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Rhythm Tengoku (GBA) Journal 6

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by , 6th November 2012 at 10:44 AM (2506 Views)

(Important to Note: This minigame doesn't appear in this game; this picture is here merely
because it's a very eye-catching picture that is a Rhythm Heaven and Pokemon crossover.
Besides, I want to add a picture to make the presentation of this blog more interesting.)


Alright, I am going to end this series, because I dislike leaving an article series unfinished! While I had this typed long ago, I decided to upload it now because it's either now or never. If you are reading this and don't know what's going on, I am basically summing up my experience with Rhythm Tengoku for the GBA, which is the first game of the Rhythm Heaven series. This journal seeks to explain my experiences with the game, while I use videos by others to explain the experience. All of these videos are courtesy of amiworld, who got Perfect for all these minigames. Let's finish this!

(Click the title of the minigame to go to the video of that specific minigame)


Column 7

Karate Man 2

Difficulty (to me): ***
Mastery difficulty (to me): ***
Catchiness: ****

It's the original Karate Man (1st Column) with a twist! The controls are basically the same: press A to punch things. This time, the tempo will have its ups and downs, so sometimes it will slow down and sometimes it will speed up. One thing I forgot to mention is that if you miss a lightbulb, then you will lose all your hearts. This is especially essential if you are about to hit a rock.

The tempo of the game really threw me off the first time, because I had more misses than my previous attempt of Karate Man. Unlike before, you need to perform this minigame perfectly to get a Superb, making it harder. Is it necessarily hard to achieve? Not really, compared to some of the more brutal minigames.


Rhythm Epilation 2

Difficulty (to me): **
Mastery difficulty (to me): ***
Catchiness: *****

It's like the original Rhythm Epilation (1st Column), but this time, the placement of roots are trickier. As usual, you press A or the D-pad to pluck, and to pluck the twisted ones, you need to hold the button.

The trickier combos are harder to pull off, like the part where there are four twisted roots in a row. They're quite easy, except for the last part, because you cannot rely on one hand to pull off that stunt. You need two because of how close those roots near the end are. Luckily, it's not needed to get perfect (near perfect will do), because that would've made it a lot harder.


Descendent of a Ninja

Difficulty (to me): ****
Mastery difficulty (to me): ***** + **
Catchiness: *****

It's like the original Ninja (5th Column), where you need to deflect enemies' rocks by pressing A or the D-pad depending on your stick. A to swing it right and D-pad to swing it left. The difference is the scenario. The enemies are hooligans, your character is a biker, and the one you are supposed to protect is a girl. This is as seen in the 5th Remix of the game, except you get to play this scenario.

As with Ninja, this is a very tough game to get Superb, but instead of exerting my effort to get Superb, I will save the exertions for later. At least I got an OK in my first try, even though it's not that great of an attempt.

After completing the next three minigames, I decided to do this one again to go for the gold once again. After many attempts of failure, I finally got that rating even though it is really not that great of an attempt, so the Superb was a pleasant surprise.


Night Walk 2

Difficulty (to me): *
Mastery difficulty (to me): **
Catchiness: ****

It's like the original Night Walk (4th Column), where you are to press A when you walk on a box to jump, but there is a new twist in this formula: floating fishes. You must not jump when they are ahead, instead only walking by them, or else you get shocked, lose the game and get a Try Again rating, no matter how well you did at that point.

Like the previous Night Walk, the game demands near perfection. However, at least the fish are easy to avoid because the game's slower pace gives time to avoid this. It's too bad that my first attempt to get Superb didn't go well. It's a nice break to have an easier game after the tough Descendent of the Ninja.


Marchers 2

Difficulty (to me): ****
Mastery difficulty (to me): ***** + *
Catchiness: *****

It's like the original Marchers (1st Column), except your commander is a girl in a bunny suit while your marchers are men in bunny suits. As before, press A with proper rhythm when you need to march, press B to halt your march, and press left or right to face left or right respectively.

This is one of those hard minigames that I faced before, so naturally this one's also very tough for me! The pattern for this game is longer that I needed to write down what they did so that I know what to do next. The main problem with this game is that there is a portion where you need to turn your head while marching, but otherwise, it's more of the same. Like the previous one, there is a time when the commander is preparing to halt a march, but not immediately (this one can easily trick the player!). It took many tries, but I finally triumphed this one.


7th Remix

Difficulty (to me): ***
Mastery difficulty (to me): ***
Catchiness: *****

It's another remix, this time taking a page from three past remixes: 1st Remix, 2nd Remix and 4th Remix. The minigame order is: Marchers, Karate Man, Space Dance, Trampoline, Karate Man, Rhythm Epilation, Samurai Slice, Rhythm Calligraphy, Samurai Slice, Clapping Trio, Marchers (w/ man in bunny suit and space rabbits), Tap Dance (w/ a more Chinese theme), White Ghost, Night Walk, Karate Man, Space Dance (Cosmo Dance version), Showtime, Clapping Trio (w/ 4 monkeys), Air Batter, Clapping Trio, Air Batter, Tap Dance (w/ pigs and a Swedish-looking girl), Dr. Bacteria (w/ a black bacteria which requires 3 hits), Tap Dance (w/ a more Chinese theme), Space Dance, Rabbit Jump.

An odd choice of remix that never caught on in the sequels, although I am not complaining because it's not that necessary compared to the medley (and no Bon Odori or Ninja). Anyway, the choice of games is diverse, and the different themes of familiar games might be a throw-off, especially Dr. Bacteria and the Tap Dance with pigs. It's not too hard to get Superb, because a lot of the games are easy, like Karate Man and Air Batter.




Column 8

Hopping Road 2

Difficulty (to me): *****
Mastery difficulty (to me): *****
Catchiness: ****

It's like Hopping Road from Column 5, where you need to press A and then the D-pad to bounce the ball towards the end. This time, the timing of the bouncing balls are trickier, because the pace in which they go can be complicated.

This is another minigame that was hard for me before, and it still is hard for me now. The main problem with this minigame is that you need to get a perfect performance to get Superb, which is what I don't want to do yet, instead going for the gold for other minigames first. It took me a lot of tries to get it, but if you ask me, it's not too bad to get it. It requires good practice to be perfect, that's all.


Toss Boys 2

Difficulty (to me): ****
Mastery difficulty (to me): ***
Catchiness: *****

It's like Toss Boys from Column 5, in which you press the button corresponding to the characters to volley the ball. A for the red-clad girl (Aki-chan), B for the blue-clad boy (Ao-kun), and the D-pad for the yellow-clad lad (Kii-yan). This time the characters have new haircuts, and the passing around is trickier.

This is one of the easier minigames to get through because you know what's coming up next based on sight and speech. It only took me two attempts to get Superb, which is supposed to be a breather from Hopping Road 2, I guess. The Superb part was when I lost a ball, but when I thought I was going to fail, I was surprised at the stellar rating.


Polyrhythm 2

Difficulty (to me): *****
Mastery difficulty (to me): *****
Catchiness: ****

It's like Polyrhythm from Column 4. The objective of this game is to bounce the rods so that they reach the other side. Press A to activate the springs on the right path, and the D-pad is for the springs on the left path.

A surprisingly hard minigame. There are two reasons for this. First is that the rhythm of the later parts are trickier to pull off because both paths will not have an identical rhythm. The second tough part is that each rhythm that you need to pull off needs to be done twice because each time the springs come up, there will be two rods in a row that you need to do, and this is really hard for the later rhythms. Still, it's a managable one. The song's faster pace doesn't do it for me, as I felt it makes the game more rushed. I prefer the slower original.


Air Batter 2

Difficulty (to me): ***
Mastery difficulty (to me): ***
Catchiness: ****

It's like the first Air Batter. Hit A with the proper timing to hit the things that pop out. This time, however, it's a bit faster and the scene zooms out more often.

This one is harder than Air Batter, but since I got my share of practice for the first one, it's not that bad. Nothing much to say here, except getting Superb is simple enough.


Sneaky Spirits 2

Difficulty (to me): **
Mastery difficulty (to me): ***
Catchiness: ***

It's like the Sneaky Spirits, where you need to press A with the proper timing to shoot an arrow at one of those sneaky white spirits. There are new patterns in which the spirits appear, and they are generally tricky to gauge.

Luckily, this minigame doesn't require utmost perfection, like the first one. What I mean is that if one ghost nearly hit your arrow while the others are hit, you still get Superb. It took me a few tries to get Superb because of the trickier patterns, but it's generally the same as the first one.


Remix 8

Difficulty (to me): *****
Mastery difficulty (to me): *****
Catchiness: *****

The last remix is an original remix. It mixes things up in this slow, yet catchy remix. Minigame order: Marchers (w/ rabbit commander and space rabbits), Karate Man, Tap Trial (w/ a Chinese theme), Karate Man, Samurai Slice, Karate Man, Crunchy Trio, Karate Man, Rhythm Epilation, Karate Man (super mode), Rhythm Epilation, Karate Man (super mode), Rhythm Epilation (cover), Space Dance, Rhythm Epilation, Marchers, Rhythm Epilation (full cover), Tap Trial, Rhythm Epilation (cover), Showtime, Rhythm Epilation, Stealth Rat (w/ traffic lights), Rhythm Epilation (full cover), Karate Man (super mode).

So, this is the last remix, but it's also very hard. Why? Because there are a couple of twists in this game: One, when plucking onion roots, sometimes you can't see where your tweezers are, so you are forced to rely on rhythm memory to figure out. The second twist is Karate Man's rocks. In super mode, you need to rely on sound, since the rocks are partially not visible under the black, although the ability to punch them on the get-go is still good. Some of the other games are tricky to get right as well.

Note: Super Mode means that Karate Joe doesn't need to punch three things successfully to punch rocks.



...and I am done! I feel a lot better finishing a series of articles I planned to upload. That's a load off my back for sure. Will I be explaining my experiences with those Endless minigames? Nah... since there's zero interest in the first place, there is no compulsion for me to put those down. I hope you enjoyed reading these journal entries (if you read them, that is) as my as I have writing them.

Thanks for reading.

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