Animal Crossing: Wild World/Changes

There have been several changes between the GameCube and the Nintendo DS versions:
 * There are no raffles or journals in the DS version.
 * The DS only has one player's house instead of four, but the house can be anywhere in the village. Also, up to four players can live in the same house.
 * The player no longer has a gyroid outside his house. There is now an attic, and climbing into bed saves the game. The "options" is no longer triggered by starting up the game and telling your neighbours "Before I go…" and is now activated by contacting the operator on the telephone.
 * Players can "immigrate" from one town to another using two game cartridges and two DSs. To do this, have one player be at the civic center and someone else at the title screen. Have the first player tell the clerk that they'd like to move away, and the clerk will start DS Wireless Communications. Have the second player press "Start" on the title screen and start "Immigration Mode". If the connections work properly, the two will swap towns.
 * The GameCube's train station becomes a gate in Wild World. Because of this, Porter is completely absent.
 * Nintendo Wi-Fi Connection allows DS players to connect online.
 * There are more villagers in Wild World, with many new villagers and most villagers from the original Animal Crossing. Some of the islanders (such as Bliss (now named Caroline) and Rowan) have now moved to the mainland.
 * The house does not have a basement, but more rooms can be added as it is expanded.
 * Debts to Tom Nook are higher.
 * More than one person can travel through the town at one time, thanks to Local Area Network and Wi-Fi play.
 * There is a wider range of tools the player can buy. The new tools are the slingshot (which allows you to knock balloons out of the sky) and the watering can (which is used to bring dying flowers back to life).
 * There is more furniture, wallpaper and flooring to choose from.
 * The player can create hybrid flowers.
 * Pitfalls, now named Pitfall Seeds, are much more commonly dug up.
 * Instead of signs, patterns can be placed directly onto the ground at no charge.
 * Players can send a letter to themselves in the future (which can be delivered to themselves any time before December 31, 2099)
 * Villagers can now visit the player's house after arranging an appointment, and will later send him or her an item as thanks.
 * Players can now wear a shirt, a hat, and an accessory. The accessories include false mustaches, glasses and flowers. You can also choose whether to wear a hat or not (a hat can be taken off on command).
 * Flowers may be picked up like regular items and also worn as hats (or accessories, in the case of roses).
 * Crazy Redd now requires a password for entrance to his store, and will also sell counterfeit paintings. To see if a painting is a forgery, you can hover over it with your stylus while it is in your pocket and the title will pop up as "forged painting" if it is a fake. You can also have Blathers inspect it.
 * Blathers can now identify fossils for players, unlike Animal Crossing where players had to send it to the Farway Museum.
 * Players can now join in a conversation between two animals. Sometimes, neighbours will ignore you, or other times, they'll ask for your opinion. Occasionally, a neighbour will give the other some new clothes.
 * There is no "need help?" option when talking to animals. Animals will ask players for help by themselves, and often have an exclamation point above their heads or run toward the player to signify that they have something to talk about.
 * There are more tasks to perform for the animals, and players are not sent on deliveries nearly as often as in the GameCube version.
 * The player can send a message in a bottle out to sea, which can received by a random player through Wi-Fi, or exchanged with another player using Tag Mode.
 * As there is no train, Blanca's face is changed by talking to her in the player's town after connecting to the Nintendo Wi-Fi Connection.
 * Animals pack and unpack, except for the first three days that the player lives in his or her town who have completed rooms and which can only unpack. The day they arrive and the day before they leave, their house is filled with boxes instead of normal furniture. Players can now talk to animals the day before they leave to convince them to stay. They'll often hint that they are staying by saying something along the lines of "Is that really how you feel? Well, I don't know…should I stay or not?"
 * Animals have birthdays, and will invite players to their birthday party.
 * The game is no longer paused by opening the menu, the action continues on the top screen, while the menu appears on the bottom.
 * Bee stings can now be cured by taking medicine (as in the Animal Forest E+ version) or by saving and turning off the game. When the game is reloaded, the player's character will be healed. As opening the menu no longer pauses the game, catching bees is much harder. Players must switch to the inventory, and while doing this he or she will not get stung. Watching the bees' patterns will give players an advantage. When they go slightly farther from them switch out and catch them. Spinning an umbrella prevents bees from stinging, as well.
 * Instead of a dump, there is a recycling bin in the town hall. You can toss anything in the recycling bin except fish, insects and fruit.
 * Changing the town tune, asking about the environment, and mailing letters are all done at the town hall.
 * Events no longer reflect real life events, such as Christmas. The only holiday carried over from the GCN version is the New Years Eve Countdown.
 * Animals fall ill but can be nursed back to health with a daily dose of medicine. They can be cured faster if they get a letter attached to a gift.
 * Saharah will now ask players to deliver three wall or carpet packages to various town figures (e.g. Nook and Blathers, as opposed to villagers), rewarding him or her with a choice of either a rare carpet or wallpaper.
 * Wendell will draw patterns for food – not just fish – instead of wallpaper.
 * Gracie does not ask players to wash her car and instead asks that they pay for her designs. She soon sends out the results with one of her designs. Occasionally, she gives you the rare mouldy shirt.
 * Players can purchase insurance from Lyle the otter, who visits each Saturday, and he or she will receive 100 Bells in the mail per injury (falling down and bee stings). If players have over 3,000 bells this is not an option, but instead required. The next week, you can buy more insurance, and if you purchase a counterfeit painting from Redd, Lyle will send you money in the mail. Lyle's second purpose is to book a date for Redd to visit.
 * To obtain models of the various expansions of Tom Nook's store and the Nook's Cranny model, spend enough money at the store to rack up points (1 point per 100 Bells spent — "point specials" are days where players get 5x the normal value). Players can also get discounts this way.
 * The introduction sequence is different. Originally, you offered Rover a seat on the train, and he'd ask questions, determining your look and gender. Then he'd call Tom Nook, who'd find a house for you. Now, Kapp'n drives you to town in a taxi, and also determines your look and gender, but also the placement of your house.
 * The NES games are removed completely.
 * The Museum now features a café in the basement and an observatory in the attic, where the player can buy coffee or draw constellations, which are visible in the night sky.
 * K.K. Slider now plays at 'The Roost' café instead of the train station.
 * There is a maximum of 8 villagers, opposed to 15 in Animal Crossing, but villagers often change when they move out and another moves in.
 * Villagers also can now change the furniture in their house. If you mail them a gift, they'll throw their original furniture in the recycling bin, and they can be claimed by the player.
 * Joan now offers red turnip seeds which players must plant and water everyday.
 * The town is smaller being only 16 acres rather than the original 30 acres.
 * There is no lighthouse.
 * You can save the game whenever you are, just by pressing the start-button, but you can't save and continue like in the GameCube version.
 * You can also obtain pictures of the animals at random events. That way, if a villager moves, you'll still remember the great friendship you had.
 * The police station is demolished, so Copper and Booker are now guard dogs who work at the main gate.