Jet Set Radio
Published by Sega exclusively for the Sega Katana, Jet Set Radio (butterflies prevent the issues that necessitated the change to Jet Grind Radio in North America IOTL) is, like its OTL counterpart, a game that fuses skating and graffiti as the player attempts to tag specified points in order to cause mischief and strike back at authority figures. However, many elements of the OTL game, including large elements of the plot, have undergone significant changes. Notably, in addition to the roller blades used by the protagonist, there's also a skateboard option. The main character, Beat, uses both roller blades and a skateboard. His companion, Mixx (the TTL counterpart of Gum), uses rollerblades exclusively, and Psych (the TTL counterpart of Tab) uses a skateboard exclusively. In addition, Mixx and Tab are both playable, and indeed, the player must use them at several points in the game. The skating mechanic is a bit more complex, with rollerblading emphasizing speed (hitting certain targets at high speed builds up your meter, allowing you to tag walls and knock back enemies more easily) and rollerskating emphasizing tricks (performing more complex tricks builds up your meter as well). At certain points in the game, you can engage in a Turf Showdown, where a member of a rival gang will challenge a member of Beat's gang to a skill competition. Winning will acquire more turf for your gang, which allows for easier tagging in certain areas. The game features the same cel shaded graphics as IOTL, and features 35 different musical tracks, both mainstream and obscure, while voice acting is limited to mostly cutscenes, with the protagonists remaining silent.
The plot itself, though still taking place in a colorful and vibrant alternate universe version of Tokyo known as Tokyo-to, focuses heavily on the rivalry between the city's street gangs. Beat, Mixx, and Psych, who call their gang the GGs, roam the streets of the city and tag various landmarks and buildings with graffiti as a statement against the city's oppressive authorities, led by the mayor, Beiyo Belladonna, a beautiful but very cruel woman who dresses in queen-like garb and hates skating, skaters, graffiti, and music. Her daughter, Sariko, leads Belladonna's gang of enforcers, but when out of her mother's watchful eye, Sariko disguises herself and moonlights as Jiki, the leader of the Love Shockers gang, one of the GGs biggest rivals. The first part of the game, which comprises about two-thirds of the gang overall, depicts the GGs takeover of the city, with very little appearances from Belladonna or her thugs. It's only in the last part of the game that all the gangs are forced to unite against Belladonna, who has issued a citywide decree banning all skating in Tokyo-to. A series of missions involves the GGs tagging everything they can in defiance of Belladonna's decree, while Sariko is conflicted about what to do. She and the Love Shockers decide to join the GGs in their tagging spree, only for them to be caught by Belladonna's enforcers. Sariko, who is disguised as Jiki at the time, has her disguise removed and Belladonna realizes that her own daughter is the leader of one of the tagging gangs. Belladonna uses a mysterious noise known as "anti-music" to brainwash Sariko into serving her again, and Beat has to outskate the brainwashed Sariko in order to break the spell over her. Finally, the GGs and their friends, along with Sariko, confront Belladonna and cover her in spray paint, humiliating her in front of the entire city and removing her authority over the people of Tokyo-to. Professor K, the DJ of the Jet Set Radio station, is voted in as new mayor, and music, skating, graffiti, and freedom reign over the city once more.
Jet Set Radio's fun skating mechanics, unique graphics and gameplay, and entertaining characters make it a critical hit. The game is released in North America on August 1, 2001, just five days before the release of NiGHTS Into The Labyrinth... It's promoted heavily by Sega as one of the Katana's big three games of August 2001 (along with NiGHTS 2 and Virtua Fighter 4), but is a harder sell than either of them and is a slight sales disappointment, with significantly less units sold than those two games. It's still profitable, and Sega begins work on the sequel immediately for release in 2002.
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NiGHTS Into the Labyrinth...
The sequel to NiGHTS Into Dreams..., NiGHTS Into The Labyrinth... features much of the same high-flying gameplay that made the original game a visual marvel and a critical and commercial success, but enhanced in a number of ways, with a particular emphasis on combat. The gameplay in some ways resembles OTL's Kid Icarus: Uprising, with many levels alternating between flight-based segments and ground-based combat. The villain, Nightmare Genesis, has drawn NiGHTS into a mysterious realm known as the Labyrinth, and within this realm, NiGHTS' flight ability is heavily restricted, grounding him and forcing him to run and fight. The game introduces something called the Dream Meter that powers most of NiGHTS' offensive attacks. Striking enemies, collecting items, and performing flight tricks all charge this meter, which NiGHTS can then use to conjure up a variety of weapons to use on foes. When the Dream Meter is fully charged, NiGHTS can form the Dream Sabres, which are powerful dual blades that can rapidly deplete an enemy's health bar. The game itself is slightly larger than its predecessor, featuring twelve levels in all, and most of the game's levels are quite expansive, with several segments each.
The plot of the game is that a being known as the Nightmare Genesis has formed out of the fears and anxieties of sleeping children, whose job it is for NiGHTS to calm by defeating their nightmares. This being has grown very powerful, unbeknownst to NiGHTS. One night, NiGHTS is visiting a child when suddenly he is taken up into a portal to a mystical castle. This is the first part of the Labyrinth. The first level consists of NiGHTS fighting his way through the castle. Meanwhile, a sleeping child has seen NiGHTS' capture in his dreams, and tells all of his friends at school that they need to work together to save him. They all go to sleep in their beds that night and try to dream about NiGHTS in order to help him find a way out. Though their dreams do enable him to burst free, with the last segment of the first level being a beautiful flying section depicting NiGHTS' escape, it's actually all part of Nightmare Genesis' plan. He traps all of the sleeping children inside his Nightmare Crystals, forcing them to live their worst nightmares over and over, and taunts NiGHTS, telling him that it's all his fault that the children were captured. NiGHTS is determined to rescue them before Nightmare Genesis takes their life force and traps them inside their nightmares forever.
The next ten levels each feature one child being rescued by NiGHTS. In order to reach the child, NiGHTS must not only venture through the nightmare itself, purifying it and freeing the child by turning it into a good dream, but must also venture into the Labyrinth to sever the child's link to Nightmare Genesis. Each time NiGHTS visits the Labyrinth, he is left without his ability to fly (with a few exceptions, there are larger spaces within the Labyrinth that allow flight). Each of the ten nightmare levels contains a boss: some bosses are fought within the Labyrinth, others are fought outside of it. Each nightmare represents a common childhood fear:
Level 2- Fear of clowns (the level features an evil circus and NiGHTS fights a giant clown head)
Level 3- Fear of lightning (the level takes place in a driving storm and NiGHTS battles a powerful thunder god)
Level 4- Fear of tests (NiGHTS ventures into an evil schoolhouse and battles a mutant teacher)
Level 5- Fear of falling (NiGHTS ventures through a giant vertical stage and must battle a dark entity inside the labyrinth)
Level 6- Fear of spiders (NiGHTS ventures through a spiderweb forest and battles a giant spider)
Level 7- Fear of drowning (The game's requisite water level where NiGHTS battles a kraken)
Level 8- Fear of earthquakes (NiGHTS battles through an earthquake stricken city and fights another dark entity inside the labyrinth)
Level 9- Fear of disease (NiGHTS battles through a nightmare hospital and fights another dark entity inside the labyrinth)
Level 10- Fear of fire (NiGHTS battles through a flaming house and battles a huge, fiery monster)
Level 11- Fear of rejection (This is a much more serious level where NiGHTS has to help a bullied girl who dreams that all her friends hate her, not only is a boss fought in the labyrinth but NiGHTS must battle an avatar of Nightmare Genesis disguised as the girl's best friend, this level is deeply emotional and even addresses suicide, it's considered to be quite possibly one of the best levels ever created in a video game and is discussed in articles 15 years later)
After saving all of the children, NiGHTS must fight through one final level to defeat Nightmare Genesis, battling through the Labyrinth and then destroying it to confront Nightmare Genesis one last time in the sky above the human city where the once-trapped children live. After a furious battle, Nightmare Genesis is destroyed and the children of the world can have peaceful dreams once again.
NiGHTS Into The Labyrinth... is considered one of 2001's best games and the best Katana exclusive to date by much of the gaming press. It's nominated for Game of the Year in many publications (though, in a notable snub, not by the MTV Video Game Awards). It sells exceptionally well, becoming the Katana's first true exclusive killer app, and overall sales for 2001 surpass even hit games like Commander Keen: Worlds United (despite that game having a four month head start). It cements NiGHTS as one of Sega's biggest franchises, and sets the bar extremely high for Sonic Team's next project, Sonic Neon.
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August 13, 2001
Reggie Fils-Aime was excited as he made his way to his boss' office. Hayao Nakayama, who'd formally announced that he'd be leaving Sega in December, had just received the first North American sales figures for NiGHTS Into The Labyrinth... Though game sales figures weren't nearly as complete or accurate as film sales figures (as many retail stores, most notably Wal-Mart, refused to give them out), one could still get a decent idea of what a game's overall performance was going to be. Fils-Aime entered Nakayama's office and sat down, and the two got right down to business.
"NiGHTS appears to be on its way to being a major hit," said Nakayama. "Early sales reports are stronger than any game since the launch of the system. It's likely to outsell Commander Keen's first week and perhaps even Tony Hawk 2's."
"That's great," replied Fils-Aime. "How's Jet Set Radio doing in its second week?"
"It's all right," Nakayama replied. "We knew it wouldn't do as well in North America as it's been doing here in Japan."
Jet Set Radio was of course very culturally Japanese, and though the popularity of anime had done quite a lot to popularize Japanese culture with American audiences, the general game playing public probably wasn't quite ready to fully accept such a culture clash. Still, the game was among the most popular new releases of the month, which pleased both Fils-Aime and his boss.
"Any word on overall hardware sales? Is NiGHTS 2 moving Katanas?"
"It's hard to say," said Nakayama, "though...early reports are that we'll probably finish narrowly behind the Ultra Nintendo again, depending on how well the Virtua Fighter 4 bundle performs."
Fils-Aime groaned quietly under his breath. Though the Katana was hardly a failure, the fact that the system couldn't get over the Ultra Nintendo hump was discouraging, and with the Xbox release coming in November, there was no guarantee that Christmas would put the Katana over the top if next-gen system sales were split between the two consoles.
"We need a new approach," said Fils-Aime. "Games like NiGHTS are doing well. Commander Keen did well. We've got Spare Parts 2 coming out, that Monkey Ball game looks fun, Aerio could do well...I think we really need to try and position the Katana as the family system. Xbox is going to be riding on games like Grand Theft Auto and The Covenant. Violent games, for adults. In the current political climate, maybe that's not a winning strategy."
"Hmm...and the big Virtua Fighter 4 push? That's hardly a family game."
"Well, it's not Mortal Kombat," Fils-Aime replied with a laugh. "I'm talking about for the holidays. Maybe we start in October? With Aerio?"
Nakayama looked deep in thought. It was a risky move, but one Sega had made before in early 1999, around the time Zodiac World was released. The system had gotten a decent sales bump marketing to families, but that bump had petered out by the time Sonic the Hedgehog 5 was released, and after that game failed to move the hardware needle like it was supposed to, the "family friendly Sega" initiative was discarded. But maybe that was just because the Saturn was in decline anyway. Maybe if Sega returned to pushing family friendly content, it would stick this time.
"We're competing with the Xbox, not with Nintendo. This Christmas, people are going to be buying the next-gen systems. If we can capture a majority of those sales, a big majority, then not only can we get ahead of Nintendo, we've got a shot at knocking out the Xbox before it even gets off the ground. And we can ride that wave right through the release of Sonic Neon. Plus, it'd be good PR for us after what happened in Virginia."
"I think your plan could work but it will be up to my successor to see it through," said Nakayama. "Whoever the board decides to appoint."
"Okay then," replied Fils-Aime. "So now... let's talk Virtua Fighter 4. With two weeks left until the North American release, our marketing blitz is in full swing."
NiGHTS Into The Labyrinth... might have been the Katana's first killer app, but Virtua Fighter 4 would be its first real event release. Whether or not the Katana would be 2001's biggest gaming success story would rest in large part on the shoulders of the year's most anticipated fighting game.