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Jet Set Radio Info

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Alfred Faber

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Feb 21, 2000, 3:00:00 AM2/21/00
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Holy crap, this game will kick some major booty. The AVI made me weep with
joy and I wasn't even excited about the game until now. But, enough of my
yapping. Read this and download the AVI.

From http://dreamcast.ign.com/news/15509.html:

New Jet Set Radio Gameplay Details and In-game Footage!

What's this game all about? Check out the FIRST gameplay details and an
incredible video to find out

February 18, 2000


You know it's gonna be a good day when you check your mailbox, and find a
GD-ROM from Sega containing brand-new gameplay footage of Jet Set Radio.
Before you do anything else, jump to the bottom of the page, and start
downloading the AVI movie in another window.
You're back? Good. Judging by the movie, and the brief yet tantalizing
description of the gameplay included on the GD-ROM, Jet Set Radio is the
definitive Sega game. It's packed with "attitude," cool characters, tons of
action, and graphics to die for. And it tackles a certain subject matter
that's never been touched before in the gaming industry: tagging.

You read that right. Jet Set Radio is all about in-line skating through
Neo-Tokyo, marking your turf by spraypainting graffiti on buildings, and
running like hell from the cops. There are plenty of jumps, grinds, and
various aerobatic maneuvers that make the stuff on ESPN2 look positively
passé, and "go anywhere" gameplay through massive city set pieces. And since
you're going up against rival skater gangs, the storyline is kinda like a
futuristic West Side Story. with rocket skates and lots of police brutality.
In short, it's going to kick ass, and I'm ready to stand in line as soon as
I hear a release date (as of now, it's sometime in 2000).

Aside from incredible action, Jet Set Radio has a graphical look that's like
no other - the game uses a rendering technique called a cel shader, which
draws a black line around designated polygon areas. The result is characters
that have a hand-drawn look, yet seem to take up three-dimensional space.
Simply awesome.

We'll be ready to report any additional information we get on this game -
though we have a feeling that its big debut will be at the Spring Tokyo Game
Show. Stay tuned!


Chad

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Feb 22, 2000, 3:00:00 AM2/22/00
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Yea I saw that too. Looks good

Alfred Faber <afa...@buckeye-express.com> wrote in message
news:sb41ud...@corp.supernews.com...

Michael Robes

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Feb 22, 2000, 3:00:00 AM2/22/00
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Bravo to Sega for coming up with another great, original gameplay idea.
It's a good time to be a gamer.

Microbe

Steve Cutting

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Feb 22, 2000, 3:00:00 AM2/22/00
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On Tue, 22 Feb 2000 15:44:58 GMT, "Michael Robes" <dontb...@me.com> wrote:

>Bravo to Sega for coming up with another great, original gameplay idea.
>It's a good time to be a gamer.

Agreed! And that 3d/cartoon look they've achieved is amazing

Steve


Phat H Tran

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Feb 23, 2000, 3:00:00 AM2/23/00
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Great look, but let's not jump to conclusions about gameplay yet.

BTW, for those interested, a recent Game Developer magazine (perhaps
still this month's) has a little tutorial on how to generate
cartoon-like outlines on 3D models. It's forehead-smackingly-simple.

On Tue, 22 Feb 2000 15:44:58 GMT, "Michael Robes" <dontb...@me.com>
wrote:

>Bravo to Sega for coming up with another great, original gameplay idea.
>It's a good time to be a gamer.
>

>Microbe

---
To e-mail, remove "delete.three.words." from address.

Michael Robes

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Feb 23, 2000, 3:00:00 AM2/23/00
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Phat H Tran <pt...@delete.three.words.rim.net> wrote in message
news:38b5300b...@news.rim.net...

> Great look, but let's not jump to conclusions about gameplay yet.

I agree. I never said the gameplay was great, because I haven't played it
yet. I just said it was a "great, original gameplay idea."

> BTW, for those interested, a recent Game Developer magazine (perhaps
> still this month's) has a little tutorial on how to generate
> cartoon-like outlines on 3D models. It's forehead-smackingly-simple.

Cool. Thanks for the info.

Microbe

Andrew Ryan Chang

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Feb 23, 2000, 3:00:00 AM2/23/00
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Phat H Tran <pt...@delete.three.words.rim.net> wrote:
>BTW, for those interested, a recent Game Developer magazine (perhaps
>still this month's) has a little tutorial on how to generate
>cartoon-like outlines on 3D models. It's forehead-smackingly-simple.

Hmm. Find the silhouette edges and colour them black? The trick
is doing it quickly, but there's lots of optimizations. One paper I've
seen took advantage of most of them: random searching on a subset of poly
edges, walking along a silhouette edge's neighbours, and using frame-
to-frame coherence to keep everything fast.

(Oh, found a link: http://www.darwin3d.com/gdm2000.htm --
apparently, from the Feb/March issue) Yeah, I'd thought so. I did
something similar for school, except without any of the clever
optimizations (sigh) and with only two tones of shading, though I guess it
wouldn't have been that hard to go with more.

The cool thing is that finding a silhouette edge is just the thing
to do to start getting a shadow volume for that object.

--
Another minor point, by the way, is that we don't say that we deconstruct
the text but that the text deconstructs itself. This way it looks less
like we are making things up.
"How to Deconstruct Almost Anything", Chip Morningstar.

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