Wonder Project J
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, the player cares for a boy Gijin (robot) created by Dr. Geppetto named Pino.
Wonder Project J
- Date
- 1994
- Publisher
- Enix
- Genre
- life simulation game
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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, the player cares for a boy Gijin (robot) created by Dr. Geppetto named Pino.
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wikidata · Q8031770
In this article
The object
The object
Directed by Takashi Yoneda, the title was created by most of the same personnel that worked on previous projects at Almanic such as E.V.O.: Search for Eden. 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.
Key facts
Key facts
• Title — 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 • Writer — Takashi Yoneda • Composer — Akihiko Mori • Series — Wonder Project J • Platforms — Super Famicom • Released — 9 December 1994 • Genre — Life simulation • Modes — Single-player
Gameplay
Gameplay
• Illustration — Gameplay screenshot Wonder Project J is a life simulation game in which the player raises a Pinocchio-like boy named Pino, who displays a very large amount of animations to make him appear more human. The game uses Pino's fairy companion Tinker as a point and click interface like an adventure game, with the main objective being to educate Pino to make him more human. This can be accomplished by scolding him when he does something wrong and praising him when he does something right. The player collects a variety of items during the adventure. Some are used to train the parameters of his character (strength, kindness, etc.), some are consumables which instantly adjust his character parameters (pudding increases 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 virtue circuits and eventually “Circuit J”. These tasks are accomplished based on the parameters of his character (is he strong enough, does he have enough luck, etc.) The purpose of the last circuit is to help with the 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 reduces physical health. Mental tasks (like reading a book) or being offended reduces mental health. Some tasks may reduce both health bars. Pino may sleep to restore 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 start again, finishing each act within a certain amount of days, in order to get the secret ending.
Development and release
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. Takashi Yoneda served as the project's director, as well as designer and writer. Hiroki Fujimoto also served as producer. Yoneda recalled on his personal website that he had a hard 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 anime director Umanosuke Iida. Yoneda said he used both Sekai Meisaku Gekijō and works from Toei Animation as models for world building. Yoneda has since regarded the title as "the most thoughtful and deep work" for him. Japanese animator Toshihiro Kawamoto also worked as an artist for the game and illustrated the cover art. Wonder Project J was first released for the Super Famicom by Enix in Japan on 4 December 1994. An official strategy guide was also released in Japan by Enix. Since the game was never published outside Japan, a fan translation was released in 2001.
Sequel
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. The sequel was later re-released by Square Enix as a two-part download for mobile phones in Japan in 2010.
Definition
Definition
The canonical record carries the following identifying particulars. It is also recorded that wonder Project J is associated with Japan.
Places
Named by the record
Places
Only places the record itself states, plotted where the house gazetteer settles their coordinates. Nothing is inferred from a name or a nationality.
- Japan
Catalogued output
Recorded examples
The following works and productions are recorded by name or by count.
Reception
In April 1995, Famitsus "Reader Cross Review" section gave Wonder Project J a 7 out of 10. The game was a commercial hit, with sales of 1.3 million units in Japan alone. Hardcore Gamer gave the title a positive retrospective outlook. In 2011, 1UP.coms Bob Mackey listed it among the "Six Must-Play Super Nintendo Imports".
Notes from the source article
Cited by Wikipedia
Notes from the source article
These works are cited by the source article, in its own numbering. They are recorded as its citations, not as sources VALÉORINE has verified.
- 1.Enix. Wonder Project J. 9 December 1994.
- 2.Wonder Project J manual (Super Famicom, JP)
- 3.de Costanzo, Nic. Super Express: Fantasy Quest - Project J. Super Play. Future Publishing. 28. 14–15. February 1995.
- 4.Hobby Press. Big in Japan: Wonder Project J - Un Pinocho a la japonesa. Hobby Consolas. 42. 14. March 1995.
- 5.Futura Publishing. Nintendo News: Occhio, Malocchio, Prezzemolo e Pinocchio. Mega Console. 29. 24. September 1996.
- 6.Sczepaniak, John. Wonder Project J. Hardcore Gaming 101. 4 May 2017.
- 7.Yoneda, Takashi. Hirano Bucho-Do: Cyber Games Profile. Takashi Yoneda Official Website. 2003.
- 8.Ciolek, Todd. Falls from Grace: How Four Creative Game Companies Went Astray - Givro: Growing Pains. 1UP.com. IGN. 6 August 2012.
- 9.MediaWorks. ワンダープロジェクトJ2 開発者インタビュー. Dengeki Super Famicom. 3. 2020-11-30.
- 10.Brett, Stuart. Wonder Project J. Super Famicom: The Box Art Collection. Bitmap Books. 1–276. 5 January 2016. 978-0993012969.
- 11.Square Enix. ワンダープロジェクトJ~機械の少年ピーノ~. 2020.
- 12.Enix. 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. 1–143. December 1994. 978-4870257863.
- 13.Szczepaniak, John. Import Only: Wonder Project J. Retro Gamer. Imagine Publishing. 91. 58–59. June 2011.
- 14.ASCII Corporation. NEW GAMES CROSS REVIEW: ワンダープロジェクトJ -機械の少年ピーノ- (SFC). Famitsu. 1994.
- 15.Tokuma Shoten Intermedia. 超絶 大技林 '98年春版: スーパーファミコン - ワンダープロジェクトJ 機械の少年ピーノ. PlayStation Magazine. 42. 430. 15 April 1998.
- 16.Bros, Marjorie. SNES - Wonder Project J. Super Game Power. Nova Cultural. 18. 24–25. September 1995.
- 17.ASCII Corporation. 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. 31. 14 April 1995.
- 18.Imagine Media. Features: Played in Japan - The next wave of Far Eastern RPGs (Page 5). Next Generation. 1996.
- 19.Prima Games. Forgotten - Games America Forgot. Hardcore Gamer. 5. 1. 61. June 2009.
- 20.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.
- 21.Loe, Casey. Japan Now - Wonder Project J2. GameFan. Metropolis Media. 5. 2. 112–113. February 1997.
- 22.Sahdev, Ishaan. Wonder Project J2 Heading To iPhone. Siliconera. Curse LLC. 19 April 2010.
- 23.Enterbrain. 『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. 12 April 2010.
- 24.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.
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The Encyclopedia exists whether or not anything is for sale. Corrections are recorded rather than overwritten, and every version of this record is kept. Published 17 August 2026.
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