Difference between revisions of "Animal Crossing"

From Nookipedia, the Animal Crossing wiki
(Added info on NA localization, announcement and release date.)
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{{DISPLAYTITLE:''Animal Crossing'' (GCN)}}
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{{DISPLAYTITLE:''Animal Crossing: Population Growing'' (GCN)}}
 
{{Infobox VGinfo
 
{{Infobox VGinfo
 
|title        = [[File:AnimalCrossinglogo.png|200px]]
 
|title        = [[File:AnimalCrossinglogo.png|200px]]
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|developer    = [[Wikipedia:Nintendo EAD|Nintendo EAD]]
 
|developer    = [[Wikipedia:Nintendo EAD|Nintendo EAD]]
 
|publisher    = [[Nintendo]]
 
|publisher    = [[Nintendo]]
|distributor  = Nintendo
+
|distributor  = [[Nintendo]]
 
|designer    =
 
|designer    =
 
|platforms    = [[Nintendo GameCube]]
 
|platforms    = [[Nintendo GameCube]]
|engine      = ''[[Animal Forest]]''
+
|engine      = {{DnM}}
|released    = {{NA}}September 15, 2002<br>{{AUS}}October 17, 2003<br>{{EU}}September 24, 2004
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|released    = {{NA}} September 16, 2002<br>{{AUS}} October 17, 2003<br>{{EU}} September 24, 2004
 
|genre        = Life Simulation<br>Role-playing
 
|genre        = Life Simulation<br>Role-playing
 
|modes        = Single player
 
|modes        = Single player
 
|rating      = {{Rating|ESRB=E (Everyone)|PEGI=3+}}
 
|rating      = {{Rating|ESRB=E (Everyone)|PEGI=3+}}
|media        = 1 GameCube Optical Disc
+
|media        = GameCube Optical Disc
 
|requirements =
 
|requirements =
|input        = GameCube controller<br>Game Boy Advance<br>Nintendo e-Reader
+
|input        = GameCube controller<br>[[Game Boy Advance]]<br>[[Nintendo e-Reader]]
 
|strategywiki = Animal Crossing
 
|strategywiki = Animal Crossing
 
}}
 
}}
'''''Animal Crossing''''' (sometimes subtitled ''Population Growing'') is a localized and updated version of {{AF+}}. Developed solely for the [[Nintendo GameCube]], the game is notable for being the first title in the {{SER}} to be released outside Japan. ''Animal Crossing'' was soon re-released with the 'Player's Choice Edition' label on the box's cover art. The game was so commercially successful that it was ported back into Japanese and released as {{AFe+}}, along with a few new additional features.
+
'''{{PG|nolink}}''' (sometimes subtitled ''Population Growing'') is a life-simulation game released for the [[Nintendo GameCube]] in 2002. It is a localized and enhanced port of {{DnM+}}, and is the first title in the {{SER}} to be released outside Japan. Gameplay is very similar to its Japanese predecessors; the game does not have a set goal or plot, instead allowing the player to have full control over their own life and play indefinitely, with time passing as it does in the real world. {{PG|nolink}} introduced the concept of region-exclusive [[Events|holidays]] and special events that would later become a series staple.
  
The game designers declined to create an overarching plot, instead allowing players to have full control over their own life and play indefinitely. Time passes as it does in the real world. For example, if a game plays during [[December]], it will be [[winter]]. [[Events|Holidays]] and special events usually mirror real world equivalents and often occur on the same days.
+
Due to its popularity, {{PG|nolink}} became a Player's Choice title about a year after its North American release. The game was so commercially successful that it was ported back into Japanese with a few additional features and released as {{DnMe+}}. {{PG|nolink}} was also well-received by critics, and was included in many year-end 'best of' lists upon its release. It has also been featured in several all-time top video game countdowns, and has received multiple [[Animal_Crossing_(GCN)#Awards_and_nominations|awards and nominations]].
 +
 
 +
== Gameplay ==
 +
[[File:Tom Nook (GCN).png|thumb|left|100px|[[Tom Nook]] helps new residents settle into town.]]
 +
[[Player]]s assume the role of a human setting out for a life of their own in a [[town]] of anthropomorphic [[list of villagers|animals]]. Each town is randomly generated, ensuring that no two players' experiences are exactly the same. Gameplay within each village is open-ended allowing players to engage in a variety of activities that suit their playstyle. Players can pick [[fruit]], grow [[tree]]s, [[flower|garden]], hunt for [[fossil]]s and [[fish]], catch [[insect]]s, do favors for the [[villager]]s, decorate their [[house|homes]], play [[NES Games]], or visit a [[summer]] paradise on [[Animal Island]].
 +
 
 +
The game relies heavily on the [[GameCube]]'s internal clock in order to produce seasonal changes in the player's town and to schedule variety of special [[events]] and [[special visitors|visitors]]. A complex system of in-game experience upgrades is available if players follow a prescribed pattern of placing furniture in their homes that have been assigned Feng Shui color points.
 +
 
 +
===e-Reader connectivity===
 +
{{main|Nintendo e-Reader}}
 +
{{PG|nolink}} is the only title for the Nintendo GameCube released outside of Japan to feature support for the [[Nintendo e-Reader]] peripheral. By connecting to the e-Reader via a [[Nintendo GameCube Game Boy Advance Cable]] players can access the [[island]], play [[NES games]], and scan [[Animal Crossing-e]] cards to access special items, patterns, and mini-games.
  
 
==North American localization==
 
==North American localization==
Dōbutsu no Mori+ features many culturally specific items and events which cater to a Japanese audience. These elements had to be altered or removed in order to make the gameplay more appealing to Western players. Some examples include the transformation of the [[Media:0BellShrine.PNG|Bell Shrine]] into the [[Wishing Well]] and the removal of the [[Spa_set|spa items]], which are typical of Japanese ''[http://en.wikipedia.org/wiki/Onsen onsen]''. In an effort to preserve the game's unique real-world character, events were introduced that would be familiar to North American players, such as [[Groundhog's Day]] and [[Thanksgiving]].
 
  
The NOA localization team began writing game dialog in early 2012, however translation of the game's hundreds of items began months earlier<ref>http://www.youtube.com/watch?v=pgg62DMyzyA&t=1m13s</ref>. Unlike the extended localization and development process for recent titles in the series, ''Animal Crossing'' was localized in the short span of eight to twelve months. During this time, the team translated 30,000+ files of text<ref>http://www.nintendoworldreport.com/hands-on-preview/2855/animal-crossing-gamecube</ref>, worked to develop new items (such as the [[Camping_Gear|camping gear]]) and added support for the Nintendo e-Reader, which was launched just two days after the game's release in North America.
+
{{PG|nolink}} introduced the concept of region-exclusive [[Events|holidays]] and special events that would later become a series staple.
 +
 
 +
{{DnM+}} features many culturally specific items and events that cater to a Japanese audience which Nintendo altered or removed in order to make the gameplay more appealing to Western players. Some examples include the transformation of the [[Media:0BellShrine.PNG|Bell Shrine]] into the [[Wishing Well]] and the removal of the [[Spa_set|spa items]], which are typical of Japanese ''[http://en.wikipedia.org/wiki/Onsen onsen]''. In an effort to preserve the game's unique real-world character, events were introduced that would be familiar to North American players, such as [[Groundhog's Day]] and [[Thanksgiving]].
 +
 
 +
The NOA localization team began writing game dialog in early 2002, however translation of the game's hundreds of items began months earlier<ref>http://www.youtube.com/watch?v=pgg62DMyzyA&t=1m13s</ref>. Unlike the extended localization and development process for recent titles in the series, ''Animal Crossing'' was localized in the short span of eight to twelve months. During this time, the team translated 30,000+ files of text<ref>http://www.nintendoworldreport.com/hands-on-preview/2855/animal-crossing-gamecube</ref>, worked to develop new items (such as the [[Camping_Gear|camping gear]]) and added support for the [[Nintendo e-Reader]], which was launched just two days after the game's release in North America.
  
 
===Announcement and release date===
 
===Announcement and release date===
On May 16, 2001 at Nintendo's pre-E3 press conference, a six second montage of footage from "Animal Forest" was shown to members of the media as part of a larger reel featuring upcoming Nintendo Gamecube titles. The clip did not feature any dialog, however the presence of the Bell Shrine indicates that it was still early in the localization process, if not footage straight from Dōbutsu no Mori+. This was the first time the game was shown in North America, and the first evidence of its English localization.
+
On May 16, 2001<ref>http://www.ign.com/articles/2001/05/10/nintendo-pre-e3-press-conference-details-2</ref> at Nintendo's pre-E3 press conference, a six second montage of footage from "Animal Forest" was shown to members of the media as part of a larger reel featuring upcoming Nintendo Gamecube titles<ref>http://www.youtube.com/watch?v=BGepCTXT0wA&t=6m0s</ref>. The clip did not feature any dialog, however the presence of the Bell Shrine indicates that it was still early in the localization process, if not footage straight from {{DnM+}}. This was the first time the game was shown in North America, and the first evidence of its English localization.
  
As early as October of 2001<ref>http://www.nintendoworldreport.com/news/6621/animal-forest-usa-bound</ref>, Nintendo established a page on their website for Animal Forest noting it was "being optimized for its U.S. debut on the GameCube."<ref>https://web.archive.org/web/20011123183306/http://nintendo.com/games/gamepage/gamepage_main.jsp?gameId=646&showMe=1</ref> A few months later on February 28, 2002 at a Nintendo Roundtable Conference, Shigeru Miyamoto confirmed that localization of Animal Forest was "progressing and moving along quite well" with Satoru Iwata projecting it to be released "sometime in the fall."<ref>http://www.nintendoworldreport.com/news/7060/animal-forest--coming-to-north-america</ref> About a month later on March 30, 2012 the game's name was official changed to ''Animal Crossing''<ref>http://www.nintendoworldreport.com/news/7196/animal-forest--gets-a-name-change</ref>, as reflected on Nintendo's website at the time.
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As early as October of 2001<ref>http://www.nintendoworldreport.com/news/6621/animal-forest-usa-bound</ref>, Nintendo established a page on their website for Animal Forest noting it was "being optimized for its U.S. debut on the GameCube."<ref>https://web.archive.org/web/20011123183306/http://nintendo.com/games/gamepage/gamepage_main.jsp?gameId=646&showMe=1</ref> A few months later on February 28, 2002 at a Nintendo Roundtable Conference, Shigeru Miyamoto confirmed that localization of Animal Forest was "progressing and moving along quite well" with Satoru Iwata projecting it to be released "sometime in the fall."<ref>http://www.nintendoworldreport.com/news/7060/animal-forest--coming-to-north-america</ref> About a month later on March 30, 2002 the game's name was officially changed to ''Animal Crossing''<ref>http://www.nintendoworldreport.com/news/7196/animal-forest--gets-a-name-change</ref>, as reflected on Nintendo's website at the time.
  
At Nintendo's pre-E3 press conference, an extended video was shown introducing ''Animal Crossing'' and focusing on its ability to connect with the e-Reader and Game Boy Advance<ref>http://www.youtube.com/watch?v=6uzTeRvm1Uo&t=15m9s</ref>. Iwata also confirmed the game for September release in North America. In May of 2002 ''Animal Crossing'' made its second E3 appearance, this time as a playable title on the show floor<ref>http://www.nintendoworldreport.com/hands-on-preview/2855/animal-crossing-gamecube</ref>. It was generally overshadowed by high-profile titles, however it still snagged a third place spot on the Game Critic Award's list for Best Original Game of E3 2002.
+
On May 22, 2002 at Nintendo's pre-E3 press conference, an extended video was shown introducing ''Animal Crossing'' and highlighting its ability to connect with the e-Reader and Game Boy Advance<ref>http://www.youtube.com/watch?v=6uzTeRvm1Uo&t=15m9s</ref>. Iwata also confirmed the game for September release in North America. Later that day, ''Animal Crossing'' made its second E3 appearance, this time as a playable title on the show floor<ref>http://www.nintendoworldreport.com/hands-on-preview/2855/animal-crossing-gamecube</ref>. It was generally overshadowed by high-profile titles, however it still snagged a third place spot on the Game Critic Award's list for Best Original Game of E3 2002<ref>http://www.giantbomb.com/e3-2002/3015-3434/</ref>. Despite conflicting information on modern gaming websites<ref>http://www.gamefaqs.com/gamecube/516502-animal-crossing</ref><ref>http://www.ign.com/games/action-replay-ultimate-codes-animal-crossing/gcn-16562</ref>, ''Animal Crossing'''s North American release date was set for September 16, 2002 as noted on its official sites<ref>https://web.archive.org/web/20030213033234/http://www.nintendo.com/games/gamepage/gamepage_main.jsp?gameId=646&showMe=1</ref><ref>https://web.archive.org/web/20020911113240/http://www.animal-crossing.com/parents.jsp</ref> and a press release from Nintendo of America<ref>http://www.nintendoworldreport.com/news/7622/lucky-gamers-play-animal-crossing-early</ref>. There were reports, however, that select Blockbuster Video locations had received and began renting advance copies of the game as early as September 6th<ref>http://www.nintendoworldreport.com/news/7731/animal-crossing-hits-blockbuster-early</ref>.
  
==Gameplay==
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{{ExpertWanted|global logistics and game studies|''Animal Crossing''|Discrepancies in NA release date need resolution, research into release date(s) in South American countries is needed. Starting point: Research South American distribution by ''Latamel Inc''.}}
[[Player]]s assume the role of a [[boy]] or [[girl]] human setting out for a life of his or her own in a small [[town]]. Each town is randomly generated to ensure that no two players' experiences are exactly the same. Players can pick [[fruit]], grow [[tree]]s, [[flower|garden]], hunt for [[fossil]]s, [[fish]], catch [[insect]]s, do favors for the [[villager]]s, decorate their [[house|homes]], and perform other such tasks.
 
  
Within Animal Crossing, you can play [[NES Games]]. They are all a separate furniture, for example, Legend of Zelda and Super Mario Bros. are two different furniture.
+
==Website and promotion==
 +
{{main|Crossing Guardian}}
 +
In early September 2002 the official North American ''Animal Crossing'' website, the Crossing Guardian, went live. It mimicked a real-life newspaper and featured articles on different aspects of the game, sometimes written from the perspective of in-game characters. The site was also used to distribute [[secret code]]s for exclusive [[NES games]] as well as items from the [[Mario Theme]].
  
==Story==
+
===''Animal Crossing'' Pioneers===
[[File:Tom Nook (GCN).png|thumb|left|100px|Tom Nook, the owner of [[Tom Nook's store|Nook's Cranny]], will help any new residents settle into town.]]
+
On August 7, 2002 Nintendo of America announced a contest whereby 125 teams of two would be selected to receive advance promotional copies of ''Animal Crossing''<ref>http://www.nintendoworldreport.com/news/7622/lucky-gamers-play-animal-crossing-early</ref>. The submission deadline for the contest was August 12th. To be considered for selection, applicants had to submit a written response of 50 words or less explaining why they should chosen as Pioneers. Those selected received a special ''Animal Crossing'' disc marked "for promotional use only", along with a 59 block Memory Card and a promotional ''Animal Crossing'' calendar. Pioneers received the game a month early and were expected to help Nintendo generate online buzz in advance of the title's release. Pioneers were also given exclusive access to their own web forum<ref>https://web.archive.org/web/20021022162833/http://www.nintendo.com/animalcrossing/index.jsp</ref> where they could discuss amongst themselves as well as provide feedback to Nintendo representatives. At the end of the experience, the Pioneers were invited to an online chat with a few of the members of the game's localization team<ref>http://www.mobygames.com/forums/dga,2/dgb,8/dgm,63261/</ref>. An analysis of the standard and promotional game disc concluded that the two were byte identical<ref>http://redump.org/disc/5169/</ref>, meaning that no changes were made to the final version as a result of Pioneer feedback. The promotional copy and calendar have since become collector's items, selling for over $500 together on eBay as of March, 2014<ref>http://www.ebay.com/itm/301124433392?ssPageName=STRK:MESELX:IT&_trksid=p3984.m1555.l2649</ref>.
Finally on his or her own, a young boy or girl hops on a [[train]] and set out for a new life in a small village inhabited by sapient, humanoid animals. However, being a spirited youth, the child forgot to find a place to live first, and has only the clothes on their back and 1,000 [[Bells]]. On the train, [[Rover]] sits across from him or her and drums up a [[conversation]]. During the exchange, the cat finds out about the child’s situation. Rover contacts [[Tom Nook]] and arranges for his old friend to help out the boy or girl upon their arrival.
+
<center>
 +
<gallery>
 +
File:ACGCPioneersProgramLogin.png | Pioneer program login
 +
File:ACGCPromotionalCopy.png | Promotional disc
 +
File:ACGCPioneerLetter.png | Calendar letter
 +
File:ACGCCalendarFront.png | Front of calendar & promo copy
 +
File:ACGCCalendarBack.png | Back of calendar & promo copy
 +
File:ACGCCalendarInside.png | Inside calendar
 +
</gallery>
 +
</center>
  
Once in town, the youth steps down from the [[Train Station]] platform and is greeted by a flustered raccoon. Tom Nook introduces himself as the owner of the town’s [[Tom Nook's store|shop]] and shows the child his four available houses. While they are all very small and unfurnished, Tom Nook assures him or her that they will suit his or her needs. Yet, they are pricey and out of the boy or girl’s price range. Tom Nook decides to employ the child until he or she can pay off the debt he or she owes on the house. During this period of employment, the child meets the villagers and the mayor and acquaints his or herself with the [[Post Office]], [[Able Sisters|Able Sisters Shop]], [[Museum]], [[Police Station]], and other buildings.
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===Sweepstakes===
 +
On August 30, 2002 Nintendo of America initiated the {{PG|nolink}} "Deck Out Your Room" Sweepstakes. One grand prize winner received a TV, headphones, and CD player from Panasonic, a Nintendo GameCube, a Game Boy Advance, five GameCube games, five Game Boy Advance Games, two WaveBird controllers, and a one year subscription to Nintendo Power. Five first prize winners received a Nintendo GameCube, a copy of ''Animal Crossing'', and a one year subscription to Nintendo Power<ref>https://web.archive.org/web/20020903184841/http://www.animal-crossing.com/sweeps/index.jsp</ref>. The sweepstakes ended on October 15, 2002<ref>https://web.archive.org/web/20020923023614/http://www.animal-crossing.com/sweeps/rules.jsp</ref>. Those who registered for the sweepstakes received an ''Animal Crossing'' screensaver<ref>http://www.nintendoworldreport.com/news/7734/deck-out-your-room</ref>.
  
However, Tom Nook eventually runs out of tasks for the youth to perform, and is forced to let him or her go. The boy or girl is forced to make it on his or her own without a real job. However, the villagers are a needy bunch, and the land is brimming with fruit bearing trees, fish-filled rivers, and ideal bug-catching conditions. It is also a registered archeological site of the [[Faraway Museum]].
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===Commercials and trailer===
 +
Nintendo of America began its advertising campaign in early September, 2002 with the release of four live-action commercials featuring players living in an {{PG|nolink}} world<ref>http://www.nintendoworldreport.com/news/7756/animal-crossing-commercials</ref>. These commercials along with a trailer for the game appeared on a Preview DVD for the Nintendo GameCube that was distributed by retailers (both in North America and internationally<ref>https://www.youtube.com/watch?v=TIuQsSDVZPs</ref>) in late 2002 and may have also been an insert in Nintendo Power magazine<ref>http://www.destructoid.com/blogs/The+Bowels+of+Trogdor/the-gamecube-promo-dvd-trailers-done-right-developers-take-notes--267660.phtml</ref>. Video trailers for the game were also included on Interactive Multi-Game Demo Disc Versions 5<ref>http://www.ign.com/games/interactive-multi-game-demo-disc-july-2002-142703/gcn-490225</ref> and 7<ref>http://www.ign.com/games/interactive-multi-game-demo-disc-version-7-142714/gcn-492650</ref>, released in July and September of 2002, respectively. These game discs were sent to retailers for use in Nintendo GameCube demo kiosks.
  
The preconceived story ends here. From this point on, the story is determined by the actions of the player.
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==Pricing and sales==
 +
''Animal Crossing'' shipped with a $49.95 MSRP in North America<ref>https://web.archive.org/web/20020911113240/http://www.animal-crossing.com/parents.jsp</ref>. In a press release from Nintendo of America dated October 28, 2002 the game was reported to have sold over 100,000 copies in its first four weeks of sale<ref>http://www.nintendoworldreport.com/news/7951/animal-crossing-e-cards-released</ref>, ranking eighth in video game sales for the month of September<ref>http://web.archive.org/web/20090120102407/http://www.videobusiness.com/index.asp?layout=marketData&content=topgamesellers&chartdate=9%2F1%2F2002&Submit=Go</ref>. ''Animal Crossing'' would fall off the charts the next month and would not reappear near the top of an industry-wide cumulative sales chart (monthly or otherwise) for the remainder of its life cycle, however it would remain a popular title in terms of GameCube software sales. In December of 2002, it sold over 130,000 copies<ref>http://forum.beyond3d.com/archive/index.php/t-3020.html</ref>, not far behind Super Mario Sunshine, which was released a few weeks before {{PG|nolink}}. By October of 2004 {{PG|nolink}} had sold upwards of 760,000 copies, making it the 11th best selling title on the system at the time<ref>http://www.videogame.it/forum/t/152967/.html</ref>. On September 25th, 2003 just over a year after its initial release, ''Animal Crossing'' became a Player's Choice title, with a new MSRP of $29.99<ref>http://www.eurogamer.net/articles/news100903playerschoice</ref>. All-time sales figures place ''Animal Crossing'' as the sixth best-selling GameCube game with somewhere between 1.68<ref>http://www.the-magicbox.com/Chart-USPlatinum.shtml</ref> and 1.92<ref>http://www.vgchartz.com/game/81/animal-crossing/</ref> million units sold, just ahead of the critically acclaimed Metroid Prime. Comparing it to the Pikmin series, another new Nintendo IP debuting on the GameCube, ''Animal Crossing'' sold more than both Pikmin titles combined—a considerable feat considering the original Pikmin had been available since the console's launch.
  
===Basic Controls===
+
==Reception==
''Animal Crossing'' requires players to master three different types of controls in order to play. The first two, Action and Menu controls, are intertwined in game play. With time players learn to switch between them thoughtlessly. Typing controls were very different from the other two modes. However, it is not used nearly as frequently as the others.
+
''Animal Crossing'' was met with mostly positive reviews from critics, with many praising its charming, unique gameplay and long life span. e-Reader connectivity was seen as a welcome addition, however some criticized its outdated graphics and felt that it did not offer much of a single-player experience. {{PG|nolink}} was included in many year-end 'best of' lists upon its release in 2002. It has also been featured in several all-time top video game countdowns, and has received multiple [[Animal_Crossing_(GCN)#Awards_and_nominations|awards and nominations]]. Review aggregator Metacritic notes a Metascore of 87/100 for ''Animal Crossing''<ref>http://www.metacritic.com/game/gamecube/animal-crossing</ref>, which places it just behind {{NL}}'s score of 88.
  
====Action and Menu Controls====
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===Awards and nominations===
Most actions are performable both indoors and outdoors. However, certain actions can only be performed in certain areas. Please see the typing controls section for information on typing.
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{| class="wikitable"
 
+
|-
{|width="100%" cellspacing="0" cellpadding="3" border="1"
+
!Year
|style="text-align:center;width:10%"|'''Control Stick'''
+
!Award
|style="text-align:left;"|
+
!Category
*'''Walk''': The further the Control Stick is pressed, the faster the character will move.
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!Result
*'''Move furniture''': While holding one's own furniture in one's own house by holding the A Button, move the control stick to rotate or move it. Moving towards and away from the item moves the furiture forwards or backwards. Pressing to the side of the furniture rotates it. The orientation of the character in relation to the furniture is critical.
+
|-
*'''Move cursor''': On menus, move the cursor around to make a selection.
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|rowspan=6|2002
 +
|Game Critic Award
 +
|Best Original Game of E3<ref>http://www.giantbomb.com/e3-2002/3015-3434/</ref>
 +
|{{Nom}}
 +
|-
 +
|rowspan=4|GameSpot's Best and Worst of 2002
 +
|Game of the Year<ref>http://web.archive.org/web/20030201105621/http://gamespot.com/gamespot/features/all/bestof2002/general1.html</ref>
 +
|{{Nom}}
 +
|-
 +
|Best Role-Playing Game on GameCube<ref>http://web.archive.org/web/20021223103711/http://gamespot.com/gamespot/features/all/bestof2002/gc19.html</ref>
 +
|{{Won}}
 +
|-
 +
| Most Innovative Game<ref>http://web.archive.org/web/20030210083623/http://gamespot.com/gamespot/features/all/bestof2002/general6.html</ref>
 +
|{{Won}}
 +
|-
 +
| Funniest Game (Purposefully) <ref>http://web.archive.org/web/20021223112403/http://gamespot.com/gamespot/features/all/bestof2002/general11.html</ref>
 +
|{{Nom}}
 
|-
 
|-
|style="text-align:center;width:10%"|'''C Stick'''
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|GameSpy's Best of 2002
|style="text-align:left;"|
+
|GameCube Game of the Year<ref>http://web.archive.org/web/20030628043605/http://www.gamespy.com/goty2002/gcn/index2.shtml</ref>
*'''Adjust camera''': While inside houses and museum exhibits, press in any direction to tilt the camera in that direction.
+
|{{Nom}}
*'''Do Aerobics''': While at the [[Aerobics Festival]], or while listening to the [[Aerobics Radio]], tilt to perform certain aerobic actions.
 
 
|-
 
|-
|style="text-align:center;width:10%"|'''A Button'''
+
|rowspan=7|2003
|style="text-align:left;"|
+
|The Game Developers Choice Awards
The function of this button is context sensitive.
+
|Innovation Award<ref>http://www.gamechoiceawards.com/archive/innovation.html</ref>
*'''Talk''': Press while facing a character.
+
|{{Won}}
*'''Enter a building''': Press while facing a door.
 
*'''Shake tree''': Press while facing a tree.
 
*'''Read messages''': Press while facing a sign or bulletin board.
 
*'''Use item''': Press while holding an item.
 
*'''Hold furniture''': Hold while standing in front of and facing any piece of furniture while inside a home.  If the furniture is their own, players can move and rotate it using the Control Stick.
 
*'''Use furniture''': Press while standing in front of and facing a functional piece of furniture while inside a home.  For example, a player can turn on or off a television set or open a wardrobe.
 
*'''Select''': On menus, press to make a selection.
 
 
|-
 
|-
|style="text-align:center;width:10%"|'''B Button'''
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|rowspan=6|Interactive Achievement Awards
|style="text-align:left;"|
+
|Innovation in Console Gaming<ref>http://web.archive.org/web/20120510120906/http://www.interactive.org/games/video_game_details.asp?idAward=2003&idGame=339</ref>
The function of this button is context sensitive.
+
|{{Won}}
*'''Run''': Hold while pressing the Control Stick
 
*'''Pick up items''': Press the button while on top of an item to add it to the item screen. While indoors, this action can be performed on furniture or other similar, 3D items by standing in front of and facing the item. 2D items such as stationary are picked up the same way as they are picked up outside.
 
*'''Put away furniture''': Press the button while facing a piece of furniture in the character’s house to add it to the item screen.
 
*'''Cancel/Go back to the previous screen''': On menus, press to cancel, make a, “no” selection, or return to the last screen.
 
 
|-
 
|-
|style="text-align:center;width:10%"|'''L Button'''
+
|Outstanding Achievement in Game Design
|style="text-align:left;"|
+
|{{Won}}
*'''Run''': Hold while pressing the Control Stick
 
*'''Stop Playing NES''': While playing an NES game, pressing the L, R, and Z, Buttons simultaneously saves and quits.
 
*'''Reset NES''': While playing an NES game, pressing the L, R, and Start Buttons simultaneously resets an NES game.
 
 
|-
 
|-
|style="text-align:center;width:10%"|'''R Button'''
+
|Console Role-Playing Game of the Year
|style="text-align:left;"|
+
|{{Won}}
*'''Run''': Hold while pressing the Control Stick
 
*'''Stop Playing NES''': While playing an NES game, pressing the L, R, and Z, Buttons simultaneously saves and quits.
 
*'''Reset NES''': While playing an NES game, pressing the L, R, and Start Buttons simultaneously resets an NES game.
 
 
|-
 
|-
|style="text-align:center;width:10%"|'''X Button'''
+
|Console Game of the Year
|style="text-align:left;"|
+
|{{Nom}}
*'''Check the map''': To do this, players must receive the map of the town they live in from [[Tom Nook]].  Once on the map menu, moving the Control Stick highlights different acres.  The names of the buildings and houses in that acre are shown on the right side of the map.
 
*'''NES Select''': While playing an NES game, the X and Z Buttons act as the Select Button did on the original games.  In other words, pressing them moves the cursor on the main menus.
 
 
|-
 
|-
|style="text-align:center;width:10%"|'''Y Button'''
+
|Game of the Year
|style="text-align:left;"|
+
|{{Nom}}
*'''Open or close the item screen''': To do this, a player must not be in a conversation.
 
*'''Select game mode''': While playing an NES game, press to select a mode.
 
 
|-
 
|-
|style="text-align:center;width:10%"|'''Z Button'''
+
|Outstanding Achievement in Gameplay Engineering
|style="text-align:left;"|
+
|{{Nom}}
*'''Light switch''': While inside player homes, this button turns the lights on and off.
 
*'''NES Select''': While playing an NES game, the X and Z Buttons act as the Select Button did on the original games.  In other words, pressing them moves the cursor on the main menus.
 
*'''Stop Playing NES''': While playing an NES game, pressing the L, R, and Z, Buttons simultaneously saves and quits.
 
 
|-
 
|-
|style="text-align:center;width:10%"|'''START/PAUSE'''
 
|style="text-align:left;"|
 
*'''Open or close the item screen''': Opens or closes the item screen.
 
*'''Select game mode''': While playing an NES game, press to select a mode.
 
*'''Reset NES''': While playing an NES game, pressing the L, R, and Start Buttons simultaneously resets an NES game.
 
 
|}
 
|}
  
====Typing Controls====
+
===Top lists===
Whenever players are able to insert text, a keyboard appears at the bottom of the screen.  Controls then switch to typing mode.
+
{| class="wikitable"
 
+
|-
{|width="100%" cellspacing="0" cellpadding="3" border="1"
+
!Year
|style="text-align:center;width:10%"|'''Control Stick'''
+
!Source
|style="text-align:left;"|
+
!List
*'''Choose a letter'''
+
!Placement
 
|-
 
|-
|style="text-align:center;width:10%"|'''+ Control Pad'''
+
|2003
|style="text-align:left;"|
+
|Entertainment Weekly
*'''Move Cursor''': This action is equivalent to pressing the arrow keys while word processing.
+
|The 100 Greatest Videogames<ref>http://www.ew.com/ew/article/0,,450558,00.html</ref>
 +
|align="center"|72
 
|-
 
|-
|style="text-align:center;width:10%"|'''A Button'''
+
|rowspan=3|2006
|style="text-align:left;"|
+
|Electronic Gaming Monthly
*'''Type letter'''
+
|The Greatest 200 Videogames of Their Time<ref>http://web.archive.org/web/20060519133249/http://1up.com/do/feature?pager.offset=2&cId=3147448</ref>
 +
|align="center"|126
 
|-
 
|-
|style="text-align:center;width:10%"|'''B Button'''
+
|Nintendo Power
|style="text-align:left;"|
+
|Nintendo Power's Top 200 Games<ref>http://nintendo.wikia.com/wiki/Nintendo_Power%27s_Top_200_Games</ref>
*'''Delete letter'''
+
|align="center"|51
 
|-
 
|-
|style="text-align:center;width:10%"|'''L Button'''
+
|X-Play
|style="text-align:left;"|
+
|10 Best GameCube Games Ever<ref>http://www.g4tv.com/videos/12007/best-gamecube-games-ever-7-5/</ref>
*'''Caps lock/unlock''': Every letter typed while in caps lock mode is capitalized.
+
|align="center"|7
 
|-
 
|-
|style="text-align:center;width:10%"|'''R Button'''
+
|rowspan=2|2007
|style="text-align:left;"|
+
|Edge
*'''Insert Space'''
+
|Top 100 Games of All Time <ref>http://www.edge-online.com/features/edges-top-100-games-all-time/6/</ref>
 +
|align="center"|49
 
|-
 
|-
|style="text-align:center;width:10%"|'''X Button'''
+
|ScrewAttack!
|style="text-align:left;"|
+
|Top 10 GameCube Games<ref>https://www.youtube.com/watch?v=xYIPS_LMxh4</ref>
*'''Accent letter''': After typing a letter that may have a pronunciation alternative, pressing this turns the letter into an accented one.  For letters with multiple accent possibilities (example: a, à, á), pressing the button multiple times applies different marks.
+
|align="center"|5
 
|-
 
|-
|style="text-align:center;width:10%"|'''Y Button'''
+
|2008
|style="text-align:left;"|
+
|Nintendo Power
*'''Switch keyboard''': There are three keyboards.  The first is for letters, numbers, and common punctuation, the second is for all punctuation, and the third is for special symbols such as hearts.
+
|Best of the Best - Nintendo GameCube (Top 20) <ref>http://nintendo.wikia.com/wiki/Nintendo_Power%27s_Best_of_the_Best</ref>
 +
|align="center"|19
 
|-
 
|-
|style="text-align:center;width:10%"|'''Z Button'''
+
|2012
|style="text-align:left;"|
+
|TIME
*'''Change key layout''': This only applies to the first keyboard, which has two layouts.  The first is the standard QWERTY layout seen on computer keyboards.  The other lists letters alphabetically.
+
|All-TIME 100 greatest video games<ref>http://techland.time.com/2012/11/15/all-time-100-video-games/slide/animal-crossing-2001/</ref>
 +
|align="center"|-
 
|}
 
|}
'''NOTES:''' Selecting "SP" on the virtual keyboard adds a space.  By selecting the return arrow, players can insert carriage returns.  Carriage returns skip the rest of the current line and bring the cursor down to the next.  On computer keyboards, the enter/return keys serve this function.
 
  
===Item Screen===
+
==Gallery==
The item screen, often referred to as the inventory, is a major aspect of ''Animal Crossing's'' game play.  Using it, players can perform a variety of tasks.  These tasks include checking statistics, placing items, using items, and using designs.  The screen is divided up into four major sections
+
{{Main|Animal Crossing (GCN)/Gallery}}
  
====Main Item Screen====
+
===Screenshots===
'''Character Information'''<br />
+
<center>
In the upper left of the menu, the player's character can be seen. The clothes he or she is wearing and the tools he or she is holding are accurately reflected on the image. By selecting the character, players can remove items.  The name of the town and the character are displayed to the right.
+
<gallery>
 +
Animal Crossing-title.png|Title Screen
 +
GCNMuseum.png|The [[Museum]]
 +
Tom_nook_raffle.png|Tom Nook hosting the monthly [[Lottery]].
 +
</gallery></center>
  
'''Bells'''<br />
+
==External links==
Just below the names of the town and character is a display showing how many bells the player has in his or her wallet. The player's wallet can only hold 99,999 Bells. Players can hold more Bells by creating moneybags.  To do so, players select the Bells display and choose the amount of Bells they would like in the bag: one hundred, one thousand, ten thousand, or thirty thousand. However, moneybags are automatically created for the player if he or she earns enough Bells.  Yet, the creation of moneybags allows players to give money as presents, place it in their houses, or bury it in the ground.  Obviously, Bells stored at the Post Office cannot be used without first withdrawing them into the Bells display and the inventory.
+
*[http://web.archive.org/web/20021004080450/http://www.animal-crossing.com/index.jsp Official North American site] <small>(archived)</small>
 
+
*[http://ms.nintendo-europe.com/animalcrossing/languageselect/index.html Official European site]
'''Items'''<br />
+
*[http://www.nintendo.com.au/nintendo/games/gameoverview.php?gameid=422 Official Australian page]
The player’s items are shown in the lower section of the menu. Up to fifteen items of any type can be held here.  Many actions involving items can only be done by selecting the items from this list.  Certain items, such as tools or clothes, require players to drag the item's icon onto the character before they can be used.
 
 
 
'''Letters'''<br />
 
Players can hold up to ten letters with them at any given time.  Letters can be rearranged to suit the player's preferences.  Selecting a received letter brings up a submenu that allows players to move them, read them, move an enclosed present to the inventory, or discard them.  If players select a letter they have written themselves, they can move them, rewrite them, change the addressee, remove an enclosed present, or discard them.
 
 
 
'''Tabs'''<br />
 
The tabs on the left and right edges of the menu bring up new menus.  The pencil tab on the right brings up the design page.  The fish and butterfly tabs on the right bring up the caught fish and insect lists, respectively.
 
 
 
====Fish and Insect Lists====
 
[[File:Complete Fish.jpg|thumb|The complete fish chart]]
 
These screens record any new fish or insects that have been caught. They prove very useful for players wishing to catch one of every fish or insect. Once at either list, if a player places the cursor over a fish or insect, he or she can see its name. To return to the main item screen, players select the smiley face tab.
 
 
 
====Design Page====
 
By selecting the pencil on the main item screen, players will access the design page.  This page will automatically open when a player interacts with a signboard.  This page has slots for eight patterns designed by the player or taken from the Able Sisters Shop.  When first starting the game, this menu contains four sample patterns, the clothes template, umbrella template, door template, and arrow design.  Using this screen, players can customize the town with their designs by selecting a pattern and then selecting the action they wish to perform using the sub-menu.
 
 
 
'''Use on Clothes'''<br />
 
While outside or inside, selecting this option uses the pattern as a shirt and hat for the character.  The clothes he or she was wearing will be deposited in the items section of the main item screen.  This action cannot be performed if the items section is full and the character is not wearing another pattern.
 
 
 
'''Use on Umbrella'''<br />
 
This action appears inside and outside. Any pattern can be used as an umbrella, even if the player does not have an umbrella in his or her inventory. The item the character was holding prior to the selection is moved into the inventory. Like “Use on Clothes,” this action cannot be used to replace an umbrella item if the inventory is full.  However, if another pattern is being used as an umbrella, this action still works.
 
 
 
'''Use on Walls''' and '''Use on Floor'''<br />
 
While inside their own homes, players can use their patterns as wallpapers or carpets by selection “Use on Walls” and “Use on Floor” respectively.  Patterns only cover a small portion of the floor or walls, so they are tiled repeatedly.  After selecting where to use the pattern, players are asked to “Paste as is” or “Paste all around.”  The first option places the pattern in a very basic matter, with the top of the pattern facing up or north.  The second alternates whether the top or bottom is facing up or north.  As usual, if a player's inventory is full and he or she is replacing a carpet or wallpaper item, he or she cannot use this selection as the old carpet or wallpaper is placed in the inventory.  However, if the old carpet or wallpaper was another pattern, this function works.
 
 
 
'''Drop as Clothes''' and '''Drop as Umbrella'''<br />
 
Players wishing to display their patterns in their homes as clothes and umbrellas are able to do so by selecting “Drop as Clothes” and “Drop as Umbrella” respectively.  After being dropped, these items are moveable as if they were furniture and can be removed by pressing the B Button while facing them.  However, the item disappears rather than going into the inventory.
 
  
 
==References==
 
==References==
 +
{{reflist|colwidth=30em}}
 
<references/>
 
<references/>
 
+
<br>{{construction}}
==External links==
+
<br>{{Animal Crossing}}
* [http://animal-crossing.com/news.jsp ''Animal Crossing'' site]
 
* [http://web.archive.org/web/20021004080450/http://www.animal-crossing.com/index.jsp Archived ''Animal Crossing'' site]
 
 
 
 
 
{{Animal Crossing}}
 
 
[[Category:Video Games]]
 
[[Category:Video Games]]
 
[[Category:Animal Crossing series]]
 
[[Category:Animal Crossing series]]

Revision as of 11:39, January 1, 2018


PG Logo English.png
PG Box NA Player's Choice.jpg
Developer(s) Nintendo EAD
Publisher(s) Nintendo
Platform(s) Nintendo GameCube
Release date(s) Template:NA September 16, 2002
Template:AUS October 17, 2003
Template:EU September 24, 2004
Genre(s) Life Simulation
Role-playing
Modes Single player
Media GameCube Optical Disc
Input
methods
GameCube controller
Game Boy Advance
Nintendo e-Reader

Guide at StrategyWiki

Warning: Display title "<i>Animal Crossing</i>" overrides earlier display title "<i>Animal Crossing: Population Growing</i> (GCN)". Animal Crossing (sometimes subtitled Population Growing) is a life-simulation game released for the Nintendo GameCube in 2002. It is a localized and enhanced port of Doubutsu no Mori+, and is the first title in the Animal Crossing series to be released outside Japan. Gameplay is very similar to its Japanese predecessors; the game does not have a set goal or plot, instead allowing the player to have full control over their own life and play indefinitely, with time passing as it does in the real world. Animal Crossing introduced the concept of region-exclusive holidays and special events that would later become a series staple.

Due to its popularity, Animal Crossing became a Player's Choice title about a year after its North American release. The game was so commercially successful that it was ported back into Japanese with a few additional features and released as Doubutsu no Mori e+. Animal Crossing was also well-received by critics, and was included in many year-end 'best of' lists upon its release. It has also been featured in several all-time top video game countdowns, and has received multiple awards and nominations.

Gameplay

File:Tom Nook (GCN).png
Tom Nook helps new residents settle into town.

Players assume the role of a human setting out for a life of their own in a town of anthropomorphic animals. Each town is randomly generated, ensuring that no two players' experiences are exactly the same. Gameplay within each village is open-ended allowing players to engage in a variety of activities that suit their playstyle. Players can pick fruit, grow trees, garden, hunt for fossils and fish, catch insects, do favors for the villagers, decorate their homes, play NES Games, or visit a summer paradise on Animal Island.

The game relies heavily on the GameCube's internal clock in order to produce seasonal changes in the player's town and to schedule variety of special events and visitors. A complex system of in-game experience upgrades is available if players follow a prescribed pattern of placing furniture in their homes that have been assigned Feng Shui color points.

e-Reader connectivity

Main article: Nintendo e-Reader

Animal Crossing is the only title for the Nintendo GameCube released outside of Japan to feature support for the Nintendo e-Reader peripheral. By connecting to the e-Reader via a Nintendo GameCube Game Boy Advance Cable players can access the island, play NES games, and scan Animal Crossing-e cards to access special items, patterns, and mini-games.

North American localization

Animal Crossing introduced the concept of region-exclusive holidays and special events that would later become a series staple.

Doubutsu no Mori+ features many culturally specific items and events that cater to a Japanese audience which Nintendo altered or removed in order to make the gameplay more appealing to Western players. Some examples include the transformation of the Bell Shrine into the Wishing Well and the removal of the spa items, which are typical of Japanese onsen. In an effort to preserve the game's unique real-world character, events were introduced that would be familiar to North American players, such as Groundhog's Day and Thanksgiving.

The NOA localization team began writing game dialog in early 2002, however translation of the game's hundreds of items began months earlier[1]. Unlike the extended localization and development process for recent titles in the series, Animal Crossing was localized in the short span of eight to twelve months. During this time, the team translated 30,000+ files of text[2], worked to develop new items (such as the camping gear) and added support for the Nintendo e-Reader, which was launched just two days after the game's release in North America.

Announcement and release date

On May 16, 2001[3] at Nintendo's pre-E3 press conference, a six second montage of footage from "Animal Forest" was shown to members of the media as part of a larger reel featuring upcoming Nintendo Gamecube titles[4]. The clip did not feature any dialog, however the presence of the Bell Shrine indicates that it was still early in the localization process, if not footage straight from Doubutsu no Mori+. This was the first time the game was shown in North America, and the first evidence of its English localization.

As early as October of 2001[5], Nintendo established a page on their website for Animal Forest noting it was "being optimized for its U.S. debut on the GameCube."[6] A few months later on February 28, 2002 at a Nintendo Roundtable Conference, Shigeru Miyamoto confirmed that localization of Animal Forest was "progressing and moving along quite well" with Satoru Iwata projecting it to be released "sometime in the fall."[7] About a month later on March 30, 2002 the game's name was officially changed to Animal Crossing[8], as reflected on Nintendo's website at the time.

On May 22, 2002 at Nintendo's pre-E3 press conference, an extended video was shown introducing Animal Crossing and highlighting its ability to connect with the e-Reader and Game Boy Advance[9]. Iwata also confirmed the game for September release in North America. Later that day, Animal Crossing made its second E3 appearance, this time as a playable title on the show floor[10]. It was generally overshadowed by high-profile titles, however it still snagged a third place spot on the Game Critic Award's list for Best Original Game of E3 2002[11]. Despite conflicting information on modern gaming websites[12][13], Animal Crossing's North American release date was set for September 16, 2002 as noted on its official sites[14][15] and a press release from Nintendo of America[16]. There were reports, however, that select Blockbuster Video locations had received and began renting advance copies of the game as early as September 6th[17].


Nat NH Character Icon.png
This article or section requires further research about global logistics and game studies.
You can help by investigating this topic and editing this article to include more information. Relevant discussion may be found on the talk page.
Nat NH Character Icon.png
This article or section requires further research about global logistics and game studies.
You can help by investigating this topic and editing this article to include more information. Relevant discussion may be found on the talk page.

Website and promotion

Main article: Crossing Guardian

In early September 2002 the official North American Animal Crossing website, the Crossing Guardian, went live. It mimicked a real-life newspaper and featured articles on different aspects of the game, sometimes written from the perspective of in-game characters. The site was also used to distribute secret codes for exclusive NES games as well as items from the Mario Theme.

Animal Crossing Pioneers

On August 7, 2002 Nintendo of America announced a contest whereby 125 teams of two would be selected to receive advance promotional copies of Animal Crossing[18]. The submission deadline for the contest was August 12th. To be considered for selection, applicants had to submit a written response of 50 words or less explaining why they should chosen as Pioneers. Those selected received a special Animal Crossing disc marked "for promotional use only", along with a 59 block Memory Card and a promotional Animal Crossing calendar. Pioneers received the game a month early and were expected to help Nintendo generate online buzz in advance of the title's release. Pioneers were also given exclusive access to their own web forum[19] where they could discuss amongst themselves as well as provide feedback to Nintendo representatives. At the end of the experience, the Pioneers were invited to an online chat with a few of the members of the game's localization team[20]. An analysis of the standard and promotional game disc concluded that the two were byte identical[21], meaning that no changes were made to the final version as a result of Pioneer feedback. The promotional copy and calendar have since become collector's items, selling for over $500 together on eBay as of March, 2014[22].

Sweepstakes

On August 30, 2002 Nintendo of America initiated the Animal Crossing "Deck Out Your Room" Sweepstakes. One grand prize winner received a TV, headphones, and CD player from Panasonic, a Nintendo GameCube, a Game Boy Advance, five GameCube games, five Game Boy Advance Games, two WaveBird controllers, and a one year subscription to Nintendo Power. Five first prize winners received a Nintendo GameCube, a copy of Animal Crossing, and a one year subscription to Nintendo Power[23]. The sweepstakes ended on October 15, 2002[24]. Those who registered for the sweepstakes received an Animal Crossing screensaver[25].

Commercials and trailer

Nintendo of America began its advertising campaign in early September, 2002 with the release of four live-action commercials featuring players living in an Animal Crossing world[26]. These commercials along with a trailer for the game appeared on a Preview DVD for the Nintendo GameCube that was distributed by retailers (both in North America and internationally[27]) in late 2002 and may have also been an insert in Nintendo Power magazine[28]. Video trailers for the game were also included on Interactive Multi-Game Demo Disc Versions 5[29] and 7[30], released in July and September of 2002, respectively. These game discs were sent to retailers for use in Nintendo GameCube demo kiosks.

Pricing and sales

Animal Crossing shipped with a $49.95 MSRP in North America[31]. In a press release from Nintendo of America dated October 28, 2002 the game was reported to have sold over 100,000 copies in its first four weeks of sale[32], ranking eighth in video game sales for the month of September[33]. Animal Crossing would fall off the charts the next month and would not reappear near the top of an industry-wide cumulative sales chart (monthly or otherwise) for the remainder of its life cycle, however it would remain a popular title in terms of GameCube software sales. In December of 2002, it sold over 130,000 copies[34], not far behind Super Mario Sunshine, which was released a few weeks before Animal Crossing. By October of 2004 Animal Crossing had sold upwards of 760,000 copies, making it the 11th best selling title on the system at the time[35]. On September 25th, 2003 just over a year after its initial release, Animal Crossing became a Player's Choice title, with a new MSRP of $29.99[36]. All-time sales figures place Animal Crossing as the sixth best-selling GameCube game with somewhere between 1.68[37] and 1.92[38] million units sold, just ahead of the critically acclaimed Metroid Prime. Comparing it to the Pikmin series, another new Nintendo IP debuting on the GameCube, Animal Crossing sold more than both Pikmin titles combined—a considerable feat considering the original Pikmin had been available since the console's launch.

Reception

Animal Crossing was met with mostly positive reviews from critics, with many praising its charming, unique gameplay and long life span. e-Reader connectivity was seen as a welcome addition, however some criticized its outdated graphics and felt that it did not offer much of a single-player experience. Animal Crossing was included in many year-end 'best of' lists upon its release in 2002. It has also been featured in several all-time top video game countdowns, and has received multiple awards and nominations. Review aggregator Metacritic notes a Metascore of 87/100 for Animal Crossing[39], which places it just behind Animal Crossing: New Leaf's score of 88.

Awards and nominations

Year Award Category Result
2002 Game Critic Award Best Original Game of E3[40] Nominated
GameSpot's Best and Worst of 2002 Game of the Year[41] Nominated
Best Role-Playing Game on GameCube[42] Won
Most Innovative Game[43] Won
Funniest Game (Purposefully) [44] Nominated
GameSpy's Best of 2002 GameCube Game of the Year[45] Nominated
2003 The Game Developers Choice Awards Innovation Award[46] Won
Interactive Achievement Awards Innovation in Console Gaming[47] Won
Outstanding Achievement in Game Design Won
Console Role-Playing Game of the Year Won
Console Game of the Year Nominated
Game of the Year Nominated
Outstanding Achievement in Gameplay Engineering Nominated

Top lists

Year Source List Placement
2003 Entertainment Weekly The 100 Greatest Videogames[48] 72
2006 Electronic Gaming Monthly The Greatest 200 Videogames of Their Time[49] 126
Nintendo Power Nintendo Power's Top 200 Games[50] 51
X-Play 10 Best GameCube Games Ever[51] 7
2007 Edge Top 100 Games of All Time [52] 49
ScrewAttack! Top 10 GameCube Games[53] 5
2008 Nintendo Power Best of the Best - Nintendo GameCube (Top 20) [54] 19
2012 TIME All-TIME 100 greatest video games[55] -

Gallery

Main article: Animal Crossing (GCN)/Gallery

Screenshots

External links

References

  1. http://www.youtube.com/watch?v=pgg62DMyzyA&t=1m13s
  2. http://www.nintendoworldreport.com/hands-on-preview/2855/animal-crossing-gamecube
  3. http://www.ign.com/articles/2001/05/10/nintendo-pre-e3-press-conference-details-2
  4. http://www.youtube.com/watch?v=BGepCTXT0wA&t=6m0s
  5. http://www.nintendoworldreport.com/news/6621/animal-forest-usa-bound
  6. https://web.archive.org/web/20011123183306/http://nintendo.com/games/gamepage/gamepage_main.jsp?gameId=646&showMe=1
  7. http://www.nintendoworldreport.com/news/7060/animal-forest--coming-to-north-america
  8. http://www.nintendoworldreport.com/news/7196/animal-forest--gets-a-name-change
  9. http://www.youtube.com/watch?v=6uzTeRvm1Uo&t=15m9s
  10. http://www.nintendoworldreport.com/hands-on-preview/2855/animal-crossing-gamecube
  11. http://www.giantbomb.com/e3-2002/3015-3434/
  12. http://www.gamefaqs.com/gamecube/516502-animal-crossing
  13. http://www.ign.com/games/action-replay-ultimate-codes-animal-crossing/gcn-16562
  14. https://web.archive.org/web/20030213033234/http://www.nintendo.com/games/gamepage/gamepage_main.jsp?gameId=646&showMe=1
  15. https://web.archive.org/web/20020911113240/http://www.animal-crossing.com/parents.jsp
  16. http://www.nintendoworldreport.com/news/7622/lucky-gamers-play-animal-crossing-early
  17. http://www.nintendoworldreport.com/news/7731/animal-crossing-hits-blockbuster-early
  18. http://www.nintendoworldreport.com/news/7622/lucky-gamers-play-animal-crossing-early
  19. https://web.archive.org/web/20021022162833/http://www.nintendo.com/animalcrossing/index.jsp
  20. http://www.mobygames.com/forums/dga,2/dgb,8/dgm,63261/
  21. http://redump.org/disc/5169/
  22. http://www.ebay.com/itm/301124433392?ssPageName=STRK:MESELX:IT&_trksid=p3984.m1555.l2649
  23. https://web.archive.org/web/20020903184841/http://www.animal-crossing.com/sweeps/index.jsp
  24. https://web.archive.org/web/20020923023614/http://www.animal-crossing.com/sweeps/rules.jsp
  25. http://www.nintendoworldreport.com/news/7734/deck-out-your-room
  26. http://www.nintendoworldreport.com/news/7756/animal-crossing-commercials
  27. https://www.youtube.com/watch?v=TIuQsSDVZPs
  28. http://www.destructoid.com/blogs/The+Bowels+of+Trogdor/the-gamecube-promo-dvd-trailers-done-right-developers-take-notes--267660.phtml
  29. http://www.ign.com/games/interactive-multi-game-demo-disc-july-2002-142703/gcn-490225
  30. http://www.ign.com/games/interactive-multi-game-demo-disc-version-7-142714/gcn-492650
  31. https://web.archive.org/web/20020911113240/http://www.animal-crossing.com/parents.jsp
  32. http://www.nintendoworldreport.com/news/7951/animal-crossing-e-cards-released
  33. http://web.archive.org/web/20090120102407/http://www.videobusiness.com/index.asp?layout=marketData&content=topgamesellers&chartdate=9%2F1%2F2002&Submit=Go
  34. http://forum.beyond3d.com/archive/index.php/t-3020.html
  35. http://www.videogame.it/forum/t/152967/.html
  36. http://www.eurogamer.net/articles/news100903playerschoice
  37. http://www.the-magicbox.com/Chart-USPlatinum.shtml
  38. http://www.vgchartz.com/game/81/animal-crossing/
  39. http://www.metacritic.com/game/gamecube/animal-crossing
  40. http://www.giantbomb.com/e3-2002/3015-3434/
  41. http://web.archive.org/web/20030201105621/http://gamespot.com/gamespot/features/all/bestof2002/general1.html
  42. http://web.archive.org/web/20021223103711/http://gamespot.com/gamespot/features/all/bestof2002/gc19.html
  43. http://web.archive.org/web/20030210083623/http://gamespot.com/gamespot/features/all/bestof2002/general6.html
  44. http://web.archive.org/web/20021223112403/http://gamespot.com/gamespot/features/all/bestof2002/general11.html
  45. http://web.archive.org/web/20030628043605/http://www.gamespy.com/goty2002/gcn/index2.shtml
  46. http://www.gamechoiceawards.com/archive/innovation.html
  47. http://web.archive.org/web/20120510120906/http://www.interactive.org/games/video_game_details.asp?idAward=2003&idGame=339
  48. http://www.ew.com/ew/article/0,,450558,00.html
  49. http://web.archive.org/web/20060519133249/http://1up.com/do/feature?pager.offset=2&cId=3147448
  50. http://nintendo.wikia.com/wiki/Nintendo_Power%27s_Top_200_Games
  51. http://www.g4tv.com/videos/12007/best-gamecube-games-ever-7-5/
  52. http://www.edge-online.com/features/edges-top-100-games-all-time/6/
  53. https://www.youtube.com/watch?v=xYIPS_LMxh4
  54. http://nintendo.wikia.com/wiki/Nintendo_Power%27s_Best_of_the_Best
  55. http://techland.time.com/2012/11/15/all-time-100-video-games/slide/animal-crossing-2001/


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