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User:MrEditorMan/Rhythm Tengoku

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Unused/Early Rhythm Games

Hmmm...
To do:
  • Update Youtube videos.

Found in Rhythm Tengoku is data for several unused Rhythm Games, ranging from early versions of existing games to completely scrapped games. In order to access these games, go to 0x089CFECC and replace the first four bytes with whatever is listed, then load Karate Man.

The Snappy Trio

C8FF9C08

What seems to be an early version of The Snappy Trio. Aside from there being no music, the main game itself is largely different, with their most notably being no "simultaneous clap" near the end, and a generally easier difficulty.

Boucy Road

FC0A9D08

An unused version of Bouncy Road that resembles the practice section of the used game. This game is set at a slower tempo than the actual Bouncy Road, has no music, an instead uses the street ambience found in the practice for the used Bouncy Road. A singular ball bouncing at half-note steps first appears, followed by two balls of the same type, then three. A ball bouncing at quarter-note steps then appears, followed by nine quarter-note balls, an amount that occurs in neither Bouncy Road nor its sequel.

E40B9D08

Another unused version of Bouncy Road. This version starts of with a ball bouncing at quarter-note steps, followed by both one bouncing at half-note steps and another one bouncing at quarter-note steps, similar to the way balls bouncing at different speed occurs in Bouncy Road 2. Three balls bouncing at eigth-note steps appear, followed by 6 quarter-note balls and a half-note ball. Two sixteenth-note balls then zoom by, which, again, have no equivalence in either Bouncy Road or its sequel.

Spaceball 2

0C169D08

An early version of Spaceball 2. This version starts with a practice similar to the first game, where it only starts when you hit four balls successfully. After this, Game Select B's music begins to play as the game progresses normally, with a fairly standard set of cues given to the player. The reason why it is Game Select B's music that specifically plays is because internally, Game Select B is called s_shibafu2_bgm, whereas the music for Spaceball is called s_shibafu1_bgm. Near the end of the game, the music begins to speed up and the pot starts launching stars at the batter, making use of an otherwise unused cue. The camera zooms out on the final launch of a rice ball, and the game ends.

00179D08

Another early version of Spaceball 2. This version takes a little longer to play the song, and fades it in rather than just starting it. A kick drum sound effect accompanies the first few parts of the song, likely to help with timing the offbeat balls that now make up a majority of the game. Aside from these differences, the game functions identically to the previous one.

Horse Machine

641D9D08

Standard Horse Machine, except with one key difference. After you complete the fourth lesson, the game ends and it takes you to the early results screen. This and the fact that Horse Machine is listed next to other Rhythm Games in the debug menu implies that Horse Machine was originally a Rhythm Game.

Marching Orders

341F9D08

An unused version of Marching Orders 2 that uses the originals graphics and sound effects.

Tap Trial

DC199D08

An early version of Tap Trial, including a skippable tutorial. The game itself utilizes an unused version of Tap Trial where the version is randomized each time the game loads, meaning you may sometimes be playing with Remix 5's graphics and so on. At 1:57, a section containing tons of double tap cues is present that doesn't have any equivalent in either Tap Trial or Tap Trial 2. Curiously, the "kiiii" sound effect from the triple tap cue doesn't play at all. At the last section, the Karate Man jingle plays 5 times.

Rap Women

5C649D08

This unused variant of Rap Women can be found on Page 6 of the Debug Menu, labeled as ラップウィメン(by KAZU), with the other option, labelled as "by YONE", being the version used in-game. This version is likely named after Kazuyoshi Osawa, the Chief Director of Rhythm Tengoku; similarly to how the used "YONE" version is named after Masami Yone, who was the game's Sound Director.

The audio cues in this version are placed differently than that of the used version, most of which being on offbeats. It was likely changed to make the song flow better with the lines from the characters, however this has yet to be proven true.

Remix 1 (Dance Lesson 1)

98259D08

Located on page 8 of the Debug Menu, labeled as ダンスレッスン1 (Dance Lesson 1), is an early version of Remix 1! This version of Remix 1 is a minute longer than the final, using unused portions of Remix 1's music (with a few parts of it being reused in Remix 7). The most interesting thing to note is that Rhythm Tweezers is absent in this version and has been replaced by Tap Trial! This implies that it was either originally in Stage 1 but was then moved to Stage 5 later in development.

It's named "Dance Lesson 1" after the dance lessons the development team had to take during the game's development, as recommended by Tsunku♂.

(Source: https://www.1101.com/nintendo/rythm_heaven2/06.html)

Drum Girls Live!

CC2E9D08

In the Debug Menu, there is an unused version of Drum Girls, where they play the song Bunny Hop. This version is the only time that a Drum Girls minigame is seen to use this sprite, which appears at the bottom of the screen during small segments of the song without any music:

Rhythm Tengoku DrumGirls Busy.png

It is also the only known minigame in Rhythm Tengoku to utilize an earlier version of the Ratings Screen without crashing the game. There are other minigames in the Debug Menu that seem to try to use this same screen, but they result in a crash.

Drum Lessons

B42F9D08

TODO

60339D08

TODO

103F9D08

TODO

Metronome

74289D08

Cacti may speak Japanese, but do they speak it well?
...But does it make sense?
The translations on this page need to be proofread. If you are fluent enough in this language, please make any corrections necessary!

An unused Rhythm Test that can also be found in the game's Debug Menu. The game is very similar to the Endless Game Mr. Upbeat (and uses the same tileset), and the player must press A in time with the needle passing the bird at the top of the screen. The counter at the top right then starts counting down from 30, and the player continues to press A until the counter runs out. Once the counter reaches 0, the player is taken to the Rhythm Test results screen and is shown their score, which will be different based on how many successful hits the player got in the game.

Metronome was likely an early incarnation of Mr. Upbeat, as the two games play almost identically, with the only major gameplay difference being that Mr. Upbeat is endless. Interestingly, however, Metronome has a different set of text from Mr. Upbeat:

Japanese Translation
音にあわせて、Aボタンを押しましょう。 Press the A button in time with the sound.
計測中 Measuring...
計測おわり! さて、結果は… Measuring finished! Okay, your rhythm is...

The minigame also uses a slight variation of the beeping sounds that play during the Rhythm Test. The sounds are mostly the same, but the 3 beeps before the end, as well as the ending chime, are a slightly different pitch. The bird sound effect is unique to this unused Rhythm Test, however.

Tanooki & Monkey

F4369D08

An unused Rhythm Game where you control a monkey-like drummer, who's tasked to copy the patterns that are played by Monkey and Tanooki. The game controls the same as the Drum Lessons from the final game, but only A, Right, and Down are used on the patterns. The player is given three attempts at completion for each pattern. Upon completing the game, the player is taken to the Rhythm Test result screen. Upon losing the game, however, the player is taken to the Ratings Screen. It doesn't go much farther than that, though, as the game crashes shortly after.

Tanooki & Monkey also has text to go along with it!

Cacti may speak Japanese, but do they speak it well?
...But does it make sense?
The translations on this page need to be proofread. If you are fluent enough in this language, please make any corrections necessary!
Japanese Translation
こんにちわ! Hello!
サルとポン太です。
ドラム侍さんのご紹介で
あそびに来ました。
We're Saru and Ponta.
We've come here to play on the Drum Samurai's introduction.
今回は ボクたちが
レッスンしますネ!
This time, we're giving the lessons!
さっそくですが、
Aボタンの練習です。
Now, without further ado, let's practice hitting that A button.
よく きいて
マネしてネ!
Listen well and repeat!
ポン太くんも入ります。
ポン太くんの音は
十字キーの下で鳴ります。
Ponta will join in too.
Ponta's sound is playing by pressing "down" on the D-pad.
次は、速いやつです。
Aボタンと十字キーの右を
交互に押すとラクだヨ。
Next is a fast part.
It's easier if you alternate pressing "A" and "right" on the D-pad.
練習は 次で最後です。 This is the last stage of practice.
むずかしいかな?
がんばってネ!
Seem tough?
Good luck!
それでは、ボクたちと
リズムバトルを
してみましょう!
All right, come on, let's have a rhythm battle!
各パターンにつき
3回 チャンスが
あります。
You get 3 chances for each pattern.
さて、どこまで
ついてこれるかな?
I wonder how long you can keep up?
じゃ、とりあえず
シンプルなやつネ。
Okay, let's start out simple for now.
オッケーです。
つぎ いってみよう!
できるかな?
Okay! On to the next one!
Think you can handle it?
やりますね。
つぎのパターンは
ポン太くんも叩くヨ!
Good work.
For the next pattern, Ponta will play too!
おぉ、すごい!
つぎのは ちょっと
テクニカルだヨ!
Wow, great!
The next one's a little more technical!
くっ、てごわい!!
こうなったら
とっておきのやつだ!
Heh, you're pretty good!
Looks like it's time for our trump card!

If the player wins:

Japanese Translation
まいりました!
あなたの勝ちです!!
We lose! You win!
また、あそんでネ! Come play with us again sometime!

If the player fails a pattern:

Attempts Left Japanese Translation
2 やりなおし!
チャンスはあと2回。
がんばって!
Try Again!
You get two more tries.
Good luck!
1 やりなおし!
ラストチャンス!
集中!!
Try again!
This is your last chance!
Concentrate!

If the player loses:

Japanese Translation
ブブー!!
ゲームオーバーです!
ボクたちの勝ちでーす!
Boo!
Game over!
Looks like we win!
また挑戦してネ! Take us on again sometime!

Unused Graphics

Hmmm...
To do:
  • More graphics need to be added.
  • Maybe list offsets for animations/cells and other media.

Rhythm Test

TODO

Marching Orders

TODO

Spaceball

RhythmTengoku-Spaceball-AppleClose.gif RhythmTengoku-Spaceball-AppleCloseFixed.gif

An apple, likely used as a replacement for the baseball.

RhythmTengoku-Spaceball-Star.png

A star, used as another replacement for the baseball, and can be seen in the early version of Spaceball 2.

RhythmTengoku-Spaceball-AppleFar.png

A smaller apple, to be used when the screen zooms out far enough.

RhythmTengoku-Spaceball-FlowerPotTurn.gifRhythmTengoku-Spaceball-FlowerPotTurnFixed.gif

A sentient flowerpot, turning towards the camera.

RhythmTengoku-Spaceball-FlowerPotSmile.gif

The flowerpot turning towards the camera, making a facial expression, and turning back.

RhythmTengoku-Spaceball-FlowerPotSmile1.gif RhythmTengoku-Spaceball-FlowerPotSmile2.gif

A possible updated version of the previous animation, now split into two parts with frame lengths being adjusted for the second animation.

RhythmTengoku-Spaceball-Cell29.png RhythmTengoku-Spaceball-Cell29Fixed.png

A duplicate of a frame used in the previous animation.

RhythmTengoku-Spaceball-Cell61.png

A duplicate of a frame used for the Space Umpire.

Wizard's Waltz

RhythmTengoku-WizardsWaltz-UnseenCells.png

Two unseen frames meant for the Wizard's spell cast animation.

Used Full
RhythmTengoku-WizardsWaltz-WizardCastMagicEDIT.gif RhythmTengoku-WizardsWaltz-WizardCastMagicFullEDIT.gif

The data for the animation includes these frames, but the game always resets to the idle animation before it can be seen.

RhythmTengoku-WizardsWaltz-MagicParticleFall.gif

A falling trail of magic, similar to the one seen in the prologue.

RhythmTengoku-WizardsWaltz-VirusParticle.png

What appears to be a particle effect associated with the virus plant.

RhythmTengoku-WizardsWaltz-TinyFlowers.gif

A gradually appearing set of 6 tiny flowers, similar to the tiny flowers that appear on the girl.

RhythmTengoku-WizardsWaltz-FlowerSpin.gif

A spinning flower head.

RhythmTengoku-WizardsWaltz-SmokePuff.gif

A puff of smoke, likely would've been used for the girl if you spawned a virus plant.

RhythmTengoku-WizardsWaltz-FlowerGrowNoMagic.gif

A flower growing without any magic effects.

Space Dance

RhythmTengoku-SpaceDance-DancerDownBReversed.gif

The squat animation played in reverse.

RhythmTengoku-SpaceDance-SpeechBubbleRight.gif RhythmTengoku-SpaceDance-SpeechBubbleDown.gif RhythmTengoku-SpaceDance-SpeechBubblePunch.gif

Speech bubbles for the right, down, and punch cues, likely spoken by Space Gramps.

RhythmTengoku-SpaceDance-DancersRight.png RhythmTengoku-SpaceDance-DancersDown.png RhythmTengoku-SpaceDance-DancersPunch.png

Two dancers performing said cues, perhaps used to test spacing.

RhythmTengoku-SpaceDance-DancersInput.gif

The previous animations in the form of a single animation.

RhythmTengoku-SpaceDance-GrampsEarlyPunchAB.gif RhythmTengoku-SpaceDance-DancerEarlyPunchAB.gif

An early version of parts A and B of the punch cue. Here, they appear to have jut their arms out more.

RhythmTengoku-SpaceDance-Cell19.png

A duplicate frame of the Space Dancer's squat animation.

RhythmTengoku-SpaceDance-Cell41.png

A Space Dancer looking dejected.

RhythmTengoku-SpaceDance-Cell113.png

A duplicate frame of Space Gramps.

Night Walk

Some of these graphics are leftovers from the "Play-Yan" media player, of which this game is based on.

RhythmTengoku-NightWalk-PlayYanIdle.gif

Play-Yan standing still, used for the music selection screen when there's no music playing.

RhythmTengoku-NightWalk-PlayYanCrouch.png

Play-Yan crouching, used in the Jump minigame.

RhythmTengoku-NightWalk-Crab.gif

A crab, also used in the Jump minigame.

RhythmTengoku-NightWalk-Swan.png

A swan.

RhythmTengoku-NightWalk-PlayYanHit.png

Play-Yan with a defeated look, used when getting hit in the Jump minigame.

RhythmTengoku-NightWalk-LayoutTest.png

A series of platforms.

RhythmTengoku-NightWalk-Cell48.png RhythmTengoku-NightWalk-Cell78.png

Two unused frames of the umbrella spawning from a box, with and without the platform.

Tap Trial

TODO

Unused Audio

Music

Hmmm...
To do:
  • The tempo on these may be incorrect. Replace them if necessary.
  • Add the Trial's IDs.
Name ID Sound Description
Final Trial
Lesson1 78B0 2CCE
"Full" versions of Remix 1, 2, and 4. These songs are referred as "Lessons", likely referencing the dance lessons the team took (of which these songs were originally used for).
Lesson2 8CB0 40CE
Lesson3 A0B0 54CE
L2_pat02 1CB2 D0CF
Several unused Remix 2 patterns.
L2_pat03 30B2 E4CF
L2_pat04 44B2 F8CF
L2_pat05 58B2 0CD0
L2_pat06 6CB2 20D0
L2_pat07 80B2 34D0
L2_pat08 94B2 48D0
L2_pat10 BCB2 70D0
L2_pat13 F8B2 ACD0
L2_pat15 20B3 D4D0
L3_C32_no_swing 70B3 24D1
A few unused Remix 4 patterns.
L3_C33 84B3 38D1
L3_C34 98B3 4CD1
s_toss_bgm_end 68B6 1CD4
An ending for Toss Boys.
s_tran_jump CCBB N/A
Voice clips of an announcer for Tram & Poline.
s_tran_henge E0BB N/A
s_tran_seino F4BB N/A
s_tran_hensin 08BC N/A
s_toss_red_blue3 58BC N/A
Voice clips of the Toss Boys performing each others actions.
s_toss_red_yelw2 80BC N/A
s_toss_red_yelw3 94BC N/A
s_toss_red_red A8BC N/A
s_toss_red_break D0BC N/A
s_toss_blue_break 84BD N/A
s_toss_yelw_red3 C0BD N/A
s_toss_yelw_blue3 FCBD N/A
s_shuji_tame B0BE N/A
Power Calligraphy voice clip of the calligrapher grunting (as if lifting something heavy).
s_mario1 ECBE N/A File:RhythmTengoku-UnusedMusic-ECBE.ogg Various copies of the "Japanese" style practice music, all with names that make references to Mario. s_mario1_2 and s_mario2_4 are notable in that they add unique melodies to the music, unheard of elsewhere. s_mario1 and s_mario1_2 likely would've been played at a tempo slower than the used practice music (s_mario2).
s_mario1_2 14BF N/A File:RhythmTengoku-UnusedMusic-14BF.ogg
s_mario2_4 28BF N/A
s_mario_melo1 3CBF N/A File:RhythmTengoku-UnusedMusic-3CBF.ogg The first few notes of the Super Mario Bros. Ground Theme. Overlaying these with the aforementioned practice music reveals that they fit perfectly with each other (s_mario_melo1 fitting with s_mario1 and s_mario1_2, s_mario_melo2 fitting with s_mario2 and s_mario2_4).
s_mario_melo2 50BF N/A
s_intro_pat2 28C4 N/A
Two of three songs meant for an unused drumming sequence that would take place during the game's opening. s_intro_pat1 would be repurposed for the New Record jingle heard in Mr. Upbeat (which is the only game that acknowledges when you get a new high score), and s_intro_pat2 would be repurposed for the Rap Machine as one of it's two selectable songs, leaving s_intro_pat3 as the only song that fully goes unused.
s_intro_pat3 3CC4 N/A
s_guntai_v_zentai2 94C6 N/A
An outtake for Sarge's "Attention" voice clip.
s_guntai_v_hidari_muke2 0CC7 N/A
Sarge's fast "Left Face" voice clip. Although Sarge does use a fast right face cue, he never uses a fast left face cue.
s_block_gotin 98C7 N/A
Leftover sounds from a scrapped Rhythm Game known as ブロック (Block).
s_block_hit ACC7 N/A
s_block_walk C0C7 N/A
s_kawasemi_bgm D4C7 N/A
Leftover music from a scrapped Rhythm Game known as かわせみ (Kingfisher).
s_kawasemi_frase E8C7 N/A
s_metro_hato B4C9 N/A
A bird sound effect, originating from an early version of the Rhythm Test.
s_keytoy_count1 04CA N/A
Leftover sounds from a scrapped Rhythm Game known as キートイ (Key Toy).
s_keytoy_count2 18CA N/A
s_rabbit_atama BCCB N/A
A weird Bunny Hop SFX.
s_uma_bulu 88CD N/A
A horse voice clip different to the one used.
s_uma_hi_muti 9CCD N/A
A sound effect of what appears to be the horse rider.
s_uma_ng B0CD N/A
A miss sound effect.
s_block2_block A4D4 N/A
Leftover sounds from ブロック2 (Block 2), the exciting sequel to Block.
s_block2_fast B8D4 N/A
s_uki_water1 CCD4 N/A
Leftover sounds from a scrapped Rhythm Game known as ウキ (Float).
s_uki_water2 E0D4 N/A
s_uki_water3 F4D4 N/A
s_kuma_hit 08D5 N/A
Leftover sounds from a scrapped Rhythm Game known as くま (Bear).
s_kuma_miss 1CD5 N/A
s_kuma_sakana 30D5 N/A
s_yuri_naki 44D5 N/A
Leftover sounds from a scrapped Rhythm Game known as ゆりかご (Cradle).
s_yuri_yurasi 58D5 N/A
s_rythm_bat_miss 94D5 N/A
Leftover sound from a scrapped Rhythm Game known as リズムバッティング (Rhythm Batting).
s_dontan_count A8D5 N/A
Leftover sounds from a scrapped Rhythm Game known as ドンとタンの関係 (Relationship Between Don and Tan).
s_dontan_water BCD5 N/A
s_check_trick3 84D6 N/A
A third drum track meant to trick the player during the Rhythm Test.
s_menu_se1 98D6 N/A
Tons of early menu sound effects. s_menu_se4 and s_menu_se21 appear to be skipped, while s_menu_se20 is used in the epilogue screen.
s_menu_se2 ACD6 N/A
s_menu_se3 C0D6 N/A
s_menu_se5 D4D6 N/A
s_menu_se6 E8D6 N/A
s_menu_se7 FCD6 N/A
s_menu_se8 10D7 N/A
s_menu_se9 24D7 N/A
s_menu_se10 38D7 N/A
s_menu_se11 4CD7 N/A
s_menu_se12 60D7 N/A
s_menu_se13 74D7 N/A
s_menu_se14 88D7 N/A
s_menu_se15 9CD7 N/A
s_menu_se16 B0D7 N/A
s_menu_se17 C4D7 N/A
s_menu_woodblock D8D7 N/A
s_menu_se19 ECD7 N/A
s_menu_se22 14D8 N/A
s_menu_se23 28D8 N/A
s_menu_se24 3CD8 N/A
s_menu_se25 50D8 N/A
s_f_dummy 44DA N/A
Two dummy sound effects. s_f_dummy_vol0 is completely silent, as the name would imply.
s_f_dummy_vol0 58DA N/A
s_f_nyuuka BCDA N/A
A chime meant to play when arriving somewhere.
s_f_test_drum_BD_A D8DC N/A File:RhythmTengoku-UnusedAudio-D8DC.ogg Kick and snare drums that have been soaked in reverb. Dry versions are also present. s_f_test_drum_BD_A possibly would go on to be repurposed in Bunny Hop, as it sounds similar to s_rabbit_atama.
s_f_test_drum_BD_B ECDC N/A File:RhythmTengoku-UnusedAudio-ECDC.ogg
s_f_test_drum_SD_A 00DD N/A File:RhythmTengoku-UnusedAudio-00DD.ogg
s_f_test_drum_SD_B 14DD N/A File:RhythmTengoku-UnusedAudio-14DD.ogg
s_f_rapW_v_OyatuwaSaiko_d 80E4 N/A File:RhythmTengoku-UnusedAudio-80E4.ogg Alternate takes of various line from Rap Women.
s_f_rapW_v_KibunnwaSaiko_d 94E4 N/A File:RhythmTengoku-UnusedAudio-94E4.ogg
s_f_rapW_v_AmakuteSaiko_d A8E4 N/A File:RhythmTengoku-UnusedAudio-A8E4.ogg
s_f_rapW_v_BetubaraSaiko_d BCE4 N/A File:RhythmTengoku-UnusedAudio-BCE4.ogg