Developed by: Smilebit | Published by: Sega

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Original concept. The cell shading presents a unique gaming experience. It fits very nicely with the bubble gum music, rollerskates, and spray paint.

Each level has a set of different objectives (spray paint the locations, beat the authorities, etc). As you progress through the game, different objectives come up as the poison gangs and Rokkaku police officers react to your actions. Jumping around in halfpipes, sliding on railings, spray painting walls, beating authorities, beating helicopters, chasing and tagging enemies, platform jumping, and all the other actions are unique and provide a robust package of experiences that are constantly switching as you play through the game, which stops it from getting too repeditive and boring.

There's a good mix of reactive (press the button to jump at the right time) and strategic (go through an obstacle course, find your way around the map) gameplay.

The areas are set up with an open-ended, free-roaming map setup and there are linear objectives, and linear sub-courses inside each area. It is a seamless blend of linear and open-ended gameplay.

Sliding around on railings is fun, jumping and trying to land on them, and so on. Each area is like a carefully crafted skate park.

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I am in a gang of bubble gum-chewing, bee bop music-listening teenagers with show-me-whatcha-got attitutes. While this may work for 10 to 12 year-olds, it will not work for many other demographs. The Japanese bubble gum songs that litter the soundtrack make the gaming experience really corny and sometimes downright annoying.

The hip hop street feel has gone pop and made to be too cute. It has been drained of the hardened ruthless edge, where people have to struggle against a world that is against them, that made it so popular in the first place.

The idea of spray painting all over town to stop a greedy mobster from infiltrating the polical system is kind of strage.

The good guy vs bad guy thing wasn't really there. When the bad guy would show up, he didn't seem like he was evil, he was just there and I had to knock him down and cover him with spray paint for some reason. There was hardly any drama to what I was doing.

There are too many instances where one tiny mistake can send you way back too far.

The camera angles could do a better job of working with you. That aspect of level design could have been done better.

The text boxes are extremely outdated and makes the gameplay experience painful at best.