Club Penguin: Game Day!
Club Penguin: Game Day! |
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Also known as: Club Penguin: ¡Día de Juegos! (ES), Club Penguin: Le Grand Jour! (FR) This game has unused areas. This game has a prerelease article This game has a notes page |
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. |
To do: A lot of things still need to be added, including but not limited to:
|
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.
Contents
- 1 Sub-Page
- 2 Unused Models
- 3 Unused Cinematics
- 4 Unused Sprites
- 5 Unused Objects
- 6 Debug Elements
- 7 Unused Layouts
- 8 Unused Textures
- 9 Development Leftovers
- 10 Internal Names
- 11 Regional Differences
- 12 References
Sub-Page
Prerelease Info |
Notes |
Unused Audio DJ Cadence's Lost Tracks. |
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 textures from the Wii's SDK.
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.
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 |
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Slanted
au01_body_01a | au01_body_01b | au01_body_01c |
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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 |
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Mascot Penguin Items
Left in the penguin model file (/chara/cp01.cmpres), there are various components from 3 mascot penguins that didn't make it into the final game. All of the mentioned items are finished, but because these mascots were never used, all but the jetpack go unused in the final game, the jetpack later being used for a power-up in "Java Jump".
Captain Rockhopper
Captain Rockhopper was going to appear in the game, but it seems that he was cut during development. The only component of his that can be found in the files is his black beard.
Sensei
Sensei was also going to appear in the game, but got cut later in development. He has all of his components complete, these being his hat, beard, eyebrows and his cane.
Jet-Pack Guy
Jet-Pack Guy has complete components with all of his textures, but was also cut later in development. His components include his black glasses, his tuxedo, and his jetpack gear.
Early/Unused Minigame Scenes
Early Hockey Ice Rink
Found in \game\gm_hockey_scene_lv1.cmpres, there is an unused version of the "Goal!" Ice Rink area.
It resembles the online counterpart more closely with the goal posts and ice sheet than the final model.
Early (gm_hockey_scene_lv1.cmpres) | Final (gm_icehockey.cmpres) |
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Last Changed Date: October 28, 2009 | Last Changed Date: May 19, 2010 |
Early Java Jump Area
Found in \game\gm_javasack_lv2.cmpres and \game\gm_javasack_lv3.cmpres, there is an older version of the "Java Jump" minigame area.
The older version has a more detailed Ice Rink model, the play area is missing the middle section and the Gift Shop has a more detailed back.
Early (gm_javasack_lv2.cmpres / gm_javasack_lv3.cmpres) | Final (gm_javasack_lv1.cmpres) |
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Last Changed Date: August 17, 2009 | Last Changed Date: May 5, 2010 |
Scrapped Minigame Scene
Found in \game\gm_crosscountry_cm.cmpres, an unfinished area model for a scrapped minigame can be found, the only textured part is the path players would have travelled on during the game.
gm_crosscountry_cm.cmpres |
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Last Changed Date: May 5, 2009 |
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.
Model | Texture |
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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 an 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.
Spring Power-Up
In the file \game\gm_javasack.cmpres, there's a model called cp01_op_java_02, which is a spring model for an unused special bag for "Java Jump".
Unused Cinematics
Found in the directory /hub/demo, several unused demo resource files can be found alongside the used files. "Demo" is used for assets relating to cutscenes in Game Day.
Examples being the following:
- demo_blue_##.cmpres and demo_red_##.cmpres, which are unused mid-story cutscenes.
- demo_green_##.cmpres and demo_yellow_##.cmpres are duplicates of the Red files.
- demo_green_##.cmpres and demo_yellow_##.cmpres are duplicates of the Red files.
- demo_red_op.cmpres, which is an unused introductory cutscene to the team you picked.
- demo_blue_op.cmpres, demo_green_op.cmpres and demo_yellow_op.cmpres are duplicates of the Red files.
- demo_blue_op.cmpres, demo_green_op.cmpres and demo_yellow_op.cmpres are duplicates of the Red files.
Due to the script files that would've been used to play them not being present, and no scripts actively loading the files, they simply go unused.
Elements that may have been intended, such as particle effects and sound effects, are not present, along with the penguins used likely not being the intended ones.
Filename | Video |
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demo_blue_01.cmpres | |
demo_blue_02.cmpres | |
demo_blue_03.cmpres | |
demo_red_01.cmpres | |
demo_red_02.cmpres | |
demo_red_03.cmpres |
Unused Sprites
To do: There are other sprites to add here. |
Sprites from Ice Fishing
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 Sprites
Found in hub\hub_ui_common.cmparc, UI textures for a ticket book, a ticket and a "Clear!" stamp exist, which were used in the unused stamp ticket layout section.
Pause/Menu Early Sprites
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.
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.
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.
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
In several of the game files, there are leftover debug elements present that do different things, from printing specific data to actual testing features.
Title Select Debug Menu
...But what does it mean? This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation! Notes: Japanese debug text to be translated. |
Still found in penguin_maker.rso is an entire debug menu that appears to be from an earlier point in development. It consists of several menus and a lot of options.
By default, the game doesn't print anything being called to the function Debug::Printf, instead it needs to be swapped to use Romfont::Printf to view the printed strings.
The basic controls are: Up and Down to scroll the options. Left and Right to adjust the selected option. A is used for confirmation.
SELECT
The main screen for the menu, it consists of the Wii's region, the current language for the game and four options to use.
Option Name | Options | Notes |
---|---|---|
GAME | Despite the name implying just the minigames, this is used for loading a specified sequence file. The options are: Feed A Puffle, Puffle Paddle, Go Go Stop, Sumo, Bobsled, Java Sack Race, Dancing, Coffee Bags Balance, Jackhammer, Snow Ball Rolling, Snow Ball Fight, Ice Hockey, Go Go It, Game Select, Penguin Maker, Hub Scene, Wifi Room, Event Title, GAME 3, Opening, Title, Main Menu |
Java Sack Race and Go Go It will crash the game due to not being loaded properly. Selecting either Game Select, Wifi Room, GAME 3 or Opening will always crash due to missing files. |
OPTION | This allows for selecting the various other option menus in this. The options are: GAME OPTION, HUB OPTION, SOUND CHECK, FONT CHECK, UI COMMON |
N/A |
SEQ | No idea exactly what this is meant to do, outside of quickly loading a .rso file. The options are: TEST SEQUENCE, STRAP, TITLE, SCENE BUILDER |
Selecting either TEST SEQUENCE or SCENE BUILDER will crash the game due to no .rso files existing for either. Selecting STRAP or TITLE will just reload the current sequence with different parameters. |
TEAM COLOR | This just allows you to quickly pick your team color. The options are: RED, BLUE, GREEN, YELLOW | N/A |
GAME OPTION
The Game Option menu, this provides several options for the various minigames you can pick.
Pressing A will save the changes you made. Pressing B will discard any changes that have not been saved.
Option Name | Options | Notes |
---|---|---|
PLAY NUM | This is for selecting your player number. Goes from 1 to 4. | N/A |
PLAY TYPE | Allows to choose whether you're doing a singles (Free For All) or a pair (2 VS 2). Options are: SINGLE, PAIR | N/A |
DIFFICULT | Difficulty of the minigame. Options are: EASY, NORMAL, HARD. | N/A |
HANDI P1 | Charater Type for P1, Goes from 0 to 3. | (0) = PLY, (1) = CPU, (2) = COM, (3) = --- |
HANDI P2 | Charater Type for P1, Goes from 0 to 3. | |
HANDI P3 | Charater Type for P1, Goes from 0 to 3. | |
HANDI P4 | Charater Type for P1, Goes from 0 to 3. | |
COURSE | Unsure as to what this is used for. Goes from 1 to 9. | This may potentially be from an earlier system. Minigames in the final game change their map depending on the difficulty. |
HUB OPTION
The Hub Option menu, this provides options for the hub flags, team color and allows for jumping into any challenge or sequence.
Pressing A on "START SCENE" or "START CHALLENGE or DEMO" will load into the specified option.
Option Name | Options | Notes |
---|---|---|
START SCENE | The desired hub scene to load in. Options are: town, village, forts, hill, beach, dock. | Before using this, GAME OPTION must have been entered at least once, otherwise the player penguin won't spawn. |
PLAYER NUM | The desired player slot. Goes from 1 to 4. | N/A |
TEAM COLOR | The current player's team color. Options are: RED, BLUE, GREEN, YELLOW | N/A |
CONQUER FLAG | Controls the the currently conquerable scenes in the game. Goes from 1 to 4. | 1 has only two unlocked for edits, 4 has every area unlocked for edits. |
SCENE NAME | List of scenes present in-game and their current conquer status. You can change the value of CONQUER for unlocked zones. |
LOCK is controlled by CONQUER FLAG. |
START CHALLENGE or DEMO | The desired challenge or cutscene (demo) to load in. Options are: CH01_SNOWBALLFIGHT, CH02_SIGNBOARD, CH03_COPYFACE, CH04_JACKHAMMER, CH05_HUGESNOWMAN, CH06_SNOWCONE, |
The only options that work are COMMON_OPENING and COMMON_ENDING. All others default you to the standard Town. |
SOUND CHECK
The Sound Check menu is what it says, it allows you to test any registered sound entry.
Pressing + will play the selected option. Pressing - will stop whatever audio is currently playing.
Option Name | Options | Notes |
---|---|---|
BGM | This option is for testing music. | The only entries in here are STRM files. |
SE | This option is for testing sound effects. | The only entries in here are SEQ files. |
FONT CHECK
The Font Check is another self explanatory option, it displays a list of font files used in the game. Preceeding that is some Japanese text that doesn't display properly.
Pressing A will print information regarding the selected font file to any connected debugger.
Japanese | Translation |
---|---|
フォントごとの各文字サイズを取得する ↑ or ↓ ボタン でフォントを選択。 Aボタン で選択したフォントの文字サイズを出力。 |
(Leave this side blank for translators to fill in) |
UI COMMON
The UI Common Tester option is a test for the layout files, both for handling loading of them and modifying nodes/animations. More Japanese is found here, but not displayed properly.
Pressing Left or Right will alter the radial's bar. Pressing + does something with loading a UI file.
Japanese | Translation |
---|---|
→生成する +ボタン イベント なし モード シングル |
(Leave this side blank for translators to fill in) |
プレイヤー1P タイプ プレイヤー ランク 1 ト・ スコア 0 菠 ラップ 0 荳 |
(Leave this side blank for translators to fill in) |
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 script file challenge_common.nut, 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 instantly clear the challenge, and holding B in combination will instantly fail the challenge.
By default, IsDebugMode() will always return false. This can be forced to true with the following Gecko code:
USA | EUR | DE | |
---|---|---|---|
Gecko Code | 013F27A3 00000001 | 013F2823 00000001 | 013ED4C3 00000001 |
These codes were made with immediately going to the story mode and risks problems if you go into any mini-game with these codes active due to how the RSO files are loaded.
Minigame Debug Parameters
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: What needs enabling to use the debug parameters leftover in Java Jump and Snowball Battle? |
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
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.
This can be viewed by replacing penguin_maker.rso with main_menu.rso.
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.
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.
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 |
---|---|
ui_eve_inst_balloon01a.brlyt is a dialogue box with up to 9 pages of messages, with scroll buttons to go between each page. | |
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.
Unused Textures
Sensei Color Texture
Alongside the other body colors in /chara/cp01.cmpres, one for Sensei can also be found. Because Sensei was never used, this also goes unused.
Wii SDK Leftovers
Several textures from the Wii's SDK were left in /test/test01.brres, examples include a fish and a human man respectively. The models that they belong to were not kept in the file.
Development Leftovers
Subversion Entries
In the file directories for Club Penguin: Game Day!, there are leftover .svn folders from their Subversion repository for the game.
These contain details about the files present, such as their last changed date, author of the change and the URL it was on in the repository, as well as duplicate files of the ones present.
The example .svn/entries file presented is from the root files directory.
9 dir 6057 http://cp-wii-server:28828/svn/CP_Wii/trunk/dvdroot http://cp-wii-server:28828/svn/CP_Wii 2010-06-11T11:22:12.405125Z 6057 morishita_g svn:special svn:externals svn:needs-lock 9b02b4b4-0fe6-1946-ac4d-27194fa4eda4 � opening.bnr file 2010-06-11T11:24:10.747534Z ed844940328058d4dde0d0a692478164 2010-06-11T03:12:38.858250Z 6047 uchidam has-props 357400 � test dir � title dir � sample dir � game_sub dir � penguin_maker dir � company_logo dir � sound dir � common dir � wifi_room dir � effect dir � scene dir � keyboard dir � param dir � localize dir � hbm dir � font dir � option dir � game dir � hub dir � chara dir �
Path: . URL: http://cp-wii-server:28828/svn/CP_Wii/trunk/dvdroot Relative URL: ^/trunk/dvdroot Repository Root: http://cp-wii-server:28828/svn/CP_Wii Repository UUID: 9b02b4b4-0fe6-1946-ac4d-27194fa4eda4 Revision: 6057 Node Kind: directory Schedule: normal Last Changed Author: morishita_g Last Changed Rev: 6057 Last Changed Date: 2010-06-11 12:22:12
Several usernames can be found in these files, which all correlate to developers for the game. These include morishita_g, uchidam, ogawa, terasaki and nishimura.
Several .svn files can also be found in the .cmparc files for "Fast Freeze" (gm_gogostop), "Feed A Puffle" (gm_feedapuffle) and "Java Jump" (gm_javasack), which are dated to before the current files they were found in.
Internal Names
Unsurprisingly, the game's internal name is Club Penguin Wii, sometimes abbreviated to cp-wii, as seen in the SVN files.
Internal Minigame Names
Minigame | Internal Name(s) |
---|---|
Puffle Paddle | gm_pufflepaddle |
Feed A Puffle | gm_feedapuffle |
Goal! | gm_icehockey Ice Hockey |
Snowball Battle | gm_snowfight Snow Ball Fight |
Jackhammer! | gm_jackhammer |
Rollin' Riot | gm_snowrolling Snow Ball Rolling |
Bean Balance | gm_coffeebags Coffee Bags Balance |
Java Jump | gm_javasack Java Sack Race |
Sled & Slide | gm_bobsled Bobsled |
Sumo Smash | gm_sumo Sumo |
Dance Off! | gm_dancing Dancing |
Fast Freeze | gm_gogostop Go Go Stop |
Regional Differences
From the German release of the game, there are a few changes that were done.
- The copyright date was changed from "© 2010 Disney" to "© 2010, 2011 Disney".
- gc_pad.rso was removed and several of the U8 Archive files were recompiled to remove the leftover SVN files inside.
- Several people from Disney Interactive Studios were added to the credits for the game, the new entries are:
- Alison L Maruca - Senior Producer
- Monica Costoya - Localization Producer
- Dav Jalaf - Sr Mgr-New Release Planning & 1st Parties (EMEA)
- Carly L Bezilla - SPECIAL THANKS
- Lawrence Crenshaw - SPECIAL THANKS
- CK Kindregan - SPECIAL THANKS
- Alejandra H Thompson - SPECIAL THANKS
- Coralie Aholoukpe - SPECIAL THANKS
- A new message was added to warn players when uploading coins to the online game.
"196,"Caution: If your online connection ","is interrupted while uploading ","coins, the coins you are uploading ","will be lost."
References
The Club Penguin series
| |
---|---|
Adobe Flash | Club Penguin |
iOS | Club Penguin • Puffle Wild • Club Penguin Island |
Android | Club Penguin • Club Penguin Island |
Nintendo DS | Elite Penguin Force (Prototype) • Elite Penguin Force: Herbert's Revenge |
Wii | Game Day! |
Unity Web Player | Pizzatron 3000 (Bean Counters) • Penguin Cup |
Windows, Mac OS X | Club Penguin Island |
- Pages missing developer references
- Games developed by Artoon
- Pages missing publisher references
- Games published by Disney Interactive Studios
- Wii games
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- Games with unused graphics
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- Games with unused cinematics
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- To do
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- To investigate
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