Animal Crossing: Wild World

Animal Crossing: Wild World
Developer(s) Nintendo EAD
Publisher(s) Nintendo
Producer(s) Katsuya Eguchi
Writer(s) Takayuki Ikkaku
Arisa Hosaka
Toshihiro Kawabata
Composer(s) Kazumi Totaka
Asuka Ota
Platform(s) Nintendo DS
Release date(s)
  • JP November 23, 2005
  • NA December 5, 2005
  • AUS December 8, 2005
  • EU March 31, 2006
Genre(s) Social simulation
Mode(s) Single-player, multiplayer (online)
Media/distribution Nintendo DS Game Card

Animal Crossing: Wild World (おいでよ どうぶつの森 Oideyo Dōbutsu no mori?, "Come to Animal Forest") is a 2005 social simulation video game developed and published by Nintendo for the Nintendo DS handheld game console, and is the second game in the Animal Crossing series.

Wild World focuses on living in a remote village populated with anthropomorphic animals, where the player is encouraged to perform any number of tasks, such as collecting and planting. Like all Animal Crossing titles, the game is synced to the console's clock and calendar, allowing the game to be played in real-time, which affects the occurrence of in-game events based on the current time of day or season. Wild World also utilizes Nintendo Wi-Fi Connection, which notably allows players to travel and visit the villages of other players via online play.

The game released positive reviews upon release, gaining aggregate scores of 86 and 86.46% on Metacritic and GameRankings.[1][2] Wild World is the ninth best-selling game on the Nintendo DS with 10.79 million copies sold worldwide as of May 2009.[3]



Like all games in the Animal Crossing series, Wild World is an open-ended game in which the player assumes the role of a human child who has moved into a village populated with anthropomorphic animals. During his/her time spent in the village, the player is able to perform a number of various activities, such as collecting items, fish and insects, or socializing with the village's residents.[4] The game is synchronized with the Nintendo DS clock and calendar, allowing the game to be played in real-time. For example, both daytime and night will occur in the village depending on the current hour, and snow will fall during the winter months. Different events occur at particular times of the year, such as holidays and the variation of collectible fauna depending on the month or season.

Wild World features a high level of customization. The player character's appearance can be modified to the player's preference: it can be dressed from a large selection of available clothes and accessories, or players can design new clothing patterns from scratch with help from the village tailor. The environment itself can be modified: trees can be grown or chopped down in any part of the village, and the players share a house that can be furnished with collected furniture and items. Wild World also adds the ability to draw constellations that are visible in the night sky.

Wild World utilizes the two screens of the Nintendo DS in various ways. The game allows players to interact via the system's touch screen, which is used to manage inventory, write messages, draw designs for clothes, or control the player character.[5] Unlike the previous iteration which had used a top-down perspective, Wild World allows both the ground and sky to be visible at the same time on each of the screens, allowing the players to view events occurring in the sky without needing to switch perspectives. This is done by using a "rolling log" effect, in which the terrain seems to bend and roll beneath the player's feet when travelling about the village.[6]

Online connectivity

Wild World is the first game in the Animal Crossing series to feature online play and was one of the first games to utilize Nintendo Wi-Fi Connection, with which players can visit other villages. Because players are required to exchange and register Friend Codes prior to visiting, connection to random players is not possible. Up to four players can explore the same village simultaneously.[7] NWC can also be used to exchange items and custom-designed patterns between players, as well as receiving exclusive gifts from Nintendo while connected.

Wild World is also compatible with its Wii successor, Animal Crossing: City Folk. Players are able transfer their player character and inventory from Wild World to City Folk via a wireless connection between the two consoles.[8]


The game was first announced at E3 2004 under the tentative title Animal Crossing DS, where it was revealed to utilize the Nintendo DS touch screen and implement multiplayer capabilities.[9] When development on Animal Crossing: Wild World first begun, it was decided that nothing was going to be region-specific in order to make the game easier to localize.[10] Therefore, certain events that were originally observed in Animal Crossing, such as those based on Halloween, Christmas, and the Japanese Cherry Blossom Festival, are not observed in Wild World.[11][12] This rule was also applied to the variety of fish and insects the player is able to collect.[10]

Technical issues

On January 26, 2006, a blank letter was sent to a number of players connected to Nintendo Wi-Fi Connection that contained a glitch item called "Red Tulips" that was able to corrupt saved game data. If placed on the floor inside the player's house, the item would create an invisible and indelible "wall" that rendered the spot in which it was positioned useless. Nintendo issued an official statement regarding the glitch, telling players that the bug was not caused by a hacker but was due to an internal error with the upload tool used to send exclusive gifts to players, and recommended that users who received the letter delete it whenever possible.[13][14]

In 2008, journalists who were sent copies of Animal Crossing: City Folk for review were also sent copies of Wild World that contained existing save data to demonstrate the game's ability to transfer a player's inventory from Wild World to City Folk. On December 3, MTV reported that one of the animal characters in the modified copies of Wild World had its customizable catchphrase set to "Ñiggá."[15][16] The edited slur had not been caught by the game's profanity detection system, which prevents players from setting character dialogue to anything deemed distasteful. Nintendo issued an official apology and recalled the modified copies, stating that the incident was caused by a wireless function that automatically transfers catchphrases between games.[17]


Aggregate scores
Aggregator Score
GameRankings 86.46%[1]
Metacritic 86[2]
Review scores
Publication Score A[18]
Computer and Video Games 9.0/10[19]
Electronic Gaming Monthly 7.8/10[2]
Eurogamer 8/10[20]
Famitsu 37/40[21]
GamePro 3.5/5 stars[22]
GameSpot 8.4/10[5]
GameSpy 4.5/5 stars[4]
IGN 8.8/10[7]
Nintendo Power 9.5/10[2]
Nintendo World Report 9.5/10[23]
Entity Award
IGN Editors' Choice Award[24]
IGN Best DS Online Game (2005)[25]
Parents' Choice 2006 Video Game Award[26]

Animal Crossing: Wild World received positive reviews, gaining an aggregate score of 86 out of 100 on Metacritic.[2]

Some reviews felt that Wild World did not entirely expand upon the what Animal Crossing had to offer, referring to the changes as incremental. While some reviews liked the implementation of using either the Nintendo DS buttons or the touch screen for game control, Nintendo World Report felt that using the touch screen for controlling the player character was "imprecise,"[23] and IGN felt that "Nintendo did not take the [game] down a path that takes advantage of this touch screen control."[7] The absence of familiar holidays, which were removed to ease the localization process,[10] was also criticized.[4][23]

The addition of online play was praised by many critics. Computer and Video Games felt that the online play "extends the experience into true social gaming,"[19] and IGN stated that "Nintendo gave us everything we were asking for when playing the GameCube version: a much more intuitive way of trading items and enjoying other players' creations. And, at the very least, the company succeeded."[7] However, multiplayer was also criticized for its tedious implementation and questionable restrictions, specifically the requirement of Friend Codes and the inability to send mail to other players unless he or she was visiting that person's village.[5][4][7] Other online "oddities" mentioned include the disappearance of all animal residents during the visit[5][7] and the fact that North American and European players are unable to connect with Japanese players. Wild World producer Katsuya Eguchi stated that these limitations were due to hardware and memory constraints.[12]


On December 1, 2005, Media Create stated that Animal Crossing: Wild World sold 325,460 copies in Japan in its first week of availability, beating the previous mark set by Jump! Superstars and becoming the best-selling title for the Nintendo DS[27] until the release of Brain Age 2. It is the 29th best-selling game of Japan in 2008,[28] selling 4.7 million copies by July that year.[29][30]

As of May 2009, Wild World has sold 10.79 million copies worldwide.[3]


  1. ^ a b "Animal Crossing: Wild World". GameRankings. Retrieved 30 April 2011. 
  2. ^ a b c d e "Animal Crossing: Wild World". Metacritic. Retrieved 30 April 2011. 
  3. ^ a b "Financial Results Briefing for Fiscal Year Ended March 2009" (PDF). Nintendo. 2009-05-08. pp. 6. Retrieved 2009-05-08. 
  4. ^ a b c d Theobald, Phil (7 December 2005). "Animal Crossing: Wild World review". GameSpy. Retrieved 30 April 2011. 
  5. ^ a b c d Navarro, Alex (6 December 2008). "Animal Crossing: Wild World review". GameSpot. Retrieved 30 April 2011. 
  6. ^ "E3 2005: Animal Crossing DS Interview". IGN. 19 May 2005. Retrieved 30 April 2011. 
  7. ^ a b c d e f Harris, Craig (5 December 2005). "Animal Crossing: Wild World review". IGN. Retrieved 30 April 2011. 
  8. ^ Harris, Craig (16 November 2008). "Animal Crossing: City Folk review". IGN. 
  9. ^ Harris, Craig (11 May 2004). "E3 2004: Animal Crossing Goes DS". IGN. 
  10. ^ a b c "Interview: The Wild World of Katsuya Eguchi". Wired. 7 April 2006. 
  11. ^ "Animal Crossing (GCN) Event Guide". Retrieved 30 April 2011. 
  12. ^ a b "GDC 06: Chat with Eguchi". IGN. 24 March 2006. 
  13. ^ Ransom-Wiley, James (27 January 2006). "Beware Nintendo's Red Tulips". Joystiq. 
  14. ^ "Wild World "tulip glitch" Nintendo's fault". N-sider. 30 January 2006. 
  15. ^ Totilo, Stephen (3 December 2008). "Nintendo Plays A Game For Me, Includes Slur". Multiplayer Blog. MTV. 
  16. ^ Crecente, Brian (3 December 2008). "Nintendo Sends Game to Journos With Racial Epithet Surprise". Kotaku.!5101425/nintendo-sends-game-to-journos-with-racial-epithet-surprise. 
  17. ^ "Nintendo Addresses Racial Slur Shipped with Animal Crossing Review Kits". 4 December 2008. 
  18. ^ Sanders, Kathleen (6 December 2005). "Animal Crossing: Wild World review". Retrieved 1 May 2011. 
  19. ^ a b Wales, Matt (4 April 2006). "Animal Crossing: Wild World review". Computer and Video Games. Retrieved 30 April 2011. 
  20. ^ "Animal Crossing: Wild World Review". Eurogamer. 23 December 2005. 
  21. ^ Vuckovic, Daniel (16 November 2005). "New Famitsu Scores and AC: Wild World Preorder Madness". Retrieved 30 April 2011. 
  22. ^ "Animal Crossing:Wild World review". GamePro. 5 December 2005. Retrieved 30 April 2011. 
  23. ^ a b c Bloodworth, Daniel (21 December 2005). "Animal Crossing: Wild World review". Nintendo World Report. Retrieved 30 April 2011. 
  24. ^ "IGN Editors' Choice Games". IGN. Retrieved 12 March 2007. 
  25. ^ " presents The Best of 2005". IGN. Retrieved 12 March 2007. 
  26. ^ "Spring 2006 Video Games: Animal Crossing: Wild World". Parents' Choice. Retrieved 30 April 2011. 
  27. ^ Freund, Josh (1 December 2005). "News - Japan: Weekly software sales for 11/21 - 11/27". GamesAreFun. Retrieved 30 April 2011. 
  28. ^ "JAPANESE 2008 MARKET REPORT". MCVUK. Retrieved 2009-01-09. 
  29. ^ Weekly Famitsu, issue 1020
  30. ^ "Nintendo DS Japanese Ranking". Japan Game Charts. 2008-07-30. Retrieved 2008-08-03. 

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