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As a result, development speed slowed and the Flipnote Hatena team was downsized, with staff reassigned to other Hatena projects.
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“Flipnote Central” is released, featuring original animations from British animation studio Aardman, Nintendo character artist Yoichi Kotabe, and Japanese animation studio Tatsunoko Productionįlipnote Hatena passes 1 million registered users March 13, 2013įlipnote Studio 3D, a Flipnote Studio sequel for the Nintendo 3DS, is announced via a Nintendo Direct Mini May 31, 2013įlipnote Hatena was shut down, following a notice issued on in the wake of Flipnote Studio 3D’s announcement.įlipnote Hatena users gradually began to leave the service after the release of the Nintendo 3DS in 2011. August 12-14, 2009įlipnote Studio is released in North America, Europe and Oceania. These samples can be viewed in the Archive:įlipnote Studio is released in Japan. Instead, he saw Flipnote Hatena as an opportunity to introduce a wider audience to Hatena’s other services, with some revenue coming in from advertising and selling premium features such as colour stars.Ī preview of the Flipnote Hatena website was released later that day, featuring sample Flipnotes mainly created by Hatena and Nintendo employees. He noted that Hatena hadn’t actually taken any payment from Nintendo. December 18, 2008Īfter roughly three months of work, Junya Kondo of Hatena presents the announcement of Flipnote Hatena.įollowing the demonstration, Kondo spoke about the Flipnote Hatena website for the PC and shared some details about its development. From October, he is joined by a few additional Hatena developers to begin working directly with Nintendo inside their Tokyo offices. Over several weekends, Teppei Ninomiya takes up a temporary residence in a condo in Tokyo and develops the first prototype within just three days of work. The development of Flipnote Hatena begins. They presented it to Tezuka, who found the concept unique, but thought that it had a limited window of opportunity to be completed, so quickly arranged a meeting with himself, Koizumi, Shimizu, and Nintendo’s CEO, the late Satoru Iwata, to discuss implementing an online service.īecause Nintendo’s Network Development Department was already busy with several other projects, Iwata feared that Flipnote Studio wouldn’t be able to release until late 2009, so suggested collaboration with Hatena Co., Ltd, a company which provides various social internet services in Japan. Fortunately, Takashi Tezuka shared news of the upcoming Nintendo DSi to Koizumi and Shimizu, who realised that the DSi would be the perfect platform for their project. Mid 2008įor a while, they considered using the local wireless feature in the DS to let users share Flipnotes among friends, but they wanted a way for people to share their creations with the wider world. While on the train, Koizumi had the idea that the application could double as a traditional notepad, suggesting to Shimizu that it be called “Ugoku Memochou” (“Moving Memo Pad”), or “Ugomemo” for short. Initially, one of their colleagues dismissed the idea, thinking that nobody would want to make flipbook animations on a game console. Koizumi and Shimizu share their project with others in the office, calling it “Flipnote Workshop”. At the time, neither knew that the Nintendo DSi was in development. Koizumi helped evolve the idea to support making flipbook-style animations with sound effects from the DS microphone. Nintendo EAD employees, Yoshiaki Koizumi and Hideaki Shimizu, collaborate on a side-project for fun: a drawing app using the Nintendo DS touch screen which could send creations to a Wii for presentation on the big screen.