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.
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.
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.
Tambourine#
The monkey facing his side whilst smiling, found at Sprite 5 in tambourine.brcad. 
A monkey-shaped shadow that would be used in place of the generic circle shadow.
The player's left hand. The used left hand has more of its arm visible.
Two sprites of the monkey's leg.
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.
3 sets of chair legs.
The Assistant's "One, two, three!" body part. When compared to the final body part, the unused one has a shorter arm.
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Unused |
Used |
|---|---|
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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.
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.
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).
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.
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.
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.
Karate Man#
A barrel. The used barrel is manually assembled using the individual pieces, meaning this already assembled barrel goes unused.
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?
A "2", Last seen in Karateka of Rhythm Tengoku, though it goes unused here.
An entire word set, smaller than the used ones.
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.
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 |
Preparati a una |
Get ready for |
おいらがダジャレを言ったら、 |
When I tell a pun, |
Quando ne dico una del- |
When I say a |
「はいはいっ」ってカンジで、 |
Just nod twice |
Premi sempre 2 volte, |
Always press twice, |
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 |
Ora alleniamoci |
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、 |
If you do it too much, it will |
Una sberla sola è più |
A single slap is |
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 |
Gli spettatori stanno |
The spectators are |
Chameleon#
A crown. Likely to be worn by the chameleon, as it is grouped next to its sprites.
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.
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Unused |
Used |
|---|---|
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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.
The lion driving the car wears a hat, which was removed in the final version.
A red and cyan pickup truck, likely used as a visual aid to know the correct time to launch the car.
A plain looking tile, possibly an early version of the road tile.
Police Call#
Inside the files, multiple unused variations of the lieutenant exist. 
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". 
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#
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|
This needs some investigation. |
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".
Misc#
A block from Super Mario Bros. Found in layout_fader.szs.
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#

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#

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 |
|
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 |
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014 |
Navi (First Rhythm Test) |
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015 |
Navi (Cafe Rhythm Test) |
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016 |
Navi (Ending) |
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017 |
Character Introduction |
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018 |
Café |
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019 |
Listen to Music |
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020 |
Read Something |
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021 |
Bonus Menu (Rhythm Toys) |
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022 |
Bonus Menu (Endless Games 1P) |
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023 |
Bonus Menu (Endless Games 2P) |
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024 |
Bonus Menu (Extra Games) |
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025 |
Working Dough |
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026 |
Working Dough (Arrange) |
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027 |
Flock Step |
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028 |
Cheer Readers |
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029 |
Cheer Readers (Arrange) |
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030 |
Double Date |
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031 |
Double Date (Arrange) |
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032 |
Launch Party |
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033 |
See-Saw |
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034 |
Figure Fighter |
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035 |
Figure Fighter (Arrange) |
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036 |
Donk-Donk |
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037 |
Shrimp Shuffle |
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038 |
Tap Troupe |
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039 |
Bossa Nova |
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040 |
Packing Pests |
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041 |
Packing Pests (Arrange) |
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042 |
Exhibition Match |
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043 |
Catch of the Day |
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044 |
Board Meeting |
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045 |
Love Rap |
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046 |
Love Rap (Arrange) |
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047 |
Built to Scale |
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048 |
Built to Scale (Arrange) |
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049 |
Fork Lifter |
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050 |
Micro-Row |
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051 |
Micro-Row (Arrange) |
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052 |
Flipper-Flop |
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053 |
Karate Man |
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054 |
Karate Man (Arrange) |
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055 |
Tambourine |
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056 |
Hole in One |
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057 |
Hole in One (Arrange) |
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058 |
Air Rally |
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059 |
Monkey Watch |
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060 |
Screwbot Factory |
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061 |
Screwbot Factory (Arrange) |
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062 |
Samurai Slice |
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063 |
Samurai Slice (Arrange) |
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064 |
Ringside |
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065 |
Launch Party 2P |
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066 |
Tap Troupe 2P |
||
067 |
Bossa Nova 2P |
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068 |
Fork Lifter 2P |
||
069 |
Micro-Row 2P |
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070 |
Flipper-Flop 2P |
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071 |
Karate Man 2P |
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072 |
Tambourine 2P |
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073 |
Ringside 2P |
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074 |
Score Screen 2P |
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075 |
Remix 1 |
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076 |
Remix 2 |
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077 |
Remix 3 |
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078 |
Remix 4 |
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079 |
Remix 5 |
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080 |
Remix 6 |
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081 |
Remix 7 |
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082 |
Remix 8 |
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083 |
Remix 9 |
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084 |
Remix 10 |
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085 |
Endless Remix |
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086 |
Wake-Up Caller |
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087 |
Munchy Monk (Endless) |
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088 |
Mr. Upbeat/Manzai |
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089 |
Lady Cupid |
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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.
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The Rhythm Heaven series | |
|---|---|
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Game Boy Advance |
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Arcade |
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Nintendo DS |
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Wii |
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Nintendo 3DS |
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Nintendo Switch |
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See Also | |