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Beta64 - DSi / Flipnote Studio / WarioWare: Snapped!

Feb 27, 2020
so I don't know if you know this little known system, it's called D s, of course you know it, so 15 million units in its first year alone, well, not this one specifically, this is the DS Lite, the thinnest and elegant. cousin of the DS that was launched about a year later, but we are not talking about that one either, today we are going to talk about it, slimmer and more trimmed. first cousin the DSi, this thing has so many memories for me. I bought it more than 10 years ago. ago but I love the photo taking the sound recording the DSiWare mmm everything was very good where was everything good?
beta64   dsi flipnote studio warioware snapped
Well, this is what this system was designed for just a few months after the launch of the DS Lite, but it turns out that the original design for the DSi was actually going to be bigger, thicker and heavier than the DS Lite, so that in today's episode of the 64th we will talk about the development of the DSi for the system which began in late 2006 with project leader Masato Kuwahara taking the lead, whose previous work was helping with the Game Boy camera and coining the name download play, a feature that was going to be included in another project of his, the Game Boy Advance wireless adapter before being scrapped and added to the ds4, the DSi, although this would be his first time as hardware project leader and he was not going to be easy with strict deadlines approaching.
beta64   dsi flipnote studio warioware snapped

More Interesting Facts About,

beta64 dsi flipnote studio warioware snapped...

I'm talking about how to be designed and presented in December. They had to come up with something quick that would be worthy as a successor to the DS Lite. Because? Although why was there such a desperate need at Nintendo to create a new DS so quickly? Well, it turned out that during that time demand for the D was starting to drop a bit in Japan even though they were still outselling the PSP. Nintendo decided that a new revision of the DS hardware would actually be a good idea to stimulate sales in Japan. They actually didn't care that much about oversight, as you can see from these five-month release dates, although we're not getting ahead of ourselves one bit.
beta64   dsi flipnote studio warioware snapped
Let's go back to late 2006 and see what the team behind the DSi came up with for the new system; After all, there was a lot riding on the ideas that emerged. They have to revitalize the D s in Japan without a release. games to help the system and have to prove that this new Deus was going to be better than the DS Lite, a system that had only been released months before the design process began. This was not going to be an easy task for them. They had to make sure this new system had everything anyone could want from a DES, so they decided to give it to the game card slots.
beta64   dsi flipnote studio warioware snapped
Well, I have a question about that. Why do we have two slots for DS games? You can only play one game of Deus. At one point I'm the weird one who thinks this because apparently according to Anna Whatta Ass and Nintendo there was a huge demand for two game card slots and apparently a lot of requests among gamers, well you can't argue with gamers so Sure, let's do it. two game card slots, what else do we want to put in this? Well, we have the classic front and rear cameras, a staple of the system, which were installed quite early in development, even before the hardware was installed, the developers were told. that cameras were definitely going to be available, so if they wanted to get a head start on making games using a camera, they could just borrow Cowell's Game Boy Advance camera by training a face for Diaz who had no idea existed, but now De In fact, I wanted it, so if you're in Japan or Europe then you want to send me a copy.
Here are my people. Although the team already knew they wanted to include a camera from the beginning, there was still some debate about how to do it. Do you see yourself in the team's mind? The reason for including a camera was obvious. The D's already had a sense of touch with the touchscreen and the ability to listen with the microphone, so why not let him see with the camera that way? Use it to take pictures of I don't know rocks, that was always accomplished with the outside camera, but they also wanted a front one for various elements of the game, but having two cameras seemed like a waste, so they considered having just one camera. which rotated much like those newfangled flip phones out there, there was a bit of a problem, although you know Nintendo is known for making some solid systems like that gameboy that survived a bomb, yeah, so Nintendo didn't want the DSi to be none. different, I don't think they were considering a pump per se, but adding the rotating idea to the system would decrease durability and increase its size, so despite it being less cost effective, they went ahead with the idea of ​​having two chambers instead and with it coming with internal storage to store those photos and an SD card slot, although the ladder was added a bit reluctantly, they weren't really sure if an SD card would really be that useful for game developers, but Miyamoto continued promoting its incorporation into the system in a promising way. that if they added it I would use it, so with that promise in mind they added it and at that point the hardware was almost finished with just a few other additions, they included a larger screen due to consumer demand, they included higher quality speakers and Louder audio playback was added due to consumer demand to a matte surface to keep fingerprints away per consumer request and of course we have that sweet double D s card slot that was added too due to to consumer demand, so with all that.
Instead, the team began putting together a prototype system to show at Nintendo EAD in October 2007 and that's when things started to go wrong and they realized too late that this was going to be huge. At best, everything was going well. to be a bit thicker than the DS Lite, but as for the width of LinkedIn, yes, no, it was going to be too big, but I mean it's a bit late to back out, they needed to introduce this as soon as possible, so that they did it knowing that, well, it's more or less At the end of the presentation they asked how many people would want to have the DSi and three said yes, seven said no and assumed that the three who said yes were simply being nice to the Creator , since it was correct. in the room with them at that moment what can you do you have to start over and that won't be easy they had already configured the parts for the system they evaluated the prototypes they checked their durability and assembly and they were about to start making molds for it but now It's time to start over and do it all over again.
The funny thing was that although the team was very happy with this, it turns out that no one on the team really liked the original design, they just thought you know, maybe when we really felt like it. in our hands it will be better, it wasn't better, it was big, bulky and heavy, so to fix that they ditched the second D game slot and did a few other things to help slim down the system. like moving the CPU, lifting the battery case and removing the Gameboy advance slide, so now with the entire system redesigned it was time to bring it back to Nintendo EAD and everyone thought it was much better.
Thank goodness the newly designed system was happily received and the DSi. It had been saved, everything is fine, the hardware is complete. Now comes a very important question: what do we put in the DSi? It couldn't just be another DS Lite, it has to have something that sets it apart, something like what we had as a Wii. Menu, except it would be a DSi menu with the DSi and DSiWare store and photo editing apps preloaded, man, data science is actually like a mini weaned, but the philosophy behind it is very different, since the Wii It was designed to bring families together. together in one system, but the DSi was meant to be my Deus, not specifically mine, but ideas that you could call your own and that you could customize with various preloaded software and photos that way when you're away from home, everyone knows that.
It's your DS, it's Matias, if you think about it, it makes sense why the DSi borrows so much from the week, after all, many of the same people who worked on the Wii menu also worked on the DSi and helped shape it into what it is today. but of course those features we all know and love about the DSi had to be thought of first and there were many ideas that were scrapped as they only had time to include two or three features before the system launched. video calls very similar to the Wii, you had that chat thing where no one used the DSi was going to have something similar, good idea but getting it working now would take too long, but the team knew they had to use those cameras somehow . so they simply decided to create an equivalent photo channel for the system.
Masahito Imaizumi was named director of this project, which happened completely by accident. In fact, at first he was just a member of the console feature review team and at some point he mentioned, "Hey, I wrote." some great ideas for that uh the photo app idea and the DSi team was great now you're in charge of it and that's how Meizu became the director and took it seriously and decided it would be best for this photo. It's more of a fun thing than a serious photo diary app and Miyamoto agreed in his own words: He noticed that a lot of people on trains were just texting instead of playing just because it was so easy to do, so he thought for what not to do. we make the photo operation easy, too easy to cut photos, we add some doodles, maybe some frames, I don't know, just fun things, that's what the DSi was like, it just came with a lot of fun things, like the sound of the DSi, and that's something.
Miyamoto really wanted the system towards the beginning of DSi x development. He gave a wada a list of ideas that he thought should be included in the new system. However, it was quite long, so as time went on, a lot of the ideas had to be scrapped and one of these scrapped ideas was a music streaming app, no one cared much about it, it was just too much work, no. There was enough time to finalize the specific details of the system and Miyamoto decided to review the inclusion list. features and lo and behold, the idea for his music app wasn't there, he asked the team what was going on and they told him that the DSi store would come later, but Miyamoto wasn't going to let that happen, it didn't matter that the DSi was in its final version. stages of development, if the Mii channel could be put on the Wii at the last minute a music app could also be made and the DSi team said, please no, we already considered it, we don't have time to do anything interesting and If it's not interesting, no. one will use it and not to mention a lot of people would probably think the music app on a games console is weird so why don't we leave it as something downloadable later for people who would really want to have it on their side?
I just didn't have enough time to come up with new ideas for this, but Miyamoto did. He already had a long list of ideas that Owada had come up with. Well, he was actually a little impressed and decided, "Okay, sure, let's try it," but the DSi team wasn't suddenly going to have more time to work on this, so Miyamoto decided to do it himself along with Yusuke. Aki Fossa, who had been working with Miyamoto his entire time at Nintendo and a key front, Manvi, was on board at the time. I heard about Miyamoto's desire for the music app.
He was ready for ideas to form everywhere, as was Miyamoto. He knew that the DSi just had to have a music player app at launch and they tried that and around the same time a game was being released. developed - based on sound recording, so they thought, well, it's nice to know a music app, but since the DSi already has a microphone, why don't we let people record things with a music interval? And once again they were thinking like crazy about how if people could alter the speed and pitch of the recordings or if we allowed users to record their own system startup noise, sadly that last idea didn't happen, but the other ideas did the trick. break through somehow, I mean, they were already pushing it. a lot just adding sound recording, but they managed to do everything they wanted with their application now called Nintendo DSi Sound, yes they did it, they did it.
The DSi was finalized in both hardware and software, although I guess I haven't mentioned exactly why. It's called DSi, a lot of people think that's because AI and DSi are for ice because it had cameras and that's part of the reason, but another lesser known reason is because of the week, so you know how the Wii has two eyes in it. The name represents a person, two people during the week came together in one system, the DSi, although it only has one eye, which represents a person because it is my Diaz and the best way they achieved it was with the DSi store and DSi, where there were tons of good things. things in the store and then there were wires where they broke now I know some people really liked it liked itIt's a strong word.
I know a few people who completed it so it was about 20 minutes of gameplay for those of you who don't know. What WarioWare took is like WarioWare but you use the DSi camera to track your face and hands to complete microgames, but as you can probably guess, the problem with the game was the finicky controls, not to mention you had 15 seconds to complete. microgames and there were no levels, no speedups, nothing, just 5 microgames and once you beat them, hey, you've completed one of the four, counting four stages in total, but I can't bring myself to hate this game halfway because it's Me I feel so nostalgic for some reason that I never had it, a friend had it, plus the fact that the DSi camera was used to make this, that's very impressive throughout the development of this game, although there were a lot of problems with hand tracking , see originally instead of setting it. the DSi facing down and using the front camera to detect the player's head and hands, instead you held the DSi with your left hand and then the game used the rear camera to detect your right hand.
The problem was in the shadows that the system would create certain lighting that would make the game think the shadow was your hand and of course that's not good so they tried putting a black mat on the floor so the player's hand wouldn't stand out and not cast a Shadow, the problem now was that if you had even a light tan you couldn't be tracked at all, you just blended it into the mat. They thought about this and decided well, if we can't trace the hand, maybe we can just draw the index finger. finger so they created a finger sleeve with a specific color so it could be tracked no matter your skin tone you would still need the black mat although they honestly considered selling the cable where it broke as a complete cartridge set with a mat black and a finger sleeve, but Yeah, I don't think you can convince the higher-ups of that let alone the consumer, so tracking the right hand was out of the question, but they still wanted to use the outside camera, so they thought, well , if you can't trace your hand, why not?
We just follow the barefoot players. No, they didn't like the idea, believe it or not, so they decided to scrap the outside camera idea and just use the inside camera with the system placed on a table without holding it. Of course, it tracked your head and this worked much better. After all, they had worked on the face training DS game I mentioned before, so they had some idea about how to track faces, but there was a new problem on their hands: the game didn't. I don't feel fast because it's known for fast and fast gameplay and this was really slow at this point, they pretty much had no choice, although using the internal camera with head tracking gave them the best results, it was this or just scrap the game completely, so they prepared to submit a new proposal for the game using the tagline where not to touch, the team was feeling a little depressed about this, although they couldn't help it, the game didn't feel like WarioWare, but the La proposal was to be presented and they, as director now Komoda, expressed it as if they were teetering on the edge of an abyss, but a ray of light appeared on Modi and by that I mean he ran towards one of the programmers on his way home.
One day he was told that although the game only shows a silhouette on the screen, the DSi is actually capturing the player in complete detail. Inspiration struck him. He thought, what if the fun of the game was in the game itself? What if it came from tricking your friends into taking embarrassing videos of them while they played, so in the proposal they quickly added this idea of ​​a bonus section where at the end of the microgames they show little animations of what you looked like while playing and the people in the office. I loved it now according to Nintendo guidelines, although if you take a photo on the DS it has to make a clicking sound, it's just a common etiquette, but of course they couldn't do that, it would ruin the surprise, so, Somehow, they solved it.
They chose to simply not save the photos the moment you close the DSi, the photos disappear that way. If someone is really embarrassed or angry or wants to kick you in the face, you don't have to worry, it's just between friends, maybe this game isn't like that. It's not so bad after all, maybe I looked at it the wrong way, it's less of a game and more of a tool just to make funny videos with your friends, it sure doesn't feel like a warrior, where it's very slow, not even so much fun, but the fun doesn't come from the game itself, the fun comes from the videos of your friends and family in silly little poses, you know, sorry warrior, where I misjudged you, so next is the last game of DSiWare that I want to talk about, although it is less of a game. and more than an animation tool, it is a study of footnotes.
I can't tell you how many hours I spent on this just creating animations, uploading them watching other people's and it was actually a lot of fun. I was always happy to hear that jingle every time it started. The Classic Game Flipnote Classic Studio started out as a simple after-work project for Koizumi and Shimizu after they had just finished developing Super Mario Galaxy in 2007, it was just a fun project they worked on after their workday was over. normal and you're probably thinking. that this project was originally some kind of drawing or animation tool, but no, at first it was just a network application, but that didn't go very far, they didn't really know what they wanted from it, so they decided to change. adapted to the DS and created a little tool that allowed you to draw a picture on the DS and have a screen over the network on your Wii.
This was cool, but it needed something more and after looking at the shirts drawn on the Wii, Koizumi noticed the uniqueness of it. style and we thought, what if we created some kind of light flip book animation and two days later they finished working and did well while playing with it they thought, hey, you know, maybe we could have a sound like the D s already has A full prototype was finished in less than a week, so with it in hand they decided to show it to other people at Nintendo under the title Flipbook Workshop. Overall, it was good. received except for a few people who said it was nice to see people's animation, but I would never use it.
I don't want to do any animation, so to help with this, Koizumi and Shimizu decided to rename their project as not just an animation tool. but simply a notepad for people to write things down quickly and with that they decided to change the name of the project to Goku momocho, which means moving note and in other countries it was simply called

flipnote

studio

. One of the most important things they wanted for this project was capacity. to share your notes with friends and why not, that was the most fun part. They thought about using the DS's local communication to share notes wirelessly, but didn't particularly like it as the only way to share notes, and they already had it.
This great looking app would show all your notes, so they considered converting Flipnote Studio to WiiWare, where you would get Flipnote Studio on your. We use the DS download function to download the drawing app on your DS and then you could draw on your heart. The content creates some animations and then saves it to your fabric. Basically, we were the main software and the DS was meant to function more like a drawing tablet. They also wanted the Wii app to connect to the Internet so you could trade flips. notes with more than just close friends, but this whole plan changed once they were introduced to the DSi, they immediately knew this would be the perfect platform.
Forget us where we will do it. DSiWare but they still wanted it to connect to the Internet after all, as I learned that some people simply preferred to view notes rather than make them, so having an Internet bulletin board was crucial. They just needed a back-end system made and a server setup. There was no problem, except there was a problem. Nintendo's network development department was fully booked. It wouldn't be until the second half of 29 that they would be able to do anything and they were simply afraid that if they waited that long they would miss out on becoming one of the first DSiWare applications on the granted platform, although it wasn't until the second half. 2009 than anyone outside of Japan got it, but it's great at school, so they asked a water for help on what to do.
They wanted to launch

flipnote

studio

in 2008, but Nintendo can create a server until 2009, what should they make them wait or was there another one? option and in a moment of inspiration he wanted to jump out of his chair and say, let's work with hey Tina, wait a minute, Anna, right? I always called her Tina now in case you didn't know, Hatena is many things. they're a bookmark, a journal service, a haiku board, which is basically Twitter, a dictionary, so many things that they hadn't worked with Nintendo before this, but because their Nintendo, of course, jumped at the opportunity to help Flipnote Studio launched in 2008 by creating its back-end server and front-end website, flipnote hatena, were crucial to this whole footnote studio thing, but they still didn't show up for the sequel to flipnote studio 3d Nintendo, instead, took care of that one.
Thank you world, ok, sorry. Could I just say that our disappointing 3d footnotes studio was in the United States? You know all those online features they had. No, it's because they never added those online features outside of Japan. Instead, Nintendo went to the trouble of doing this entire mini Nintendo Direct in Flipnote Studio. 3D explaining all these features online and it looks so cool and then I realize they just scrapped the whole thing and that release date was pushed back to almost 2 years in North America and 3 years in Europe all due to usage unexpectedly top of Japan. that we only had an idea of ​​what flipnote studio 3d was ok, I'm fine, I'm fine, let's go back to 2008.
Koizumi and Shimizu still had to convince Hatena to help on the project, even if they were practically going to agree. Anyway, because it's a damn Vint Endo, when the Hatena team first saw Flipnote Studio, they honestly wondered if it could actually be sold as a game. In their mind, there wasn't much worth paying for and I guess technically they were right. Nintendo knew it should just be a free app and after explaining it to them and giving them a hands-on demo, they were on board, but how should this online service work? We simply cannot allow anyone to post anything at any time. something tasty Koizumi mentioned that he wanted the service to have some sort of upvoting system to help eliminate ugly footnotes, but Hatena had a different idea: a recording system instead of someone posting a note and then mope around her ex peach. mario amv with Bulevar in Broken Dreams was downloaded 30 times, they decided that only specific people could report notes and then everyone else would only be allowed to praise with stars and such, and there was no set number of people who were the users of the Web.
By publishing a flip note, it would be displayed on the web immediately and then after a certain period of time, if it had not even been reported once that it would appear on the DSi, doing so allowed the flipnote hatena to remain free and clear on the DSi thanks to the thousands and thousands of hardworking Japanese men and women who spent their countless hours of free time looking at my embarrassing notes oh god it's okay, although it's okay, it's closed, it no longer exists, no one made a backup, Of course, no, we're not doing this now, if you want to listen to this, it's on Patreon.
Instead, let's talk about something that isn't embarrassing. The new microphone. I'm sure you noticed it sounded different and I think it sounds a lot better than my blue Yeti. and it's the cool King Bee microphone, they sent it to me buying cool microphones. Is incredible. I love this microphone. If you want to see it, check out the links in the description and yes, that's it.

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