On the subject of multi-pass rendering, we already know that AM2 was open to external technical assistance when Team Andromeda offered their dynamic camera system from Panzer Dragoon Saga to help with the development of Shenmue. Taking this into account, and considering that Burning Rangers was also in production around the same time frame, could it be possible that Sonic Team provided the multi-pass rendering technique they'd utilised for VF3? I've heard conflicting (and mostly second hand) accounts from those who've seen Saturn VF3 in action, with nobody seemingly able to confirm whether it ran at 30fps or 15, as with the Shenmue prototype footage. Now, there's no doubt that a conversion running at a quarter of its Model 3 counterpart would have suffered in the animation department especially, and based on those who claim to have seen the Aoi tech demo it seems as if fluid movement definitely wasn't sacrificed, so we can effectively rule this theory out. Then again, who's to say the character movement showcase was representative of either the first or second complete revisions? The persistent rumour is that the earlier finished build was more like a progression of the graphics seen in Fighting Vipers and Fighters Megamix, while the later update introduced more than just rudimentary polygonal levels somehow, despite only being rejected a few short weeks after the initial July 1998 rejection date first mentioned by Sam Pettus. On the other hand, what if the Saturn was being made to render a large number of flat shaded elements on the first pass, with a second cycle dedicated to adding textures? This would not only be similar to how Sonic Team was able to layer transparent effects over polygonal data rendered in the previous frame, but could mean that 30fps was still achievable. Even a single screenshot would be enough to help us visualise how such a conversion was even possible... Also, didn't Panzer Dragoon Saga also use similar techniques in places? I'm fairly sure there are transparency and background manipulation effects at play that led to the overall frame rate being reduced - there's just no way the sections where you walk around on foot needed to be capped at 15fps unless the whole game was set to run at a universal speed for the sake of consistency. Finally for now, I'd love to know if the fight sequences in a 32-bit Shenmue ran any faster than the free roaming and plot-advancing segments, as the success of this game's playability at such a low frame rate may be a clue as to how well a theoretical 15fps VF3 may have worked. Honestly, if I was to go back through the years I'm sure someone with enough time and patience could easily compile a book of my previous discussions on this unreleased title, which is all the more impressive when you count the number of people who've actually seen it in action!