wall-riding up a giant vertical passage; the walls must be ridden in sequence (as trying to wall ride the same wall twice in a row doesn't work), the two safety platforms in the passage have no barriers to prevent you from falling again, getting stuck in a corner is easy and there are numerous metal wall panels that cannot be used for wall riding. If you hit them, they can unceremoniously send you back to the start.
*** The Skyscraper District & Pharaoh Park has an obnoxiously dark color palette, tight jumps, ''tons'' of life-sapping [[NonLethalBottomlessPits pits]], odd ramp mechanics required for progression [[note]]for some reason, you accelerate while going up specific sloped surfaces in this area; in almost any other stage, you'd lose speed trying to do this on similar setpieces[[/note]], merciless checkpoints that often dump you far away from where you fell, and a very specific series of rails to grind and jumps to make. These combine into one hellish experience, especially when traveling into the very far reaches.
*** Hikage Street is a boring maze with frequent stops to fight the police and a long, repeated stair-grinding setpiece (with minor variations in rail structure) in multiple parts of the map. All of the graffiti is on the top of these setpieces, and if you fall, you need to ascend the whole thing again.
* ThatOneSidequest: In ''Classic,'' trying to Jet rank any of the Jet Crush levels can be annoying because of their tough time limits, unforgiving knockback mechanics that drain momentum and fling the player away, and players constantly mashing the dash button. Benten-Cho is particularly obnoxious because of its narrow corridors, lack of shortcuts, and multiple jumps that, if you miss them, cost you the race.

to:

*** The Tokyo Underground Sewage Facility is a repetitive, vertically-oriented gauntlet of half-pipes, rails, precise platforming and numerous falling hazards stage with quite a few tricky jumps over health-draining pools of health-sapping water. With no fast way to get back up and plenty of ways to fall down, falling off of a higher level or getting a Game Over makes it infuriating. Its worst objective even more difficult.
*** The Skyscraper District & Pharaoh Park has a much darker color palette than the other stages, which can make judging your jumps tricky. They're usually over bottomless pits and preceded by unusual ramp mechanics, too[[note]]You accelerate while going up specific sloped surfaces in this area; in almost any other stage, you'd lose speed trying to do this on similar setpieces[[/note]]. Should you fall, the area's checkpoints are spread apart and far from your objectives (especially ones in the perimeter).
*** It's easy to get lost in Hikage Street, since each of the three paths are similar. Each one is punctuated by a large stair-grinding setpiece (with minor variations in rail structure). All of the graffiti spots are on the top of them, and if you fall, you need to ascend it again.
* ThatOneSidequest:
** In ''Classic,'' the optional Jet Crush levels have tough time limits (if you're going for the highest rank), knockback mechanics that drain momentum and fling the player away, and players needing to mash the dash button. Benten-Cho is generally considered the hardest because of its narrow corridors, lack of shortcuts, and multiple jumps that, if you miss them, cost you the race.
** In ''Future,'' a Graffiti Soul in Shibuya Bus Terminal requires the player to jump on all 13 bus stop rooftops without touching the ground. Unfortunately, the mission text is partially untranslated from Japanese and the mission itself is bugged: there's a ramp on one of the rooftops which the player will likely hit after a jump. If they do, that stop doesn't count.
** One Graffiti Soul in the Tokyo Underground Sewage Facility
involves wall-riding up a giant vertical passage; the passage. The walls must be ridden in sequence (as trying to wall ride the same wall twice in a row doesn't work), the two safety platforms in the passage have no barriers to prevent you from falling again, getting the player can get stuck in a corner is easy and there are numerous metal wall panels that cannot be used for wall riding. If you hit them, they can unceremoniously send you back to the start.
*** The Skyscraper District & Pharaoh Park has an obnoxiously dark color palette, tight jumps, ''tons'' of life-sapping [[NonLethalBottomlessPits pits]], odd ramp mechanics required for progression [[note]]for some reason, you accelerate while going up specific sloped surfaces in this area; in almost any other stage, you'd lose speed trying to do this on similar setpieces[[/note]], merciless checkpoints that often dump you far away from where you fell, and a very specific series of rails to grind and jumps to make. These combine into one hellish experience, especially when traveling into the very far reaches.
*** Hikage Street is a boring maze with frequent stops to fight the police and a long, repeated stair-grinding setpiece (with minor variations in rail structure) in multiple parts of the map. All of the graffiti is on the top of these setpieces, and if you fall, you need to ascend the whole thing again.
* ThatOneSidequest: In ''Classic,'' trying to Jet rank any of the Jet Crush levels can be annoying because of their tough time limits, unforgiving knockback mechanics that drain momentum and fling the player away, and players constantly mashing the dash button. Benten-Cho is particularly obnoxious because of its narrow corridors, lack of shortcuts, and multiple jumps that, if you miss them, cost you the race.
start.
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** Has a bizarrely amicable one with ''WesternAnimation/FamilyGuy'', thanks to Hideki Naganuma posting it frequently on his Twitter account. Ever since his followers followed suit, a lot of ''JSR'' crossover art/memes use the Griffins ironically.

to:

** Has a bizarrely amicable one relationship with ''WesternAnimation/FamilyGuy'', thanks to Hideki Naganuma posting it frequently on his Twitter account. Ever since his followers followed suit, a lot of ''JSR'' crossover art/memes use the Griffins ironically.

Added: 1995

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Removed: 1274

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* CrazyAwesome: Onishima's over-the-top demeanor and [[DisproportionateRetribution military-grade responses to graffiti artists]] provide [[RuleOfCool the best obstacles and setpieces in JSR]].



*** Gum stands out for her fun character design and [[AwesomeEgo glimpses of personality]]. For hardcore players of the original, she's also a decent way to get Jet ranks because she's a starting character with maximum Graffiti and usable stats in other areas. Because of all these, she's considered one of the unofficial mascots of the series and tends to appear in [[VideoGame/SEGASuperstars SEGA crossover games]] alongside Beat as a result.
*** Cube's goth aesthetic and comparatively extensive backstory in both games led to her being a fan favorite as well, especially for Western players.

to:

*** Gum stands out for her fun character design and [[AwesomeEgo glimpses of personality]]. personality. For hardcore players of the original, ''Classic'' fans, she's also a decent way to get Jet ranks because she's a starting character with maximum Graffiti and usable stats in other areas. Because of Thanks to all these, she's Gum's considered one of the unofficial mascots of the series and tends to appear in [[VideoGame/SEGASuperstars SEGA crossover games]] alongside Beat as a result.
*** Cube's goth aesthetic and comparatively extensive backstory in both games led to her being a fan favorite as well, especially for Western players.well.



*** The Noise Tanks have an [[GangOfHats appealing and distinct cyborg-based aesthetic]] which manifests in their numerous gadgets, such as rocket skates and tertiary arms.
** DJ Professor K is a LargeHam who broadcasts the series' SugarWiki/AwesomeMusic in-universe.
* EpilepticTrees: The recurring fan theory that Clutch is Coin's ''Future'' counterpart. There is ''very'' little evidence to support this, if at all, since he doesn't have any history with JSRF's versions of Combo and Cube.
* EvenBetterSequel: ''JSRF'' irons out nearly every flaw of the original game, with a more interesting story and far more fleshed out gameplay. Many of the frustrating elements were dropped (see SequelDifficultyDrop) and the elements that did work were expanded upon with more depth and better control. Even those who have the SeinfeldIsUnfunny reaction to the original game freely admit to having enjoyed the successor.

to:

*** The Noise Tanks have an [[GangOfHats appealing and distinct cyborg-based aesthetic]] aesthetic which manifests in their numerous gadgets, such as rocket skates and tertiary arms.
** DJ Professor K is a LargeHam K, for being ''the'' LargeHamRadio host who broadcasts the series' SugarWiki/AwesomeMusic in-universe.
* EpilepticTrees: The recurring fan theory that Clutch is Coin's ''Future'' counterpart. There is ''very'' little Next to no evidence to support this, if at all, supports it, since he doesn't have any history with JSRF's ''Future's'' versions of Combo and Cube.
* EvenBetterSequel: ''JSRF'' ''Future'' irons out nearly every flaw of the original game, with a more interesting story and far more fleshed out gameplay. Many of the frustrating elements were dropped (see SequelDifficultyDrop) and the elements that did work were expanded upon with more depth and better control. Even those who have the SeinfeldIsUnfunny reaction to the original game freely admit to having enjoyed the successor.



** The extreme levels of police brutality, such as through teargassing and military weapons, become a lot less fun and cartoony when you consider how often they happen in real life.

to:

** The extreme levels of police brutality, such as through teargassing and military weapons, become a lot less fun and cartoony when you consider how often they happen it happens in real life.life, especially during the recent Black Lives Matter protests.



* GermansLoveDavidHasselhoff: In Japan, JSR was released [[ObviousBeta in an unfinished state]] on a [[UsefulNotes/SegaDreamcast sinking ship]], while ''Future'' was exclusive to the Xbox, which sold much worse than the competition. Neither game appealed to the wants of their Japanese audience at the time of their release, which preferred anime [=RPGs=] and arcade fighters. On the other side of the pond, Western players consider both games [[CultClassic cult classics]] and have been frequently cited as examples of the artistic and aesthetic potential of video games.
* HypeBacklash[=/=]SeinfeldIsUnfunny: The HD remaster, while still generally liked, was more poorly received than the original Dreamcast version despite being virtually unchanged from it, with a lot of reviewers arguing the then unprecedented visual style blinded them from initially seeing many of the faults with the game. Compare the Dreamcast version that scored in the high 90% range with the HD versions that ended closer to the 70% category. A lot of contemporary players have also complained about some of the more frustrating elements that are a lot more obvious now than they were back then, and wonder if anyone even looked past the visual style when playing the game, and cel shading becoming much more omnipresent these days has worn off the original novelty of the concept.
* JustHereForGodzilla: While ''Sega GT 2002'' was a really fun racing game that holds up well to this day, how many times did you play it compared to ''Jet Set Radio Future''? Many will tell you, not as much. Some who otherwise had no interest in ''Sega GT 2002'' whatsoever simply bought the disc because it was actually cheaper than getting ''JSRF'' on its own. (And that's not even getting into the fact that many who bought the Xbox bundle with both games would go out and get rid of both to buy something else, typically ''VideoGame/HaloCombatEvolved'', which accounts for the combo disc's large presence on the second-hand market.)
* MemeticMutation: The chorus of "Concept of Love," due to its repetitive and bizarre lyrics when taken out of context.

to:

** Has a bizarrely amicable one with ''WesternAnimation/FamilyGuy'', thanks to Hideki Naganuma posting it frequently on his Twitter account. Ever since his followers followed suit, a lot of ''JSR'' crossover art/memes use the Griffins ironically.
* GermansLoveDavidHasselhoff: In Japan, JSR ''Classic'' was released [[ObviousBeta in an unfinished state]] on a [[UsefulNotes/SegaDreamcast sinking ship]], while and ''Future'' was exclusive to the Xbox, which sold much worse than the competition. Neither game appealed to the wants of their Japanese audience at the time of their release, which as they preferred anime [=RPGs=] and arcade fighters. On the other side of the pond, Western players consider both games [[CultClassic cult classics]] and have been frequently cited as examples of the artistic and aesthetic potential of video games.
* HypeBacklash[=/=]SeinfeldIsUnfunny: The ''Classic's'' HD remaster, while still generally liked, was criticized more poorly received than the original Dreamcast version despite being virtually unchanged a near-perfect port. A common thread in many reviews was that cel shading's novelty distracted critics from it, with a lot of reviewers arguing the then unprecedented visual style blinded them from initially seeing game's many of the faults with the game. frustrating design elements, which became more obvious over time. Compare the Dreamcast version that version, which scored in the high 90% range with the HD versions that ended closer 90s on Metacritic, to the 70% category. A lot of contemporary players have also complained about some of the more frustrating elements that are a lot more obvious now than they were back then, and wonder if anyone even looked past the visual style when playing the game, and cel shading becoming much more omnipresent these days has worn off the original novelty of the concept.
remasters, which usually score 20 points lower.
* JustHereForGodzilla: While ''Sega GT 2002'' was a really fun racing game that holds up well to this day, how many times did you play it compared to ''Jet Set Radio Future''? Many will tell you, not as much. Some who otherwise had no interest in ''Sega GT 2002'' whatsoever simply bought the disc because it was actually cheaper than getting ''JSRF'' on its own. (And that's not even getting into the fact that many who bought the Xbox bundle with both games would go out and get rid of both to buy something else, typically ''VideoGame/HaloCombatEvolved'', which accounts for the combo disc's large presence on the second-hand market.)
* MemeticMutation: The MemeticMutation:
** "Understand, understand, the concept of love!"[[labelnote:Explanation]]The
chorus of "Concept of Love," due to its Love" gained traction for being repetitive and bizarre lyrics when taken out of context.[[/labelnote]]
** "Jet Set Radioooooooo!"[[labelnote:Explanation]]Professor K yells this at many points during ''Classic''. Fans tend to use it as a substitute for "let's go" or "get hype."[[/labelnote]]
** Beat's shrug.[[labelnote:Explanation]]Because his character model seems to be in a constant state of amusement, fans have latched onto it as a reaction image.[[/labelnote]]
** Some of the voice clips:
*** "Hey, you!"[[labelnote:Explanation]]Gum during cutscenes. It caught on because of its repeated appearance in the tutorial and Gum's popularity.[[/labelnote]]
*** "Damn!"[[labelnote:Explanation]]Plays whenever you thwart Onishima. Its frequency and hammy delivery endeared it to the fanbase.[[/labelnote]]



* RescuedFromTheScrappyHeap: In ''JSR'', casual players tend to dislike Yo-yo. His recruit mission is a DifficultySpike, he's one of the hardest characters to use thanks to his low Power, low paint storage and complex graffiti combos, and he has annoying voice clips and a mediocre character design. Nearly all of his flaws were retooled in ''Future:'' he's unlocked at the start, his stats are more well-rounded, the graffiti mechanics were retooled to remove combos, his voice clips were re-recorded and his design was overhauled to be more iconic.
* TheScrappy: Clutch is responsible for a GameBreakingBug in which he stops appearing, halting the player's progress unless they have an earlier save file. Suddenly stealing the GG's Graffiti Souls at their lowest point and having the same stats as Jazz doesn't help.
* ScrappyMechanic: In ''JSR'', graffiti and camera control are mapped to the same button. This makes tagging hard to reach small spots way more annoying than it should be, and tag battles can become nightmarish and disorienting. Particularly infuriating is that there are several other buttons on the controller that go unused, making it completely inexcusable that this problem exists. Thankfully, in the HD port, this can be reconfigured to separate buttons.

to:

* RescuedFromTheScrappyHeap: In ''JSR'', casual players tend to dislike Yo-yo. His recruit mission is a DifficultySpike, he's one of the hardest characters to use thanks to his low Power, low paint storage and complex graffiti combos, and he has annoying voice clips and a mediocre character design. Nearly all of his Yo-Yo's flaws were retooled in ''Future:'' he's unlocked at the start, his stats are more well-rounded, the graffiti mechanics were retooled to remove combos, his voice clips were re-recorded and his design was overhauled to be more iconic.
* TheScrappy: TheScrappy:
** ''Classic'' Yo-Yo is hated for several reasons. His recruit race is a DifficultySpike[[labelnote:note]]It's Benten-Cho's Jet Crush mission. Since Yo-Yo challenges the player before it's unlocked in The Garage, they likely don't practice beforehand unless they delay his, and the other characters', challenges.[[/labelnote]], he's one of the hardest characters to use thanks to his low Power, low paint storage and complex graffiti combos, and he has annoying voice clips and a mediocre character design[[labelnote:note]]His defining traits are his 3D glasses and unappealing green hoodie[[/labelnote]]. None of these apply to his ''Future'' counterpart, who got the opposite reaction.
**
Clutch is responsible for the face of a GameBreakingBug in which he stops appearing, halting the player's progress unless they have an earlier save file. Suddenly stealing Stealing the GG's Graffiti Souls at their lowest point and having the same stats as Jazz doesn't help.
* ScrappyMechanic: In ''JSR'', ''Classic'', graffiti and camera control are inexplicably mapped to the same button. This makes tagging hard to reach small spots way more annoying than it should be, and tag battles can become nightmarish and disorienting. Particularly infuriating is that there are several other buttons on the controller that go unused, making it completely inexcusable that this problem exists. Thankfully, in the HD port, this can be reconfigured to separate buttons.in the HD remaster.



* SoBadItsGood: The general opinion about [[https://www.youtube.com/watch?v=dLz3ia7TFqM "Birthday Cake"]] from ''JSRF'' is that it's annoying, deranged and nonsensical. Naturally, it's also one of the game's most memorable songs.

to:

* SoBadItsGood: The general opinion about [[https://www.youtube.com/watch?v=dLz3ia7TFqM "Birthday Cake"]] from ''JSRF'' is that it's annoying, deranged and nonsensical. Naturally, it's also one of the game's most memorable songs.



* ThatOneBoss:
** ''Future'''s final battle against [[spoiler:Gouji/A.Ku.Mu]]; if the incredibly distracting, seizure-inducing location wasn't hard enough to cope with, it requires navigating a rather difficult and complicated vertical course to the very top just to reach the battle itself... multiple times.
** The Hikage Street Terror Drone is all that but ''worse.'' Hard to get in a hit on it, a flow-crushing cutscene in the middle of the battle and an agonizingly long trek back up, plus framerate drops to the bombs going off making it ''even slower.''



*** Bantam Street has some hard-to-reach tags that can drain the player's timer. To make matters worse, the only two available characters the first time through have the highest Graffiti stats in the game (making multi-spray tags harder in return for more points) and multiple tags are guarded by [[DemonicSpiders Assassin No. 5]], who has good range, good speed and can't be stunned. This creates one of the worst [[DifficultySpike difficulty spikes]] in the game, some considering it practically unwinnable.

to:

*** Bantam Street has some hard-to-reach tags that can drain the player's timer. To make matters worse, the only two available characters the first time through have the highest Graffiti stats in the game (making multi-spray tags harder in return for more points) and multiple tags are guarded by [[DemonicSpiders Assassin No. 5]], who has good range, good speed and can't be stunned. This creates one of the worst [[DifficultySpike difficulty spikes]] in the game, some considering it practically unwinnable.game.



*** Trying to Jet rank any of the Jet Crush levels can be annoying because of their tough time limits, unforgiving knockback mechanics that drain momentum and fling the player away, and players constantly mashing the dash button. Benten-Cho is particularly obnoxious because of its narrow corridors, lack of shortcuts, and multiple jumps that, if you miss them, cost you the race.



*** The Tokyo Underground Sewage Facility is a repetitive, vertically-oriented gauntlet of half-pipes, rails, precise platforming and numerous falling hazards over health-draining pools of water. With no fast way to get back up or any kind of shortcut ''at all'' (there's fast ways to get ''down'' safely, but no vertical shortcuts), falling off of a higher level or getting a Game Over compounds these issues. Its worst objective involves wall-riding up a giant vertical passage; the walls must be ridden in sequence (as trying to wall ride the same wall twice in a row doesn't work), the two safety platforms in the passage have no barriers to prevent you from falling again, getting stuck in a corner is easy and there are numerous metal wall panels that cannot be used for wall riding that can unceremoniously send you back to the start.
*** The Skyscraper Distract & Pharaoh Park has an obnoxiously dark color palette, tight jumps, ''tons'' of life-sapping [[NonLethalBottomlessPits pits]], odd ramp mechanics required for progression [[note]]for some reason, you accelerate while going up specific sloped surfaces in this area; in almost any other stage, you'd lose speed trying to do this on similar setpieces[[/note]], merciless checkpoints that often dump you far away from where you fell, and a very specific series of rails to grind and jumps to make. These combine into one hellish experience, especially when traveling into the very far reaches.

to:

*** The Tokyo Underground Sewage Facility is a repetitive, vertically-oriented gauntlet of half-pipes, rails, precise platforming and numerous falling hazards over health-draining pools of water. With no fast way to get back up or any kind and plenty of shortcut ''at all'' (there's fast ways to get ''down'' safely, but no vertical shortcuts), fall down, falling off of a higher level or getting a Game Over compounds these issues. makes it infuriating. Its worst objective involves wall-riding up a giant vertical passage; the walls must be ridden in sequence (as trying to wall ride the same wall twice in a row doesn't work), the two safety platforms in the passage have no barriers to prevent you from falling again, getting stuck in a corner is easy and there are numerous metal wall panels that cannot be used for wall riding that riding. If you hit them, they can unceremoniously send you back to the start.
*** The Skyscraper Distract District & Pharaoh Park has an obnoxiously dark color palette, tight jumps, ''tons'' of life-sapping [[NonLethalBottomlessPits pits]], odd ramp mechanics required for progression [[note]]for some reason, you accelerate while going up specific sloped surfaces in this area; in almost any other stage, you'd lose speed trying to do this on similar setpieces[[/note]], merciless checkpoints that often dump you far away from where you fell, and a very specific series of rails to grind and jumps to make. These combine into one hellish experience, especially when traveling into the very far reaches.



* ThatOneBoss:
** ''JSRF'''s final battle against [[spoiler:Gouji/A.Ku.Mu]]; if the incredibly distracting, seizure-inducing location wasn't hard enough to cope with, it requires navigating a rather difficult and complicated vertical course to the very top just to reach the battle itself... multiple times.
** The Hikage Street Terror Drone is all that but ''worse.'' Hard to get in a hit on it, a flow-crushing cutscene in the middle of the battle and an agonizingly long trek back up, plus framerate drops to the bombs going off making it ''even slower.''
* TheyChangedItNowItSucks: Initially, a huge chunk of the soundtrack couldn't be licensed again for ''JSR'''s UpdatedRerelease. Fortunately, efforts by Sega brought back all but one of the original songs and even a few from ''Future'' to compensate.
* WhatDoYouMeanItsNotForKids: Many were probably confused by the Teen rating on the games...until they listened closely to the lyrics of most of the songs. Although the most explicit lyrics were censored, several are about drugs, giving good blowjobs, polyamory, whispered moans of a loving couple having sex, and the [[PrecisionFStrike S and N-bombs out of nowhere]].
* WhatDoYouMeanItWasntMadeOnDrugs: While there are quite a few trippy elements to the game, [[spoiler:Rokkaku's dream world where you fight giant robots]] is the strangest because of either fight's disorienting colors and music.
* YouLookFamiliar: Some speculate that Clutch could be Coin, though there is no evidence supporting this.

to:

* ThatOneBoss:
** ''JSRF'''s final battle against [[spoiler:Gouji/A.Ku.Mu]]; if
ThatOneSidequest: In ''Classic,'' trying to Jet rank any of the incredibly distracting, seizure-inducing location wasn't hard enough to cope with, it requires navigating a rather difficult Jet Crush levels can be annoying because of their tough time limits, unforgiving knockback mechanics that drain momentum and complicated vertical course to fling the very top just to reach player away, and players constantly mashing the battle itself... dash button. Benten-Cho is particularly obnoxious because of its narrow corridors, lack of shortcuts, and multiple times.
** The Hikage Street Terror Drone is all that but ''worse.'' Hard to get in a hit on it, a flow-crushing cutscene in
jumps that, if you miss them, cost you the middle of the battle and an agonizingly long trek back up, plus framerate drops to the bombs going off making it ''even slower.''
race.
* TheyChangedItNowItSucks: Initially, a huge chunk of the soundtrack couldn't be licensed again for ''JSR'''s ''Classic'''s UpdatedRerelease. Fortunately, efforts by Sega brought back all but one of the original songs and even a few from ''Future'' to compensate.
* WhatDoYouMeanItsNotForKids: Many were probably confused by the Teen rating on the games...until they listened closely to the lyrics of most of the songs. Although the most explicit lyrics were censored, several are made it in about drugs, giving good blowjobs, polyamory, whispered moans of a loving couple having sex, and the [[PrecisionFStrike S and N-bombs out of nowhere]].
* WhatDoYouMeanItWasntMadeOnDrugs: While there are quite a few trippy elements to the game, [[spoiler:Rokkaku's [[spoiler:In both games, Rokkaku's dream world where you fight a giant robots]] is the strangest robot]] because of either fight's disorienting colors both fights' vivid, trippy color choices and music.
* YouLookFamiliar: Some speculate that Clutch could be Coin, though there is no evidence supporting this.
bizarre scenarios.
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* EvenBetterSequel: ''JSRF'' irons out nearly every flaw of the original game, with a more interesting story and far more fleshed out gameplay. Many of the frustrating elements were dropped (see SequelDifficultyDrop) and the elements that did work were expanded upon with more depth and better control. Even those who have the SeinfeldIsUnfunny reaction to the original game freely admit to having enjoyed the successor.


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* HypeBacklash[=/=]SeinfeldIsUnfunny: The HD remaster, while still generally liked, was more poorly received than the original Dreamcast version despite being virtually unchanged from it, with a lot of reviewers arguing the then unprecedented visual style blinded them from initially seeing many of the faults with the game. Compare the Dreamcast version that scored in the high 90% range with the HD versions that ended closer to the 70% category. A lot of contemporary players have also complained about some of the more frustrating elements that are a lot more obvious now than they were back then, and wonder if anyone even looked past the visual style when playing the game, and cel shading becoming much more omnipresent these days has worn off the original novelty of the concept.
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* SequelDifficultyDrop: ''JSRF'' is significantly easier than the NintendoHard first game for a variety of reasons:
** In the original game, every level was a TimedMission and you had to tag every spot in one go, but the sequel lets you take all the time you want.
** The combo system for larger tag spots was removed for this installment, and now you simply have to spray multiple times for them.
** Grinding was made much easier, as characters will now readily snap with little trouble to any grind rail. You can also grind straight upward, allowing easy recovery if you fall.
** The biggest drop in difficulty, however, is caused by the fact that you are no longer forced to dodge the law after enough tags. While law enforcement shows up from time to time, you actually get to fight back against them and it all happens in enclosed areas, and once you fend them off, you are free to go about your business.
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* GermansLoveDavidHasselhoff: In Japan, JSR was released [[ObviousBeta in an unfinished state]] on a [[UsefulNotes/SegaDreamcast sinking ship]], while ''Future'' was exclusive to the Xbox, which sold much worse than the competition. Neither game appealed to the wants of their audience, which preferred anime [=RPGs=] and arcade fighters. On the other side of the pond, Western players consider both games [[CultClassic cult classics]] and frequent examples of the artistic and aesthetic potential of video games.

to:

* GermansLoveDavidHasselhoff: In Japan, JSR was released [[ObviousBeta in an unfinished state]] on a [[UsefulNotes/SegaDreamcast sinking ship]], while ''Future'' was exclusive to the Xbox, which sold much worse than the competition. Neither game appealed to the wants of their audience, Japanese audience at the time of their release, which preferred anime [=RPGs=] and arcade fighters. On the other side of the pond, Western players consider both games [[CultClassic cult classics]] and frequent have been frequently cited as examples of the artistic and aesthetic potential of video games.



*** The Tokyo Underground Sewage Facility is a repetitive, vertically-oriented gauntlet of half-pipes, rails, precise platforming and numerous falling hazards. With no fast way to get back up, falling off of a higher level or getting a Game Over compounds these issues. Its worst objectives involve wall-riding up a giant vertical passage; the walls must be ridden in sequence (as trying to wall ride the same wall twice in a row doesn't work), the two safety platforms contain no barriers, getting stuck in a corner is easy and there are numerous obstacles that can unceremoniously send you back to the start.
*** The Skyscraper Distract & Pharaoh Park has an obnoxiously dark color palette, tight jumps, ''tons'' of life-sapping [[NonLethalBottomlessPits pits]], odd ramp mechanics required for progression, and a very specific series of rails to grind and jumps to make. These combine into one hellish experience, especially when traveling into the very far reaches.
*** Hikage Street is a boring maze with frequent stops to fight the police and a long, repeated stair-grinding setpiece. All of the graffiti is on the top of these setpieces, and if you fall, you need to ascend the whole thing again.

to:

*** The Tokyo Underground Sewage Facility is a repetitive, vertically-oriented gauntlet of half-pipes, rails, precise platforming and numerous falling hazards. hazards over health-draining pools of water. With no fast way to get back up, up or any kind of shortcut ''at all'' (there's fast ways to get ''down'' safely, but no vertical shortcuts), falling off of a higher level or getting a Game Over compounds these issues. Its worst objectives involve objective involves wall-riding up a giant vertical passage; the walls must be ridden in sequence (as trying to wall ride the same wall twice in a row doesn't work), the two safety platforms contain in the passage have no barriers, barriers to prevent you from falling again, getting stuck in a corner is easy and there are numerous obstacles metal wall panels that cannot be used for wall riding that can unceremoniously send you back to the start.
*** The Skyscraper Distract & Pharaoh Park has an obnoxiously dark color palette, tight jumps, ''tons'' of life-sapping [[NonLethalBottomlessPits pits]], odd ramp mechanics required for progression, progression [[note]]for some reason, you accelerate while going up specific sloped surfaces in this area; in almost any other stage, you'd lose speed trying to do this on similar setpieces[[/note]], merciless checkpoints that often dump you far away from where you fell, and a very specific series of rails to grind and jumps to make. These combine into one hellish experience, especially when traveling into the very far reaches.
*** Hikage Street is a boring maze with frequent stops to fight the police and a long, repeated stair-grinding setpiece.setpiece (with minor variations in rail structure) in multiple parts of the map. All of the graffiti is on the top of these setpieces, and if you fall, you need to ascend the whole thing again.



** ''JSRF'''s final battle against [[spoiler:Gouji/A.Ku.Mu]]; if the incredibly distracting, seizure-inducing location wasn't hard enough to cope with, it requires navigating a rather difficult and complicated vertical course to the very top just to reach the battle itself...multiple times.

to:

** ''JSRF'''s final battle against [[spoiler:Gouji/A.Ku.Mu]]; if the incredibly distracting, seizure-inducing location wasn't hard enough to cope with, it requires navigating a rather difficult and complicated vertical course to the very top just to reach the battle itself... multiple times.
Is there an issue? Send a MessageReason:
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*** Gum stands out for her fun character design and [[AwesomeEgo glimpses of personality]]. For hardcore players of the original, she's also a decent way to get Jet ranks because she's a starting character with maximum Graffiti and usable stats in other areas. Because of all these, she's considered one of the unofficial mascots of the series.

to:

*** Gum stands out for her fun character design and [[AwesomeEgo glimpses of personality]]. For hardcore players of the original, she's also a decent way to get Jet ranks because she's a starting character with maximum Graffiti and usable stats in other areas. Because of all these, she's considered one of the unofficial mascots of the series.series and tends to appear in [[VideoGame/SEGASuperstars SEGA crossover games]] alongside Beat as a result.
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** Music:
*** Despite being the least played song in ''Future'', Let Mom Sleep (No Sleep Remix) is a popular song for mashups.
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* TheScrappy: Clutch is responsible for a GameBreakingBug in which he stops appearing, halting the player's progress unless they have an earlier save file. Suddenly stealing the GG's Graffiti Souls at their lowest point and having the same stats as Jazz doesn't help.

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Changed: 11469

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Reorganizing some examples based on the game, edited some wording to be less clunky. Fixed some zero-content examples.


* CrazyAwesome: Onishima. He's obviously not right in the head, using machine gun-wielding soldiers, attack helicopters, and tanks [[DisproportionateRetribution just to stop some graffiti artists]], but [[RuleOfCool it's still pretty cool]]

to:

* CrazyAwesome: Onishima. He's obviously not right in the head, using machine gun-wielding soldiers, attack helicopters, Onishima's over-the-top demeanor and tanks [[DisproportionateRetribution just military-grade responses to stop some graffiti artists]], but artists]] provide [[RuleOfCool it's still pretty cool]]the best obstacles and setpieces in JSR]].



** Cube is apparently popular with western gamers, for obvious reasons.
** Don't forget DJ Professor K.
** As far as songs go, Let Mom Sleep (No Sleep Remix) has become surprisingly popular in mashups despite being the least played song in JSRF.
** The Noise Tanks of the Dreamcast JSR, with their goggles and the rest of their [[GangOfHats gang uniform]].
* EpilepticTrees: The recurring fan theory that Clutch is Coin's ''Future'' counterpart. There is ''very'' little evidence to support this, if at all, especially considering that he doesn't seem to have any history with JSRF's versions of Combo and Cube.

to:

** Cube is apparently popular The GG's:
*** Gum stands out for her fun character design and [[AwesomeEgo glimpses of personality]]. For hardcore players of the original, she's also a decent way to get Jet ranks because she's a starting character
with western gamers, maximum Graffiti and usable stats in other areas. Because of all these, she's considered one of the unofficial mascots of the series.
*** Cube's goth aesthetic and comparatively extensive backstory in both games led to her being a fan favorite as well, especially
for obvious reasons.
Western players.
** Don't forget DJ Professor K.
Rival gangs:
*** The Noise Tanks have an [[GangOfHats appealing and distinct cyborg-based aesthetic]] which manifests in their numerous gadgets, such as rocket skates and tertiary arms.
** As far as songs go, Music:
*** Despite being the least played song in ''Future'',
Let Mom Sleep (No Sleep Remix) has become surprisingly is a popular in mashups despite being the least played song in JSRF.
for mashups.
** The Noise Tanks of DJ Professor K is a LargeHam who broadcasts the Dreamcast JSR, with their goggles and the rest of their [[GangOfHats gang uniform]].
series' SugarWiki/AwesomeMusic in-universe.
* EpilepticTrees: The recurring fan theory that Clutch is Coin's ''Future'' counterpart. There is ''very'' little evidence to support this, if at all, especially considering that since he doesn't seem to have any history with JSRF's versions of Combo and Cube.



** Teargassing teens, using excessive force for something mostly passive and peaceful, police brutality on an extreme level, all become severely less funny and cartoony when you realize that sort of thing happens with alarming frequency these days.
** DJ Professor K says that he's "hijacking the airways and terrorizing you with tunes..." It's unlikely that kind of line would pass after September 11th, 2001.
* FriendlyFandoms: With ''VideoGame/{{Splatoon}}'' and ''WesternAnimation/StevenUniverse.'' The former thanks to both games being about youth in Shibuya spreading paint everywhere, and the latter due to somewhat similar aesthetics, and a comment from the creator about one of the characters loving the game's soundtrack. Hideki Naganuma, the composer for ''Jet Set Radio'', [[https://twitter.com/Hideki_Naganuma/status/585785661065531392 retweeted some fanart]] of two Inklings in Beat and Gum's clothes, stating a crossover between the two series would be a "dream project".
* GermansLoveDavidHasselhoff: Very. Not helped by its condition of ObviousBeta in its original Japanese release, JSR was never considered much of anything except a cute little sideshow while you were waiting for your arcade fighters/anime [=RPGs=]. ''JSRF'' caught it even harder, since the only reason anyone in Japan owned an Xbox being their ''VideoGame/DeadOrAlive'' waifus. In contrast, the West has elevated the games to CultClassic status and regularly points at them when arguing the artistic and aesthetic potential of video games.

to:

** Teargassing teens, using excessive force for something mostly passive and peaceful, police brutality on an The extreme level, all levels of police brutality, such as through teargassing and military weapons, become severely a lot less funny fun and cartoony when you realize that sort of thing happens with alarming frequency these days.
consider how often they happen in real life.
** DJ Professor K says that he's K's line of "hijacking the airways airwaves and terrorizing you with tunes..." tunes" wouldn't pass in a [[UsefulNotes/TheWarOnTerror modern US release]].
* FriendlyFandoms:
**
It's unlikely that kind of line would pass after September 11th, 2001.
* FriendlyFandoms: With
this with ''VideoGame/{{Splatoon}}'' and ''WesternAnimation/StevenUniverse.'' The former thanks to both games being about youth in Shibuya spreading paint everywhere, and the latter due to somewhat because of their similar aesthetics, aesthetics and a comment from the creator about one of the characters loving the game's soundtrack. paint-spreading gameplay. It helps that Hideki Naganuma, the composer for ''Jet Set Radio'', series' composer, [[https://twitter.com/Hideki_Naganuma/status/585785661065531392 retweeted some fanart]] of two Inklings in Beat and Gum's clothes, stating a crossover between the two series would be a "dream project".
project."
** With ''WesternAnimation/StevenUniverse'' as well, thanks to their similar aesthetics and a comment from the creator about one of the characters loving the game's soundtrack.
* GermansLoveDavidHasselhoff: Very. Not helped by its condition of ObviousBeta in its original Japanese release, In Japan, JSR was never considered much of anything except released [[ObviousBeta in an unfinished state]] on a cute little sideshow [[UsefulNotes/SegaDreamcast sinking ship]], while you were waiting for your ''Future'' was exclusive to the Xbox, which sold much worse than the competition. Neither game appealed to the wants of their audience, which preferred anime [=RPGs=] and arcade fighters/anime [=RPGs=]. ''JSRF'' caught it even harder, since fighters. On the only reason anyone in Japan owned an Xbox being their ''VideoGame/DeadOrAlive'' waifus. In contrast, other side of the West has elevated the pond, Western players consider both games to CultClassic status [[CultClassic cult classics]] and regularly points at them when arguing frequent examples of the artistic and aesthetic potential of video games.



* PortingDisaster: The UsefulNotes/GameBoyAdvance version of the first game was an ambitious effort to put the whole game on inferior hardware, but aside from less of the music in game, the controls were poor, and the level design was not always optimized to put the new isometric view into account, leading to many frustrating moments that weren't in the original.
* RescuedFromTheScrappyHeap: Yoyo was retooled from a short, chubby, annoying kid who challenged you to a painful race in ''JSR'' into a much more likable and attractive starting character in ''JSRF''.
* ScrappyMechanic: The fact that the graffiti button and the camera control button are mapped to the same thing on the original Dreamcast version. This makes tagging hard to reach small spots way more annoying than it should be, and makes bosses downright nightmarish. Particularly infuriating is that there are several other buttons on the controller that go unused, making it completely inexcusable that this problem exists. Thankfully, in the HD port, this can be reconfigured to separate buttons.

to:

* MemeticMutation: The chorus of "Concept of Love," due to its repetitive and bizarre lyrics when taken out of context.
* PortingDisaster: The UsefulNotes/GameBoyAdvance version of the first game was an ambitious effort to put the whole game on inferior hardware, but aside from less of the music in game, the controls were poor, had several cut tracks, poor controls, and the level design which was not always optimized to put the new isometric view into account, leading to many frustrating moments that weren't in the original.
* RescuedFromTheScrappyHeap: Yoyo was retooled from In ''JSR'', casual players tend to dislike Yo-yo. His recruit mission is a short, chubby, DifficultySpike, he's one of the hardest characters to use thanks to his low Power, low paint storage and complex graffiti combos, and he has annoying kid who challenged you to a painful race in ''JSR'' into a much more likable voice clips and attractive starting a mediocre character design. Nearly all of his flaws were retooled in ''JSRF''.
''Future:'' he's unlocked at the start, his stats are more well-rounded, the graffiti mechanics were retooled to remove combos, his voice clips were re-recorded and his design was overhauled to be more iconic.
* ScrappyMechanic: The fact that the In ''JSR'', graffiti button and the camera control button are mapped to the same thing on the original Dreamcast version. button. This makes tagging hard to reach small spots way more annoying than it should be, and makes bosses downright nightmarish.tag battles can become nightmarish and disorienting. Particularly infuriating is that there are several other buttons on the controller that go unused, making it completely inexcusable that this problem exists. Thankfully, in the HD port, this can be reconfigured to separate buttons.



** In ''JSRF'', the Tokyo Undergound Sewage Facility. A vertically-oriented gauntlet of half-pipes, rails, and and numerous falling hazards due to all the pools under the courses. A spectacularly unlucky player might just go careening off one of the upper floors all the way back to the start, forcing them to skate through all the obstacles again. Bonus points for one of its final graffiti souls, which requires using the wall-ride move up a narrow vertical passage; the walls must be ridden in sequence (as trying to wall ride the same wall twice in a row doesn't work), the two safety platforms contain no barriers to stop you accidentally falling, getting stuck in a wall corner is very easy and ''the walls are covered in non-wall-ride-able sections designed to make you fall back to the start.''
** No "love" for the Skyscraper Distract & Pharaoh Park? Dark color pallete, ''tons'' of life-sapping NonLethalBottomlessPits, and very specific series of rails to grind and jumps to make combine into one hellish experience, especially when traveling into the very far reaches.
** Hikage Street is full of incredibly boring level design, frequent stops to fight the police, and having to climb up the stairs repeatedly due to all the graffiti being at the top and it being incredibly easy to fall back to the bottom.
** Bantam Street in the original game, especially with a hard-to-reach tag that usually ends up to be the last one to be done with barely any time on the clock left. The fact that the only two available characters the first time through have the highest graffiti stats in the game (making multi-spray tags harder in return for more points) makes it practically unwinnable.
*** Grind Square qualifies as well, in which you are almost constantly in danger of dying from fall damage as well as having to pull off some of the most difficult jumps in the game just to reach many of the tags.
** Getting a Jet rank in any of the Jet Crush levels is already annoying, but the Jet Crush in Benten-Cho is by far the worst. The way Jet Crush works is a simple race to the goal, which is a graffiti tag, meaning you'll have to get a spray can and tag it to officially win. This wouldn't be so bad if maintaining a higher speed in the original game isn't so painful to do (requiring you to hold down a button, but it only works in short bursts more often than not and if you wanna go any faster, be prepared to jump.... a lot). Add in the fact that your opponent can hurt you if you get too close to them, usually smacking you into another direction that you don't want to be heading in. The game ensures you won't cheat while getting Jet Ranks either, because the fastest routes are actually the routes your opponent races on the entire time, making getting ahead a pain in the ass in most stages (though there are some shortcuts along these paths that make things a bit easier if you're willing to take them). Now with all that said, what makes Benten-Cho's Jet Crush so special? The fact that it's the exact same race you have to do to unlock Yo-Yo, but made more painful because you now have to beat it in a fast enough time for Jet Rank, meaning you have to put up with the same narrow pathways that your opponent will take advantage of when they get within smacking distance, there is absolutely NO special shortcuts you can take that your opponent doesn't, and there are a good amount of jumps that, if you miss them, will cost you the race entirely.
** Combo's recruit race. You have to race against Beat and make a graffiti when you reach the goal. Sounds easy, right? The problem is, Beat is stat-wise faster than you (Beat's Technique/Speed is 14 and Combo's 10, the second lowest), so if you get hit by a car or get stuck against anything, the race is lost since you won't be able to catch up with him. And to make things worse, one section forces you to enter a door placed above a half pipe, and it's really hard to go through it as you will struggle to control Combo by jumping and rolling all over the place. Even if you managed to get in front of Beat (a hard task by itself), he will happily go through it on his first attempt so if you don't cross first, the match is lost and all you can do is wait to lose so you can try again.
** Jet-ranking "Fight or Flight". Kogane-Cho areas combined consists of a massive sewer that connects the other three areas. It starts off with snipers taking aim on you from hard to reach spots, not helped with the heavily-guarded graffiti tags in all four areas. After tagging certain number of red tags, ''gunners in jetpacks'' will show up. With their speed and firepower, they will give you hell of a time to rest or spray graffiti, especially the larger ones.

to:

** In ''JSRF'', the Tokyo Undergound Sewage Facility. A vertically-oriented gauntlet of half-pipes, rails, and and numerous falling hazards due to all the pools under the courses. A spectacularly unlucky player might just go careening off one of the upper floors all the way back to the start, forcing them to skate through all the obstacles again. Bonus points for one of its final graffiti souls, which requires using the wall-ride move up a narrow vertical passage; the walls must be ridden in sequence (as trying to wall ride the same wall twice in a row doesn't work), the two safety platforms contain no barriers to stop you accidentally falling, getting stuck in a wall corner is very easy and ''the walls are covered in non-wall-ride-able sections designed to make you fall back to the start.''
** No "love" for the Skyscraper Distract & Pharaoh Park? Dark color pallete, ''tons'' of life-sapping NonLethalBottomlessPits, and very specific series of rails to grind and jumps to make combine into one hellish experience, especially when traveling into the very far reaches.
** Hikage Street is full of incredibly boring level design, frequent stops to fight the police, and having to climb up the stairs repeatedly due to all the graffiti being at the top and it being incredibly easy to fall back to the bottom.
**
''Jet Set Radio'':
***
Bantam Street in the original game, especially with a has some hard-to-reach tag tags that usually ends up to be can drain the last one to be done with barely any time on the clock left. The fact that player's timer. To make matters worse, the only two available characters the first time through have the highest graffiti Graffiti stats in the game (making multi-spray tags harder in return for more points) makes and multiple tags are guarded by [[DemonicSpiders Assassin No. 5]], who has good range, good speed and can't be stunned. This creates one of the worst [[DifficultySpike difficulty spikes]] in the game, some considering it practically unwinnable.
*** In Grind Square qualifies as well, in which Square, you are almost constantly in danger of dying from at risk to suffering fall damage as well as having to pull off damage, and many of the tags require some of the most difficult jumps in the game just game.
*** Trying
to reach many of the tags.
** Getting a
Jet rank in any of the Jet Crush levels is already annoying, but can be annoying because of their tough time limits, unforgiving knockback mechanics that drain momentum and fling the Jet Crush in player away, and players constantly mashing the dash button. Benten-Cho is by far the worst. The way Jet Crush works is a simple race to the goal, which is a graffiti tag, meaning you'll have to get a spray can and tag it to officially win. This wouldn't be so bad if maintaining a higher speed in the original game isn't so painful to do (requiring you to hold down a button, but it only works in short bursts more often than not and if you wanna go any faster, be prepared to jump.... a lot). Add in the fact that your opponent can hurt you if you get too close to them, usually smacking you into another direction that you don't want to be heading in. The game ensures you won't cheat while getting Jet Ranks either, particularly obnoxious because the fastest routes are actually the routes your opponent races on the entire time, making getting ahead a pain in the ass in most stages (though there are some shortcuts along these paths that make things a bit easier if you're willing to take them). Now with all that said, what makes Benten-Cho's Jet Crush so special? The fact that it's the exact same race you have to do to unlock Yo-Yo, but made more painful because you now have to beat it in a fast enough time for Jet Rank, meaning you have to put up with the same of its narrow pathways that your opponent will take advantage corridors, lack of when they get within smacking distance, there is absolutely NO special shortcuts you can take that your opponent doesn't, shortcuts, and there are a good amount of multiple jumps that, if you miss them, will cost you the race entirely.
**
race.
***
Combo's recruit race. You have to race against Beat and make You're stuck with a graffiti when you reach the goal. Sounds easy, right? The problem is, Beat is stat-wise faster than you (Beat's Technique/Speed is 14 and Combo's 10, character with the second lowest), so if you get hit by a car or get stuck lowest speed in the game against anything, the race is lost since you won't be able to catch up with him. And to Beat, who has above-average speed. To make things worse, one section forces you to enter a door placed above a half pipe, and it's really which can be hard to go get through it as thanks to Combo's large hitbox. If you will struggle to control Combo by jumping and rolling all over the place. Even if you managed to get in front of Beat (a hard task by itself), he will happily go through it stuck on his first attempt so if you don't cross first, an obstacle, the match is lost and all you can do is wait to practically lost, forcing you wait, lose so you can and try again.
** Jet-ranking *** "Fight or Flight". Kogane-Cho areas combined consists of a massive sewer that connects the other three areas. It starts off with Flight" has snipers taking aim on you from hard to reach hard-to-reach spots, not helped with by the heavily-guarded graffiti tags in all four areas. After tagging certain number of red tags, and confusing sewer connecting each area. Then, ''gunners in jetpacks'' will show up. With their speed and firepower, they will give you hell of a time to rest or spray graffiti, especially the larger ones.
** ''Jet Set Radio Future'':
*** The Tokyo Underground Sewage Facility is a repetitive, vertically-oriented gauntlet of half-pipes, rails, precise platforming and numerous falling hazards. With no fast way to get back up, falling off of a higher level or getting a Game Over compounds these issues. Its worst objectives involve wall-riding up a giant vertical passage; the walls must be ridden in sequence (as trying to wall ride the same wall twice in a row doesn't work), the two safety platforms contain no barriers, getting stuck in a corner is easy and there are numerous obstacles that can unceremoniously send you back to the start.
*** The Skyscraper Distract & Pharaoh Park has an obnoxiously dark color palette, tight jumps, ''tons'' of life-sapping [[NonLethalBottomlessPits pits]], odd ramp mechanics required for progression, and a very specific series of rails to grind and jumps to make. These combine into one hellish experience, especially when traveling into the very far reaches.
*** Hikage Street is a boring maze with frequent stops to fight the police and a long, repeated stair-grinding setpiece. All of the graffiti is on the top of these setpieces, and if you fall, you need to ascend the whole thing again.



** The final battle against [[spoiler:Gouji/A.Ku.Mu]]; if the incredibly distracting, seizure-inducing location wasn't hard enough to cope with, it requires navigating a rather difficult and complicated vertical course to the very top just to reach the battle itself.

to:

** The ''JSRF'''s final battle against [[spoiler:Gouji/A.Ku.Mu]]; if the incredibly distracting, seizure-inducing location wasn't hard enough to cope with, it requires navigating a rather difficult and complicated vertical course to the very top just to reach the battle itself.itself...multiple times.



* TheyChangedItNowItSucks: Initially, a huge chunk of the soundtrack couldn't be licensed again for the UpdatedRerelease, which caused a lot of this. Fortunately, the amount of missing tracks has been reduced to two songs, with Sega trying to get the rights to those. Thankfully, leaving aside one song, this was not the case for the HD rerelease.
* WhatDoYouMeanItsNotForKids: Many were probably confused by the Teen rating on the game, even through the first few playthroughs...until they listened closely to the lyrics of most of the songs. Although the most explicit lyrics in these songs were censored out in the actual game, one of said songs gives you tips on how to give a good blowjob. Another has you hearing the whispered moans of a loving couple, busy in the sack. You also hear LOTS of references to polyamory. Also, the song "Rockin' the Mic" contains constant use of the S-word and N-word.
* WhatDoYouMeanItWasntMadeOnDrugs: If not the entire game, then DEFINITELY [[spoiler:Rokkaku's dreamworld where you fight the final Boss battle]].
* YouLookFamiliar: There is fan speculation that Clutch could possibly be Coin. However, there is no evidence supporting this.

to:

* TheyChangedItNowItSucks: Initially, a huge chunk of the soundtrack couldn't be licensed again for the UpdatedRerelease, which caused a lot of this. ''JSR'''s UpdatedRerelease. Fortunately, the amount of missing tracks has been reduced to two songs, with efforts by Sega trying to get brought back all but one of the rights original songs and even a few from ''Future'' to those. Thankfully, leaving aside one song, this was not the case for the HD rerelease.
compensate.
* WhatDoYouMeanItsNotForKids: Many were probably confused by the Teen rating on the game, even through the first few playthroughs...games...until they listened closely to the lyrics of most of the songs. Although the most explicit lyrics in these songs were censored out in the actual game, one of said songs gives you tips on how to give a censored, several are about drugs, giving good blowjob. Another has you hearing the blowjobs, polyamory, whispered moans of a loving couple, busy in couple having sex, and the sack. You also hear LOTS of references to polyamory. Also, the song "Rockin' the Mic" contains constant use of the S-word [[PrecisionFStrike S and N-word.
N-bombs out of nowhere]].
* WhatDoYouMeanItWasntMadeOnDrugs: If not While there are quite a few trippy elements to the entire game, then DEFINITELY [[spoiler:Rokkaku's dreamworld dream world where you fight giant robots]] is the final Boss battle]].
strangest because of either fight's disorienting colors and music.
* YouLookFamiliar: There is fan speculation Some speculate that Clutch could possibly be Coin. However, Coin, though there is no evidence supporting this.
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* ScrappyMechanic: The fact that the graffiti button and the camera control button are mapped to the same thing on the original Dreamcast version. This makes tagging hard to reach small spots way more annoying than it should be, and makes bosses downright nightmarish. Particularly infuriating is that there are several other buttons on the controller that go unused, making it completely inexcusable that this problem exists. Thankfully, in the HD port, this can be reconfigured to separate buttons.

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* EarWorm: ''Every single song''.



* SoBadItsGood: The general opinion about [[https://www.youtube.com/watch?v=dLz3ia7TFqM "Birthday Cake"]] from ''JSRF'' is that it's annoying, deranged and nonsensical. Naturally, it's also one of the game's most memorable songs, being a legit EarWorm.

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* SoBadItsGood: The general opinion about [[https://www.youtube.com/watch?v=dLz3ia7TFqM "Birthday Cake"]] from ''JSRF'' is that it's annoying, deranged and nonsensical. Naturally, it's also one of the game's most memorable songs, being a legit EarWorm.songs.
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* JustHereForGodzilla: While ''Sega GT 2002'' was a really fun racing game that holds up well to this day, how many times did you play it compared to ''Jet Set Radio Future''? Many will tell you, not as much. Some who otherwise had no interest in ''Sega GT 2000'' whatsoever simply bought the disc because it was actually cheaper than getting ''JSRF'' on its own.

to:

* JustHereForGodzilla: While ''Sega GT 2002'' was a really fun racing game that holds up well to this day, how many times did you play it compared to ''Jet Set Radio Future''? Many will tell you, not as much. Some who otherwise had no interest in ''Sega GT 2000'' 2002'' whatsoever simply bought the disc because it was actually cheaper than getting ''JSRF'' on its own.own. (And that's not even getting into the fact that many who bought the Xbox bundle with both games would go out and get rid of both to buy something else, typically ''VideoGame/HaloCombatEvolved'', which accounts for the combo disc's large presence on the second-hand market.)
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** In ''JSRF'', the Tokyo Undergound Sewage Facility. Bonus points for one of its final graffiti souls, which requires using the wall-ride move up a narrow vertical passage; the walls must be ridden in sequence (as trying to wall ride the same wall twice in a row doesn't work), the two safety platforms contain no barriers to stop you accidentally falling, getting stuck in a wall corner is very easy and ''the walls are covered in non-wall-ride-able sections designed to make you fall back to the start.''

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** In ''JSRF'', the Tokyo Undergound Sewage Facility. A vertically-oriented gauntlet of half-pipes, rails, and and numerous falling hazards due to all the pools under the courses. A spectacularly unlucky player might just go careening off one of the upper floors all the way back to the start, forcing them to skate through all the obstacles again. Bonus points for one of its final graffiti souls, which requires using the wall-ride move up a narrow vertical passage; the walls must be ridden in sequence (as trying to wall ride the same wall twice in a row doesn't work), the two safety platforms contain no barriers to stop you accidentally falling, getting stuck in a wall corner is very easy and ''the walls are covered in non-wall-ride-able sections designed to make you fall back to the start.''



** Getting a Jet rank in any of the Jet Crush levels is already annoying, but the Jet Crush in Benten-Cho is by far the worst. The way Jet Crush works is a simple race to the goal, which is a graffiti tag, meaning you'll have to get a spray can and tag it to officially win. This wouldn't be so bad if maintaining a higher speed in the original game wasn't so painful to do (Requiring you to hold down a button, but it only works in short bursts more often than not and if you wanna go any faster, be prepared to jump....a lot. ). Add in the fact that your opponent can hurt you if you get to close to them, usually smacking you into another direction that you don't wanna be heading in and it makes it more painful. The game ensures you won't cheat getting Jet Ranks either because the fastest routes are actually the routes your opponent races on the entire time, making getting ahead a pain in the ass in most stages (Though there are some shortcuts along these paths that make things a bit easier if you're willing to take them). Now what makes Benten-Cho's Jet Crush so special? The fact that its the exact same race you have to do to unlock Yo-Yo, but made more painful because you have to beat it in a fast enough time for Jet Rank, meaning you have to put up with the same narrow pathways that your opponent will take advantage of when they get within smacking distance, there is absolutely NO special shortcuts you can take that your opponent doesn't, and there are a good amount of jumps that if you miss them will cost you the race entirely.
** Combo's recruit race. You have to race against Beat and make a graffiti when you reach the goal. Sounds easy, right? The problem is, Beat is faster than you (Beat's Technique/Speed is 14 and Combo's 10, the second lowest), so if you get hit by a car or get stuck against anything, the race is lost since you won't be able to catch up with him. And to make things worse, one section forces you to enter a door placed above a half pipe, and it's really hard to go through it as you will struggle to control Combo by jumping and rolling all over the place. Even if you managed to get in front of Beat (a hard task by itself), he will happily go through it on his first attempt so if you don't cross first, the match is lost and all you can do is wait to lose so you can try again.

to:

** Getting a Jet rank in any of the Jet Crush levels is already annoying, but the Jet Crush in Benten-Cho is by far the worst. The way Jet Crush works is a simple race to the goal, which is a graffiti tag, meaning you'll have to get a spray can and tag it to officially win. This wouldn't be so bad if maintaining a higher speed in the original game wasn't isn't so painful to do (Requiring (requiring you to hold down a button, but it only works in short bursts more often than not and if you wanna go any faster, be prepared to jump....jump.... a lot. ). lot). Add in the fact that your opponent can hurt you if you get to too close to them, usually smacking you into another direction that you don't wanna want to be heading in and it makes it more painful. in. The game ensures you won't cheat while getting Jet Ranks either either, because the fastest routes are actually the routes your opponent races on the entire time, making getting ahead a pain in the ass in most stages (Though (though there are some shortcuts along these paths that make things a bit easier if you're willing to take them). Now with all that said, what makes Benten-Cho's Jet Crush so special? The fact that its it's the exact same race you have to do to unlock Yo-Yo, but made more painful because you now have to beat it in a fast enough time for Jet Rank, meaning you have to put up with the same narrow pathways that your opponent will take advantage of when they get within smacking distance, there is absolutely NO special shortcuts you can take that your opponent doesn't, and there are a good amount of jumps that that, if you miss them them, will cost you the race entirely.
** Combo's recruit race. You have to race against Beat and make a graffiti when you reach the goal. Sounds easy, right? The problem is, Beat is stat-wise faster than you (Beat's Technique/Speed is 14 and Combo's 10, the second lowest), so if you get hit by a car or get stuck against anything, the race is lost since you won't be able to catch up with him. And to make things worse, one section forces you to enter a door placed above a half pipe, and it's really hard to go through it as you will struggle to control Combo by jumping and rolling all over the place. Even if you managed to get in front of Beat (a hard task by itself), he will happily go through it on his first attempt so if you don't cross first, the match is lost and all you can do is wait to lose so you can try again.



* TheyChangedItNowItSucks: Initially, a huge chunk of the soundtrack couldn't be licensed again for the UpdatedRerelease, which caused a lot of this. Fortunately, it has been reduced to two songs, with Sega trying to get the rights to those. Thankfully, leaving aside one song, this was not the case for the HD rerelease.

to:

* TheyChangedItNowItSucks: Initially, a huge chunk of the soundtrack couldn't be licensed again for the UpdatedRerelease, which caused a lot of this. Fortunately, it the amount of missing tracks has been reduced to two songs, with Sega trying to get the rights to those. Thankfully, leaving aside one song, this was not the case for the HD rerelease.
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* EpilepticTrees: The recurring fan theory that Clutch is Coin's ''Future'' counterpart. There is ''very'' little evidence to support this, if at all, especially considering that he doesn't seem to have any history with JSRF's versions of Combo and Cube.
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** Jet-ranking "Fight or Flight". Kogane-Cho areas combined consists of a massive sewer that connects the other three areas. It starts off with snipers taking aim on you from hard to reach spots, not helped with the heavily-guarded graffiti tags in all four areas. After tagging certain number of red tags, ''gunners in jetpacks'' will show up. With their speed and firepower, they will give you hell of a time to rest or spray graffiti, especially the larger ones.

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* GermansLoveDavidHasselhoff: Very. Not helped by its condition of ObviousBeta in its original Japanese release, JSR was never considered much of anything except a cute little sideshow while you were waiting for your arcade fighters/anime [=RPGs=]. JSRF caught it even harder, with the only reason anyone in Japan owned an Xbox being their [[VideoGame/DeadOrAlive DOA]] waifus. In contrast, the West has elevated the games to CultClassic status and regularly points at them when arguing the artistic and aesthetic potential of video games.
* [[JustHereForGodzilla Just Here For Jet Set Radio Future]]: For the bundle. While ''Sega GT 2002'' was a really fun racing game that holds up well to this day, how many times did you play it compared to ''Jet Set Radio Future''? Many will tell you, not as much. Some who otherwise had no interest in ''Sega GT 2000'' whatsoever simply bought the disc because it was actually cheaper than getting ''JSRF'' on its own.

to:

* GermansLoveDavidHasselhoff: Very. Not helped by its condition of ObviousBeta in its original Japanese release, JSR was never considered much of anything except a cute little sideshow while you were waiting for your arcade fighters/anime [=RPGs=]. JSRF ''JSRF'' caught it even harder, with since the only reason anyone in Japan owned an Xbox being their [[VideoGame/DeadOrAlive DOA]] ''VideoGame/DeadOrAlive'' waifus. In contrast, the West has elevated the games to CultClassic status and regularly points at them when arguing the artistic and aesthetic potential of video games.
* [[JustHereForGodzilla Just Here For Jet Set Radio Future]]: For the bundle. JustHereForGodzilla: While ''Sega GT 2002'' was a really fun racing game that holds up well to this day, how many times did you play it compared to ''Jet Set Radio Future''? Many will tell you, not as much. Some who otherwise had no interest in ''Sega GT 2000'' whatsoever simply bought the disc because it was actually cheaper than getting ''JSRF'' on its own.



* RescuedFromTheScrappyHeap: Yoyo was retooled from a short, chubby, annoying kid who challenged you to a painful race in ''JSR'' into a much more likable and attractive character in ''JSRF''.

to:

* RescuedFromTheScrappyHeap: Yoyo was retooled from a short, chubby, annoying kid who challenged you to a painful race in ''JSR'' into a much more likable and attractive starting character in ''JSRF''.



* TechnologyMarchesOn: Originally, Roboy was an obsolete Noise Tank Model (NT-1000) that was taken by the GG's, repaired and reprogrammed.
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** Bantam Street in the original game, especially with a hard-to-reach tag that usually ends up to be the last one to be done with barely any time on the clock left. The fact that the only two available characters the first time through have the highest graffiti stats in thw game (making multi-spray tags harder in return for more points) makes it practically unwinnable.

to:

** Bantam Street in the original game, especially with a hard-to-reach tag that usually ends up to be the last one to be done with barely any time on the clock left. The fact that the only two available characters the first time through have the highest graffiti stats in thw the game (making multi-spray tags harder in return for more points) makes it practically unwinnable.

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* [[JustHereForGodzilla Just Here For Jet Set Radio Future]]: For the bundle. While ''Sega GT 2002'' was a really fun racing game that holds up well to this day, how many times did you play it compared to ''Jet Set Radio Future''? Many will tell you, not as much.

to:

* [[JustHereForGodzilla Just Here For Jet Set Radio Future]]: For the bundle. While ''Sega GT 2002'' was a really fun racing game that holds up well to this day, how many times did you play it compared to ''Jet Set Radio Future''? Many will tell you, not as much. Some who otherwise had no interest in ''Sega GT 2000'' whatsoever simply bought the disc because it was actually cheaper than getting ''JSRF'' on its own.
* PortingDisaster: The UsefulNotes/GameBoyAdvance version of the first game was an ambitious effort to put the whole game on inferior hardware, but aside from less of the music in game, the controls were poor, and the level design was not always optimized to put the new isometric view into account, leading to many frustrating moments that weren't in the original.
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Not a trope


* JustForFun/XMeetsY: ''[[TonyHawkProSkater Tony Hawk]]'' meets ''VideoGame/SpaceChannel5''.
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* JustForFun/XMeetsY: ''[[TonyHawkProSkater Tony Hawk]]'' meets ''VideoGame/SpaceChannel5''.
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* SoBadItsGood: The general opinion about [[https://www.youtube.com/watch?v=dLz3ia7TFqM "Birthday Cake"]] from JSRF is that it's annoying, deranged and nonsensical. Naturally, it's also one of the game's most memorable songs, being a legit EarWorm.

to:

* SoBadItsGood: The general opinion about [[https://www.youtube.com/watch?v=dLz3ia7TFqM "Birthday Cake"]] from JSRF ''JSRF'' is that it's annoying, deranged and nonsensical. Naturally, it's also one of the game's most memorable songs, being a legit EarWorm.
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* SoBadItsGood: The general opinion about "[[https://www.youtube.com/watch?v=dLz3ia7TFqM Birthday Cake]]" from JSRF is that it's annoying, deranged and nonsensical. Naturally, it's also one of the game's most memorable songs, being a legit EarWorm.

to:

* SoBadItsGood: The general opinion about "[[https://www.[[https://www.youtube.com/watch?v=dLz3ia7TFqM Birthday Cake]]" "Birthday Cake"]] from JSRF is that it's annoying, deranged and nonsensical. Naturally, it's also one of the game's most memorable songs, being a legit EarWorm.
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* SoBadItsGood: The general opinion about "https://www.youtube.com/watch?v=dLz3ia7TFqM Birthday Cake]]" from JSRF is that it's annoying, deranged and nonsensical. Naturally, it's also one of the game's most memorable songs, being a legit EarWorm.

to:

* SoBadItsGood: The general opinion about "https://www."[[https://www.youtube.com/watch?v=dLz3ia7TFqM Birthday Cake]]" from JSRF is that it's annoying, deranged and nonsensical. Naturally, it's also one of the game's most memorable songs, being a legit EarWorm.
Is there an issue? Send a MessageReason:
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* SoBadItsGood: The general opinion about [[https://www.youtube.com/watch?v=dLz3ia7TFqM Birthday Cake]] from JSRF is that it's annoying, deranged and nonsensical. Naturally, it's also one of the game's most memorable songs, being a legit EarWorm.

to:

* SoBadItsGood: The general opinion about [[https://www."https://www.youtube.com/watch?v=dLz3ia7TFqM Birthday Cake]] Cake]]" from JSRF is that it's annoying, deranged and nonsensical. Naturally, it's also one of the game's most memorable songs, being a legit EarWorm.
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Added DiffLines:

* SoBadItsGood: The general opinion about [[https://www.youtube.com/watch?v=dLz3ia7TFqM Birthday Cake]] from JSRF is that it's annoying, deranged and nonsensical. Naturally, it's also one of the game's most memorable songs, being a legit EarWorm.
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** The Noise Tanks of the Dreamcast JSR, with their goggles and the rest with it.

to:

** The Noise Tanks of the Dreamcast JSR, with their goggles and the rest with it.of their [[GangOfHats gang uniform]].
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* TechnologyMarchesOn: Originally, Roboy was an obsolete Noise Tank Model (NT-1000) that was taken by the GG's, repaired and reprogrammed.
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** The Noise Tanks of the Dreamcast JSR, with their goggles and the rest with it.



* WhatDoYouMeanItWasntMadeOnDrugs: If not the entire game, then DEFINITELY [[spoiler:Rokkaku's dreamworld where you fight the final Boss battle]].

to:

* WhatDoYouMeanItWasntMadeOnDrugs: If not the entire game, then DEFINITELY [[spoiler:Rokkaku's dreamworld where you fight the final Boss battle]].battle]].
* YouLookFamiliar: There is fan speculation that Clutch could possibly be Coin. However, there is no evidence supporting this.

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