Showing posts with label Articles & Interviews. Show all posts
Showing posts with label Articles & Interviews. Show all posts

Sunday, June 28, 2026

The 11 Chapter Tiles (GDC 2014) - Examination & Theories [Part Two]

In this second part continuing on from Part One, we will be examining the remaining four chapter tiles: 8 (Cangzhou), 9 (Inner Mongolia), 10 (Beijing) and 11 (Xinjiang).

While the first seven tiles broadly align with locations and events seen in the released games, the final four move into largely unexplored territory within the Shenmue narrative.

Below are the map images again showing where each of the tiles is set for reference.

Yu Suzuki’s development map


Cangzhou, Inner Mongolia, Beijing and Xinjiang are located to the north of the earlier chapters.

Analysis of the final tiles is somewhat more challenging, as at the current time high-resolution images are not available.
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Wednesday, June 24, 2026

The 11 Chapter Tiles (GDC 2014) - Examination & Theories [Part One]

The Chapter Concept Art is a set of 11 illustrated panels representing chapters from an early version of the saga created around 1996, when the project was still known as Virtua Fighter RPG (VFRPG).

They were first released publicly in 2014, during Yu Suzuki’s talk on Shenmue’s development at the Game Developers Conference (GDC 2014). Suzuki casually introduced a slide containing the never-before-seen artwork, noting to the enthralled audience:

“This is the first time I’m showing anyone this stuff.”

Created during a formative planning stage, the artwork was intended to visualize the story as a whole, capturing key characters, locations, and major story developments. Elements seen in them would later appear in recognizable form in the three Shenmue games released so far, while others remain unaccounted for at present.

The set of 11 Chapter Tiles (GDC 2014)

Another slide shown during the same GDC presentation clarifies how these illustrations were developed. Suzuki explained that the story had first been organized into an eleven-chapter novel, with a focus on “world feel and drama,” and that one illustration was then created for each chapter. The chapter tiles therefore correspond to this early novelized structure, serving as visual representations of its narrative progression.

While these illustrations may no longer correspond exactly to how Shenmue’s story ultimately unfolds, they remain an important item of reference and speculation for fans. High-resolution versions are currently available for only the first seven illustrations, but the set as a whole offers a window into the project’s original ambitions and planned events. Taken together, the images appear to outline not only a sequence of locations, but also a broader narrative arc that begins with revenge and gradually evolves toward reflection and renewal.

In this post, we’ll take a closer look at all 11 chapter tiles, identifying familiar faces and settings and drawing connections to material already seen in the released games. As we examine each chapter tile, we’ll also note some of the interpretations and theories that have emerged within the Shenmue community over the years.

Note: At the time these chapter tiles were created, the protagonist was to have been Virtua Fighter's Akira Yuki. For simplicity in this post, however, we'll refer to "Ryo".

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Monday, May 4, 2026

1999 Special Report: "Making of Shenmue" | Dreamcast Magazine

In July 1999, Japanese broadcaster NHK BS2 aired the first episode of its new Network Jungle III documentary series. Each installment explored how digital technology was reshaping Japan’s creative industries at the turn of the millennium. Episode One was called A Vision of the Future - A New Digital Era and focused on Sega’s legendary producer Yu Suzuki and his most ambitious project to date.

The NHK production crew followed Suzuki and the AM2 team inside Sega’s development studios over a period of six months, giving an unprecedented look at game creation on a cinematic scale. Viewers saw programmers tweaking lighting and weather systems, motion-capture artists digitizing martial-arts movements, and an orchestra recording the game’s sweeping score. NHK framed it as a glimpse into a new kind of entertainment: part film, part interactive world. The episode’s closing subtitle put it plainly: “A game that plunges you into a world of another dimension.”

Later that year, and still before Shenmue's eventual end-of-year release, the Japanese gaming magazine Dreamcast Magazine published a special feature about the game's development that was closely based on this broadcast.

The Shenmue special feature appears in Vol. 28 of Dreamcast Magazine (September 1999)

In this post, we’ll be sharing a full English translation of that magazine article, together with stills recaptured from the NHK documentary. Together, this will reveal how Shenmue was presented to Japan, as a milestone in digital culture in 1999.

The article translation begins below.

Note: where feasible screenshots have been re-captured directly from the NHK documentary video and other sources, based on those in the original article.

Shenmue logo

Shenmue Chapter One: Yokosuka

● SEGA
● Scheduled for release on October 28, 1999
● Price: 6,800 yen, 3-disc set (4-disc limited first edition)
● Genre: FREE (Full Reactive Eyes Entertainment)

Shenmue Part Two (Working Title)

● SEGA
● Release date undecided
● Price: TBD
● Genre: FREE (Full Reactive Eyes Entertainment)

"May that sense of wonder stay fresh in your heart forever."
(Image courtesy of the Shenmue Dojo: Shenhua 1999 calendar)
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Friday, March 13, 2026

Poll Result: Patrons' Choice Topic for March 2026

Every month Phantom River Stone holds a poll among our patrons to choose a topic for the blog in the coming month. After tallying the votes (including accumulated votes from previous months), the winning topic this time is:

"Shenmue II pre-release interview with the Japanese voice actors for Ryo, Ren and Shenhua"


Originally published in the June 22, 2001 issue of the Japanese magazine DoriMaga, this interview features Masaya Matsukaze (Ryo Hazuki), Hazuki Ishigaki (Shenhua), and Takumi Hagiwara (Ren) reflecting on three years of recording, memorable scenes from development, and their expectations just before the release of Shenmue II.

Coming soon to the blog!

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Saturday, February 7, 2026

Poll Result: Patrons' Choice Topic for February 2026

Every month Phantom River Stone holds a poll among our patrons to choose a topic for the blog in the coming month. After tallying the votes (including accumulated votes from previous months), the winning topic that has been voted this time is:

"The 11 Chapter Tiles (GDC 2014) - Analysis & Community Theories"

In 2014, during Yu Suzuki’s talk on Shenmue’s development at the Game Developers Conference, he introduced a slide of Chapter Concept Art with a simple remark:

“This is the first time I’m showing anyone this stuff.”

The slide showed 11 illustrated panels, each representing a chapter from an early, pre-Shenmue version of the saga. Created during a formative planning stage, the artwork was intended to visualize the story as a whole, capturing characters, locations, and major plot points. Some of these would later appear in recognizable form in the games released so far, while others remain unaccounted for at present.

Although high-resolution versions are currently available for only the first seven illustrations, the set as a whole offers a window into the project’s original ambitions and planned events. In our upcoming article, we’ll take a closer look at all 11 chapter tiles, identifying familiar faces and settings and drawing connections to material already seen in the released games and to chapters that remain entirely unseen. As we examine each chapter tile, we’ll also consider some of the interpretations and theories that have emerged within the Shenmue community over the years, including what may lie ahead in the story.

Coming soon to the blog!

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Monday, January 26, 2026

Masaya Matsukaze on Shenmue the Animation - Mini Interview [May 2022]

In this post, we translate a short 2022 interview that was held with Masaya Matsukaze, who voiced the protagonist Ryo Hazuki in Japanese in all Shenmue games, about his involvement in the Shenmue the Animation anime adaptation. The interview was conducted during the period of the anime’s broadcast in Japan.

Matsukaze also shares memories from the recording booth and offers insight into why even the smallest details in Shenmue continue to resonate decades later.

The translation begins below.

Originally released in 1999 on SEGA’s home console, the Dreamcast, Shenmue is a legendary action-adventure game that has influenced countless titles since.

Now, the anime adaptation Shenmue the Animation has been streaming across various platforms since April 2022, and as of May, has also begun airing on TOKYO MX [TV station].

We’ve obtained an official interview with Masaya Matsukaze, who plays the lead role of Ryo Hazuki. In it, he talks in depth about the anime adaptation, describing it as proof that “the miracle isn’t over yet.” He shares his impressions from the voice recording sessions, his thoughts after watching the finished episodes, and what continues to make the world of Shenmue, including the original game, so captivating.

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Saturday, January 10, 2026

Poll Result: Patrons' Choice Topic for January 2026

Every month Phantom River Stone holds a poll among our patrons to choose a topic for the blog in the coming month. After tallying the votes (including accumulated votes from previous months), the winning topic that has been voted this time is:

"Inside Yu Suzuki’s Project Berkley: a First Glimpse"

In late 1998, as the Dreamcast era was just beginning, Yu Suzuki began teasing his next project under the code name Project Berkley. Rather than a traditional announcement, Suzuki chose to reveal fragments of the project through a special video on GD-ROM that came bundled with Virtua Fighter 3tb.

Coverage by the Japanese Dreamcast Magazine from the time paints Project Berkley as something deliberately hard to define: not quite a game, not quite a movie, but what Suzuki described as “FREE”: Full Reactive Eyes Entertainment.

The article focuses on mood, visual direction, and ambition, teasing a vast world, universal themes, and the now-famous image of a mysterious young girl who would later become central to Shenmue’s identity. This early glimpse offers a fascinating snapshot of Shenmue before the title, the town of Yokosuka, or even Ryo Hazuki had been fully revealed.

Coming soon to the blog!

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Monday, December 29, 2025

Yu Suzuki’s Keyword for 2026: “Maru” — Reflections on 2025 (Famitsu.com)

 

"171 Game Creators' New Year's Resolutions" from Famitsu (the Chinese Zodiac animal sign for 2026 is the Horse)

Famitsu.com has released its annual developer survey, offering insights from 171 creators across the Japanese game industry. Yu Suzuki is among those featured once again. As in previous years, participants were asked to select a “keyword” or phrase representing their outlook for the year ahead, reflect on the past year, and share brief updates on their current activities.

Yu Suzuki’s responses reflecting on 2025 and looking ahead to 2026 are below, translated from the original Japanese. This year’s comments are brief and upbeat, reaffirming his commitment to game development while touching on recent Shenmue-related news. His chosen keyword is simple but open to interpretation:

Q: Your Keyword for 2026?

YS: Maru (まる = “circle” / “wholeness”)

Q: Your Aspirations for the Year Ahead?

YS: Next year also, I hope to continue taking on the challenge of game development and delivering fresh experiences to everyone!

Q: Recent News

YS: In 2025, we announced release information for Shenmue III Enhanced. Please wait a little longer for this easier-to-play, higher-quality version of Shenmue III.

Q: What Are You Keeping an Eye On?

YS: The 2026 World Baseball Classic, and the film adaptation of OutRun.

Yu Suzuki: CEO of YS Net. Best known for creating genre-defining works such as Virtua Fighter and Shenmue during his time at Sega. In 2025, his company released Steel Paws.

Notes on the Keyword “Maru”

Yu Suzuki’s chosen keyword, maru, is a simple word that can carry a lot of meaning in Japanese. Literally, it means “circle,” but it’s often used to suggest ideas like wholeness, completeness, or rounding things out. In everyday contexts, maru can also be used to mark something as correct or satisfactory (like an exam answer), while more broadly it can hint at cycles or things coming back around, rather than reaching a definite end.

Seen in the context of Yu Suzuki’s career as a game developer, maru feels deliberately open-ended. For Shenmue fans, it’s hard not to briefly wonder whether a word associated with “wholeness” or “completion” might hint at the long-running and unfinished nature of the series, and the hope of one day bringing that story to a proper conclusion. Any such reading, however, remains purely speculative.

More broadly, and perhaps more practically, maru can be read as expressing a general sense of balance or continuity, which fits neatly with Suzuki’s comments about continuing with game development and delivering fresh experiences. In light of Shenmue III Enhanced, it may also reflect the idea of refining or rounding out an existing work through further polish and improvements. Whether it’s meant as “closing a circle,” keeping things moving, or simply aiming for things to feel right, maru works here as a loose, reflective keyword rather than a fixed statement.

Shenmue III Enhanced

Release information for Shenmue III was shared in August 2025, around the time of Gamescom. Published by ININ Games, the Enhanced version introduces visual, performance, and quality-of-life improvements, while allowing players to retain the original experience through optional settings.


2026 World Baseball Classic

He also highlights the World Baseball Classic as an event of interest. The tournament is set to return in 2026 and will once again bring together national teams from around the world, with games scheduled to be held in several locations, including Tokyo.


OutRun Film Adaptation

Suzuki also notes his interest in the upcoming film adaptation of OutRun - inspired by the arcade game of the same name he created at Sega in 1986 which remains one of the company’s most iconic arcade titles. In April 2025, Sega announced that a live-action feature film adaptation is in development at Universal Pictures, with acclaimed director Michael Bay attached to direct and produce. A release date has not yet been announced.



Related Links

Previous end-of-year responses from Yu Suzuki:

Source (Japanese): Famitsu.com


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Saturday, December 13, 2025

Shenmue Development Timeline (May 1998 - Dec 1999)

Most Shenmue fans already know the broad story of the game’s development: the early demos, the ever-extending release date, and the rumors in games magazines suggesting that SEGA was aiming for something far bigger than anything it had attempted before.

Below is a timeline translated from the Shenmue Complete Guide book, which was published in Japan not long after the first game’s release. It reflects how Shenmue’s development was being presented and discussed at the time, before years of retrospectives and post-mortems filled in the gaps. Much of this information will be familiar to longtime fans, but it still serves as a handy snapshot of those busy Dreamcast years and how key milestones slotted into place.

I’ve also inserted relevant videos at a few points along the way where they help capture what players were seeing at the time as Shenmue gradually took shape.


21 May '98

DC Demo: "Tower of Babel"


At SEGA’s Dreamcast unveiling event, one of the demo videos shown was Tower of Babel, created by Yu Suzuki in just 10 days. In retrospect, this can be seen as a precursor to Shenmue.
  • Tower of Babel Demo Video:

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Sunday, November 30, 2025

Shenmue’s Road to Release (Shenmue "Complete Guide" Feature, March 2000)


Not long after the release of Shenmue ~Chapter One: Yokosuka~, the Shenmue Complete Guide, with its distinctive black cover, was published in Japan by SoftBank under the Dreamcast Magazine brand. Included in this guide was a special in-depth feature that looked back on the game’s ambitious development.

In this post, we will be translating the full piece into English. It's a fascinating glimpse into how Yu Suzuki and his AM2 team transformed an experimental RPG prototype into what would become one of the most groundbreaking titles in gaming history.

The translation begins below.


A Year and a Half Following Shenmue



AM2, Sega’s most powerful development team, has produced countless hit games. But around the end of 1996, its head, Yu Suzuki, began to go quiet. Spurred by a shift in direction within Sega, Suzuki took on the RPG genre for the first time. As he became more and more immersed in his new project, before anyone realized it, it had grown into a massive undertaking involving an extraordinary number of staff members.

What would become Shenmue ultimately took over four years to complete. But the Shenmue you hold in your hands is still just the beginning.

What exactly is Shenmue? We take a closer look to find out.


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Thursday, November 6, 2025

Megumi Yasu Photoshoot - Nozomi Harasaki Cosplay | Dreamcast Magazine, March 2000

The March 2000 edition of Japan's Dreamcast Magazine featured cosplay by Megumi Yasu, the voice actress who portrayed Nozomi Harasaki in the Japanese version of Shenmue. Along with the photos, the feature included a brief Q&A section.

Megumi Yasu recreates one of the CG renders of Nozomi at her shop.

AI animation based on the magazine still.

Note: the photos in this post have been extracted from a pdf scan of the magazine, so quality is limited. Some of the photos have also been processed to remove overlaid text.

 -- The article translation begins below --

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Thursday, October 9, 2025

Poll Result: Patrons' Choice Topic for October 2025

Every month Phantom River Stone holds a poll among our patrons to choose a topic for the blog in the coming month. After tallying the votes (including any carried over from previous months), the winning topic this time is:

NHK documentary "Making Of Shenmue" Recap

In July 1999, Japanese broadcaster NHK BS2 aired the first episode of its new Network Jungle III documentary series. Each installment explored how digital technology was reshaping Japan’s creative industries at the turn of the millennium. Episode One was called A Vision of the Future - A New Digital Era and focused on Sega’s legendary producer Yu Suzuki and his most ambitious project to date.

The NHK production crew followed Suzuki and the AM2 team inside Sega’s development studios over a period of six months, giving an unprecedented look at game creation on a cinematic scale. Viewers saw programmers tweaking lighting and weather systems, motion-capture artists digitizing martial-arts movements, and an orchestra recording the game’s sweeping score. NHK framed it as a glimpse into a new kind of entertainment: part film, part interactive world. The episode’s closing subtitle put it plainly: “A game that plunges you into a world of another dimension.”

Later that year, and still before Shenmue's eventual end-of-year release, the Japanese gaming magazine Dreamcast Magazine published a special feature about the game's development that was closely based on this broadcast. It reused stills and quotations to turn NHK’s televised documentary into a richly illustrated print feature. While the show itself aired only once, the magazine preserved its tone and stirred further anticipation for a title that promised to redefine realism in games.


In the upcoming post, I’ll be sharing a full English translation of that magazine article, together with stills recaptured from the NHK documentary. Together, this will reveal how Shenmue was presented to Japan, as a milestone in digital culture in 1999.

Coming soon to the blog!
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Wednesday, October 8, 2025

Anecdotes & Insights - The Spirit of Shenmue Lives On | Famitsu Dec 2024 [Part 6]

In this post, we present the final part of our English translation of Famitsu’s 25th anniversary roundtable with the original Shenmue developers. In Part 5, the team recounted the challenges of building Shenmue II, reflected on the long road until Shenmue III, and shared their hopes for seeing the series reach its conclusion one day.

In this final part, the discussion closes with a message from actor Masaya Matsukaze, the voice of Ryo Hazuki in the Japanese version, who shares his memories of the series’ early days and what Shenmue has meant to him. The developers then reflect on their own experiences and the lasting impact Shenmue has had on their lives, careers, and friendships.


What Does Shenmue Mean to Each of You?


—As we begin to wrap things up, we’ve received a comment from Masaya Matsukaze, who plays Ryo Hazuki. Let us share it with you now.

Masaya Matsukaze – 25th Anniversary Comment


"I have so many memories tied to Shenmue that I don’t even know where to start...

First off, let me talk about the audition. It was all extremely top-secret, and a ton of people participated. One thing that really stuck with me was being told, “Bring a personal seal (inkan) to stamp the confidentiality agreement - if you don’t have it, you’ll be sent home.” I remember thinking that was pretty strange, and also telling myself, “If I forget it, I won’t just fail the audition, I won’t even be allowed to apply, which would be ridiculous,” so I made extra sure not to forget it.

By some miracle, I passed the audition. I later heard the reason I got the role was, “We knew the production would be tough, so we chose someone who looked sturdy and had a good personality.”

A few years later, the game was finally announced with a press event at Pacifico Yokohama! After years of keeping everything confidential and working in a secret facility, without even telling my own parents, Shenmue was finally going public. But during preparations for my own appearance on stage, we ran into a problem during the costume check. Apparently, it was felt that “Matsukaze’s outfit is lame.” So at the last minute, on the night before the event, I had to run to a department store in Tokyo and buy a whole new outfit! There wasn’t time for tailoring, so the fit was a little off - that’s another memory that sticks with me.

Once, in the dressing room for the motion capture, the actor Yukijiro Hotaru said to me, “You’re still young, right Matsukaze? While you’re young, you should try everything. Later on, you’ll naturally start to weed out the things you don’t want to do, and that’s how you’ll find the path you should take.” I’ve lived by those words ever since. The advice I've received from Yu Suzuki and Hiroshi Fujioka is also something I treasure. The people I met through Shenmue have had a profound impact on who I am today.

Cancellation, then revival - when I was told “The series will be put on hold after II,” I was so shocked it felt like my heart stopped. We had already recorded so much motion capture for what came next... Then, years later, when I heard the words, “We’re making a sequel!” I was absolutely speechless. And then came the anime... Shenmue is full of surprises. You truly never know what’ll happen next. I could go on and on forever.

Oh, and speaking of which - I recently made Ryo’s leather jacket as a hobby project!"

See the full video on Matsukaze's YouTube channel

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Monday, October 6, 2025

Anecdotes & Insights - From Shenmue II to Shenmue IV | Famitsu Dec 2024 [Part 5]

In this post, we continue our English translation of Famitsu’s 25th anniversary roundtable with the original Shenmue developers. In Part 4, the team reflected on Shenmue’s enduring legacy and casually revealed that a fully playable PlayStation 2 version of Chapter One once existed but was never released.

Part 5 turns to the creation of Shenmue II, an ambitious sequel built on a rewritten engine and systems to support its larger scale. The developers also share stories from the Shenmue III era and reflect on the possibility of Shenmue IV, discussing their hopes for seeing the story completed one day.


Development of the Even More Expansive Shenmue II


—So far we've mostly been talking about Shenmue I, but were there any specific hardships during the development of Shenmue II?

Hirai: I was responsible for all the system programming in Shenmue II, but as for the other parts of the game, that was almost entirely handled by Mr. Wada.

Wada: The first game was set in a small Japanese town. You didn’t need too many people on screen, the streets were narrow and had lots of corners, so you didn’t have to draw things too far into the distance. But Shenmue II was set in a massive city, Hong Kong, so we had to show more people on-screen, and draw much further into the distance to make the city feel alive and expansive.

When we looked at that, it became obvious: there was absolutely no way to achieve that using the system from Shenmue I. I talked with Hirai and the tech team, and we ultimately decided we had to rebuild everything from scratch.

Hirai: The scripting system, the engine, even the C-language parser - we basically changed all of it. At the time, I was also involved with Space Channel 5 Part 2, so if issues cropped up, I would temporarily shift my focus back to Shenmue II to help out.

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Saturday, October 4, 2025

Anecdotes & Insights - Shenmue’s Legacy and the Unreleased PS2 Port | Famitsu Dec 2024 [Part 4]

In this post, we continue our English translation of Famitsu’s 25th anniversary roundtable with the original Shenmue developers. In Part 3, the group discussed Hirai’s “Shenmue Maker” system, the unique team culture under Yu Suzuki, and the creative energy that fueled the project’s breakthroughs.

Part 4 explores Shenmue’s lasting impact on the developers’ lives and the wider industry - and, casually dropped into the conversation, comes the revelation that a fully functional PlayStation 2 port was developed but never released!


Shenmue's Pivotal Role in the Developers' Lives

Okayasu: I think Shenmue really changed the lives of a lot of the people who worked on it.

A lot of staff came and went during its development. How did all of you feel about that constant turnover?

Okayasu: It was honestly just a "throw more people at it" kind of strategy - pure manpower tactics. And that meant some of the new staff were competent, but others were completely useless.

Kasahara: We had people coming in as "programmers" who had never even written a line of code. It was total chaos. There were even people whose only job was to go out and recruit others. Their performance was judged by how many people they brought in - once they delivered someone, their job was done.

Ahhh... so the whole staffing and operational system was unstructured, and individual tasks didn’t necessarily add up to meaningful progress overall.

Matsuda: Which made things a nightmare for those of us actually on the ground.

Okayasu: Matsuda, what did you think when you got caught up in what we called the "Shenmue Hunt" and you were told to join the Shenmue team?

Matsuda: Oh, I didn’t even get a say in whether I joined the team or not. It wasn’t optional. I still clearly remember that it was right before my very first summer vacation as a new graduate.

Before joining the Shenmue team, I was thinking, “Wow, AM2 really works hard. Pretty intense,” but I figured I’d take a nice break over summer and refresh myself. Then, right before the break, my manager called me in and said (doing an impression), “Matsuda… there’s this game called Shenmue. We’re short on people. The time has come for your talents to be of use. You want to grow as a designer, don’t you?”

And the moment I said, “Yes!” my summer vacation disappeared.

Everyone: (laughs)

Kasahara: That voice impression was actually kind of close. (laughs)

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Friday, October 3, 2025

Anecdotes & Insights - "Shenmue Maker" & Yokosuka's One-Year Build | Famitsu Dec 2024 [Part 3]

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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Thursday, October 2, 2025

Anecdotes & Insights - Shenmue Devs on Crunch & Debugging | Famitsu Dec 2024 [Part 2]

In this post, we continue our English translation of Famitsu’s 25th anniversary roundtable with the original Shenmue developers. In Part 1, the team recalled the brutal work culture, the “general election” that decided the lead programmer, and how some staff turned themselves into NPCs.

Part 2 turns to the harsh realities of debugging, with stories of cardboard naps, 24-hour shifts, bizarre bugs, and the obsessive attention to detail that made Shenmue both a nightmare to create and a one-of-a-kind masterpiece.

The Harshness of the Development Environment

Hirai: You really shouldn’t be starting meetings at 10 p.m., right? We did have a nap room, though. That said, my previous company wasn’t very different, so I thought, “Ah, it’s the same here too.” That was just the era we were in. Still, during Shenmue’s development, I felt way more pressure. I remember seeing my timecard showing "XX" hours for a single month.

Note from Switch: The original article did not provide the exact figures; “XX”/“YY” are placeholders for the actual numbers.

Kasahara: If we’re talking about work hours, then it has to be Wada. Like we mentioned earlier, when you looked at his timecard, he’d barely gone home all month. And he wasn’t the kind of guy to fudge the numbers or cheat the system either. His recorded hours for one month were something like "YY" hours.

— (We could only laugh.) I mean, there are only about 720 hours in a month, assuming 24 hours times 30 days.

Hirai: Wada was known as the ‘mainstay’ of the team. He was always present in the office - that’s how dedicated he was. And he wasn’t even a full-time employee! (laughs)

Kasahara: No matter when you showed up, he was always there.

— Mr. Wada, why were you working that much...?

Wada: I was a contract employee, and I originally worked at another company doing various types of development, but I was brought onto Shenmue under contract. And the content of that contract was to “see Shenmue through to release.” So I felt that unless the game shipped, I hadn’t fulfilled my responsibility. I was just doing what I believed was required of me.

To put it simply, I just didn’t go home for two months. (laughs)

Especially toward the end of development, we had about two solid months of debugging, and the team had to operate 24 hours a day. There were times during debugging when the game would crash, and the testers would be stuck, unable to do anything, until morning. That happened several times, but with no programmers around at those hours, the bugs couldn’t be fixed.

Once someone said, “We can’t do any debugging because there’s no programmer here,” I realized I had to be available around the clock. After that, I basically worked 24 hours a day.

Ryo catches some sleep... unlike some of the developers [Image added by Switch]

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Wednesday, October 1, 2025

Anecdotes & Insights - Shenmue Devs Celebrate 25 Years | Famitsu Dec 2024 [Part 1]

To celebrate the 25th anniversary of Shenmue's release on the Dreamcast in Japan, Famitsu.com invited several former project members to reminisce over dinner about their experience working to create the masterpiece that is Shenmue and reflect on the game's legacy.

Left to right: Takeshi Hirai, Eigo Kasahara, Makoto Wada, Keiji Okayasu, Kenji Miyawaki, Takashi Matsuda, Toshiyuki Kurooka

The participants were key members from the original Shenmue development team:

  • Eigo Kasahara, who served as Planning Director for Shenmue I and II, and also worked on the Shenmue Passport and the PS4 remaster.
  • Makoto Wada, a programmer on Shenmue I and lead programmer on II.
  • Takeshi Hirai, the main system programmer on Shenmue I.
  • Keiji Okayasu, the Assistant Director on Shenmue I, II, and III.
  • Toshiyuki Kurooka, a programmer on Shenmue I, who focused on events around the Hazuki residence and the basement. 
  • Takashi Matsuda, a CG designer on Shenmue I and II who created many of the game's NPCs. 
  • Kenji Miyawaki, a graphic designer responsible for character designs and UI across the series.
The discussion is full of fun stories and inside jokes, while at the same time revealing just how intense the work environment was at the time, and the immense dedication shown by the development team to bringing the games to life. Not to mention the startling revelation that a PS2 port of Shenmue I was developed internally but never released...

"I didn't go home for two months." - One of the dinner participants.

"This isn't that kind of game!" - Yu Suzuki, upon discovering that the developers had implemented boob jiggle physics.

"We created Yokosuka from scratch in just one year - after the game's announcement (at the Shenmue Premiere)" - Takeshi Hirai.

The article translation starts below.

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Friday, September 12, 2025

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World Guidance Guidebook - Shenmue Staff Developer Survey

Shenmue Chapter One Yokosuka: World Guidance

The World Guidance guidebook was published shortly after Shenmue I's original release in Japan and contains some of the most detailed and complete information about the first game of all the guidebooks published at the time.

As a special feature, at the end it includes an exclusive survey held with Shenmue developers themselves, and while the length of the survey is brief (in the form of a short six-question list), it is sure to give some fascinating insights from those who worked on the project.

The survey is introduced in the guidebook as follows:

Shenmue Staff Survey - 57 People!

The massive development team poured their collective effort into creating Shenmue: Chapter One ~ Yokosuka. To close out this book, we present the real, unfiltered comments from the staff themselves. Of course, this is only a portion of their voices, but it gives you a glimpse into both the hardships and joys of game development. Please read through with anticipation for what’s to come in the next installment. 
 
Note: Except for team leaders, all names are shown as initials, and honorific titles have been omitted.

Survey Questions

1. What do you like about Shenmue?
2. Who is your favorite character, and why?
3. What scene left the deepest impression on you during the game?
4. Are there any hidden “tricks” you secretly included in the game?
5. Do you have any interesting episodes you can share from development?
6. Shout out one thing you'd like to say!
7. Please give a short message for the players.

Coming soon to the blog!


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Wednesday, July 9, 2025

Poll Result: Patrons' Choice Topic for July 2025

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Famitsu.com article: 25th Anniversary Shenmue Reunion with Key Former Developers

To celebrate the 25th anniversary of Shenmue's release on the Dreamcast in Japan, Famitsu.com invited several former project members to reminisce over dinner about their experience of working to create the masterpiece that is Shenmue and reflect on the game's legacy.

Left to right: Takeshi Hirai, Eigo Kasahara, Makoto Wada, Keiji Okayasu, Kenji Miyawaki, Takashi Matsuda, Toshiyuki Kurooka

The participants consisted of key members from the original Shenmue development team:

  • Eigo Kasahara, who served as Planning Director for Shenmue I and II, and also worked on the Shenmue Passport and the PS4 remaster.
  • Makoto Wada, a programmer on Shenmue I and lead programmer on II.
  • Takeshi Hirai, the main system programmer on Shenmue I.
  • Keiji Okayasu, the Assistant Director on Shenmue I, II, and III.
  • Toshiyuki Kurooka, a programmer on Shenmue I, who focused on events around the Hazuki residence & the basement. 
  • Takashi Matsuda, a CG designer on Shenmue I and II who created many of the game's NPCs. 
  • Kenji Miyawaki, a graphic designer responsible for character designs and UI across the series.
The discussion is full of fun stories and inside jokes, while at the same time revealing just how intense the work environment was at the time, and the immense dedication shown by the development team to bringing the games to life. Not to mention the startling revelation that a PS2 port of Shenmue I was developed internally but never released...

"I didn't go home for two months." - one of the dinner participants.

"This isn't that kind of game!" - Yu Suzuki, upon discovering that the developers had implemented boob jiggle physics.

"We created Yokosuka from scratch in just one year - after the game's announcement (at the Shenmue Premiere)" - Takeshi Hirai.

Coming soon to the blog!

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