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Shenmue Dreamcast, its QA with testimonials and prototypes : When the game's English translation was hazardous

Shenmue, developed by SEGA AM2 under the direction of Yu Suzuki, is an iconic action-adventure video game that has made its own place in the history of video games. Released in 1999 in Japan and in 2000 in North America and Europe, Shenmue was exclusive to the Dreamcast, SEGA's latest-generation console at the time.

Development of the game was as ambitious as it was a revolutionary. Initially planned for the SEGA Saturn before being transferred to the Dreamcast, it's development budget has been estimated at between 47 and 70 million dollars, making Shenmue the most expensive game ever made at the time. This cost reflected its intention to offer an unprecedented gaming experience which was coined at the time as FREE - meaning “Fully Reactive Eyes Entertainment”.

FREE was an innovative approach to creating a realistic and interactive world. It combined several gameplay elements: free exploration, real-time combat, complex social interactions and Quick Time Events (QTE). These QTE required players to perform quick, precise actions to progress through the game, offering a unique and dynamic take on immersion for the early 2000s.

Artwork used for the Cover

Shenmue Cover

Set in 1986, Shenmue follows Ryo Hazuki, a young Japanese martial artist determined to avenge the murder of his father, Iwao Hazuki. The plot begins when Ryo watches helplessly as his father is murdered by Lan Di, a mysterious Chinese businessman who also steals a precious artifact known as the “Dragon Mirror”.

 Shenmue Rendering

Render of an early version of Yokosuka

Ryo then embarks on a quest to uncover the truth about his father's death and the importance of this artifact, which leads him on a complex adventure through his hometown, Yokosuka. The game explores themes of revenge, honor and responsibility, while immersing the player in everyday Japanese life in the 1980s.

Shenmue is distinctive for its meticulous depiction of a living world. Players can freely explore the city of Yokosuka, interacting with its inhabitants and taking part in various activities such as working in a warehouse, playing arcade games or collecting figurines. The game follows a day/night cycle, and NPCs (non-player characters) have their own daily routines, reinforcing the impression of realism.

The game is divided into several discs, using a total of four GD-ROMs to contain its vast environments and numerous interactive elements. This intensive use of the physical medium was necessary to capture the richness of the game's graphic and sound detail, including its Japanese and English dubbing.

The Shenmue Passport: A Multimedia Extension

The fourth GD-ROM, entitled *Shenmue Passport*, was not simply a continuation of the game, but an innovative multimedia extension that added a new dimension to the Shenmue experience. The *Shenmue Passport* offered players a range of additional features:

AM2 worked their Artworks to perfection

Shenmue Concept Art

1. Guides and Tutorials: This disc includes detailed information on the game's mechanics, giving players a better understanding of the FREE systems and tips on how to make the most of their adventure.

2. Encyclopedia and Game Universe Information: Players could access a detailed encyclopedia containing information on characters, locations and elements of the Shenmue world, enriching the game's narrative and cultural experience.

3. Music and cutscenes: The disc allowed players to listen the game's soundtrack and watch the cutscenes again, reinforcing immersion in the Shenmue universe.

4. Online features: Shenmue Passport was also an online portal via the Dreamcast modem, allowing players to consult leaderboards, access downloadable content, and connect with other fans via forums.

The *Shenmue Passport* was an early example of how a video game could go beyond the traditional limits of gameplay to become an interactive community experience.

Legacy and impact

Despite its innovation and positive reviews, Shenmue only enjoyed mixed commercial success, mainly due to the high cost of its development and the Dreamcast's low installed base. However, its impact on the open-world genre is undeniable.

The game laid the foundations for many modern titles that seek to create lively, interactive worlds. Its sequel, the even more ambitious Shenmue 2, was developed and released despite the relative commercial failure of the first installment. Shenmue 1 remained exclusive to the Dreamcast for almost two decades, until the release of a remaster on PlayStation 4 and other platforms in 2018, coinciding with the release of Shenmue 3.

Shenmue 1 remains a milestone in video game history, hailed for its narrative depth, technological innovation and revolutionary approach to gameplay. Although not originally a commercial success, it has developed a cult following and continues to influence developers and gamers worldwide.

Article by matt_retrogamer

The American beta test phase

Video game testers, commonly known as beta testers or Quality Assurance (QA) testers, scrutinize video games to ensure that they are free of problems and errors that could adversely affect the game or the player's experience. The aim is to help developers identify bugs and report any unforeseen difficulties encountered in using the game before it goes to market.

Mike Rhinehart (Lead Tester): « We were probably the lowest paid in the company, but the producers, directors and the whole marketing
department knew that we were the people to talk to about anything to do with the games before they were released. Even Prima begged us to work with us on their guides. »

Prima's Official Strategy Guides for the Dreamcast were a collection of official guides covering a multitude of games for SEGA's latest console in North America. Trading as Prima Publishing, U.S., the most famous of these guides may possibly be the one that was published for Half-Life DC before Valve's game was eventually cancelled!

Render of the dojo at Ryo's house

Dreamcast Shenmue rendering

This obscure profession is an excellent way to enter the video game industry, which offers many opportunities for career advancement. It's a gateway into the world of video game creation, a springboard for those hoping to blossom in this ever-changing environment.

Render of the travel agency

Shenmue Travel Agency

« We called SEGA Test, the University of SEGA. From there, everyone moved on to more important
roles. »

During the Dreamcast era, Mike Rhinehart (quoted in italics in this chapter) worked as a Lead Tester on titles such as Shenmue and SEGA GT, before switching to Associate Product Manager and specializing in sports games for development studio Visual Concepts. He then went on to work for Ubisoft on games such as Riders Republic, released in 2021. Nostalgic for those bygone days, he recalls the beta testing and English translation phase of Shenmue Dreamcast.

« SEGA has publicly fallen out with sports developer Visual Concepts. They put the division up for sale. The founder of that division approached me from SEGA. Since then, I've only worked on sports games. He wanted to beat EA, so I promised him we would. And it finally happened with NBA 2K. Take 2 bought
Visual Concepts in 2005. »

The tester, a job with monotonous practices, can often spend whole days pressing the same button just to observe changes on the screen. They will deliberately run into objects and walls to make sure they behave as expected in the game. They must exhaust all the possibilities of a weapon or character to ensure that they operate correctly. Contrary to popular belief, they don't occupy their working hours with actual gaming. So then, when will those Shenmue World Forklift Racing Championships be held?

« This was a very serious competition between SEGA of America testers. Not all testers had the opportunity to participate in races during testing. Some of them were in charge of trying to get certain places, so it's really hard to say who was the best. The shortcut was very important, but unfortunately it wasn't corrected. We found other places to take shortcuts, but we had to do it very carefully. »

SEGA of America's QA department was something special. Later, quality assurance was outsourced by many companies, taking away some of the prestige of the tester's role. For Shenmue, the localization team of around 20 testers was very close-knit, like a small family. Apparently, the atmosphere was good-natured. They had fun while carrying out their weekly assignments.

« We loved all the humorous lines in Shenmue (Sailors, that day, uncool etc.). We used them on each other at work all the time. My dream would be to do an interview forum with the whole test team. I think they'd remember things I might have forgotten. Tom Fong, Ron Rodriguez, Christina Mendez, Steve Peck, BJ Enriquez, and many others... »

Rendering of Yokosuka

Yokosuka Shenmue

As in all professions, and with mutual respect of course, they liked to joke with each other. This strengthened the cohesion of the group and led to some funny situations. As an example, having the same name as a character in the game being tested should be avoided...

« Tom, the character, brought a lot of happiness to our team. He sang and walked at his own pace every day. We had a tester named Tom who used all the phrases of Tom, Ryo Hazuki's best friend. There should be a rule about having the same name as a character! »

Tomm, oops Tom!

Shenmue007.jpg

The translation and bug-fixing phase of Shenmue Dreamcast for its US release had lasted 6 months. Mike and his team had identified many provocative references that were socially unacceptable to American gamers. Mentions of race or sexual orientation were problematic. Maintaining the ESRB's T rating (13+) in the U.S. was also essential. SEGA wanted the game to be accessible to as many people as possible.

« What is acceptable in one part of the world is not acceptable in another when it comes to representing archetypes. In Japan, the word 'asshole' was used, but in the U.S. we had to change it. »

Shenmue's interactive drink vending machines offer a variety of refreshments for an in-game fee of 100 yen. The Japanese version uses brands such as Coca-Cola, Orange Fanta, Sprite and others. For the US version, beta-testers had to find and highlight where they could find the official names, so they could be changed to fictitious ones.

« Big brands like Coke were in Shenmue without permission for the US market. »

The testers received no manual explaining how Shenmue's various Debug Menu options functioned. Like archivists who discover a prototype of a game with a Debug Menu years after it has been released, they had to proceed by experimentation and then document it. The prototypes of Shenmue I and II feature massive Debug Menus - normal for games of this scale!

« There was one guy on my team who was uncommonly intelligent. Jeff Sideno, who I loved having on my team. He helped me decipher the Debug Menu without instructions. It's possible that a producer had the instructions, but we were simply asked to find the solution. »

To highlight game QA time at SEGA of America, the beta test phase of SEGA GT, another game for which Mike Rhinehart was responsible, ran for 4 months. The cars required a great deal of fine-tuning on the part of the testers to resemble the real-life models from which they were derived. SEGA GT as a whole required a great deal of fine-tuning during testing. The “Luigi” build of Gran Turismo's rival also features an impressive Debug Menu.

Luigi, what are you doing?

Sega Gt Dreamcast Luigi

« At the time, I was passionate about Gran Turismo, so SEGA was interested in my feedback. I was also assigned to marketing around the same time as the SEGA GT tests. Still, I took on a few non-marketing projects. One of the more obscure credits I received was helping the arcade division with SEGA Soul Surfer. »

According to another beta tester who worked on Shenmue II US, the Japanese tested their games less rigorously than Westerners. Bugs corrected in the European and American versions were sometimes not fixed in the Japanese editions. Quality assurance priorities certainly differed from one continent to another. The philosophy of the game and the way it was played varied from one territory to another. Players in the Land of the Rising Sun weren't interested in exploiting a game, whereas Westerners were keen to find the slightest bug that would give them the edge. This is the concept of Fair-Play versus Ingenuity!

Render of Kownloon (Shenmue II)

Shenmue 2 rendering

« Today, I'm a collector of small-scale arcade games. Testing Shenmue was a dream come true because I was able to concentrate on Hang On, Space Harrier and so on. I would have hung out in these places in real life. »

Unlike the first episode, Shenmue II's American quality control was carried out over a period of three months. SEGA of Japan teams had already completed most of the tests beforehand. Since it was an extension of Shenmue I, the game's system was considered solid enough to avoid starting from scratch. SOA's QA, for its part, had mainly encountered problems with game crashes, mistranslations and minor collision detection issues.

Opinions differ as to why the US release of Shenmue II Dreamcast was cancelled. Some believe that Microsoft bought the exclusivity to release it in the USA on the first Xbox. Others speculate that it was an internal decision by SEGA of America, which no longer saw a potential market for the title. As a result, Shenmue II's localization work on Dreamcast was recycled and sold to Microsoft. SEGA Europe, for their part, had maintained its release despite the unfavorable economic climate for SEGA. In any case, as noted when a prototype of the Unreleased US version of Shenmue 2 DC was discovered, Yu Suzuki's game was almost finished and close to being distributed in the United States.

Rendering of the Man Mo Temple (Shenmue II)

Man Mo Temple Shenmue 2

« Shenmue II was probably worth more to SEGA to be released on consoles other than the Dreamcast. Announcing the decision to cancel it internally was a sad day. With its release in 2021, I think the people who worked on the project must be happy that fans are keeping the dream alive. »

This chapter on the Beta Test phase of Shenmue Dreamcast has been several years in the pipeline. This is finally the opportunity to publish it, bearing in mind that the prototype presented on this page contextualizes the work of the men in the shadows of SEGA of America's quality assurance department!

The Shenmue prototype dated January 21, 2000

Back to the first Shenmue; based on an analysis of this prototype, the build was created on June 21, 2000 at 13:06:28. This early American beta of Shenmue Dreamcast (vers. 0.100) was burned some 3 months before the final version (vers. 1.003) dated September 18, 2000 at 22:01:53. It predates by 2 months the only known prototype to date of Yu Suzuki's first game in his passion project ( vers. 0.400 (Aug. 18, 2000)). Its main interests lie in its impressive Debug Menus, its haphazard English translation and, above all, its historical aspect.

Only three GD-Rs (short for “GIGABYTE DISC RECORDABLE” for Dreamcast, with red GD-Roms being for the prototype format) make up this version of Shenmue US. The fourth disc, the Shenmue Passport, is missing. The handwritten annotation of X/4 on the prototypes imply its potential existence at that time. Perhaps the team responsible for its localization had not yet transcribed it.

Trailer of the Shenmue US prototype

The logo (promo)

SHENMUE_LOGO.jpg

The Thing Build

The Thing Shenmue Build.jpg

John Carpenter, don't...

Shenmue the thing build.jpg

Coca Cola instead of Jet Cola

Shenmue Drink Vending Machines.jpg

The three CDs were extracted using the BBA (Broadband Adaptater) method. Several attempts, around 10, were necessary to correctly copy the contents of disc number 2. Before succeeding, an alternative approach was taken to repair it (modifying the “1ST_READER” executable by taking that of another CD). This experimentation caused some frightening graphic bugs. Characters' faces began to resemble one of the most famous creatures in John Carpenter's filmography... and thus was born the build called “The Thing” of Shenmue 1, also available as a download at the bottom of this page!.

The prototype includes the OMAKE (leftover) folder, already available on the Japanese commercial version but removed from Shenmue US. It contains the wallpapers normally available by inserting the game into a computer CD drive.

The change in model for the drink vending machines was not yet implemented, meaning this early US version of Shenmue still benefits from having the real brands!.

The prototypes translation of Shenmue 1's dialogue into the language of Shakespeare differs from that found in the final US release. Some provisional language adaptations can raise a sensible chuckle, can't they, Tomm? A thorough and meticulous analysis of the translation alterations is necessary. Who knows, internal jokes may be hiding deeper in the build! Some changes noted:

Prototype

  • Find Warehouse #8 without being sighted by the security guards.

  • _Tomm. noon at.. Warehouse No.1.

Final version

  • Find Warehouse No.8 without being caught by the security guards.

  • _Tom. noon at... Warehouse No.1.

Other calamitous translations

Omake folder

Us Dreamcast Prototype Shenmue.jpg
Shenmue prototype translation.png

The prototype is plagued by sound and graphical glitches, a perfect example being the crackling sound on the title screen.

Audio for some lines of dialogue is not yet implemented in-game. It also happens, on rare occasions, that words or expressions are still in their original Japanese.

The save format is compatible with the Japanese Shenmue release, but incompatible with the American and European releases of the game.

Even if this build of Shenmue 1 doesn't actually bring anything new to the table - pedaling a bike in Dobuita with Ryo isn't on the agenda yet - any unconventional find around this beloved license, like a prototype, deserves to be celebrated as a treasured gift. Have fun exploring the game from a new angle thanks to its Debug Menus!

The Debug Menus

If you're familiar with the cancelled prototype of the US version of Shenmue 2, or the astonishing Japanese build of the second installment in the Yu Suzuki-initiated franchise shown at the Game Jame event, you've got the basics for handling Debug Menu 1 and 2 from Shenmue 1.  The Debug Menus of both titles, videogame masterpieces, are almost identical with a few exceptions.

Interesting point: for Shenmue 2, the Debug Menus evolved, even if their framework remained the same. AM2's developers improved them by offering new interactivity with the game's internal state, notably for the “STEP” and “FLAG” systems, not forgetting the addition of the “MONEY” option, which would have been useful in Shenmue 1.

The Debug Menu 1

This is the most attractive Debug Menu, the one that will delight the most people, as it allows the player to load the precise location to be explored. It's hidden in the game's title screen, where it says “PRESS START BUTTON” to continue.

In the prototype, the title screen alternates between its ordinary use and its secondary purpose as a Debug Menu. Every X seconds, the build updates Shenmue's beautiful blue opening window. Press “START” at the right moment and the debugging interface will appear like a magic trick.

Once the Debug Menu is revealed, the user has various options at his disposal: CONTINUE, SCENE, AREA and ENTRY. Using the joystick's “Left” and “Right” triggers, you can scroll through windows such as STAFF ROLL, HANG ON, AFTER BURNER, TIME ATTACK and OPTION.

The main menu with Debug

Shenmue Dreamcast Debug Menu.jpg

CONTINUE: With a VMU/VMS connected, the game will resume from the desired save point.

SCENE: To determine which disc is inserted into the console's optical drive, GD-Rom 1, 2, 3 or 4.

AREA: Each scene and location in Shenmue 1 has a unique code assigned by AM2. By entering the code for the desired area, then pressing START, the prototype will launch it.

Ideal for speedrunning

ENTRY: Ryo Hazuki's arrival spot in the chosen AREA

Free Battle Shenmue Prototype.jpg

STAFF ROLL: Simply the games credits

HANG ON et AFTER BURNER: No need to go to the arcade and spend a fortune to play these two SEGA hits. These original Arcade games that are emulated directly on the Dreamcast launch immediately from these options.

TIME ATTACK: Direct access to the “70 Person Free Battle Time Attack” passage, when Ryo has to fight waves of mobsters. Ideal for speedrunners...

Easy to use, this Debug Menu opens the door to an unexpected gaming experience. All of Shenmue's environments become accessible with a single click, even some previously off-limits to exploration!.

The Debug Menu 2

This “Cheat” menu can only be opened in-game. By plugging a controller into the console's “D” port, then pressing the “START” button, a variety of options written in white will appear at the top of the screen. The “Left” and “Right” triggers, again with the fourth controller, are used to scroll horizontally through the options included in Debug Menu 2, while the other buttons are used to activate or modify their values. Occasionally, values require the use of pad “A” in order to be modified. 

[STATUS]: This affects the behavior of dialogues with an NPC. Each code in the option corresponds, as it were, to a different conversation between Ryo and the non-player character.

[DEBUG] FREE_CONV_DEBUG: This option removes discussions with NPCs related to the game's story progression and quests.

[TIME]: No need to wait until the opening time of bars or stores, this option lets you influence the time of day in real time.

Ryo likes to talk

Debug Shenmue 1 Dreamcast.jpg

​[SAVE]: Having to go back to the Hazuki residence to save your game could be considered annoying and was a criticism that was levelled at Shenmue 1 at the time. As was eventually rectified for Shenmue 2, with this option, the game can now be saved at any time.

STEP: The progression of the Shenmue story (detailed explanation further down).

[FLAG]: Enable or disable internal flags, mainly for elements associated with the scenario, etc. (detailed explanations further down).

[SYSTEM METRICS]: Displays various system information useful to developers.

Too many numbers

Sega Dreamcast Shenmue Prototype.jpg

In the Shenmue 2 prototypes, “FLAGs” trigger minor events in the area where Ryo is located, transform the appearance of the player interface (HUD), register clues in the notepad and even affect gameplay in depth, such as removing all NPCs from the maps. In Shenmue 1, this system only writes clues obtained by the hero in his notepad.

The “STEPs” also perform in a different way to Shenmue 2, but the general principle remains unchanged: each important and obligatory scene in the progression of Shenmue's adventure has a code corresponding to a “STEP” number. For better understanding, this system helps the game to situate itself in the unfolding of its story. Shenmue 2 builds allow you to increase or decrease the values of this option and thus find the right code to trigger, for example, a cutscene in a specific place. For Shenmue 1, the number next to the “STEP” cannot be changed. It only fluctuates with the “FLAG” once a new message has been entered in Ryo Hazuki's notebook.

In Shenmue 1, “FLAG” and “STEP” are closely linked, compared with the sequel, where they can be set separately.

Scene and zone selection

It is possible to modify the values of the AREA option in Debug Menu 1. The codes below must be entered to activate a scene or to be teleported to the location of interest. Ideally, the ENTRY should remain as it is when the disc is launched. By adjusting the number in this option, Ryo will appear in another part of the selected area. Cutscenes can also be triggered with the correct ENTRY number. The ENTRY corresponds to the spawn point of Shenmue's hero in a specific zone. Once the code has been selected, simply press “START” on controller 1 to begin the party. It's essential to specify which disc is involved in the SCENE option.

AREA 0000

Motion Viewer Shenmue Beta.jpg

Debug Menus and special maps

AREA FBGG

Bike Shenmue Dreamcast.jpg

Disc 1, directly playable areas

  • D000: Dobuita

  • DAZA: Asia Travel Agency

  • DBHB: Hearts Beats *

  • DBYO: Bar Yokosuka *

  • DCBN: Tomato Convenience Store

  • DCHA: Ajiichi Chinese Restaurant

  • DGCT: You Arcade *

  • DJAZ: MJQ Jazz Bar *

  • DKPA: Nana's Karaoke Bar *

  • DKTY: Antique Shop

  • DMAJ: Daisangen Mahjong Parlor *

  • DPIZ: Bob's Pizzeria *

  • DRHT: Liu's Barber and Hair Salon

  • DRME: Manpukuken Ramen *

  • DRSA: Russiya China Shop

  • DSBA: Yamaji Soba Noodles

  • DSKI: Global Travel Agency

  • DSLI: Bar Linda

  • DSLT: Slot House

  • DSUS: Takara Sushi

  • DTKY: Maeda Barber Shop

  • DURN: Lapis Fortune Teller *

  • DYKZ: Nagai Industries

  • JABE: Abe Store Candy Shop

  • JD00: Sakuragaoka

  • JD99: Sakuragaoka (unable to move Ryo)

  • JOMO: Hazuki Residence Interior

  • JU99: Yamanose (unable to move Ryo)

  • TATQ: Tattoo Parlor *

*Problematic schedule, the prototype expels Ryo from the building. Once outside, use Debug Menu 2 to change the clock time and re-enter.

Disc 2, directly playable areas

  • D000: Dobuita

  • DAZA: Asia Travel Agency

  • DBHB: Hearts Beats *

  • DBYO: Bar Yokosuka *

  • DCBN: Tomato Convenience Store

  • DCHA: Ajiichi Chinese Restaurant

  • DGCT: You Arcade *

  • DJAZ: MJQ Jazz Bar *

  • DKPA: Nana's Karaoke Bar *

  • DKTY: Antique Shop

  • DMAJ: MJQ Jazz Bar *

  • DPIZ: Bob's Pizzeria *

  • DRHT: Liu's Barber and Hair Salon

  • DRME: Manpukuken Ramen *

  • DRSA: Russiya China Shop

  • DSBA: Yamaji Soba Noodles

  • DSKI: Global Travel Agency

  • DSLI: Bar Linda

  • DSLT: Slot House

  • DSUS: Takara Sushi

  • DTKY: Maeda Barber Shop

  • DURN: Lapis Fortune Teller *

  • DYKZ: Nagai Industries

  • JABE: Abe Store Candy Shop

  • JD00: Sakuragaoka

  • JHD0: Le dojo de la résidence Hazuki.

  • JU00: Yamanose

  • ​MFSY: The New Yokosuka Harbor

  • MKYU: Harbor Lounge

  • ​MS08: Warehouse No. 8 avec lampe torche

  • TATQ: Tattoo Parlor

*Problematic schedule, the prototype expels Ryo from the building. Once outside, use Debug Menu 2 to change the clock time and re-enter.

Disc 3, directly playable areas

  • D000: Dobuita

  • DAZA: Asia Travel Agency

  • DBHB: Hearts Beats *

  • DBYO: Bar Yokosuka *

  • DCBN: Tomato Convenience Store

  • DCHA: Ajiichi Chinese Restaurant

  • DGCT: You Arcade *

  • DJAZ: MJQ Jazz Bar *

  • DKPA: Nana's Karaoke Bar *

  • DKTY: Antique Shop

  • DMAJ: MJQ Jazz Bar *

  • DPIZ: Bob's Pizzeria *

  • DRHT: Liu's Barber and Hair Salon

  • DRME: Manpukuken Ramen *

  • DRSA: Russiya China Shop

  • DSBA: Yamaji Soba Noodles

  • DSKI: Global Travel Agency

  • DSLI: Bar Linda

  • DSLT: Slot House

  • DSUS: Takara Sushi

  • DTKY: Maeda Barber Shop

  • DURN: Lapis Fortune Teller *

  • DYKZ: Nagai Industries

  • JABE: Abe Store Candy Shop

  • JD00: Sakuragaoka

  • JHD0: Le dojo de la résidence Hazuki.

  • JU00: Yamanose

  • MBQC: Ecran noir

  • MFSY: The New Yokosuka Harbor

  • ​MKYU: Harbor Lounge

  • MS08: Warehouse No. 8 sans lampe torche

  • TATQ: Tattoo Parlor *

  • ​YDB1: Hazuki Residence Basement

*Problematic schedule, the prototype expels Ryo from the building. Once outside, use Debug Menu 2 to change the clock time and re-enter.

The automatic cutscene

  • DHQB DISC 1 ENTRY 00: Hearts Beats (black screen, press “A” for an opening cutscene followed by a QTE). Ryo asks inhospitable bar patrons about a sailor.

  • JHD0 DISC 1 ENTRY 00: The Dojo at Ryo's house, a cutscene begins with Ryo requesting information from Fuku-san. He's worried about him.

  • JU00 DISC 1 ENTRY 00: Yamanose, after a few seconds' walk, the cat cutscene begins.

  • TOKI DISC 1 ENTRY 00: Russiya China Shop, cutscene. Ryo talks to the shop owner to translate a Chinese manuscript. Master Chen's quest has just started!

  • YQ14 DISC 1 ENTRY 00: Heartbeats Bar Exterior Alley (black screen, you have to press “A” to trigger a cutscene and then the QTE, dialogue lines are missing).

  • YD01 DISC 1 ENTRY 00: Memory of Ryo's father teaching him a martial art technique under a tree as a child.

  • YD8S DISC 1 ENTRY 00: Scene with Goro Mihashi making a diversion so that Ryo can enter a warehouse with a blue door (no audio, the scene is repeated ad infinitum).

  • OP00 DISC1 ENTRY 00: Introductory segment, when Longsun Zhao (Lan Di, Sōryū) kills Iwao Hazuki in front of Ryo's eyes.

  • DNOZ DISC1 ENTRY 00: Cutscene at night, Nozomi and Ryo meet in Sakuragaoka Park. She's worried...

  • OP02 DISC 1 ENTRY 00:  The cinematic with the eagle and Shenhua Ling (Sha Hua).

  • GMCT DISC 2 ENTRY 00: You Arcade, unused cutscene with Jimmy (no line of dialogue).

  • MK80 DISC 2 et DISC 3 ENTRY 00: Warehouse No. 8 cutscene with Guizhang Chen explaining a fighting technique to Ryo.

  • MS8A DISC 2 ENTRY 00: Warehouse No. 8 cutscene with Master Chen observing the Phoenix Mirror and explaining its power and origin.

  • MS8S DISC 2 ENTRY 00: Warehouse No. 8 cutscene. Ryo enters the warehouse by trespassing. He overhears two employees chatting.

  • JOMO ENTRY 40 DISC 2 ou 3: Masayuki Fukuhara (Fuku-san) gives Ryo a photo of his father, a touching cutscene without any audio dialogue...

  • ARAR ENTRY 00 DISC 2: Asia Travel Agency, Ryo picks up his ticket to Hong Kong. He realizes he's been fooled and gets angry...

  • BETD ENTRY 00 DISC 1,2 ou 3: GAME OVER, the prototype creates a glitch when displaying the “Game Over” message, then when returning to the title screen, the game suffers from graphic bugs.

  • MB9Q DISC 3 ENTRY 00: Ryo enters a warehouse. This is followed by a QTE fight (black screen, press “A” to engage a cutscene).

  • MC5Q DISC 3 ENTRY 00: Scene on a black screen, except at the end, with a QTE versus Chai (black screen, you have to press “A” to play the cutscene). ​

  • MEND DISC 3 ENTRY 00: Ryo arrives by bus at the port with his backpack. He's on his way to Hong Kong. Before embarking on the boat, he meets Master Chen and Guizhang Chen.

  • MFBT DISC 3 ENTRY 00: Ryo follows a thug who guides him to a depot with a blue door. Guizhang arrives to confront him.

  • MSBS DISC 3 ENTRY 00: Ryo prays in the dojo of his residence. He recalls his father. Arriving at the port, he sees his friend Tom, with whom he has a conversation.

  • YDMA DISC 3 ENTRY 00: Ryo leaves his house with his bag (end).

  • M3FB DISC 3 ENTRY 00: While working as a forklift operator at the port, Ryo is bothered by mobsters while he's investigating the Mad Angels. A “Free Battle” ensues.

  • NBIK DISC 3 ENTRY 00: Ryo and Nozomi return home by motorcycle from the port. A pleasant Japanese song is performed, hinting that these two young teenagers have a special bond.

  • DXMS DISC 3 ENTRY 00: Ryo walks through the streets of Dobuita with his rucksack to get to the port and catch a boat to Hong Kong. Before boarding the ship, Yaowen Chen (Master Chen) teaches him a fighting technique.

  • TERY DISC 3 ENTRY 00: Ryo comes to rescue Nozomi Harasaki, held hostage by Tery's gang of thugs (cutscene repeats ad infinitum).

AREA OP02

Shenmue Dreamcast Us Prototype.jpg

AREA GMCT

Unused Cutscene Shenmue prototype.jpg

AREA TERY

Early us prototype Shenmue.jpg

AREA NBIK

Dreamcast Prototype Shenmue US.jpg

AREA YDMA

Ryo Hazuki Shenmue prototype.jpg

Specific areas

AREA DOOR

Shenmue Map Test.jpg

AREA MFSY

Sega Dreamcast Prototype Shenmue.jpg
  • 0000 DISC 1 ENTRY 00: The map tests “Motion Viewer” on a checkerboard floor (no audio except inventory navigation sound effects).

  • ​MO99 DISC 1 ENTRY 00: Warehouse No. 8 by day, Ryo can fly (bug).

  • MK99 DISC 1 ENTRY 00: Old Warehouse District, the playable map of the passage when Ryo must reach Warehouse No. 8 without being spotted by the guards, except they're not there! The entire port area is playable, emptied of NPCs and with no collision system implemented.

  • MF99 DISC 1 ENTRY 00: The area that can be explored from the moment the bus arrives at the port. The player is generally not allowed access to certain parts of this area, such as the roads. The entire harbor area is playable, sometimes with no collision system for certain buildings or scenery elements. Forklifts are not materialized on screen, they are invisible. Fishermen don't have fishing rods in their hands.

  • MKSG DISC 2 and 3 ENTRY 00: Old Warehouse District, cutscene with QTE to catch the flashlight, then the infiltration sequence to reach depot 8 without being caught by the guards.

  • YDB1 DISC 2 ENTRY 00: Hazuki Residence Basement, when Ryo discovers a secret passage in the dungeon of his home, with cutscene and playable portion.

  • DOOR DISC 3 ENTRY 00: Another test map on a checkerboard floor with lots of doors, of various kinds, to open.

  • FBGG DISC 3 ENTRY 00: Ryo drives the motorcycle at high speed to rescue Nozomi, held captive by the dreadful Tery.

  • MA00 DISC 3 ENTRY 99: Ryo takes part in the weekly forklift race.

  • MA00 DISC 3 ENTRY 00: Ryo learns how to drive a forklift during his first day on the job.

  • MFSY DISC 3 ENTRY 99: Ryo appears in the harbor floating on water. This makes it possible to explore areas of the harbor that were previously unavailable.

It's time to try this Shenmue Dreamcast prototype and put into practice what's written above!

You can download the Shenmue I Dreamcast prototype (Jun 21, 2000) below

Shenmue Disc 1 (Jun  21, Dreamcast Prototype).jpg
Shenmue Disc 2 (Jun  21, Dreamcast Prototype).jpg
Shenmue Disc 2 (Jun  21, Dreamcast Prototype).jpg

You can download Shenmue The Thing Build Disc 2 below

Shenmue Disc 2 The Thing Build (Jun 21, Dreamcast Prototype)

I'd like to thank Mike Rhinehart: for his availability, his kindness and for taking the time to answer my questions. His testimony takes us back in time, to the Shenmue US Dreamcast QA era, and helps us understand this little-known stage in videogame development.

Special thanks to:

  • all those who took part in the participative financing campaign to acquire this prototype of Shenmue I

  • LemonHaze from Team Wulinshu for digging through the game files

  • La Rétrogamerie for proof-reading the French text.

  • Neil Riddaway  for the English correction of the article.

Source :

More than 300 prototypes have been dumped, all of which are available for free download in the section “Dreamcast prototypes (not only) available to download

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