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YMMV / Rhythm Heaven

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  • Anti-Climax Boss: 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 Disc-One Final Boss, 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.
  • Breather Level:
    • Quiz Show in Tengoku, 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.
    • Night Walk in Tengokunote . It is literally just pressing A over and over for the entire mini-game. No variation whatsoever. Thankfully, Night Walk 2 actually mixes it up with obstacles.
    • Tap Trial in Tengoku. It's the last non-sequel rhythm game, and it comes right after 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 Final-Exam Boss.
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    • Blue Birds is this for the second block of Heaven. After dealing with the strict timing from Rhythm Rally and Shoot-'Em-Up, Blue Birds is a short game with two simple, easy-to-learn patterns. It's usually the easiest to perfect out of the four games.
    • Karate Man in Heaven and Fever is the last main game before you hit the credits, and it usually focuses more on being memorable than being challenging, utilizing no camera trickery, basic controls and timing, and more cues than you probably need.
    • Remix 7 in Heaven, the one after the credits and preceding the much harder eighth block, has a relaxed pace with a Fluffy Cloud Heaven 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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    • 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.
    • Ringside in Fever, mainly as the result of being the subject of much Memetic Mutation. 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.
    • 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).
    • 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.
  • Broken Base: Is the "Go for a Perfect!" system a good way to curb unhealthily obsessive attempts at getting Perfects on stages, or is it a Scrappy Mechanic that adds much-unneeded pressure?
  • Disappointing Last Level: The last third of the Medal rewards and post-game content in Heaven are based off of Rockers & its sequel, which involves a Scrappy Mechanic. After you unlock Rhythmove Dungeon, there's no real motivation to collect Medals other than that.
  • Ensemble Dark Horse: 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 Suspiciously Similar Substitute, 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.
  • Fandom Rivalry: A minor one had with the Fire Emblem series after Nintendo's choice to make Corrin, a sixth Fire Emblem representative, playable in Super Smash Bros. for Nintendo 3DS and Wii U 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 Golden Sun and Panel de Pon series as they also do not have any playable representatives). Extended to Super Smash Bros. Ultimate with the additions of Chrom and Byleth.
  • Fanon: The music in Heaven's Love Lab and Megamix's Pajama Party are extremely similar, especially the singing in the two. Thus, it's a popular fan theory that the girl in Pajama Party is the child of the couple from Love Lab.
  • Fridge Brilliance:
    • "Donk Donk" has one of the most bizarre concepts for a minigame, as it deals with an octopus commanding rhythm-electrodes to make a rocket fly. This weirdness extends to the rhythm itself: it focuses primarily on triplets (Dit-dit-DAH dit-dit-DAH), which are rarely used through the rest of the game.
    • One minigame in Fever is called "Cheer Readers" and revolves around a group of girls who encourage other people to read more books. In a stereotypical Engrish speech, the word "Cheerleader" would be pronounced as "Cheer reader".
  • Good Bad Bugs: At least in Megamix, Quiz Show is the only game where you can flunk out through the tutorial. As a result, you can score a Perfect on the game by failing the tutorial, since you haven't technically "started" yet!
  • Hilarious in Hindsight: The pose that the Fever Board Meeting pigs strike before they begin spinning in their chairs strongly resembles dabbing.
  • Ho Yay: The male Lumbercats fixate on how big and strong the woodcutter bear is, even calling him "handsome" during the tutorial. The 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 gay bottom in that culture.
  • It's Easy, So It Sucks!: The first third of Megamix can be a real drag for veterans of the franchise since four of the first five groups of games consist of watered-down versions of games that return in their original form later on, with no Remixes to break up the monotony. It isn't until the sixth group (the group just before the Lush tower) that the easy-mode games permanently end.
  • Memetic Mutation:
    • 'Man, Suki's gonna die...'/'She must really hate Suki.'Explanation 
    • Remix 8 of Heaven and Remix 10 of Fever have a lot of parodies on the net, with animators taking the levels' songs and concepts and swapping the in-game characters with characters from other media.
    • It's become popular to make custom Remixes by using the sound effects from the games. Particularly popular picks are music tracks from other video games.
    • In the comments sections of Rhythm Heaven-related media (mostly Custom Remixes on YouTube), you're bound to see at least one comment based upon the rating screens of the minigames.
  • Narm Charm: Most of the appeal of the series, especially the vocal songs based around The Power of Love. The lyrics (and occasionally singing) can be hilariously bad, but oftentimes they can wrap back around and wind up being adorable. They are written by Hello! Project producer Tsunku after all, and the cheesiness of the lyrics are typical of Japanese idol songs.
  • Scrappy Mechanic:
    • 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.
    • The "Go for a Perfect!" award system. Getting a Perfect on a minigame not only requires a perfect run, but also that the minigame be marked for a Perfect challenge or it doesn't count. One minigame is marked at a time and you only get three chances, and quitting out of said minigame counts as using up one of those chances. Ultimately, the biggest concern isn't just playing perfectly, it's doing so under the pressure of limited opportunities. Adding to frustration is the fact that mechanic stays intact even if you already beat all the levels of the game normally, which means you have to either grind the same levels over and over again just for another opportunity for a Perfect to show up, or (in case of emulators) just abuse the savestates, which defeats the purpose of "Go for a Perfect!" feature in the first place.
    • While Perfects are tough to get, they make it obvious what the rhythm game registers as a mistake, and everything is weighed equally. The normal ranking system that determines Try Again/OK/Just OK/Superb can be annoyingly obtuse in comparison. Most games grade you on two or three categories related to how well you do at certain parts, but these can vary in how much they expect, and certain actions (usually the last part of the song) matter enough that messing up on them will get you a Just OK even if everything else was hit. For the toughest games, you have to play them more or less perfect to fulfill the Superb requirements, even if you only care about getting medals and not Perfects. Megamix mostly drops this by having games rank you by a standard score meter, which is less confusing and more forgiving.
    • Flicking in Heaven, due to being a motion-based input and therefore being rather inconsistent on detection. Even though there's an option for touch screen controls in Megamix, it completely removed flicking, and returning Heaven games that had flicking are reworked to use button inputs instead.
    • Buying the Extra Games in Megamix. You buy them using Flow Balls, which you gain by either clearing a Perfect chance, or clearing one of the challenges. You only get one Flow Ball when you clear a Perfect campaign, and it occurs only for each game once. Challenges can offer up to 3 Flow Balls depending on the difficulty, the catch being that Flow Balls are only awarded once, when you complete each Challenge for the first time. In addition, unless you play Multiplayer, each challenge costs coins every time you attempt one. Counting all the perfects and challenges means there's only 184 Flow Balls you can obtain, with the combined total cost of all the extra games being 144 Flow Balls (which leaves about 40 left over). What makes it more frustrating is the challenges in the later worlds include some of the extra games, at heightened difficulty no less. So it's ironically common that the challenge will be the player's first time playing the minigame at all, and they need to pass in order to buy the minigame for themself (though they do involve practice, though there's still the issue of increased tempo in the main game).
    • 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.
  • Self-Imposed Challenge:
    • Doing a "blind" run (e.g. with a blindfold, unplugging the video sub-cable of your AV cable, or simply looking away from the screen) and relying solely on sound cues. It works for most games, though some (such as Night Walk 2 in Tengoku) still force you to use a few visual cues.
    • Having the screen on but the music off is possible in most games. The rhythm is still there, but only visually and internally.
  • Sequel Difficulty Drop:
    • It's generally agreed that Tengoku was much harder than its sequels, with just a few misses resulting in a "Try Again" in most games.
    • Megamix is more forgiving for newer players by having explicitly easier versions of some returning games, and by giving certain other games tune-ups in places (most noticeable in Rat Race, which has light signals where there were none in its original incarnation). That said, the game remains challenging for even series veterans, as Challenge Train gets to be several magnitudes more difficult than even Tengoku at its fiercest.
  • So Bad, It's Good:
    • The English dub vocals in the songs in the DS installment, most flagrantly "Thrilling! Is This Love?". The song lyrics were translated accurately and match the rhythm cues, but not in a way that flows well with the music, and the flat tone of the singer doesn't help. "Struck By The Rain" fares better than the other songs since it was sung by Hello! Project singer Ayaka Kimura.
    • For a non-musical example, the English vocal cues for Space Dance are hilariously awful, even by Rhythm Heaven localization standards. Imagine a high-pitched voice (that occasionally becomes low-pitched) with what sounds like a mixture of hysterically bad British and French accents shouting "AND POSE!", "LET'S SIT DOWN!", and "Tap tap tap PUNCH!" at the top of its lungs, and you've got a pretty good idea. Even better, the voice doesn't fit the characters at all (for reference, they're the same guys from Rhythm/Cosmic Rally). Either you'll be making a mad dash for the option to switch the soundtrack to Japanese, or you'll be too busy rolling with laughter to care.
  • Surprise Difficulty:
    • Hey, there's cute graphics and a song consisting only of do-re-mi-fa-so. All you have to do is flick to the song to get a bolt through two pieces of metal. This is going to be a piece of cake! Of course, you'll likely still be on Built to Scale after multiple tries, due to pulling a particularly nasty trick near the end. And even if you blaze past the first few stages, the first remix will hit you as hard as any Wake-Up Call Boss.
    • 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.
    • Flipper-Flop is an adorable game about directing cute seals through a marching drill. It may become less cute when going for a Perfect, because like all lockstep-based games it involves consistent button-pressing to be maintained for a couple minutes, and the timing is especially tight.
    • Donk-Donk and Shrimp Shuffle are other games with deceptively tight input windows.
    • Various minigames, especially in earlier entries of the series, require you to have a flawless run to even get a medal. Make a single slip-up, especially at a crucial point in the stage? OK at best.
    • Karate Man Senior is surprisingly difficult even by series standards. Oh sure, you're already used to the Karate Man games in the previous iterations being easy (see Breather Level), but you'll come to find that you really shouldn't take it lightly very quickly.
    • The Clappy Trio (the Megamix version) is one of the easiest games, since all the cues are slow and spaced out. Then The Clappy Trio 2 (Tengoku's Clappy Trio 1) and The Snappy Trio speed up the cues considerably, and you realize that the only hint you're getting about the timing is the space between the first and second clap. Other games that use "Trio Timing" usually keep the timing for each set of cues consistent, but here it fluctuates between "so long you might forget the exact timing and miss" and "so fast there's no way a normal person could have reacted to that without memorizing the cues", making them into Trial-and-Error Gameplay.
  • Suspiciously Similar Song: The beat for Bunny Hop matches a bit too well with Mike's theme from WarioWare Touched. Demonstrated here by SiIvaGunner. It also sounds similar to Greased Lighting from Grease, demonstrated here.
  • Tastes Like Diabetes: 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.
  • That One Attack: 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.
  • That One Boss:
    • Remix 5 in the first game, Remix 8 in the second. Note that each rather prominently features parts from That One Level - 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 Breather Level 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.
    • 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.
    • Remix 7 in Fever, due to including both Tap Troupe and Shrimp Shuffle, which are considered That One Level. It's just as hard to get a Perfect on this remix as those two minigames.
    • Remix 8 in Fever. It includes a lot of tricky games such as Exhibition Match (one of the few games where you have to keep time yourself), Air Rally (which uses slow cues, unlike when it was in Remix 3), and Built to Scale (a game that relies on visual cues), and is speedy overall.
    • The one remix that gains a lot of flak for its difficulty in Megamix is the Machine Remix. The Rhythm Tweezers sections near the end are very tricky, and require fast memory and reflexes.
  • That One Level:
    • 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 Blackout Basement sections, screwing around with the player's rhythm by switching to offbeats, and being 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.
      • Moai Doo-Wop. Despite being a simple Simon Says Minigame, 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.
      • 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.
      • 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 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 twonote  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 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.
    • Megamix introduces a Challenge Mode, in which you must complete a set of stages with additional conditions on top. Some of the most complained-about are:
      • "Copycats"note  has you play Rhythm Tweezers, First Contact, and Working Dough, along with their sequels, without missing at all (you get 1 miss on Working Dough). You'll have tempo up to deal with too. All these games have a lot of inputs, particularly Working Dough, so this one can be a pain to complete.
      • "Round-Object Fan Club": One of the conditions is to clear Flipper-Flop 2 with 3 or fewer missed inputs. There are 230 inputs in Flipper-Flop 2, and it is one of the most demanding stages with timing. It's also sped up. It's not as grueling as "Lockstep Lockdown," but it is located much earlier in the challenge list.
      • "Extreme Sports"note : Despite its location at roughly the middle of the game's set of challenges, this is one of the hardest challenges in the entire game. Playing Air Rally at double speed is insane enough, but there's Exhibition Match at the end. It's set under Monster conditions, meaning the stage slowly shrinks until it's small enough for the monster to eat (which is an automatic failure), but getting perfect timing on an input increases the size of the screen. Exhibition Match has the second fewest inputs of any stage in the gamenote , and so you have the fewest chances to prevent the monster from eating the stage. "Extreme Sports" is also seven stages longnote , so it's a huge uphill climb just to get to Exhibition Match.
      • "Lockstep Lockdown"note : See the description for Lockstep above? Try playing it four times in a row, and you only get to miss a beat 3 times total before you're eliminated. Also, each iteration of Lockstep is sped up more than the previous one.
      • "Rhythm Safari": At seven stages longnote , this is one of the longer challenges. But what elevates this one to That One Stage status is that it is entirely at double speed and contains stages that are already incredibly up-tempo and have short cues at normal speed, rendering some of them, like Bunny Hop and Rat Race, near-unplayable.
      • "Hello, Ladies...": At eight stages in a rownote , all of them at double speed, it requires incredible consistency and accuracy to clear in spite of being the longest challenge in the entire game. They also have stricter requirements than normal for their types of goals, such as fewer allowed missed inputs or a higher minimum score in order to pass.
  • That One Sidequest:
    • Feeding the goat to level 200 in Megamix. First off, it's done via a 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 Nintendo Hard 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 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 Scare Chord.
    • The multiplayer endless game Clap Trap in Fever. All the player has to do is time the pressing of A after three beats. Problem is, there's no music, just dead silence, and the beat sequences come out of nowhere at various speeds. As such, it's more a reflex game than a rhythm game, and waiting about twenty seconds in dead silence only to be caught off-guard by a super fast beat sequence can feel like a Jump Scare. It's also unfavorable to play it with a second player as intended, since that means both players need to be on the ball for every cue. In Megamix, it's the final Gatekeeper Trial, so you have to beat it to progress in the game.
  • Unfortunate Character Design: In the Japanese version of Megamix, Trey has big, pink lips as opposed to a simple line-smile and a pink nose. Considering that his skin/wood color is brown and that his hair/leaves are cut roughly into a shape of an afro, it's justified why Nintendo of America removed his lips.
  • Viewer Gender Confusion:
    • So, is the second rocker a girl or a guy? The Try Again message for Rockers has the first rocker call the second "man", but for rock stars, "man" could be a gender-neutral term. Maybe the second rocker shares the player's gender?
    • The kid whose pinwheel got stolen in the Fever version of Samurai Slice is called "Pinwheel Boy", but it's hard to tell. Megamix even goes and renames them to "Pinwheel Girl", furthering the confusion.
  • Viewer Species Confusion: Despite one of the rhythm games in Megamix being named LumBEARjack, its player character looks more canine-like (fitting with the Lumbercats that assist him), leading to some "Timberwolf" jokes.
  • Woolseyism: The localizations of Fever and Megamix were fairly well-received, especially in comparison to the DS version.

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