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Wonder Project J2

Wonder Project J2 is a engineering topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Wonder Project J2 rather than just read about it. In short: Wonder Project J2 is a 1996 life simulation game developed by Givro Corporation and originally published by Enix for the Nintendo 64. It is the sequel to Wonder Project J, which was released in 1994 for the Super Famicom.

Wonder Project J2 — main illustration
Wonder Project J2 — illustration

Key takeaways

  • Wonder Project J2 belongs to engineering; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Wonder Project J2 to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Wonder Project J2 from memory before moving on to harder problems.

Reference excerpt

Wonder Project J2 is a 1996 life simulation game developed by Givro Corporation and originally published by Enix for the Nintendo 64. It is the sequel to Wonder Project J, which was released in 1994 for the Super Famicom.

Gameplay

Wonder Project J2 is a bishōjo life simulation game similar to its predecessor, where the player communicates with Josette, a robot who is trying to become human, through her robot, Bird. The player answers her questions on-screen by selecting "yes" or "no". Josette cannot hear or see the player, but learns about the player through successive binary questions. For example, "if I am going to a party should I wear this?", she recalls the answers later throughout the story. The player can command Josette through Bird, though she does not always listen. Player advancement through the game is dependent on how well their teachings mesh with other activities on the island. After teaching Josette a series of fundamental human interactions, the plot-driven second chapter guides Josette through a series of hardships and confrontation with the Siliconian Army.

Synopsis Wonder Project J2 takes place after the events of Wonder Project J. Josette is a girl Gijin (robot) created by Dr. Geppetto, who built Pino 15 years prior. Having just completed Josette, the aged doctor had little time to raise her, so the player assists. Messala, antagonist of the previous game, receives orders from king Siliconian XIII to "find the girl who lives on the island of Corlo who is in possession of the J", an object of great power capable of giving Gijin humanity and realize their dreams. Siliconian armies are dispatched to find the girl at Corlo island. Before dying, Geppetto tells Josette to leave Corlo for Blueland island, where she will meet someone to help her. However, Blueland is occupied by the Siliconian Army harvesting Proton, a mineral fuel source.

Development

Givro Corporation began talks of a sequel to Wonder Project J quickly after its December 1994 release.

Release Wonder Project J2 was first released for the Nintendo 64 by Enix in Japan on November 22, 1996, packaged with a game-themed Controller Pak. Interest about the game was sparked in North America by previews from western publications such as Electronic Gaming Monthly and Next Generation, and Nintendo Power featured it in their "Epic Center" section as one of its last appearances before it was discontinued due to lack of role-playing games on Nintendo 64. When asked about a possible North American release from Nintendo, Nintendo Treehouse member Jim Henrick stated he did not know when it would be published, as Enix ceased distribution of their titles in the region. Though initially planned as a Nintendo 64 exclusive, Enix later announced a PlayStation port with additional animated sequences which would not fit within the memory limitations of the Nintendo 64 Game Pak in 1997, but this version was never released. Because Wonder Project J2 was never published outside Japan, a fan translation was released in 2007. Square Enix re-released the game as a two-part download for mobile phones in Japan on April 12, 2010.

Reception

Wonder Project J2 received largely positive reviews. The four reviewers in Famitsu said the game was superior to the previous game, with one reviewers saying any sluggishness in it is gone and being able to see the characters interactions is better than the previous numeric rating.GameSpot gave it a 5.2 out of 10 score. N64 Magazine gave it 55%. 64 Extreme gave it 75%. German magazine Total! praised the game. 1UP.com noted that the 3D sections felt awkward. Nintendo Life strongly praised the game.

Notes

References

External links Official website Wonder Project J2 at Giant Bomb Wonder Project J2 at MobyGames

Illustrations

Wonder Project J2: Nintendo 64 version screenshot
Nintendo 64 version screenshot

Worked examples

Example 1 — a first encounter with Wonder Project J2

Start with the simplest possible case. Write down what Wonder Project J2 claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In engineering, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Wonder Project J2 before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Wonder Project J2 ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Wonder Project J2

In research
Wonder Project J2 appears in engineering research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Wonder Project J2 in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Wonder Project J2 is common in secondary-school and first-year university syllabi. It links to neighbouring topics 1996 video games, Cancelled PlayStation (console) games, Enix games, so understanding it makes those chapters shorter.
In everyday life
Look for Wonder Project J2 outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study Wonder Project J2 in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Wonder Project J2 means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Wonder Project J2 out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Wonder Project J2 in simple terms?

Wonder Project J2 is a 1996 life simulation game developed by Givro Corporation and originally published by Enix for the Nintendo 64. It is the sequel to Wonder Project J, which was released in 1994 for the Super Famicom.

Why does Wonder Project J2 matter?

Because it connects several engineering ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Wonder Project J2?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Wonder Project J2.

Tags

  • 1996 video games
  • Cancelled PlayStation (console) games
  • Enix games
  • Fiction about robots
  • Givro Corporation games
  • IOS games
  • Japan-exclusive video games
  • Manga series
  • Nintendo 64 games
  • Raising sims
  • Single-player video games
  • Video games about robots

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