the Rokkaku CEO, Goji Rokkaku, plans to use the record to make a contract with the demon and take over the world. The GGs defeat Goji in the rooftop of his headquarters by destroying his turntable and render him powerless to the evil powers summoned by tagging his forehead. Freedom is returned to the streets of Tokyo-to. In a twist, Combo reveals that The Devil's Contract is an old record with no demonic powers and that wealth had driven Goji to insanity. DJ Professor K addresses to those with doubts in his audience that this story is up to them to believe, but he ends the transmission with "On the streets, there's no such thing as 'The End'!" Development Jet Set Radio was developed by Smilebit, a Sega studio formed from members of Team Andromeda, the developers of the Panzer Dragoon games for the Sega Saturn. The development team consisted of fewer than 25 developers, with an average age of under 25. Programming began in mid-1999. The game was announced at the 1999 Tokyo Game Show and drew media attention for its cel-shaded style. During the early stages of development, director Masayoshi Kikuchi had difficulty leading the team without prior directing experience. The visual style was established prior to the gameplay; according to Kikuchi, it could have become an adventure game or role-playing game. His superiors were not satisfied with early concepts, and so Kikuchi used trial and error to develop a concept that he believed everyone would find interesting. Ueda wanted to create something "cool" that dealt with popular culture and was completely unlike the team's previous game, the 1998 role-playing game Panzer Dragoon Saga. Ueda's drawings of a punky character with headphones and rollerblades became the foundation of the game. Ueda had joined Sega after being impressed by the "freshness" and international appeal of Sonic the Hedgehog, but was disappointed with the excessive focused saturation of overtly fantastical manga and anime-style designs, and hoped to create something original. Smilebit drew inspiration from games outside the typical game genres of science fiction and fantasy. Ueda was particularly inspired by a demonstration of the PlayStation rhythm game PaRappa the Rapper at the 1996 Tokyo Game Show: "I think that's the first game with pop culture like that. They did it first. After that I decided to make a true game, not just a visual experience, that was actually for adults."