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Club Penguin: Game Day!

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Title Screen

Club Penguin: Game Day!

Also known as: Club Penguin: ¡Día de Juegos! (ES)
Developer: Artoon
Publisher: Disney Interactive Studios
Platform: Wii
Released in US: September 21, 2010
Released in EU: September 24, 2010
Released in AU: September 17, 2010


AreasIcon.png This game has unused areas.
CopyrightIcon.png This game has hidden developer credits.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
A lot of things still need to be added, including but not limited to:
  • Potential debugging material, including references to the GameCube Controller.
  • The game scripts used for the hub areas and challenges as well as other game files contain a lot of developer comments and some unused/scrapped functions.
  • Unused sound effects.
  • Normally unseen elements in models and areas.
  • More unused graphics.
  • Document the test/unused areas a bit further.
  • Check if theres any unused animations for the used models.
  • Several regional differences that could be added to the page.

Club Penguin: Game Day! is a Wii game from the famous online game Club Penguin released in 2010. You play with friends in teams on a series of events involving snow, java sacks and other weird stuff unrelated to penguins.

Sub-Page

MusicIcon.png
Unused Audio
DJ Cadence's Lost Tracks.
TextIcon.png
Unused Text
Filtered words and deleted message entries.

Unused Models

Test Maps

On the game's disc, there are 2 files that contain areas that are inaccessible in the game. The 2 files are called test01.brres and maptest_reflection.brres.

test01.brres

Test01.brres is an small island that has a skybox and very early water textures on it. The file also contains various unused textures as well, including textures for a human boy.

test01.brres


maptest_reflection.brres

Maptest_reflection.brres is a much bigger island with a large ice sheet and refective cylinder in the middle, which was likely used to test reflections in-game.

Preview of maptest_reflection.brres in the BrawlCrate Model Editor.


Early Penguin/Puffle Models

There are early penguin and puffle models left in the game, all of them having multiple variants with possible coloring. Both penguins and puffles also have animations.

Penguins

In the file au01.cmpres, an unused penguin model can be found with three modelled variants, one more detailed than the other.
There also exists three extra variants, featuring the penguin in a slanted pose.
Normal

au01_body_00a au01_body_00b au01_body_00c
Early penguin model (1 of 3 models).
Early penguin model (2 of 3 models).
Early penguin model (3 of 3 models).

Slanted

au01_body_01a au01_body_01b au01_body_01c
Early penguin model (1 of 3 models).
Early penguin model (2 of 3 models).
Early penguin model (3 of 3 models).

Puffles

In the file au02.cmpres, an unused puffle model can be found. Unlike the penguins, puffles have 2 modelled variants.
Interestingly enough, the puffle textures have only 6 colors instead of 8, which could mean that the game was being made very early during the online game's history.

au02_body_00a au02_body_00b
Early puffle model (1 of 2 variants).
Early puffle model (2 of 2 variants).

Famous Penguins

Left in the penguin model file, there are various components from 3 famous penguins that didn't make it into the final game. Some of them are not textured, not completed or even finished but not used for unknown reasons.

All of the unused penguin components.

Captain Rockhopper

Captain Rockhopper was going to appear in the game, but it seems that he was cut late in development. His components are incomplete or not present, making his black beard the only finished model left in the game.

Sensei

Sensei has all of his components complete, these being his hat, beard, eyebrows and his cane. It seems that he was cut late in development as well.

Jet-Pack Guy

Jet-Pack Guy has complete components with all of his textures, but he was never used, meaning that he was cut at the last minute in development before release. His components include his black glasses, his tuxedo, and his jetpack gear.

Unused Minigame Models

Realistic Java Bags

Found in \game\gm_coffeebags_common.cmpres, there's a model called obj_coffee_sack00, which is a stack of five java bags with a more realistic texture applied to them.
CPGD-obj coffee sack00.png CPGD-gma coffee 01a.png

Dummy

In the file \game\gm_snowfight.cmpres, there's a model called gim_sbf_dummy_01a, which resembles a robot from the PSA missions in the Adobe Flash game and from the first DS game.
It was either used for testing or was scrapped for unknown reasons. The model also has animations, including some misplaced ones, hinting that it was from a pretty early stage of development. A duplicate model also exists in the file called gim_bob_dummy_01a. It can also be found in \game\gm_bobsled_common.cmpres with more unique animations.

Dummy robot.

Unused Sprites

Hmmm...
To do:
There are other sprites to add here.

Sprites from Ice Fishing

An unused sprite from Ice Fishing, a minigame from the Club Penguin online game.

Left in \test\gm_dancing_lay_test.cmparc, there are sprites that were used for testing or for very early on the game's development.
There are sprites for Fluffy the fish, a jellyfish and others related to it from the "Ice Fishing" minigame.

Stamp Tickets

Found in hub\hub_ui_common.cmparc, UI textures for a ticket book, a ticket and a "Clear!" stamp exist, likely from a scrapped gameplay mechanic.

Pause/Menu Early Sprites

ClubPenguinGameDay-Pauseunused1.png

There are multiple unused sprites found in pause.cmparc that relate to the pause menu that are leftover from Flingsmash, another Artoon title.
They were never used, or they were placeholders for early versions of the game.

Dancing Sprites

Unused Objects

General NPCs

Found in \hub\script\Common.arc, there are three general NPC classes present which aren't called anywhere else in the game.

hub01_town_Com_ESNPC_SS.nut

This class looks to be an earlier version of the NPC used for Bean Balance, as it calls that minigame in the event parameter.
The class uses the special penguin register for Sensei when setting up, which implies that Sensei was originally going to be the NPC for Bean Balance, but was replaced by the Coffee Shop Barista late into development, with his dialogue removed from the final files.

Mockup of hub01_town_Com_ESNPC_SS.


hub01_town_Com_SSNPC_01.nut

This class is the Gift Shop Penguin, they would reside at the door of the Gift Shop, and would allow you to view the Penguin Style catalogue when interacted with.
In the final game, you interact with the door to access the catalogue, rendering this NPC obsolete. A separate NPC class that uses the same appearance and locator, hub01_town_CH09_GiftShop.nut, is used in-game, during the "Hunt for Funny Items!" challenge to prevent access to the Gift Shop.

Mockup of hub01_town_Com_SSNPC_01.


hub02_village_Com_SSNPC_01.nut

This class is the Sport Shop's Salesman, they seemingly would have resided at the door of the Sports Shop, and would allow you to view the Snow and Sports catalogue when interacted with.
In the final game, the Sports Shop was replaced by the Everyday Phoning Facility, rendering this NPC obsolete, and thus they go unused. Interacting with them will bring up the Penguin Style catalogue.

Mockup of hub02_village_Com_SSNPC_01.


Challenge NPCs

Found in \hub\script\CH09.arc file, several unused NPC files are present for the various referees in the other hub areas during "Hunt for Funny Items!".
In the final game, only the one at the Ski Village is present.

Debug Elements

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: What does IsDebugMode() check to return? It's possibly required for the minigames debug options to work.

In several of the game files, there are leftover debug elements present that do different things, from printing specific data to actual testing features.

GetSaveWork Debug Print

Found in the common hub script files for the Town, Snow Forts, Beach and Dock, there's a check for if ScriptDebugMode is set to true in common.nut.
If the check returns true, it will print the result of the GetSaveWork data for FLAG_YELLOW_ED, FLAG_RED_ED, FLAG_GREEN_ED and FLAG_BLUE_ED to a console.

GetLocalWork Debug Print

Similar to the GetSaveWork debug functions, the challenge mode "Hunt for Funny Items!" has print functions for every hub area except the Ski Village for the collectable items.

Challenge Debug Skip Command

Found in the challenge_common.nut file, there is a debug skip function named IsChallengeDebugSkip() which is called by all challenges in the game while playing.
If IsDebugMode() returns true, any valid player who is holding - on their Wiimote will skip the current challenge requirement, and holding B in combination will restart the challenge.

Minigame Debug Parameters

Found in \param\gm_javasack\js_param.param, mentions to various debug aspects can be found for Java Jump, including turning off the time limit and a path editor.

DEBUG_VIEW:               4                   # ゲーム中の画面分割数
DEBUG_MINUS_RELOAD:       0                   # マイナスボタンでパラメータのリロード(OFF時はゲームいきなりFinish)
DEBUG_UI_HIDE:            0                   # UIを非表示
DEBUG_DRAW:               0                   # デバッグ表示
DEBUG_PATH_EDIT:          0                   # 
DEBUG_TIME_LIMIT_OFF:     0                   # タイムリミット無効
DEBUG_A_JUMP:             0                   # Aボタンでジャンプ
DEBUG_SACK_FALL_NOCHANGE: 0                   # 転倒してもサック種類そのまま
DEBUG_NPC_NOACTION:       0                   # NPC動かない
DEBUG_HUMAN_FINISH_OFF:   0                   # 人間が全員ゴールしても終了しない
DEBUG_SKIP_INTRO:         0                   # 導入画面をスキップ

Similarly, found in \param\gm_snowfight\sf_param.param, more mentions to various debug elements can be found for Snowball Battle, including having infinite snowballs.

DEBUG_VIEW:           4               # 画面分割数
DEBUG_MINUS_RELOAD:   0               # デバッグ時のマイナスボタンの挙動(0:Finish 1:パラメータリロード)
DEBUG_UI_HIDE:        0               # UIの非表示
DEBUG_DRAW:           0               # デバッグ表示
DEBUG_BALL_LOCK:      0               # 雪玉ロック状況の表示
DEBUG_LOCKON_DRAW:    0               # ロックオン対象表示
DEBUG_TIME_LIMIT_OFF: 0               # ゲームの制限時間を無効
DEBUG_B_DASH:         0
DEBUG_INFINITY_BALL:  0               # 雪玉が減らない
DEBUG_NPC_NOACTION:   0               # NPCが動かない
DEBUG_ALL_NPC:        0               # 全員NPC
DEBUG_SKIP_INTRO:     0               # 導入画面をスキップ

Unused Layouts

Early Title Menu

Placeholder also present in Fortune Street.

In the game's files, within \title\title.cmparc there is a placeholder title of the game along with some early "Press A + B" text.

The same file is also found in the files of Fortune Street, due to being accidentally copied by the developers when attempting to reuse the "Put on and tighten the wrist strap" splash screen.

Clubpenguingameday-Placeholdertext.png

Event Test Menu

Also found within \title\title.cmparc, there are two additional .brlyt files that look to be a very basic menu, comprising of a player amount select and an event select.

Title UI Notes
CPGD ui title menu01a.png ui_tit_menu01a.brlyt is a total number of players selection menu, up to four players can be chosen.
CPGD ui title menu02a.png ui_eve_inst_screen01a.brlyt is an event select menu, only two events can be selected.

The only events that appear are "Speed Skating" and "Figure Skating", both of which do not exist in the final game.

Early Event Instructions

Found within \game_sub\gm_inst_lay.cmparc are two .brlyt files that make up an unused instructions UI.

Instruction UI Notes
Club Pengin Game Day UI Event Inst Balloon01a.png
ui_eve_inst_balloon01a.brlyt is a dialogue box with up to 9 pages of messages, with scroll buttons to go between each page.
Club Pengin Game Day UI Event Inst Screen01a.gif
ui_eve_inst_screen01a.brlyt is a projector screen that was likely connected to the balloon UI.

It looks similar to the video projector that was used on the landing page for the online game.

Unused Stamp Tickets

Alongside the main UI for the hub (ui_hub_layout01a.brlyt) in \hub\hub_ui_common.cmparc, an unused section with stamped tickets can be found.
While "Hunt for Funny Items!" has code intended to disable the UI area, it can't be re-enabled by the same means.

Club-Penguin-Game-Day-Stamp Rally Ticketbook UI.png

Unused Textures

Sensei Color Texture

The gray color texture.

The Sensei is a gray colored penguin, so a gray texture was made exclusively for him, but since the Sensei was cut, the texture was never used.

Realistic Fish Textures

Real fish with no model.

Left in test01.brres, there's quite a bit of unused textures, one of them has a real fish on it. The fish looks nothing like the fish from Club Penguin, meaning that it was simply used for testing.

Human Boy Textures

He will haunt your dreams.

There is a texture file for an actual human kid left in test01.brres as well. This has absolutely nothing to do with Club Penguin, this meaning just like the real fish texture, it was only used for testing. It's from the NintendoWare SDK.