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Professor Layton and the Unwound Future

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Title Screen

Professor Layton and the Unwound Future

Also known as: Professor Layton and the Lost Future (EU/AU), Layton Kyouju to Saigo no Jikan Ryokou (JP)
Developer: Level-5
Publishers: Level-5 (JP), Nintendo (US/EU)
Platform: Nintendo DS
Released in JP: November 27, 2008
Released in US: September 12, 2010
Released in EU: October 21, 2010

AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.

To do:
Document the many text differences between the US and UK versions (ex. puzzle names being different for the same puzzles and even cutscenes with reworked dialogue).

Professor Layton and the Unwound Future is the third and probably most well-received game in the Layton saga, where Layton and Luke travel to a London set 10 years forward to stop the professor's future self, who has supposedly turned evil. It's the longest game in the series with a whopping 15 chapters (prologue and epilogue included) and over 200 puzzles counting the weekly ones, but it still got a surprisingly good localization from Nintendo.

Actually, given the game's heavy reliance on some puzzles on Japanese language subtleties, it's rather surprising it got localized at all.


Lost in Translation
The altered puzzles, some of which can be solved without any prior knowledge of Japanese.
English Translation Differences
(Contains spoilers!) A lot more change in English text this time around.

Unused Graphics

c904.limg and c905.limg are sprites of dummy characters, used for testing dialogue.

PL3- c904.png PL3- c905.png

c904.cimg and c905.cimg are also their names, Dummy 1 and Dummy 2.

PL3- c904 name.png PL3- c905 name.png

p1601a_tst.limg, p1806a_tst.limg, and p1808_tst.limg are exactly as described: test sprites. Two are of Don Paolo's flying machine, and the other is of the glass cage Flora was trapped in and the machine Bill Hawks was hooked up to.

PL3- p1601a tst.png PL3- p1806a tst.png PL3- p1808a tst.png

Unused Text

Untranslated Japanese Dialogue

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!

06.cpck contains two untranslated lines, belonging to Luke and Layton respectively.






11.cpck contains a line of, well...self-explanatory.

When point is tapped again after puzzle is solved. Placeholder text.

12.cpck contains a line of text explaining what the next cutscene to be played is.

Movie of Dimitri rushing to the 

lab after the explosion. Bill

wounded and Claire dead.

The exact reason why this is present is unknown, as there are no other brief summaries of cutscenes in between text where they happen. It's possible that it was put there to remind one of the localizers to go back and add the code to play the movie and they simply forgot to remove it, or it was to give context of the scene to the other localizers translating/proofreading the text.

13.cpck contains another line that explains itself.

Placeholder text. Puzzle Cleared.

Unused Ending Text

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Is there a way to get this to actually show up in-game to see how it might have looked?

14.cpck contains rather bittersweet words from Professor Layton, talking about Claire. This is placed between the last line of non-cutscene dialogue and Luke's letter, meaning it was likely intended to show up after the cutscene of his final farewell to her and before the cutscene of Luke's departure, or after both cutscenes but before showing the contents of Luke's letter. Note that the Japanese version has been slightly edited to remove the code for furigana (writing kana on top of kanji to help kids pronounce it), which may look like regular characters in the same sentence to non-Japanese speakers.

English (Unwound Future) Japanese (Saigo no Jikan Ryokou)
\0レイトン\0That day I met the first and only puzzle

that ever left me completely at a loss for

its solution.\0In fact, I'm still unsure if what I

witnessed was real, or just the product

of my heart's dearest wish.\0It's a riddle to which no one has an

answer. But I do know that even now the

warmth of her hand lingers upon my cheek.\0I'm uncertain about much of what

transpired but I know that I loved Claire dearly, and that fact is indisputible.








Miscellaneous Text

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!

99.cpck features various Japanese text, as well as three pieces of text that each say 'test'.



Regional Differences

Name Entry Screen

As with most localized Japanese games, the sub-menus for kana are dummied out: Only alphanumeric characters are left. Oddly enough, a set of symbol characters got excised as well, though it is not difficult to see why. Circle, Square, Cross and Triangle symbols would be out of place in a game localized by Nintendo.


Talking Parrot Minigame

The parrot in the Japanese version can talk to twelve people in the game. And by talking, we mean using 45 pre-defined words to complete sentences, to answer them. Your parrot starts without knowing any words, but he learns new words as rewards for some puzzles.

You would choose from the Parrot menu the person you want to play the minigame with. When you get to the place where that person is, the parrot would appear above their heads. Talking to the person would start a minigame where they would say two sentences: you have to fill in the blanks of the reply correctly.

A percentage appears on the menu as well of how friendly the parrot is with Luke: it unlocks the bonus puzzles when reaching 100%.

In the localized versions, this minigame has been replaced with another one where you tie ropes between sticks so that the Parrot bounces on it. The goal is to deliver objects to these twelve persons, and there are no more words to unlock, but just the twelve delivery missions for each of these people.

The text relevant to the parrot conversations is still more or less used in the English version, only as a regular discussion. The minigame might have been removed due to being redundant, with the Story Book already offering a similar challenge.

Japan International
Layton3-PL3-ParrotJP1.png Layton3-ParrotUS1.pngLayton3-ParrotUS2.png

Change in Picarats

The international versions of the game changed the amount of Picarats obtainable for a few of the puzzles. The maximum Picarats obtainable remains the same however.

Puzzle Number JP US/Europe
#27 10 30
#96 50 40
#108 40 30

Unused Wi-Fi Puzzles

To do:
Get a better video, or replace with screenshots.

While the main story puzzle count is the same between all versions, it is not the case for the downloadable puzzles… The original Japanese games all offered 52 Wi-fi puzzles, out of which 35 were localized for the third and fourth games (an improvement over the 26 of the first two games). Some of the DLC puzzles were added in the main story, and NoA considered it wasn’t worth it to replace the pun-heavy DLC ones as they were already struggling with the main puzzles.

However, the rest of the DLC puzzles (17 puzzles) are still in the US version, complete with unaltered Japanese graphics and fully working with the solutions of the JP release. Only their titles and texts are blanked out. They can be accessed by hacking the save file to unlock them.

Oddly enough, there is another unused puzzle, Puzzle W034: Cluttered Bag 2: Despite being functional and fully translated in English, this puzzle is never unlocked in the US/EU, which is a shame.