History YMMV / RhythmHeaven

21st Nov '16 10:45:59 PM toothy7564
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** Rockers 2. Remember when the bandleader from Frog Hop told you the game was controller entirely with the touchscreen? This game defies that principle (you have to use the L/R button to bend the pitch of the notes) and ruins the game for any who happens to have broken shoulder buttons.

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** *** Rockers 2. Remember when the bandleader from Frog Hop told you the game was controller entirely with the touchscreen? This game defies that principle (you have to use the L/R button to bend the pitch of the notes) and ruins the game for any who happens to have broken shoulder buttons.
21st Nov '16 10:44:09 PM toothy7564
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** Rockers 2. Remember when the bandleader from Frog Hop told you the game was controller entirely with the touchscreen? This game defies that principle (you have to use the L/R button to bend the pitch of the notes) and ruins the game for any who happens to have broken shoulder buttons.
9th Nov '16 3:09:30 AM toothy7564
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*** Woe betide the fool who attempts to get a Perfect on Working Dough 2, which has nasty, off-beat patterns and entire sections with almost no accompanying music. And then it ''combines the two'' towards the end. Good luck with that. And if that wasn't enough, it ''came back'' for ''Megamix'', ready for a whole new round of hair-yanking frustration.

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*** Woe betide the fool who attempts to get a Perfect on Working Dough 2, which has nasty, off-beat patterns and entire sections with almost no accompanying music. And then it ''combines the two'' towards the end. Good luck with that. And if that wasn't enough, it [[spoiler:it ''came back'' for ''Megamix'', ready for a whole new round of hair-yanking frustration.]]
26th Oct '16 1:43:19 PM homogenized
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* UnfortunateCharacterDesign: In the Japanese version of MegaMix, Trey has big, pink lips as opposed to a simple line-smile and a pink nose. Considering that his skin...er, WOOD color is brown, it's justified why NoA removed his lips.

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* UnfortunateCharacterDesign: In the Japanese version of MegaMix, ''Megamix'', Trey has big, pink lips as opposed to a simple line-smile and a pink nose. Considering that his skin...er, WOOD color is brown, it's justified why NoA Nintendo of America removed his lips.
17th Oct '16 4:10:59 PM GearWax
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*** Catch Of The Day. The fishes have pretty strict timing. And on the Pausegill, there's a break before you have to pull the line, which is irritating combined with the strict timing. If that wasn't enough, not only does the Threefish have a LONG pause, but its timing ''is on an offbeat.'' And if THAT wasn't enough, the game is absolutely full of [[InterfaceScrew screenblocks and random distractions.]] At least it's short, though.
17th Oct '16 3:15:44 PM GearWax
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*** Drummer Duel is generally disliked because of its very fast tap sequences, tight timing windows, and strict (no-miss!) Superb requirements. And near the end, you have to do the fast tapping ''while the music speeds up''. Good luck.
7th Oct '16 7:08:34 PM TurtleTropes
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*UnfortunateCharacterDesign: In the Japanese version of MegaMix, Trey has big, pink lips as opposed to a simple line-smile and a pink nose. Considering that his skin...er, WOOD color is brown, it's justified why NoA removed his lips.
1st Oct '16 2:18:31 PM TurtleTropes
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*** Lockstep gets a ton of flack for being hard to keep up with, due to the player needing to tap every millisecond, and the fact that you need to switch beats at times.
23rd Sep '16 8:10:04 PM LucaEarlgrey
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** Is the "Go for a Perfect!" system a good way to curb unhealthily obsessive attempts at getting Perfects on stages, or is it a ScrappyMechanic that adds much-unneeded pressure?
20th Aug '16 12:18:37 AM homogenized
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* HellIsThatNoise: Screwing up while going for a Perfect. Not only because it means that you've burned one of your three chances for a Perfect, but also because it's ''loud''. Thankfully, it's quieter in the Wii version, but it can still be jarring. The sound returns in ''Megamix'' in Challenges invoking the Lives rule, where you can hear it up to three times per game.

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* HellIsThatNoise: HellIsThatNoise:
**
Screwing up while going for a Perfect. Not only because it means that you've burned one of your three chances for a Perfect, but also because it's ''loud''. Thankfully, it's quieter in the Wii version, but it can still be jarring. The sound returns in ''Megamix'' in Challenges invoking the Lives rule, where you can hear it up to three times per game.



* ThatOneSidequest: Feeding the goat to level 200. First off, it's done via a [[LuckBasedMission Pachinko]] game, which is jarringly out of place in a series that, to this point, has utilized nothing but rhythm. Then it's a long grind to level the thing up (to put it in perspective, by the time you've Perfected every rhythm game, completed all of the Challenges, and bought every item in the store, your goat will probably be at around level 60 if you've been extremely lucky). And as a final slap in the face, the last 10 levels veer straight into HarderThanHard territory by requiring literally ''pixel perfect'' shots, especially the last level which requires the turnip to bounce off a lone peg in such a way that it bounces ''backwards'' into a very tiny hole. While the feeding minigame goes on infinitely, it's likely that if you ever manage to reach level 200 for what will likely be [[LastLousyPoint your last medal]], you'll never so much as look at it again.
** The Monster Challenges. First off, they tend to get pared with Increased Tempo. To complete this type of challenge you have to avoid letting the game screen fall all the way into a monsters mouth, where it will get eant, which is done by getting Aces (hitting the cues perfectly). If you fail get enough Aces to Survive, the monster unleashes a startling roar, eats the screen, automatically ending the game right then and there. Getting Flow Balls is hard enough without the threat of a ScareChord.

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* ThatOneSidequest: ThatOneSidequest:
**
Feeding the goat to level 200. First off, it's done via a [[LuckBasedMission Pachinko]] game, which is jarringly out of place in a series that, to this point, has utilized nothing but rhythm. Then it's a long grind to level the thing up (to put it in perspective, by the time you've Perfected every rhythm game, completed all of the Challenges, and bought every item in the store, your goat will probably be at around level 60 if you've been extremely lucky). And as a final slap in the face, the last 10 levels veer straight into HarderThanHard territory by requiring literally ''pixel perfect'' shots, especially the last level which requires the turnip to bounce off a lone peg in such a way that it bounces ''backwards'' into a very tiny hole. While the feeding minigame goes on infinitely, it's likely that if you ever manage to reach level 200 for what will likely be [[LastLousyPoint your last medal]], you'll never so much as look at it again.
** The Monster Challenges. First off, they tend to get pared paired with Increased Tempo. To complete this type of challenge you have to avoid letting the game screen fall all the way into a monsters mouth, where it will get eant, eaten, which is done by getting Aces (hitting the cues perfectly). If you fail get enough Aces to Survive, survive, the monster unleashes a startling roar, roar and eats the screen, automatically ending the game right then and there. Getting Flow Balls is hard enough without the threat of a ScareChord.
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http://tvtropes.org/pmwiki/article_history.php?article=YMMV.RhythmHeaven