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 can't be saved or won't 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 aren't 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 will 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 will 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 runs out of ready cash 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) will 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 of a large purchase of stock at one time will increase the stock value in that district. Contrariwise, a decrease of shop values or a large sale of stock at one time will decrease the stock value in that district. Like shops, stocks are assets, and therefore, will not decrease net worth when purchased. When stocks increase or decrease in value, only the player's net worth will be 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 will gain 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, no vacant plots, and no districts, making the game more accessible for new players. To expand shops further, the player will 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 will 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

Minigames

 * Round The Blocks – This is essentially a game of slots. The player can get three 7s in a row and get 500 gold coins (the game's money currency, shortened as gold or simply G) times their level, get three warp pipes or wings (depending on the series which the board being played on is from) in a row to warp, three stock icons to get a set amount of stocks in one district (exclusive only to standard mode), three Suit Yourself Cards (these are like wild cards; they can act as any suit the player does not have, and owning one Suit Yourself Card means the player could only collect three suits and still get promoted) in a row to get one of the afore-mentioned cards, or get 3 mushrooms or Slimes (the aforementioned series rule) to get 50G times the player's level.
 * Memory Block – The player chooses from a number of boxes to get either a 1-Up mushroom which makes all of their shops increase by 10%, a card with a coin which gives the player 10G multiplied by their level, a Suit Yourself Card, 5 stocks in a district, or a card with Bowser's face on it which makes all of their shops decrease by 5%. Sometimes, all of the blocks will be the same size, so there is a chance that the player may get a Bowser card easily. Commonly, it happens to first place the most.
 * Dart of Gold – The player throws a dart at a wheel that has different items that can help or hurt players. Once the player throws the dart and hits an item (a treasure chest containing 100G times a player's level, a gold coin worth 10G times a player's level, three gold coins worth 30G times a player's level, stocks, a 1-Up Mushroom that will increase the player's shop values by 5%, though items like a Bowser icon that will decrease the player's shop values by 5% or a Suit Yourself Card will appear), the player then throws another dart at a different wheel that has all four players’ faces on it individually (with the person playing the game being the biggest) as well as a space that has everyone's faces on it. If the dart hits one player's space then that player gets the prize or punishment, but if the dart hits the space with all the faces, all four players get the prize or punishment.
 * Slurpodrome – Players choose from five different colored Slimes, and then a race to see which one will make it to the end first starts. Along the way, treasure chests will open and reveal one of many things: a gold coin worth 20G, a Mimic which knocks the Slime out of the race, a Munchie which does nothing to affect the race, or a seed of agility which increases the Slime's speed. Sometimes, Rockbombs will roll onto the track and knock a Slime out of the race. When a Slime gets to the end first, the player backing it wins the most money (100G times their level plus any coins they collect during the race). However, since players can collect coins along the way, all players will get some money (depending on the number of chests hit) if they can collect at least one coin. Rewards are doubled for easy rules. This is also the only minigame which all four players immediately participate in upon it being selected.

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 will 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 will happen 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 will be 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 will be 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 will also show the player's level and upcoming salary:
 * Level: Shows the player's level.
 * Upcoming salary: Shows the player's salary for their next promotion.

References to other games

 * Super Mario Bros.: The World 1-1 stage 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 theme.
 * 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.
 * 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.
 * 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 in the board Peach's Castle.
 * 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 in the Mario Circuit map 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.
 * Mario Party 6: Yoshi's artwork is heavily based on his artwork from this game, featuring him in an identical pose.
 * Super Mario 64 DS: Bowser's artwork from this game is reused.
 * Dance Dance Revolution: Mario Mix: Luigi's artwork from this game is reused.
 * Mario Superstar Baseball: The Mario Stadium returns as one of the Mario series boards.
 * 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.
 * 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 will occasionally cause 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.
 * 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.
 * 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.