Sentences written about this title, gathered by type from the Japanese and English Wikipedia articles (as of 2026-8-30).
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.
In April 1995, Famitsus "Reader Cross Review" section gave Wonder Project J a 7 out of 10.
In 2011, 1UP.coms Bob Mackey listed it among the "Six Must-Play Super Nintendo Imports".
It placed No. 1 in "Retro games we want revived" on Tanomi.com in 2008.
In the "Cross Review" of the game magazine Famitsu it received 8, 5, 9 and 6 for a total of 28 out of 40, and its score in the "Game Report Card" based on reader votes in Family Computer Magazine is as follows, 22.6 out of 30.
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.
Wonder Project J was first released for the Super Famicom by Enix in Japan on 4 December 1994.
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.
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.
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.
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