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How to download the Wii Speak Channel to talk in Animal Crossing City Folk

Source: videogamesblogger.com

Wii Speak Microphone for WiiOne of the coolest features of Animal Crossing: City Folk for Wii (the newest game in the Animal Crossing series) is the fact that the game supports Nintendo’s new microphone accessory, the Wii Speak, which allows for voice chat when playing City Folk online with friends.

The microphone can either be bought bundled with the game (at an American msrp of $70 or just the game for $50) or separately (just the microphone) for $30. And eventually other games should support voice chat while playing online, but right now it’s just City Folk.

City Folk with Wii Speak BundleWhen you buy the microphone, packed inside the box is a 16-digit “Wii Download Ticket” code that allows you to download the “Wii Speak Channel” to your Wii Channels menu. The channel allows you to simply chat with an unlimited amount of friends in one of four available chat rooms. Each user is represented by their Mii who will lip-synch what they are saying. In addition the Wii Speak Channel allows you to leave friends audio messages as well as attach audio clips to stored photos. You can also share photo slid shows and comment on them with the Wii Speak Channel.

Give a look at how the channel works and how to download it in this video.

Via GoNintendo

Animal Crossing: City Folk cheats for unlockable items

Source: videogamesblogger.com

City Folk unlockable items aplenty
Take the following steps to get lots of unlockable items and achievements in Animal Crossing: City Folk on Wii.

To get the Mush Furniture Set: Look under the various mushrooms that will appear in your town. They usually appear around 03:00PM daily, in front of trees in the month of November. You may find an item from the Mush Furniture set (which includes furniture, carpet, wallpaper, and appliances). You can sell unwanted pieces at Tom Nook’s store.

To get the Snowman Items: When there is snow on the ground there is a chance that you will find two small balls of snow on the ground. If you take one ball and make it huge while keeping the other small then you can make a snowman. The snowman will come to life and mail you a random piece of snowman furniture.

Special Events Calendar: Download the official Animal Crossing: City Folk calendar from Nintendo’s official website. It’ll help you find special events and holidays (which usually have unlockables, like the days listed below).

Talk to Tortimer (the mayor) on these events for free items:
* During the Fishing Contest he’ll give you a free fishing rod to use.
* During the Bug Catching Contest he’ll give you a free net to use.
* On Thanksgiving day, starting at 03:00PM, the mayor will be standing outside with a table full of food, he will be giving away free forks and knives to everyone, he will also ask you to deliver some to people. When he gives you them take them and go find the Turkey person in your town, Franklin. He is starting to get that we like to eat turkeys on thanksgiving, so for every pair of utensils he will give you a harvest of something.
* On Nature Day he’ll give you a Cool Globe.
* On April Fool’s Day he’ll give you a Leaf.
* On Labor Day he’ll give you a Picnic Basket.
* On Groundhog Day he’ll give you a Resetti Model.
* On Explorer’s Day he’ll give you a Sailboat Model.
* On Harvest Moon he’ll give you a Wheat Bundle.

Unlockable Trophies:
* Bug Trophy: Catch the largest bug to win by the end of the contest.
* Fish Trophy: Cath the longest fish to win by the end of the contest.

How to unlock House Improvement options:
* Normal house (you start off with this): Pay Nook 19,800 Bells.
* First expansion (larger first floor): Pay Nook 120,000 Bells.
* Second expansion (largest first floor): Pay Nook 248,000 Bells.
* Third expansion (second floor): Pay Nook 368,000 Bells.
* Final expansion (basement): Pay Nook 598,000 Bells.

How to unlock Nook Store Expansions:
* Nook N’ Go: After a week of playing the game, go spend 25,000 Bells or more.
* Nookway: After a week of playing the game, spend 90,000 Bells or more.
* Nookingtons: After a week of playing the game, spend 140,000 Bells or more and have at least one vistor shop at Nookway.

Tom Nook’s Store Point* Prizes:
* Bad Bro ‘Stache: 2,500 points.
* Banana: 500 points.
* Hero’s Cap, Majora’s Mask, or Samus Mask: 6,000 points.
* Hero’s Clothes, Varia Suit, or Wario Hat: 5,000 points.
* Kart: 10,000 points.
* Midna’s Mask: 6,500 points.
* Peach’s Parasol: 4,000 points.
* Toad Hat: 3,000 points.
* Triple Shells: 800 points.
* Yoshi’s Egg: 1,000 points.
* You earn 1 point for every 100 Bells spent at Tom Nook’s store.

To get free Magic Rock money: Look for a single rock in your town every day that will have money in it. You’ll know which one, because when you hit this rock money will come out. Hit it repeatedly to get more money until it’s emptied out. The rock that gives money changes every day.

Wild World on DSDS Connection Bonus: Transfer your saved game file from Animal Crossing: Wild World (DS) to Animal Crossing: City Folk (Wii). And all your previously unlocked items will now be available for sale in the catalog at Tom Nook’s store.

Complete these tasks to unlock better tools:
* Golden Axe: Throw an axe into the town fountain to randomly turn it golden.
* Golden Fishing Rod: Catch every species of fish.
* Golden Net: Catch every species of insect.
* Golden Shovel: Bury a normal shovel, then dig it up four days later.
* Golden Slingshot: Knock down eight balloons to have a random chance of obtaining it from a balloon.
* Golden Watering Can: Earn a “Perfect” town rating for fifteen days, then talk to Pelly at Town Hall.
* Silver Axe: Throw an axe into the town fountain.
* Silver Fishing Rod: Purchase from Tom Nook’s store.
* Silver Net: Purchase from Tom Nook’s store.
* Silver Shovel: Obtain from Resetti’s Surveillance Center in the city.
* Silver Slingshot: Purchase from Tom Nook’s store.
* Silver Watering Can: Purchase fifty bags of seeds from Tom Nook’s store.

Town Hall Fund donation unlockables:
* Donate 500,000 Bells and a fountain will be built in town.
* Donate 200,000 Bells and a new bridge will be built in town.
* Donate 1 Million Bells and a windmill or a lighthouse will be built in town.
* Donate 100 Million Bells to get a Green Feather.
* Donate 200 Million Bells to get a Blue Feather.
* Donate 300 Million Bells to get a Yellow Feather.
* Donate 400 Million Bells to get a Red Feather.
* Donate 500 Million Bells to get a Purple Feather.
* Donate 600 Million Bells to get a White Feather.
* Donate 700 Million Bells to get a Rainbow Feather.

Bank unlockables:
* Deposit 10,000 Bells at the bank to get a Shopping Card.
* Deposit 100,000 Bells at the bank to get a Box Of Tissues.
* Reach “VIP” status at the bank to get a Gold Card.

Fishing tip: Go fishing in late July or early August at about 07:00PM to catch the more expensive fish. You can catch a Hammerhead (8,000 Bells), Napoleanfish (10,000 Bells), Red Snapper (3,000 Bells), or Shark (15,000 Bells).

Thanks to Nookhater for sending in these tips.

Animal Crossing: City Folk interview with Nintendo President Iwata

Source: videogamesblogger.com

City Folk for WiiThe first Animal Crossing game for the Wii, Animal Crossing: City Folk, is now available. The game allows you to live out your life within a town where you can do fun activities like fishing, collection furniture, catching bugs, shop and communication with the residents of your town. Naturally, the Wii version allows you to play the game with up to three other friends online via Nintendo Wi-Fi Connection and even do voice chat with the Wii Speak microphone.

In this interview with Satoru Iwata, the President of Nintendo, he and the designers of Animal Crossing: City Folk discuss the game at length. The interview is pretty long but it’s still a fun read.

Iwata: Exactly three years have passed since Animal Crossing: Wild World was released for Nintendo DS. I’m sure there are many fans that have been waiting expectantly for this title. Firstly, could I ask each of you to explain what your role in the game’s development was?

* Animal Crossing: Wild World was released in Japan in November 2005 and in the US in December 2005. It was the fourth title in the Animal Crossing series (only second in terms of U.S. releases), and the first to be released on a handheld console.

Nogami: My name is Hisashi Nogami and I work in the Production Department of the Entertainment Analysis & Development Division (EAD). As the director of this title, my role was to oversee its development from the original concept, as well as working on other aspects of the game such as the development of its communication-related features.

Moro: I’m Isao Moro, and I’m also from the Production Department of EAD. I worked as sub-director on Animal Crossing. My role was to oversee the development and implementation of system features and to work on debugging.

Kobayashi: My name is Ryuji Kobayashi, also from the Production Department of EAD. On this title, I worked as the design director and was in charge of directing and editing the game’s graphics.

Kyogoku: My name is Aya Kyogoku and I am also working in EAD, in the Production Department. As the Sequence Director, I was responsible for all elements relating to the animal’s behaviour and dialogue, such as writing the script.

Iwata: Thank you. Now, Nogami-san, could you tell us how the planning for this project began?

Nogami: Certainly. As soon as the DS version of Animal Crossing was completed, I was involved for some time in software development for Wii, including Wii Sports. I then went on to oversee development of the Mii Channel for Wii.

Iwata: As things turned out, you ended up getting sucked into working on the Mii Channel.

Nogami: And I was told to knock it into shape within two months! (laughs) Then, after things had settled down a bit on the Mii Channel, I was assisting with the general development of the Wii system. It was at that point that I started to think about Animal Crossing, and I was thinking: “Isn’t it about time we started planning the next title?” But I really didn’t have any time, so I was at a loss as to what to do.

Iwata: At that time, I was frequently joining meetings about the Wii system development so I had a lot of opportunities for discussion with Nogami-san. But it didn’t seem as if the work on the Mii Channel was going to end any time soon, so I was concerned as to when he might be able to work on Animal Crossing.

Nogami: It was in December 2006, when my involvement with the work on the Wii system functions had drawn to a conclusion, that we began work on the Animal Crossing. I did have some work still to do on the Mii Channel following its launch, but I did this at the same time as starting work on Animal Crossing.

Iwata: So that means that this title has taken about two years to develop. Can you tell us what you were most conscious of when you first looked at the new Wii console while thinking about how to develop an Animal Crossing title for it?

Nogami: As you would expect, the thing that I was most conscious of was WiiConnect24.2 Fortunately for me, working on the Mii Channel had taught me a great deal about what kinds of things you might be able to do using WiiConnect24.

*2 WiiConnect24 is a Nintendo network connection for Wii which is always online and can automatically download new information and other data.

Iwata: So asking you to work on that project turned out to be useful. I’d love to be able to tell you that when I first asked you to work on the Mii Channel, I had Animal Crossing in mind. But in fact, the development of the Wii system functions sucked many people into working on it and no one had any time. I certainly didn’t have time to consider anything like that! (laughs)

All: (laughter)

Nogami: At that point, I had researched the functions of the Wii system thoroughly and knew exactly what was possible. So my starting point was to think about how these functions could come to life in Animal Crossing.

Iwata
: I will come back to the way you decided to use the Wii system functions in Animal Crossing a little later in the discussion. Before we go to that, could you tell us how you ended up becoming involved, Moro-san?

Moro: I was the System Director for the Nintendo DS version.

Iwata
: So it was natural that you should work on the Wii version.

Moro: Yes, it was. As with Nogami-san, when work calmed down a little on the Wii system functions, I became involved in Animal Crossing quite naturally.

Iwata: And how about you, Kobayashi-san?

Kobayashi: I was also involved in the DS version, but as soon as it was completed, I worked on assisting development of New Super Mario Bros. along with Wii Sports and Wii Play. At the same time, I was overseeing the graphics on the Mii Channel. Then once that was over…

Iwata: We really know how to put people to work at this company, don’t we? Well, I’m not really the one who should be saying that! (laughs)

Kobayashi: When those projects were over, I became involved in the Animal Crossing project. So it’s really the same kind of timing as the other people here.

Iwata: So you were able to shift from one job to another without it being a waste. As Miyamoto-san always says, “life should be lived without waste”. Kyogoku-san, I spoke to you before, during the interview about The Legend of Zelda: Twilight Princess.

Kyogoku: That’s right. The Zelda project ended in the late autumn of 2006, and I was able to take a break over the winter holiday. But then, I was just told something like, “And now, take care of the next ‘Animal Crossing’, please.” So I got sucked into it too! (laughs)

Iwata: Your main job was to prepare the script, meaning you had to think about the character’s dialogue. Wasn’t there a huge difference between working on Animal Crossing and Zelda?

Kyogoku: Absolutely. It has a completely different feel to it. But in terms of the amount of dialogue, as far as I was concerned, there wasn’t much difference. They were both very demanding.

Iwata: And on top of that, there was the localization. With the translation work to prepare the versions for worldwide release, there were a lot of elements that needed to be adapted for each different language and culture. I’m sure in that sense it was even tougher than Zelda.

Kyogoku: That was the case with this title in particular, because it’s scheduled for release at around the same time worldwide. Our colleagues from NOA (Nintendo of America) would keep asking us when Animal Crossing would be ready.

Iwata: I think that’s because NOA (Nintendo of America) were well aware that the sheer volume of text in Animal Crossing meant it was going to be no ordinary title. (laughs) So they needed to make sure they were prepared by getting the localization structures established well ahead of time. Okay, let’s go back to the start of the project. With the team decided and work set to start on the Wii version, did you find there were aspects of the DS version which you felt obliged to carry over, or which somehow acted as obstacles?

Nogami
: Naturally, there were issues like that. But we decided to put the previous title out of our minds for the time being, and start work on the next one afresh. After all, Animal Crossing was originally a title that you could enjoy fully even when playing the game on your own.

Iwata
: It’s a game where players are able to decide what their own goals are and enjoy the game in their own way: “I’m going to complete this task!” or “I’m going to design a beautiful room!”

Nogami: But ever since the DS version, some people have come to think that if you can’t connect to other players then Animal Crossing isn’t going to be any fun.

Iwata: But it’s not just about that, is it?

Nogami: Right. There’s no doubt that connecting to other players makes the game more enjoyable. But it’s not as if everyone can play the game like that. That’s why it’s fine for players to play the game alone. But even when you’re playing alone, if you think “at some point I might try connecting with another player”, it totally changes your motivation while playing. By connecting to and interacting with other players, the enjoyment of the game really increases. By connecting with other players via the internet I think you’ll get double or triple the amount of enjoyment.

Iwata: The core element of this game which doubles or triples the enjoyment the player gets is the one you mentioned a little earlier: the use of WiiConnect24.

Nogami: That’s right. For this title, we’ve come up with four new core elements, one of which is the use of WiiConnect24.

You can read the rest of the interview (there are four more parts) at Wii.com

Animal Crossing: City Folk out tomorrow on Wii

Source: videogamesblogger.com

City Folk without microphone for WiiAnimal Crossing: City Folk releases tomorrow for Wii in North America. It will be released in Japan on November 20th, in Europe on December 5th and in Australia on December 13th.

City Folk is the first game in the series, as well as the first Wii game, to include voice chat via the new Wii Speak Microphone accessory that you can either buy separately or bundled with Animal Crossing: City Folk.

City Folk with microphone bundle for WiiSo what are the differences between City Folk and Animal Crossing: Wild World for the DS or the original Animal Crossing game for the GameCube?

Find out in this preview what some of the differences are and what new things you can expect in the first next-gen entry in the Animal Crossing series, Animal Crossing: City Folk.

Wii Speak MicrophoneAnimal Crossing: City Folk retails for $50 for just the game and $70 if you buy it bundled with the Wii Speak microphone accessory. The Wii Speak Microphone can also be purchased separately for $30 and will give you access to the Wii Speak Channel, however you only get the Wii Speak Channel if you buy the microphone new. Animal Crossing: City Folk is rated E for Everyone (includes Comic Mischief).

Wii Speak Channel only available if you buy the microphone new

Source: videogamesblogger.com

City Folk with Wii Speak Microphone for WiiWii Speak is Nintendo’s upcoming microphone accessory that will be available either bundled with Animal Crossing: City Folk (which releases on November 16th, 2008) or purchased separately.

The microphone will allow you to chat with up to four other “rooms” of people (the microphone is built to pick-up voices in the entire room) in games like Animal Crossing, as well as via the new “Wii Speak Channel“, which is essentially a vocal chat room channel that allows friends to talk with each other over Nintendo Wi-Fi Connection.

However, MTV Multiplayer has reported that the Wii Speak Channel will only be available to those who purchase a brand new Wii Speak microphone. The reason for this is due to a code that comes packed in with the device. It is that code that allows you to download the Wii Speak Channel. The channel won’t be available to download or purchase from the Wii Shop. Therefore, if you buy the Wii Speak microphone used, then you will not get the code, and thus also won’t have access to the channel.

As of this time Nintendo has not responded as to whether they will offer a solution for gamers who buy the peripheral used. But I wouldn’t hold my breath.

Personally I think that this is a mistake, once again Nintendo seems to be making things more difficult than they need to be by not simply having the Wii Speak Channel up for download on the Wii Shop like they do with all their other channels.

When is your next Wii delivery coming in? “Oh in about 14 weeks”

Source: videogamesblogger.com

Satoru Iwata's talking head in Mii form

Nintendo has once again discussed the continuing “Wii retailer shortage” that has dogged the console since it’s debut.

Speaking to Forbes, Nintendo CEO Satoru Iwata has expressed that although Nintendo is “100% committed” to getting the Wii game system onto store shelves this holiday, he can’t make any guarantees. He stated that the best thing he can do right now, is to tell people that Nintendo is “doing it’s best” to supply the United States with consoles.

Meanwhile, reports have surfaced that it takes roughly FOURTEEN WEEKS for Wii systems to go from the factory to store shelves. Yikes.

City Folk for WiiSatoru Iwata also apologized for the Nintendo Pre-E3 Press Conference at E3 2008 in which Nintendo revealed Animal Crossing: City Folk, Wii Music, Wii Sports 2: Resort, the WiiSpeak Microphone and Wii MotionPlus accessory among other announces such as Grand Theft Auto: Chinatown Wars for DS.

The reason Iwata apologized was due to the fact that many core gamers were disappointed in the press conference in which a total of only three upcoming new Nintendo games were shown and they were all games for the casual market. In addition, the conference lacked ANY hardcore or surprising game reveals (with the possible exception of Wii Music) that people had expected, such as news on a new rumored-to-be-in-development Kid Icarus Wii game or a new Wii Star Fox, F-Zero Wii, EarthBound Wii VC, etc. There was also next to nothing about WiiWare or the Wii Virtual Console. And Pikmin 3 was announced after the press conference, but no footage was shown.

But according to Iwata, the perception that Nintendo has abandoned “Core Gamers” is a “misunderstanding”. He told Forbes that the company wants to do what it can to “get rid of the misunderstanding by any means”. He followed this statement by explaining that “big titles” require time and that Nintendo did not think that E3 2008 was the right time of the year to announce any of their big titles. It was confirmed at E3 2008 though that Nintendo does have new Mario and Zelda games in development and that those teams are actively working on projects.

Still, it is a bit sad to see Nintendo making excuses when Microsoft and Sony have many huge titles in development and that doesn’t seem to stop the flow of their casual fare.

Via GoNintendo and Joystiq

Animal Crossing: City Folk (Wii) includes WiiSpeak Community Microphone. First gameplay shown from E3 2008

Source: videogamesblogger.com

City Folk Wii screenshot of Mii sending a letter online
Animal Crossing: City Folk (Wii) is the name of the new Animal Crossing game for the Nintendo Wii from creator Katsuya Eguchi, who presented the game via a pre-recorded video showing the first gameplay footage and offering tons of details from E3 2008 at the Nintendo Pre-E3 Press Conference.

The most surprising new feature of Animal Crossing Wii is the new WiiSpeak Community Microphone accessory that will be sold separately for at an MSRP of $29.99. This microphone allows for rooms of players to communicate with other rooms of players at the same time while you play four-player! So for the first time, online multiplayer chat is available for Wii. Definitely a good thing, but man is it overdue . . .

Like previous Animal Crossing games, you are free to live and do what you like. There are no required goals, players are free to do things their own way. Which has always been the goal of the series says creator Katsuya Eguchi. All the animals in the game world go about their business even while you aren’t playing. They get up in the morning and go to bed at night, this makes the game feel like you are visiting a realistic world where things don’t only happen when you are there. And like previous games, holidays will be celebrated, and you can see in the video you can even wear Halloween Masks!

The goal with the online-enabled Animal Crossing: City Folk was to create a game where players could communicate with each toher and feel like they are playing together even if they are playing at different times.

The biggest new addition to Animal Crossing Wii’s gameplay is the new urban City area which you can hitch a bus ride to. In the city you can visit a host of new locations, including an Auction House, where you can see items for sale or auction off your own items. There’s also a famous fashion designer named Gracie who you can visit at her store. Then there’s Harriet’s Beauty Salon, where you can change your hair style or even put on a mask including one that changes your face to that of your Mii!

Although you won’t see other players in the City area, you can connect with them via WiiConnect24 and be able to bid on items your friends have put up for auction or visit the Happy Room Academy headquarters where you can see the top-rated players house.

Of course, along with the new WiiSpeak Community Microphone and Nintendo Wi-Fi Connection online-support comes new ways to communicate. Not only can you write letters like in past games, but you can also attach a picture to that letter. The letter with picture can then be sent not only to other players on your Animal Crossing friends list who are either in your town locally or send it to them via the Internet, but you can also send your letter+picture to a friend’s cell phone or computer/e-mail address, or even to the Wii Message Board.

In addition to all this, you can also gain some hints on new gameplay from the E3 video. You can see that items look a lot more interactive, as you can see players interacting with gym items (although it may just be a decorated players house) including the speed and heavy bags, as well as players in a game room that includes arcade machines and a TV. Naturally, all the other Animal Crossing features from past games also return including collecting, fishing, digging fossils, cutting down trees and planting, collecting clothes and talking with town, and city, folk.

Animal Crossing: City Folk will be available this year on Wii. Check the game out yourself in this video from Nintendo’s Pre-E3 Press Conference.


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