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 Unused Music
- 3 Content Relating to Manzai
- 4 Unused Graphics
| Regional Differences|
An entire minigame was removed from the international versions.
| English Translation Differences|
Nearly completely different English text.
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.
Content Relating to Manzai
The (Minna no Rhythm Tengoku-exclusive) Endless Game Manzai is certainly an enigma; it was originally planned to be a regular minigame (some leftovers from that idea were left in the disc) and was cut from the international releases. Contributing to its uniqueness, the game has unused content scattered across the filesystem.
|...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. In the international versions, it was replaced with the Rhythm Fighter music, with cues from the minigames.
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.
Explore the Remix spritesheets with detail. There are still some undocumented graphics, like the tiny burger variant in Fork Lifter's appearance in Remix 9, for instance.
Hidden Epilogue Text
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.
Unfinished Rhythm Toy
Graphics for an unfinished Rhythm Toy. Notably, the onion and potato from Rhythm Tengoku are present here albeit without the faces.
This logo is never seen and has a resemblance to the DS logo.
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. Maybe it was meant to be used for the tutorial.
There is an unused voice sample for the Assistant in the Korean version of this game.
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).
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.
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).
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.
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.
get a better quality of this image
Unused image in the Board Meeting portion of Remix 9. 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.
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.
There's a cap for the member of The Clappy Trio driving the car that never gets used, and even its assembled design.
And finally, a plain looking tile.
|The Rhythm Heaven series|
|Game Boy Advance||Rhythm Tengoku (Prototype)|
|Nintendo DS||Rhythm Heaven|
|Wii||Rhythm Heaven Fever|
|Nintendo 3DS||Rhythm Heaven Megamix|