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** Many fans like to ship [[TeacherStudentRomance DJ Yellow and his student]], often interpreting the two as good EnergeticAndSoftSpokenDuo material, and interpreting DJ Yellow as CampGay and his student as StraightGay.

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** Many fans like to ship [[TeacherStudentRomance DJ Yellow and his student]], often interpreting the two as good EnergeticAndSoftSpokenDuo material, and interpreting [[{{Keet}} DJ Yellow Yellow]] as CampGay and [[TheStoic his student student]] as StraightGay.

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* HoYay: The male Lumbercats fixate on how big and strong the woodcutter bear is, even calling him "handsome" during the tutorial. The [[TheBear double meaning]] of the word "bear" only makes it easier to read it this way.

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* HoYay: HoYay:
** Many fans like to ship [[TeacherStudentRomance DJ Yellow and his student]], often interpreting the two as good EnergeticAndSoftSpokenDuo material, and interpreting DJ Yellow as CampGay and his student as StraightGay.
**
The male Lumbercats fixate on how big and strong the woodcutter bear is, even calling him "handsome" during the tutorial. The [[TheBear double meaning]] of the word "bear" only makes it easier to read it this way.
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* BestBossEver: Both 9th Remixes from ''Heaven'' and ''Fever'' for having great music and providing a good amount of challenge before their respective [[FinalExamBoss 10th Remixes]]. Bonus points for the ''Fever'' version with it's unique visual style.
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* PortingDisaster: There was once a bootleg iOS port of ''Megamix'' (which refers to itself [[BlatantLies as one to ''Fever'']].) that was predictably full of issues such as the removal of story cutscenes, input delay and framerate issues, the music being glitched, a number of Rhythm Games being removed, and according to a playthrough of the port [[FromBadToWorse it contains Malware]]! Eventually and thankfully the port was removed making no longer accessable.

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* PortingDisaster: There was once a bootleg iOS port of ''Megamix'' (which refers to itself [[BlatantLies as one to ''Fever'']].) that was predictably full of issues such as the removal of story cutscenes, input delay and framerate issues, the music being glitched, a number of Rhythm Games being removed, and according to a playthrough of the port [[FromBadToWorse it contains Malware]]! Eventually and thankfully the port was removed removed, making it no longer accessable.
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* PortingDisaster: There was once a bootleg iOS port of ''Megamix'' (which refers to itself [[BlatentLies as one to ''Fever'']].) that was predictably full of issues such as the removal of story cutscenes, input delay and framerate issues, the music being glitched, a number of Rhythm Games being removed, and according to a playthrough of the port [[FromBadToWorse it contains Malware]]! Eventually and thankfully the port was removed making no longer accessable.

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* PortingDisaster: There was once a bootleg iOS port of ''Megamix'' (which refers to itself [[BlatentLies [[BlatantLies as one to ''Fever'']].) that was predictably full of issues such as the removal of story cutscenes, input delay and framerate issues, the music being glitched, a number of Rhythm Games being removed, and according to a playthrough of the port [[FromBadToWorse it contains Malware]]! Eventually and thankfully the port was removed making no longer accessable.
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* PortingDisaster: There was once a bootleg iOS port of ''Megamix'' (which refers to itself [[BlatentLies as one to ''Fever'']].) that was predictably full of issues such as the removal of story cutscenes, input delay and framerate issues, the music being glitched, a number of Rhythm Games being removed, and according to a playthrough of the port [[FromBadToWorse it contains Malware]]! Eventually and thankfully the port was removed making no longer accessable.
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Authors Saving Throw is a trivia trope now.


* AuthorsSavingThrow: In ''Heaven'', ''Rhythm Rally'' and especially it's sequel are infamous for being [[ThatOneLevel absolutely brutal]] as they require a constant rhythm and force you to use [[ScrappyMechanic Flicking]]. In ''Megamix'' however they are both present along with a "Prequel" version to better warm you up for the original versions and thanks to the control setup being button based makes them significantly easier to the point where they could now be considered [[BreatherLevel Breather Levels]].
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Adding example

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* AuthorsSavingThrow: In ''Heaven'', ''Rhythm Rally'' and especially it's sequel are infamous for being [[ThatOneLevel absolutely brutal]] as they require a constant rhythm and force you to use [[ScrappyMechanic Flicking]]. In ''Megamix'' however they are both present along with a "Prequel" version to better warm you up for the original versions and thanks to the control setup being button based makes them significantly easier to the point where they could now be considered [[BreatherLevel Breather Levels]].
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** Monkey Watch tends to be a major roadblock for new players of ''Fever'', due to it being the first "keep the beat" game where you aren't given any audio cues, as well as being the first game to heavily use off-beats (with the purple monkeys). It's placed in the second set alongside games that have much simpler rhythms with obvious cues (Fork Lifter, Board Meeting, and Tambourine), which makes its difficulty stick out. As a result, a lot of people either turn to the internet for help or just skip it entirely. In ''Megamix'', it's relegated to being a bonus game, where you're likely to have experience with more complicated games before playing it for the first time.

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** Monkey Watch tends to be a major roadblock for new players of ''Fever'', due to it being the first "keep the beat" game where you aren't given any audio cues, as well as being the first game to heavily use off-beats (with the purple monkeys). It's placed in the second set alongside games that have much simpler rhythms with obvious cues (Fork Lifter, Board Meeting, and Tambourine), which makes its difficulty stick out. As a result, a lot of people either turn to the internet for help or just skip it entirely. In ''Megamix'', it's relegated to being a bonus game, where so you're likely to have experience with more complicated games before playing it for the first time.



* 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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* 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 ''VideoGame/SuperSmashBros'' also called them "Love Lizards".
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** Monkey Watch tends to be a major roadblock for new players of ''Fever'', due to it being the first "keep the beat" game where you aren't given any audio cues, as well as being the first game to heavily use off-beats (with the purple monkeys). It's placed in the second set alongside games that have much simpler rhythms with obvious cues (Fork Lifter, Board Meeting, and Tambourine), which makes its difficulty stick out. As a result, a lot of people either turn to the internet for help or just skip it entirely. In ''Megamix'', it's relegated to being a bonus game, where you're likely to have experience with more complicated games before playing it for the first.

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** Monkey Watch tends to be a major roadblock for new players of ''Fever'', due to it being the first "keep the beat" game where you aren't given any audio cues, as well as being the first game to heavily use off-beats (with the purple monkeys). It's placed in the second set alongside games that have much simpler rhythms with obvious cues (Fork Lifter, Board Meeting, and Tambourine), which makes its difficulty stick out. As a result, a lot of people either turn to the internet for help or just skip it entirely. In ''Megamix'', it's relegated to being a bonus game, where you're likely to have experience with more complicated games before playing it for the first.first time.
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** Monkey Watch tends to be a major roadblock for new players of ''Fever'', due to it being the first "keep the beat" game where you aren't given any audio cues, as well as being the first game to heavily use off-beats (with the purple monkeys). It's placed in the second set alongside games that have much simpler rhythms with obvious cues (Fork Lifter, Board Meeting, and Tambourine), which makes its difficulty stick out. As a result, a lot of people either turn to the internet for help or just skip it entirely. In ''Megamix'', it's relegated to being a bonus game, where you're likely to have experience with more complicated games before playing it for the first.

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* CommonKnowledge: That some games allow for Barely inputs[[note]]When you almost hit an input correctly, but are either too early or too late[[/note]] to pass the game. This only applies to Perfect runs in ''Heaven'', since during a normal run Barely inputs still register as a miss (arguably making some games like Lockstep harder to get a Superb on than a Perfect). Some people also believe that this applies to some games in ''Fever'' like Flipper-Flop, which doesn't have the system to begin with.

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* CommonKnowledge: That CommonKnowledge:
** It's commonly known that
some games allow for Barely "barely" inputs[[note]]When you almost hit an input correctly, but are either too early or too late[[/note]] to pass the game. This It's less known that this only applies to Perfect runs in ''Heaven'', since during a normal run Barely run, "barely" inputs still register as a miss (arguably making some games like Lockstep harder to get a Superb on than a Perfect). Some people also believe that this applies to some games in ''Fever'' ''Fever'', like Flipper-Flop, which doesn't have the system to begin with.with.
** Some fans believe that the animation of the ball entering the hole in Hole in One is correlated to how on the beat you are. It's not; it's completely random. The confusion likely stems from one animation (the ball landing outside the hole, then sliding in) implying you were early or late, but it can play even if you're perfectly on the beat, as ''Megamix'' demonstrates.
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This is now Trivia requiring Word of God or Word of Saint Paul to prove that it was intentional.


* 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.
** The ''Heaven'' games in ''Megamix'' can now be played with buttons (though touch controls can be enabled) and on the 3DS' normal position, mitigating two of the major criticisms some have had with the original DS game, that being that you have to hold the DS in the vertical position and the [[ScrappyMechanic flicking mechanic]].
** Quiz Show is widely regarded to be one of the worst levels in the franchise in no part due to the lack of rhythm needed to clear the level. Though its inclusion in ''Megamix'' is similarly detested, that version adds some rhythm to the game by requiring the player to follow the host’s beat to get the level’s Skill Star.
** Glee Club in ''Heaven'' generally lacks a lot of cues to help the player, with only a complete miss getting you just a visual cue. When it was brought over to ''Megamix'', not only was the Conductor given an animation and audio cue to signal when every member needs to close their mouth at once, but the Chorus Kids will crouch if they need to wail [[note]]Which was originally going to be in ''Heaven'', if an unused animation of the members crouching is anything to go by[[/note]], and a small heart will appear next to the player's character if they both start and stop on-time [[note]]Which an unused animation of a Chorus Kid smiling in the files of ''Heaven'' suggests may also have been intended, but left unused[[/note]].
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** While not common, there are some who tend to ship the normal incarnations of the characters with their incarnations in the remixes. A common example is MC Adore with her black-haired counterpart in Remix 9.

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** While not common, there are some who tend to ship the normal incarnations of the characters with their incarnations in the remixes. A common One particular example is MC Adore with her black-haired counterpart in Remix 9.

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->'''The moderators say...''' \\
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** ''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.

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** ''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'').in between ''Fever'' and ''Megamix''). 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.



** Yuka, 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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** Yuka, the The girl who appears in Tap Trial, 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.fandom. Officially, she's just a nameless girl, though obscure dialogue from the Japanese version of ''Nintendo Badge Arcade'' gives her the name "Yuka."
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* CommonKnowledge: That some games allow for Barely inputs[[note]]When you almost hit an input correctly, but are either too early or too late[[/note]] to pass the game. This only applies to Perfect runs in ''Heaven'', since during a normal run Barely inputs still register as a miss (arguably making some games like Flockstep harder to get a Superb on than a Perfect). Some people also believe that this applies to some games in ''Fever'' like Flipper-Flop, which doesn't have the system to begin with.

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* CommonKnowledge: That some games allow for Barely inputs[[note]]When you almost hit an input correctly, but are either too early or too late[[/note]] to pass the game. This only applies to Perfect runs in ''Heaven'', since during a normal run Barely inputs still register as a miss (arguably making some games like Flockstep Lockstep harder to get a Superb on than a Perfect). Some people also believe that this applies to some games in ''Fever'' like Flipper-Flop, which doesn't have the system to begin with.
Is there an issue? Send a MessageReason:
None


* CommonKnowledge: That some games allow for Barely inputs[[note]]When you almost hit an input correctly, but are either too early or too late[[/note]] to pass the game. This only applies to Perfect runs in ''Heaven'', since during a normal run Barely inputs still register as a miss (arguably making some games like Lockstep harder to get a Superb on than a Perfect). Some people also believe that this applies to some games in ''Fever'' like Flipper-Flop, which doesn't have the system to begin with.

to:

* CommonKnowledge: That some games allow for Barely inputs[[note]]When you almost hit an input correctly, but are either too early or too late[[/note]] to pass the game. This only applies to Perfect runs in ''Heaven'', since during a normal run Barely inputs still register as a miss (arguably making some games like Lockstep Flockstep harder to get a Superb on than a Perfect). Some people also believe that this applies to some games in ''Fever'' like Flipper-Flop, which doesn't have the system to begin with.
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* CommonKnowledge: That some games allow for Barely inputs[[note]]When you almost hit an input correctly, but are either too early or too late[[/note]] to pass the game. This only applies to Perfect runs in ''Heaven'', since during a normal run Barely inputs still register as a miss (arguably making some games like Lockstep harder to get a Superb on than a Perfect). Some people also believe that this applies to some games in ''Fever'' like Flipper-Flop, which doesn't have the system to begin with.


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* UndesirablePrize: Some of the bonus games in ''Megamix'' can become this, due to how underwhelming they are. Quiz Show and Big Rock Finish are often cited examples, with BRF being more tolerated due to a GameBreakingBug that increases input window leniency, but there's also generally such a bias towards games from ''Fever'' that said games stand out more than if there was an even distribution of games. It doesn't help that the player can only use Flow Balls to purchase the games, meaning that they can potentially need to beat [[ThatOneLevel multiple Challenge Train levels]] just to get Catch of the Day for HundredPercentCompletion.
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** Glee Club in ''Heaven'' generally lacks a lot of cues to help the player, with only a complete miss getting you just a visual cue. When it was brought over to ''Megamix'', not only was the Conductor given an animation and audio cue to signal when every member needs to close their mouth at once, but the Chorus Kids will crouch if they need to wail[[note]]Which was originally going to be in ''Heaven'', if an unused animation of the members crouching is anything to go by[[/note]], and a small heart will appear next to the player's character if they both start and stop on-time[[note]]Which an unused animation of a Chorus Kid smiling in the files of ''Heaven'' suggests may also have been intended, but left unused[[/note]].

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** Glee Club in ''Heaven'' generally lacks a lot of cues to help the player, with only a complete miss getting you just a visual cue. When it was brought over to ''Megamix'', not only was the Conductor given an animation and audio cue to signal when every member needs to close their mouth at once, but the Chorus Kids will crouch if they need to wail[[note]]Which wail [[note]]Which was originally going to be in ''Heaven'', if an unused animation of the members crouching is anything to go by[[/note]], and a small heart will appear next to the player's character if they both start and stop on-time[[note]]Which on-time [[note]]Which an unused animation of a Chorus Kid smiling in the files of ''Heaven'' suggests may also have been intended, but left unused[[/note]].
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Added a bit more to Glee Club's changes for Author Saving Throw, and removed misinformation from Ho Yay. ("neko" is slang for a lesbian in Japanese culture)


** Glee Club in ''Heaven'' does not have a cue to close the player's singing when the three Chorus Kids are all singing together, turning the timing into a case of trial and error. When the level was brought back in ''Megamix'', the conductor will motion his baton to note when to stop during these segments, making them easier to time.

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** Glee Club in ''Heaven'' does not have generally lacks a cue lot of cues to close help the player's singing when the three Chorus Kids are all singing together, turning the timing into player, with only a case of trial and error. complete miss getting you just a visual cue. When the level it was brought back in over to ''Megamix'', not only was the conductor Conductor given an animation and audio cue to signal when every member needs to close their mouth at once, but the Chorus Kids will motion his baton crouch if they need to note when wail[[note]]Which was originally going to be in ''Heaven'', if an unused animation of the members crouching is anything to go by[[/note]], and a small heart will appear next to the player's character if they both start and stop during these segments, making them easier to time.on-time[[note]]Which an unused animation of a Chorus Kid smiling in the files of ''Heaven'' suggests may also have been intended, but left unused[[/note]].



* HoYay: The male Lumbercats fixate on how big and strong the woodcutter bear is, even calling him "handsome" during the tutorial. The [[TheBear double meaning]] of the word "bear" only makes it easier to read it this way, not to mention that the Japanese word for cat, "neko," is sometimes used as slang for a [[{{Uke}} gay bottom]] in that culture.

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* HoYay: The male Lumbercats fixate on how big and strong the woodcutter bear is, even calling him "handsome" during the tutorial. The [[TheBear double meaning]] of the word "bear" only makes it easier to read it this way, not to mention that the Japanese word for cat, "neko," is sometimes used as slang for a [[{{Uke}} gay bottom]] in that culture.way.
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moving per trs


* TastesLikeDiabetes: Cutesy, cheesy love songs tend to show up at least once per game for lyrical stages, with the English versions of "Thrilling! Is This Love?" (Fan Club) and "Love Ooh Ooh Paradise" (The Dazzles) in ''Heaven'' being the most known.
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Misuse — The Scrappy must be for characterization reasons, not gameplay association


* TheScrappy: Out of the three Gatekeepers in Megamix, Paprika does not have a very high reputation for hosting some hardest challenges in the Game.
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* {{Moe}}: All of the Cheer Readers are completely adorable with their [[GenkiGirl peppy personalities]] and their [[BespectacledCutie giant glasses]], but of note is the Cheer Reader that the player plays as, who makes [[LuminescentBlush failing]] a move seem [[CuteClumsyGirl not so bad]].
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* MagnificentBastard: [[ThresholdGuardians Paprika]] is the eldest of the Gatekeeper Trio from ''Megamix'' who deals in challenges and difficult tests. Alongside his brothers, he interrupts Tibby's journey to return home to Heaven World on four occasions, running gates based on the Endless Games for the player to clear each time. Outside of the main campaign, he also manages the Challenge Train and [[NoDamageRun Perfect Campaigns]], with his titular group of the former consisting of [[NintendoHard some of the most difficult tasks in the game]]. Despite [[{{Sadist}} enjoying seeing the player struggle with his objectives]], Paprika [[GracefulLoser gladly accepts defeat should the player succeed]], rewarding them with Flow Balls to purchase Rhythm Games at the Café.

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* MagnificentBastard: MagnificentBastard (''Megamix''): [[ThresholdGuardians Paprika]] is the eldest of the Gatekeeper Trio from ''Megamix'' who deals in challenges and difficult tests. Alongside his brothers, he interrupts Tibby's journey to return home to Heaven World on four occasions, running gates based on the Endless Games for the player to clear each time. Outside of the main campaign, he also manages the Challenge Train and [[NoDamageRun Perfect Campaigns]], with his titular group of the former consisting of [[NintendoHard some of the most difficult tasks in the game]]. Despite [[{{Sadist}} enjoying seeing the player struggle with his objectives]], Paprika [[GracefulLoser gladly accepts defeat should the player succeed]], rewarding them with Flow Balls to purchase Rhythm Games at the Café.

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Paprika doesn't have dialog for failing a perfect campaign. Also elaborating on details in That One Boss and adding Difficulty Spike.


** Glee Club in ''Heaven'' does not have a cue to close the player's singing when the three Chorus Kids are all singing together, turning the timing into a case of trial and error. When the level was brought back in ''Megamix'', the conductor will motion his baton to note when to stop during these segments, making them easier to time.



** 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. It becomes slightly tougher in ''Megamix'', where you have to follow the host's pattern to get its skill star and higher scores, but it's also easier to Perfect thanks to a {{good bad bug|s}}.
** Night Walk in ''Tengoku''. It is just pressing A over and over for the entire mini-game. No variation whatsoever. Thankfully, Night Walk 2 actually mixes it up with obstacles.

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** Quiz Show in ''Tengoku'', [[ThatOneLevel at least to some people]].''Tengoku''. 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. It becomes slightly tougher in ''Megamix'', where you have to follow the host's pattern to get its skill star and higher scores, but it's it is also easier to the only level in the game where a Perfect can be cheated, thanks to a {{good bad bug|s}}.
** Night Walk in ''Tengoku''.''Tengoku'', the level right after ''Quiz Show'', is also simple. It is just pressing A over and over for the entire mini-game. No variation whatsoever. Thankfully, Night Walk 2 actually mixes it up with obstacles.



** Exhibition Match in both ''Fever'' and ''Megamix''. All the player has to do is keep a mental count of five in their head, and the game only has twelve inputs. The most the game does is perform InterfaceScrew, but, again, keeping a mental count is enough to easily win.
** 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 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 its predecessor, which is effectively a tutorial level.
** The first part of post-credits content in ''Megamix'' is three rhythm game sets leading up to the final encounter with the Gatekeeper Trio. Unlike the previous seven sets, there aren't any Remixes; it's just twelve basic games (three of them new to ''Megamix'') accompanied by humorous exchanges between Tibby and his friends. With the exception of the infamous Ninja Bodyguard and Lockstep, none of them are too tricky, and the sequence is just a warm-up for the final three sets (which include both challenging sequels and the biggest Remixes in the game).

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** Exhibition Match in both ''Fever'' and ''Megamix''. All the player has to do is keep a mental count of five in their head, and the game only has twelve inputs. The most the game does is perform InterfaceScrew, but, again, keeping a mental count is enough to easily win.
win. Tellingly, it is grouped in Donut Land alongside the easy-mode games in ''Megamix'', though even then, it is not as difficult as the likes of Bunny Hop and Airboarders.
** 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 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 its predecessor, which is effectively a tutorial level.
level in ''Fever''.
** The first part of post-credits content in ''Megamix'' is three rhythm game sets leading up to the final encounter with the Gatekeeper Trio. Unlike the previous seven sets, there aren't any Remixes; it's just twelve basic games (three of them new to ''Megamix'') accompanied by humorous exchanges between Tibby and his friends. With the exception of the infamous Ninja Bodyguard and Lockstep, none of them are too tricky, and the sequence is just a warm-up for the Fourth Gate (Clap Trap, which is both expensive to purchase chances for, and tricky in its own right) and the final three sets (which include both challenging sequels and the biggest Remixes in the game).



* DifficultySpike:
** See-Saw in ''Fever'', while not difficult on its own, is a bump in difficulty considering it is in the first set, with two different patterns that can get confusing to follow along to, and mild camera screw during the high jumps. For comparison, the only other somewhat challenging level in Set 1 is Screwbot Factory, with Hole in One and Double Date being significantly easier. ''Megamix'', meanwhile, placed the level in Comet Land with the likes of the fast-paced Munchy Monk and the similarly two-patterned Blue Bear.
** Airboarders in ''Heaven'' is the credits minigame, making it not a spike in difficulty compared to the sixth and seventh sets. Come ''Megamix'', however, and the game is sandwiched in the easy-mode stages in Donut Land despite its prior placement, and comes off as significantly more tricky as a result. While Bunny Hop and Tongue Lashing also have some tricky timing, neither are quite as troublesome as Airboarders, and Exhibition Match is a BreatherLevel even by the standards of the set.
** Super Samurai Slice in ''Megamix'', despite being placed with the easy-mode games, can be tricky to follow along to, particularly with the large demons, which require especially precise timing with the button holding to defeat. The previous three games in Songbird Land are not nearly so challenging, but its spike is somewhat mitigated due to being followed by the Third Gate and [[DiscOneFinalDungeon the Lush Tower]].



** In ''Megamix'', making a single mistake during a Perfect Campaign will instantly end the game, which ''would'' be convenient, except A: you might still want to play the rest of the game to refresh your memory on any tricks that might pop up later in the level, and B: you have to watch the game over screen, listen to Paprika's dialogue for failing a Perfect Campaign, and then the dialogue for starting one, every time, which is bound to wear down your patience and make the next attempt slightly harder.

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** In ''Megamix'', making a single mistake during a Perfect Campaign will instantly end the game, which ''would'' be convenient, except A: you might still want to play the rest of the game to refresh your memory on any tricks that might pop up later in the level, and B: you have to watch the game over screen, screen and listen to Paprika's dialogue for failing a Perfect Campaign, and then the dialogue for starting one, a perfect campaign every time, which is bound to wear down your patience and make the next attempt slightly harder.



** Remix 6 of ''Heaven'' can become a major stumbling block. Its transition from Space Soccer to Lockstep can cause the input to not register, creating misses through no fault of the player. It also tries to throw you off by switching Space Soccer to Lockstep ''before you can even kick the ball.''

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** Remix 6 of ''Heaven'' can become a major stumbling block. Its transition from Space Soccer to Lockstep can cause the input to not register, creating misses through no fault of the player. It also tries to throw you off by switching Space Soccer to Lockstep ''before you can even kick the ball.'''' What makes it worse is the fact that this level cannot be skipped if the player gets three Try Again ratings on it due to being the DiscOneFinalBoss, meaning they need to score an OK to access the sequel minigames.



** Remix 7 in ''Fever'', due to including both Tap Troupe and Shrimp Shuffle, which are considered ThatOneLevel. It's just as hard to get a Perfect on this remix as those two minigames.

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** Remix 7 in ''Fever'', due to including both Tap Troupe and Shrimp Shuffle, which are considered ThatOneLevel. It's just as hard to get a Perfect on this remix as those two minigames. Just like Remix 6 in ''Heaven'', this level cannot be skipped due to being Fever's DiscOneFinalBoss.
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Approved by the thread.

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* MagnificentBastard: [[ThresholdGuardians Paprika]] is the eldest of the Gatekeeper Trio from ''Megamix'' who deals in challenges and difficult tests. Alongside his brothers, he interrupts Tibby's journey to return home to Heaven World on four occasions, running gates based on the Endless Games for the player to clear each time. Outside of the main campaign, he also manages the Challenge Train and [[NoDamageRun Perfect Campaigns]], with his titular group of the former consisting of [[NintendoHard some of the most difficult tasks in the game]]. Despite [[{{Sadist}} enjoying seeing the player struggle with his objectives]], Paprika [[GracefulLoser gladly accepts defeat should the player succeed]], rewarding them with Flow Balls to purchase Rhythm Games at the Café.
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Ack, typed the wrong wick. Last edit for now, I promise.


* ReplacementScrappy: Many fans of ''Heaven'' do not like the redesigns for the Dazzles in ''Megamix'', feeling that basing them off of real-life actors makes them [[UnintentionallyUncannyValley come off as jarring]] compared to the more cartoony art-style of the rest of the game.

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* ReplacementScrappy: Many fans of ''Heaven'' do not like the redesigns for the Dazzles in ''Megamix'', feeling that basing them off of real-life actors makes them [[UnintentionallyUncannyValley [[UnintentionalUncannyValley come off as jarring]] compared to the more cartoony art-style of the rest of the game.



** For an in-game example, Samurai Slice in ''Heaven'' only needs 17 Medals to unlock, but can get more complex than Battle Of The Bands.

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** For an in-game example, Endless game, Samurai Slice in ''Heaven'' only needs 17 Medals to unlock, but can get more complex than Battle Of The Bands.

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None


* ReplacementScrappy: Many fans of ''Heaven'' do not like the redesigns for the Dazzles in ''Megamix'', feeling that basing them off of real-life actors makes them [[UnintentionallyUncannyValley come off as jarring]] compared to the more cartoony art-style of the rest of the game.



* 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 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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%%Zero-Context Example; too vague and general. * 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 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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You can skip Rockers 2 by failing three times — not having shoulder buttons just means you can’t properly play the Advanced Guitar lessons.


** 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.

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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.postgame.

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