This is a sub-page of Rhythm Heaven Fever.
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Rhythm Games#
Hole in One#
golfman.brcad#
Animation Name |
Animation |
|---|---|
golfman_golfman_test1 |
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Comment |
(null) |
Translation |
(null) |
Description |
The Golfer swinging their club. |
golfman_golfman_test2 |
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Comment |
(null) |
Translation |
(null) |
Description |
The Golfer swinging their club too late. |
golfman_golfman_test3 |
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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 |
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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 |
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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 |
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Comment |
(null) |
Translation |
(null) |
Description |
The monkey's face, bizarrely referred to as a waste can. |
tambourine_test_tambourine |
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Comment |
(null) |
Translation |
(null) |
Description |
The zills of a tambourine shaking (yes, that's what they're called). |
tambourine__monkey_swing |
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Comment |
(null) |
Translation |
(null) |
Description |
An old version of the monkey's tambourine shake animation. |
tambourine__monkey_swing02 |
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Comment |
(null) |
Translation |
(null) |
Description |
A later version of the shake animation, more closely resembling the final version. |
tambourine__monkey_swing_look |
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Comment |
(null) |
Translation |
(null) |
Description |
Another version of the first shake animation where the monkey presumably looks at the player. |
tambourine__monkey_hit_look |
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Comment |
(null) |
Translation |
(null) |
Description |
Same as above, now with an early hit animation. |
tambourine_you_swing_ |
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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 |
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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 |
|
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 |
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Comment |
(null) |
Translation |
(null) |
Description |
A hole in the ground opening. |
secretary_00_hole_close |
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Comment |
(null) |
Translation |
(null) |
Description |
The hole closing. |
secretary_00_hole_back |
|
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 |
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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 |
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Comment |
テスト |
Translation |
Test |
Description |
A background made to test the flashing lights. |
muscle_bg_00_test_anim |
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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 |
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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 |
|
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 |
|
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 |
|
Comment |
(null) |
Translation |
(null) |
Description |
Alternately colored versions of the beat animation where they face their left. |
birds_i_L_jump_miss |
|
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 |
|
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 |
|
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 |
|
Comment |
しゃがみミス |
Translation |
Squat miss |
Description |
Alternately colored versions of the player missing a squat. |
birds_i__miss_back |
|
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 |
|
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 |
|
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 |
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Comment |
(null) |
Translation |
(null) |
Description |
A version of the beat animation used for testing. |
tap_TestStepM |
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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 |
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Comment |
(null) |
Translation |
(null) |
Description |
An animation of a shorter length rhythm switch cue. |
tap_TestStepS2 |
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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 |
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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 |
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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 |
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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 |
|
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 |
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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 |
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Comment |
トーチ落下 |
Translation |
Torch fall |
Description |
The torch falling down, likely from being dropped. |
baton_onion_run |
|
Comment |
走る/たまねぎ |
Translation |
Run/onion |
Description |
The onion and cabbage running with the torch. |
baton_onion_receive |
|
Comment |
受け取る成功/たまねぎ |
Translation |
Receive successful/onion |
Description |
The onion and cabbage catching the torch |
baton_onion_receive_failed |
|
Comment |
受け取る失敗/たまねぎ |
Translation |
Receive failed/onion |
Description |
The onion and cabbage failing to catch the torch. |
baton_onion_give |
|
Comment |
渡す成功/たまねぎ |
Translation |
Pass successful/onion |
Description |
The onion and cabbage passing the torch. |
baton_onion_give_failed |
|
Comment |
渡す失敗/たまねぎ |
Translation |
Pass failed/onion |
Description |
The onion and cabbage failing to pass the torch. |
baton_onion_receive02 |
|
Comment |
受け取る成功/たまねぎ(60) |
Translation |
Receive successful/onion (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 |
|
Comment |
受け取る失敗/たまねぎ(60) |
Translation |
Receive failed/onion (60) |
Description |
See above. baton_cabbage_receive_failed02 actually only has 52 frames, suggesting that the animation wasn't complete. |
baton_onion_give02 |
|
Comment |
渡す成功/たまねぎ(60) |
Translation |
Pass successful/onion (60) |
Description |
See above. |
baton_onion_give_failed02 |
|
Comment |
渡す失敗/たまねぎ(60) |
Translation |
Pass failed (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 |
|
Comment |
構えて受け取る成功/たまねぎ→走る |
Translation |
Ready then receive successful/onion→Run |
Description |
The onion and cabbage catching the torch, ready to run off with it. |
baton_onion_receive_run_failed |
|
Comment |
構えて受け取る失敗/たまねぎ→終了 |
Translation |
Ready then receive failed/onion→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 |
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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. |
alarm_02_bg_night_bg |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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. |
















































































