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Rhythm Heaven Fever

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Title Screen

Rhythm Heaven Fever

Also known as: Minna no Rhythm Tengoku (JP), Beat the Beat: Rhythm Paradise (EU/AU), Rhythm World Wii (KR)
Developer: Nintendo SPD Group No. 1
Publisher: Nintendo
Platform: Wii
Released in JP: July 21, 2011
Released in US: February 13, 2012
Released in EU: July 6, 2012
Released in AU: September 13, 2012
Released in KR: September 12, 2013

GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.

To do:
  • Unused sound effects, including outtakes, leftovers, and ones from scrapped Rhythm Games.
  • Unused text (such as practice dialogue for Chameleon).
  • Unused layouts (layout_cafeTest, layout_menuTest, etc.)
  • Unused cues.

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).


Unused Animations
RHF RegionalDiff icon.png
Regional Differences
An entire minigame was removed from the international versions.
RHF EngDiff icon.png
English Translation Differences
Nearly completely different English text.

Unused Audio




Two drum tracks meant for the Rhythm Test at the beginning of the game. These tracks are actually remade versions of the ones previously heard in Rhythm Tengoku's Rhythm Test, meaning that these would've served the same purpose.




Three versions of the standard "Let's Practice" theme, all leftover from Rhythm Heaven. This game uses unique practice music for all stages that closely resembles the stage's song, and even when it doesn't (like with the extra games), a new arrangement of the "Let's Practice" theme is used instead. BGM_PRACTICE IS used as the practice theme for the unused Endless Game "Torch Relay", however.


An unused and incomplete placeholder jingle intended for the prologues, only having a basic drum track. This song is duplicated under multiple titles, all of them being WSD_PROLOGUE_JINGLE2, WSD_PROLOGUE_JINGLE3 and WSD_JINGLE1.

Unused Graphics

Rhythm Test

RHF Navi MSmug.png RHF Navi RSmug.png

Faces used in the animation "navigator_a_face_look." The face depicts Marshal/Matt and Miss Ribbon being unsatisfied.

Rhythm Games

Hole in One


A pair of seagulls, occupying Sprite 187 in golf_monkey.brcad. The only difference from the final seagulls are that these ones lack their strings. The final seagulls would be stored in golf_bg.brcad.

RHF test numbers.png

Numbers that are present in the texture atlas for most Rhythm Games. They were used as a frame counter for animations, and can still be seen on many of them. They'll usually have there opacities set to 0, so editing them will be required in order to see them.



The monkey facing his side whilst smiling, found at Sprite 5 in tambourine.brcad.


A monkey-shaped shadow that would be used in place of the generic circle shadow.


The player's left hand. The used left hand has more of its arm visible.


Two sprites of the monkey's leg.

Board Meeting


A chair seat meant for the spinning animation, as it is found next to the other spinning chair seats in the texture atlas.

RhythmHeavenFever-BoardMeeting-ChairLegs.png RhythmHeavenFever-BoardMeeting-ChairLegs2.png RhythmHeavenFever-BoardMeeting-ChairLegs3.png

3 sets of chair legs.


The Assistant's "One, two, three!" body part.

Unused Used
RhythmHeavenFever-BoardMeeting-BodySignPart.png RhythmHeavenFever-BoardMeeting-BodySignPartUsed.png

When compared to the final body part, the unused one has a shorter arm.

Remix 9

RHF Remix9 GirlBandBassUnused.png

A group shot of everyone, including the bassist from Rhythm Tengoku's "Drum Girls LIVE!" mode. Since the assistant herself holds a bass guitar, including two bassists would be kind of redundant, so the Drum Girls bassist was removed.

Figure Fighter


A pair of red eyes belonging to the Muscle Doll. The Cast Credits shows the Muscle Doll's eyes glowing red along with his beat animation, so perhaps these had a similar purpose. This graphic only appears in the files for the original game and the Remix 10 variant.


Original Ringside. Remix 4. Remix 9.

In Ringside, the reporter has to stand on her toes in order to get the microphone close enough to the wrestler for his response. The graphic for this however goes completely unseen, both due to the camera being too zoomed in to see, and the photographers covering most of the graphic.

Samurai Slice

Remix 4

RHF Remix4 GBA ghosts.png

A mask reminiscent of the ghosts from the Rhythm Tengoku version of Samurai Slice, likely to be worn by the ghosts in the remix. 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 with a second slice (pressing the A button twice).


Remix 10


This early image of The Donkers is bizarrely found only in the texture atlas for the Remix 10 version. They are noticeably bluer than their final versions.

Tap Troupe

RHF Tap Troupe unused sprites.png

Sprites that don't resemble the Wii game's art style, but rather the DS installment, exist in the main sprite sheet for the tappers. It's safe to assume these were just placeholder graphics; possibly recycled assets from the Rhythm Game that originally got planned for the DS installment, and later used as base for the artist to draw the new graphics.

Cheer Readers

Remix 9

RHF Remix9 hey-you-can-do.png

Unused book image of the Tap Trial 2 girl from Rhythm Tengoku. The player's part of image (bottom-right) can still be seen when opening the books too early.

Karate Man


A barrel. The used barrel is manually assembled using individual pieces, meaning this already assembled barrel goes unused.


A "1", presumably for a "Hit 1" cue. This possibly went unused because asking players to "Hit 1" in a game where you spend a good chunk of time doing just that would be silly, now wouldn't it?


An entire word set, smaller than the used ones.


This background occupies sprite 74 in karateman.brcad, while the actual background is stored in karate_bg_00.brcad. Aside from the whole thing being rotated 5 degrees, no noticeable difference between this BG and the used BG are present, aside from using a slightly different, less smooth gradient.

Endless Games


A file named layout_prologue_manzai_ver0.szs exists in the layout folder for Rhythm Heaven Fever. Prologue files are where Rhythm Games store their title cards, suggesting that Manzai might've been a normal Rhythm Game.



A crown. Likely to be worn by the chameleon, as it is grouped next to its sprites.

Rhythm Toys

Toy Car

Unused Used
RhythmHeavenFever-ToyCar-EarlyCar.png RHF toy car used.png

An early version of the toy car, with a more sleek design than the final one.

RHF toy car's insides unused 2.png

The car is actually split into parts, unlike the final, which shows us that the car had an engine. It may have also had windows, although those aren't seen on either car.


The person driving the car wears a hat, which was removed in the final version.

RHF toy car unused.png

A red and cyan pickup truck, likely used as a visual aid to know the correct time to launch the car.

RHF toy car unused tile.png

A plain looking tile, possibly an early version of the road tile.



Every texture file for the epilogue images has 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

Screen area 256x160
Actual image area 272x176

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.

Game Select

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.

RHF unusedlogo.png

A low-res logo. Code to display it still exists, revealing it would function the same way as a similar logo did in the previous installment.

Pause Screen

Rhythm heaven fever unused ui gfx 1.png

A debug display similar to it's predecessor, featuring a points counter and 32-beat bar used to measure accuracy and determine your rating at the end of a Rhythm Game, the word "Tutorial" followed by a red cross suggesting that tutorials could be turned off, red, blue and yellow bars that indicated over the beat bar if your input were too early, spot on or too late, - and + symbols from the Wii Remote and a incomplete Japanese sentence that reads "-to the menu".


Mario Block (tm wall 00.tpl).png

A block from Super Mario Bros. Found in layout_fader.szs.

Two-Player See-Saw

See-Saw has an unused version of the game where the game is controlled by two players, with player one controlling Saw (the one on the right, like the normal game), and player two controls See (the one on the left). This version of the game notably doesn't follow either player when they do a high jump, likely because having the camera move with both players would be nauseating.

Additionally, there are two unused miss sounds for the second player that get partially covered up by the normal landing sound. These sounds were not re-recorded for the English version, so they still use the Japanese voice.

Debug Menu

First page of the debug menu.

The following Gecko codes will trigger the debug menu in place of the title screen:

Japan USA Europe/Australia Korea
0025c1cf 00000000 00256077 00000000 002583cf 00000000 00255e2f 00000000
(Source: CebolaBros64 (Gecko codes))


Entry Number Entry Operation Notes/Instructions Notes
000 Game Select Move the cursor...

B + (+) to clear the stage
(No clear > OK)
(OK > Superb)
(Superb > Perfect)

B + (-)
Starts perfect campaign
(Superb Ranked Levels Only)

B + 1 Barista Skip

001 Wii Strap Warning Screen Loads up the title screen after pressing A on this screen.
002 Title 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




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 Café.
016 Navi (Ending) Remix 7 cleared screen.
017 Character Introduction
018 Café
019 Listen to Music
020 Read Something
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)
025 Working Dough
026 Working Dough (Arrange) Working Dough 2
027 Flock Step
028 Cheer Readers
029 Cheer Readers (Arrange) Cheer Readers 2
030 Double Date
031 Double Date (Arrange) Double Date 2
032 Launch Party
033 See-Saw
034 Figure Fighter
035 Figure Fighter (Arrange) Figure Fighter 2
036 Donk-Donk
037 Shrimp Shuffle
038 Tap Troupe
039 Bossa Nova
040 Packing Pests
041 Packing Pests (Arrange) Packing Pests 2
042 Exhibition Match
043 Catch of the Day
044 Board Meeting
045 Love Rap
046 Love Rap (Arrange) Love Rap 2
047 Built to Scale
048 Built to Scale (Arrange) Built to Scale 2
049 Fork Lifter
050 Micro-Row
051 Micro-Row (Arrange) Micro-Row 2
052 Flipper-Flop
053 Karate Man
054 Karate Man (Arrange) Karate Man 2
055 Tambourine
056 Hole in One
057 Hole in One (Arrange) Hole in One 2
058 Air Rally
059 Monkey Watch
060 Screwbot Factory
061 Screwbot Factory (Arrange) Screwbot Factory 2
062 Samurai Slice
063 Samurai Slice (Arrange) Samurai Slice 2
064 Ringside
065 Launch Party 2P
066 Tap Troupe 2P
067 Bossa Nova 2P
068 Fork Lifter 2P
069 Micro-Row 2P
070 Flipper-Flop 2P
071 Karate Man 2P
072 Tambourine 2P
073 Ringside 2P
074 Score Screen 2P
075 Remix 1
076 Remix 2
077 Remix 3
078 Remix 4
079 Remix 5
080 Remix 6
081 Remix 7
082 Remix 8
083 Remix 9
084 Remix 10
085 Endless Remix
086 Wake-Up Caller
087 Munchy Monk (Endless)
088 Mr. Upbeat/Manzai This entry depends on if you're playing the Japanese or international versions of the game.
089 Lady Cupid
090 Pirate Crew
091 Kung Fu Ball
092 Mochi Pounding
093 Clap Trap
094 n/a Seika Relay An unused Endless Game. This entry only exists in the Japanese version, making it one entry longer than the other versions.
095 094 Unused Basket (Endless Remix) Practice
096 095 Unused Chameleon (Endless Remix) Practice
097 096 Unused Frog Jump (Endless Remix) Practice
098 097 Toy Car
099 098 Hi-Hat
100 099 Police Call
101 100 Rhythm Fighter
102 101 The Clappy Trio
103 102 Power Calligraphy
104 103 Sneaky Spirits
105 104 Tap Trial
106 105 Night Walk

Torch Relay

To do:

Accessible via the debug menu is an entirely unused game called Seika Relay (or Torch Relay, as the folder containing the graphics for the game is named). Judging from its position in the debug menu, this game was intended to be an Endless Game. The game starts with a count-in, followed by a torch being thrown from offscreen. The player then must catch the torch by pressing A + B, which causes the onion to catch it. Not catching it causes the torch to permanently stay on screen, and catching it too late causes an onion to appear above the vegetables, at the center of the screen. The unused version of the "Let's Practice" theme starts playing, the onion turns towards the lettuce, and the player must press A + B again, causing the lettuce to suddenly become an onion. The onion then turns towards the next vegetable, even though the torch is still with the first vegetable, and the camera starts to infinitely pan right, eventually looping back to the first vegetable, still with the torch in its hand. Inputting anything else won't affect anything on screen, and the game continues infinitely.

Attempting to skip the practice will cause a short drum beat to play, before immediately softlocking the game. Similarly, attempting to pause and quit the game will softlock it. If the camera is panning when you do this, the vegetables will stop spawning after a while. Most of this game has been removed in international versions, with all that remains being the unused "Let's Practice" music.

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.

Frog Jump

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.