Fortune Street (Wii)
Fortune Street |
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Also known as: Itadaki Street Wii (JP), Boom Street (EU) This game has unused areas. |
This game/console's online features are no longer supported. While this game/console'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...
To do:
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Contents
- 1 Sub-Pages
- 2 Unused Models
- 3 Unused Graphics
- 4 Unused Colors
- 5 Unused Text
- 6 Empty Test Folders
- 7 Build Date
- 8 Regional Differences
Sub-Pages
Unused Boards They make up about 38% of all the boards, by the way. |
Unused Models
Unused Hub World (game_title.cmpres)
An early version of the hub world, complete with animations and a camera. Unlike the final one, this contains miniature versions of almost every board map in the game! Unfortunately, it does not have an accompanying .scene file (.scene files are what the game uses to tell what, when, where, and how resources from an archive gets loaded).
Below is the unused hub world running in-game using a custom .scene file.
Unused Metal Slime
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 Graphics
Unused Hub World Illustration (mg_slot.cmparc)
In the files for the Round the Blocks minigame exists itast001_map.tpl, which is an illustration of an early version of the main hub world. Even compared to the unused model, it's radically different from what we ended up getting. Mii characters can be seen doing various activities on the island. Some of them also wear costumes, most of which aren't in the final game. Additionally, a Mii close by the volcano can be seen wearing Link's outfit from The Legend of Zelda series, for some reason. There's also hot air balloons, one of which feature insignia of the Super Mario Mushroom and the Dragon Quest Slime, and another has a pattern based off of Lemmy Koopa's Ball. Neither Lemmy nor his ball appear in the game.
E3 "Thank You!" Message (thanks.arc/thanks_EN.arc)
A leftover thank you message from E3.
Dummy Mii Icons (game_board.arc)
ui_face_dummy00.tpl, ui_face_dummy01.tpl, ui_face_dummy02.tpl and ui_face_dummy03.tpl 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.
Early Title Screen (game_title_EN.arc)
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.
Club Penguin: Game Day! Leftovers
title.cmparc
title.cmparc in /title is a leftover file from Club Penguin: Game Day!, containing multiple placeholder and UI assets from that game. 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.
nowsaving.arc
nowsaving.arc is another Game Day! leftover file found in the /common folder, inside is a layout file named ui_tit_nowsaving01a.brlyt.
It's just a spinning arrow with the text "Now Saving..." flashing next to it.
common_dialog_UK.arc
It turns out, however, that there are even more leftover Game Day! assets in common_dialog_UK.arc in the /common/langUK folder! These assets make up the games UI, and they even come with .brlyt files, so we can see how these layouts appear in-game!
ui_com_charaname01a.brlyt, a nametag.
ui_dialog01a.brlyt, A dialogue box with multiple buttons. It has placeholder text, despite it not being displayed due to the font not supporting Japanese characters.
Japanese | English (Translated) |
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ここに ぶんしょう が ひょうじ されますよ ここに ぶんしょう が ひょうじ されますよ ここに ぶんしょう が ひょうじ されますよ ここに ぶんしょう が ひょうじ されますよ ここに ぶんしょう が ひょうじ されますよ ここに ぶんしょう が ひょうじ されますよ ここに ぶんしょう が ひょうじ されますよ ここに ぶんしょう が ひょうじ されますよ |
A bulletin board will be displayed here. A bulletin board will be displayed here. A bulletin board will be displayed here. A bulletin board will be displayed here. A bulletin board will be displayed here. A bulletin board will be displayed here. A bulletin board will be displayed here. A bulletin board will be displayed here. |
ui_tit_cursor01a.brlyt, A cursor.
ui_tit_join01c.brlyt, A little instruction prompt at appears at the upper-right corner of the screen. It disappears after a while.
Various icons and graphics.
FlingSmash Leftovers (pause.cmparc)
/option contains only one file: pause.cmparc. Turns out, it is another leftover from another Artoon game, FlingSmash! It seems to contain some minor differences between here and the source game, such as FlingSmash only supporting up to two players, while this game supports four, as seen by the player cursors.
Unused Colors
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.
Daisy, Birdo, Princessa, and Patty have been hacked to use Tangerine, Magenta, Burgundy, and Navy to demonstrate what these colors look like in-game.
A Navy shop (left) next to a Blue shop (right).
A Tangerine shop in between a Yellow shop (left) and an Orange shop (right).
A Magenta shop (upper left) in between a Pink shop (lower left) and a Violet shop (upper right).
A Burgundy shop (left) next to a Red shop (right).
Unused Text
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
To do: Look at these files from other versions of the game. |
The root folder has three .txt files.
USA | |
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buildtime.txt | revision.txt / tmp.txt |
Oct 13 2011 18:34:41 |
6469 |
JPN | |
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buildtime.txt | revision.txt / tmp.txt |
Oct 13 2011 18:21:47 |
6469 |
EUR | |
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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.
Regional Differences
Japanese-Only Caution Screen
In the Japanese release, there is an additional screen that appears between the "Please wear the Wiimote Wrist Strap" screen and Square Enix's logo screen.
It was left unused (and untranslated) in the other releases of the game, but it can still be found in \company_logo\company_logo_lay.cmparc.
The Fortune Street series
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NES | Itadaki Street: Watashi no Omise ni Yottette |
SNES | Itadaki Street 2: Neon Sign wa Bara Iro ni |
Wii | Fortune Street |
The Dragon Quest / Dragon Warrior series
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NES | Dragon Warrior • Dragon Warrior II • Dragon Warrior III • Dragon Warrior IV |
MSX | Dragon Quest • Dragon Quest II |
MSX2 | Dragon Quest |
SNES | Dragon Quest I & II • Dragon Quest III • Dragon Quest V • Dragon Quest VI • Torneko no Daibouken: Fushigi no Dungeon |
Game Boy (Color) | Dragon Warrior I & II • Dragon Warrior III • Dragon Warrior Monsters • Dragon Warrior Monsters 2 |
PlayStation | Dragon Warrior VII |
PlayStation 2 | Dragon Quest V • Dragon Quest VIII |
Game Boy Advance | Dragon Quest Monsters: Caravan Heart |
Nintendo DS | Dragon Quest IV • Dragon Quest V • Dragon Quest VI • Dragon Quest IX • Dragon Quest Monsters: Joker |
Wii | Fortune Street |
Nintendo 3DS | Theatrhythm Dragon Quest • Dragon Quest VII • Slime Mori Mori Dragon Quest 3 |
PlayStation 4, Windows | Dragon Quest Builders 2 (Demos) • Dragon Quest XI |
Nintendo Switch | Dragon Quest Builders 2 (Demos) • Dragon Quest XI |
- Pages missing developer references
- Games developed by Square Enix
- Games developed by Marvelous AQL
- Pages missing publisher references
- Games published by Square Enix
- Games published by Nintendo
- Wii games
- Pages missing date references
- Games released in 2011
- Games released in December
- Games released on December 1
- Games released on December 5
- Games released on December 23
- Games with unused areas
- Games with hidden development-related text
- Games with unused graphics
- Games with unused models
- Games with unused text
- Games with regional differences
- Defunct online content
- To do
- Namespace subpages template used on pages with no such subpages
- Fortune Street series
- Dragon Quest series
- Mario series
Cleanup > Namespace subpages template used on pages with no such subpages
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
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Games > Games by content > Games with regional differences
Games > Games by content > Games with unused areas
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