In this post, we continue our English translation of Famitsu’s 25th anniversary roundtable with the original Shenmue developers. In Part 2, the team shared tales of late nights and endless debugging, reflecting the uncompromising standards that defined the project.
Part 3 highlights Takeshi Hirai’s ingenious “Shenmue Maker” system that kept all 88 programmers in sync, and dives into anecdotes about working under Yu Suzuki, including the Zushi Marina retreats where late-night debates (and drinks) helped shape Shenmue’s vision. We also hear a special anniversary message from Yu Suzuki himself.
Hirai's "Shenmue Maker" Programming Concept
— Were there any other parts of the programming that were especially difficult?
Hirai: The "games within a game" at the You Arcade were pretty tough. You can play Space Harrier, Hang-On, and so on inside the game. But to do that, we had to temporarily set aside the data from the main game, load and run the arcade game, and then after playing, return to the main game - and deal with the fact that various internal data would come back completely scrambled. Getting everything to cleanly return to the way it was, as if nothing had happened, and seamlessly resume the main story... that was actually a pretty complex process.
— I see.
Kurooka: Here’s a funny one - you know the capsule toy machines, right? Well, one of the items you can get is Sonic. But Sonic was the only one modeled with an unusually high polygon count, and during development, there was this bug where the game would crash whenever you got Sonic.
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