Rhythm Heaven Fever
|Rhythm Heaven Fever|
Also known as: Minna no Rhythm Tengoku (JP), Beat the Beat: Rhythm Paradise (EU/AU), Rhythm World Wii (KR)
Rhythm Heaven Fever is the third entry of the Rhythm Heaven series. It's also the most infamous, as it started the memetic "Piki piki piki desu ka?" (or "Wubba dubba dubba 'zat true?", if you prefer).
- 1 Sub-Pages
- 2 Rhythm Test/Navigator
- 3 Rhythm Games
- 4 Rhythm Toys
- 5 Unused Graphics
- 6 Unfinished Rhythm Game
- 7 Debug Menu
| Regional Differences|
An entire minigame was removed from the international versions.
| English Translation Differences|
Nearly completely different English text.
Faces used in the animation "navigator_a_face_look." The face depicts Marshal/Matt and Miss Ribbon being unsatisfied.
Rhythm Test Drumbeat
The drumbeat used for the 3rd stage of the Rhythm Test in Rhythm Tengoku. Although a remake of the Rhythm Test does appear in Rhythm Heaven Fever, the 3rd stage does not.
Hole in One
A plane that is later re-purposed as the castle in the background of Hole in One 2.
Having more detail is always a good thing.
Specifically: Add a method to access this.
Rip the unused See hurt samples and add it to the article.
There is an unused Two-player version of See-Saw where the first player plays as Saw (as in the normal version) while the second player plays as See.
There is also an unused voice sample for See when he gets hurt.
There is a sprite of Assistant holding a cup of water on the plate which goes unused.
get a better quality of this image
Unused image in the Remix 9 variant. Represents the Bass Girl as she appears in the Rhythm Tengoku's Concert Hall. In the actual game the Assistant ends up carrying a bass instead so this image goes unused.
In Ringside (and the minigame's appearance in Remix 4 and Remix 9), the Reporter has to stand on tippy toes to be able to get the microphone near the Wrestler, when it's the player's turn to act. This fact, and the accompanying graphics for her shoes bent, cannot be seen by the player because 1. the camera never zooms out to show her lower body when she needs to raise the mic, and 2. her feet are almost always obstructed by the photographer silhouettes in the foreground. This pose can be barely seen in action here.
Quick note: through the tiny gaps in the photographer silhouettes, it's possible to see that she does raise her heels whenever the Wrestler poses for the fans (whether that results in a newspaper photo or not), but the sprites used for the shoes are the normal ones, not the bent ones.
The ghost from the Rhythm Tengoku variation of Samurai Slice was likely planned to have a small comeback in Remix 4, but the idea was scrapped. It's just its mask, so it was probably supposed to be worn by a ghost. It's also worth to note it's cut diagonally to the left unlike the regular ghosts, possibly an indication that the ghost that wore it would drop it after the Samurai sliced it, finishing it off while cutting its mask with a second slice (pressing the A button twice).
These sprites that don't resemble the Wii game's art style, but rather the DS installment, get loaded in memory with all the other tapper's sprites. It's safe to assume these just were placeholder graphics; possibly recycled assets from a minigame that originally got planned for the DS installment and used as base for the artist to draw the new graphics. The musical notes' purpose located in the bottom left is unknown (a quarter note followed by two eighth notes and a eighth rest note, respectively).
Unused image in the Cheer Readers portion of Remix 9. Represents Rhythm Girl as she appears in the Rhythm Tengoku minigame Tap Trial 2. However, the player's part of the full image (the bottom-rightmost part of the unused asset) can still be seen when opening the books on Remix 9 too early.
A bomb. This may suggest that Karate Man might have originally worked similarly to the Karate Man game in Rhythm Heaven (there's already graphics for Karate Joe kicking and a barrel after all). The graphic was later used in Rhythm Heaven Megamix for its own Karate Man games.
The Clappy Trio
In the sprites for The Clappy Trio, this sprite exists, this goes unused due to there never being four on the floor.
Unused Game Files In addition to Manzai's text being located next to the other minigames, an empty file for the game's intro is lying next to the other regular minigame intro files, suggesting that it originally wasn't going to be an endless game.
A crown found in the Chameleon portion. What purpose it served is anyone's guess.
Contains a more complex design for the toy car, featuring a more rounded shape and also more parts, but the final game ended up using a much more streamlined/simpler design overall.
There's also a red and cyan pickup that most likely served in development as a visual aid to know the correct time to launch the car.
And finally, a plain looking tile.
|...But what does it mean?|
This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then
Notes: Translate the song, and find the original codeword.
This song is used in the Japanese version of the game for the Police Call toy when you enter the codeword seen in Wake-Up Caller. It has a strong resemblance to Manzai, a Japanese-only minigame replaced with Mr. Upbeat in the international versions, with the only difference being actual lyrics. As a result, this song was replaced with the Rhythm Fighter music in the international versions, with cues from the minigames. Lyrics can be found here.
Every texture file for result screen images has some development text to the side of each image, followed by a green image at the bottom containing the text "Test Data". The text to the side of the images translates to the following:
Try Again Screen area 256x160 Actual image area 272x176 OK Screen area 256x160 Actual image area 272x176 Superb Screen area 256x160 Actual image area 272x176 Epilogue will be drawn here Green…screen area 256x160 Red…actual image area 272x176 ※The red border is actually covered with a black mask.
Leftover debug graphics. Seems to contain what could be a 32-beat bar used to measure timing, a points/score meter to measure the accuracy of your rhythm (internally used by the game to determine your rating at the end of a minigame); the word "Tutorial" followed by a red cross (most likely an option that could be turned on to always skip the training prior playing a minigame); red, blue and yellow bars that probably indicated over the beat bar if your input was too early, spot on or too late, and the Wii Remote's - (Minus) and + (Plus) buttons followed an incomplete Japanese sentence that reads "-to the menu".
The 0-9 numbers are present in every tile atlas that contains the graphics of each minigame. They seem to resemble the points/score meter mentioned earlier. The proper intended use of all these graphics is not known.
It's worth noting that in Megamix, these numbers will appear in-game if you swap Rhythm Tweezers 2's cellanim file with Machine Remix Rhythm Tweezers'. When the game gets to the potato, numbers 1 and 2 will appear on the right eye and left eye, respectively.
This logo is never seen and has a resemblance to the DS logo.
Found in "layout_fader.szs." This is found nowhere in the game normally.
Unfinished Rhythm Game
Graphics for an unfinished Rhythm Game. Notably, the onion and potato from Rhythm Tengoku are present here albeit with just cartoony eyes.
How to trigger the Debug Menu
Method 1: Gecko Code The following Gecko codes will trigger debug menu upon entering any save file, with the following downsides:
- The default Game Select music will play in the background while the debug menu is being used.
- You won't be able to open the Game Select screen by selecting the first entry (numbered 000).
Method 2: Hex editing This method should work for all versions of the game, with the following downsides:
- Hole in One's music will play in the background, as well as the monkeys' cues.
- Hole in One (the first stage of the game, that is) will not be playable.
- Extract the game's main.dol file, and open it in a hex editor.
- In the hex editor, replace the third instance of 00 00 09 00 00 00 00 02 with 00 00 09 00 00 00 00 00.
- 00 00 09 00 00 00 00 xx is the command to load a new game engine, with xx being the engine you want to load.
- Save the file, and insert it back into the game.
- Load any save file.
- Enter Hole in One and skip/pass the practice stage.
|Entry Number||Entry||Operation Notes/Instructions||Notes|
|000||Game Select||Move the cursor...
B + (+) to clear the stage
B + (-)
B + 1 Barista Skip
|001||Wii Strap Warning Screen||Loads up the title screen after pressing A on this screen.|
|003||Error Screen 1||NAND_RESULT_UNKNOWN
Unexpected Result Code
|Shows a black screen with the Wii cursor available.|
|004||Error Screen 2||NAND_RESULT_BUSY
|005||Error Screen 3||NAND_RESULT_CORRUPT|
|006||Error Screen 4||NAND_RESULT_MAXBLOCKS|
|007||Error Screen 5||NAND_RESULT_MAXFILES|
|008||Error Screen 6||NAND_CHECK_HOME_INSSPACE
|009||Error Screen 7||NAND_CHECK_HOME_INSINODE
|010||Error Screen 8||NAND_RESULT_ECC_CRIT
|011||Error Screen 9||NAND_RESULT_ECC_CRIT
|012||Epilogue Test||Air Rally's epilogue. Most likely used as an epilogue test.|
|013||Perfect Achievement Screen||Perfect achievement testing screen.|
|014||Navi (First Rhythm Test)||Rhythm Test from when you first start the game.|
|015||Navi (Cafe Rhythm Test)||Rhythm Test from opening the Rhythm Test in the Cafe.|
|016||Navi (Ending)||Remix 7 cleared screen.|
|019||Listen to Music|
|021||Bonus Menu (Rhythm Toys)|
|022||Bonus Menu (Endless Games 1P)||Endless games for 1 person.|
|023||Bonus Menu (Endless Games 2P)||Endless games for 2 people.|
|024||Bonus Menu (Extra Games)|
|026||Working Dough (Arrange)||Working Dough 2|
|029||Cheer Readers (Arrange)||Cheer Readers 2|
|031||Double Date (Arrange)||Double Date 2|
|035||Figure Fighter (Arrange)||Figure Fighter 2|
|041||Packing Pests (Arrange)||Packing Pests 2|
|043||Catch of the Day|
|046||Love Rap (Arrange)||Love Rap 2|
|047||Built to Scale|
|048||Built to Scale (Arrange)||Built to Scale 2|
|051||Micro-Row (Arrange)||Micro-Row 2|
|054||Karate Man (Arrange)||Karate Man 2|
|056||Hole in One|
|057||Hole in One (Arrange)||Hole in One 2|
|061||Screwbot Factory (Arrange)||Screwbot Factory 2|
|063||Samurai Slice (Arrange)||Samurai Slice 2|
|065||Launch Party 2P|
|066||Tap Troupe 2P|
|067||Bossa Nova 2P|
|068||Fork Lifter 2P|
|071||Karate Man 2P|
|074||Score Screen 2P|
|087||Munchy Monk (Endless)|
|088||Mr. Upbeat/Manzai||This entry depends on if you're playing the Japanese or international versions of the game.|
|091||Kung Fu Ball|
|094||n/a||Seika Relay||The unused and unfinished minigame mentioned above. The Japanese debug menu is one entry longer than the other versions because of this.|
|095||094||Unused Basket (Endless Remix) Practice|
|096||095||Unused Chameleon (Endless Remix) Practice|
|097||096||Unused Frog Jump (Endless Remix) Practice|
|102||101||The Clappy Trio|
Unused Test Games
The debug menu contains 3 standalone versions of each of the rhythm games featured in the Endless Remix. It is likely that these rhythm games were once used for general testing of cues and such, mainly due to their simplistic nature. These games function similarly to the Endless Games, and use the same score counter seen in them. All of them feature a simplistic drumming track for the music, and will continue indefinitely until the player misses a cue, at which point it will display the "Game Over" graphic also found in the Endless Games. During this, the music will still continue to play until the player presses A, stopping the music and softlocking the game.
The first of these is a test for Basket. The game starts with the girl dribbling the ball, and eventually passing it to the player. This action repeats a few times, and then the girl starts rapid-firing passes to the player. After this, the camera will start to zoom in on the Basketball net, something that does not happen in the Endless Remix, and repeat the same cues as before. After the cues repeat, the camera will zoom out from the Basketball net, returning to its default position, and the game will repeat until a cue is missed.
The second of these is a test for Chameleon. This game is very simplistic, as it mainly alternates between the A + B (when the fly is far away) and A (when the fly is up close) cues with no variation what so ever. Interestingly, when the game is softlocked, you can still control the chameleon.
The last of these is a test for Frog Jump. Like with Chameleon, the game is very simplistic, only requiring you to hold A after the frog gives you its two-tick cue, and release it a beat later.
|The Rhythm Heaven series|
|Game Boy Advance||Rhythm Tengoku (Demo)|
|Nintendo DS||Rhythm Heaven|
|Wii||Rhythm Heaven Fever|
|Nintendo 3DS||Rhythm Heaven Megamix|