Wonder Project J Explained

Wonder Project J
Developer:Almanic Corporation
Publisher:Enix
Director:Takashi Yoneda
Producer:Hiroki Fujimoto
Designer:Takashi Yoneda
Programmer:Hiroko Yamahiko
Hiromitsu Shioya
Takashi Sorimachi
Artist:Toshihiro Kawamoto
Umanosuke Iida
Composer:Akihiko Mori
Series:Wonder Project J
Platforms:Super Famicom
Genre:Life simulation
Modes:Single-player

Wonder Project J is a 1994 life simulation video game developed by Almanic Corporation and published by Enix for the Super Famicom. In the game, players take care of a boy Gijin (robot) created by Dr. Geppetto named Pino. Directed by Takashi Yoneda, the title was created by most of the same personnel that worked on previous projects at Almanic such as . It was met with positive reception from critics and sold over 1.3 million copies in Japan, making it one of the best-selling Super Famicom games. A sequel, Wonder Project J2, was released in 1996 for the Nintendo 64.

Gameplay

Wonder Project J is a life simulation game in which the player raises a Pinocchio-esque boy named Pino, who displays a very large amount of animations to make him appear more human to the player.[1] [2] [3] [4] [5] The game uses Pino's fairy companion Tinker as a point and click interface like an adventure game, with the main goal being educate Pino to make him more human, which can be accomplished by scolding him when he does something wrong and praising him when he does something right.[1] [4] [5]

The player collects a variety of items through the adventure. Some are used to train various parameters of his character (strength, kindness, etc.), some are consumables which instantly adjust his various character parameters (giving him pudding will increase his trust, batteries increase his health, etc.), while others are used to teach him certain behaviours (sowing seeds, fighting with a sword, etc.).

Pino needs to succeed in various challenges and confrontations to activate various virtue circuits to finally activate “Circuit J”. These tasks are accomplished based on various parameters of his character (is he strong enough, does he have enough luck, etc.) The purpose of the final circuit is to help with his final task to foster relations between humans and the robot-like Gijin.

Pino has two health bars. One is physical health while the other is mental health. Physical tasks (like climbing up a rope) or getting hurt physically reduces physical health, while mental tasks (like reading a book) or getting feelings hurt reduces mental health. Some tasks may reduce both health bars.

Pino may sleep in order to restore his health in exchange for a small amount of money and the passing of one day. The day counter does not affect the game, except for certain tasks like farming and setting out to sea.

Upon finishing the game, Dr. Geppetto and Tinker encourage the player to play the game again, finishing each act within a certain amount of days, in order to get the secret ending.

Development and release

Wonder Project J was developed by Almanic Corporation, which also developed E.V.O.: Search for Eden, in conjunction with Mint and Omnibus Promotion.[6] [7] Takashi Yoneda served as the project's director, as well as designer and writer.[6] Hiroki Fujimoto also served as producer.[8] Yoneda recalled on his personal website that he had a difficult time understanding the concept of communicating with a character via a point and click interface, however he succeeded in realizing the game due to cooperation with late anime director Umanosuke Iida.[6] Yoneda stated he used both Sekai Meisaku Gekijō and works from Toei Animation as models for world building.[6] Yoneda has since regarded the title as "the most thoughtful and deep work" for him.[6] Japanese animator Toshihiro Kawamoto also worked as artist for the game and also illustrated the cover art.[9]

Wonder Project J was first released for the Super Famicom by Enix in Japan on 4 December 1994.[10] An official strategy guide was also released in Japan by Enix.[11] Because the game was never published outside Japan, a fan translation was released in 2001.[12]

Reception

In April 1995, Famitsus "Reader Cross Review" section gave Wonder Project J a 7 out of 10.[13] The game was a commercial hit, with sales of 1.3 million units in Japan alone.[14] Hardcore Gamer gave the title a positive retrospective outlook.[15] In 2011, 1UP.coms Bob Mackey listed it among the "Six Must-Play Super Nintendo Imports".[16]

Sequel

A sequel, Wonder Project J2, was developed by Givro Corporation (previously Almanic Corp.) and released by Enix for the Nintendo 64 in 1996, serving as one of the last projects by Givro prior to their dissolution in 1998.[6] [7] [17] [18] The sequel was later re-released by Square Enix as a two-part download for mobile phones in Japan in 2010.[18] [19] [20]

External links

Notes and References

  1. Wonder Project J manual (Super Famicom, JP)
  2. de Costanzo. Nic. Nicholson. Zy. Super Express: Fantasy Quest - Project J. Super Play. 28. Future Publishing. February 1995. 14–15.
  3. Big in Japan: Wonder Project J - Un Pinocho a la japonesa. Hobby Consolas. 42. Hobby Press. March 1995. 14. es.
  4. Nintendo News: Occhio, Malocchio, Prezzemolo e Pinocchio. Mega Console. 29. Futura Publishing. September 1996. 24. it.
  5. Web site: Sczepaniak. John. Wonder Project J. Hardcore Gaming 101. 4 May 2017. 2020-08-16. https://web.archive.org/web/20200817215528/http://www.hardcoregaming101.net/wonder-project-j/. 2020-08-17. live.
  6. Web site: Yoneda. Takashi. Hirano Bucho-Do: Cyber Games Profile. Takashi Yoneda Official Website. 2003. 2020-08-12. https://web.archive.org/web/20030326074245/http://www008.upp.so-net.ne.jp/yonegon/game.htm#j. 2003-03-26. dead.
  7. Web site: Ciolek. Todd. Falls from Grace: How Four Creative Game Companies Went Astray - Givro: Growing Pains. 1UP.com. IGN. 6 August 2012. 2020-08-16. https://web.archive.org/web/20121102083021/http://www.1up.com/features/falls-grace-creative-game-companies. 2 November 2012. dead.
  8. ワンダープロジェクトJ2 開発者インタビュー. Dengeki Super Famicom. 3. MediaWorks. 1995. ja. (Translation by Shmuplations.).
  9. Book: Brett. Stuart. Jarratt. Steve. Steve Jarratt. Wonder Project J. Super Famicom: The Box Art Collection. Bitmap Books. 5 January 2016. 1–276. 978-0993012969.
  10. Web site: ワンダープロジェクトJ~機械の少年ピーノ~. Square Enix. 2020. 2020-08-16. ja. https://web.archive.org/web/20170724144435/http://www.jp.square-enix.com/archive/wonder_pj_j/. 2017-07-24. live.
  11. Book: ワンダープロジェクトJ―機械の少年ピーノ 公式ガイドブック. Enix. December 1994. 1–143. ja. 978-4870257863.
  12. Szczepaniak. John. Import Only: Wonder Project J. Retro Gamer. 91. Imagine Publishing. June 2011. 58–59.
  13. 読者クロスレビュー: ワンダープロジェクトJ -機械の少年ピーノ-. Famitsu. 330. ASCII Corporation. 14 April 1995. 31. ja.
  14. Web site: Features: Played in Japan - The next wave of Far Eastern RPGs (Page 5). Next Generation. Imagine Media. 1996. 2020-08-16. https://web.archive.org/web/19970606201807/http://www.next-generation.com/features/rpg/rpg5.html. 6 June 1997. live.
  15. Forgotten - Games America Forgot. Hardcore Gamer. 5. 1. Prima Games. June 2009. 61.
  16. Web site: Mackey. Bob. Six Must-Play Super Nintendo Imports - Check out the best 16-bit games you (probably) never played (Page 2). 1UP.com. IGN. 19 August 2011. 2020-08-16. https://web.archive.org/web/20160607084421/http://www.1up.com/features/must-play-super-nintendo-imports?pager.offset=1. 7 June 2016. dead.
  17. Loe. Casey. Japan Now - Wonder Project J2. GameFan. 5. 2. Metropolis Media. February 1997. 112–113.
  18. Web site: Sahdev. Ishaan. Wonder Project J2 Heading To iPhone. Siliconera. Curse LLC. 19 April 2010. 2020-08-12. https://web.archive.org/web/20160925111628/http://www.siliconera.com/2010/04/19/wonder-project-j2-heading-to-iphone/. 2016-09-25. live.
  19. 『ワンダープロジェクトJ2 コルロの森のジョゼット』がiモードで配信開始. Famitsu. Enterbrain. 12 April 2010. 2020-08-12. ja. https://web.archive.org/web/20100614205028/http://www.famitsu.com/k_tai/news/1233961_1350.html. 2010-06-14. live.
  20. Web site: Nakano. Shinji. スクエニ、iモード「ワンダープロジェクトJ2 コルロの森のジョゼット」 - 携帯電話版オリジナルの会話シーンやイラストを収録して登場. GAME Watch. Impress Corporation. 12 April 2010. 2020-08-12. ja. https://web.archive.org/web/20170806074945/http://game.watch.impress.co.jp/docs/news/360731.html. 2017-08-06. live.