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    La Move it is a process that Neighbors undertake in the Animal Crossing (series).

    Summary

    Animal Crossing: Population: on the rise!

    Each Animal Crossing town begins with six neighbors. Over time, more neighbors will move in until the maximum of 15. Once this occurs, the game will eliminate neighbor number 14 or 15 every ten days or so while keeping the initial 13 neighbors intact. A neighbor may mention moving in a random conversation and ask the Player for an opinion, but the player's response does not affect the neighbor's move. A neighbor on the move will not pack before leaving; their house is simply removed from the map after the game loads and a farewell letter will be sent to the player. Unlike later games, once a neighbor has moved in, another neighbor will usually replace him immediately.



    Moving via memory cards

    Players can travel to other Animal Crossing towns by speaking with Estacio at the train station. Each time a player visits another town, one of the traveling player's neighbors is randomly chosen to move in, and each time a player visits a town, that town will receive the resident of the visiting player's town. This is the only way to remove one of the original 13 neighbors.



    Control the move of neighbors

    By taking advantage of the way neighbors move through memory cards, the player can manipulate which neighbors come and go. To do this, three memory cards are required: one with the main town data, a second with space for travel data, and a third with a secondary town to be used as a repository for unwanted neighbors.

    Remove unwanted neighbors

    Because neighbors are randomly selected to move when they visit another town, moving a specific neighbor is a matter of trial and error. To begin the process, follow these steps (the town must have seven or more neighbors for this to work):

    • 1. Load the town with the unwanted neighbor.
    • 2. Talk to Estaio and create trip data on a second memory card and then remove it from the slot.
    • 3. Reload the main town using a secondary character (not the character used to create the travel data).
    • 4. Check the map to see which neighbor has moved out. Regardless of which one was moved, save and exit the game. If it was the correct neighbor, skip to step six. Otherwise, continue with step five.
    • 5. Reinsert the memory card with travel data and then load the main town. The player character will return together with the neighbor who moved. Repeat steps 2-5 until the desired neighbor moves out.
    • 6. Once the desired neighbor has moved, the player must successfully move him to the secondary town. To start this process, remove the memory card containing the data for the main city and insert the card containing the secondary town in slot A. Put the memory card with the travel data in slot B and load the town .
    • 7. The visiting player will arrive and the unwanted neighbor will move to the secondary city. Have the player talk to Estacio to save the trip data to the memory card in slot B.
    • 8. Remove the secondary town from slot A and insert the main town memory card into slot A and load the game. The traveling player character will return and the unwanted villager will be successfully eliminated.

    This same process can be used to move the desired neighbor from one city to another.



    The Animal Crossing E-Reader features are expanded in Dōbutsu no Mori e + with the addition of 60 new neighbor cards and 18 new islanders. In addition to providing items to the player, scanning these cards will move the featured character to the player's city. This feature is compatible with the E-Reader cards released for Dōbutsu no Mori +, giving the player an additional 273 neighbors to choose from.

    The game also includes an island for each playable character, however, unlike Animal Crossing, each island does not come with an islander by default. Instead, the player must scan one of the islanders' E-cards and the islander will go to the shore of the island (just like Gulliver) the next day.

    Animal Crossing: Wild World

    In Animal Crossing: Wild World, neighbors try to move by packing their furniture in boxes. While the neighbor is packing up, the player can convince him to stay, although it may take several tries. If the neighbor is not convinced to stay, he will walk away, leave a signal and send a goodbye letter to the player's mailbox. Another neighbor (usually of the same gender) will move in to replace that neighbor within a week. The game will try to get a neighbor out every other day; This causes the neighbor to forget his current hobby and switch to a different one if he is convinced to stay.

    The moving process

    Due to the small size of the Wild World town, there are only three neighbors present at the beginning of the game. Over time, more neighbors will move in until the town reaches a maximum of eight neighbors.


    Entrance space

    Within the game code there is a space used to store incoming data from neighbors received from other Wild World towns via Wi-Fi or local DS to DS connection; Players refer to this as the "entrance space". It can be thought of as a waiting room where a neighbor received from another town will sit until there is a vacancy to move in. This neighbor will remain in the game's save data indefinitely until it can be moved or replaced by another neighbor. In order to bypass the neighbor in the entrance space, the player must visit or receive another player through the Wi-Fi connection or local connection that has a neighbor waiting in their entrance space. The neighbor in the other player's entrance space will be transferred to the player's entrance space.


    • Note: It is not known how the game handles data when interacting with more than one player at the same time.

    Receive a specific neighbor

    For a specific neighbor to move, three requirements must be met:

    • 1. The neighbor must not be a current resident of the town.
    • 2. The neighbor must not be in the player's entrance space.
    • 3. The neighbor must be in the other player's entrance space.

    Even if the player does not have space in his town for an additional visitor, he can still receive the neighbor's data; it will simply override any existing data in your input space. To receive the data, you must receive or visit a player whose town contains information about the neighbor in the entry space of the player you want to receive.

    The moving process

    Once a town reaches its maximum neighbor limit, the game will randomly select a latent neighbor to move out of town. A latent neighbor is one that is found between hobbies. The player can use this fact to their advantage and keep an unwanted neighbor in latency as often as possible (completing their requests, for example, catching a bug, obtaining a specific piece of furniture, etc.).

    Exit space

    When a neighbor leaves town, his data is not erased immediately. Instead, they are stored in what is called the "exit space", a space in game memory that is used to store data from neighbors beyond the eighth neighbor. This data can be exchanged with other players via Wi-Fi connection or local connection. In a case where two neighbors move one after the other, the original data of the neighbor will not be overridden. Some players theorize that the second neighbor's data is deleted, while others believe that it is stored in what might be called a "second exit space" - a backup slot used in case the data from the exit space cannot be transferred to a receiving player. Example: Player A's exit space neighbor is Bobi, but player B already has Bobi in his town and the game gives player B the data for player A's second exit space.

    It is also important to note that when interacting with other players, the input data always supersedes the output data; players cannot exchange input data for output data or output data for input data. In cases where both players have input and output data, the data will not be exchanged at the same time, which means that the output data of one player can override the input data of the other before a mutual exchange can occur. .

    • Note: It is not known how the game handles data when interacting with more than one player at the same time.

    Clear output space

    As noted above, a player's exit space data is not overridden when another neighbor moves out. It can be removed in one of two ways: by removing it or by transferring it to another player.

    To remove the data, simply enter Label Mode with no other DS in range. This is useful when you want to make sure that no one else receives your character data, if for example it contains a faulty neighbor or a neighbor with an inappropriate catchphrase.

    • Note: It is not known whether the data in the second output space is removed by the Label Mode method (if there is a second output space).

    Animal Crossing: City Folk/Let's Go To The City

    In Animal Crossing: City Folk, moving works similar to Wild World, but instead of immediately packing their furniture in boxes, neighbors planning to move will approach the player while they are outside and ask whether or not they should leave. They can be persuaded to stay as before, although again it may take several tries. If a week passes and the neighbor is not convinced to stay, he will pack his belongings. Once this happens, they cannot be persuaded to stay; he will move out after two days and they will send the player his farewell letter.

    As in Animal Crossing, there are six neighbors present at the beginning of the game, one of each personality. A neighbor will move in every day for the next three days. The maximum number of neighbors is ten and the final neighbor can take up to a week to move out.

    Frozen neighbors

    The concept of Wild World "spaces" is maintained in City Folk, however, instead of being described as an extra hidden neighbor space, the neighbors are said to be "frozen" in the game data after moving in. While the process for moving neighbors in and out is identical to Wild World, it is complicated by the ability to send neighbor data to other players via WiiConnect24. This feature allowed players to receive data from neighbors in a town they had never visited, similar to the Spotpass feature in Animal Crossing: New Leaf. To maximize the chances of delivering or receiving data from a neighbor, it was recommended that the player turn off the WiiConnect24 and remove all the players from their friends list except the one who intended to connect with WiFi. WiiConnect24 was discontinued on June 28, 2013, and Nintendo's Wi-Fi connection ended in May of the following year. Since the Wii does not support local multiplayer play, players can no longer exchange neighbor data without using a replacement server.

    Animal Crossing: New Leaf

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