Animal Crossing: Wild World features a very minimal plot. The objective of the game is to pay off a debt to Tom Nook, who allows the player to move into a house he owns. If the mortgage is paid off, the player's house will expand until upstairs, left, right, center and back rooms are included. This is slightly different from the Nintendo Gamecube version, in which the finished house only consisted of a basement, a main room and an attic. While paying off the debt, players can do a variety of optional tasks, including interacting with other villagers and filling the catalog of the things they have, like furniture, fish, clothes and stationery.
Animal Crossing: Wild World makes use of several of the Nintendo DS' features, including the touch screen, dual screens and internal clock. The touch screen is used for menu navigation and interacting with the surrounding area, including movement, using tools, talking to other villagers, entering buildings, picking up items, etc. The dual screens are used to display the overworld on the touch screen and the sky on the top screen, which varies depending on the circumstances.
HINTS
ACTIONS
Preparing for events Bug-Off: A contest to see who is the Bug Master. First, get a small bug (slightly larger than the one in the lead). You will see approximate sizes when you look at such insects you caught in your lifetime. Tap the butterfly icon when you open the menu. Then, get something slightly bigger. Do this repeatedly, and end with an Emperor Butterfly about 115 mm long. Tortimer will give you things every time you break the old record. If you win, the next day you will receive a trophy.
Fishing Tourney: A contest to see who gets the biggest fish. Aquatic creatures like tuna, ocean sunfish, and gars will help. Release seahorses, crucian carps, bluegills, clownfish, and jellyfish. You can catch and save them for the tourney. Again, build your way to victory. End with an ocean sunfish or a tuna.