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Fortune Street

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Title Screen

Fortune Street

Also known as: Itadaki Street Wii (JP), Boom Street (EU)
Developers: Square Enix, Marvelous AQL
Publisher: Nintendo
Platform: Wii
Released in JP: December 1, 2011
Released in US: December 5, 2011
Released in EU: December 23, 2011
Released in AU: January 5, 2012


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
TextIcon.png This game has unused text.


See, this is why server preservation is important.
This game's online features are no longer supported.
While this game's online features were once accessible, they are (as of May 20, 2014) no longer officially supported and online-exclusive features may be documented as now-unseen content.

Itadaki Street finally leaves Japan and makes its way to other countries, nine games later...

Hmmm...
To do:
  • Unused main.sel and homebutton.rso files, both of which contain symbols. main.sel also references an ELF executable, main.elf, which is not present in the game.
  • There are 3 *.brsar files in /sound that are almost identical, check if they're all used.
  • Check if the following music files in sound/stream are unused:
    • BGM_010.brstm and BGM_033.brstm (in the case of BGM_033.brstm, it seems to be almost identical to 21_BGM_MAP_CIRCUIT.brstm).
    • All of the files ending in *old.brstm, 02_BGM_DEMO.brstm and 18_BGM_CASINO_DARTS.brstm: all of these are identical to each other, with all of them playing two beeping sounds.
  • The /scene directory contains an incredible amount of *.scene files, which are uncompiled versions of the map background archives found in /bg. It should be possible to load them with the Wii's (Revolution) SDK.
  • /DeliciousMii contains Miis that could be seen in both the official renders and pre-release footage of the game.
  • company_logo_lay.cmparc in /company_logo contains unused images: a leftover from E3 and a Japanese text warning.
  • Unused Strap duplicate file: strap.cmpres in /title

Unused Graphics

You're welcome.

thanks.arc and thanks_EN.arc in /game contain a leftover thank you message from E3.

What a dummy.What a dummy.What a dummy.What a dummy.

ui_face_dummy00.tpl, ui_face_dummy01.tpl, ui_face_dummy02.tpl and ui_face_dummy03.tpl in /game/game_board.arc/arc/timg contain dummy images of some of the default Miis. These are normally invisible (since it's stored in the RGB5A3 image format), so to see them, they have to be converted to the RGB565 format.

The male blonde one also appears in game_sequence_result*.arc in the same directory, not invisible this time.

Itadaki Street Wii (temporary)

Well, since you asked so nicely.

Fortunestreet ui tit bg 01.png
game_title_EN.arc in /game/langEN contains what seems to be an early version of the title screen. It has a temporary logo, reading "Itadaki Street Wii (temporary)", "いただき ストリート Wii (仮)", a different background, and a rather more polite "Press 2" message.

Silly lazy developers.
title.cmparc in /title contains a placeholder title texture from Club Penguin: Game Day!. The entire file was accidentally copied over by the developers when they were copying over the files used for the "Please wear the Wiimote Wrist Strap" screen from Game Day, which they had access to due to Artoon having been absorbed into Marvelous AQL.

In the game, every character has a color that represents their properties on the board. There are 16 colors in the game, 4 of them go unused during gameplay, but can randomly appear in the credits: Navy, Tangerine, Magenta, and Burgundy. These colors have an ID of 05, 08, 0C, and 0F in the game's files respectively. Their hex codes are #274C92 for Navy, #FABE00 for Tangerine, #B43CBE for Magenta, and #AA143C for Burgundy. These colors are fully functional, except there is no texture for the default die clothing Miis wear in the unused colors.

Unused Colors, Turn Order Screen.png Unused Colors, In Game.png
Daisy, Birdo, Princessa, and Patty have been hacked to use Tangerine, Magenta, Burgundy, and Navy to demonstrate what these colors look like in-game.

Navy and Blue shops.png
A Navy shop (left) next to a Blue shop (right).

Yellow, Tangerine, and Orange shops.png
A Tangerine shop in between a Yellow shop (left) and an Orange shop (right).

Pink, Magenta, and Violet shops.png
A Magenta shop (upper left) in between a Pink shop (lower left) and a Violet shop (upper right).

Burgundy and Red shops.png
A Burgundy shop (left) next to a Red shop (right).

Unused Boards

30 of the 78 boards in the board layout folder, /param/, go unused. Many of them aren't even referenced by the game at all, though a few are (and thus can be accessed without swapping files around).

Most easy mode boards are identical to their standard mode counterparts. The few that aren't will be included along with the standard boards.

0-01-debug

Standard

0-01-debug
Initial Cash: $2000
Net Worth Target: $20000
Salary Base: $300
Salary Increment: $250
Maximum Dice Roll: 6
Looping: None
FortuneStreet-0-01-debug.png


Most likely used to test out the Arcade/Casino games. The properties are included solely to prevent the game from crashing, as they are unreachable without making a line of warps on Round the Blocks.

This board is referenced internally; starting a game on board 45 will load this board with Dragon Quest-themed tiles and Alefgard's music.

Easy

o_0-01-debug
Initial Cash: $2000
Net Worth Target: $20000
Salary Base: $300
Salary Increment: $250
Maximum Dice Roll: 6
Looping: None
FortuneStreet-o 0-01-debug.png


The easy rules board is completely different, consisting of a small "H" shape made out of properties and suits.

0-02-debug

0-02-debug
Initial Cash: $200
Net Worth Target: $20000
Salary Base: $100
Salary Increment: $50
Maximum Dice Roll: 8
Looping: None
FortuneStreet-0-02-debug.png


If this isn't the smallest playable Fortune Street board, it's darn near close to it. The AI does not like this map and will softlock the game trying to move. With four human players, it works fine (though the low starting cash makes it incredibly difficult to play).

This board is referenced internally twice - board 43 will load this board with Mario-themed tiles and the Main Menu's music, while board 46 will load the board with Dragon Quest-themed tiles and Alefgard's music.

0-03-debug

Standard

0-03-debug
Initial Cash: $200
Net Worth Target: $20000
Salary Base: $100
Salary Increment: $50
Maximum Dice Roll: 8
Looping: None
FortuneStreet-0-03-debug.png


A debug map for testing out every single square at the same time. The unconnected warps off to the left side are unreachable, but the tiles above the Bank that aren't connected can be moved between.

As with the previous board, this board is referenced internally twice - board 44 will load this board with Mario-themed tiles and the Main Menu's music, while board 47 will load the board with Dragon Quest-themed tiles and Alefgard's music.

Easy

o_0-03-debug
Initial Cash: $200
Net Worth Target: $20000
Salary Base: $100
Salary Increment: $50
Maximum Dice Roll: 8
Looping: None
FortuneStreet-o 0-03-debug.png


Nearly identical to the previous board, the only differences being the lack of the extra branch that contained two vacant lots and the one vacant lot in the middle of the board is a standard property here.

2-01-kaigara

2-01-kaigara
Initial Cash: $1200
Net Worth Target: $10000
Salary Base: $300
Salary Increment: $250
Maximum Dice Roll: 5
Looping: None
FortuneStreet-2-01-kaigara.png


As the name would lead you to assume, this is indeed Street 1 from Itadaki Street 2. The property values do not match that game's prices, however, nor are the districts exactly the same.

The maximum dice roll is 5, which matches the maximum dice roll this board has in Itadaki Street 2. It's still notable, however, because none of the boards in this game use a maximum roll that low.

2-02-lakemt

2-02-lakemt
Initial Cash: $2000
Net Worth Target: $20000
Salary Base: $300
Salary Increment: $250
Maximum Dice Roll: 6
Looping: None
FortuneStreet-2-02-lakemt.png


Continuing the trend, this is Street 2 from Itadaki Street 2. Once again, the property values do not match. Weirder than that, though, is the complete lack of Suit squares on the board - they've all morphed into Venture squares.

If you're not familiar with how this board works in Itadaki Street 2, going up the top or bottom path (through the Arcade or Boon squares) requires you to go past the Bank and continue going through the sides. This behavior is replicated in this board's waypoint system.

2-03-cloverland

2-03-cloverland
Initial Cash: $2000
Net Worth Target: $20000
Salary Base: $300
Salary Increment: $250
Maximum Dice Roll: 8
Looping: None
FortuneStreet-2-03-cloverland.png


As expected, this is Street 3 from Itadaki Street 2. Yet again, the property values don't match.

2-07-hidari

o_2-07-hidari
Initial Cash: $1500
Net Worth Target: $10000
Salary Base: $400
Salary Increment: $150
Maximum Dice Roll: 7
Looping: None
FortuneStreet-o 2-07-hidari.png


Standard rules 2-07-hidari is Peach's Castle, but easy rules Peach's Castle uses o_peach instead; this is the only naming discrepancy among all of the boards used in the game. Easy rules 2-07-hidari is, as you would expect. just like the standard rules version except shrunken a bit.

2-15-alephgard

2-15-alephgard
Initial Cash: $2500
Net Worth Target: $25000
Salary Base: $300
Salary Increment: $250
Maximum Dice Roll: 6
Looping: None
FortuneStreet-2-15-alephgard.png


An early version of Alefgard, with shop values that doesn't match Street 15 of Itadaki Street 2 or the Fortune Street Alefgard board. Even stranger, where the Stockbroker normally is in Alefgard lies a square with a type that is completely undefined; it shows up as a blank square that does nothing in-game.

Additionally, the Club is 32 units further to the left and the districts are laid out completely differently.

akichi

akichi
Initial Cash: $2000
Net Worth Target: $20000
Salary Base: $300
Salary Increment: $250
Maximum Dice Roll: 6
Looping: None
FortuneStreet-akichi.png


I hope you like vacant lots because that's all you'll be getting here.

The easy rules version of this map is identical; this is worth mentioning because it's still 100% vacant lots even in a rule set which doesn't normally allow for them.

This board is referenced internally; board 43 will load this board with Mario-themed tiles and the Main Menu's music.

galaxy1

galaxy1
Initial Cash: $2000
Net Worth Target: $20000
Salary Base: $300
Salary Increment: $250
Maximum Dice Roll: 6
Looping: Omnidirectional
FortuneStreet-galaxy1.png


FortuneStreet-galaxy1-ingame.png

A board so unique, it has an entire board option reserved just for it (that's buggy and barely works, but that's just a minor detail)!

The board loops both left and right; all directions end up going through the Take-A-Break square on the left.

Unfortunately, the board is too large for the looping behavior that was made just for it - the tiles on the bottom wrap over themselves, causing a mess of shops on top of other shops/the Take-A-Break square and a bunch of Z-fighting. If the board is shrunk down (two tiles cut off from each edge), the tiles fit together perfectly. What's more, the way the tiles are spaced fits the Starship Mario board almost perfectly; it's reasonable to assume that this board was the original idea for it.

On the subject of the special looping mechanism this board uses: it's clearly not finished. While going around left and right, the camera will do a 180-degree flip halfway down instead of tilting with the player. The cursor in free-look mode does not tilt at all, and it is completely impossible to select the squares on the sides of the board.

otegaru1

Standard

otegaru1
Initial Cash: $1200
Net Worth Target: $10000
Salary Base: $400
Salary Increment: $200
Maximum Dice Roll: 6
Looping: None
FortuneStreet-otegaru1.png


This board is similar layout-wise to the Practice Board used in Tutorial mode, but the right loop is bigger and has the Arcade and Take-A-Break squares next to each other. Also, the top and bottom are separate districts whereas, in the Practice Board, the left and right halves are instead.

This board is referenced internally; board 18 will take you to this board with the typical Tutorial background, name, and music.

Easy

o_otegaru1
Initial Cash: $1500
Net Worth Target: $6000
Salary Base: $300
Salary Increment: $250
Maximum Dice Roll: 6
Looping: None
FortuneStreet-o otegaru1.png


This is so close to easy rules' Castle Trodain! The only difference is that the three properties to the left of the Bank have slightly different shop prices.

This board is referenced internally; board 39 will take you to this board with the typical Tutorial background, name, and music.

otegaru2

otegaru2
Initial Cash: $1500
Net Worth Target: $10000
Salary Base: $300
Salary Increment: $300
Maximum Dice Roll: 6
Looping: None
FortuneStreet-otegaru2.png


A simple mushroom-shaped map. Nothing too special about it, although it is referenced internally: board 19 will take you to this board with the typical Tutorial background, name, and music.

star

star
Initial Cash: $1600
Net Worth Target: $16000
Salary Base: $300
Salary Increment: $100
Maximum Dice Roll: 6
Looping: None
FortuneStreet-star.png


A cool star-shaped map with many branches. This map appeared in Dragon Quest & Final Fantasy in Itadaki Street Portable, where it was the Library of the Ancients map. All of the shop values are identical between this map and the Itadaki Street Portable version, though the shop prices and target value were changed slightly.

train0 / train1

train0
Initial Cash: $1500
Net Worth Target: $15000
Salary Base: $200
Salary Increment: $150
Maximum Dice Roll: 6
Looping: None
FortuneStreet-train0.png


train1
Initial Cash: $1500
Net Worth Target: $15000
Salary Base: $200
Salary Increment: $150
Maximum Dice Roll: 6
Looping: None
FortuneStreet-train1.png


The only unused map to feature switches! They would move the train car back and forth between the cars on the edges, trapping any player unlucky enough to be on the wrong edge (until they warped to the other car, at least). This board was used in a previous game in the series, Dragon Quest & Final Fantasy in Itadaki Street Portable.

yuureisen_e3

o_yuureisen_e3
Initial Cash: $2300
Net Worth Target: $5000
Salary Base: $300
Salary Increment: $100
Maximum Dice Roll: 6
Looping: None
FortuneStreet-o yuureisen e3.png


This (surprise!) is the board that was used for the E3 demo. While the name would imply that it's for the Dragon Quest Ghost Ship, it was instead featured on Bowser's Castle. Loading board 40 in-game will lead you to this board, complete with Bowser's Castle backdrop, name, and music.

Unused Model

Also known as Metaly!

Found in the files for the Slime Race minigame, there is an unused Metal Slime! He is slightly smaller and is made with fewer polygons than the others. Also, though not unused in the game itself, the archive for the racing minigame includes a model for the regular, playable slime that is separate from the normal character models.

Unused Text

Hmmm...
To do:
More gems buried in the localization files.

Memory Block's Old Rules

You can keep choosing blocks until
you get a Bowser card.

Right after Memory Block's rules text (entry 3497 in the localization file) is this text. In the final game, you can only choose one block and the game ends immediately afterward.

Congratulations! You've won all
of the prizes!
That's the end of your Memory Block.
Hope you remember it always!

Just after the rest of the Memory Block text (entries 3503 and 3504 in the localization file) is further unused text. Along with these lines of text, the text for picking a Bowser card in Memory Block - unlike all the other cards - does not actually specify what it does, hinting that Memory Block may not have been finished before release.

If you choose the right block, you can take away all
the prizes!

Located a little further down (entry 3585 in the localization file) is yet another string supporting this theory...

Developer Comments

There are two files in /param that have Japanese comments.

o_tutorial_dice.txt

// 数字はすべてさいころの目として呼んでしまうので気をつけてください
// 数字はすべて半角で入力してください
// カンマは便宜上入れているだけで、スペースでもタブでも何でも良いです。

2,5,2
6,3,5
6,1,1
4,5,6
1,4,2
1,6,2
4,6,3
4,2,4
6,1,6

Translation:
// Be careful as we call all the numbers as dice rolls
// Please enter all numbers in half-width characters
// Commas are just for convenience. Spaces and tabs are OK to use.

tutorial_dice.txt

// 数字はすべてさいころの目として呼んでしまうので気をつけてください
// 数字はすべて半角で入力してください
// カンマは便宜上入れているだけで、スペースでもタブでも何でも良いです。
// 株あり用の出目テーブル

1,3,1
5,4,6
1,1,5,5
5,6,2,1
2,2,5,5
4,1,1
4,2,6
2,3,1
6,4,2,3
4,5,4
4,4,3
3,4,3
1,6,3
4,1,2
5,3,5
2

Translation:
// Be careful as we call all the numbers as dice rolls
// Please enter all numbers in half-width characters
// Commas are just for convenience. Spaces and tabs are OK to use.
// Rolling table for stocks

Empty Test Folders

The root of the filesystem contains a directory named test, which has three empty subdirectories: collision, layout and script.

Build Date

Hmmm...
To do:
Look at these files from other versions of the game.

The root folder has three .txt files.

USA
buildtime.txt revision.txt / tmp.txt
Oct 13 2011 18:34:41
6469
EUR
buildtime.txt revision.txt / tmp.txt
Oct 13 2011 18:06:54
6469

buildtime.txt contains, as you'd expect, a build date. revision.txt and tmp.txt say the same thing, evidently a revision number.