This is a sub-page of Rhythm Tengoku (Game Boy Advance).
Rhythm Tengoku doesn't slouch when it comes to unused graphics.
Rhythm Test#
Location: 008EFF88
A test layout of the line chart the machine prints.
Location: 008F0160
Numbers 8 to 20, intended for the monitor. Only 1 through 7 are seen in-game.
Location: 008F01D8
An animation depicting the A button controlling a cowbell sounding mechanisim.
Rhythm Games#
Stage 01#
Karate Man
Location: 008ACE84
A counter of some-kind, possibly depicting the input timing window.
Location: 008ACEE4
Another counter of some-kind, possibly a preliminary version of the flow meter
Location: 008ACD0C
Karate Joe looking quite depressed.
Location: 008ACF7C
Karate Joe looking smug after performing a high-flow punch. Only the low-flow variant of this animation can be seen in Remix 8, due to the fact that the game forces the flow meter back to 0 when exiting serious mode.
Rhythm Tweezers
Locations: 008E8718, 008E87F8
Animations of a hair being plucked, both normally and barely. Likely meant for testing.
Location: 008E8920
Animation of a curly hair being pulled, also likely meant for testing.
Location: 008E8910
Tutorial text, stored as a graphic rather than raw text, which is what the game uses.
Marching Orders
Location: 008F124C, 008F288C, 00913930
All three variants of Marching Orders contain these unused animations of the marchers marching, likely used for testing. Notably, the Remix 7 variant is posed entirely different to the one that it uses proper, appearing more similar to the other variant's marching animation.
Location: 008F1454, 008F2A94, 00913B38
Likewise, all three variants also contain an unused animation of their respective marcher clapping. Where it'd be used in the game is anyone's guess, although it's worth noting that the animation directly precedes the animation of the marchers bobbing in each variant.
Location: 008F13E4, 008F13BC
Marching Orders 2 is the only game where the marchers point, so these variants for Marching Orders go unused. These can actually be seen in action via an unused sequence for Marching Orders 2 utilizing the graphics from this variant.
Location: 00913AC8, 00913AA0
Likewise, the Remix 7 variant of Marching Orders also has unused pointing animations for the marchers.
Location: 008F2AB4
Marching Orders is the only game where the marchers bob to the music like this, so the Marching Orders 2 variant of the animation goes unused.
Location: 00913B58
Same applies to the Remix 7 variant.
Location: 00913CD0
The body of a Space Rabbit performing a dance similar to the one they do in WarioWare, Inc.: Mega Microgame$!.
Location: 0091384C - 0091387A
What appears to be another dance routine performed by a Space Rabbit. This one doesn't come in animation form however, and looks to be unfinished.
Location: 00913D18
The head of a Space Rabbit gazing upwards.
Location: 00913DF0
A Space Rabbit marching.
Location: 00913D58
A Space Rabbit returning to their default stance from each raised leg.
While not unused, the sprite for the front-facing head of the marchers from Marching Orders have hair and ears that go unseen due to them being obscured by the helmet graphic.
Spaceball
A few animations for this game appear with incorrect colors due to being assigned to the wrong palette line. Fixed versions will be placed besides them.
Location: 008A1AF0
Sprites for an apple, likely used as a replacement for the baseball.
Location: 008A1B60
A smaller sprite of the apple, which would be intended for when the camera zoomed out past a certain point.
Location: 008A1B50
A star. Unused code exists for replacing the baseball with this, and said unused code wound up being used in the unused sequences for Spaceball 2.
Raw |
Fixed |
|---|---|
Location: 008A1C58
A sentient flowerpot, turning towards the camera.
Location: 008A1D78
The flowerpot making an expression.
Location: 008A1DA8
The flowerpot turning away from the camera.
Location: 008A1C80
The previous animations in the form of a single animation, likely made for testing. The flowerpot presumably would've served the same purpose as the Space Umpire, appearing as a normal decoration and occasionally turning towards the camera when it closes in on them, similar to how the Space Umpire acts in the game itself.
Raw |
Fixed |
|---|---|
Location: 008A1882
A duplicate of a frame used in the flowerpot's back turned animation.
Location: 008A1A66
A duplicate of a frame used in Space Umpire's idle animation.
The Clappy Trio
Location: 008E9D80
A lion cycling throught multiple expressions, then clapping.
Location: 008E9E90
Despite having data for two additional frames, the game only ever utilizes the first frame of the lion's smirking animation as their ready stance, leaving the rest of it unused.
Location: 008E9BFC
An unused frame of the lion's clapping animation with no motion lines/effects. Stored directly after the first two used frames.
Stage 02#
Sneaky Spirits
'''Location: 8A073, 8A0742
Unused frames of the bow.
'''Location: 8A0D38
An unused version of the animation for the ghost popping up from behind the wall
'''Location: 8A0F40
Multiple rain splashes, likely made for testing out the effect.
'''Location: 8A0A24
''' An unused frame of the preceeding animation. Note that it appears slightly corrupted, with some splashes using part of the arrow's graphics.
'''Location: 8A0B12
An unused frame of the slow-motion rain animation.
Iai Giri
'''Location: 8EAEBA
An unused graphic of The Wandering Samurai.
'''Location: 8EBBC4
A trail of yōkai behind a large mask.
'''Location: 8EB62A
The yōkai mask by itself, preceding the graphics of it being sliced.
Rat Race
'''Location: 8FD0C4
''' An unused frame of the rat's sitting animation.
'''Location: 8FE334
''' Multiple sweat particles forming, spanning the entire group of rats. The player rat and the rat behind them sweats if they're not behind any dishes when they stop, so this animation likely would've been used in a similar context.
'''Location: 8FE0F4
A rat cheering in place.
'''Location: 8FE65C
A rat stumbling.
'''Location: 8FDDE8
Part of a mouse hole, which is odd considering those are usually found on floors and the game takes place on a table.
Sick Beats
'''Location: 930FD8, 930FE0
Duplicate virus graphics.
'''Location: 9310B6
''' An unused frame of the fork's virus stab animation.
'''Location: 931D24
An animation test for the doctor.
'''Location: 931262
''' An unused frame of the doctor's miss animation.
'''Location: 931478, 9314B6
''' Unused frames of the doctor's V sign animation.
'''Location: 931542
''' A headless version of the doctor's V sign graphic.
'''Location: 931732
An unused graphic of a virus being stabbed by a fork.
The★Bon Odori
'''Location: 8AAB64
An animation of the 1st Donpan clapping.
'''Location: 8AAD6C
An animation of Yagura-chan speaking.
'''Location: 8AAE04, 8AAF04
Happy animations for the player Donpan. The game is programmed to only have the CPU Donpans react like this, leaving these variants unused.
While not unused, it's worth noting is that Yagura-chan has full body and leg sprites that end up being obscured by her jacket and tower railing.
Stage 03#
Mahō Tsukai
Two unseen frames meant for the wizard's spell cast animation.
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Used |
Full |
|---|---|
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The data for the animation includes these frames, but the game always resets to the idle animation before it can be seen.
Location: 932C64
A falling trail of magic, similar to the one depicted on the prologue.
Location: 932D9C
A tiny monster, likely meant to appear when Ojō-chan loses a flower.
Location: 932DAC
A gradually appearing set of 6 tiny flowers, similar to Ojō-chan's flowers.
Location: 932EEC
A spinning flower head.
'''Location: 932F1C
A puff of smoke. Possibly intended to appear above Ojō-chan whenever a monster appears.
Location: 932F44
A flower sprouting with no magic effects.
Showtime
Location: 8CB754
The monkey with its hammer held down.
Location: 8CB82C
The monkey raising its hammer.
Location: 8CB9BC
The monkey resting its hammer arm while sad.
Location: 8CB9DC
The monkey appearing sad with its hammer up.
Location: 8CA322, 8CA98C
Unused frames of the gray and white penguin's jump animation.
Location: 8CAECE-8CAEE6
Unused graphics of a bubble.
Location: 8CAEFE, 8CAF06
Blue and white pixels.
Bunny Hop
Location: 8F8EE8
A button and A + D-Pad icons, likely meant for some kind of tutorial.
Location: 8F8FB8
The rabbit with a defeated expression, possibly when the player missed a jump.
Location: 8F890E
An unused graphic of the rabbit, found next to graphics of it missing a jump.
Location: 8F8A16
An unused frame of the whale's launching animation.
Location: 8F8ADC
An unused frame of the whale's water sprout animation seen at the end of the game.
Location: 8F8CC8
A shrunken version of the rabbit's jump sprite, meant for the cutscene of it reaching the moon.
Space Dance
Location: 912574
A reversed version of the Space Dancers' squat animation.
Location: 9125C4, 9125E4, 912604
Speech bubbles of the Space Dancers' cues, likely spoken by Space Gramps.
Location: 912624
Two Space Dancers turning right.
Location: 912634
Two Space Dancers punching.
Location: 912644
Two Space Dancers sitting down.
Location: 912654
The previous animations in the form of a single animation. These might've been used to test the spacing of each dancer.
Location: 912984, 9126EC
Early animations of Space Gramps' and the Space Dancers' punching animation. Here, they appear to have jut their arms out more.
Location: 91025C
An unused frame of the Space Dancers' squat animation.
Location: 910A80
An unused frame of the player Space Dancer's hurt animation.
Location: 911F86
An unused frame of Space Gramps' idle animation.
Stage 04#
Night Walk
Leftovers from Play-Yan.
A series of platforms.
Two unused frames of the umbrella spawning from a box, with and without the platform.
Polyrhythm
An unused arrow graphic. This might have been an early version of the +/A arrows used in the game.
Stage 05#
Hanabi
There are two unused sprites in Hanabi:
The string is slightly different on this bomb, the final version uses a more curvy string design.
This is the last frame of the explosion, for some reason this was never added in, probably by mistake.
Tap Trial
There are a few unused sprites meant to replace the giraffe for the different versions of Tap Trial, but only the original giraffe ever appears in the final game. Remix 7 would've utilized the dragon, and Tap Trial 2 might have, at one point, used the camel.
The versions of Tap Trial in Remix 5, Remix 7, and Remix 8 also have finished sprites for jump taps and triple taps, which are not used in the final game. The girl that is used in the Remix 7 version winks if you do a jump tap correctly. These sprites can be seen by editing the memory values at memory address 0x089D1CA1 in a hex editor, then opening the minigame Tap Trial. Changing it to 0x01 shows the Remix 8 version, 0x02 shows the Remix 7 version, and 0x04 shows the Remix 5 version.
Rhythm Toys#
Neko Machine#
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To do: |
These graphics go unused in Neko Machine normally. They show different Japanese characters.
Japanese |
Translation |
|---|---|
耳はスピーカー |
Ears are speakers |
Rap Machine#
Hidden in the background layer for this game is an early version of the "controller".
Menus and UI#
Title Screen#
A static sprite of the game's logo.
A shooting star.
Ratings Screen#
Early versions of the OK and Try Again graphics.
This directly translates to "Norikan Check", with "Norikan" being the Japanese term for "Flow". This appears over the white oval with text that serves as the caption on the rating screen after completing certain unused games in the debug menu. With the exception of Live, playing any game in the debug menu that uses this screen will result in a crash.
Game Select#
An early version of the game select screen's layout. "R-IQ" (or "Rhythm IQ") was a working title for this game.
Another early version of the game select screen's layout, this time listing the games as a set of "R-GAMES".
An early version of the medal counter.
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To do:
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More assorted unused graphics. I don't know what to say here.
Café#
An unused graphic of a dog found in the Café's tileset. It could be an early version of the Barista. However, the Barista was never shown in the final game (at least, not in the café itself).