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#tambourine donk-donk shrimp shuffle and fever night walk all through modding
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so many sequels would've been better to include in megamix than figure fighter 2. micro-row 2. cheer readers 2. love rap 2 even if you include love rap in the main campaign. literally anything other than fucking FIGURE FIGHTER 2 would be better. it already gets so much special treatment in megamix-
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puppypaw-wc · 3 years
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okay it’s time for some rhythm ranting (i came up with that and i am so fucking proud of myself for it)-
so rhythm heaven megamix is the fourth rhythm heaven game, preceded by three other games (as you may guess): rhythm tengoku for the gameboy advance, released in 2006 in japan only, rhythm heaven for the ds, released in 2009, and rhythm heaven fever, released for the wii in 2011/2012 and for the wii u in 2016. as megamix’s name implies (esp it’s japanese/korean name, rhythm tengoku (in japan)/rhythm world (in korea) the best+), it’s a mix of lots of rhythm games from past games. not all of them, though, because the developers wanted to spite us by not putting bon odori in. /j oh and like people like dj school and shit and it’s not in it. people modded dj school in though, no i am not kidding, people literally modded in a full game and i don’t know how. i mean donk-donk and tambourine have also been modded in somewhat for remixes but anyways back to my point-
the rest of this’ll be under the cut tho-
so one of my main problems with megamix is some of the game choices. rhythm tengoku only had 25 unique, non-sequel rhythm games. out of those, nine were excluded. that’s almost half. for perspective, though, three of those games are bon odori, rap men, and toss boys, which basically need audio cues to be played. bon odori relies on it’s song, where you clap whenever they say “pan” and clap twice quickly when they say “panpa”, rap men relies on its audio and you do something different depending on three different kinds of cues, and for toss boys you need audio cues to know who it’s being tossed to. and logically, they’d likely want to translate the games, so given that they seemingly didn’t get that big of a budget for dubbing, they weren’t included... but quiz show was. what’s the problem with quiz show, you may ask? well rhythm heaven as a game is a rhythm game. quiz show literally doesn’t require rhythm. basically the host will press the button a certain number of times and in order to pass the game you just need to press it the same amount of times. that’s literally it. in megamix you get the game’s skill star if you press it to the same rhythm, but it’s still not required. it’s also dumb because you literally have to play it perfectly in order to pass it. all you need for a perfect is to press the button(s) the same amount of times. if you press a button the wrong number of times, the game ends once the number you were supposed to hit it is revealed. quiz show is literally pointless. the only times it’s used well are in remixes in tengoku. in remix 6, at least in silver, it uses the previously played game, the clappy trio, as a hint, with the host asking, “how many members are in the clappy trio?”, before hitting the buttons three times. in remix 4, the rhythm for both the quiz segments goes with the music. i mean on the last one he can add an extra press and it’s fucking bullshit but whatever. i’m not mad. but my point is that in megamix, they added a game that doesn’t require rhythm as opposed to a multitude of actually liked games from tengoku. there’s non-included games that don’t require audio cues, i should add. showtime, polyrhythm, tram and pauline, wizard’s waltz, and for fuck’s sake, thinking about it, the games that likely weren’t added because of audio cues wouldn’t HAVE to be dubbed. just do what the tengoku fan translation did and translate the on-screen subtitles but leave the audio in japanese. please just give us bon odori stop holding them hostage-
i talk about tengoku but i’m pretty sure rhds is the game with the most non-included minigames. ds was played sideways, almost purely using the touch screen with the exception of rockers 2 in the last set of games. it had a unique control scheme, with three types of controls: tapping, where you just tap the screen with the stylus or your finger; flicking, where you flick your stylus or finger like you’re making the end of a checkmark, according to “the secret of flicking” reading material thingie you can read when you unlock the cafe; and sliding, where you just. slide your finger. megamix only has tapping, and even then that’s only when you’re using simple tap mode and i don’t want to imagine how that handles games that use the b-button. as i mentioned, tengoku had almost half of its games missing. ds has twenty-five rhythm games if you include the credits game airboarder. ten of those weren’t included. that may not seem like a lot, but ds is most peoples’ favorite rhythm heaven game, and two of the most loved games in the fandom, dj school and love lab, are from rhds, and neither was included in megamix.
fever has the least cut games over all, with only five of its original rhythm games being cut. fever had twenty-nine original rhythm games, with one more (rhythm test) also appearing in its remix 10. the ones that didn’t make it in are tambourine, donk-donk, tap troupe, shrimp shuffle, and night walk. night walk’s exclusion was probably since gba night walk made it in and they didn’t know how to name them differently, bUT YOU DID IT WITH THE KARATE MAN GAMES??? DID WE REALLY NEED ALL OF THE KARATE MAN GAMES, A PREQUEL, AND A NEW GAME? THAT’S FIVE DIFFERENT KARATE MAN GAMES IN MEGAMIX. THAT’S TOO MANY TIMES TO PLAY THE SAME GAME. granted only three of those times are required to beat the game (prequel karate man, gba karate man/karate man returns!, and karate man senior), but my point still stands, they gave us literally every karate man game but not night walk or something. it’s especially dumb to me because they gave figure fighter both a prequel and its sequel because they looove figure fighter... instead of including shrimp shuffle, which really desperately needs to be included, please let me know what a frame-perfect input looks like so i don’t keep getting barelys that look fine because like all my inputs are barelys but they still break the perfect-
,,, onto another thing before i break something or kill someone.
so the dubbing for megamix is a little odd. as i said, the game likely didn’t have that big of a budget for dubbing, especially when compared to other games in the series. the prologues for games use the same three or four generic fonts despite the japanese version using the original fonts, the returning games that have lyrical songs just use the original version of the song with the exception of fan club 2, the two lyrical remixes weren’t dubbed (komeki no story, lush remix’s song, is simply instrumental with english audio, while in the japanese version it has lyrics. i’m a lady now, honeybee remix’s song, is in english regardless of audio), and lastly,,, the dubbing for the returning tengoku games where there’s vocals.
so in space dance, the whole game uses audio cues. there’s three of them in total: “turn right”, where you press the right d-pad button on “right”. note that when they say it it does not sound like they are saying turn right. at all. i’m not sure why, it’s not just the gba’s bad sound quality because well. bon odori exists. and also because it’s the same in megamix when you use the japanese audio. my immediate thought is accents but i don’t know if japanese accents are a thing. might just be because of the fact that japanese people tend to pronounce r’s as l’s? not sure though. “let’s sit down”, where you press the down d-pad button on “down”. it also doesn’t sound like they’re saying “let’s sit down”. and lastly, “pu-pu-pu-punch”, where you press the a-button on “punch”. in order to punch. because that’s a dance move. like seriously, space dance is fun but how is this a dance? um anyways, in the english version of megamix they changed it so it’s more clear what’s being said but the dubbing’s not the best. firstly, they changed “turn right” to “and pose” even though that is definitely not posing. it’s weird since. that’s the only one that was changed. i don’t know how to describe what they did to space dance and most of y’all probably don’t play rhythm heaven so you don’t understand, so here’s a perfect gameplay of space dance with japanese audio (it took time to find), and here’s one with english audio. ,,, okay so the english one’s of cosmic dance because i. forgot what exactly i was doing. and got distracted looking through the comments. so now i know that they still reused space gramps’ voice for cosmic girl in cosmic dance. which like. wut? you redubbed it but you. you still reused. you still reused space gramps’ voice for her? megamix dubbers are you okay? i’m kind of concerned.
the other game that has audio is purely japanese audio. marcher/marching orders. it’s a keep the beat game where you play as a squadmate following the sarge’s orders. the rhythm heaven wiki’s description for it is basically what i said but they’re better at describing things then me so.
“In this game, a rookie is undergoing marching training with her squadmates while following their Sarge's orders. The player controls the rookie at the end of the line. There are four commands that the Sarge will yell.
"Attention, March!"
"Attention, Halt!"
"Left-face, Turn!"
"Right-face, Turn!"
The player must perform these with proper timing along with the other squadmates. Just before the game ends, the squadmates will be moved offscreen, still marching as the game ends.”
in the japanese version, the commands he says are obviously different, though i. do not know what he is saying. so have my attempts at romanizing it.
“gento susume!” = “attention, march!”
“gento commoback!” = “attention, halt!”
“meski meek!” = one of them? i don’t really know which and it feels inconsistent, at least in marcher 2. i think it’s right-face turn but i’m not one hundred percent sure.
“meski peek!” = the other one. so i think left-face turn.
,,, yeah i don’t know japanese, sorry if this (as in literally any of this) is offensive to anyone that does. i’m just trying my best. the wiki doesn’t say what he says in the japanese version. unlike for other games.
now in the japanese version, the sarge has a somewhat deep voice. but in the english version... he doesn’t.
um here’s a perfect in tengoku and here’s one in megamix that i think has english audio since. it says it’s the english version in the description. but i’m not listening to it.
u h my last nitpick with megamix is the prequels. so prior to lush remix, almost all the games played are prequels, easier and shorter versions of the actual games. after lush remix is completed and the towers of lush woods are unlocked (i’m just taking this from the wiki, wtf is lush woods), all the games from then on are the original versions, with “2″ or something else stuck onto them for the games that had prequels. this makes it irritating to find certain games on the wiki because it’s just like “no i don’t want normal wii micro-row i want wii micro-row 2 rhythm heaven wiki please” or whatever. also the picks for games that have prequels are all over the place, and some of the prequels’ music doesn’t seem to fit and makes it feel like all the patterns in the prequels for games like rhythm tweezers and clappy trio are the exact same. is it the exact same? because if so then that’s cool (i suck at rhythm tweezers and clappy trio-) but also very boring. i get that they wanted to start people with something easy but some of the games that have prequels were already easy. karate man (gba) is literally the first game in tengoku but it still has a prequel. rhythm tweezers is the second game but it has a prequel. clappy trio’s the fifth and it has a prequel (granted it is kind of hard). fillbots is the third in ds and it has a prequel. air rally is relatively early on in fever. you get my point. and the weird thing is that in some cases at least, games that have prequels which remove stuff from the actual games don’t have practices for things in the actual version. for example, air rally’s prequel doesn’t have forthington (the cat) changing distances, except for the last one which he apparently always catches, but wii air rally obviously does. granted, the rhythm’s the exact same when he’s far away (for some reason? i don’t think that’s how it should work-),  but it should still have practice. oh and in air rally they just completely removed the clouds that semi-block the visuals later in the game. yeah i don’t know either. that seems to be the only instance of that occurance, though.
another prequel nitpick: so i love rhythm rally. like it is the best game in ds imho. it’s fun, it’s not that hard (it is kind of hard but i still have fun), though i do play on emulator, god knows how hard it is when you’re like me and don’t know how to consistently flick dear god send help- but u m in megamix rhythm rally has a prequel. which may not seem bad or anything until you learn something. megamix rhythm rally is the shortest game in the series. showtime from tengoku is seven seconds longer while munchy monk from ds is twelve seconds longer. rhythm rally’s prequel is thirty seconds long. thirty seconds. t h i r t y s e c o n d s . d,,, don’t paddlers literally have to play ping-pong to not get like. really sick? i don’t think thirty seconds is a long enough ping-pong game to avoid that- y’all’s planet is literally named ping-pong but you only play for thirty seconds. on top of a flower. okay wtf is with the scenery on this planet, it has a resident rhythm heaven void that we should be concerned about why are there so many voids, s p a c e i t s e l f , a giant flower, and a giant cake. two concerning things and two things that are weird but not concerning. seriously though why are there so many voids in the rhythm heaven world? someone should look into this, i’m concerned.
u h anyways that’s all. have a good day.
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