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What To Do In Animal Crossing Gamecube

2001 video game

2001 video game

Beast Crossing
Animal Crossing Coverart.png

North American cover art of the GameCube version

Programmer(due south) Nintendo EAD
Publisher(south) Nintendo
Manager(s)
  • Katsuya Eguchi
  • Hisashi Nogami
Producer(due south) Takashi Tezuka
Programmer(s) Yuhiki Otsuki
Masaru Ni[2]
Creative person(southward)
  • Noriko Ikegawa
  • Yoshihisa Morimoto
Writer(s)
  • Makoto Wada
  • Kenshirou Ueda
  • Kunio Watanabe
Composer(s)
  • Kazumi Totaka
  • Kenta Nagata
  • Toru Minegishi
  • Shinobu Tanaka
Series Creature Crossing
Platform(s)
  • Nintendo 64
  • GameCube
  • iQue Histrion
Release
  • Nintendo 64
    • JP: April 14, 2001
  • GameCube
    • JP: December xiv, 2001
    • NA: September xvi, 2002
    • AU: October 17, 2003
    • EU: September 24, 2004
  • e+
    • JP: June 27, 2003
  • iQue Player
    • Cathay: June 1, 2006
[1]
Genre(s) Life simulation
Style(southward) Unmarried-role player, multiplayer

Beast Crossing , known in Japan as Dōbutsu no Mori+ ,[a] is a 2001 social simulation video game developed and published by Nintendo for the GameCube. It is an enhanced version of the Nintendo 64 game Dōbutsu no Mori ,[b] which was only released in Nippon earlier the same year, and was followed past another edition, Dōbutsu no Mori due east+ ,[c] in 2003.

Animal Crossing is an countless and non-linear game in which a man takes upwardly residence in a village inhabited by anthropomorphic animals. The master goal of the game is to salvage coin in gild to pay off the mortgage on the man's house. This requires collecting natural materials and selling them. The man can appoint in everyday life in the village, interact with the animals, attend events, and contribute to the village's evolution. The game's western localization differs significantly from the original release in that Japanese holidays and cultural references are replaced with Western ones.

The game was originally conceived as a part-playing adventure, with the main activity taking place in dungeons. However, development was stalled by the failure of the 64DD peripheral. Reviewing the existing developments, designer Katsuya Eguchi decided to create a non-linear life simulator, which would deport the themes of family unit, friendship, and community besides as permit several players to develop a virtual town at different times. Eguchi also wanted to create a game that catered to a wider audience inclusive of those unfamiliar with video games.

Animal Crossing was a disquisitional and commercial success domestically and internationally, alluring many non-traditional gaming audiences. Critics praised the game's unusual simply immersive and addictive gameplay, which was devoid of purpose and stressful elements. Criticisms centered on its outdated graphics and simple art style. The game is considered one of the earliest examples of the casual game genre, and marked the beginning of a franchise of the same name, which saw further success in its sequels.

Gameplay [edit]

A screenshot of the overworld, featuring the actor's graphic symbol. The game features graphics from the Nintendo 64 version.

Animal Crossing is a social simulation game, dubbed a "communication game" past Nintendo.[iii] Information technology is open up-ended, and the histrion'south character tin live a separate life with very little set plot or mandatory tasks. Players assume the role of a new resident to the boondocks. The gender and looks of the grapheme depend on answers given to a true cat named Rover, whom the player meets on the train the character takes to the town. At that place are also tasks that players can complete and goals they can achieve. The game is played in existent-fourth dimension, observing days, weeks, months and years using the GameCube's internal clock. Many real-life events and holidays bridge the year, including Independence Day, Halloween, the Harvest Festival (Thanksgiving), and Toy Day (Christmas). Other activities, such every bit fishing tournaments and early on-morn fitness classes, occur on a regular schedule. When players finish playing, they can talk to their Gyroid, a beast side by side to their house, to salve their progress. If the player turns off the game or resets the GameCube without saving get-go, a mole named Mr. Resetti appears in front end of the player'southward firm the next time they play to scold them for resetting; what they achieved during the previous unsaved game is lost, simply everything else is kept.

Ane of the primary goals of the game, given to the thespian during the game's opening cut scenes, is to increase the size of the player's character's firm. This house is the repository for article of furniture and other items acquired during the course of the game. It can be customized in several ways, such as roof colour, furniture, music, wallpaper and flooring. These customisations are judged by the Happy Room Academy (HRA).

Tom Nook, a tanuki (raccoon dog) in the Japanese versions and a raccoon in the American and European versions, runs the local store. At the beginning of the game, he gives the player their first house with a mortgage of nineteen,800 Bells (the in-game currency). After paying the debt, part of which is done through a part-fourth dimension job with Nook, the house is expanded, prompting some other debt from Nook. The house is expanded several times during the form of the game. Players tin can sell virtually anything to Nook in exchange for Bells. As the role player buys and sells items at Nook's store, it will gradually expand, offering a wider selection of products for purchase. Players can as well visit locations such as the Able Sisters' clothing shop, where they can purchase or design new clothes; the Police force Station, where they can obtain additional items from the Lost and Found; and the Museum, where they tin donate fossils, paintings, fish and insects to put on display.

The village initially contains 6 villagers, and more villagers move in or out depending on the player's deportment. There is a maximum of fifteen villagers living there at a time. All villagers are animals and each has a home that the actor can visit. There are many possible interactions between the actor and the villagers, including talking, trading items, completing tasks, writing letters, and, in due east+, buying medicine for when they get sick. Villagers interact with each other independent of player control.

Multiplayer [edit]

Upwardly to four players can take turns creating their ain houses in a unmarried village. They can each affect the village in their own ways, communicate with each other via the town board and postal service, and share in the experiences of the village. Multiple players tin can take turns shipping items to each other via Tom Nook, using a system of codes. Multiplayer NES games are available.

The traveling system allows each player to visit other players' villages. This system requires an additional retention bill of fare with the game's data, and 3 blocks of memory to save travel data. Players tin can encounter new villagers, shop at stores, drib items, and do almost anything else that they can do in their own boondocks. Visitors have reduced privileges and do non receive the same services that they would in their own town. For case, another boondocks's Tom Nook will non travel to paint a roof, which means players cannot buy pigment in some other boondocks. After visiting some other town, 1 of the villagers may movement to the visited town. If the visited boondocks has a total fifteen villagers, this will prompt someone from the visited town to move away. Depending upon how many retentiveness cards a histrion or their friends own, there tin can be many other villages to meet and different items to find. If a player interacts with a villager who has moved away from their village to the visited village, the villager will retrieve the player.

Game Boy Advance connectivity [edit]

Game Boy Advance connectivity plays a role in Animal Crossing, using a Nintendo GameCube – Game Boy Advance link cablevision. Each town has an island that can be accessed by plugging in a Game Male child Accelerate with a GameCube link cablevision. A grapheme called Kapp'due north ferries the player to the island for gratuitous. An sectional animal roams the island, with whom the player tin become friends. The island has an sectional blazon of fruit: coconuts. The player can also decorate a small communal beach house and fish at the shores. On leaving, the role player tin can download the island to a GBA and requite fruit to the villager, who drops Bells; if the actor returns to the island, they tin selection up the money that has been dropped. Players tin can leave the islander tools to use, such equally the shovel or internet. Downloaded islands tin can be traded betwixt GBAs, using a Game Boy Accelerate Link Cable.

The Game Boy Advance tin exist used when shopping at the Able Sisters. The design design tool tin can be downloaded to a Game Boy Advance, and the actor can then upload designs made on a Game Boy Accelerate to the GameCube. This characteristic can be accessed by plugging in a Game Boy Advance with a GameCube Game Male child Advance Cable and talking to Mabel in the Able Sisters store. The game is likewise compatible with the e-Reader; past visiting the Mail Office while continued to the accessory via the Game Boy Accelerate link cable, players tin scan Animal Crossing themed cards to receive new items, town tunes, or pattern designs.

Nintendo Entertainment System games [edit]

Players tin collect diverse Nintendo Entertainment Arrangement games in Animate being Crossing, which are playable via emulation. North American releases were packaged with a memory carte that automatically gave the player two games upon creating a game file. Others are acquired in various ways, such as gifts from villagers, hidden on the island, or via special giveaways from Nintendo's website. The available NES games differ slightly between each release.

The following NES games are available for play:

Game Doubutsu no Mori Doubutsu no Mori+ Animal Crossing /
Doubutsu no Mori e+
Airship Fight Yes Yes Yeah
Baseball No Yes Yeah
Clu Clu Land Yeah Aye Aye
Clu Clu Country D No Yes Yeah
Donkey Kong Yes Yes Yes
Donkey Kong Jr. No Yeah Yes
Ass Kong Jr. Math Yes Yes Yep
Ass Kong 3 No Yep Yes
Excitebike No No Yes
Golf Yes Yep Yes
Gomoku Narabe Renju No Yes No
Mahjong No Yes No
Pinball Yeah Aye Yes
Punch-Out!! No Yes Yeah
Soccer No No Yep
Tennis Yes Yes Yeah
Wario's Wood No Yes Yes

4 additional NES games are not obtainable in-game through normal means. In Due north America, 2 of these games, Ice Climber and Mario Bros., were released through the use of two e-Reader cards, which were non distributed in Europe or Nihon. Japanese players received Water ice Climber as a gift if they used a special service provided past Nintendo to transfer their salvage information from Dōbutsu no Mori to Dōbutsu no Mori+; this service has since been discontinued. Super Mario Bros. was distributed in Nihon as a Famitsu prize to Dōbutsu no Mori+ players. The Legend of Zelda exists in the game's code, simply is not accessible in-game. These four bonus games can be obtained using a cheat device in earlier GameCube releases, just were removed in Dōbutsu no Mori e+.

The Advance Play feature allows players to link a Game Boy Advance to the GameCube and temporarily transfer the NES game to the handheld. This is not compatible with games that were originally produced for the Famicom Disk System, such as Clu Clu Land D and The Legend of Zelda, or are larger than 192 KB, such as Punch-Out!! and Wario's Woods, as they cannot fit into the GBA's RAM. All other games tin can be played via Advance Play, but multiplayer functionality is non supported and their graphics appear slightly squashed on the GBA'southward display due to its smaller vertical resolution.

An additional NES piece of furniture item was intended to allow players to emulate other NES titles not included with the game by reading NES ROMs stored on the player's retentivity card. While the emulator remains attainable in the last game, no additional ROMs were ever distributed, leaving the feature ultimately unused. In 2018, an independent software programmer managed to opposite engineer the emulation software and convert ROMs into a compatible format, allowing new NES games to be imported into the Animal Crossing emulator.[4]

Evolution and release [edit]

The game was developed by Nintendo EAD with an inexperienced squad led past Katsuya Eguchi, Hisashi Nogami, and Super Mario co-creator Takashi Tezuka, most of whom had regrouped after the release of Yoshi's Story in 1997. The 64DD peripheral served as an enabling engineering platform for the conception and development of the game, with its real-fourth dimension clock and 64MB floppy disk for writable mass storage.[5] Due to 64DD's extended delays and counterfoil, the game'south development was moved to the Game Pak cartridge medium—the only Game Pak containing a real-time clock—plus a Controller Pak for saving progress.[6] Kazumi Totaka served every bit the game'south sound director.[7] Kenta Nagata equanimous background music for the fields, Toru Minegishi for the indoor areas and Shinobu Tanaka for the events.[seven] The game was originally released as Dōbutsu no Mori (lit. "Fauna Forest") on the Nintendo 64 in Japan in April 2001. It is the last game Nintendo released for the Nintendo 64, and third to final game released for the system in Japan.[8]

The game was ported to the GameCube as Dōbutsu no Mori+, released on Dec 14, 2001, in Japan, 8 months later on the original game. This version contains extra features that were originally left out of the Nintendo 64 version, and uses the GameCube's congenital-in clock. This led to the game's slogan, "the real life game that's playing, fifty-fifty when yous're not". Dōbutsu no Mori+ cost ¥7,140 with 92,568 copies sold during its offset week in Nihon.[9]

When Nintendo began localizing Dōbutsu no Mori+ for release in Northward America equally Animal Crossing, the game underwent an immense translation project, which resulted in much more text than the Japanese version. Not only did thousands of lines of text have to be translated, just translators Nate Bihldorff and Rich Amtower[7] had to create new holidays and items to be relatable outside of Nippon. The translation process took six months total, which at the time was Nintendo of America'southward largest translation projection to date.[x] Nintendo'southward Japanese leadership was and so impressed with the piece of work done by Nintendo of America's Treehouse partition that they added the American content back into the Japanese version and released information technology equally Dōbutsu no Mori e+ forth with more new content.[eleven] It was released in Japan on June 27, 2003, with 91,658 copies sold during its first week.[12]

Reception [edit]

Upon its release, Animal Crossing was subject to critical acclaim. It was named the seventh all-time game of all fourth dimension on the GameCube past the television show X-Play on the G4 network.[22] On IGN, the game holds an "outstanding" nine.1 rating.[21]

Some critics praised the game's employ of the GameCube'south internal clock and agenda and its inclusion of hidden NES games. However, others, such equally IGN's Peer Schneider, criticized its sound and visuals, for being below-standard quality for a GameCube game.[21] According to the review aggregator site Metacritic, the game received a score of 87 out of 100, indicating "generally favorable reviews" based on 42 critics.[fourteen] According to GameRankings, the game received a score of 86% based on 72 reviews.[xiii] The game was a commercial success, at more than 2 million copies sold worldwide.[23] [24] Past July 2006, one.three meg copies had been sold, totaling $43 one thousand thousand in the The states. Next Generation ranked it as the 37th highest-selling game launched for the PlayStation ii, Xbox, or GameCube between Jan 2000 and July 2006 in that country.[25] Information technology is one of the best-selling Nintendo GameCube games.[26] ScrewAttack rated it the 5th-best GameCube game on its "Farewell to the GameCube, x GameCube games" list, saying, "It'due south a game that plays even when yous're not and can terminal up to 30 years!"[27] The popularity of the series inspired the creation of an animated flick based on the game'south sequel Animal Crossing: Wild Globe, titled Dōbutsu no Mori, which was released exclusively in Japan.[28]

Accolades [edit]

The Academy of Interactive Arts & Sciences awarded it the Innovation in Console Gaming, Outstanding Achievement in Game Design, Console Role-Playing Game of the Year and nominated it for Panel Game of the Yr, Console Role-Playing Game of the Year, Game of the Year, Innovation in Panel Gaming, Outstanding Achievement in Game Pattern, and Outstanding Achievement in Gameplay Engineering.[29] GameSpot named it the best GameCube game of September 2002,[thirty] and gave the game its annual "Best Part-Playing Game on GameCube" award. It was a runner-upwards for GameSpot 's 2002 "Game of the Year on GameCube" prize, but lost to Metroid Prime.[31] The game was ranked 126th in Electronic Gaming Monthly's "The Greatest 200 Video Games of Their Fourth dimension" in 2006.[32] In 2021, The Stiff National Museum of Play inducted Brute Crossing to its World Video Game Hall of Fame.[33]

Notes [edit]

  1. ^ Japanese: どうぶつの森+, Hepburn: Dōbutsu no Mori Prasu , lit. Animal Forest+
  2. ^ どうぶつの森 , Dōbutsu no Mori , lit. Brute Forest
  3. ^ どうぶつの森e+ , lit. Animal Forest due east+

References [edit]

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  2. ^ "Total Game Credits". N-Sider. Archived from the original on October 14, 2007. Retrieved April 29, 2021.
  3. ^ "Animal Crossing Review". GameSpot. Archived from the original on October 2, 2013. Retrieved November 14, 2013.
  4. ^ "Animal Crossing on GameCube Can Actually Play Any NES Game".
  5. ^ "The Inside Story of Animal Crossing". Edge. Time to come plc. August 29, 2008. Archived from the original on October 17, 2013. Retrieved Oct 17, 2013.
  6. ^ "Development summary". N-sider. Archived from the original on October 17, 2013. Retrieved October 17, 2013.
  7. ^ a b c Nintendo Co., Ltd. (September 15, 2002). Animal Crossing (GameCube). Nintendo of America, Inc.
  8. ^ "Developing Brute Crossing". Crossing Designs . Retrieved July 27, 2020.
  9. ^ "Animal Wood". North-Sider.com. Archived from the original on June 10, 2011. Retrieved November xiv, 2013.
  10. ^ "Development Summary". Due north-Sider. Archived from the original on October fourteen, 2007. Retrieved Apr 29, 2007.
  11. ^ "The Evolution of Brute Crossing". IGN. November 12, 2008. Archived from the original on January 6, 2016. Retrieved May 30, 2015.
  12. ^ "Fauna Crossing". N-Sider.com. Archived from the original on Oct ii, 2012. Retrieved November fourteen, 2013.
  13. ^ a b "Animal Crossing for GameCube". GameRankings. CBS Interactive. Archived from the original on October 2, 2008. Retrieved September 26, 2018.
  14. ^ a b "Animate being Crossing for GameCube Reviews". Metacritic. CBS Interactive. Archived from the original on September 10, 2008. Retrieved September 26, 2018.
  15. ^ ニンテンドウ64 - どうぶつの森. Weekly Famitsu. No.915 Pt.2. Pg.32. June 30, 2006.
  16. ^ ニンテンドーゲームキューブ - どうぶつの森+. Famitsu. No.915 Pt.2. Pg.96. June 30, 2006.
  17. ^ FENNECFOX (September 16, 2002). "Creature Crossing (GCN) review at GamePro". ICG Entertainment. Archived from the original on October xx, 2002. Retrieved Baronial 26, 2002.
  18. ^ "Fauna Crossing Review". Archived from the original on March 11, 2005. Retrieved Dec 8, 2020.
  19. ^ Matthew Gallant (September 16, 2002). "Fauna Crossing (GCN) review at Gamespot". GameSpot. Archived from the original on April 9, 2009. Retrieved August 26, 2008.
  20. ^ Raymond Padilla (September 17, 2002). "Beast Crossing (GCN) review at GameSpy". IGN. Archived from the original on October 17, 2002. Retrieved August 26, 2008.
  21. ^ a b c Peer Schneider (September 5, 2002). "Animal Crossing (GCN) review at IGN". IGN. Archived from the original on September 27, 2008. Retrieved August 26, 2008.
  22. ^ "All-time GameCube Games Ever: #vii-5 Videos". G4tv.com. July 7, 2006. Archived from the original on March nine, 2013. Retrieved Nov xiv, 2013.
  23. ^ "US Platinum Videogame Chart". The Magic Box. December 27, 2007. Archived from the original on April 21, 2007. Retrieved August 3, 2008.
  24. ^ "Nintendo Gamecube Japanese Ranking". Japan Game Charts. May vi, 2007. Retrieved May 29, 2008. [ permanent dead link ]
  25. ^ Campbell, Colin; Keiser, Joe (July 29, 2006). "The Tiptop 100 Games of the 21st Century". Adjacent Generation. Archived from the original on October 28, 2007.
  26. ^ Minotti, Mike (December 12, 2018). "The RetroBeat: Examining the GameCube'due south 10 acknowledged games in the U.Southward." VentureBeat . Retrieved January 29, 2019.
  27. ^ "ScrewAttack'south Pinnacle 10 Video - ScrewAttacks GameCube Goodbye - Top 10 GameCube Games". ScrewAttack's Meridian x. YouTube. Archived from the original on April 25, 2016. Retrieved February 18, 2018.
  28. ^ "2007年度興行成績ランキング" (in Japanese). Rakuten. Archived from the original on October 29, 2012. Retrieved January 29, 2019.
  29. ^ "Animate being Crossing Awards". University of Interactive Arts & Sciences. Archived from the original on March 25, 2014. Retrieved May 11, 2014.
  30. ^ The Editors of GameSpot (October 5, 2002). "GameSpot 'south Game of the Month, September 2002". GameSpot. Archived from the original on September 18, 2003.
  31. ^ GameSpot Staff (Dec xxx, 2002). "GameSpot 's Best and Worst of 2002". GameSpot. Archived from the original on Feb 7, 2003.
  32. ^ "The Greatest 200 Video Games of Their Time". Electronic Gaming Monthly. United states of america: EGM Media (200): 78. February 2006. Retrieved February 23, 2021.
  33. ^ "Creature Crossing". The Strong National Museum of Play. The Strong. Retrieved May 6, 2022.

External links [edit]

  • Japanese Doubutsu no Mori (Nintendo 64) website
  • European Fauna Crossing (GameCube) website

Source: https://en.wikipedia.org/wiki/Animal_Crossing_%28video_game%29

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