the cutting room mirror

Rhythm Heaven Fever

This article has a talk page!
view on tcrf.net

Unused Audio#

Music#

BGM_CHECK_TRICK1#

BGM_CHECK_TRICK2#

Two drum tracks meant for the Rhythm Test at the beginning of the game. These tracks are actually HQ versions of the ones previously heard in the Rhythm Test of Rhythm Tengoku, meaning that these would've served the same purpose.

BGM_PRACTICE#

BGM_PRACTICE_SWING#

BGM_PRACTICE_SLOW#

Three versions of the standard "Let's Practice" theme, all ported from Rhythm Heaven. The version used is a new rearrangement instead. BGM_PRACTICE IS used as the practice theme for the unused Endless Game "Torch Relay", however.

WSD_PROLOGUE_JINGLE1#

An unused and incomplete placeholder jingle intended for the prologues, only having a basic drum track. This song is duplicated under multiple titles, all of them being WSD_PROLOGUE_JINGLE2, WSD_PROLOGUE_JINGLE3 and WSD_JINGLE1.

Unused Graphics#

Rhythm Test#

Faces used in the animation "navigator_a_face_look." The face depicts Marshal/Matt and Miss Ribbon being unsatisfied. RHF_Navi_MSmug.png RHF_Navi_RSmug.png

Rhythm Games#

Hole in One#

A pair of seagulls, occupying Sprite 187 in golf_monkey.brcad. The only difference from the final seagulls are that these ones lack their strings. The final seagulls would be stored in golf_bg.brcad. RhythmHeavenFever-HoleInOne-Seagulls.png

Numbers that are present in the texture atlas for most Rhythm Games. They are used as markers to overlay animations on top of each other, and can still be seen on many of them. They'll usually have their opacities set to 0, so editing will be required in order to see them in most cases. RHF_test_numbers.png

Tambourine#

The monkey facing his side whilst smiling, found at Sprite 5 in tambourine.brcad. RhythmHeavenFever-Tambourine-SidewaysFace.png

A monkey-shaped shadow that would be used in place of the generic circle shadow. RhythmHeavenFever-Tambourine-MonkeyShadow.png

The player's left hand. The used left hand has more of its arm visible. RhythmHeavenFever-Tambourine-PlayerHand.png

Two sprites of the monkey's leg. RhythmHeavenFever-Tambourine-MonkeyLeg1.pngRhythmHeavenFever-Tambourine-MonkeyLeg2.png

Board Meeting#

A chair seat meant for the spinning animation, as it is found next to the other spinning chair seats in the texture atlas. RhythmHeavenFever-BoardMeeting-ChairSeat.png

3 sets of chair legs. RhythmHeavenFever-BoardMeeting-ChairLegs.png RhythmHeavenFever-BoardMeeting-ChairLegs2.png RhythmHeavenFever-BoardMeeting-ChairLegs3.png

The Assistant's "One, two, three!" body part. When compared to the final body part, the unused one has a shorter arm. RhythmHeavenFever-BoardMeeting-BodySignPart.png

Unused

Used

Remix 9

A group shot of everyone, including the bassist from Rhythm Tengoku's "Drum Girls LIVE!" mode. Since the assistant herself holds a bass guitar, including two bassists would be kind of redundant, so the Drum Girls bassist was removed. RHF_Remix9_GirlBandBassUnused.png

Figure Fighter#

A pair of red eyes belonging to the Muscle Doll. The Cast Credits shows the Muscle Doll's eyes glowing red along with his beat animation, so perhaps these had a similar purpose. This graphic only appears in the files for the original game and the Remix 10 variant.

Ringside#

In Ringside, the reporter has to stand on her toes in order to get the microphone close enough to the wrestler for his response. The graphic for this however goes completely unseen, both due to the camera being too zoomed in to see, and the photographers covering most of the graphic. Original Ringside. Remix 4. Remix 9.

Samurai Slice#

Remix 4

A mask reminiscent of the demons from the Rhythm Tengoku version of Samurai Slice, likely to be worn by the demons in the remix. It's cut diagonally to the left unlike the regular demons, possibly an indication that the demons that wore it would drop it after the Wandering Samurai sliced it, finishing it off with a second slice (pressing the A button twice). RHF_Remix4_GBA_ghosts.png

Donk-Donk#

Remix 10

There are unused sprites showing a dark blue color scheme for The Donkers, as opposed to the light blue appearance they have in the final game. Oddly, these sprites only appear in the texture for the Practice background in the Remix 10 version, despite it not being used in that remix. RhythmHeavenFever-DonkDonk-EarlyDonkers.png

Tap Troupe#

Sprites that don't resemble the Wii game's art style, but rather the DS installment, exist in the main sprite sheet for the tappers. It's safe to assume these were just placeholder graphics for a DS version of Tap Troupe; possibly recycled assets from the Rhythm Game that originally got planned for the DS installment, and later used as base for the artist to draw the new graphics. RHF_Tap_Troupe_unused_sprites.png

Cheer Readers#

Remix 9

Unused book image of the girl in her Tap Trial 2 attire from Rhythm Tengoku. Only the Remix 5 and Remix 8 attire are used in-game. The player's part of image (bottom-right) can still be seen when opening the books too early. RHF_Remix9_hey-you-can-do.png

Karate Man#

A barrel. The used barrel is manually assembled using the individual pieces, meaning this already assembled barrel goes unused. RhythmHeavenFever-KarateMan-Barrel.png

A "1", presumably for a "Hit 1" cue. This possibly went unused because asking players to "Hit 1" in a game where you spend a good chunk of time doing just that would be silly, now wouldn't it? RhythmHeavenFever-KarateMan-1.png

A "2", Last seen in Karateka of Rhythm Tengoku, though it goes unused here. RhythmHeavenFever-KarateMan-2.png

An entire word set, smaller than the used ones. RhythmHeavenFever-KarateMan-SmallerWord.png

This background occupies sprite 74 in karateman.brcad, while the actual background is stored in karate_bg_00.brcad. Aside from the whole thing being rotated 5 degrees, no noticeable difference between this BG and the used BG are present, aside from using a slightly different, less smooth gradient. RhythmHeavenFever-KarateMan-UnusedBackground.png

Endless Games#

Manzai#

A file named layout_prologue_manzai_ver0.szs exists in the layout folder for Rhythm Heaven Fever. Prologue files are where Rhythm Games store their title cards, suggesting that Manzai might've been a normal Rhythm Game.

The tutorial text, previously used in Minna no Rhythm Tengoku, is blanked in Rhythm Heaven Fever and replaced with placeholder text most other languages. The Italian version of Beat the Beat: Rhythm Paradise does localize this properly, however.

Japanese

Japanese (Translation)

Italian

Italian (Translation)

ネタ合わせをするよぅ。

Let's work out
the material.

Preparati a una
raffica di battute.

Get ready for
a barrage of jokes.

おいらがダジャレを言ったら、
であいづちを打ってよぅ。

When I tell a pun,
please respond with a .

Quando ne dico una del-
le mie, annuisci con .

When I say a
pun, press .

「はいはいっ」ってカンジで、
2回うなずくんだよぅ。

Just nod twice
as if to say "yes, yes".

Premi sempre 2 volte,
come per dire: "Sì! Sì"!

Always press twice,
as if to say: "Yes! Yes"!

そんなカンジだよぅ。

That's how it is.

Esatto!

Exactly!

今度はツッコミの練習だよぅ。

Now it's time
to practice tsukkomi.

Ora alleniamoci
a tirare sberle!

Now let's practice slapping!

でツッコんでよぅ。

Please comment with .

Colpiscimi con  e .

Hit me with  and .

あんまりやるとイタいから、
ツッコミは1回でいいよぅ。

If you do it too much, it will
be embarrassing, so making
the comment once is fine.

Una sberla sola è più
che sufficiente.

A single slap is
more than enough.

その調子だよぅ。

That's the way it is.

Così si fa!

That's the way!

そろそろ お客さんが来るよぅ。

The guests will be
arriving soon.

Gli spettatori stanno
per arrivare.

The spectators are
about to arrive.

Chameleon#

A crown. Likely to be worn by the chameleon, as it is grouped next to its sprites. RhythmHeavenFeverCrown.png

Rhythm Toys#

Toy Car#

An early version of the toy car, with a design that resembles a Volkswagen Beetle rather than the final one's more original design.

Unused

Used

The car is actually split into parts, unlike the final, which shows us that the car had an engine. It may have also had windows, although those aren't seen on either car. RHF_toy_car's_insides_unused_2.png

The lion driving the car wears a hat, which was removed in the final version. RhythmHeavenFever-ToyCar-ManHat.png

A red and cyan pickup truck, likely used as a visual aid to know the correct time to launch the car. RHF_toy_car_unused.png

A plain looking tile, possibly an early version of the road tile.

Police Call#

Inside the files, multiple unused variations of the lieutenant exist. Police-Call.png

Epilogues#

Every texture file for the epilogue images has development text to the side of each image, followed by a green image at the bottom containing the text "Test Data". RHFDevText.png

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.

Game Select#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Is this actually unused code, or just from the corruption?

A low-res logo. Code to display it still exists, revealing it would sit in the top left corner of the game select screen as a similar logo did in the DS game. It also appears in the unused calibration screen.

An unused icon. Could have been an early or alternate version of the "?" icon used for locked games.

Pause Screen#

A debug display similar to its predecessor, featuring a points counter and 32-beat bar used to measure accuracy and determine your rating at the end of a Rhythm Game, the word "Tutorial" followed by a red cross suggesting that tutorials could be turned off, red, blue and yellow bars that indicated over the beat bar if your input were too early, spot on or too late, - and + symbols from the Wii Remote and an incomplete Japanese sentence that reads "-to the menu". Rhythm_heaven_fever_unused_ui_gfx_1.png

Misc#

A block from Super Mario Bros. Found in layout_fader.szs. Mario_Block_(tm_wall_00.tpl).png

Two-Player See-Saw#

Watch on YouTubeSee-Saw has an unused version of the game where the game is controlled by two players, with player one controlling Saw (the one on the right, like the normal game), and player two controls See (the one on the left). This version of the game notably doesn't follow either player when they do a high jump, likely because having the camera move with both players would be nauseating.

Additionally, there are two unused miss sounds for the second player that get partially covered up by the normal landing sound. These sounds were not re-recorded for the English version, so they still use the Japanese voice.

Unused Wii Pointer Calibration#

Rhythm_Heaven_Fever_Calibration_unused.png

There is an inaccessible menu in Japanese still present in the North American version of the game. It seems to be a calibration for using the Wii Pointer for Game Select navigation. The screen displays a message in Japanese that translates to "Point the remote at the TV!" (リモコンをテレビに向けてネ!). There are 2 calibration targets (black circles) in the bottom left and right corners. While in this menu, the Wii Remote vibrates, most likely as a signal to point to the screen. The low-quality Japanese logo mentioned earlier is present in this screen.

There would be no plausible reason for this menu to exist, as motion controls are only an optional way to navigate the Game Select. However, this could have been possibly used for Wii MotionPlus, although that seems pointless as Fever doesn't use motion controls for the gameplay itself.

Debug Menu#

First page of the debug menu.

The following Gecko codes will trigger the debug menu in place of the title screen:

Japan

USA

Europe/Australia

Korea

0025c1cf 00000000

00256077 00000000

002583cf 00000000

00255e2f 00000000

(Source: CebolaBros64 (Gecko codes))

Listing#

Entry Number

Entry

Operation Notes/Instructions

JP

INT

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

002

Title Screen

003

Error Screen 1

NAND_RESULT_UNKNOWN Unexpected Result Code

004

Error Screen 2

NAND_RESULT_BUSY NAND_RESULT_ALLOC_FAILED

005

Error Screen 3

NAND_RESULT_CORRUPT

006

Error Screen 4

NAND_RESULT_MAXBLOCKS

007

Error Screen 5

NAND_RESULT_MAXFILES

008

Error Screen 6

NAND_CHECK_HOME_INSSPACE NAND_CHECK_SYS_INSSPACE

009

Error Screen 7

NAND_CHECK_HOME_INSINODE NAND_CHECK_SYS_INSINODE

010

Error Screen 8

NAND_RESULT_ECC_CRIT NAND_RESULT_AUTHENTICATION

011

Error Screen 9

NAND_RESULT_ECC_CRIT NAND_RESULT_AUTHENTICATION

012

Epilogue Test

013

Perfect Achievement Screen

014

Navi (First Rhythm Test)

015

Navi (Cafe Rhythm Test)

016

Navi (Ending)

017

Character Introduction

018

Café

019

Listen to Music

020

Read Something

021

Bonus Menu (Rhythm Toys)

022

Bonus Menu (Endless Games 1P)

023

Bonus Menu (Endless Games 2P)

024

Bonus Menu (Extra Games)

025

Working Dough

026

Working Dough (Arrange)

027

Flock Step

028

Cheer Readers

029

Cheer Readers (Arrange)

030

Double Date

031

Double Date (Arrange)

032

Launch Party

033

See-Saw

034

Figure Fighter

035

Figure Fighter (Arrange)

036

Donk-Donk

037

Shrimp Shuffle

038

Tap Troupe

039

Bossa Nova

040

Packing Pests

041

Packing Pests (Arrange)

042

Exhibition Match

043

Catch of the Day

044

Board Meeting

045

Love Rap

046

Love Rap (Arrange)

047

Built to Scale

048

Built to Scale (Arrange)

049

Fork Lifter

050

Micro-Row

051

Micro-Row (Arrange)

052

Flipper-Flop

053

Karate Man

054

Karate Man (Arrange)

055

Tambourine

056

Hole in One

057

Hole in One (Arrange)

058

Air Rally

059

Monkey Watch

060

Screwbot Factory

061

Screwbot Factory (Arrange)

062

Samurai Slice

063

Samurai Slice (Arrange)

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

089

Lady Cupid

090

Pirate Crew

091

Kung Fu Ball

092

Mochi Pounding

093

Clap Trap

094

n/a

Seika Relay

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

Torch Relay#

To do:

Watch on YouTubeAccessible via the debug menu is an entirely unused game called Seika Relay (or Torch Relay, as the folder containing the graphics for the game is named). Judging from its position in the debug menu, this game was intended to be an Endless Game. The game starts with a count-in, followed by a torch being thrown from offscreen. The player then must catch the torch by pressing A + B, which causes the Harry Onion to catch it. Not catching it causes the torch to permanently stay on screen, and catching it too late causes a Harry Onion to appear above the hairy vegetables, at the center of the screen. The unused version of the "Let's Practice" theme starts playing, the onion turns towards the lettuce, and the player must press A + B again, causing the lettuce to suddenly become an onion. The onion then turns towards the next vegetable, even though the torch is still with the first vegetable, and the camera starts to infinitely pan right, eventually looping back to the first vegetable, still with the torch in its hand. Inputting anything else won't affect anything on screen, and the game continues infinitely.

Attempting to skip the practice will cause a short drum beat to play, before immediately softlocking the game. Similarly, attempting to pause and quit the game will softlock it. If the camera is panning when you do this, the vegetables will stop spawning after a while. Most of this game has been removed in international versions, with all that remains being the unused "Let's Practice" music.

There are also designs for a 'Homer Potato' and a tomato but there are no assembled animations; it's most likely the minigame was discarded before all the Hairy Vegetables were assembled.

Endless Remix Games#

The debug menu contains 3 standalone versions of each of the Rhythm Games featured in the Endless Remix. The reason for these standalone entries are unknown. 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 due to an invalid scene change.

Basket#

Watch on YouTubeThe 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.

Chameleon#

Watch on YouTubeThe 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#

Watch on YouTubeThe 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.