Itadaki Street DS: Difference between revisions

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{{italic title}}
{{italic title}}
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{{game infobox
{{game infobox
|title=Itadaki Street DS
|title=Itadaki Street DS
|image=[[File:Orig ita01.jpg|250px]]
|image=[[File:Orig ita01.jpg|250px]]
|developer={{wp|Armor Project}}
|developer=[[TOSE Software Co.]]<br>{{wp|Think Garage}}
|publisher=[[Square Enix]]
|publisher=[[Square Enix]]
|release={{release|Japan|June 21, 2007|}}
|release={{release|Japan|June 21, 2007}}
|genre=Board Game
|genre=[[Genre#Party games|Party]]
|modes=Single-player, 1-4 Multiplayer
|modes=Single player, multiplayer (up to four players)
|ratings={{ratings|cero=A}}
|ratings={{ratings|cero=A}}
|platforms=[[Nintendo DS]]
|platforms=[[Nintendo DS]]
|media={{media|ds=1}}
|media={{media|ds=1}}
|input={{input|ds=1}}
|input={{input|ds=1}}
|gallery=
}}
}}
'''''Itadaki Street DS'''''<ref>[https://www.hd.square-enix.com/eng/ir/library/pdf/ar_2008en.pdf SQUARE ENIX ANNUAL REPORT 2008]. ''Square Enix''. Retrieved May 6, 2023</ref> is a game for the [[Nintendo DS]]. It was created by [[Square Enix]]. Like other installments in the ''Itadaki Street'' series, ''Itadaki Street DS'' is a ''{{wp|Monopoly (game)|Monopoly}}''-like game that has some ''[[Mario Party (series)|Mario Party]]''-esque elements added to it due to the appearance of several ''Super Mario'' characters ([[minigame]]s, for example). It was released on June 21, 2007 only in Japan.
'''''Itadaki Street DS'''''<ref>{{cite|url=www.hd.square-enix.com/eng/ir/library/pdf/ar_2008en.pdf|title=SQUARE ENIX ANNUAL REPORT 2008|publisher=Square Enix|format=PDF|accessdate=May 6, 2023}}</ref> is a game for the [[Nintendo DS]] developed by [[TOSE Software Co.|TOSE]] and {{wp|Think Garage}}, and published by [[Square Enix]]. Like other installments in the ''Itadaki Street'' series, ''Itadaki Street DS'' is a {{wp|Monopoly (game)|Monopoly}}-like game starring ''[[Super Mario (franchise)|Super Mario]]'' characters, as well as from the ''Dragon Quest'' series. It was released in Japan only, on June 21, 2007.


A follow-up to this game, titled ''[[Fortune Street]]'', was released internationally for the [[Wii]] in December 2011.
A follow-up to this game, titled ''[[Fortune Street]]'', was released internationally for the [[Wii]] in December 2011.
==Gameplay==
==Gameplay==
Players move around the board, buying shops and collecting money from others who land on their shop spaces. Depending on circumstances, some players can forcibly take over another player's shop spaces, or make them inactive for a turn. Players can also hold shares of a block of spaces so that they get paid when someone lands on any space in that block, even if it is not their own.
Players move around the board, buying shops and collecting money from others who land on their shop spaces. Depending on circumstances, some players can forcibly take over another player's shop spaces, or make them inactive for a turn. Players can also hold shares of a block of spaces so that they get paid when someone lands on any space in that block, even if it is not their own.
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==Areas and stock system==
==Areas and stock system==
{{rewrite|the section, especially on stocks, is unclear to users who have not played the game and possibly includes player strategies, which are not allowed in articles}}
All shops are divided in many areas, each given a unique name and color. Most areas contain four shops. Shops start with a given price when players buy them and by investing into them, the price increases. The player can invest up to 999 gold into a shop at a time, but this amount is limited by the shop's max capital. If a player gets another shop in the same area as other shops owned by them, the shops' prices grow, and the player can invest more money on that shop. The player can achieve a monopoly by owning all shops in the area. Shops in monopolized areas have their value boosted and accept even bigger investments. The appearance of a shop changes based on how much gold is invested in it, though this is only cosmetic.
All shops are divided in many areas or blocks, each one which a name and a color. Most areas contain four shops. Shops start with a given price when players buy them, and they may invest on it later when they land on it to raise its price and value. If players get another shop in the same area as other owned shops, the shops' prices grow, and the player can invest more money on that shop. The player can achieve a monopoly by owning all shops in the area. Shops in monopolized areas accept even bigger invests that can be used increase stock price to benefit the player.


A player in the bank or a broker square may buy stocks. The player can choose any block; if the player has an area with shops to invest in, the player will mostly invest on that area to get money from the invests, and if the player owns no area but an opponent owns one, the player may buy stocks on that area to receive money when the opponent invests. Also, if the player has stocks in the same area a player in first place, the player may sell 10 stocks in each turn to lower the assets. This is an offensive technique performed by Rank S CPU characters. When a player buys or sells more than 10 stocks in an area, the price of stock in that area will go up or down by 8% respectively. Players may buy as a max amount 99 stocks per bank/broker pass (which is the recommended amount, and all Rank B, A and S players will buy MAX stocks and invest MAX capital in their shops) and can hold a max amount of 999 stocks in an area. Also, players may invest only the specific MAX amount in a shop when they land on it. If this amount is 1000G or more, the player may invest only 999G per land.
A player who crosses onto the bank square or stops on a broker square may buy stocks. The player can choose any area to invest gold into. Players may buy up to 99 stocks at a time and can hold a max number of 999 stocks in an area. Whenever gold is exchanged between players by landing on a shop, stockholders in that area get a bonus percentage of gold based on how many stocks they have. When gold is invested in a shop, the area's stock price may get raised and make stocks more valuable. When a shop loses value, the stock price may go down. Likewise, when a player buys or sells more than 10 stocks in an area, the price of stock in that area goes up or down by 8%, respectively. Players can sell their stocks at the start of their turn.


Players may also force buyout on the opponents' shops when they land on them. To buy a shop out, the player must pay 5x its real value. Buyouts are often made in late game to monopolize areas or to get rid of the opponents' monopolized areas by buying out the cheapest property. To prevent buyouts, players may invest on their small shops to make them more expensive. The shop design and material changes depending on the price.
Players can exchange shops before rolling the die. They can choose to exchange one to two of their own shops for one to two of an opponent's shop. Gold can be added as a supplement to the deal. After the initial terms of the trade are decided, the opponent may ask for more gold, accept the terms of the deal, or decline the trade. Players may also force buyout on the opponents' shops when they land on them. To buy a shop out, the player must pay 5x its real value.


Each AI will invest differently:  
Each CPU rank invests differently:  
{|class="wikitable"
{|class="wikitable"
|-
|-
!CPU Rank!!Max. stock buying per bank pass!!Max. investment per invest!!Chance of buyout for others!!Other notes
!CPU Rank!!Max. stock buying per bank pass!!Max. investment per invest!!Chance of buyout for others!!Other notes
|-
|-
|Rank D||29||100G||Very rarely||none
|Rank D||29||100G||Very rarely||None
|-
|-
|Rank C||49||200G||?||none
|Rank C||49||200G||?||None
|-
|-
|Rank B||Maximum||Maximum||Often||Usually invests too early
|Rank B||Maximum||Maximum||Often||They usually invest too early, preventing them from buying stocks in their areas.
|-
|-
|Rank A||Maximum||Maximum||Often||Invests later than Rank B CPUs
|Rank A||Maximum||Maximum||Often||They invest later than Rank B CPUs, letting them buy more stocks before raising their price. They also try to buy stocks in opponents' areas.
|-
|-
|Rank S||Maximum||Maximum||Often||Sometimes sells stock to lower opponents' assets
|Rank S||Maximum||Maximum||Often||They sometimes sell stock to lower opponents' assets.
|}
|}
Rank D AI limit themselves to buy 29 stocks per bank pass and 100G per invest, and they very rarely force a buyout. Rank C AI limit themselves to buy 49 stocks per bank pass and 200G per invest. Rank B AI invest the max amount of stocks per bank pass and invest the max amount of money in their shops, but they invest so early and even when they have a few amount of stocks that the raised price may end being too expensive for them, so they cannot get more stocks. Rank A also invest the max amount but they don't invest when they have few stocks, they wait until they get a good amount of stocks and then they invest and get a big amount of money. They also try to buy stocks on the opponents' areas to get extra money. Rank S also invest that way, but they sell stocks in purpose in opponents' areas to lower their assets. Rank B, A and S often buyout to get three shops or monopoly in an area or to prevent an opponent from investing in a monopolized area.


==Vacant Plots==
==Vacant Plots==
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When a player lands on the Casino square (Which was renamed to Arcade square in Fortune Street), that player gets to play a game of chance. There are four of them:
When a player lands on the Casino square (Which was renamed to Arcade square in Fortune Street), that player gets to play a game of chance. There are four of them:
*[[Itadaki Slot]]: The Player rolls a slot to get some prizes. The player must make rows of pictures to win. Three Slimes/Goombas are worth 100GxLVL, two Slimes/Goombas are worth 30GxLVL, one Slime/Goomba is worth 10GxLVL, three Wild Cards are worth one Wild Card, three Warp Pipes/Chimera Wings let the player warp to any square and three Stocks (株) give the player five Stocks x LVL in the most valuable area.
*[[Itadaki Slot]]: The Player rolls a slot to get some prizes. The player must make rows of pictures to win. Three Slimes/Goombas are worth 100GxLVL, two Slimes/Goombas are worth 30GxLVL, one Slime/Goomba is worth 10GxLVL, three Wild Cards are worth one Wild Card, three Warp Pipes/Chimera Wings let the player warp to any square and three Stocks (株) give the player five Stocks x LVL in the most valuable area.
*[[Amida Pipe]]: This game takes place in the [[Warp Zone]] from ''[[Super Mario Bros.]]'' The player must choose one of the three pipes and the pipe will either lead to coins (10GxLVL each one), a [[? Block]] that may have coins, a mushroom that lets one of the player's shops grow, a Wild Card or a Poison Mushroom that makes the player sleep for one turn. One of the pipes leads to a Piranha Plant. If the player chooses that one, Mario loses a life and the player gets no reward.
*[[Amida Dokan]]: This game takes place in the [[Warp Zone]] from ''[[Super Mario Bros.]]'' The player must choose one of the three pipes and the pipe will either lead to coins (10GxLVL each one), a [[? Block]] that may have coins, a mushroom that lets one of the player's shops grow, a Wild Card or a Poison Mushroom that makes the player sleep for one turn. One of the pipes leads to a Piranha Plant. If the player chooses that one, Mario loses a life and the player gets no reward.
*[[Silver Tarot]]: The player is given some concealed Tarot cards, and they must choose two. The first card decides which players are gonna get something (The one in last place, everyone except the player, etc), and the second card decides the event. The events usually reward the player(s) with money or the effect of a boon square, except for the Grim Reaper card, that makes the player(s) sleep and plays the same fanfare that is heard when somebody gets chance card #13.
*[[Silver Tarot]]: The player is given some concealed Tarot cards, and they must choose two. The first card decides which players are gonna get something (The one in last place, everyone except the player, etc), and the second card decides the event. The events usually reward the player(s) with money or the effect of a boon square, except for the Grim Reaper card, that makes the player(s) sleep and plays the same fanfare that is heard when somebody gets chance card #13.
*[[Monster Colosseum]]: A list of five Dragon Quest monsters appear, and the players must choose one of them. After the monsters are chosen, they will fight and the owner of the last monster alive wins some Gold.
*[[Monster Colosseum]]: A list of five Dragon Quest monsters appear, and the players must choose one of them. After the monsters are chosen, they will fight and the owner of the last monster alive wins some Gold.


==Chance Cards==
==Chance Cards==
{{more images}}
{{more images|Rest of the cards}}
This is a translated list of Chance Cards that can be found upon landing on a Suit Square or Chance Square.
This is a translated list of Chance Cards that can be found upon landing on a Suit Square or Chance Square.


{|style="text-align: center"; border=1 cellspacing=0 cellpadding=3; "border-collapse:collapse"
{|style="text-align: center" class=wikitable
!#
!#
!Image
!Image
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ISDS Icon.png|Game icon
ISDS Icon.png|Game icon
</gallery>
</gallery>
==Media==
{{main-media}}
{{media table
|file1=ISDS Menu.oga
|title1=Menu
|description1=The music in the menus
|length1=0:30
|file2=ISDS Yoshi's Island SMW.oga
|title2=Number Machine
|description2=The music used while the turn order is being decided
|length2=0:30
|file3=ISDS Mario Circuit.oga
|title3=Mario Circuit
|description3=The music for the Mario Circuit board
|length3=0:30
|file4=ISDS Toward the Horizon.oga
|title4=Mt. Magmageddon
|description4=The music for the Mt. Magmageddon board
|length4=0:30
|file5=ISDS Monopoly.oga
|title5=Monopoly
|description5=The music for getting a monopoly in a district
|length5=0:30
}}


==References to other games==
==References to other games==
*''[[Super Mario Bros.]]'': The Super Mario Bros. board is based off this game. Additionally, the music of this board is an arrangement of the overworld theme of this game. Upon completing a ''Super Mario'' board, an arrangement of the Castle Clear music plays, followed by an arrangement of the "[[Ending (Super Mario Bros.)|Ending]]" theme. Amida Pipe is based on this game's [[Warp Zone]].
*''[[Super Mario Bros.]]'': The [[Super Mario Bros. (board)|Super Mario Bros.]] board is based off this game. Additionally, the music of this board is an arrangement of the [[Ground Theme (Super Mario Bros.)|Ground Theme]] of this game. Upon completing a ''Super Mario'' board, an arrangement of the "[[World Clear]]" music plays, followed by an arrangement of the "[[Ending (Super Mario Bros.)|Ending]]" theme. [[Amida Dokan]] is based on this game's underground [[Warp Zone]].
*[[dragonquest:Dragon Quest (series)|''Dragon Quest'' (series)]]: Arrangements of the level up, inn, and save jingles are used. When a player matches lucky sevens in Itadaki Slot on a ''Dragon Quest'' board, an arrangement of the medium fanfare plays. [[dragonquest:Chimaera wing|Chimaera wings]] appear in Itadaki Slot. The jingle that plays when Chance Card #13 is drawn is an arrangement of the "Curse" jingle. Various recurring monsters appear.
*[[dragonquest:Dragon Quest (series)|''Dragon Quest'' (series)]]: Arrangements of the level up, inn, and save jingles are used. When a player matches lucky sevens in Itadaki Slot on a ''Dragon Quest'' board, an arrangement of the medium fanfare plays. [[dragonquest:Chimaera wing|Chimaera wings]] appear in Itadaki Slot. The jingle that plays when Chance Card #13 is drawn is an arrangement of the "Curse" jingle. Various recurring monsters appear.
*''[[dragonquest:Dragon Quest|Dragon Quest]]'': 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.
*''[[dragonquest:Dragon Quest|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.
*''[[Super Mario Bros.: The Lost Levels]]'': The arrangement of the "Ending" theme is based on the one from this game.
*''[[Super Mario Bros.: The Lost Levels]]'': The arrangement of the "Ending" theme is based on the one from this game.
*''[[dragonquest:Dragon Quest III: The Seeds of Salvation|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".
*''[[dragonquest:Dragon Quest III: The Seeds of Salvation|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 House|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 Itadaki Slot on a ''Super 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 Itadaki Slot on a ''Super Mario'' board.
*''[[Super Mario Bros. 3]]'': During an auction, an arrangement of the [[Toad House (theme)|Toad 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 Itadaki Slot on a ''Super 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 Itadaki Slot on a ''Super Mario'' board.
*''[[dragonquest:Dragon Quest IV: Chapters of the Chosen|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's battle theme.
*''[[dragonquest:Dragon Quest IV: Chapters of the Chosen|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's battle theme.
*''[[Super Mario World]]'': An arrangement of the {{media link|SMW The Evil King Koopa BGM.oga|final boss theme}} plays when someone reaches the target amount in a ''Super Mario'' board. An arrangement of the bonus stage music is heard in the minigame Itadaki Slot if it is played on a Mario board.
*''[[Super Mario World]]'': An arrangement of the {{media link|SMW The Evil King Koopa BGM.oga|final boss}} music plays when someone reaches the target amount in a ''Super Mario'' board. An arrangement of the [[Bonus Men BGM|bonus]] music is heard in the minigame Itadaki Slot if it is played on a Mario board.
*''[[Super Mario Kart]]'': An arrangement of [[SNES Mario Circuit 1|Mario Circuit]]'s music is used for the Mario Circuit board.
*''[[Super Mario Kart]]'': An arrangement of "[[Mario Circuit (theme)|Mario Circuit]]" plays as the music for the [[Mario Circuit (board)|Mario Circuit]] board.
*''[[dragonquest:Dragon Quest V: Hand of the Heavenly Bride|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.
*''[[dragonquest:Dragon Quest V: Hand of the Heavenly Bride|Dragon Quest V: Hand of the Heavenly Bride]]'': Mt. Magmageddon is a playable board and it uses an arrangement of this game's overworld theme.
*''[[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 World 2: Yoshi's Island]]'': [[Yoshi's Island (location)|Yoshi's Island]] appears as a ''Super Mario'' franchise [[Yoshi's Island (board)|board]] based on the one from this game, with an arrangement of the title screen music playing as the music for the board. Also, an arrangement of the [[Obstacle Course|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 "[[Mushroom Kingdom|Hello, Happy Kingdom]]" plays on the [[Peach's Castle (board)|Peach's Castle]] board.
*''[[Super Mario RPG: Legend of the Seven Stars]]'': An arrangement of "[[Mushroom Kingdom|Hello, Happy Kingdom]]" plays on the [[Peach's Castle (board)|Peach's Castle]] board.
*''[[dragonquest:Dragon Quest VII: Fragments of the Forgotten Past|Dragon Quest VII: Fragments of the Forgotten Past]]'': "Singing Stadium" plays in the menus.
*''[[dragonquest:Dragon Quest VII: Fragments of the Forgotten Past|Dragon Quest VII: Fragments of the Forgotten Past]]'': "Singing Stadium" plays in the menus.
*''[[Super Mario Sunshine]]'': Delfino Plaza appears as a ''Super Mario'' franchise board. An arrangement of its original theme is the music of this board.
*''[[Super Mario Sunshine]]'': [[Delfino Plaza]] appears as a ''Super Mario'' franchise [[Delfino Plaza (board)|board]], with an arrangement of "[[Isle Delfino (theme)|Isle Delfino]]" playing as the music for the board.
*''[[dragonquest:Slime MoriMori Dragon Quest: Shougeki no Shippo Dan|Slime MoriMori Dragon Quest: Shougeki no Shippo Dan]]'': Slimenia appears as a board and it plays an arrangement of "Blue Skies, Blue Slime".
*''[[dragonquest:Slime MoriMori Dragon Quest: Shougeki no Shippo Dan|Slime MoriMori Dragon Quest: Shougeki no Shippo Dan]]'': Slimenia appears as a board and it plays an arrangement of "Blue Skies, Blue Slime".
*''[[dragonquest:Dragon Quest VIII: Journey of the Cursed King|Dragon Quest VIII: Journey of the Cursed King]]'': Castle Trodain is a playable board and uses an arrangement of its area music. When Itadaki Slot is played on a ''Dragon Quest'' board, it plays an arrangement of "Fun Casino".
*''[[dragonquest:Dragon Quest VIII: Journey of the Cursed King|Dragon Quest VIII: Journey of the Cursed King]]'': Castle Trodain is a playable board and uses an arrangement of its area music. When Itadaki Slot is played on a ''Dragon Quest'' board, it plays an arrangement of "Fun Casino".
*''[[Mario Superstar Baseball]]'': The Mario Stadium and an arrangement of its music appear as one of the ''Super Mario'' franchise boards.
*''[[Mario Superstar Baseball]]'': [[Mario Stadium (baseball stadium)|Mario Stadium]] appears as a ''Super Mario'' franchise [[Mario Stadium (board)|board]], with an arrangement of its music playing for the board.
*''[[dragonquest:Dragon Quest: Shōnen Yangus to Fushigi no Dungeon|Dragon Quest: Shōnen Yangus to Fushigi no Dungeon]]'': Robbin' Hood Ruins appears as a board and it uses its area music. Yangus appearance originates from this game.
*''[[dragonquest:Dragon Quest: Shōnen Yangus to Fushigi no Dungeon|Dragon Quest: Shōnen Yangus to Fushigi no Dungeon]]'': Robbin' Hood Ruins appears as a board and it uses its area music. Yangus appearance originates from this game.
*''[[New Super Mario Bros.]]'': An arrangement of the Bowser's Castle theme can be heard at certain boards. Gaining a level with a ''Super Mario'' franchise character plays an arrangement of the "Course Clear" music.
*''[[New Super Mario Bros.]]'': An arrangement of the castle theme plays on the [[Bowser's Castle (board)|Bowser's Castle]] board. Gaining a level with a ''Super Mario'' franchise character plays an arrangement of the "Course Clear" music.


==Names in other languages==
==Names in other languages==
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*[https://web.archive.org/web/20090302010358/http://www.square-enix.co.jp/itastds/ Japanese website (Square Enix, Flash-based)]
*[https://web.archive.org/web/20090302010358/http://www.square-enix.co.jp/itastds/ Japanese website (Square Enix, Flash-based)]


{{FS}}
{{Super Mario games}}
{{Super Mario games}}
{{DS}}
{{DS}}
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