Wonder Project J2: Colro no Mori no Josette

Original Title
プロジェクトJ2 コルロの森の
Nintendo 64
Official Website
(i-mode version)
Wonder Project J2 was Givro’s (previously Almanic Corporation) penultimate game, and the only direct sequel they ever produced. Set fifteen years after the end of the Super Famicom prequel, the player is again trying to instruct a young Gijin (a humanoid robot) in the ways of the world.
The player is an entity in the game world, and Josette will often ask direct questions about them, her own behaviour and events happening around her in Blueland Island. Unfortunately as a being from another world Josette is unable to see or hear the player, but is able to see the responses and reactions they give through her companion interface robot, Bird. Interaction and learning comes in two basic forms – pointing at objects or places of interest that the player wishes Josette to move to or interact with and yes/no/stop responses to actions and questions. Josette’s learning ranges from basic necessities such as washing and greeting people to understanding the concepts of life and death and as such the responses that make her happy aren’t always the responses that the player needs to give.
Learning comes in many forms, and is often triggered by an item or event. Sometimes Josette will need to practise using an item (bought from the shop on board her submarine home), read a book or be shown through the lives of the other islanders how to behave in a particular situation. There are a total of twenty five achievements for Josette, some are required to progress onto the second (and final) chapter of the game and others are completely optional. The game doesn’t give any indication either way, although it does keep a checklist of completed achievements and Josette will sometimes comment on a particular activity that she would like to pursue.
Although Josette’s abilities and behaviour are governed by a total of twenty five different statistics covering her physical capabilities and emotions these stats aren’t available for the player to view directly(unless using the debug menu here), the player has to observe Josette and take note of her reactions. Some of these are obvious – at the beginning of the game she will fall over a lot as her balance stat is extremely low, but as she is able to practise walking about this improves and she stops running into things quite so often. Negative reactions from the player or to events she encounters can put her in a bad mood and make her unwilling to listen to instructions even if she is capable of carrying them out.
There are a few 3D sequences where Josette is directly controllable (although officially still receiving instructions through Bird) involving undersea exploration, flying, and several mazes. Some jobs, such as fishing and mining, take place in these sections are the few places in the game where player skill will directly determine the outcome of a task.
The final chapter of the game is much shorter than the first and drastically changes the gameplay, going from a raising/simulation game to a visual novel. This second chapter is completely linear and bar two maze sections the player has no input whatsoever.
An i-Mode port was released for Japanese mobile phones in 2010.