This is better than Future.
This is better than Future
also, inb4 people who got an Xbox for Christmas for their 5th birthday come in and bitch about JSR having shitty controls when they played it for the first time in 2013 on PC and were already ready to dislike it because it's not like Future
nice soundtrack and artstyle, absolute shit everything else. sorry op
I still need to play JSRF but design wise I hate the redesigns of most of the characters a lot.
enjoy your clunky controls
nah user you gotta UNDERSTAND UNDERSTAND
THE CONCEPT OF LOVE UH
its really, really not.
>JSR
This is how I know you're the actual Zoomer.
I liked both, but the open ended nature of JSRF was more fun to me than the arcade style.
They are both good in different ways, and I wish there was a new game with arcade like levels of the original in a larger open hub world that had its own quests like future.
>when you play a game justifies it having shitty controls
I prefer the graffiti spraying but let's not pretend that the original is anything but clunky.
JSRF is the better game but Sega should just port both to the Switch.
Too slow.
Maybe when I finally get around to it I'll find the actual gameplay and world fun enough to get over it, though i'll still wish some of the changes weren't so drastic.
I'm surprised they haven't bothered to port JSRF at all yet. Then again, I guess it just wouldn't be Sega if they chose to port games people actually would like to play over the same 10 genesis games that you can find anywhere now, even if I enjoy them.
Too bad the music licensing makes it basically impossible to do a 1:1 port of JSRF. They could try, but they'd likely have to redo the soundtrack or omit a lot of tracks.
Both are good, but with different styles.
JSR was more arcade style and slowerpaced on smaller areas, except for last chapter that cover all town. Tags were done by input scrolling.
JSRF was more boost type of thing, faster like a rollercoaster, but towns were huge and expansive(like wall jumping in that sewer from the bottom to top if you wanted to).Tagging was just pressing a button
I personally like both for different ways. Soundtrack I prefer JSR vibe more, but I love some tracks in Future
And? Release it on PC and people will mod that shit. JSR HD had this track missing which was my fav in the game youtube.com
I like Future more, but I respect those that prefer the original
WOOOOOOOOOOOOOOOOAAAAAAAAAAAAAAAAAHH OOOOOOHHHHH
go back to vr faggot
Future was a game with different styles and it fixed original's mistakes. And it's because of blind nostalgianiggers like you we will never see it get ported to a PC. Fuck you OP.
friendly reminder you can play on pc
youtube.com
They're both equally good, but for different reasons.
That being said, Jet grind Radio did things that would objectively increase the quality of Future, had they been implimented.
>original had clunky controls
This meme will never end. You're fucking playing a character that's wearing roller skates, of course it's not going to control exactly like a character that isn't wearing roller skates. For Future, they just gave up as part of the 'streamlining' and made your character go from 0 to 100 in any direction immediately and toned down the 'roller skating' aspect to it.
Controls aren't clunky just because you haven't taken the time to really understand them and how they work. JSR's controls are perfectly logical and work well for the game they are in.
Mega cope. That doesn't justifies the shitty camera, being unable to change the direction of your grind, or being able to easily change the trajectory of your jump.
>the shitty camera
The camera is a bit bad in the original but the HD ports are the definitive version of the game and they have better cameras
>being unable to change the direction of your grind
Is this a problem if the game was designed around not being able to change the direction of your grind?
>being able to easily change the trajectory of your jump.
You can though, try playing the game longer than 2 hours so you can learn how to play it. Unless you mean like, go backwards at a 90 degree angle when you jump or some shit.
Any attempt to cope with this argument is flawed, as JGR simply doesn't have as advanced of a physics simulation for the player movement.
Both games are so niche. Why do fans have to fight? We should be bros.
I don't even really understand what your argument is, other than "it's clunky because I said so, so that means it's a fact"
I can see why you think that and I respect your opinion. The first game what with its timer and smaller, denser levels has a more arcade like feeling (something SEGA excels at) and it’s almost like a puzzle figuring out the optimal order to do the graffiti in since the more graffiti you do the more police presence there is in the level. But to me personally I just prefer the way JSRF levels have no time limit, the way they’re all interconnected with each other to make one big sort of cohesive world. It made the game feel more like an adventure. Also while some people decry the removal of the graffiti mini-game I never really cared for it. I mean it’s so repetitive, it’s the same damn inputs every time. It’s not challenging or engaging, it’s annoying and boring. The graffiti system in Future is faster and more free flowing.
Almost forgot
>button for graffiti is the same button for fixing the camera
>when the x b and y buttons are free and don't respond for anything
This ruined the gang fights for me so many times my brain doesn't wants to recall it.
JSRF is leaps and bounds a better game than JGR. The only reason ANYONE even begins to think that JGR is better is because they think making the graffitti more 'interactive' made it a completely better game than JSRF. But as already said, making the graffitti have more button presses didn't make the game better. It got in the way of a ton of other mechanics in the game which the JSRF devs saw and changed for the better.
REMINDER:
Damn never heard of this before, might check it out
Well the graffiti inputs weren't the challenge in of themselves. The challenge was performing the inputs quickly enough to outpace the chasing force. Lacking graffiti inputs is just a piece of the COMPLETELY DROPPED chasing mechanic. Remember when enemies would actually pursue you while you tried to escape them? Well, why couldn't that be carried over to JSRF? Why not have a large interconnected adventurous city, and ALSO have enemies that pursue you in them? Face it, JSRF dropped the ball there.
And no, shitty stand-still tanks and stand-still helicopters aren't the same. In JGR, men with uzis would fly in on jet packs, and chase you all about the city. And this was on the final mission, so they had to program enemies to work across a large interconnected level.
As for graffiti inputs themselves, your criticism of them is easy to address. For 1, you could make inputs randomized. So you never know what you're going to get. Some characters having harder inputs than others for balance.
Or, you could make each tag have a unique sequence. This way you can actually master your favorite tag. Making your skill at tagging mean a little more, while adding a bit of variety.
Or you could combine both concepts, where there is some randomosity to each tag.
They could also make tagging while grinding happen in slow motion, so you can do the inputs while you move. The game forces you to slow down anyway, if you want to get clean tags while grinding. At full speed, you always miss some spots, and have to double back. So if the game already expects you to slow in order to get tags, you might as well be given the time to do the inputs.
>"it's clunky because I said so, so that means it's a fact"
>doesn't have as advanced of a physics simulation
Future was a reason i bought an og xbox back then and its far better. I was 18 when it came out tho.
>nostalgianiggers
Future haters are underage weeb faggots that just hate xbox and never played it and probably never even played a Dreamcast
Haven't played Future myself but Birthday Cake is my favorite track from it.
>tfw JSRF HD on consoles and pc never
youtube.com
Least we got funky fresh beats
Birthday Cake is the biggest casual filter in either game.
>here are a ton of hypothetical things they could have done in my ideal jsrf game that doesn't exist
okay cool. anyways, jgr graffiti mechanic was clunky. and they knew that. thats why they removed it. i can see why some people would be left wanting more than just push a button on a marker but JSRF was ultimately about exploring the stages and high speed skating / platforming and it got in the way of that. at the end of the day JSRF was just a better game overall. "arcade feel" just means "this game feels dated but i have nostalgia goggles on" and the grafitti excuse is the only thing they have to say the game was dumbed down when overall the game was made better overall by a longshot and the graffiti was streamlined to fit how the game felt, better, in the end.
Old game good.
It's called JSR in europe
I play this one sometimes, it's fairly well made for a Unity fangame. If only it was easier to find open lobbies, it's a ghost town in online mode.
Bump
jsr sucks, people just like it because of hideki's god tier music
What is the point of doing trick and grinding on rails if you skate at a snail's pace and float like you are on the moon?
I don't care about the jump height, but the speed you fall down just makes it harder to make precise landings.
didnt super monkey ball just get something on PC? i dont think a jsrf or new game is too far off from now
jet set radio and future are pretty easy games, even with the first game's stupid placement of the camera being the same as the graffiti it isnt that bad YOURE ALL JUST BAD
What you call "streamlined", I call threadbare.
How can you just ignore the fact that enemies don't even chase you throughout the level? That has nothing to do with the structure of the game. It's just a fact that they failed to implement the mechanic. Opting for these awkward as fuck fighting segments, where you're boxed in and have to fight the police while confined. A SHADOW of the mechanic from the first game.
And how can you handwave all the solutions I've provided? They go to show the wasted potential of JSRF. How you could just as easily translate old mechanics to fit the new "feel". The point of a sequel is to refine mechanics, not drop mechanics. I mean sure, dropping something like the timer is fine. But dropping graffitti inputs? Dropping the chasing mechanics? WHY?! Doesn't make any sense. They just failed to live up to what a sequel is supposed to be.
I didn't even say anything about "arcade feel". You're just trapped in old arguments. But since you brought up nostalgia. I should remind you that JGR is less than 2 years older than JSRF. So how can you call JGR fans blinded by nostalgia, when the game isn't even a few two years older? And JSRF is 17 years old itself.