Rhythm Tengoku (Game Boy Advance)
Rhythm Tengoku |
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Developers: Nintendo SPD Group No. 1,
J.P Room Recordings This game has unused areas. This game has a prototype article This game has a prerelease article This game has a data page |
Rhythm Tengoku is what happens when popular Japanese music producer/singer Tsunku♂ partners up with the team behind WarioWare - a weird but awesome rhythm game filled with all sorts of wacky characters (and lots of monkeys), which further resulted in the Rhythm Heaven series.
While exclusive to Japan, it actually requires little to no knowledge of Japanese to pick up and play, making it a good (and popular) import title, though a fan translation is available. It's also the last first-party GBA game, coming two years after the Nintendo DS' launch.
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Contents
Sub-Pages
Prototype Info |
Prerelease Info |
Data |
Unused Sequences The obsession with monkeys continue. |
Debug Menu Snippets from various parts of development. |
Unused Audio Leftovers from scrapped Rhythm Games and more. |
Unused Graphics
Rhythm Test
A test layout of the graph the machine prints.
The animation for the numbers on the machine actually have multiple frames that count all the way up to 20, despite 7 being as high as it goes in the game.
An animation depicting the A button controlling a cowbell.
Rhythm Games
Karate Man
A possible preliminary version of the flow meter.
Another possible preliminary version of the flow meter, this time represented with lightbulbs.
These are background graphics that go unused in the first Karate Man rhythm game. They can be activated if 0x089CFF05 is changed to 0x01 in a memory viewer.
Rhythm Tweezers
Test animations for hair plucking.
A long hair being pulled, likely also used for testing.
Unused tutorial text.
Marching Orders
Test animations of the marchers marching. Note that the Space Bunnies' marching animation is different to the used one, appearing more similar to the ones in Marching Orders and Marching Orders 2.
The marchers clapping.
The marchers from Marching Orders and its Remix 7 variant have animations for pointing, despite Marching Orders 2 being the only game where they point.
A space rabbit performing a similar dance to the one they do in WarioWare, Inc.: Mega Microgame$!.
A space rabbit gazing upwards.
The sprite for the front-facing head of the squadmates have hair and ears that go unseen due to it being covered by the helmet sprite.
Spaceball
Sprites for an apple, both big and small. Likely to be used as a replacement for the baseball.
A star, used as another replacement for the baseball, and can be seen in the early version of Spaceball 2.
A sentient flowerpot, turning towards the camera.
The flowerpot turning towards the camera, making a facial expression, and turning back.
A possible updated version of the previous animation, now split into two parts with frame lengths being adjusted for the second animation.
A duplicate of a frame used in the previous animation.
A duplicate of a frame used for the Space Umpire.
The Clappy Trio
A lion cycling throught multiple expressions, then clapping.
Only the first frame of the lion's smirking animation is ever seen in game, leaving the other two to go unused.
The★Bon Odori
Sprite of the girl on top of the tower without her red jacket or hands. While this sprite is in the final game, the jacket and railing of the tower cover up most of her torso. Her legs are completely obscured in-game
Mahō Tsukai
Two unseen frames meant for the wizard's spell cast animation.
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The data for the animation includes these frames, but the game always resets to the idle animation before it can be seen.
A falling trail of magic, similar to the one seen in the prologue.
What appears to be a particle effect associated with the virus plant.
A gradually appearing set of 6 tiny flowers, similar to the tiny flowers that appear on the girl.
A spinning flower head.
A puff of smoke that likely would've been used for the girl if you spawned a virus plant.
A flower growing without any magic effects.
Bunny Hop
An icon for the A button by itself, as well as an A + D-Pad icon, likely meant for some kind of tutorial. Perhaps you originally had to press A + D-Pad for the high jumps.
The rabbit with a defeated expression, possibly when the player missed a jump.
An early version of the rabbit's jump frame where its missing the red spot around its eye. Promotional artwork for this game depicts the rabbit without it aswell. It may or may not be related to the previous sprite.
A small rabbit that would've been used for the final jump.
Sprite of the whale launching further back than it does in the game.
An unused frame of the whale's water sprout animation seen at the end of the game.
Space Dance
The squat animation played in reverse.
Speech bubbles for the right, down, and punch cues, likely spoken by Space Gramps.
Two dancers performing said cues, perhaps used to test spacing.
The previous animations in the form of a single animation.
An early version of parts A and B of the punch cue. Here, they appear to have jut their arms out more.
A Space Dancer looking dejected.
Duplicate frames of the Space Dancer's squat animation and Space Gramps' idle animation.
Night Walk
Leftovers from Play-Yan.
A series of platforms.
Two unused frames of the umbrella spawning from a box, with and without the platform.
Polyrhythm
An unused arrow graphic. It is not known what this would have been used for.
Hanabi
There are two unused sprites in Hanabi:
The string is slightly different on this bomb, the final version uses a more curvy string design.
This is the last frame of the explosion, for some reason this was never added in, probably by mistake.
Tap Trial
There are a few unused sprites meant to replace the giraffe for the different versions of Tap Trial, but only the original giraffe ever appears in the final game. Remix 7 would've utilized the dragon, and Tap Trial 2 might have, at one point, used the camel.
The versions of Tap Trial in Remix 5, Remix 7, and Remix 8 also have finished sprites for jump taps and triple taps, which are not used in the final game. The girl that is used in the Remix 7 version winks if you do a jump tap correctly. These sprites can be seen by editing the memory values at memory address 0x089D1CA1 in a hex editor, then opening the minigame Tap Trial. Changing it to 0x01 shows the Remix 8 version, 0x02 shows the Remix 7 version, and 0x04 shows the Remix 5 version.
Rhythm Toys
Neko Machine
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These graphics go unused in Neko Machine normally. They show different Japanese characters.
Japanese | Translation |
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耳はスピーカー ボタンはOBJにします |
Ears are speakers Make button into OBJ |
Rap Machine
Hidden in the background layer for this game is an early version of the "controller".
Menus and UI
Title Screen
A static sprite of the game's logo.
A shooting star.
Ratings Screen
Early versions of the OK and Try Again graphics.
This directly translates to "Norikan Check", with "Norikan" being the Japanese term for "Flow". This appears over the white oval with text that serves as the caption on the rating screen after completing certain unused games in the debug menu. With the exception of Live, playing any game in the debug menu that uses this screen will result in a crash.
Game Select
An early version of the medal counter.
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Graphics from an earlier version of the Game Select screen. "Rhythm IQ" was a working title for this game.
Café
An unused graphic of a dog found in the Café's tileset. It could be an early version of the Barista. However, the Barista was never shown in the final game (at least, not in the café itself).
Unused Code/Parameters
Spaceball
There are two completely unused cues within Spaceball, one with a ball that is hit after 0.5 beats with no sounds, and one with a ball hit after 1.5 beats with the same sounds as the standard high ball.
Sick Beats
The graphics function that controls the virus palettes has some unused values that change the viruses into other visible palettes.
There also exists unused hit counters, most of which turn the viruses invincible, but one makes the virus require 4 hits to be cleared.
Unused Text
Japanese | Translation | ||
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Some text that isn't used in-game. The first string uses similar phrasing to the results screen from the unused Rhythm Test, but it doesn't use Kanji characters, unlike the other text. There would have been an eighth Drum Lesson experiment, and Power Calligraphy doesn't have a sequel version in the final game, so these are unused. The second text string can be seen in the Debug Menu, and the third text string can be seen in the unused Gameplay History, also featured in the Debug Menu.
The Rhythm Heaven series
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Game Boy Advance | Rhythm Tengoku (Demo) |
Arcade | Rhythm Tengoku |
Nintendo DS | Rhythm Heaven |
Wii | Rhythm Heaven Fever |
Nintendo 3DS | Rhythm Heaven Megamix |
- Pages missing developer references
- Games developed by Nintendo SPD Group No. 1
- Games developed by J.P Room Recordings
- Pages missing publisher references
- Games published by Nintendo
- Game Boy Advance games
- Pages missing date references
- Games released in 2006
- Games released in August
- Games released on August 3
- Games with unused areas
- Games with unused code
- Games with unused graphics
- Games with unused sounds
- Games with unused text
- Games with debugging functions
- To do
- Rhythm Heaven series
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Cleanup > Pages missing publisher references
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