Rhythm Heaven Online

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Known as Rhythm Paradise here in the EU, it's just as fun and playable as the WarioWare games with all the cheesy little sidegames. We were absolutely. Jun 15, 2016  This must be the Rhythm Heaven™ Megamix. With 70+ rhythm games, including new ones, remixed fan-favorites, and US debuts, this fresh mix has it all. Try to reach Heaven.

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Rhythm Heaven Fever

Developer(s)Nintendo SPD, TNX
Publisher(s)Nintendo
Platform(s)Wii
Release date(s)JP July 21, 2011
NA February 13, 2012
EU July 6, 2012
AUS September 13, 2012
KO September 12, 2013
Genre(s)Rhythm
Mode(s)Single-player, Multiplayer (2)
Input methodsWii Remote
Compatibility4
Playable
GameIDsSOMK01, SOMJ01, SOME01, SOMP01
See also..

Dolphin Forum thread
Open Issues

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Rhythm Heaven Fever, known in Europe as Beat the Beat: Rhythm Paradise and in Japan as Everybody's Rhythm Heaven (みんなのリズム天国, Minna no Rizumu Tengoku), challenges you to stay on the beat in a world of animations that are decidedly offbeat. The premise of Rhythm Heaven Fever is simple and the catchy style is irresistible. Use three basic button commands - A, B, or both - to keep the beat in clever challenges featuring a variety of hand-drawn animation styles. You'll discover rhythm in places you would never expect, with robot assembly lines, sword-wielding samurai, rolling peas you'll try and stab with a fork, and more. Complete challenges to unlock remixes and alternate versions, or join a friend in two-player mode for a two-person jam session.

  • 1Problems
  • 2Enhancements
  • 3Configuration

Problems

Micro-Row Main Level

The main Micro-Row level will not play properly, instead a frozen frame from the practice level will appear on-screen until the music is complete.

This can be fixed by either disabling 'Store EFB copies to Texture Only' before or during the level, or changing the accuracy of the Texture Cache to any state once you see the frozen frame.

Shrimp Shuffle

Game flashes black with a heavy slowdown during gameplay. Fixed by enabling 'External Frame Buffer (XFB)'. Fixed with Hybrid XFB in 5.0-5874.

Micro-Row Practice Level

If Disable External Frame Buffer is checked, during the practice level for Micro-Row the screen will turn completely black randomly. To get around this, enable the external frame buffer or skip the practice level. Fixed with Hybrid XFB in 5.0-5874.

Tropico 5 gameplay

Enhancements

Force Texture Filtering

Forcing texture filtering may cause the sea in Shrimp Shuffle to render incorrectly with thin vertical lines. Resolved in a revision near to 5.0-8909.

Configuration

Only configuration options for the best compatibility where they deviate from defaults are listed.

Graphics

ConfigSettingNotes
Store EFB Copies to Texture OnlyOffPlay Micro-Row correctly

Version Compatibility

The graph below charts the compatibility with Rhythm Heaven Fever since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

5.0-11863(current)
2.0(r5384)
Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.

Testing

This title has been tested on the environments listed below:

Test Entries
Revision OS Version CPU GPU Result Tester
3.0Windows 7Intel Core i5-2500K @ 4.6GHzAMD Radeon HD 6950x2Solid 60FPS throughout the game, although the game seems to experience some slowdown as the peg approaches you on the first 'Built to Scale' game. Remix 6 crashes the game (A variety of other remixes crash on revisions past 3.0), and there are also other small emulation errors. Most of these errors can be fixed by using the configurations listed above. It also seems like some remixes have some issues with transitioning between games and sometimes get their timing off.MyDreamName
3.0-441Windows 7AMD FX-6100AMD Radeon HD 6870PerfectAlbusDlx
3.0-441Windows 7IntelNVIDIA GeForce GTX 550 TiCrashes on remix 6. Don't trust AlbusAnon
3.0-804Windows 8Intel Core i7-2675QM @ 2.2GHzAMD Radeon HD 6750MMostly 60FPS, with some slowdowns towards 40FPS at remix 4. Fixes many remix crashes of earlier versions. Remix transitioning as said by MyDreamName is fixed, though specifically, music stutters/slows down at remix 4 halfway and on, messing up your timing on that remix. Tested on a full completion save file to pass badly emulated mini-games.Anon
3.5-367Windows 7Intel Core i7-3615QM @ 3.3GHzNVIDIA GeForce GT 640MAbsolutely perfect. No slowdowns or crashes unlike 3.0. The only things I have noticed are lines on Shrimp Shuffle and a slowdown after you press A+B on the title screen, which lasts for under a second, so it doesn't matter.Anon
4.0.2Windows 8Intel Core i5-4200uIntel HD Graphics 4400Stable 60FPSZcair
4.0.2Windows 7AMD FX-8320AMD Radeon HD 7870 2GBStable 60FPSZcair
4.0-2474Windows 7Intel Core i7-3770AMD Radeon HD 7900In 10-2 and 4-3 tutorial, the screen is flashing. In 8-2 the main part and tutorial, screen flashes, then, It takes black out. And the texture of the background is shifted.(I play SOMJ01 version.) About Audio back-end, that version is severe deviation of the sound that's XAudio2. If you can afford to spec to recommend the DSound. There is not much difference between DSP-LLE and DSP-HLE, already.TOM
4.0-6144Windows 7Intel Core 2 Quad Q8300AMD Radeon HD 7870Needs store EFB to RAM instead of texture and XFB enabled to fix the Micro-Row and Shrimp Shuffle levels, even with these options the game runs constantly in 60FPS and is perfectly emulated.Pit-O-Matic
5.0Windows 10Intel Core i5-6500 @ 3.2GHzNVIDIA GeForce GTX 1050 TIAmazing from what I've tested. Solid 60FPS.Jakeem4
5.0-300Windows 10Intel Celeron G1820 @ 2.7GHzIntel HD Graphics (Haswell)Save from occasional drops on some mini games(my machine is not too powerful), the game runs flawlessly at 60FPS. You need to apply corrections for Micro-row (1/2) and Shrimp Suffle to work. Here's the stuff you need to copy to the game's .ini, to make it easier.SOME01.iniclorophilla
5.0-8715Windows 10Intel Celeron G1610 @ 2.6GHzIntel HD Graphics (Ivy Bridge GT1)Other than the mini-game select screen (That ran at around 45-50 FPS), the game ran perfectly at 60FPS without even a little drop, even the most demanding game ran at least at 61 FPS (with unlimited frame rate). The 'Store EFB Copies to Texture Only' needs to be defaulted to avoid a screen freeze in micro-row and their appearances in remixes. Audio was perfect with WASAPI back-end, with practically no lag. There is a minor graphic bug in the Shrimp Shuffle mini-game that separates textures, it's almost unnoticeable, if you see it please disable 'Force Texture Filtering'EblfIYH

Gameplay Videos


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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

This game has unused graphics.
This game has unused music.
This game has unused text.
This game has regional differences.

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).

  • 2Rhythm Test/Navigator
  • 3Hole in One
  • 4See-Saw
  • 5Board Meeting
  • 6Ringside
  • 7Samurai Slice
  • 8Tap Troupe
  • 9Cheer Readers
  • 10Karate Man
  • 11Manzai
  • 12Chameleon
  • 13Toy Car
  • 14Police Call
  • 15Prologues/Epilogues
  • 16Unfinished Rhythm games
  • 17Miscellaneous

Sub-Pages

Regional Differences
An entire minigame was removed from the international versions.
English Translation Differences
Nearly completely different English text.

Rhythm Test/Navigator

Unused Graphics

A face used in the animation 'navigator_a_face_look.' The face depicts unsatisfactory.

A face used in the animation 'navigator_a_face_look.' The face depicts unsatisfactory.

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.

Hole in One

Unused Graphics

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

See-Saw

Unused Gameplay

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

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

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.

Ringside

Unused Graphics

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

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

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

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

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.

Manzai

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.

Chameleon

Unused Graphics

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

Toy Car

Unused Graphics

UsedUnused

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.

Police Call

Unused Audio

..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.

Prologues/Epilogues

Development Notes

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:

Unfinished Rhythm games

Torch Relay

Graphics for an unfinished Rhythm Game. Notably, the onion and potato from Rhythm Tengoku are present here albeit without the faces.

Miscellaneous

User Interface

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.

Unused logo

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

The Rhythm Heaven series
Game Boy AdvanceRhythm Tengoku (Prototype)
Nintendo DSRhythm Heaven
WiiRhythm Heaven Fever
Nintendo 3DSRhythm Heaven Megamix
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