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Rhythm Heaven Fever

From The Cutting Room Floor
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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:

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).


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.

Rhythm Test/Navigator

Unused Graphics

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.

Unused Audio

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.

Rhythm Games

Hole in One

Unused Graphics

RHF HiO Plane.png

A plane that is later re-purposed as the castle in the background of Hole in One 2.


Unused Gameplay

Please elaborate.
Having more detail is always a good thing.
Specifically: Add a method to access this.
To do:
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.

Board Meeting

Unused Graphics

RhythmHeavenFever-Unused Assistant.png

There is a sprite of Assistant holding a cup of water on the plate which goes unused.

To do:
get a better quality of this image

RHF Remix9 GirlBandBassUnused.png

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.


Unused Graphics Original Ringside. Remix 4. Remix 9.

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.

Samurai Slice

Unused Graphics

RHF Remix4 GBA ghosts.png

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).

Tap Troupe

Unused Graphics

RHF Tap Troupe unused sprites.png

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).

Cheer Readers

Unused Graphics

RHF Remix9 hey-you-can-do.png

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.

Karate Man

Unused Graphics Punch, kick!

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

Unused Graphics 4Clappytrio.png

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.

Endless Remix

Unused Graphics RhythmHeavenFeverCrown.png

A crown found in the Chameleon portion. What purpose it served is anyone's guess.

Rhythm Toys

Toy Car

Unused Graphics

Used Unused
RHF toy car used.png RHF toy car's insides unused 2.png

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.

RHF toy car unused.png

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.

RHF toy car unused tile.png

And finally, a plain looking tile.

Police Call

Unused Audio

Cacti speak Japanese.
...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 submit a translation!
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.

Unused Graphics


Development Notes RHFDevText.png

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

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.

User Interface

Rhythm heaven fever unused ui gfx 1.png

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".

RHF test numbers.png

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.

RHF unusedlogo.png

This logo is never seen and has a resemblance to the DS logo.

Mario block

Mario Block (tm wall 00.tpl).png

Found in "layout_fader.szs." This is found nowhere in the game normally.

Unfinished Rhythm Game

To do:


Graphics for an unfinished Rhythm Game. Notably, the onion and potato from Rhythm Tengoku are present here albeit with just cartoony eyes.

Debug Menu

First page of the debug menu.
Error screen in the debug menu.

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).
Japanese USA
002550bb 00000000
00253e4b 00000000

(Source: kimbjo#2130)

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.


  1. Extract the game's main.dol file, and open it in a hex editor.
    • For extracting and replacing files in a Wii game, both WiiBaFu and WiiScrubber are reliable options.
  2. 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.
  3. Save the file, and insert it back into the game.
  4. Load any save file.
  5. Enter Hole in One and skip/pass the practice stage.
  6. Profit!
(Source: Mariofan5000)


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 Cafe.
016 Navi (Ending) Remix 7 cleared screen.
017 Character Introduction
018 Cafe
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 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
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

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.

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.