the cutting room mirror

Unused Animations

This is a sub-page of Rhythm Heaven Fever.

To do:

  • Definitely some more. Including:
    • Catch of the Day
    • Flock Step
  • All versions of these animations (sequels, Remixes, etc.) should also be included.
  • Some animations may be used in one version of a game, and go unused in other versions (commonly happens with Remixes). Get those too.
  • A lot of animations, used and unused, use those number sets as a frame counter of sorts. They're unseeable normally due to having their opacity set to 0. Add all instances of this.

Rhythm Games#

Hole in One#

golfman.brcad#

Animation Name

Animation

golfman_golfman_test1

Comment

(null)

Translation

(null)

Description

The Golfer swinging their club.

golfman_golfman_test2

Comment

(null)

Translation

(null)

Description

The Golfer swinging their club too late.

golfman_golfman_test3

Comment

(null)

Translation

(null)

Description

The Golfer swinging their club too early.

golf_bg.brcad#

Animation Name

Animation

golf_bg_bg_airplane

Comment

飛行機(演出)

Translation

Airplane (Staging)

Description

An airplane which would fly in the background.

golf_bg_test_00

Comment

(null)

Translation

(null)

Description

An early background featuring the aforementioned airplane. Aside from this, the only other differences with this background are there being no fruit(?) on the ground and no box holding the golf balls.

golf_monkey.brcad#

Animation Name

Animation

golf_monkey_monkey_effect

Comment

どう?どう?のエフェクト

Translation

"How's that? How's that?" effect

Description

Graphics for an effect that looks similar to the one seen in Tambourine when the player correctly copies a pattern.

golf_monkey__monkey_face_happy_00

Comment

(null)

Translation

(null)

Description

The monkey making a happy face.

golf_monkey__monkey_face_happy_01

Comment

(null)

Translation

(null)

Description

The monkey making another happy face.

golf_monkey__monkey_inst_good

Comment

いいね!

Translation

Nice!

Description

An early version of golf_monkey_monkey_inst_good (the animation used when the player hits the ball in the tutorial).

Tambourine#

tambourine.brcad#

Animation Name

Animation

tambourine_waste_can

Comment

(null)

Translation

(null)

Description

The monkey's face, bizarrely referred to as a waste can.

tambourine_test_tambourine

Comment

(null)

Translation

(null)

Description

The zills of a tambourine shaking (yes, that's what they're called).

tambourine__monkey_swing

Comment

(null)

Translation

(null)

Description

An old version of the monkey's tambourine shake animation.

tambourine__monkey_swing02

Comment

(null)

Translation

(null)

Description

A later version of the shake animation, more closely resembling the final version.

tambourine__monkey_swing_look

Comment

(null)

Translation

(null)

Description

Another version of the first shake animation where the monkey presumably looks at the player.

tambourine__monkey_hit_look

Comment

(null)

Translation

(null)

Description

Same as above, now with an early hit animation.

tambourine_you_swing_

Comment

(null)

Translation

(null)

Description

An old version of the player's tambourine shake animation.

Board Meeting#

secretary_00.brcad#

Animation Name

Animation

secretary_00_secretary_end

Comment

(null)

Translation

(null)

Description

The Assistant talking while holding 3 glasses of water on a plate, presumably meant for the end of the game.

secretary_00_secretary_up
secretary_00_secretary_down

RhythmHeavenFever-BoardMeeting-SecretaryUp.png RhythmHeavenFever-BoardMeeting-SecretaryDown.png

Comment

(null)

Translation

(null)

Description

The Assistant appearing with and without the glasses of water. What's interesting about these animations is that the Assistant appears to be holding 3 glasses of water despite there being 4 Executives.

secretary_00_hole_open

Comment

(null)

Translation

(null)

Description

A hole in the ground opening.

secretary_00_hole_close

Comment

(null)

Translation

(null)

Description

The hole closing.

secretary_00_hole_back
secretary_00_hole_front

RhythmHeavenFever-BoardMeeting-SecretaryHoleBack.png RhythmHeavenFever-BoardMeeting-SecretaryHoleFront.png

Comment

(null)

Translation

(null)

Description

The back and front parts of the opened hole. These animations seem to suggest that the Assistant was originally going to travel down a secret hole, and later come back up with the glasses of water near the end of the game.

Figure Fighter#

muscle.brcad#

Animation Name

Animation

muscle_fire

Comment

サンドバッグとグローブの間

Translation

Space between sandbag and glove

Description

A blank animation.

muscle_test_00

Comment

拡大縮小テスト

Translation

Scaling test

Description

An animation that shows the Muscle Doll getting buff.

muscle_bg_00.brcad#

Animation Name

Animation

muscle_bg_00_test_flash

Comment

テスト

Translation

Test

Description

A background made to test the flashing lights.

muscle_bg_00_test_anim

Comment

テスト

Translation

Test

Description

The same background as the one above, except without the flashing lights.

muscle_bg_01.brcad#

Animation Name

Animation

muscle_bg_01_test

Comment

(null)

Translation

(null)

Description

The boxing ring background along with the crowd, also used for testing.

Flock Step#

birds_i.brcad#

Animation Name

Animation

birds_i_R_beat

RhythmHeavenFever-Flockstep-GreenRBeat.gifRhythmHeavenFever-Flockstep-BlueRBeat.gifRhythmHeavenFever-Flockstep-OrangeRBeat.gifRhythmHeavenFever-Flockstep-YellowRBeat.gif

Comment

(null)

Translation

(null)

Description

Due to being mere color swaps, all bird types have alternately colored versions of animations that are otherwise only used by the pink birds (namely the CPUs and the player). These animations, for example, are alternately colored versions of the beat animation used when the birds face their right (which can only be seen by the player if they make an input during a count-in).

birds_i_R_jump_miss

RhythmHeavenFever-Flockstep-GreenRJumpMiss.gifRhythmHeavenFever-Flockstep-BlueRJumpMiss.gifRhythmHeavenFever-Flockstep-OrangeRJumpMiss.gifRhythmHeavenFever-Flockstep-YellowRJumpMiss.gif

Comment

ジャンプ追突

Translation

Jump rear collision

Description

Alternately colored versions of the player missing a jump whilst facing right.

birds_i_L_beat

RhythmHeavenFever-Flockstep-GreenLBeat.gifRhythmHeavenFever-Flockstep-BlueLBeat.gifRhythmHeavenFever-Flockstep-OrangeLBeat.gifRhythmHeavenFever-Flockstep-YellowLBeat.gif

Comment

(null)

Translation

(null)

Description

Alternately colored versions of the beat animation where they face their left.

birds_i_L_jump_miss

RhythmHeavenFever-Flockstep-GreenLJumpMiss.gifRhythmHeavenFever-Flockstep-BlueLJumpMiss.gifRhythmHeavenFever-Flockstep-OrangeLJumpMiss.gifRhythmHeavenFever-Flockstep-YellowLJumpMiss.gif

Comment

ジャンプ追突

Translation

Jump rear collision

Description

Alternately colored versions of the player missing a jump whilst facing their left.

birds_i_miss_back

RhythmHeavenFever-Flockstep-GreenMissBack.gifRhythmHeavenFever-Flockstep-BlueMissBack.gifRhythmHeavenFever-Flockstep-OrangeMissBack.gifRhythmHeavenFever-Flockstep-YellowMissBack.gif

Comment

追突されたときの動き

Translation

Movement when rear collided

Description

Alternately colored versions of the CPU birds being hit in the back by the player.

birds_i_miss_front

RhythmHeavenFever-Flockstep-GreenMissFront.gifRhythmHeavenFever-Flockstep-BlueMissFront.gifRhythmHeavenFever-Flockstep-OrangeMissFront.gifRhythmHeavenFever-Flockstep-YellowMissFront.gif

Comment

追突されたときの動き

Translation

Movement when rear collided

Description

Alternately colored versions of the CPU birds being hit in the front by the player.

birds_i_miss_squat

RhythmHeavenFever-Flockstep-GreenMissSquat.gifRhythmHeavenFever-Flockstep-BlueMissSquat.gifRhythmHeavenFever-Flockstep-OrangeMissSquat.gifRhythmHeavenFever-Flockstep-YellowMissSquat.gif

Comment

しゃがみミス

Translation

Squat miss

Description

Alternately colored versions of the player missing a squat.

birds_i__miss_back

RhythmHeavenFever-Flockstep-PinkMissBackEarly.gifRhythmHeavenFever-Flockstep-GreenMissBackEarly.gifRhythmHeavenFever-Flockstep-BlueMissBackEarly.gifRhythmHeavenFever-Flockstep-OrangeMissBackEarly.gifRhythmHeavenFever-Flockstep-YellowMissBackEarly.gif

Comment

追突されたときの動き

Translation

Movement when rear collided

Description

These next two animations, however, are unused by all bird types. It appears to be an early version of the back miss animation, where the time it takes for the animation to loop is shorter.

birds_i__miss_front

RhythmHeavenFever-Flockstep-PinkMissFrontEarly.gifRhythmHeavenFever-Flockstep-GreenMissFrontEarly.gifRhythmHeavenFever-Flockstep-BlueMissFrontEarly.gifRhythmHeavenFever-Flockstep-OrangeMissFrontEarly.gifRhythmHeavenFever-Flockstep-YellowMissFrontEarly.gif

Comment

追突したときの動き

Translation

Movement when rear collided

Description

An early version of the front miss animations, where the time it takes for the animation to loop is shorter.

Bossa Nova#

bosa.brcad#

Animation Name

Animation

bosa_guide_turn

Comment

(null)

Translation

(null)

Description

2 arrows forming a circle, likely to illustrate the switching mechanic. The animation actually has 8 steps assigned to it, although they all use the same sprite.

bosa_guide_next

Comment

(null)

Translation

(null)

Description

A green arrow, also likely used to illustrate the switch mechanic.

bosa_hands_under
bosa_hands_over

Comment

(null)

Translation

(null)

Description

An image of Bossa.

bosa_CellAnim0

Comment

(null)

Translation

(null)

Description

A jerky cloud animation. Interestingly, this animation uses a similar naming scheme to the ones commonly used in the DS entry.

Tap Troupe#

tap.brcad#

Animation Name

Animation

tap_Body

Comment

(null)

Translation

(null)

Description

A closeup of a Tall Tapper, oddly lacking any gloves. This was most certainly going to be used for the zoom out cutscene at the end of the game, considering its name shares similarities with the name of the graphic used for said cutscene (tap_Body_Far).

tap_TestBeat

Comment

(null)

Translation

(null)

Description

A version of the beat animation used for testing.

tap_TestStepM

Comment

(null)

Translation

(null)

Description

An animation of a standard length rhythm switch cue also used for testing.

tap_TestScoreM

Comment

(null)

Translation

(null)

Description

A scored version of the above animation, containing a series of quarter notes, followed by an eighth rest, 4 dotted eighth notes and a regular eighth note.

tap_TestStepS

Comment

(null)

Translation

(null)

Description

An animation of a shorter length rhythm switch cue.

tap_TestStepS2

Comment

(null)

Translation

(null)

Description

A similar animation to the one above using only one foot.

tap_TestScoreS

Comment

(null)

Translation

(null)

Description

A scored version of the above 2 animations, containing 2 quarter notes, an eight rest and 2 dotted eighth notes.

tap_TestStepL

Comment

(null)

Translation

(null)

Description

An animation of a long length rhythm switch cue.

tap_TestScoreL

Comment

(null)

Translation

(null)

Description

A scored version of the above animation, containing 2 quarter notes, an eighth rest, 6 dotted eighth notes and a quarter note. Judging by how these animations use the DS style sprites, it's likely that they are remnants from the DS version of this game.

Interestingly, while the scored versions of the animations appear static, the BRCAD contains multiple same-looking steps for all of them that sync them up with their corresponding tapping animations.

Karate Man#

karateman.brcad#

Animation Name

Animation

karateman_Straight2

Comment

ストレート後かがむ(コンボ開始)

Translation

Bend down after a straight (Combo start)

Description

An unused part of the combo animation, transitioning from karateman_Straight2 to karateman_LowJab. The janky way it animates (look closely) might've contributed to its removal.

karateman_Item

Comment

もの

Translation

Item

Description

A bomb. It's unknown whether it would've functioned as it did in the GBA version, the DS version, or if it would've served a new purpose. The animation places it after a light bulb and before the barrel, suggesting that it may have functioned similarly to how it did in the DS version, but it's hard to say for sure.

karateman_HitPosition

Comment

打撃位置

Translation

Hit position

Description

A depiction of all collision positions between an object and Karate Joe.

karateman_Word

Comment

ことば

Translation

Word

Description

A "Hit 2!" graphic. A Hit 2 cue does exist and it does use this graphic, but the cue is never used.

karateman_TestComboFull

Comment

フルコンボテスト

Translation

Full Combo Test

Description

A full version of Karate Joe's combo animation, used for testing.

Extra Games#

The Clappy Trio#

handclap.brcad#

Animation Name

Animation

handclap_title

Comment

(null)

Translation

(null)

Description

A redrawn "four on the floor" graphic from the Remix 1 Clappy Trio segment seen in the GBA game.

Power Calligraphy#

kanji_ex_i.brcad#

Animation Name

Animation

kanji_ex_i_man_test
kanji_ex_i_woman_test

RhythmHeavenFever-PowerCalligraphy-KanjiExiManTest.gifRhythmHeavenFever-PowerCalligraphy-KanjiExiWomanTest.gif

Comment

コメント未設定

Translation

Comment not set

Description

A man and woman dancing.

Tap Trial#

agb_tap.brcad#

Animation Name

Animation

agb_tap_bg

Comment

これはダミーbg

Translation

This is a dummy bg

Description

A plain green background. The actual background for the game is stored in agb_tap_bg.brcad.

agb_tap_bg_frame

Comment

これは不要

Translation

This is unnecessary

Description

The same background with characters placed on it. The monkeys are doing a pose that is otherwise unused.

Endless Games#

Torch Relay (Unused)#

baton.brcad#

Animation Name

Animation

baton_torch

Comment

トーチ

Translation

Torch

Description

A lit torch.

baton_torch_fall

Comment

トーチ落下

Translation

Torch fall

Description

The torch falling down, likely from being dropped.

baton_onion_run
baton_cabbage_run

RhythmHeavenFever-TorchRelay-OnionRun.gif RhythmHeavenFever-TorchRelay-CabbageRun.gif

Comment

走る/たまねぎ
走る/キャベツ

Translation

Run/onion
Run/cabbage

Description

The onion and cabbage running with the torch.

baton_onion_receive
baton_cabbage_receive

RhythmHeavenFever-TorchRelay-OnionRecieve.gif RhythmHeavenFever-TorchRelay-CabbageRecieve.gif

Comment

受け取る成功/たまねぎ
受け取る成功/キャベツ

Translation

Receive successful/onion
Receive successful/cabbage

Description

The onion and cabbage catching the torch

baton_onion_receive_failed
baton_cabbage_receive_failed

RhythmHeavenFever-TorchRelay-OnionRecieveFailed.gif RhythmHeavenFever-TorchRelay-CabbageRecieveFailed.gif

Comment

受け取る失敗/たまねぎ
受け取る失敗/キャベツ

Translation

Receive failed/onion
Receive failed/cabbage

Description

The onion and cabbage failing to catch the torch.

baton_onion_give
baton_cabbage_give

RhythmHeavenFever-TorchRelay-OnionGive.gif RhythmHeavenFever-TorchRelay-CabbageGive.gif

Comment

渡す成功/たまねぎ
渡す成功/キャベツ

Translation

Pass successful/onion
Pass successful/cabbage

Description

The onion and cabbage passing the torch.

baton_onion_give_failed
baton_cabbage_give_failed

RhythmHeavenFever-TorchRelay-OnionGiveFailed.gif RhythmHeavenFever-TorchRelay-CabbageGiveFailed.gif

Comment

渡す失敗/たまねぎ
渡す失敗/キャベツ

Translation

Pass failed/onion
Pass failed/cabbage

Description

The onion and cabbage failing to pass the torch.

baton_onion_receive02
baton_cabbage_receive02

RhythmHeavenFever-TorchRelay-OnionRecieve02.gif RhythmHeavenFever-TorchRelay-CabbageRecieve02.gif

Comment

受け取る成功/たまねぎ(60)
受け取る成功/キャベツ(60)

Translation

Receive successful/onion (60)
Receive successful/cabbage (60)

Description

This animation and the next 3 are the same as the previous ones, with the exception of being updated to now use 60 frames instead of the 30, due to delay times being adjusted. These animations and baton_torch are the only animations used in the game itself.

baton_onion_receive_failed02
baton_cabbage_receive_failed02

RhythmHeavenFever-TorchRelay-OnionRecieveFailed02.gif RhythmHeavenFever-TorchRelay-CabbageRecieveFailed02.gif

Comment

受け取る失敗/たまねぎ(60)
受け取る失敗/キャベツ(60)

Translation

Receive failed/onion (60)
Receive failed/cabbage (60)

Description

See above. baton_cabbage_receive_failed02 actually only has 52 frames, suggesting that the animation wasn't complete.

baton_onion_give02
baton_cabbage_give02

RhythmHeavenFever-TorchRelay-OnionGive02.gif RhythmHeavenFever-TorchRelay-CabbageGive02.gif

Comment

渡す成功/たまねぎ(60)
渡す成功/キャベツ(60)

Translation

Pass successful/onion (60)
Pass successful/cabbage (60)

Description

See above.

baton_onion_give_failed02
baton_cabbage_give_failed02

RhythmHeavenFever-TorchRelay-OnionGiveFailed02.gif RhythmHeavenFever-TorchRelay-CabbageGiveFailed02.gif

Comment

渡す失敗/たまねぎ(60)
渡す失敗/キャベツ(60)

Translation

Pass failed (60)
Pass failed/cabbage (60)

Description

See above. It's likely that if the game had been worked on more, these updated animation would've been used as opposed to their original versions.

baton_onion_receive_run
baton_cabbage_receive_run

RhythmHeavenFever-TorchRelay-OnionRecieveRun.gif RhythmHeavenFever-TorchRelay-CabbageRecieveRun.gif

Comment

構えて受け取る成功/たまねぎ→走る
構えて受け取る成功/キャベツ→走る

Translation

Ready then receive successful/onion→Run
Ready then receive successful/cabbage→Run

Description

The onion and cabbage catching the torch, ready to run off with it.

baton_onion_receive_run_failed
baton_cabbage_receive_run_failed

RhythmHeavenFever-TorchRelay-OnionRecieveRunFailed.gif RhythmHeavenFever-TorchRelay-CabbageRecieveRunFailed.gif

Comment

構えて受け取る失敗/たまねぎ→終了
構えて受け取る失敗/キャベツ→終了

Translation

Ready then receive failed/onion→End
Ready then receive failed/cabbage→End

Description

The onion and cabbage failing to catch the torch while ready to run off with it.

baton_bg.brcad#

Image Name

Image

baton_bg_bg_road

Comment

(null)

Translation

(null)

Description

The road that seems to be reused and retouched for Toy car.

baton_bg_bg_road

Comment

(null)

Translation

(null)

Description

The blue background that was also reused for Toy car.

baton_bg_bg_middle

Comment

(null)

Translation

(null)

Description

What appears to be a background that would be behind the city.

baton_bg_bg_near

Comment

(null)

Translation

(null)

Description

The city that would be in front of baton_bg_bg_middle.

baton_bg_bg_cloud

Comment

(null)

Translation

(null)

Description

two clouds without anything special

baton_bg_bg_sign

Comment

(null)

Translation

(null)

Description

A sign that says Route ♪ that was reused for Toy Car and giving us an idea of ​​what the fully assembled background could have looked like.

Wake-Up Caller#

alarm_01.brcad#

Animation Name

Animation

alarm_01_expression_failure

Comment

失敗

Translation

Failure

Description

The alarm clock looking quite perturbed, likely after getting the time wrong.

alarm_01_expression_success

Comment

成功!

Translation

Success!

Description

The alarm clock looking quite happy, likely after getting the time right. Oddly, it makes this expression in the Endless Games menu, but not in the actual game itself.

alarm_01_CellAnim0

Comment

(null)

Translation

(null)

Description

A static animation of the Pigeon in bed.

alarm_02_bg.brcad#

Animation Name

Animation

alarm_02_bg_bg

Comment

朝、昼、夕

Translation

Morning/Afternoon/Evening

Description

NOTE: The animation has been slown down for ease of viewing.
An earlier design for the room where the cuckoo clock and old man resides. The animation appears to cycles between three times of day: Morning, Noon, and Evening.

alarm_02_bg_night_bg

Comment

夜。花の後ろにおいてください

Translation

Night. Place this behind the flowers

Description

The same room at night.

Manzai (Japan Only)#

manzai_character.brcad#

Animation Name

Animation

manzai_character_bird_a_nod_through

Comment

鳥Aあいづち見逃し

Translation

Bird A response miss

Description

This odd image of Kasuke is most likely what manzai_character__bird_a_nod_through got dummied out with. The comment indicates it was likely meant to be used when the player completely passes over the Hai Hai! cue.

manzai_character_bird_a_attack_through

Comment

鳥Aつっこみ見逃し

Translation

Bird A slap miss

Description

The image is also duplicated for manzai_character__bird_a_attack_through as well. The comment indicates it was likely meant to be used when the player completely passes over the Donaiyanen! cue.

manzai_character_bird_b_attack_through

Comment

鳥Bつっこまれ見逃し

Translation

Bird B being slapped miss

Description

A similar image of Kosuke dummies out manzai_character__bird_b_attack_through. It seems that whatever animation that was no longer needed was moved to a different file name (different as in "add a single underscore to character_"), and the original spot was overwritten with these images. The comment indicates it was likely meant to be used when the player completely passes over the Donaiyanen! cue.

manzai_character__bird_a_talk

Comment

バックアップ

Translation

Backup

Description

An early animation for the "Hai Hai!" cue, judging by the file name.

manzai_character__bird_a_talk2

Comment

バックアップ

Translation

Backup

Description

A horizontally flipped version of the above animation. Both of these animations contain an image of Kasuke's idle sprite that appears very briefly before the animation loops.

manzai_character__bird_a_nod_through

Comment

バックアップ

Translation

Backup

Description

An animation meant to play when missing the "Hai Hai!" cue.

manzai_character__bird_a_attack_through

Comment

バックアップ

Translation

Backup

Description

Kasuke reacting to what appears to be an attack. This is further evidenced with the next animation.

manzai_character__bird_b_attack_through

Comment

バックアップ

Translation

Backup

Description

Kosuke attacking the player. The file names indicate that these animation were most likely going to play when the player misses the "Donaiyanen!" cue.

manzai_character__bird_b_talk2

Comment

バックアップ

Translation

Backup

Description

An early version of Kosuke's neck extend animation, were he retracts it. In the game, he doesn't retract his neck until the player slaps him.