Fortune Street

Fortune Street (known as Boom Street in Europe and Oceania) is a Wii game developed by Square Enix. It is a follow-up to the 2007 Nintendo DS game Itadaki Street DS and is the first  title that was released outside of Japan.

This game was able to be played over Nintendo Wi-Fi Connection; however, the service was terminated on May 20, 2014, making this game no longer playable online. Also, mainly due to this game's Wi-Fi compatibilities, it is impossible to transfer the save data to an SD Card.

Gameplay
This game functions like a Monopoly style board game. It can be played with up to four players. If game data cannot be saved or will not be saved, only offline multiplayer is available (though Out to Lunch can be used to mimic a single player game. Every player can be CPU players by doing this). When playing multiplayer offline, records are not saved. Also, when playing multiplayer offline, players can decide if each player should have their own Wii Remote, or that players share one Wii Remote. When using the latter option, players press one of the three buttons:, , and during an Auction to make a bid, and are ordered based on where characters appear in the Auction window.

At the start of a game, all players use number machines to determine the turn order, with the highest number going first (note that it is possible for two numbers on the number machines to be the same, if so then the tying players use the number machines again). The only exceptions are the tutorial, where the human player always goes first; and in Custom Rules, should the Order of play be set to As picked, where it makes P1 goes first, then P2, then P3, then P4.

Four players (excluding the play system in Tutorial mode, where only three characters play) take turns by rolling dice to go around the board and buy shops. Some squares involve special attributes, such as Take-a-break squares (when a character lands there, all of their shops close until the player's next turn) and Venture squares (like a Chance space in Monopoly). Players also have the ability to invest money in their own shops when they land on them (a maximum of 999 per turn). Scattered around the board are four suits (Spade, Heart, Diamond, and Club); if the player collects all of them and returns to the Bank (also the starting square) they get a promotion. When a player gets a promotion, they get a fixed amount for their salary, plus a shop bonus which is based off 10% the sum of all the player's shop value, as well as a promotional bonus (extra money given to the player that increases as they level up). The player's level also goes up when they get a promotion.

The player wins by increasing their net worth to at least the target amount (usually determined by the game, if on Custom mode though, this can range between 6,000 and 999,000 in increments of 1,000) and returning to the bank first (in the Practice Boards, the target net worth for Easy Rules and Standard Rules are 5,000 G and 8,000 G respectively). Net worth is the total combined amount of ready cash and value in stocks and shops and can be increased by having other players land on their shops and buying multiple shops in an area or investing in stocks and owned shops to increase the stock price. If the player's ready cash drops below zero at any point, they must sell either stocks or a shop to try and get out of debt; any shops sold for cash are auctioned (the winning bid gets paid to the bank). Note that the bank only offers 75% of the shop price to a player if they are in debt. Also, if a player auctions a shop from "Manage Shops" or gets Venture Card #74, the highest bid is credited to the original owner. If the player's net worth goes below zero, then they go bankrupt; all their assets are sold off if any remain and they are automatically eliminated from the game. The player with the highest net worth automatically wins if the bankruptcy limit is met (although in a very rare case should two or more players have the same highest net worth, the player that goes later in the turn order wins). In Tour mode, the game ends once one player goes bankrupt, in Custom mode, this can be set to when two players go bankrupt or to have a last-man-standing rule.

There are two different ways to play: the Easy rules and the Standard rules.

Standard Rules
In the Standard rules, the board is divided into several color-coded districts and includes a stock market. If the player has more than one shop in a district, both shops expand, meaning the shop's value, prices, and max capital (the amount of money that can be invested into a shop) all increase. Owning all the shops in a district results in a domination, which greatly expands all the shops in that district. There is usually 4 shops in a district.

Stocks can be purchased at the Bank or a Stockbroker square, but only 99 can be bought in one district at one given time. Despite that, stocks can be sold at any time before a player's turn. Stocks can increase or decrease in value at any time. An increase of shop values or a large purchase of stock at one time increases the stock value in that district. Conversely, a decrease of shop values or a large sale of stock at one time decreases the stock value in that district. Like shops, stocks are assets, and therefore, do not decrease net worth when purchased. When stocks increase or decrease in value, only the player's net worth is affected. This is dependent on two factors: how many stocks owned in that district, and by how much the stock value fluctuates. For example, if a district's stock value increases by 5G, a player who owns 200 stocks in that same district gains a 1000G bonus in net worth.

Exclusive to Standard rules are vacant plots. These squares allow a player to build upon the land. A vacant plot can be changed, or 'renovated', at any time before the player rolls the dice block. The following buildings can be built on vacant plots:

Three-Star Shops cost 1000G to build; everything else costs 200G. A surcharge of 150G is imposed to renovate an existing building.

Easy Rules
In Easy rules, there are no stocks, vacant plots, or districts, making the game more accessible for new players. To expand shops further, players have to buy adjacent shops in a row. The row's maximum potential length depends on its location on the board since suit squares, venture squares, the arcade, and the bank divide certain sections of the board.

Salary Calculation
A player's salary from a promotion is calculated as follows:

Characters
All 22 characters from Itadaki Street DS return, with the addition of four new characters for a grand total of 26. Players can also use and customize their Miis in the game.

Miis are the only playable characters in single-player and online mode; in multiplayer offline, players can also choose between the Mario and Dragon Quest characters as well. Each computer character is ranked from S, A, B, C, D in terms of difficulty (S being the highest, and D being the lowest) which means each computer character has a predetermined difficulty. If the player beats either all the Easy Tour boards or all the Standard Tour boards, they have the ability to switch the computers' difficulty from S rank to their normal rank.

Characters marked with an asterisk (*) are unlockable.

Other

 * Mii

Mario series

 * 8-bit Buzzy Beetle
 * 8-bit Goomba
 * 8-bit Koopa
 * 8-bit Piranha Plant
 * Bob-omb
 * Boo
 * Bullet Bill
 * Chain Chomp
 * Dry Bones
 * Lakitu
 * Luma
 * Noki
 * Pianta
 * Shy Guy
 * Thwomp
 * Toads
 * Yoshis

Dragon Quest series

 * Goodybag
 * Healslime
 * Magmalice
 * Malroth
 * Metal slime
 * Mottle slime
 * She-slime
 * Rockbomb

Venture cards
When a player lands on a Venture square or a Suit square, they must pick a venture card. There are 128 cards in total, but 23 of them are exclusive to Standard rules. As such, only 105 cards appear in the Easy rules. By lining up panels of the same color in a row, column, or diagonally, players get 10 gold for every panel in the line. This takes effect after 4 panels. If a player lines up 8 panels, they get 200 gold. If all panels have been flipped, the venture card board resets. On Super Mario boards, the unflipped panels depict a Super Mushroom while the panels on Dragon Quest boards depict a Slime. When a player picks a card, the following happens depending on the number (note that descriptions in bold are exclusive to Standard Rules while descriptions in italics are optional):

Results Screen
When a game is finished, the player in first place does a winning animation and the player in 4th place does a losing animation (note: if there is a tie, then the tiebreaker is decided by whoever is later in the turn order). After that, trophies and prizes are handed out (only in Single Player mode, except Tutorial), then a details screen shows up, divided into three different screens (on all screens except in Sales and Payments the Target amount appears):

Graph
The first screen shows the players' positions and how many turns the game lasted. To the right is the graph, each player is identified with a colored line. Also, the red dotted line indicates the starting value and the black dotted line indicates the target net worth.

Sales and Payments
The second screen shows the number of times the player made sales including gold values:
 * Number of sales: Number of times rivals landed on the player's property and had to pay.
 * Total: The total gold the player gained from sales.
 * Average: Average amount of gold determined by the total divided by the number of sales.
 * Greatest: The most amount of gold the player gained from one sale.

It also shows the amount of payments including gold values:
 * Number of payments: Number of times the player landed on rivals' properties and had to pay.
 * Total: The total gold the player lost from payments.
 * Average: Average amount of gold determined by the total divided by the number of payments.
 * Greatest: The most amount of gold the player lost from one payment.

In Standard Rules, there is also Stock Return, which is the amount of gold gained or lost from stock prices rising or dropping.

Assets and Salary
The third screen shows each player's net worth, ready cash, property and stock (only in Standard Rules) as follows:
 * Net worth: This is determined by sum of ready cash, property and stock (only in Standard Rules). If a player is bankrupt, this value is negative, same for Ready cash.
 * Ready cash: The amount of gold the player has in possession.
 * Property: Sum of the shop prices of the property the player owns.
 * Stocks: Only in Standard Rules, the sum of the stock prices on stocks the player invested in.

It also shows the player's level and upcoming salary:
 * Level: Shows the player's level.
 * Upcoming salary: Shows the player's salary for their next promotion.

Costume shop
By completing boards in Tour mode, the player can earn stamps which can be used to purchase clothing, accessories, mascots, actions, and styles of play for their Mii. While most only change the aesthetics of the Mii, the style of play affects how the Mii acts when the player chooses "out to lunch" in the menu during a game.

Staff
In conjunction with the Treehouse division, members of Keywords International Ltd. assisted in the English translation of this game, including Nobuhiro Izumisawa and Clare Saracine. Takashi Tezuka and Shigeru Miyamoto served as superviors while Koji Kondo acted as the sound supervisor.

Quotes

 * "Ha ha! I guess this is the place where I can change my profession… Thanks, but I'm happy being a hero!" - Mario
 * "Ookie. Ookity ooo... (I've gotta keep my next move a secret. You know, corporate spies and all...)" - Diddy Kong
 * "I ain't pumpin' mazuma into the Family's stores at every oppurtoonity, ya know. I got my instructions." - Platypunk
 * "Shops, suits, gold coins... This is really confoozing... My brain's turning to jelly!" - Slime
 * "The goddess speaks. Victory cannot be attained in such manner. Please, give to me money!" - Kiryl

Pre-release and unused content
Within the game's files are 30 board layouts that go unused. Among them are recreations of Street 1, Street 2, and Street 3 from Itadaki Street 2: Neon Sign wa Bara Iro ni. However, the prices of the shops and the layout of the districts do not match exactly. On these boards, the maximum dice roll is set to five which is not used for any of the playable boards.

References to other games

 * Super Mario Bros.: The World 1-1 board is based off the same level from this game. Additionally, the music of this board is an arrangement of the overworld theme of this game. Also, upon completing a Mario board, an arrangement of the Castle Clear music plays, followed by an arrangement of the Ending BGM.
 * Dragon Quest (series): Arrangements of the level up, inn, and save jingles are used.
 * Dragon Quest: Alefgard is a playable board and it uses the overworld music from this game. An arrangement of the ending music is used when a player wins a Dragon Quest board. An arrangement of the Game Over jingle is used when a player is bankrupted.
 * VS. Super Mario Bros.: The arrangement of the Ending BGM uses the extended melody first used in this game.
 * Dragon Quest III: The Seeds of Salvation: The Ghost Ship is a playable board and it uses the overworld music from this game. The file select music is an arrangement of "Rolling Dice".
 * Super Mario Bros. 3: During an auction, an arrangement of the Toad's House/P Switch music plays. An arrangement of the Pipe Land map music also plays in the stock menu. Also, an arrangement of the "3 Matching Cards" fanfare plays whenever a line is made in Round The Blocks on a Mario board or when the Super Mario Tour is completed in Tour mode, as well as an arrangement of the "World Clear" fanfare playing when a line of lucky 7's is made in Round The Blocks on a Mario board.
 * Dragon Quest IV: Chapters of the Chosen: Colossus is a playable board and it uses an arrangement of "Wagon Wheel's March". When a player reaches the target net worth on a Dragon Quest board, it plays an arrangement of this game battle theme. The Healslime that can appear is named "Healie", referencing the Healslime that assists Ragnar McRyan.
 * Super Mario World: An arrangement of the plays when someone reaches the target amount in a Mario board. An arrangement of the bonus stage music is heard in the minigame Round the Blocks if it is played on a Mario board.
 * Super Mario Kart: An arrangement of Mario Circuit's music is used for the Mario Circuit board.
 * Dragon Quest V: Hand of the Heavenly Bride: Mt. Magmageddon is a playable board and it uses an arrangement of this game's dungeon theme. During a Slurpodrome race, an arrangement of this game's battle theme plays. The Goodybag that can appear is named "Gumdrops", a reference to the recruitable Goodybag
 * Super Mario Land 2: 6 Golden Coins: One of Wario's quotes on Starship Mario has him stating that the starship would be his if he turned the "M" upside down. This alludes to his taking over of Mario's castle in this game, which involved flipping the castle's "M" so that it appeared as a "W".
 * Super Mario World 2: Yoshi's Island: An arrangement of the title screen music for this game plays as the music for the Yoshi's Island board. Also, an arrangement of the athletic theme is heard in the Venture square or when Dart of Gold is being played.
 * Super Mario RPG: Legend of the Seven Stars: An arrangement of "Hello, Happy Kingdom" plays on the Peach's Castle board.
 * Wario Land 3: Wario mentions Rudy when building a tent on the board.
 * Luigi's Mansion: One of Luigi's quotes mentions the Poltergust 3000.
 * Super Mario Sunshine: Delfino Plaza returns as a Mario series board. An arrangement of its original theme is the music of this board.
 * Wario World: Wario mentions the Black Jewel in one of his quotes, who was the main antagonist of that game.
 * Mario Kart: Double Dash!!: Peach's quote on the Mario Circuit board is "I'm going to double-dash my way to victory! Good luck keeping up with me! Tee hee!" This references the two driver mechanic featured in said game.
 * Slime MoriMori Dragon Quest: Shougeki no Shippo Dan: Slimenia originates from this game, though it goes unnamed.
 * Mario Party 6: Yoshi's artwork is an updated version on his artwork from this game.
 * Super Mario 64 DS: Bowser's artwork from this game is reused.
 * Dragon Quest VIII: Journey of the Cursed King: Castle Trodain is a playable board and uses an arrangement of its area music. The jingle that plays when the venture card #13 is drawn is taken directly from this game. When a slime wins the Slurpodrome, an arrangement of the medium fanfare plays. When Dart of Gold is played by a Dragon Quest character or Round The Blocks is played on a Dragon Quest board, it plays an arrangement of "Fun Casino".
 * Dance Dance Revolution: Mario Mix: Luigi's artwork from this game is reused.
 * Mario Superstar Baseball: The Mario Stadium and an arrangement of its music returns as one of the Mario series boards.
 * Dragon Quest Heroes: Rocket Slime: An arrangement of Forewood Forest and Backwood's music is used on Slimenia.
 * Dragon Quest: Shōnen Yangus to Fushigi no Dungeon: Robbin' Hood Ruins appears as a board and it uses an arrangement of its area music.
 * New Super Mario Bros.: An arrangement of the Bowser's Castle theme can be heard at certain boards. Gaining a level with a Mario series character plays an arrangement of the "Course Clear" music. Also, Bowser Jr.'s artwork from this game is reused.
 * Mario Party 8: Wario, Daisy, Toad, Waluigi, and Birdo's artwork from this game is reused.
 * Itadaki Street DS: All of the boards and playable characters in this game return.
 * DK: Jungle Climber: Diddy Kong's artwork from this game is reused.
 * Super Mario Galaxy: The Good Egg Galaxy returns as a Mario series board.
 * Mario Party DS: If a player draws venture card #88, all other players swap positions. This is a reference to the Happening Space in Kamek's Library that occasionally causes Kamek to cast "Kamek Spell No. 88", which has the same effect.
 * Mario Kart Wii: The Mario Circuit board resembles the Mario Circuit from this game.
 * Dragon Quest IX: Sentinels of the Starry Skies: The Observatory and Alltrades Abbey are playable board and they uses arrangements of their respective area music. On the Wi-Fi menu screen, an arrangement of "Pub Polka" plays.
 * New Super Mario Bros. Wii: Memory Block takes place in a Toad House from this game and features an arrangement of the Toad House music from this game.
 * Super Mario Galaxy 2: Starship Mario returns as a Mario series board. An arrangement of "Starship Mario, Launch!" also plays on this board.
 * Dragon Quest: Monster Battle Road Victory: The music for the Ghost Ship, Alefgard, Colossus, reaching the target net worth on a Dragon Quest board, winning a Dragon Quest board, and the Wi-Fi menu are taken directly from this game.
 * Mario Sports Mix: The victory animations for some of the Mario series characters resemble the animations from this game, however their animations are slightly different and are not continuous; they revert to their standing animation when they finish their victory animation.