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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
Publishers: Square Enix (JP), Nintendo (US/EU/AU)
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.
RegionIcon.png This game has regional differences.


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.
  • /DeliciousMii contains Miis that could be seen in both the official renders and pre-release footage of the game.
  • Unused Strap duplicate file: strap.cmpres in /title

Sub-Pages

FortuneStreet-SP-Die.png
Unused Boards
They make up about 38% of all the boards, by the way.

Unused Models

Unused Hub World (game_title.cmpres)

FortuneStreet-OldHub1.png
Shipwreck.

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.

(Source: McKraken)

Unused Metal Slime

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 Graphics

Unused Hub World Illustration (mg_slot.cmparc)

Everyone is here!

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)

You're welcome.

A leftover thank you message from E3.

Dummy Mii Icons (game_board.arc)

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 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)

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.

Club Penguin: Game Day! Leftovers

title.cmparc

Silly lazy developers.

Found in the files of a game that doesn't even support pointer controls. Thankfully you don't need to press both in the final game. FortuneStreet-CPButton.png FortuneStreet-CPWindow.png

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

Spinning arrows are always cool.

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!

The sound my microwave makes while I wait for it to finish cooking my food:

ui_com_charaname01a.brlyt, a nametag.

Tough choice...

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)
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.
FS-CPGD-cursor.png

ui_tit_cursor01a.brlyt, A cursor.

FS-CPGD-instruction.gif

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)

FortuneStreet-PauseUI.png

FortuneStreet-FlingP1.png FortuneStreet-FlingP2.png FortuneStreet-FlingP3.png FortuneStreet-FlingP4.png

A slightly wider restart button?

/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.

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 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
JPN
buildtime.txt revision.txt / tmp.txt
Oct 13 2011 18:21:47
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.

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 forgotten warning message.