Animal crossing nintendo ds
The controls are always of interest in a DS game, and Animal Crossing offers use of both the traditional D-pad and the stylus/touchscreen to control everything in the game. You can collect these charming little ditties and play them on your in-game audio equipment as you please. Slider, who shows up every Saturday night to play some sweet tunes. However, special note does need to be given to the local canine folk musician K.K. It just bops along happily as you go about your daily life, making for pleasant but nondescript background noise. Much like the graphics, most of the music in AC:WW is nothing noteworthy. There are a few cases of slowdown when a lot of townsfolk are occupying the screen at the same time, and the framerate tends to be a tad on the choppy side, but in a slow-paced, relaxed game like this, those things don't matter so much. Objects and characters are well detailed with good construction and nice texture-maps in spite of the DS's weaker 3D capabilities. The graphics won't be winning any awards anytime soon, but they do the job they need to do, and do it very well. While the audiovisual part of Animal Crossing: Wild World isn't as terribly important as it is in other games, it is still worth touching upon. I've neglected to mention activities like flower breeding and gardening, meeting with special visitors to your town, trading stock in turnips. I've only really scratched the surface of the things you can do in Animal Crossing. And, of course, we can't neglect to mention the special holidays that take place from time to time. Fruit takes a few days to regrow after it's been harvested. Also, your neighbors keep a set schedule as to when they retire for the day and when they wake up the next (or close/open their stores). For example, certain fish and insects only appear around dawn and dusk. This has many different effects on the game. Day and night in the Animal Crossing world sync up to that of the real world (provided your clock is accurate). One notable aspect to all of these activities is that they place in realtime, coordinated with the internal clock of the DS. If you're a philantrophist type, though, you can donate your goods to the town museum for display instead. All of these will take some work and a little bit of luck, but once you've got the knack of these activities, you'll be able to make a steady income from selling your yields. At first you'll simply have to collect fruit and shells lying around and resell them, but once you're able to afford tools like a fishing rod, a net, and a shovel, you'll be able to do things like planting fruits, catching fish and insects, and digging up fossils. From there, however, you're on your own.Of course, you're going to be needing money for your daily life, and there's plenty of ways to earn it. During the first half hour or so of Wild World, you're forced to work off a debt to Nook as a sort of tutorial of what kind of things you can do in your town. The game begins with you moving into an animal populated town where you are immediately hooked up with a starter home by local merchant/slum lord/raccoon, Tom Nook. If you've not played Animal Crossing before, it might strike you as a bit odd at first. There are a lot of new goodies added, too, but a few glaring omissions make me long for the console version.
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Animal Crossing: Wild World is, of course, the long awaited sequel to the original GameCube hit, and it keeps a lot of the features that made the first game such a relaxing experience. There are plenty of other chores and special events to keep you busy for a good, long time. It's not just the townsfolk that are demanding, either. You'll quickly become familiar with the personality quirks of your town's inhabitants, taking note of their relationships with each other and perhaps even becoming a bit down if they move out. It goes beyond being a mere simulation and becomes a full-fledged commitment.
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There are very few games that can hold my interest for more than a couple weeks, much less an entire year, but Animal Crossing practically forces you to keep playing.