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

Poll Result: Patrons' Choice Topic for September 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 accumulated from previous months), the winning topic this time is:

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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Scenes from Kyoto: Temple Garden Features & Pink Telephone

A few pictures from a recent visit to the scenic city of Kyoto which had strong vibes of Ryo's hometown.


Temple Garden

Koi fish swim lazily in a temple pond, approaching hopefully if you happen to be standing near their usual feeding spot.


The tranquil sounds of a summer day... insects chirping and the sound of cool running water. Every few minutes, the shishi-odoshi bamboo fountain tips over and back with a distinctive sound as it strikes the rock.


Pink Telephone

Public phones are becoming harder to find around cities now, but here's one that hasn't changed for years, waiting for a 10-yen coin to be dropped in the slot.



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Thursday, September 4, 2025

Kawabata's Renders, Final Part: Locations and Promo Renders

Welcome to the fourth and final part of our review of the art renders shared by AM2 developer Hideki Kawabata (previous parts: Part One, Part Two, Part Three). This final post in the series will touch on some of the location renders and promotional CG art that was included in the collection.


The Original Karate Tournament Location: Yokohama Bunka Taiikukan


The first location we'll look at is one that once lived only in the imagination of fans: the stadium in which Ryo's high school karate tournament took place prior to the start of the first game, as revealed by Yu Suzuki in 2015:

Q: Where did Ryo get his band-aid?

Yu Suzuki: It didn't appear in Chapter 1, but there was a martial arts event. The scar is from the final match.

This response is from a Twitter event called "#YouAskYu" in 2015 - a transcript is archived on the old Shenmue Dojo forums.

This took on a concrete form in recent years, when a scene from this tournament was included in the first episode of Shenmue The Animation in 2022. For the anime, the tournament location was directly based on the real-life sporting venue, the Yokosuka Arena:

The location of the karate tournament in Shenmue The Animation: Yokosuka Arena

However, with Kawabata's collection of renders, another piece can now be added to the puzzle: a fully-rendered model of a stadium had been prepared back in the early days of the project, in April of 1996. 

Furthermore, it even shows two tatami platforms for the matches, set up inside the hall:

Yokohama Cultural Gymnasium: 30 April 1996

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