Lucky Hit boards are scattered throughout Aberdeen, Wan Chai and Kowloon, and they offer plenty of variation: each game has its own board size, backing illustration, nail lay-out, payout ratio, rules and rewards. Many of these are easy to miss on a first play-through, being placed in little-used alleyways or sprinkled through the dilapidated buildings of Kowloon.
All these years after the game's release, renowned Shenmue modder and lead of the Dragon and Phoenix project LemonHaze has discovered the existence of a "master settings file" that defines the set-up of all the Lucky Hit boards in Shenmue 2.
Inside this file are several never-before-seen dormant Lucky Hit boards that were disabled before the game's release. LemonHaze has successfully brought these disabled Lucky Hit boards back to life, and they can even be played!
Not only that, but the discovery opens the way to allowing customization of all the Lucky Hit boards in the game.
Let's jump right in to gaze upon a slice of history in the form of the newly-uncovered Lucky Hit boards that were cut before release. For some video footage of the amazing discoveries described here, see the end of the post.
Cut Content Unearthed: New Lucky Hit Boards at the Thunder House
Our location of interest is the "Thunder House" in the Dim Sum Quarter of Kowloon and is the shell of a derelict building that has partially collapsed and is now used as an entertainment area by the locals. It is accessed down a steep set of steps (near the circular arrangement of boards known as the "Lucky Hit Museum").
Entrance to the grandly-named "Thunder House" in Kowloon |
Normally, the interior contains three table-top Lucky Hit boards set up at one side of the room, on a long table. Apart from that, there is nothing much else of note apart from a jukebox on the other side of the room. But take special note of the empty space near the wall at the end of the room, past the Lucky Hit boards.
Interior of the Thunder House, with 3 Lucky Hit stands. Note the empty space (circled) towards the back. |
This is where the magic begins: LemonHaze discovered that inside the Lucky Hit board control file are complete definitions for 3 additional Lucky Hit boards for the Thunder House that were once present during development but which were turned off before release of the game.
On making a small edit to the Lucky Hit control file to re-enable these settings, he succeeded in making the three brand-new Lucky Hit boards appear inside the Thunder House, in the space at the end of the room, just as they once would have long ago!
After enabling the newly-found entries in the configuration file, three new Lucky Hit tables appear! |
The three new Lucky Hit tables |
- Left Board: $50 bet, x2 pay-out.
- Middle Board: $10 bet, x8 pay-out.
- Right Board: $10 bet, x10 pay-out.
All the new boards are also fully playable! To do so, Ryo approaches the operator to play a game as usual, and the boards will be automatically included for selection.
Another interesting observation from the settings of the new tables is that they specify a completely different character in charge of their operation: the three tabletop boards are run by Zhaozhi Duan (character model ID "CHX"), but the newly-activated boards specify a different character (whose internal character model ID is "OD3") altogether - on consulting the Shenmue Dojo's Shenmue character expert, Miles Prower, it appears this character may in fact be one who is not to be found anywhere else in the game.
The existing Lucky Hit operator at the Thunder House (left) and the character specified to run the three new boards (right). |
Even when the new boards have been enabled, if Ryo now applies for a part-time job at the stand, only the original three boards are ever selected by customers. Perhaps this may be related to the differing operator IDs specified in the file.
In any case, it is incredible to look back on history in this way and contemplate these tables that have been brought back to the Thunder House for the first time in over 20 years.
Super Size Me
The ground floor of the God of Wealth Building |
The operator of the super-sized Lucky Hit board |
Close-up of the pocket end of the super-sized board. (Image: LemonHaze) |
Bird's eye view of the giant board. |
The giant board can even be played in the usual way, despite the presence of any scenery objects as these don't affect collisions. A couple of side effects of the large scale are that Ryo's arm when dropping the ball appears amusingly tiny in comparison to the ball, and the ball feels "sluggish" as it falls compared to the usual-scale boards.
Ryo loses his balance on the 5th floor of the God of Wealth building and plunges down... towards a giant Lucky Hit board? |
The Lucky Hit Master Configuration File
As mentioned in the introduction, all the information needed to create and position a new Lucky Hit board is contained in a single master file that the game uses for all the Lucky Hit boards within Shenmue's world.
It is inside this file that the unused board entries discussed earlier in this post are located.
The file is in comma-separated text format, and is named PATI_TBL.BIN. It is located inside scene\xx\pack\pati.pks.
An excerpt of the first few lines of the file is illustrated below, with annotations for some of the values to indicate their meaning.
A sample excerpt from the Lucky Hit master configuration file |
The file is divided into sections by Map ID; in the example above, the entry is under a Map ID of "AR03" which represents Queen's Street.
- Precise positional coordinates of the board in the world, and its rotation
- Which NPC operates the stand
- The Lucky Hit game variant (e.g. "IPPA"=One Shot, "TAK2=Take Two) and other special behaviors that may apply (e.g. "NORM"=normal/standard game, "DETH"=contains Sudden Death pockets, "KEIH" indicates that prizes will be won instead of cash, and so on).
- Bet amount and pay-out
- The board style ("M"=table-top size, "L"=full-standing, "X"=super-size)
- The board's nail layout (as a texture image)
- The illustration painted on the board's backing
- The number and type of pockets. These are simply defined as a text string such as "*&& &*&" (where "*" is a winning pocket, a space is a losing pocket and "&" is a sudden-death pocket). The maximum number of pockets on a board is 10.
Nailing It
Other Lucky Hit Secrets: Humidity Dependency
In a September 2018 PC Gamer interview with d3t's Noel Austin, technical director of the development studio behind Shenmue I & II, he mentioned the following when asked about interesting findings in the game's code:
Noel Austin: The Lucky Hit games adjust the physical behavior of the ball based on the weather and temperature, calculated by the time of day.
LemonHaze's analysis of the code has identified the specific piece of logic referred to, confirming that this is indeed the case! The ball's drop rate has a dependency on both the current weather conditions (Fine / Rain / Cloudy) and the temperature (as determined by a calculation based on the current date and time).
Logic for adjusting the Lucky Hit ball drop rate depending on weather and temperature. The d3t_assert messages are likely to be the original debugging messages that were inserted by AM2. |
About the Development of Lucky Hit
It is evident that much effort must have been devoted to creating Lucky Hit for Shenmue 2, and this is confirmed by the developers themselves. Here is an extract from an interview with AM2's Shinichi Yoshino and Yoshihiro Okabayashi, published in October 2001 in Japan's Famitsu DC magazine:
Yoshino: Lucky Hit has a long history! A prototype already existed when I joined the project. We've built and refined it over almost 4 years. For some reason, it's proven to be really popular among people like Shenmue's scenario writers, voice actors and mocap actors, who have no direct connection with the game industry. They say it's fun just to watch the ball dropping. It's just a game where you either end up in the circle pocket or not though. [laughs]
Okabayashi: We were so apprehensive and anxious while we were building it. To be honest, I'm still not sure now that it's finished.... I find myself asking, is this really fun? [laughs] Everyone who tried it during development said it was, but as the ones who worked directly on making it, we became unable to tell. That shows how long we spent working on it.
AM2 developers Shinichi Yoshino (left) and Yoshihiro Okabayashi (right) interviewed in 2001. |
Final Words
Video Footage
Wow! Dat massive Lucky Hit board needs to be conquered!
ReplyDeleteImpressive ain't it! (Such a huge board needs to give a huge payout!)
DeleteIt's amazing how many secrets these games hold inside their data. Who knows what else will be found. Thank you for sharing also the data/code behind these discoveries, this is very interesting.
ReplyDeleteIt feels like each time a layer is peeled back, more secrets are revealed. With the Dragon & Phoenix project analyzing the code and files so deeply I feel sure there will be even more to come.
Deleteswitch I'm curious - are you aware of anything in the lucky hit code that shows the ball is influenced by tapping left or right? i'm like 99% sure that you *can* influence the ball but i've never heard it confirmed one way or another??
ReplyDelete