the cutting room mirror

Unused Graphics

This is a sub-page of Rhythm Heaven Megamix.

To do:
TONS of unused animations, including ones from several of the games here. Examples: Board Meeting water cup animations, Quiz Show demon and angry animations, Big Rock Finish talking animations, etc.

debug#

Present in cellanim\debug.zlib are these images. They're also present and unused in Rhythm Heaven Fever.

Test Game#

Graphics for a test game can be found in the game's files at cellanim\test_v0.zlib, but only in the Japanese version.

Background#

cellanim\test_v0.zlib\test_bg.ctpk contains the sprites used for assembling the background of the game.

Full Sized Test Sheet#

cellanim\test_v0.zlib\arc\data\test_00.ctpk seem to contain five characters; three of which have an uncanny resemblance to the titular group of characters from Toss Boys from Rhythm Tengoku.

Low Res Test Sheet#

cellanim\test_v0.zlib\test_128.ctpk contains a low resolution version of the previous spritesheet.

Test Game Animations#

test_00.bccad#

Animation Name

Animation

Description

(NAME)_beat

red_beat blue_beat yellow_beat

Beat animations for the 3 characters from the game.

(NAME)_wait

red_wait blue_wait yellow_wait

Wait animations for the 3 characters from the game.

(NAME)_punch

The 3 characters throwing punches.

red_punch_miss

The red character messing up a punch. They're the only character that has any miss animations, which implies that they would be the player character.

(NAME)_upper

The 3 characters doing uppercuts.

red_upper_miss

The red character messing up an uppercut.

(NAME)_kick

The 3 characters kicking.

red_kick_miss

The red character messing up a kick.

red_miss

A generic miss animation for the red character.

(NAME)_look

blue_look yellow_look

The blue and yellow characters looking at something, presumably the red character missing.

enem_walk

An enemy walking around.

enem_down

An enemy being defeated.

enem_leader

The leader of the enemies(?) attacking with a mace.

boss

A boss that seemingly wouldn't attack, but instead sit in the background.

CellAnim24

A test animation of the red character doing all their attacks.

CellAnim25

A test animation of the three characters next to each other. This is presumably how the characters would've been laid out in the real game.

CellAnim26

Duplicate of red_miss.

CellAnim28

A shadow. CellAnim27 is skipped, strangely.

test_bg.bccad#

Animation Name

Animation

Description

test_bg

A 1 frame "animation" that includes the fully assembled background.

test_bg_parts

An animation that cycles through all the parts of the background.

Karate Man#

Karate_Man_Alien_object_Megamix.png
Every Karate Man minigame's files include a sprite for an unused blue little alien from Spaceball as a flying object. The orange and normal variations of this sprite appears in Karate Man Combos! and Karate Man Senior's files, respectively.

Karateman_megamix_numbers.png
Every Karate Man minigame also contains numbers, 1 to 4. Only the exclamation mark and the number 3 are used in the final game. A "Hit 2" cue was present in Karateka in Rhythm Tengoku, and a "Hit 4" was in Karate Man 2 in Rhythm Heaven Fever, but the former was changed and the latter didn't make it into Megamix. The 1 was never used in any game, most likely because having this shown every time would be janky.

RHMKMUnusedKickPiece.png
Also in every Karate Man minigame's files is an unused Kick crouching startup piece for Karate Joe that was previously used in Karate Man in Rhythm Heaven, but isn't present in Megamix. The blue, red, and his Father's variants are present in Karate Man Kicks!, Karate Man Combos! and Karate Man Senior's files. Since he has a new crouching animation which is the same as his Father's in Megamix, his classic one from the DS version goes unused.

Interestingly, Joe's classic crouching animation with this piece can be seen in-game if you swap Karate Man Kicks!'s cellanim file with either Karate Man's, Karate Man Returns!'s, Karate Man Combos!'s, or Honeybee Remix Karate Man's, but it cannot be seen if the cellanim file is swapped with Karate Man Senior's.

Animations#

karateman.bccad#

Animation Name

Animation

Description

Straight2

Karate Man (rvlKarate0) Returns! (rvlKarate1) Honeybee Remix (rvlKarate_remix00) Kicks! (rvlKarate2)

Part of the combos animation. None of the games here have combo cues, leaving all of the associated animations unused.

LowJab

Karate Man (rvlKarate0) Returns! (rvlKarate1) Honeybee Remix (rvlKarate_remix00) Kicks! (rvlKarate2)

Part of the combos animation.

LowKick

Karate Man (rvlKarate0) Returns! (rvlKarate1) Honeybee Remix (rvlKarate_remix00) Kicks! (rvlKarate2)

Part of the combos animation.

LowKickMiss

Karate Man (rvlKarate0) Returns! (rvlKarate1) Honeybee Remix (rvlKarate_remix00) Kicks! (rvlKarate2)

Part of the combos animation.

BackHand

Karate Man (rvlKarate0) Returns! (rvlKarate1) Honeybee Remix (rvlKarate_remix00) Kicks! (rvlKarate2)

Part of the combos animation.

UpperCut

Karate Man (rvlKarate0) Returns! (rvlKarate1) Honeybee Remix (rvlKarate_remix00) Kicks! (rvlKarate2)

Part of the combos animation.

ToReady

Karate Man (rvlKarate0) Returns! (rvlKarate1) Honeybee Remix (rvlKarate_remix00) Kicks! (rvlKarate2)

Part of the combos animation.

Word

Cycles through all the words that appear in the game. The final game uses word.bccad for these instead.

Rain

A droplet of rain. While it does snow in some Karate Man games, it never rains, making this unique to Megamix.

TestComboFull

Karate Man (rvlKarate0) Returns! (rvlKarate1) Honeybee Remix (rvlKarate_remix00) Kicks! (rvlKarate2) Combos! (rvlKarate3) Senior (rvlKarate4)

A test animation of the full combo move.

ManCharge

Karate Man (rvlKarate0) Returns! (rvlKarate1) Honeybee Remix (rvlKarate_remix00) Combos! (rvlKarate3)

Karate Joe preparing to kick. None of the games here have Kick cues, leaving this animation unused. These use the previously mentioned old stance.

ManKick

Karate Man (rvlKarate0) Returns! (rvlKarate1) Honeybee Remix (rvlKarate_remix00) Combos! (rvlKarate3)

Karate Joe kicking.

Sprites#

word.bccad#

Sprite Index

Sprite

Description

Sprite 2

Would've been used for the Hit 2 cue. It never appears, leaving this sprite unused.

Sprite 4

Would've been used for the Hit 4 cue. It never appears, leaving this sprite unused.

Fillbots#

The small Fillbot goes unused because of the lack of an arranged variant of Fillbots. They still have leftover code; and when hacked into the game they function just as they did in Rhythm Heaven.

Interestingly, the small Fillbots have a honeybee variant, which implies Fillbots would have received an arrange variant before the Honeybee Remix, or (more likely, considering Sneaky Spirits 2's unused practice music, among other elements) short versions of games were a rather late addition to the game.

robot00.bccad#

Animations#

Animation Name

Animation

Description

balloon

This speech bubble is leftover from the DS version's practice. Although some games' practices do use a speech bubble, this is not the one used.

board

Also leftover from the practice, goes unused for similar reasons.

Sprites#

short, long, wario

remix00 (Honeybee Remix)

Sprite 112 in robot00.bccad appears to be a layout test featuring the unused ROBO-S.

robot01.bccad#

Early

Final

The animation location in robot01.bccad contains an early version of the factory that appears at the beginning of Fillbots 2. The version used by the game features a very different design, has a smaller resolution, is stored as a layout file, and is animated.

Catchy Tune#

Catchy Tune's files include sprites for a monkey and a cat, unused small fruit sprites, a puppy and kitten, and coconut sprites, which may have been meant to be used in the unused threequel of Catchy Tune also mentioned in the debug menu, but they all go unused here.

Rhythm Tweezers#

To do:
Unused animations with expressions for the onion

Rhythm Tweezers's files include a sprite for a hand holding a "Don't peek" sign (and two new signs presumably for covering the left and right parts) intended to block your view of the vegetables's hair. This sprite was used for the Rhythm Tweezers sections in Remix 8 in Rhythm Tengoku, but goes unused here for obvious reasons, though they can be seen in-game by hacking. There are clippers and a cone in the spritesheet which also go unused. Rhythm Heaven Groove would later incorporate signs that only cover one side of the vegetable and a cone which became a party popper into its version of Rhythm Tweezers, but with new graphics.

Glee Club#

Animation Name

Animation

Description

Beat

"short" and "long" variants "remix01" (Machine Remix)

A chorus kid gazing up, this animation is also unused in Rhythm Heaven

Blink

"short" and "long" variants "remix01" (Machine Remix)

A chorus kid blinking, this animation is also unused in Rhythm Heaven

SquatDown

"short" and "long" variants "remix01" (Machine Remix)

The first part of a Chorus Kid squatting animation, this animation is also unused in Rhythm Heaven

SquatUp

"short" and "long" variants "remix01" (Machine Remix)

The second part of a Chorus Kid squatting animation, this animation is also unused in Rhythm Heaven

Charge

"remix01" (Machine Remix)

A chorus kid preparing to scream. Although used in the normal versions of the game, the variant for the Machine Remix is ​​not used.

VoiceLarge

"remix01" (Machine Remix)

A chorus kid screaming. Although used in the normal versions of the game, the variant for the Machine Remix is ​​not used.

LeaderUp

"remix01" (Machine Remix)

The conductor moving his baton upwards. lthough used in the normal versions of the game, the variant for the Machine Remix is ​​not used.

LeaderDown

"remix01" (Machine Remix)

The conductor moving his baton downwards. Although used in the normal versions of the game, the variant for the Machine Remix is ​​not used.

Shoot-'em-Up#

Animation Name

Animation

Description

enemy_parts

"short" and "long" variants "remix02" (Citrus Remix)

An animation that goes through all of the enemy ship's remains. The final game opts to use particle effects for those, instead of CCAD animation.

cap_blink

"short" and "remix02" variants "long" variant

An animation of the Radio Lady blinking, leftover from Rhythm Heaven. The Radio Lady never blinks in Megamix.

cap_talk_01

"short" and "remix02" variants "long" variant

The Radio Lady looking serious, also leftover from the DS game.

cap_talk_02

"short" and "remix02" variants "long" variant

The Radio Lady looking worried, another leftover from DS.

cap_talk_03

"short" and "remix02" variants "long" variant

The Radio Lady smiling, yet another leftover from DS.

cap_talk_04

"short" and "remix02" variants "long" variant

The Radio Lady laughing hysterically... Your guess is as good as mine as to where this could've been used.

__bomb_just

An explosion. It's unclear where exactly it could be used.

__test_cap

"short" and "remix02" variants "long" variant

A test animation for every each of the Radio Lady's expressions.

__test_enemy

"short" and "long" variants "remix02" (Citrus Remix)

An early animation for an enemy exploding. The final version uses particle effects for the remains of the alien ships, as aforementioned.

Micro-Row#

RHM-Micro-Row_3.png
There is an unused Micro-Row minigame icon (from Micro-Row co-op in Rhythm Heaven Fever) for Micro-Row 3.

(Sprite Source: larsenv)

RHM-Micro_row_flower_bubble.png
There's also an unused bubble texture resembling a flower, similar to Remix 4 in Rhythm Heaven Fever.

First Contact#

Sprites of some glasses are present, but are unused. These are also seen in the graphics for its Citrus Remix variant.

Bunny Hop#

The A button and D-Pad sprites from the original version of Bunny Hop were revamped, but are just as unused as before.

Tongue Lashing#

To do:
There are also sprites for the chameleon's body facing upwards.

Yellow_Bug's_Unused_Expressions.png

Tongue Lashing's files include sprites for a yellow bug with different expressions.

Spaceball#

Lush Remix#

rtbest_airbatterremix.png
The Lush Remix assets for Spaceball contain an unused mask that resembles a leaf.

(Sprite Source: Ploaj)

To do:
IIRC these alien sprites are present in all variants of Spaceball, not just Lush Remix's.

There are sprites for the Space Umpire without its spaceship, which also went unused.

Dog Ninja#

Animation Name

Animation

Description

ninja_crouch

Original "remix01" (Lush Remix)

Not to be confused with the Beat animation, this animation originally played in Rhythm Heaven when the player touched the screen. However, since Megamix changed the controls to buttons, the animation no longer triggers, and the game skips directly to the Cut animation instead.

Fan Club#

FanClub_ponytail_DS_Megamix.png
Fan Club's files include a sprite for Pop Singer's ponytail from Fan Club 2 from Rhythm Heaven that goes unused here, possibly meaning that the original Pop Singer was going to return.

Fan_Club_Mic_Original_Megamix.png
There is also a mic from the original version included in the files which also goes unused.

Tap Trial#

Arrangement (Tap Trial 2)#

Tap Trial 2's files include a revamped spritesheet for the unused camel from Rhythm Tengoku's Tap Trial 2 with all his animations done, but is just as unused as before, though it can be seen in-game by swapping Tap Trial's cellanim file with Tap Trial 2's.

Animation Name

Animation

Description

giraffe_nice

An equivalent animation to the one used in Tap Trial when the camel comments your tap skills.

giraffe_normal

The assembled sprite of the camel.

giraffe_bad

Animation used when you miss.

Lockstep#

The Lockstep sprite sheet contains an unused arrow. Interestingly, this arrow was also present in the sprite sheet for Lockstep in Rhythm Heaven.

Cheer Readers#

Unused

Used

There is an unused asset of an unfilled middle Fillbot in the tutorial files of Cheer Readers. A filled middle Fillbot is used instead.

Kitties!#

Kitties!'s files include a sprite for a kitty sticking its butt out.

Night Walk#

Night Walk's files include sprites for an electric fish, and corresponding sprites for when the player jumps into it. These sprites were used for Night Walk 2 in Rhythm Tengoku, but go unused here due to Night Walk 2 being left out. There is also no code for any of these sprites.

(Sprite Source: Ploaj)

Quiz Show#

The Quiz Show spritesheets contain assets used only in Rhythm Tengoku's endless version of the minigame, which isn't present in Rhythm Heaven Megamix, but was referenced in the debug menu. Interestingly, the colors for the red/purple heads have been swapped in comparison to the GBA original.

The Dazzles#

An animation of the player character doing the same animation as one the CPUs do when the player releases too early. As only the CPUs use the animation, this one goes unused.

Big Rock Finish#

Big Rock Finish's files include sprites for Boo-boo (the green ghost with white glasses) talking into a mic, which goes unused here. These were also present in the spritesheet for Big Rock Finish in the original Rhythm Heaven.

Board Meeting#

RHM-Chair.png
An unused Rhythm Item sprite of a chair from Board Meeting. This suggests it could've been used for the prequel mentioned in the debug menu, or that the chair was planned to be used instead of the VIP Sunglasses.

(Sprite Source: larsenv)

A sprite of the assistant holding a cup of water sprite from the original version of Board Meeting was redrawn, but is just as unused as before.