Tokyo-to is a city you want to live in.
Tokyo-to, the game's version of Tokyo, was built from streets the team knew. In a 2019 documentary interview, the game's director, Masayoshi Kikuchi, says, in the English subtitles:
"We were looking for things that looked cool for teenagers or people in their twenties at the time. This is where we stepped outside and took the city of Tokyo as reference, looking at its street culture, with inline skates or getting inspired by graffiti in the street."
In 2024 he told the Japanese games site 4Gamer (translated from Japanese):
"We didn't simply want to make a glittering Japan or Tokyo. The team shared a vague feeling that if we brought in the places we felt close to every day, places that were cluttered, or not very nice to look at, or like the good old Showa era [Japan's era name for 1926 to 1989], it would come out looking cool."
The artist Ryuta Ueda says:
"Take a sewer, for example. It's scary, but you kind of want to go in, right? When I was a kid living in Hyogo [a prefecture in western Japan], I went in through a drainpipe, got more and more lost, and came out at a spot next to my school (laughs). There are a lot of places where we put in the developers' own exciting experiences and dreams."
— inspired by Masayoshi Kikuchi
About this game
It started with a drawing. In the autumn of 1997, as Masayoshi Kikuchi remembers it, he and the artist Ryuta Ueda were in the same department at Sega, finishing Panzer Dragoon Saga (called AZEL in Japan) for the Sega Saturn. Ueda says he was making material for that game's strategy guide, and on the quiet he drew something else. He brought Kikuchi, who would become the game's director, a picture of characters on inline skates. The game that grew from it, Jet Set Radio, came out for Sega's Dreamcast in Japan on June 29, 2000, and in North America that October under the name Jet Grind Radio.
In an interview that 4Gamer published on March 25, 2024, Kikuchi says (translated from Japanese):
"Ueda's drawing was mostly about the characters, but the background looked like Tokyo, so we talked about how the setting must be Japan. The characters were wearing inline skates, so I asked him, 'Have you thought about the genre?' He answered right away, 'Action, obviously,' so the genre was settled just like that (laughs)."
Spraying graffiti was not yet part of the game. At first, Kikuchi says, graffiti appeared only on the walls of the hideout where the characters gathered. Ueda says:
"At the very beginning, the game had no clear goal. We started from 'Just running around isn't a game, so what should we do?' and in the end we thought drawing graffiti would be good."
Kikuchi says:
"Once we decided to do it this way, we built a prototype in a rush of about two months, but it just wouldn't become fun..."
In that first version they built the bus terminal in Shibuya-cho, one of the game's three districts. He says:
"After that, in the next version, which we rebuilt over one month, we got the form that became the starting point of this game. If the player masters grinds and tricks, they can move faster or climb up to high places, and that helps them get through the map."
Key Features
Cel-shaded 3D graphics with dark outlines and flat colors. In the original Japanese release, you skate on inline skates through three large districts of Tokyo-to: Shibuya-cho, Benten-cho and Kogane-cho. Small tags (graffiti signatures) take one press of a button. Large tags ask you to move the analog stick in set patterns while the police close in. You paint over the tags that rival crews have left, and you can design your own graffiti in the in-game editor.
Gallery
The Story Behind
Kikuchi says, in the English subtitles of the same 2019 documentary:
"One aspect of the team was that we were all very young, nobody was above 30, we were all in our twenties when we began. At the time, the most important part was to understand to what extent we could use computer graphics. There's an important part in Jet Set Radio that is cel-shading, it was never processed in real-time before."
Cel shading draws 3D models with dark outlines and flat blocks of color, so they look like hand-drawn animation. In 2024 Kikuchi told 4Gamer (translated from Japanese):
"We didn't start because we wanted to do cel shading. The task was how to show the feel of Ueda's drawings, and I was confident that with cel shading, 'we can probably show this picture.'"
Ueda says:
"Back then, games were looking more and more realistic, and I wanted to go in the opposite direction. At the same time, to be honest, we didn't have that many people or that much time, so we were in no position to be making realistic things. It was also an efficient way to make the game."
He says:
"As for the outlines, a designer in our department was making an effect, and a line was showing up around the outside of it. I thought, 'Couldn't we use this?' I asked how it was done, and it worked."
"For the two-tone shading, I talked it over with a programmer who was in the PC lab [Sega's PC software R&D department] at the time, and we were able to do it. Thinking about it again now, Sega's technical skill really was amazing."
Sega was making the Dreamcast itself, so the team could go straight to the people who designed the hardware. Kikuchi says, in the English subtitles:
"One more thing is that we were making the console, meaning we looked at specs and asked the engineers what we could manage, this is how we achieved to create cel-shading, it was quite big."
He told 4Gamer:
"Early in development we didn't have this drawing technique, so we were making it without the characters' outlines or the crisp shadows. It became possible around the middle of development, I think. That changed the whole impression of the game."
Tricks & Tales
Some of the graffiti in the game is by Eric Haze, a graffiti artist from New York. Kikuchi says (4Gamer, March 25, 2024, translated from Japanese):
"Eric's graffiti started because the producer pushed for it. The other pieces were drawn by the designers, Ueda among them, splitting the work."
Players could also draw their own tags (graffiti signatures) with the in-game editor and upload them to an official website, and other players could download them to their Dreamcast. Kikuchi says the upload feature went in at the very end, when Ueda asked for it in the busiest weeks. He says:
"It wasn't a question of 'do we need it or not,' it was 'can we do it or not.' It really was the final stretch, with maybe a month left, if that, until master-up [the finished version sent off for manufacturing] (laughs)."
Ueda says:
"I was the one running that site (laughs). Every so often inappropriate images got posted, so I removed them by hand."
The music is by Hideki Naganuma, a Sega sound creator at the time, alongside songs by outside artists such as Guitar Vader. Kikuchi says:
"Mr. Naganuma went through not only the game's art but the specification documents from end to end, and knew all of it. On the development team, probably nobody but me knew everything. One time he asked me, 'What does this part mean?', and it was a part that had nothing to do with sound. I said, 'Wait, are you reading all of it?' and he said, 'I am' (laughs)."
In the illustrations, Gum, the first character to join your crew, wears her name logo on her chest. In the game it is on her back. Ueda says:
"That's simply my mistake. We were pretty loose about that kind of thing, and there are a few places that differ a bit from the illustrations, but we didn't worry about it much (laughs)."
Collector's Guide
Region & Compatibility
In Japan and Europe the game is Jet Set Radio. In North America it was renamed Jet Grind Radio. Kikuchi says (4Gamer, 2024, translated from Japanese): "It's a very simple story. In North America there was already a trademark close to 'JET SET RADIO,' so the company decided, reluctantly, to change it. In Europe it stayed 'JET SET RADIO.'" The Western versions added two stages modeled on American places: Grind Square, based on Times Square, and Bantam Street, based on the Bronx. Japan later got this expanded version as De La Jet Set Radio, released on January 1, 2001, first through Sega's own online store. Region-locked: the Japanese disc needs a Japanese Dreamcast or a region-free modification.
Maintenance Tips
Dreamcast discs (GD-ROMs) are read by a laser: keep discs clean, and if the console has trouble reading them, have the laser lens checked or replaced. On the controller, check the triggers, D-pad and face buttons for any that stick or don't respond.
Going deeper
Explore the machine this game ran on, and what to check before you buy or care for one:
What to Watch Out For
Before buying, these are the points worth knowing — from someone who handles original Japanese Jet Set Radio copies regularly.
Will this Japanese Dreamcast game work on a North American or European Dreamcast?
No, not on unmodified hardware. The Dreamcast enforces regional lockout via the console BIOS — Japanese GD-ROMs will not run on Western consoles. Options include a boot disc (such as Utopia Boot Disc or DC-X) that bypasses region protection without hardware modification, a BIOS replacement, or a Japanese Dreamcast. The Dreamcast's regional protection is widely considered one of the easiest to bypass among disc-based consoles of its era.
Do I need a VMU (Visual Memory Unit) to save game progress?
Yes. The Dreamcast has no internal save storage. A VMU must be inserted into the controller's memory card slot to save game data. Each VMU holds 200 blocks; most games use 1–20 blocks per save file. The VMU also has a small LCD screen and can run mini-games independently of the console. Third-party memory cards are available, but the official Sega VMU is recommended for reliability.
How should I handle and care for a Dreamcast GD-ROM disc?
The Dreamcast uses GD-ROM, a proprietary high-density disc format. Handle by the edges and center hub, avoiding the data surface. Clean by wiping from the center outward in straight radial strokes with a soft lint-free cloth — never in a circular motion. If the console struggles to load an otherwise intact disc, the Dreamcast laser may need cleaning or adjustment, which is a common maintenance issue in aging Dreamcast hardware.
Before You Buy
Things worth knowing before you buy Jet Set Radio
A short checklist for buying a used Dreamcast disc wisely — useful with any seller, anywhere.
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Choose a seller who tests it before shipping
A copy that has actually been powered on and checked is a known quantity. An untested one is a gamble you only settle after it arrives.
Look for a seller who states it was function-tested and says what they confirmed. A serious seller can tell you exactly what was checked.
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Check the disc for scratches
Deep scratches on the playing surface cause freezes and read errors. Light surface marks are usually fine.
Ask for a clear photo of the disc's underside. A seller who tested it will confirm it loads and plays through.
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Make sure it fits your console
This is a Japanese Dreamcast GD-ROM. The Dreamcast is region-locked, so a Japanese disc generally needs a Japanese console.
Play it on a matching Japanese console or a region-free system, and confirm the listing states the region.
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Saves use a VMU — no disc battery
Dreamcast games save to a VMU memory card; the disc itself has no battery.
Make sure you have a VMU with a working battery and free blocks.
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Read the seller's reviews and return policy
A 100% positive record across thousands of sales is close to a guarantee — packing, communication and problem-solving all work for everyone. A return policy protects you if something is off.
Read the feedback and confirm a clear return window before you buy.
The last step before buying anywhere is knowing what it's worth.
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Rooms this game lives in
Wander deeper — explore the themed rooms where Jet Set Radio sits alongside its kin.
Memories from around the world
This is a young museum, and this page is still waiting for its first voices. The memories people send reach Taisei personally, and the ones that move him find a home here over time — always with the writer's blessing. Yours could be the very first for this game.
Share your memory ↑From the Museum's Screening Room
Jet Set Radio — Feature
Cite this page
Taisei Shimizu. "Jet Set Radio." Enjoy Game Japan Museum. Updated August 9, 2026. https://museum.enjoygamejapan.online/en/games/jet-set-radio/