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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), Club Penguin: Le Grand Jour! (FR)
Developer: Artoon
Publisher: Disney Interactive Studios
Platform: Wii
Released in US: September 21, 2010
Released in EU: September 24, 2010
Released in DE: March 8, 2012[1]
Released in AU: September 17, 2010


AreasIcon.png This game has unused areas.
DevMessageIcon.png This game has a hidden developer message.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page

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:
  • The game scripts used for the hub areas and challenges as well as other game files contain a lot of developer comments.
  • Unused sound effects.
  • Normally unseen elements in models and areas.
  • More unused graphics.
  • Document the test/unused areas a bit further.
  • Add an animations subheader and add animations for the used and unused models.
    • gm_crosscountry.cmpres has a lot of animations for the penguin model, some I believe are shared with "Goal!" however.

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

Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes
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 textures from the Wii's SDK.

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).

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".

All of the unused penguin components.

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)
Last Changed Date: October 28, 2009 Last Changed Date: May 19, 2010
CPGD-icerink gm hockey scene lv1.png CPGD-icerink gm icehockey.png

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)
Last Changed Date: August 17, 2009 Last Changed Date: May 5, 2010
CPGD-gm javasack earlyfarshot.png CPGD-gm javasack finalfarshot.png

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
Last Changed Date: May 5, 2009
CPGD-r04a gm crosscountry cm.png

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
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 an early stage of development.
ClubPenguinGameDay-Gim sbf dummy 01a.png

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".
CPGD cp01 op java 02.png

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_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.

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.


Below this is a table with video mockups of the Red & Blue teams cutscenes, using custom script files.
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
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

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 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

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

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

Cacti speak Japanese.
...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.

The main Select Screen
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.

The Game Option Screen
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.

The Hub Option Screen
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,
CH07_TARGETPRACTICE, CH08_GIANTBALLOON, CH09_STRANGEONE,CH10_UMPIRES_MIMICRY, CH11_COLORDANCE_GREEN,
CH12_COLORDANCE_YELLOW, COMMON_OPENING, COMMON_ENDING

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.

The Sound Check Screen
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.

The Font Check Screen
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.

The Common UI Test Screen
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

Elementary, my dear Cactus.
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

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.
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.

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_tit_menu02a.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.

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

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.

The gray color texture.

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




















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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

  1. Gameswelt (German gaming magazine site, only place found that explicitly gives a release date.)