![]() Playing through Kung Fu Ball, the code word appears on a rickshaw in the background.Įntering SEESAW ( てんけん ?) provides a call with sound effects from See-Saw. The call then ends.Įntering CLOCKWORK ( きわまるたくみわざ ?) provides the following tip: See and Saw are doing their routine inspection, but as they go on the inner part, they get faster and faster, before a huge explosion occurs. Playing through Wake-Up Caller, the code word is occasionally spelled out on the faces of the flowers that mark the player's progress.Įntering BOUTS ( ねたばらし ?) provides a call, which differs across regions. In Minna no Rhythm Tengoku, a lyrical version of the Manzai theme is played. In Rhythm Heaven Fever, Beat the Beat: Rhythm Paradise, and Rhythm Sesang Wii, as Manzai was replaced, the call instead plays the Rhythm Fighter theme and depicts a "fight" between two randomly selected characters, each of whom have one attack (using sound effects from their respective games), who may randomly hit or miss the opponent. The fighters include the Small Monkeys, Forthington, the Dough Dudes the paddle used to build Widgets, The Shrimp Scamperers, and Karate Joe.Įntering POSITIVE ( まさにべつもの ?) provides the following tip: When one of the fighters is KOed, the call ends. In Minna no Rhythm Tengoku, the code word is found in Manzai, where it replaces the "SPEEDUP!" text after a certain amount of points. ![]() In Rhythm Heaven Fever, Beat the Beat: Rhythm Paradise, and Rhythm Sesang Wii, Manzai was replaced with Mr. Upbeat, in which the titular character's green light expands and spells out the code word each 130 steps.Įntering MATCH ( しあいみせて ?) provides a call in which Wrestler poses and flexes during a match as Captain Tuck compliments him. ![]() Rhythm heaven megamix cia qr code code#Įventually, he yells "That's it!", which seems to confuse Wrestler, and the call ends.Įntering AFLOAT ( きみをあいしつづける ?) provides the following tip: Rhythm heaven megamix cia qr code code#.CellAnim27 is skipped, strangely.Ī 1 frame "animation" that includes the fully assembled background.Īn animation that cycles through all the parts of the background.Įvery 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.Įvery 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.Īlso 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. 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 cones in the spritesheet which also go unused. Glee Club's files include sprites for a chorus kid crouching down and up and gazing up that went unused. Interestingly, these sprites were also present in the spritesheet for Glee Club in Rhythm Heaven.Īn 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.Īn animation of the Radio Lady blinking, leftover from Rhythm Heaven. The Radio Lady looking serious, also leftover from the DS game. The Radio Lady looking worried, another leftover from DS. The Radio Lady smiling, yet another leftover from DS. Your guess is as good as mine as to where this could've been used.Īn explosion. It's unclear where exactly it could be used.Ī test animation for every each of the Radio Lady's expressions.Īn early animation for an enemy exploding. The final version uses particle effects for the remains of the alien ships, as aforementioned. There is an unused Micro-Row minigame icon (from Micro-Row co-op in Rhythm Heaven Fever) for Micro-Row 3. ![]()
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