VISIT Co.,Ltd

VISIT company logo which is a later incarnation of their logo that was used on both their Dreamcast titles ©2000 VISIT All Rights Reserved

VISIT company logo which is a later incarnation of their logo that was used on both their Dreamcast titles ©2000 VISIT All Rights Reserved

Visit certainly could be considered an eclectic studio that produced a catalogue of titles that only could realistically described as experimental in nature. I suspect that this is the reason why the company has since vanished into obscurity. Bizarrely even through the company’s titles were extremely niche in nature they had an appreciative audience as evidenced by many of their patrons commenting on the software they produced in a positive manner on the company’s BBS board. My opinion about Visit’s catalogue is probably influenced by the fact that the company’s software was exclusive to the Japanese market and had no Western developed equivalent. Even so i’m unaware of any Japanese development studio currently producing similar titles to what Visit’s catalogue contained. I assume this is down to simple market economics with a general lack of commercial appeal for repeated entries in incredibly niche genres.

As for Visit themselves outside the archived remains of their official site no trace of their existence really remains apart from their published works. There official site does thankfully provide a company profile which lists that they were established in September ’90 in the Naniwa-Ku district of Osaka, Japan. Their archived site lists their primary business interests as Planning, development and sale of home game software and the company had just twenty-one employees in total. A later incarnation of their official site features a timeline which states that Visit concluded their licensing agreement with Sega in December ’99 and at that time the company became a licensed Dreamcast developer. If i had to speculate i’d hazard a guess that Visit’s best-known titles would either be the Shinri franchise which had ten instalments in the series or possibly the Last Train sound novel which was re-released as the company’s sole PlayStation 2 title.

Visit’s catalogue can be best described as generally consisting of lacking commercial appeal and that either belonged to very niche genres or completely new types of software which the studio exclusively developed. The last title confirmed to be published by the studio was The Dog Master which was released on the 7th of August ’03 making it a very late release for the original Sony PlayStation. Personally, i suspect The Dog Master was Visit’s attempt to try to market a more mainstream title with broader commercial appeal. In support of this theory is the choice of format Visit released it on being the original PlayStation which was a strange choice since the company had developed next generation software for both the Dreamcast and the PlayStation 2 systems. The choice to revert to the original PlayStation was probably because of its large installed user base being the most commercially viable platform for their title to be released on.

After The Dog Master’s release in late ’03 Visit subsequently changed focus and moved away from their traditional business of consumer software development to concentrate on web development & internet solutions for institutions such as Osaka Sangyo University. The company continued to provide educational software mainly for different departments of Osaka Sangyo University but later to other educational institutions. Visit maintained a website that was still predominantly game software focused till at least mid ’06. While i can’t be positive i assume that the network infrastructure & software side of their business probably had its own dedicated site. While i can’t conclusively confirm it i believe that Visit at least in its original incarnation is currently defunct.

JAHMONG ©2000 VISIT All Rights Reserved

JAHMONG ©2000 VISIT All Rights Reserved

In keeping with the generally niche & experimental nature of the company’s previous games their two Dreamcast titles continued on in this vein. By doing so in my opinion showcases the greatest disparity between the quality of a single developer’s titles that was released for the system. The first of Visit’s two titles for the Dreamcast was  ジャーマン or JAHMONG which was released on the 31st of August ’00 and it retailed for ¥4,800. The game is arguably one of the most traditional titles developed by the company since it belonged to the Mahjong genre. Visit innovated in a number of areas not least by developing the first console if not Mahjong title in general to feature voice-recognition. To take advantage of this feature you’d obviously need the optional Dreamcast microphone peripheral but the game is perfectly playable without it. JAHMONG’s entry on the Dreamcast catalogue has been archived and is linked to below. ©2000 VISIT All Rights Reserved.

https://web.archive.org/web/20140805192432/http://sega.jp/dc/000810/

As i’ve mentioned before on previous articles for the site i can’t actually play Mahjong so that severely limits my ability to discuss the gameplay that JAHMONG provides. My opinion will be based on the games aesthetic style and the integration of the voice recognition software and how it compares to other Mahjong titles on the system since i can’t realistically comment on the gameplay. My exposure to the Mahjong genre in general is limited to the examples that are available on the Dreamcast so that creates a rather limited selection of titles to choose from.

JAHMONG along with 電幻天使対戦麻雀シャングリラ by Marvelous Entertainment. Inc are the only Mahjong titles on the Dreamcast that eschews the more traditional presentation that seemingly feature in the majority of other examples of the genre in general. Personally, i think that JAHMONG has the best audio visual presentation of all the numerous Mahjong titles for the Dreamcast this in part is probably due to the nontraditional nature of its presentation. JAHMONG abandons the basic visuals that in my limited experience of Mahjong seem in general to be a characteristic of the genre. The game features backgrounds that use geometric animals similar in nature to the Nazca Lines found in the Nazca desert in southern Peru. These are well implemented without becoming distracting during gameplay and provide a unique look for the game. I do have to wonder whether or not the non-traditional presentation of JAHMONG would’ve actually worked against the game with genre enthusiasts preferring the more traditional staid presentation of other Mahjong titles on the system.

Visit obviously put some thought behind the integration of the voice recognition software that JAHMONG uses your able to choose from a male of female voice if you don’t want to use your own during gameplay. The control options are quite extensive with full voice control being available to a mixture of voice commands and Dreamcast pad to control to finally just the standard controller. JAHMONG’s voice input seems perfectly fine and in my limited experience recognises the various voice commands well.

Overall i can’t really experience the full potential of JAHMONG to a standard where i can judge it against its contemporaries. That said it’s clear that it’s a decent quality title that has high production values with a unique twist on a niche genre title. With no disrespect to other Mahjong titles on the Dreamcast i honestly think the combination of decent production values, a modern audio-visual presentation & well implemented voice recognition software makes JAHMONG among the better examples of the genre on the system. I’m curious whether Mahjong enthusiasts appreciated the various changes that Visit implemented as even with my very brief research it appears even today Mahjong titles seem rooted in a more traditional style. I’m not familiar enough with the genre to make any assertions to what is better but personally i prefer the more modern looking examples of Mahjong.

I did try to find contemporary reports from users of JAHMONG but outside some basic product pages i was unable to find anything relating to either its gameplay or how it was received by Mahjong enthusiasts in general which is unfortunate. Since i’m not familiar with Mahjong it’s entirely possible i’ve missed some reviews or other information from former users of the game. What i really would’ve liked to have found was firsthand reports pertaining to the online functionality of the game as even if i became adept at Mahjong i can’t experience this aspect for myself.

The Psychological Game logo. ©2001 VISIT

The Psychological Game logo. ©2001 VISIT

Visit’s second title that they released for the system is something of an enigma for a variety of different reasons not least it was among the final titles released by the company. ザ・心理ゲーム or The Psychological Game was released on the 1st of February ’01 and again retailed at the same reduced price point as Visit’s previous title JAHMONG of ¥4,800. While i have no prior knowledge of The Shinri Game franchise it appears that it was the company’s signature series with an impressive nine previous instalments on the Sony PlayStation and this tenth Dreamcast exclusive edition. Strangely given the fact it’s part of this franchise Visit doesn’t seem to acknowledge its existence in any capacity on their official site to the extent multiple iterations of their catalogue of works omit the game. The only official site i’ve been able to uncover was its dricas site which hasn’t been archived.

This lack of information for the Dreamcast version of The Psychological Game is a peculiar situation considering i could find plenty of information on the other entries in the series on Visit’s official site. I can only conclude that with nine previous titles released in the Shinri series that there was a demand for the software which made them a commercially viable endeavour that Visit was keen to capitalise on releasing regular new instalments. I’ve tried to find contemporary articles from users of The Shinri Game series as a whole and i did manage to locate a few reviews of the software which generally dismiss it as meaningless. I’ve been unable to find any that actually represent the target market that bought the titles at launch which seemingly must’ve existed as evidenced by the amount of titles that were released. I’m completely aware that the series was considered very niche even in its native Japan and as such the franchise is virtually unknown in the West.

The Psychological Game is a complete misnomer as there’s almost no actual gameplay to be had in the software. The primary function behind The Psychological Game was the ability of users to use the seven psychoanalytical tests the software contained to determine various personality traits. While researching The Shinri Series as a whole it seems they all performed a similar function relating to psychoanalysis of their users.

Before i’d actually experienced The Psychological Game for myself i’ve had it in a pile of titles that for various reasons i never seemed to get around to trying. It was obvious that there was a distinct lack of information about the title so rather naively i thought of doing a translation or general user guide to The Psychological Game for others who might have picked it up. The first problem i encountered with this plan was due to the nature of the software there’s literally no right or wrong answers as its all based on personal choice. While i could translate all the questions it soon became apparent the end result would’ve been a pointless affair. This leads importantly on to the second problem which unbeknownst to me before experiencing The Psychological Game is that in my personal opinion it’s one of the worst titles if not the worst to grace the Dreamcast’s library.

Just before i give my reasons behind such a bold statement i’ll just touch on why i believe The Psychological Game doesn’t feature more prominently amongst the worst known titles on the system. This i suspect is simply down to its virtual obscurity that precludes it from the notoriety it justly deserves. The Psychological Game begins with the lowest resolution logo i’ve seen on the system which is almost a harbinger of what’s to come. The main content provided by the software is ostensibly seven personality trait tests all of which are very simple affairs which include yes or no, what would you do & what represents you best. All of which can be completed in under twenty minutes and certainly in my case you’ll probably wonder why you’ve wasted your time on such a pointless endeavour.

To be completely fair to Visit the PlayStation Shinri title that i subsequently tried was equally as poor as the Dreamcast version so i’ve reluctantly concluded that the series as a whole has generally poor production values as standard. The Dreamcast incarnation to its credit is noticeably better than the previous versions but technically its damning with faint praise. Visit obviously intended the Dreamcast instalment of their flagship series to take advantage of the hardware enhancements the system offered. So, for The Psychological Game’s incarnation on the system Visit made use of its internet connectivity to allow users to upload their test results to Visits servers. I’m not really sure what the purpose would’ve been as it’s hardly a scientific endeavour.

If you’re of the same opinion as me to the main content of psychoanalytical testing in a commercial video game being a odd concept Visit wisely chose to include three mini games which featured traditional gameplay which were selectable from the main menu. Unfortunately, they are universally terrible featuring very simplistic gameplay that an earlier system like the Atari 2600 could easily provide but with faster, smoother & more engaging gameplay. While its completely cynical of me to suggest it i wouldn’t be surprised to find their inclusion was to allow for a four-player specification on the packaging which in turn would’ve provided a unique selling point for the Dreamcast version of The Shinri Game.

I can fully appreciate that i’m not the intended target market demographic for either of Visit’s Dreamcast titles but i can’t quite comprehend the disparity between the gulf in quality from JAHMONG to The Psychological Game. With JAHMONG i can’t really appreciate the general gameplay but it’s obvious it’s a clearly a well-made title that has high production values throughout this contrasts with the company’s later title The Psychological Game which doesn’t feature any real gameplay and seemingly has minimal effort in its production. The budget feel of The Psychological Game is further exasperated by the fact it doesn’t support VGA which is a strange omission since the earlier title of JAHMONG did support VGA output.

 

T-43401M JAHMONG

 

Front

 

T-43401M JAHMONG front

T-43401M JAHMONG front

Back

T-43401M JAHMONG back

T-43401M JAHMONG back

 

T-43403M The Psychological Game

 

Front

 

T-43403M The Psychological Game front

T-43403M The Psychological Game front

Back

T-43403M The Psychological Game back

T-43403M The Psychological Game back

 

SAMPLE covers

 

SAMPLE T-43401M JAHMONG

 

Front

 

SAMPLE T-43403M The Psychological Game front

SAMPLE T-43401M JAHMONG front

Back

SAMPLE T-43403M The Psychological Game back

SAMPLE T-43401M JAHMONG back. The sample cover omits information relating to the games network. Its only basic information about the call charges and network service is subject to change.

 

SAMPLE T-43403M The Psychological Game

 

Front

 

SAMPLE T-43403M The Psychological Game front

SAMPLE T-43403M The Psychological Game front

Back

SAMPLE T-43403M The Psychological Game back

SAMPLE T-43403M The Psychological Game back. A strange anomaly in that the sample reverse has a Windows CE logo as if the game was developed using the software. The game wasn’t developed using Windows CE so its inclusion is surprising.

 

You might’ve noticed that there is a gap in Visit’s Dreamcast catalogue with T-43402M being absent. This is speculated to have been reserved for JAHMONG 2 which appeared on various upcoming release lists including importantly for JAHMONG 2 SEGA’s own official upcoming Dreamcast release list and even had a provisional release date of Spring ’02. While this would explain the missing catalogue entry of T-43402M i’m not convinced despite the reports that JAHMONG 2 was to be the intended missing title and i’ll explain my reasoning why i believe this to be the case.

The main reason why i believe that T-43402M wasn’t designated for JAHMONG 2 comes from Visit themselves. Their official site maintained a development diary which was quite frank in detailing the challenges faced by the studio and after The Psychological Game had concluded its development in late ’00 Visit never mentioned anymore plans to continue development on the Dreamcast. In-fact from late ’01 through to late ’02 the company detailed their experimentation with the PlayStation 2 development hardware in which they cryptically detailed their plans to port one of their previous titles to the system. After the Last Train was published in ’02 Visit strangely returned to develop their last known title on the original PlayStation hardware. Probably in all honesty due to reduced licensing costs and the large installed user base providing the best chance of success at retail.

The penultimate reason was that the intended catalogue numbers are generally issued as a placeholder before the intended games expected release which applied even more-so to third party software. I personally suspect that T-43402M was initially reserved for JAHMONG but in a combined game & microphone peripheral boxset much like other titles which were released in this configuration as they followed sequentially in their catalogue designation. The reason why the game never saw a release in this configuration was probably due to JAHMONG’s unique voice control not being a mandatory requirement for gameplay & the fact Visit would have to pay a licensing fee to SEGA to include the microphone peripheral.

The final and unfortunately most realistic prospect why JAHMONG 2 wasn’t a likely candidate for the catalogue designation of T-43402M was simply due to economic reasons. I do honestly believe visit did intend to release a sequel to JAHMONG if it had been a commercial success but lacklustre sales made that an unrealistic option and was likely canceled before any development began. The fact Visit never mentioned any Dreamcast development after The Psychological Game gives credence to this theory. While its complete speculation on my part i don’t believe JAHMONG 2 was intended to be the missing T-43402M as it would have been released a year after their previous title T-43403M The Psychological Game. So i believe that the combined boxset is the most logical option although i don’t think the issue can ever be resolved.

 

(NOT FOR SALE) 非売品 discs & media

 

I’m not aware of any individual Not for Sale disc’s for either of Visit’s titles nor do i recall any content relating to them on any compilation discs. As for other media again i can’t say i’ve ever seen anything for either title. I thought that if anything was to exist it would be for JAHMONG probably just a guide book but i can’t confirm it. As for The Psychological Game i’m not really surprised that nothing apparently exists as Visit themselves didn’t seem to acknowledge its existence in any official capacity so clearly a wealth of promotional items was unlikely to have been released in support of its launch.

Thanks for taking the time to read this article about Visit and their two Dreamcast titles. With the company’s change of focus in ’03 and the seemingly abrupt end of their consumer game development which apparently heralded the end of the company i’ve struggled to find any information on them after that. If your able to help i’d appreciate it if you could share any information about the end of the company or what actually happened to Visit in general. You can contact me through the site or on Twitter @dreamcastcollector

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