#but i mean there's a ninety percent chance i've rambled about it there
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random rhythm heaven facts i know off the top of my head for some reason
uh iâm bored so. have random rhythm heaven facts that i just. know. for some reason.
despite being the only game in the series to not have any lyrical remixes, ds is tied with fever for the most original lyrical songs, with each having five. ds has thrilling! is this love?, love ooh ooh paradise, young love rock nâ roll, struck by the rain, and thatâs paradise; fever has tonight, lonely storm, dreams of our generation, i love you my one and only, and beautiful one day.
i emphasize âoriginalâ because without that, megamix beats fever and ds, having around eleven lyrical songs in total; only counting original lyrical songs, megamix has three (tokimeki no story/lush remixâs music, iâm a lady now/honeybee remixâs music, and um. whatever machine remixâs song is. in the english version though it only has one original lyrical song).
tengoku has four lyrical songs: karate manâs song (which like. idk if it even has a name- does it get name privileges-), the bon odori, honey sweet angel of love, and wish - canât wait for you.
the fastest song is in ds; big rock finish câs bpm is 290. the second fastest is also a ds game, namely remix 4, with,,, i believe 222 bpm?
the slowest game is built to scale and built to scale 2; at their slowest, their bpm is 60.
while endless gamesâ bpm is all over the place due to speeding up, clap trap literally has no (or at least no known) bpm. somehow.
no i donât know anything about music.
i do, though, know remix 10â˛s bpm off the top of my head. itâs 166 in case you were curious. remix 10 dsâ bpm is 160. remix 6,,, itâs 138.7 or something like that? idk the exact decimal number. left-hand remixâs bpm is 120 i think. i have no idea on right-hand remixâs. and final remix starts at 160 bpm, increases to 170 at the end, and finally, ends at 180 bpm.
i have memorized the controls for literally every game. no i will not list them here because thatâd take too long.
lockstep is the only ds keep-the-beat game to not have flick controls.
barelys (early/late inputs that are too early/late to count as hits) usually count as misses, but thereâs a few exceptions to this:
some games will have barelys allow you to pass the practice, but then not actually count in the game itself. the main offender of this is flipper-flop. flipper-flopâs barelys make it so hard to perfect dear god-
in ds, three gamesâ perfect campaigns count barelys as hits, those being shoot-âem-up, frog hop, and lockstep. despite this, they still count as misses when playing normally, meaning you can get a perfect that wouldnât be a superb. that always happens to me when i play lockstep 2.
most games have clear indicators for when you got a barely, though some are relatively similar to a miss, but some games have literally no indicator of barelys. unsurprisingly, all but one are in ds:
the games in question are glee club (sometimes; iâm guessing itâs when itâs still a barely but itâs right on the line between barely and early/late hit)Â moai doo-wop, love lizards, space soccer, and, in fever, shrimp shuffle. this means that a perfect campaign can end despite everything seeming completely fine. (sometimes you can tell you got it wrong, but it can be difficult, personally the only one i can tell in is shrimp shuffle and also space soccer sometimes).
barelys always count as misses in megamix. due to this, barelys mess up perfects on shoot-âem-up, frog hop, and lockstep. yet for some reason, barelys still let you pass flipper-flopâs practice. i have no idea why since in literally every other instance theyâre a fail, but they do.
thereâs like three beats for keep-the-beat games (games where you have to press a/tap/whatever every beat). this is easily seen in megamixâs final remix, where thereâs a part where it smoothly transitions between flock step, frog hop, and bunny hop, and then cues you into marching orders (which is likely just due to the bunny hop part ending with a long jump).
the main beat is shared between almost every keep-the-beat game. all the undeniable keep-the-beat games use it.
rhythm rally and air rally,,, i think both have the same beat? i donât know though. i donât know if either of them can even count as keep-the-beat games tbh.
donk-donk and shrimp shuffle both have unique beats, which i guess brings it up to four different beats.
yet again, no, i do not know what any of this means.
thereâs eight karate man games (both of tengokuâs, both of dsâ, both of feverâs, and both of megamixâs original karate man games). a karate man game has appeared in literally every game and i donât know why.
fan clubâs bpm is like 132 or something like that? i mean thatâs at least what rhythm heaven remix editor says the âoohââs bpm is at i think. it might be 162. i really donât remember.
iâve memorized the entirety of remix 10, remix 10 ds, and remix 6. so thatâs a thing. though sometimes remix 6 messes me up when iâm just trying to remember it without playing. i canât memorize megamixâs medley remixes for the life of me.
iâve also memorized remix 8 because of course i have, whoâs surprised at this point?
quiz show is a game that exists. itâs interesting in that you donât have to follow rhythm at all. itâs a repeat-after-me game, but all that matters is that you press the button(s) the same amount of times.
it also ends if you get a question wrong, and unless it was the last one, that gives you an immediate try again. itâs one of three games to end prematurely, the other two being the night walk games (night walk 2 can also end prematurely).
it only has music playing at the beginning for some reason.
did i mention it got into megamix instead of an actually good game? instead of an actual rhythm game? in rhythm heaven?
megamixâs english dubbing sucks.
they seemingly had a low budget, so i will cut them some slack, but that doesnât stop the fact that itâs terrible.
the title cards for games use the same few fonts, while in previous games they nearly all had original fonts.
none of the original songs got dubbed. instead theyâre just instrumental. and dear god do i hate it. thus, with english audio, the only remix song is iâm a lady now, which is in english in all versions.
space dance and marching orders. just,,, space dance and marching orders. dear god.
luckily, and possibly due to the dubbing, megamix has the option to change between english and japanese audio. i have no idea if thatâs only in the english version or if itâs in other languagesâ translations, but itâs nice either way.
ds just straight-up lies to you. at the beginning of the game, it says itâs completely controlled with the touch screen, but then in the game right before remix 10, the r-button is used.
due to this rockers 2 sucks on emulator.
ds has too many repeat-after-me games, i can think of five off the top of my head. dsâ repeat-after-me games also arenât even that good? moai doo-wop sucks, shoot-âem-up and love lab are fine i guess, i like freeze frame, and drummer duelâs pretty fun (though iâm pretty sure itâs just spam? is this spam heaven now? where did the rhythm go?).
this probably doesnât make sense to like ninety percent of you. đ
#puppy rambles#rhythm heaven on main#i like when i'm bored so i just ramble about random rhythm heaven crap on main#that should probably logically go on my sideblog#but i mean there's a ninety percent chance i've rambled about it there#god i really do only mention tengoku like twice in the entirety of this post#i barely know anything about tengoku#i've played it but i barely know anything about it#other than polyrhythm 2 is rhythm purgatory#polyrhythm's a good game#but polyrhythm 2? rhythm purgatory
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