Difference between revisions of "Acre"

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[[File:MapSizeComparison.png|thumb|Pink: ACWW, Blue: ACNL, Orange: ACCF, Green: DnM, DnM+, ACPG, & DnMe+]]'''Acres''' are grid elements measuring 16x16 spaces and can be thought of as a basic unit of the player's town map. Each game in the {{SER}} arranges these preconstructed acres in novel ways to generate thousands of different possible town layouts. In all games prior to and including {{AFe+}} there was an explicitly designated acre system viewable from the map screen. Subsequent titles removed the explicit acre system in favor of an open and scrolling rounded-world design, although the acres are still used to determine perfect town status ({{NL}} being the exception).
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[[File:PG Town Map.png|250px|thumb|A town map in {{PG|nolink}}, with marked acres.]]
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'''Acres''' are grid elements measuring 16x16 spaces in the [[player]]'s [[town]]. Each game in the {{SER}} arranges these preconstructed acres in novel ways to generate thousands of different possible town layouts. In all games prior to and including {{DnMe+}} there is an explicitly designated acre system viewable from the map screen. Subsequent titles (up until {{NH}}) removed the explicit acre system in favor of an open and scrolling rounded-world design, although the acres are still used to determine [[Environment rating|perfect town]] status ({{NL}} being the exception).
  
==In {{AF}}, {{AF+}}, {{PG}} and {{AFe+}}==
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In all titles cedar tree growth is limited to the two northernmost rows of acres while coconut tree growth is limited to beach acres; however, in {{NH|short|nolink}}, these trees can be moved anywhere where there is sufficient space with the player's [[shovel]] without suffering any adverse effects, provided they are fully grown.
In ''Dōbutsu no Mori'', ''Dōbutsu no Mori +'', ''Animal Crossing'' and ''Dōbutsu no Mori e+'', the player could only be move to one acre at a time, but in {{WW}} and {{CF}}, the map is designed differently, allowing the player to do more with the edges.
 
  
There are 30 acres, each consisting of 256 squares for planting trees, flowers etc. The squares are arranged in a 16x16 perimeter terrain model, making a total of 7680 squares, the largest amount in any game, possibly excluding [[Animal Crossing: New Leaf]]. There is 1 in 5 chance of finding a [[beehive]] in a regular oak/cedar [[tree]] in every acre (5 spawn daily) and one tree contains common furniture. There is also a range of cliffs, which are present in every game, excluding ''Wild World.'' The models of the acres are determined randomly, though many are set specifically for certain places, such as the ones for the beach, or the ones containing the [[Lighthouse|lighthouse]]. But always the acre models randomly chosen for the Train Station are set for A-3, same goes for player's homes set in acre B-3.
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==Appearances==
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[[File:Acre Count Comparison.png|thumb|Graphic comparing the acre count of each {{PG|nolink}} title.<br><br>Pink: {{WW|short}}<br>Blue: {{NL|short}}<br>Orange: {{CF|short}}<br>Green: {{PG}}<br>Yellow: {{NH|short}}]]
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===In {{DnM|nolink}}, {{DnM+|nolink}}, {{PG|nolink}}, and {{DnMe+|nolink}}===
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{{DnM}}, {{DnM+}}, {{PG}}, and {{DnMe+}} feature a town measuring five acres across by six down. Town maps are generated semi-randomly; some acre models may only appear in a designated space (the [[train station]] is always located in Acre A-3) while others are more flexible. Acres are marked on the map, with columns being labeled 1 through 5 and rows being labeled ''A'' through ''F'' in {{PG|nolink}}; in Japanese versions, including {{DnMe+|nolink}}, both columns and rows are labeled with numbers.
  
Every time the player moves into an acre (with the exception of exiting your house upon loading the game), one [[List of fish in Animal Crossing|fish]] and one [[List of bugs in Animal Crossing|bug]] spawn within the acre in the spawn spots that are programmed within the acre data (sometimes a cricket, grasshopper or anything that hops around may land onto the water and disappear after two seconds upon entering), the bug and fish within the acre disappear upon moving 6 squares away from the acre that the player exited. Bugs cannot move outside of an acre, should a [[Banded dragonfly|banded dragonfly]] fly outside of the acre, it will fly up and disappear. However, fish can move outside of an acre with the river current and end up in the next acre. The bug and fish that appear in the acre is determined by percentage of rarity of the bug or fish. But unlike later games, always one bug and one fish spawn within the acre in one of the spawn spots upon entering the acre.
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Every time the player moves into an acre (with the exception of a player exiting their house upon loading the game), one [[List of fish in Animal Crossing|fish]] and one [[bug]] spawn at the locations programmed within the acre data. The bug and fish within the acre disappear upon moving six squares away from that acre. Bugs cannot move outside of an acre; should a [[Banded Dragonfly]] fly outside of the acre it will fly up and disappear. However, fish can move with the river current and end up in the next acre. The bug and fish that appear in the acre are determined by their rarity.
  
In a new N64 or GCN town, the only time two trees will be diagonally adjacent is when they are on opposite sides of the acre boundary.
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===In {{WW|short|nolink}}===
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{{WW}} is the first game in the series to feature a scrolling rounded-world design. Each town is made up of only 16 acres (four across and four down), giving {{WW|short|nolink}} the smallest town map of any game in the {{SER|nolink}}. Explicit acre boundaries do not exist, but they are still used in the game's code to determine perfect town status.
  
==In {{WW}}==
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Fish and bugs no longer spawn upon entering an acre, instead they appear in designated spawn locations out of viewing range of the camera. Up to one bug or fish may appear in a given spawn location at a time, however unlike previous games in the series, there is a not a 100% chance of a bug or fish appearing in each acre. A bug or fish's rarity also affects the likelihood of its appearance.
Acres don't exist in ''Wild World'', instead the game uses the terrain models that are identical to that of what is used in an acre from the previous games, but they can be considered 'acres' since the terrain models are placed randomly upon beginning your new town in the same way as acres are determined in {{AF}}, {{AF+}}, {{PG}} and {{AFe+}}. There is 16 terrain models placed randomly in the town upon starting your new town (opposed to {{PG}}'s 30 and [[Animal Crossing|City Folk]]'s 25), but each terrain model is still 16x16 in perimeter, just like the acres in earlier games. That means each terrain model is 256 squares in total area and that also means the entire town is 4096 squares. In ''Wild World'', there is a 8/20 chance that a regular tree gives out 100 bells daily, when shaken. Additionally, in ''Wild World, ''there is also a 3/20 chance of encountering a swarm of bees when an ordinary tree is shaken (3 swarms spawn daily, not to be confused with a [[honeybee]]), and 1 regular tree also holds some common [[furniture]], which falls out when the tree is shaken. Additionally, cliffs have been removed from ''Wild World''.
 
  
In ''Wild World'', fish and bugs no longer spawn upon entering the 'terrain model' (or what was called an acre in previous games), instead the game uses the spawn spots within the terrain model which will or will not spawn a fish or bug. The bugs and fish always spawn in the spawn spots out of viewing range of the camera. Like in the previous games, it uses two separate percentage roulettes out of 100% (200% in total) for a bug and for fish to determine which bug and fish spawn in the spawn spots. But unlike the previous games, some percentage can be nothing at all, some percentage can be common bugs or fish, some uncommon bugs and fish and while a few percentage can be rare bugs and fish, where as the previous games always spawned one bug and one fish upon entering an 'acre'.
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===In {{CF|short|nolink}}===
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{{CF}} maintains the open, rounded-world design introduced in {{WW|nolink}}. Each town is made up of 25 acres, five across and five down, making it the third largest of any game yet released. The acres are not explicitly marked but again are used to determine perfect town status. The game also introduces a new [[city]] plaza accessible via the bus stop.
  
Unlike the previous games, ''Wild World'' has a cylinder-like mapping structure, curved terrain models and continuous scrolling and does not use an acre system or even display acre boundaries on the map. By looking closely at the river, there will be a slight break in the '''waves''' when they cross the edge of a terrain model. In addition, no rock or building will be placed on the outermost square of a terrain model.
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{{CF|short|nolink}} also uses many of the same bug and fish spawning procedures as seen in {{WW|short|nolink}}, though fish are now capable of spawning within the viewing range of the camera as well as outside of it. Bugs, however, remain the same in that they always spawn outside of viewing range.
  
==In {{CF}}==
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===In {{NL|short|nolink}}===
The terrain models are very similar to the terrain models in ''Wild World'' and the acres in the N64 and GCN Animal Crossing games, and function in much the same way as ''Wild World''. As in ''Wild World'', it uses a cylinder-like mapping structure, which means the terrain models are curved in ''City Folk'' as well. There are still 16x16 squares, as it was in previous games, but there are only 25 acres, unlike both its predecessors. ''City Folk'' has two separate cylinder-like maps, which is the town and the [[City|city]].
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{{NL}} features a 20-acre [[map|town map]], five acres across and four down. This places it in between the sizes of the {{WW|short|nolink}} and {{CF|short|nolink}} maps. The game also features additional map areas such as the sea to Tortimer Island, [[Tortimer Island]] proper, the [[Main Street]] and the four parts of the [[Happy Home Showcase]].
  
The ratio of [[beehives]], furniture and bells per acre is identical to ''Animal Crossing''. Like ''Wild World'', ''City Folk'' has continuous scrolling and does not use an acre system or display acre boundaries on the map. Just as in ''Wild World'', by looking closely at the river, there will be a slight crack in the river '''banks''' when they cross the terrain model edge.
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The acre system in {{NL|short|nolink}} has all but disappeared, as villager homes, town projects, buildings and the player's house can be built anywhere, regardless of acre boundaries. Even perfect town status no longer relies on tree counts in individual acres, instead using an overall tree count as well as requiring an environmental rating based on [[public works project]]s. Bug and fish spawn spots remain the same as they did in {{CF|short|nolink}}, however, with the same style of spawning.
  
''City Folk'' uses the very same percentage roulette system for bugs and fish in spawn spots as it was in ''Wild World'', however fish now spawn in the spawn spots in viewing range of the camera as well as out of viewing range, but bugs remain the same in regards to spawning outside of viewing range.
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===In {{NH|short|nolink}}===
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{{NH|short|nolink}} features the largest town map so far in the {{SER|nolink}}, a 42-acre map measuring seven across and six down. Just like in {{PG|nolink}}, the acres are clearly marked and labeled on the map. Columns are labeled 1 through 7 and rows are labeled ''A'' through ''F'', ''A'' being the northmost row and F being the southmost row. The [[airport]] and [[pier]] always generate on the ''F'' row. Unlike previous games, cedar trees can grow on any acre, not just the two northernmost acres. The bugs and fish spawn similarly to how they did between {{WW|short|nolink}} and {{NL|short|nolink}}.
  
==In {{NL}}==
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[[File:NH Map.jpg|500 px|thumb]]
[[File:AC3DS_3.png|thumb|An early screenshot of {{NL}}. It shows a cliff, with the player next to it and a villager below.]]
 
''New Leaf'' has cliffs separating the town from the beach. Due to the improved processing power and expanded cartridge memory of the Nintendo 3DS, the map is bigger. ''New Leaf'' retains the cylinder-like mapping structure from it's previous two predecessors. It also has eight separate cylinder-like maps, which is the town, the ocean to Tortimer Island, [[Tortimer Island]], the [[Main Street]] and the four parts of the [[Happy Home Showcase]]. Compared to ''City Folk'' where it only had two cylinder-like maps.
 
  
Villager's homes, town projects, buildings and player's own house can be built anywhere as long as it's two spaces away from the river (except if it's a bridge), the building, the cliff wall, the [[Event Plaza|plaza]] or near the train track fence. It doesn't even have to matter if it's between two terrain models in the town. Unlike in ''City Folk'' and it's predecessors where it used [[Signpost|signposts]] to indicate villager's home to be build on, New Leaf no longer uses signposts for villager's houses, as they are built anywhere around town where there is the least amount of trees.
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{{Navbox Geography}}
 
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{{Navbox Gameplay elements}}
Bug and fish spawn spots remain the same as they did in ''City Folk'', with the same style of spawning.
 
{{clear}}
 
{{image}}
 
{{cleanup}}
 
[[Category:Gameplay Elements]]
 

Latest revision as of 18:58, March 25, 2024

A town map in Animal Crossing, with marked acres.

Acres are grid elements measuring 16x16 spaces in the player's town. Each game in the Animal Crossing series arranges these preconstructed acres in novel ways to generate thousands of different possible town layouts. In all games prior to and including Doubutsu no Mori e+ there is an explicitly designated acre system viewable from the map screen. Subsequent titles (up until Animal Crossing: New Horizons) removed the explicit acre system in favor of an open and scrolling rounded-world design, although the acres are still used to determine perfect town status (Animal Crossing: New Leaf being the exception).

In all titles cedar tree growth is limited to the two northernmost rows of acres while coconut tree growth is limited to beach acres; however, in New Horizons, these trees can be moved anywhere where there is sufficient space with the player's shovel without suffering any adverse effects, provided they are fully grown.

Appearances[edit]

Graphic comparing the acre count of each Animal Crossing title.

Pink: Wild World
Blue: New Leaf
Orange: City Folk
Green: Animal Crossing
Yellow: New Horizons

In Doubutsu no Mori, Doubutsu no Mori+, Animal Crossing, and Doubutsu no Mori e+[edit]

Doubutsu no Mori, Doubutsu no Mori+, Animal Crossing, and Doubutsu no Mori e+ feature a town measuring five acres across by six down. Town maps are generated semi-randomly; some acre models may only appear in a designated space (the train station is always located in Acre A-3) while others are more flexible. Acres are marked on the map, with columns being labeled 1 through 5 and rows being labeled A through F in Animal Crossing; in Japanese versions, including Doubutsu no Mori e+, both columns and rows are labeled with numbers.

Every time the player moves into an acre (with the exception of a player exiting their house upon loading the game), one fish and one bug spawn at the locations programmed within the acre data. The bug and fish within the acre disappear upon moving six squares away from that acre. Bugs cannot move outside of an acre; should a Banded Dragonfly fly outside of the acre it will fly up and disappear. However, fish can move with the river current and end up in the next acre. The bug and fish that appear in the acre are determined by their rarity.

In Wild World[edit]

Animal Crossing: Wild World is the first game in the series to feature a scrolling rounded-world design. Each town is made up of only 16 acres (four across and four down), giving Wild World the smallest town map of any game in the Animal Crossing series. Explicit acre boundaries do not exist, but they are still used in the game's code to determine perfect town status.

Fish and bugs no longer spawn upon entering an acre, instead they appear in designated spawn locations out of viewing range of the camera. Up to one bug or fish may appear in a given spawn location at a time, however unlike previous games in the series, there is a not a 100% chance of a bug or fish appearing in each acre. A bug or fish's rarity also affects the likelihood of its appearance.

In City Folk[edit]

Animal Crossing: City Folk maintains the open, rounded-world design introduced in Animal Crossing: Wild World. Each town is made up of 25 acres, five across and five down, making it the third largest of any game yet released. The acres are not explicitly marked but again are used to determine perfect town status. The game also introduces a new city plaza accessible via the bus stop.

City Folk also uses many of the same bug and fish spawning procedures as seen in Wild World, though fish are now capable of spawning within the viewing range of the camera as well as outside of it. Bugs, however, remain the same in that they always spawn outside of viewing range.

In New Leaf[edit]

Animal Crossing: New Leaf features a 20-acre town map, five acres across and four down. This places it in between the sizes of the Wild World and City Folk maps. The game also features additional map areas such as the sea to Tortimer Island, Tortimer Island proper, the Main Street and the four parts of the Happy Home Showcase.

The acre system in New Leaf has all but disappeared, as villager homes, town projects, buildings and the player's house can be built anywhere, regardless of acre boundaries. Even perfect town status no longer relies on tree counts in individual acres, instead using an overall tree count as well as requiring an environmental rating based on public works projects. Bug and fish spawn spots remain the same as they did in City Folk, however, with the same style of spawning.

In New Horizons[edit]

New Horizons features the largest town map so far in the Animal Crossing series, a 42-acre map measuring seven across and six down. Just like in Animal Crossing, the acres are clearly marked and labeled on the map. Columns are labeled 1 through 7 and rows are labeled A through F, A being the northmost row and F being the southmost row. The airport and pier always generate on the F row. Unlike previous games, cedar trees can grow on any acre, not just the two northernmost acres. The bugs and fish spawn similarly to how they did between Wild World and New Leaf.

NH Map.jpg