This is a sub-page of Rhythm Heaven Megamix.
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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 |
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Beat animations for the 3 characters from the game. |
(NAME)_wait |
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Wait animations for the 3 characters from the game. |
(NAME)_punch |
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The 3 characters throwing punches. |
red_punch_miss |
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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 |
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The 3 characters doing uppercuts. |
red_upper_miss |
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The red character messing up an uppercut. |
(NAME)_kick |
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The 3 characters kicking. |
red_kick_miss |
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The red character messing up a kick. |
red_miss |
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A generic miss animation for the red character. |
(NAME)_look |
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The blue and yellow characters looking at something, presumably the red character missing. |
enem_walk |
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An enemy walking around. |
enem_down |
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An enemy being defeated. |
enem_leader |
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The leader of the enemies(?) attacking with a mace. |
boss |
A boss that seemingly wouldn't attack, but instead sit in the background. |
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CellAnim24 |
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A test animation of the red character doing all their attacks. |
CellAnim25 |
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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 |
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Duplicate of red_miss. |
CellAnim28 |
A shadow. CellAnim27 is skipped, strangely. |
test_bg.bccad#
Animation Name |
Animation |
Description |
|---|---|---|
test_bg |
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A 1 frame "animation" that includes the fully assembled background. |
test_bg_parts |
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An animation that cycles through all the parts of the background. |
Karate Man#
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.
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.
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 |
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Part of the combos animation. None of the games here have combo cues, leaving all of the associated animations unused. |
LowJab |
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Part of the combos animation. |
LowKick |
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Part of the combos animation. |
LowKickMiss |
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Part of the combos animation. |
BackHand |
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Part of the combos animation. |
UpperCut |
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Part of the combos animation. |
ToReady |
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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. |
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Rain |
A droplet of rain. While it does snow in some Karate Man games, it never rains, making this unique to Megamix. |
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TestComboFull |
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A test animation of the full combo move. |
ManCharge |
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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 |
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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. |
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Sprite 4 |
Would've been used for the Hit 4 cue. It never appears, leaving this sprite unused. |
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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. |
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board |
Also leftover from the practice, goes unused for similar reasons. |
Sprites#
short, long, wario |
remix00 (Honeybee Remix) |
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Sprite 112 in robot00.bccad appears to be a layout test featuring the unused ROBO-S.
robot01.bccad#
Early |
Final |
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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#
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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 |
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Beat |
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A chorus kid gazing up, this animation is also unused in Rhythm Heaven |
Blink |
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A chorus kid blinking, this animation is also unused in Rhythm Heaven |
SquatDown |
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The first part of a Chorus Kid squatting animation, this animation is also unused in Rhythm Heaven |
SquatUp |
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The second part of a Chorus Kid squatting animation, this animation is also unused in Rhythm Heaven |
Charge |
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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 |
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A chorus kid screaming. Although used in the normal versions of the game, the variant for the Machine Remix is not used. |
LeaderUp |
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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 |
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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 |
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enemy_parts |
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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 |
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An animation of the Radio Lady blinking, leftover from Rhythm Heaven. The Radio Lady never blinks in Megamix. |
cap_talk_01 |
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The Radio Lady looking serious, also leftover from the DS game. |
cap_talk_02 |
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The Radio Lady looking worried, another leftover from DS. |
cap_talk_03 |
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The Radio Lady smiling, yet another leftover from DS. |
cap_talk_04 |
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The Radio Lady laughing hysterically... Your guess is as good as mine as to where this could've been used. |
__bomb_just |
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An explosion. It's unclear where exactly it could be used. |
__test_cap |
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A test animation for every each of the Radio Lady's expressions. |
__test_enemy |
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An early animation for an enemy exploding. The final version uses particle effects for the remains of the alien ships, as aforementioned. |
Micro-Row#
There is an unused Micro-Row minigame icon (from Micro-Row co-op in Rhythm Heaven Fever) for Micro-Row 3.
(Sprite Source: larsenv)
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#
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Tongue Lashing's files include sprites for a yellow bug with different expressions.
Spaceball#
Lush Remix#
The Lush Remix assets for Spaceball contain an unused mask that resembles a leaf.
(Sprite Source: Ploaj)
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There are sprites for the Space Umpire without its spaceship, which also went unused.
Dog Ninja#
Animation Name |
Animation |
Description |
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ninja_crouch |
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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#
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.
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 |
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giraffe_nice |
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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. |
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giraffe_bad |
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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#
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Unused |
Used |
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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#
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.






























