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** The idol who performs in Fan Club from ''Heaven'' is called Pop Singer. Many fans however, give her the name "Erina", after the idol, Hashiguchi Erina, who sang as her in the Japanese version of the game. Likewise, the redesigned Pop Singer from ''Megamix'' is named "Arisa", after the idol, Hario Arisa, who voiced the pop star in the Japanese version of ''Megamix''.

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** The idol who performs in Fan Club from ''Heaven'' is called Pop Singer. Many fans however, give her the name "Erina", after the idol, Hashiguchi Erina, who sang as her in the Japanese version of the game. Likewise, the redesigned Pop Singer from ''Megamix'' is named "Arisa", "Arisa" by the fandom, after the idol, Hario Arisa, who voiced the pop star in the Japanese version of ''Megamix''.
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** The idol who performs in Fan Club from ''Heaven'' is called Pop Singer. Many fans however, give her the name "Erina", after the idol, Hashiguchi Erina, who sang as her in the Japanese version of the game. Likewise, the redesigned Pop Singer from ''Megamix'' is named "Arisa", after the idol, Hario Arisa, who voiced the pop star in the Japanese version of ''Megamix''.
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* FanNickname:
** ''Rhythm Tengoku'' is often called "Rhythm Heaven Silver", due to the popular FanTranslation of the game being titled that. As a consequence of this translation, most of the games have fan nicknames for the English fandom, though ''Megamix'' provide official titles for several games (the translation was released after ''Fever''). It remains to be seen whether the translation will be updated to include the official names, especially since lead translator W hat dislikes much of the new names.
** DJ Yellow's student in ''Heaven'' is often referred to as DJ Blue; the cast roll just calls him [[EveryoneCallsHimBarkeep Student]].
** The girl who appears in Tap Trial has been nicknamed "Rhythm Girl" by the fandom due to her frequently being depicted as TheFace in most of the games, particularly by the ''VideoGame/SuperSmashBros'' fandom.
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* CultClassic: Generally speaking the series manages to have a dedicated audience despite only having four games and being easily overshadowed by even it's sister series ''VideoGame/WarioWare''.

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* CultClassic: Generally speaking the The series manages to have a very dedicated audience audience, despite only having four games and being easily overshadowed by even it's its sister series series, ''VideoGame/WarioWare''.
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Fixing typo


* CultClassic: Generally speaking the series manages to have a dedicated audience despite only having four games and being easily overshadowed by even it's sister series ''VideoGame/WarioWare''

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* CultClassic: Generally speaking the series manages to have a dedicated audience despite only having four games and being easily overshadowed by even it's sister series ''VideoGame/WarioWare''''VideoGame/WarioWare''.
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Fixing typo


* CultClassic: Generally speaking the series manages to have a dedicated audience despite only having four games and being easily overshadowed by even it's sister series ''VideoGame/Warioware''

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* CultClassic: Generally speaking the series manages to have a dedicated audience despite only having four games and being easily overshadowed by even it's sister series ''VideoGame/Warioware''''VideoGame/WarioWare''
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Fixing typo


* CultClassic: Generally speaking the series manages to have a dedicated audience despite only having four games and being easily overshadowed by even it's sister series VideoGame/Warioware

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* CultClassic: Generally speaking the series manages to have a dedicated audience despite only having four games and being easily overshadowed by even it's sister series VideoGame/Warioware''VideoGame/Warioware''
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* CultClassic: Generally speaking the series manages to have a dedicated audience despite only having four games and being easily overshadowed by even it's sister series VideoGame/Warioware
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* AntiClimaxBoss: The final remix (Remix 8) in ''Tengoku''. It goes at a moderate, easy rhythm, and none of the cues are particularly hard to miss. The remix also primarily consists of Rhythm Tweezers in contrast to the remix featuring all the games (which is oddly a DiscOneFinalBoss, Remix 6, instead of the final remix). But if you're not that good with quarter-beats, it can be one of the most challenging games in the series, considering you have to clear it with less than three mistakes for a Superb.

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* AntiClimaxBoss: The final remix (Remix 8) in ''Tengoku''. It goes at a moderate, easy rhythm, and none of the cues are particularly hard to miss. pretty predictable. The remix also primarily consists of Rhythm Tweezers Tweezers, in contrast to the remix featuring all the games (which is oddly a DiscOneFinalBoss, Remix 6, instead of the final remix). But if you're not that good with quarter-beats, it It can be one of the most challenging games in the series, series if you struggle with Rhythm Tweezers' inputs, though, considering you have to clear it with less than three mistakes for a Superb.
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** Ringside in ''Fever''. It's already a very simple game with three basic inputs and simple rhythm, but it's made even easier due to MemeticMutation. Since most of the parody videos are based on a perfect run, anyone familiar with the meme has the rhythm of the song memorized.

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** Ringside in ''Fever''. It's already a very simple game with three basic inputs and simple steady rhythm, but it's made even easier due to MemeticMutation. Since most of the parody videos are based on a perfect run, anyone familiar with the meme has the rhythm of the song memorized.
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** Tap Trial in ''Tengoku''. It's the last non-sequel rhythm game, and it comes right after [[ThatOneLevel Fireworks]] and the other tricky games of the fifth set. However, it only uses one button, the cues are clear and can be seen in the visuals easily, and it's just a fun level in general. Its sequel, while more difficult, is also tamer than the other songs in its set, and it comes right before the difficult [[DiscOneFinalBoss Remix 6]].

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** Tap Trial in ''Tengoku''. It's the last non-sequel rhythm game, and it comes right after [[ThatOneLevel Fireworks]] and the other tricky games of the fifth set. However, it only uses one button, the cues are clear and can be seen in the visuals easily, and it's just a fun level in general. Its sequel, while more difficult, is also tamer than the other songs in its set, and it comes right before the difficult climactic [[DiscOneFinalBoss Remix 6]].



** Using the R button (or L, depending on your dominant hand) in Rockers 2. It's the only time you have to use any buttons in the game, and it's difficult to time how long to hold the button.

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** Using the R button (or L, depending on your dominant hand) in Rockers 2. It's the only time you have to use any buttons in the game, and it's difficult to time how long to hold the button. If your console's shoulder buttons are broken (very likely to happen due to their poor durability), you're effectively locked out of the endgame.



* ThatOneAttack: With many a level, there's usually one segment that's especially hard to nail, either due to tight timing, really fast prompts, or both at the same time. The game's aware of these moments too, and is prone to denying your Superb if you don't get them right. ''Megamix'' also likes to place its Skill Stars there too.

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* ThatOneAttack: With many a level, there's usually one segment that's especially hard to nail, either due to tight timing, really fast prompts, or both at the same time. The game's aware of these moments too, and is prone to denying your Superb if you don't get them right. ''Megamix'' also likes to place its Skill Stars there too.



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** Quiz Show in ''Tengoku'', [[ThatOneLevel at least to some people]]. Despite being one of the few mini-games to have insta-fail conditions, you don't actually need any rhythm to pass. Just do as many button inputs as the host. However, it becomes slightly tougher in ''Megamix'', where you have to follow the host's pattern to get its skill star and higher scores.

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** Quiz Show in ''Tengoku'', [[ThatOneLevel at least to some people]]. Despite being one of the few mini-games to have insta-fail conditions, you don't actually need any rhythm to pass. Just do as many button inputs as the host. However, it It becomes slightly tougher in ''Megamix'', where you have to follow the host's pattern to get its skill star and higher scores.scores, but it's also easier to perfect thanks to a {{good bad bug|s}}.



** Tap Trial in ''Tengoku''. It's the last non-sequel rhythm game, and it comes right after [[ThatOneLevel Fireworks]] and the other tricky games of the fifth set. However, it only uses one button, the cues are clear and can be seen in the visuals easily, and it's just a fun level in general. Its sequel is also tame (it comes only a set after the original game, so you won't need a refresher), and is right before the FinalExamBoss.

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** Tap Trial in ''Tengoku''. It's the last non-sequel rhythm game, and it comes right after [[ThatOneLevel Fireworks]] and the other tricky games of the fifth set. However, it only uses one button, the cues are clear and can be seen in the visuals easily, and it's just a fun level in general. Its sequel sequel, while more difficult, is also tame (it tamer than the other songs in its set, and it comes only a set after the original game, so you won't need a refresher), and is right before the FinalExamBoss.difficult [[DiscOneFinalBoss Remix 6]].



** Lockstep 2 in ''Heaven''. Even though it's in the eighth block with difficult games like Rhythm Rally 2 and Fillbots 2, its tempo is significantly slower than the original Lockstep, allowing you more time to prepare for switching to the off beats and back. The main gimmick is that it's in swing rhythm, which might throw off your muscle memory, but otherwise doesn't have much effect on its difficulty. This is likely intentional, as the game after it is Remix 8.
** Ringside in ''Fever'', mainly as the result of being the subject of much MemeticMutation. Since most of the parody videos are based on a perfect run, anyone familiar with the meme has the rhythm of the song memorized, making the level even easier than it would otherwise be.

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** Lockstep 2 in ''Heaven''. Even though it's in the eighth block with difficult games like Rhythm Rally 2 and Fillbots 2, its tempo is significantly slower than the original Lockstep, allowing you more time to prepare for switching to the off beats and back. The main gimmick is that it's in swing rhythm, which might throw off your muscle memory, but otherwise doesn't have much effect on its difficulty. This is likely intentional, as the game after it is the notoriously difficult Remix 8.
** Ringside in ''Fever'', mainly as the result of being the subject of much ''Fever''. It's already a very simple game with three basic inputs and simple rhythm, but it's made even easier due to MemeticMutation. Since most of the parody videos are based on a perfect run, anyone familiar with the meme has the rhythm of the song memorized, making memorized.
** Hole in One 2 in both ''Fever'' and ''Megamix'' is grouped with much more difficult games (the ninth set with Love Rap 2 and Screwbot Factory 2 in ''Fever'',
the level even easier Right-Hand Tower with Jumpin' Jazz and Super Samurai Slice 2 in ''Megamix''), and ends up being a relaxing change of pace due to its laidback rhythm and simple cues. It's not much more difficult than it would otherwise be.its predecessor, which is effectively a tutorial level.



** Working Dough 2 is this in ''Megamix''. Sandwiched between the dreaded Cosmic Rhythm Rally and the incredibly fast Karate Man Senior, it's slower and less tricky than those two high speed games.

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** Working Dough 2 is this in ''Megamix''. Sandwiched While it's suitably difficult in the eighth set of ''Fever'', in ''Megamix'' it's in the final tower, sandwiched between the dreaded Cosmic Rhythm Rally and the incredibly fast Karate Man Senior, it's Senior. It's slower and less tricky than those two high speed high-speed games.



* FandomRivalry: A minor one had with the ''VideoGame/FireEmblem'' series after Nintendo's choice to make Corrin, a sixth ''Fire Emblem'' representative, playable in ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'' rather than a character from the ''Rhythm Heaven'' series, which had no representation aside from a Smash Run enemy (''Rhythm Heaven'' fans are often on the same side as the ''VideoGame/GoldenSun'' and ''VideoGame/PanelDePon'' series as they also do not have any playable representatives). Extended to ''VideoGame/SuperSmashBrosUltimate'' with the additions of Chrom and Byleth.

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* %%* FandomRivalry: A minor one had with the ''VideoGame/FireEmblem'' series after Nintendo's choice to make Corrin, a sixth ''Fire Emblem'' representative, playable in ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'' rather than a character from the ''Rhythm Heaven'' series, which had no representation aside from a Smash Run enemy (''Rhythm Heaven'' fans are often on the same side as the ''VideoGame/GoldenSun'' and ''VideoGame/PanelDePon'' series as they also do not have any playable representatives). Extended to ''VideoGame/SuperSmashBrosUltimate'' with the additions of Chrom and Byleth.
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** Lockstep 2 in ''Heaven''. Even though it’s in the eighth block with such games as Rhythm Rally 2, the tempo of the song is significantly slower than the original Lockstep, allowing you more time to prepare for switching to the off beats and back. This is likely intentional, as the game after it is Remix 8.

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** Lockstep 2 in ''Heaven''. Even though it’s it's in the eighth block with such difficult games as like Rhythm Rally 2 and Fillbots 2, the its tempo of the song is significantly slower than the original Lockstep, allowing you more time to prepare for switching to the off beats and back.back. The main gimmick is that it's in swing rhythm, which might throw off your muscle memory, but otherwise doesn't have much effect on its difficulty. This is likely intentional, as the game after it is Remix 8.
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** Replacing the wrestler in Ringside with a random character, celebrity, or meme has become popular since the game launched in Japan in 2011.
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* AuthorsSavingThrow: The previous localizations for the soundtracks, especially ''Heaven,'' faced some complaints about [[TheyChangedItNowItSucks the English versions being inferior to the Japanese version]]. ''Megamix'' mitigates this by adding a toggle switch between the English and Japanese soundtracks.

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Splitting a two-for-one example and also removing some Walkthrough Mode


** Remix 5 in the first game, Remix 8 in the second. Note that each rather prominently features parts from ThatOneLevel - ''Tengoku'' Remix 5 has Fireworks and its really difficult timing, whereas ''Heaven'' Remix 8 heavily features Rhythm Rally and also includes Fillbots (and ''its'' really difficult timing, especially at the speed said remix goes at) on two occasions. For the former Remix, since it mostly focuses on Tap Trial (See BreatherLevel above) & gives countdown cues to Fireworks, it might be more simple than the former. To clarify the second one, once you figure out that Rhythm Rally and Dog Ninja basically go at the exact same rhythm, the beginning turns into a matter of flicking at a constant pace. It's towards the end, when the game gradually starts to speed up, that things turn sour real quick.

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** Remix 5 in the first game, Remix 8 in the second. Note that each rather prominently features parts from ThatOneLevel - ''Tengoku'' game. First off, Remix 5 has Fireworks and its really difficult timing, whereas ''Heaven'' Remix 8 heavily features Rhythm Rally and also includes Fillbots (and ''its'' really difficult timing, especially at the speed said remix goes at) on two occasions. For the former Remix, since timing. At least it mostly focuses on Tap Trial (See BreatherLevel above) & and gives countdown cues to Fireworks, it might be more simple than the former. To clarify the second one, once you figure out that Rhythm Rally and Dog Ninja basically go at the exact same rhythm, the beginning turns into a matter of flicking at a constant pace. It's towards the end, when the game gradually starts to speed up, that things turn sour real quick.Fireworks.


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** Remix 8 in ''Heaven'' is ridiculously high-tempo and includes the difficult Rhythm Rally (at breakneck speed), Fillbots (and ''its'' really difficult timing, especially at the speed said remix goes at), and Lockstep. It's towards the end, when the game gradually starts to speed up, that things turn sour real quick.

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Very long


* ThatOneLevel:
** Most games that require the player to tap the button/screen every millisecond (examples include Frog Hop and Space Soccer from ''Heaven'') can fall under this, due to their repetitiveness and that they can easily make a player very tired.
** In ''Rhythm Tengoku'':
*** Rat Race, despite being in the second set of games unlocked, is much more difficult than anything else in its set (besides possibly The Bon Odori) because the only audio cue is a stoplight in the practice which is immediately taken away once you start the game, meaning unprepared players have only their eyes to tell when to stop or start. Fortunately, in both of the remixes it appears in, the stoplight is used. In ''Megamix'', the stoplight is kept for most of the real game, and actual audio cues are added, bringing it down to its likely intended level of difficulty.
*** The Bon Odori has many difficult patterns, some not covered by the practice, and strict timing. Its sequel Bon Dance takes the same song and reverses the patterns for maximum grief.
*** Quiz Show is arguably one of the most disliked minigames in the series, due to its lack of rhythm and being fairly boring. Not to mention that even one mess-up would result in an automatic ''Try Again''. It doesn't help either that it's also one of three bonus minigames from ''Tengoku'' to appear in ''Megamix'', when there a lot of better-received minigames from ''Tengoku'' that could've taken its spot instead.
*** Ninja Bodyguard is a game that requires very fast reflexes. The second-to-last cue is especially infamous, as you need to deflect four arrows in a row (which is also required to even get a Superb and, in ''Megamix'' only, the Skill Star).\\
Its sequel Ninja Reincarnate gets even more fiendish, with cues going up to '''five''' projectiles in quick succession, or two button presses spaced so close together it's almost instant. Getting those two cues are required for a Superb; naturally, getting a Perfect here is a daunting task. Fortunately, this version did not make it to ''Megamix''.
*** Fireworks has a very repetitive song, nothing onscreen but the fireworks, and strict timing.
*** Bouncy Road 2. Miss even one cue? Bye bye '''''Superb!''''' This is a game where cues come really quick, and often overlap.
*** Polyrhythm 2 is rather infamous for having a part where you basically copy ''two rhythms at once''. Normally the left and right sides mesh into each other, but not here.
** ''Rhythm Heaven'':
*** Fillbots is disliked due to its repetitive nature, nasty offbeat patterns, and strict Superb requirements, despite only being the third game overall.\\
Fillbots 2 is worse, due to adding in smaller robots, having a lot of BlackoutBasement sections, screwing around with the player's rhythm by switching to offbeats, and being [[MarathonLevel unnecessary long]], though it fortunately didn't make it into ''Megamix'' unlike the original.
*** Rhythm Rally is one of the most cited, due to its overuse of flicking and its incredibly tight input window. Its practice session has a tempo that's ''way'' slower than the actual game, which will catch first-time players off-guard as it sets itself up as a big stumbling block. It returns in ''Megamix'' but it's a lot more tolerable when it's exclusively controlled by button presses.\\
And when you think that was tough enough, Rhythm Rally 2 is worse! Not only do you have to deal with a faster tempo, but the song is twice as long, and now you’ll have to deal with four quick serves in succession! At least it got put in a proper position in ''Megamix'' as the fourth to last game.
*** Moai Doo-Wop. Despite being a simple SimonSaysMinigame, the difficulty comes from the game's failure to distinguish light taps from hard touches. Along with that, it has strict timing requirements that will count your inputs as errors ''despite that it looks like you did nothing wrong.'' The sequel makes things even harder.
*** Love Lizards gets a lot of flack not only because it's repetitive, but the controls tend to be over or under-responsive (depending on which one you ''don't'' want it to be). Even worse, when attempting to go for a Perfect, sometimes what counts as a hit in the game can actually cancel a Perfect attempt.
*** 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.
*** Big Rock Finish manages to be disliked despite only having a single pattern -- the difficulty comes from finding the beat and then working with the input windows. Notably, adapting to a song's tempo is a skill that few other rhythm games utilize. Much like Quiz Show from ''Tengoku'', this is one of the three bonus games from ''Heaven'' to return in ''Megamix'', taking a slot away from other games that most fans believe were more deserving of the slot.
*** Lockstep gets a ton of flack for being hard to keep up with, due to the player needing to tap every beat, while switching to the offbeat and back on cue. Made worse in ''Megamix'' because, unlike in ''Heaven,'' barely missing the beat is enough to cancel a Perfect attempt.
*** Built to Scale 2, as the first of the sequel minigames, easily sets the tone for the trickiness of the subsequent levels. It has the same patterns as the first, but now requires you to be on the lookout for the new maddeningly fast widgets that pop up out of nowhere. Near the end of the song, it pulls a ''extremely nasty trick'' that's even crazier than it's prequel, and if you miss that one, there goes the Superb.
*** Shoot-'Em-Up 2 starts off from the hardest section of the prequel, then ups the ante by throwing multiple crazy patterns that either have complex timing or requires crazy-fast reflexes to hit them all. Like the first one, a single miss will instantly lose your chances of getting a Superb.
*** Rockers 2. Remember when the bandleader from Frog Hop told you the game was controlled 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.
** ''Rhythm Heaven Fever'':
*** Monkey Watch is the first minigame that requires the player to have a consistent rhythm throughout. Said rhythm uses beats with long pauses in between is constantly interrupted by syncopated ones in the form of the pink monkeys. Additionally, it's the first game that has visual distractions, namely a very far zoom on the watch and a hot-air balloon floating in front of the Monkeys. Love for this minigame seems to be split down the line between people who have a developed sense of rhythm and those who are looking to improve their rhythm. For those with a strong sense of rhythm, it is one of the first truly-involving minigames ''Rhythm Heaven Fever'' has to offer. To everybody else, it can be a complete nightmare.
*** Working Dough involves you memorizing long varied patterns with no breaks in between that require quick button pressing and switching those presses to get them all. Not to mention that the stage spans about 2 minutes.
*** Catch of the Day is short, but the fishes have pretty strict timing. On the Pausegill, there's a break before you have to pull the line; and on the Threefish, there is a LONG pause and the correct timing is ''on an offbeat.'' The game is also full of [[InterfaceScrew screenblocks and random distractions]]. It doesn't help that the song for the level is boring.
*** Exhibition Match has no sound cues and a very long delay between the visual cue and button press. You are expected to count five beats on your own while the music does its best to throw you off by muting the drums or adding extra hits. The presses don't line up with the music in the most obvious way, and the percussion stops at one point to throw you off.
*** Donk-Donk's difficulty is as absurd as it's premise. You have to work with the rarely-used triplets, switching between two rhythms all while dealing with the strict input windows and the different times that patterns start and stop. ''It also tries to screw with your interface near the end.''
*** Love Rap, which ends up comprising the last two[[note]](there's also Love Rap 2)[[/note]] medals most people get, mostly due to the rather unusual timing of the sequences (to the point where listening to the audio alone frequently produces worse results than trying to figure out the visual cues on each action). The relevant Remixes are comparably easier.
*** Tap Troupe. The major reason is that the rhythm you need to use to exit the triplet (the bounce-bounce section) is different based on how long the section lasted. You need to either end with another triplet or change to an eighth note. One particularly nasty change actually requires you to wait for about three-eighths before making the final step!
*** Shrimp Shuffle. When the shrimps pause, their shout of "Together!" is delayed, which doesn't actually change the rhythm - but interrupts the voice counting the beats, which makes it ''very'' easy to get confused.
*** Working Dough 2. It replaces the extended patterns of the first one with nasty, off-beat patterns where some of them don't ''feel like they sync up with the music'' and entire sections with almost no accompanying music. And then it ''combines the two'' towards the end.
*** Built to Scale 2 puts you on the offbeat for most of the song and constantly changes up the speed on which you bounce the widgets, with them going either ''abnormally fast'' or ''abnormally slow''. The grading system is extremely harsh in this one.

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* ThatOneLevel:
ThatOneLevel: [[ThatOneLevel/RhythmHeaven Has its own page.]]
* ThatOneSidequest:
** Most games that require Feeding the player goat to tap the button/screen every millisecond (examples include Frog Hop and Space Soccer from ''Heaven'') can fall under this, due to their repetitiveness and that they can easily make a player very tired.
** In ''Rhythm Tengoku'':
*** Rat Race, despite being in the second set of games unlocked, is much more difficult than anything else in its set (besides possibly The Bon Odori) because the only audio cue is a stoplight in the practice which is immediately taken away once you start the game, meaning unprepared players have only their eyes to tell when to stop or start. Fortunately, in both of the remixes it appears in, the stoplight is used. In ''Megamix'', the stoplight is kept for most of the real game, and actual audio cues are added, bringing it down to its likely intended
level of difficulty.
*** The Bon Odori has many difficult patterns, some not covered by the practice, and strict timing. Its sequel Bon Dance takes the same song and reverses the patterns for maximum grief.
*** Quiz Show is arguably one of the most disliked minigames
200 in the series, due to its lack of rhythm and being fairly boring. Not to mention that even one mess-up would result in an automatic ''Try Again''. It doesn't help either that ''Megamix''. First off, it's also one of three bonus minigames from ''Tengoku'' to appear in ''Megamix'', when there done via a lot of better-received minigames from ''Tengoku'' that could've taken its spot instead.
*** Ninja Bodyguard is a game that requires very fast reflexes. The second-to-last cue is especially infamous, as you need to deflect four arrows in a row (which is also required to even get a Superb and, in ''Megamix'' only, the Skill Star).\\
Its sequel Ninja Reincarnate gets even more fiendish, with cues going up to '''five''' projectiles in quick succession, or two button presses spaced so close together it's almost instant. Getting those two cues are required for a Superb; naturally, getting a Perfect here is a daunting task. Fortunately, this version did not make it to ''Megamix''.
*** Fireworks has a very repetitive song, nothing onscreen but the fireworks, and strict timing.
*** Bouncy Road 2. Miss even one cue? Bye bye '''''Superb!''''' This is a game where cues come really quick, and often overlap.
*** Polyrhythm 2 is rather infamous for having a part where you basically copy ''two rhythms at once''. Normally the left and right sides mesh into each other, but not here.
** ''Rhythm Heaven'':
*** Fillbots is disliked due to its repetitive nature, nasty offbeat patterns, and strict Superb requirements, despite only being the third game overall.\\
Fillbots 2 is worse, due to adding in smaller robots, having a lot of BlackoutBasement sections, screwing around with the player's rhythm by switching to offbeats, and being [[MarathonLevel unnecessary long]], though it fortunately didn't make it into ''Megamix'' unlike the original.
*** Rhythm Rally is one of the most cited, due to its overuse of flicking and its incredibly tight input window. Its practice session has a tempo that's ''way'' slower than the actual
[[LuckBasedMission Pachinko]] game, which will catch first-time players off-guard as it sets itself up as a big stumbling block. It returns is jarringly out of place in ''Megamix'' a series that, to this point, has utilized nothing but rhythm. Then it's a lot more tolerable when it's exclusively controlled by button presses.\\
And when you think that was tough enough, Rhythm Rally 2 is worse! Not only do you have
long grind to deal with a faster tempo, but level the song is twice as long, thing up (to put it in perspective, by the time you've Perfected every rhythm game, completed all of the Challenges, and now you’ll have to deal with four quick serves in succession! At least it got put in a proper position in ''Megamix'' as the fourth to last game.
*** Moai Doo-Wop. Despite being a simple SimonSaysMinigame, the difficulty comes from the game's failure to distinguish light taps from hard touches. Along with that, it has strict timing requirements that will count your inputs as errors ''despite that it looks like you did nothing wrong.'' The sequel makes things even harder.
*** Love Lizards gets a lot of flack not only because it's repetitive, but the controls tend to be over or under-responsive (depending on which one you ''don't'' want it to be). Even worse, when attempting to go for a Perfect, sometimes what counts as a hit
bought every item in the game can actually cancel a Perfect attempt.
*** 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.
*** Big Rock Finish manages to be disliked despite only having a single pattern -- the difficulty comes from finding the beat and then working with the input windows. Notably, adapting to a song's tempo is a skill that few other rhythm games utilize. Much like Quiz Show from ''Tengoku'', this is one of the three bonus games from ''Heaven'' to return in ''Megamix'', taking a slot away from other games that most fans believe were more deserving of the slot.
*** Lockstep gets a ton of flack for being hard to keep up with, due to the player needing to tap every beat, while switching to the offbeat and back on cue. Made worse in ''Megamix'' because, unlike in ''Heaven,'' barely missing the beat is enough to cancel a Perfect attempt.
*** Built to Scale 2, as the first of the sequel minigames, easily sets the tone for the trickiness of the subsequent levels. It has the same patterns as the first, but now requires you to be on the lookout for the new maddeningly fast widgets that pop up out of nowhere. Near the end of the song, it pulls a ''extremely nasty trick'' that's even crazier than it's prequel, and if you miss that one, there goes the Superb.
*** Shoot-'Em-Up 2 starts off from the hardest section of the prequel, then ups the ante by throwing multiple crazy patterns that either have complex timing or requires crazy-fast reflexes to hit them all. Like the first one, a single miss
store, your goat will instantly lose your chances of getting probably be at around level 60 if you've been extremely lucky). And as a Superb.
*** Rockers 2. Remember when
final slap in the bandleader from Frog Hop told you face, the game was controlled entirely with last 10 levels veer straight into NintendoHard territory by requiring literally ''pixel perfect'' shots, especially 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.
** ''Rhythm Heaven Fever'':
*** Monkey Watch is the first minigame that
last level which requires the player turnip to have bounce off a consistent rhythm throughout. Said rhythm uses beats with long pauses lone peg in between is constantly interrupted by syncopated ones in such a way that it bounces ''backwards'' into a very tiny hole. While the form of the pink monkeys. Additionally, feeding minigame goes on infinitely, it's likely that, by the first game that has visual distractions, namely a very far zoom on the watch and a hot-air balloon floating in front of the Monkeys. Love for this minigame seems to be split down the line between people who have a developed sense of rhythm and those who are looking to improve their rhythm. For those with a strong sense of rhythm, it is one of the first truly-involving minigames ''Rhythm Heaven Fever'' has to offer. To everybody else, it can be a complete nightmare.
*** Working Dough involves
time you memorizing long varied patterns with no breaks in between that require quick button pressing and switching those presses manage to get them all. Not to mention that the stage spans about 2 minutes.
*** Catch of the Day is short, but the fishes have pretty strict timing. On the Pausegill, there's a break before you have to pull the line; and on the Threefish, there is a LONG pause and the correct timing is ''on an offbeat.'' The game is also full of [[InterfaceScrew screenblocks and random distractions]]. It doesn't help that the song for the
reach level is boring.
*** Exhibition Match has no sound cues and a very long delay between the visual cue and button press. You are expected to count five beats on
200 for what will likely be [[LastLousyPoint your own while the music does its best to throw you off by muting the drums or adding extra hits. The presses don't line up with the music in the most obvious way, and the percussion stops at one point to throw you off.
*** Donk-Donk's difficulty is as absurd as it's premise. You have to work with the rarely-used triplets, switching between two rhythms all while dealing with the strict input windows and the different times that patterns start and stop. ''It also tries to screw with your interface near the end.''
*** Love Rap, which ends up comprising the
last two[[note]](there's also Love Rap 2)[[/note]] medals most people get, mostly due medal]], you'll never want to the rather unusual timing of the sequences (to the point where listening to the audio alone frequently produces worse results than trying to figure out the visual cues on each action). The relevant Remixes are comparably easier.
*** Tap Troupe. The major reason is that the rhythm you need to use to exit the triplet (the bounce-bounce section) is different based on how long the section lasted. You need to either end with another triplet or change to an eighth note. One particularly nasty change actually requires you to wait for about three-eighths before making the final step!
*** Shrimp Shuffle. When the shrimps pause, their shout of "Together!" is delayed, which doesn't actually change the rhythm - but interrupts the voice counting the beats, which makes
so much as look at it ''very'' easy to get confused.
*** Working Dough 2. It replaces the extended patterns of the first one with nasty, off-beat patterns where some of them don't ''feel like they sync up with the music'' and entire sections with almost no accompanying music. And then it ''combines the two'' towards the end.
*** Built to Scale 2 puts you on the offbeat for most of the song and constantly changes up the speed on which you bounce the widgets, with them going either ''abnormally fast'' or ''abnormally slow''. The grading system is extremely harsh in this one.
ever again.



* ThatOneSidequest:
** Feeding the goat to level 200 in ''Megamix''. 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 NintendoHard 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, by the time you manage to reach level 200 for what will likely be [[LastLousyPoint your last medal]], you'll never want to so much as look at it ever again.
** The Monster Challenges. First off, they tend to get 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 eaten, which is done by getting Aces (hitting the cues perfectly). If you fail get enough Aces to survive, the monster unleashes a startling 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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* ThatOneSidequest:
** Feeding the goat to level 200 in ''Megamix''. 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 NintendoHard 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, by the time you manage to reach level 200 for what will likely be [[LastLousyPoint your last medal]], you'll never want to so much as look at it ever again.
**
*** The Monster Challenges. First off, they tend to get 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 eaten, which is done by getting Aces (hitting the cues perfectly). If you fail get enough Aces to survive, the monster unleashes a startling 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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** Remix 9 of ''Fever'' isn't nearly as retooled as the previous two, but a rather popular one [[https://m.youtube.com/watch?v=JcIUayPX56s does exist]] based off of ''Franchise/{{Pokemon}}''.
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Moved to Administrivia/ per TRS


And you seem scared of the {{Red Link}}s. \\

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And you seem scared of the {{Red Administrivia/{{Red Link}}s. \\
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This trope is In-Universe Examples Only.


** 'Man, Suki's gonna die...'/'She must really hate Suki.'[[labelnote:Explanation]]Before ''Fever'' was localized, fans of the Japanese Love Rap would [[{{Mondegreen}} choose to interpret the lyrics]] as a song about wanting to kill a girl named Suki, as the main song lyric is "Daisuki!" Once the English version was released, fans started joking that the singer got over her hatred of Suki.[[/labelnote]]

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** 'Man, Suki's gonna die...'/'She must really hate Suki.'[[labelnote:Explanation]]Before ''Fever'' was localized, fans of the Japanese Love Rap would [[{{Mondegreen}} choose to interpret the lyrics]] lyrics as a song about wanting to kill a girl named Suki, as the main song lyric is "Daisuki!" Once the English version was released, fans started joking that the singer got over her hatred of Suki.[[/labelnote]]
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Does this fit into the trope, or is it a misuse?

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* IAmNotShazam: Many people refer to the lizards from Love Lizards as, well "Love Lizards", when they're actually called '''Güiro''' Lizards. What doesn't help is that one trophy description from VideoGame/SuperSmashBros also called them "Love Lizards".
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** Remix 7 in ''Heaven'', the one after the credits and preceding the much harder eighth block, has a relaxed pace with a FluffyCloudHeaven theme and is composed primarily of the relatively easy vocal mini-games in the block (which are only slightly altered from their original versions). Even the surprise games are easy to deal with (albeit well-used). Notably, the only particularly challenging game in the block, a harder version of Built to Scale, is excluded from this remix.

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** Remix 7 in ''Heaven'', the one first Remix after the credits and preceding the much harder eighth block, has a relaxed pace with a FluffyCloudHeaven theme and is composed primarily of the relatively easy vocal mini-games in the block (which are only slightly altered from their original versions). Even the surprise games are easy to deal with (albeit well-used). Notably, the only particularly challenging game in the block, a harder version of Built to Scale, is excluded from this remix.
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To provide a reason for why it was cut: all of the characters are considered too major for their respective games. Karate Joe and the Chorus Kids are practically mascots, for example.


** Karate Joe and the Wandering Samurai for ''Tengoku'', the Chorus Kids for ''Heaven'' and the Wrestler and Reporter for ''Fever''. In fact, the Chorus Kids are so popular that Marshal, a SuspiciouslySimilarSubstitute, became the mascot of ''Fever''. The Tap Trial girl of ''Tengoku'' and MC Adore of ''Fever'' are slightly lesser examples, but still incredibly popular among the fan base.
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Restoring entry deleted without a reason.

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** Karate Joe and the Wandering Samurai for ''Tengoku'', the Chorus Kids for ''Heaven'' and the Wrestler and Reporter for ''Fever''. In fact, the Chorus Kids are so popular that Marshal, a SuspiciouslySimilarSubstitute, became the mascot of ''Fever''. The Tap Trial girl of ''Tengoku'' and MC Adore of ''Fever'' are slightly lesser examples, but still incredibly popular among the fan base.
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* RainbowLens: The song "Beautiful One Day" from ''Fever'', a song about recovering from hardships and finding yourself, has been read by some as a metaphor for being [[UsefulNotes/{{Transgender}} transgender]]. For reference, [[https://rhythmheaven.fandom.com/wiki/Beautiful_One_Day here's the lyrics.]]
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** The Tall Tappers are also pretty popular characters, despite their minigame only appearing in ''Fever,'' for similar reasons as DJ Yellow (having a happy, fun-loving personality). Their simularity to the also popular Space Dancers/Paddlers also help.

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** The Tall Tappers are also pretty popular characters, characters despite their minigame only appearing in ''Fever,'' for similar reasons as DJ Yellow (having a happy, fun-loving personality). Their simularity similarity to the also popular Space Dancers/Paddlers also help.

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* EnsembleDarkhorse: Despite only having his minigame playable in one game, DJ Yellow is one of the most popular characters in the series. Due to his happy personality and the fun, simple nature of his game.
** The Tall Tappers are also pretty popular characters, despite their minigame only appearing in ''Fever,'' for simular reasons as DJ Yellow (having a happy, funloving personality). Their simularety to the also popular Space Dancers/Paddlers also help.

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* EnsembleDarkhorse: EnsembleDarkhorse:
**
Despite only having his minigame playable in one game, DJ Yellow is one of the most popular characters in the series. Due series due to his happy personality and the fun, simple nature of his game.
** The Tall Tappers are also pretty popular characters, despite their minigame only appearing in ''Fever,'' for simular similar reasons as DJ Yellow (having a happy, funloving fun-loving personality). Their simularety simularity to the also popular Space Dancers/Paddlers also help.

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None


* EnsembleDarkhorse: Karate Joe and the Wandering Samurai for ''Tengoku'', the Chorus Kids for ''Heaven'' and the Wrestler and Reporter for ''Fever''. In fact, the Chorus Kids are so popular that Marshal, a SuspiciouslySimilarSubstitute, became the mascot of ''Fever''. The Tap Trial girl of ''Tengoku'', DJ Yellow of ''Heaven'', and MC Adore of ''Fever'' are slightly lesser examples, but still incredibly popular among the fan base.

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* EnsembleDarkhorse: Karate Joe and the Wandering Samurai for ''Tengoku'', the Chorus Kids for ''Heaven'' and the Wrestler and Reporter for ''Fever''. In fact, the Chorus Kids are so popular that Marshal, a SuspiciouslySimilarSubstitute, became the mascot of ''Fever''. The Tap Trial girl of ''Tengoku'', Despite only having his minigame playable in one game, DJ Yellow is one of ''Heaven'', and MC Adore of ''Fever'' are slightly lesser examples, but still incredibly the most popular among characters in the fan base.series. Due to his happy personality and the fun, simple nature of his game.
** The Tall Tappers are also pretty popular characters, despite their minigame only appearing in ''Fever,'' for simular reasons as DJ Yellow (having a happy, funloving personality). Their simularety to the also popular Space Dancers/Paddlers also help.
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** Working Dough 2 is this in ''Megamix''. Sandwiched between the dreaded Rhythm Rally 2 and the incredibly fast Karate Man Senior, it's slower and less tricky than those two high speed games.

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** Working Dough 2 is this in ''Megamix''. Sandwiched between the dreaded Cosmic Rhythm Rally 2 and the incredibly fast Karate Man Senior, it's slower and less tricky than those two high speed games.

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** The Dazzles 2 of ''Heaven'' offers the least amount of variation from its predecessor, and thus is the most straightforward of the sequel levels in the game. While a few of the cues are slightly different, [[https://youtu.be/P8axFgnMLwQ?t=1036 a side-by-side comparison]] shows that the inputs ultimately follow the exact same timing.



*** Ninja Bodyguard is a game that requires very fast reflexes. The second-to-last cue is especially infamous, as you need to deflect four arrows in a row (which is also required to even get a Superb and, in ''Megamix'' only, the Skill Star). Its sequel Ninja Reincarnate gets even more fiendish, with cues going up to '''five''' projectiles in quick succession, or two button presses spaced so close together it's almost instant. Getting those two cues are required for a Superb; naturally, getting a Perfect here is a daunting task. Fortunately, this version did not make it to ''Megamix''.

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*** Ninja Bodyguard is a game that requires very fast reflexes. The second-to-last cue is especially infamous, as you need to deflect four arrows in a row (which is also required to even get a Superb and, in ''Megamix'' only, the Skill Star). \\
Its sequel Ninja Reincarnate gets even more fiendish, with cues going up to '''five''' projectiles in quick succession, or two button presses spaced so close together it's almost instant. Getting those two cues are required for a Superb; naturally, getting a Perfect here is a daunting task. Fortunately, this version did not make it to ''Megamix''.



*** Fillbots is disliked due to its repetitive nature, nasty offbeat patterns, and strict Superb requirements, despite only being the third game overall. Fillbots 2 is worse, due to adding in smaller robots, having a lot of BlackoutBasement sections, screwing around with the player's rhythm by switching to offbeats, and being [[MarathonLevel unnecessary long]], though it fortunately didn't make it into ''Megamix'' unlike the original.
*** Rhythm Rally is one of the most cited, due to its overuse of flicking and its incredibly tight input window. Rhythm Rally 2 is generally one of the last Perfects obtained, if the not ''the'' last, because of this. Both return in ''Megamix'', but the lack of flicking lowers the toughness by a lot.

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*** Fillbots is disliked due to its repetitive nature, nasty offbeat patterns, and strict Superb requirements, despite only being the third game overall. \\
Fillbots 2 is worse, due to adding in smaller robots, having a lot of BlackoutBasement sections, screwing around with the player's rhythm by switching to offbeats, and being [[MarathonLevel unnecessary long]], though it fortunately didn't make it into ''Megamix'' unlike the original.
*** Rhythm Rally is one of the most cited, due to its overuse of flicking and its incredibly tight input window. Its practice session has a tempo that's ''way'' slower than the actual game, which will catch first-time players off-guard as it sets itself up as a big stumbling block. It returns in ''Megamix'' but it's a lot more tolerable when it's exclusively controlled by button presses.\\
And when you think that was tough enough,
Rhythm Rally 2 is generally one of the last Perfects obtained, if the not ''the'' last, because of this. Both return in ''Megamix'', worse! Not only do you have to deal with a faster tempo, but the lack of flicking lowers song is twice as long, and now you’ll have to deal with four quick serves in succession! At least it got put in a proper position in ''Megamix'' as the toughness by a lot.fourth to last game.



*** While Built to Scale 2 has the same patterns as the first, it now requires you to be on the lookout for the new maddeningly fast widgets that pop up out of nowhere. Near the end of the song, it pulls a ''extremely nasty trick'' that's even crazier than it's prequel.
*** Think Rhythm Rally is bad? Rhythm Rally 2 is worse! Not only do you have to deal with a faster tempo, but the song is twice as long, and now you’ll have to deal with four quick serves in succession! At least it got put in a proper position in ''Megamix'' as the fourth to last game.

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*** While Built to Scale 2 2, as the first of the sequel minigames, easily sets the tone for the trickiness of the subsequent levels. It has the same patterns as the first, it but now requires you to be on the lookout for the new maddeningly fast widgets that pop up out of nowhere. Near the end of the song, it pulls a ''extremely nasty trick'' that's even crazier than it's prequel.
*** Think Rhythm Rally is bad? Rhythm Rally 2 is worse! Not only do
prequel, and if you have to deal with a faster tempo, but miss that one, there goes the song is twice as long, and now you’ll have to deal with four quick serves in succession! At least it got put in a proper position in ''Megamix'' as the fourth to last game.Superb.



*** Built to Scale 2 constantly changes up the speed on which you bounce the widgets, with them going either ''abnormally fast'' or ''abnormally slow''. The grading system is extremely harsh in this one.

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*** Built to Scale 2 puts you on the offbeat for most of the song and constantly changes up the speed on which you bounce the widgets, with them going either ''abnormally fast'' or ''abnormally slow''. The grading system is extremely harsh in this one.

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