~Now Playing: Rhythm Tengoku - Tutorial Theme 01~
Welcome to the Rhythm Tengoku/Rhythm Heaven/Rhythm Paradise Community Thread! This thread is dedicated to the Nintendo SPD-developed series titled Rhythm Tengoku in Japan. Before we get into information about specific games - the series currently spans four titles on four different Nintendo systems - and other fun things, let's talk a bit about the gameplay in these games, shall we?
The Rhythm Tengoku games have often been compared to WarioWare. They feature a bright and quirky cast of characters (both series share the involvement of the brilliant artist, Ko Takeuchi) as well as having a similar structure. However, whereas WarioWare keeps things frantic and out-of-control with its bite-sized 'Microgames' that alternate in rapid succession, the player in 'Rhythm Tengoku' only has to focus on one minigame at a time.
The Rhythm Tengoku games are the epitome of simplicity. From the clean (but infinitely expressive) visual style to the gameplay itself, the concept of the game is easy to grasp. All the player has to do is press a button in line with the song's rhythm. Sounds easy, right? In fact, Rhythm Tengoku games have the curious characteristic of being playable without looking at the screen. Once the melody and rhythm are internalised, the visuals are not necessary to perform well. That is not to say that advanced players look away from the screen, however. First of all, the games feature a very unique and iconic artstyle that is simply a delight to look at. Second, while the visuals sometimes distract or mess with the player - in reality, they merely obstruct or warp the view on visual information that is rendered superfluous by the strong beat - they can be helpful to remind oneself of incoming shifts in rhythm, and they are of course crucial for early playthroughs of new songs.
While the player taps in time with the rhythm, he is rewarded with visual and auditory cues (characters being happy, cheering, singing, etc.) that maintain the song's flow. There are three different outcomes of success/failure that are conveyed by the rating assigned to your performance after the minigame. You can nail a note which brings you closer to a 'High Level' rating, flounder a note which brings you closer to mediocrity ('Mediocre') or you can completely botch or miss it outright, bringing you ever-so-closer to a courteous 'Retry'. All these three states are also reflected in every single beat you nail/miss along with the visual and auditory reactions by the characters. Even if you turn out to be a Rhythm Tengoku genius, you'd be remiss not to fail some notes on purpose if only to watch the often hilarious animations that ensue.
Lastly, before moving on, a few words about structural commonalities: Minigames are unlocked in tiers of four and they're capped off by a Remix combining the four previous songs (the remixes increase in scope the further you progress). You pass a song by achieving a 'Mediocre' rating, while a 'High Level' rating nets you a gold medal for the song, and after you've achieved some of these, you will be able to receive a 'Perfect' rating on songs that are randomly highlighted for such an opportunity. Obviously, you can't make any mistakes here, so you have two chances to go through the song without a single slip-up. Needless to say, getting a 'Perfect' on all of the songs is a daunting task. To round things out, there are all kinds of side games surrounding the bulk of the experience - rhythm toys, endless games, drum lessons, horse riding, comedy routines and tons of other curiosities and varied activities.
~Now Playing: Rhythm Tengoku Gold - Endless Games~
Game: Rhythm Tengoku (lit. 'Rhythm Heaven')
Release Date: August 3, 2006 (GBA); September 20, 2007 (Arcade, co-developed by Sega)
Developer: Nintendo SPD, J.P. Room Recordings
Publisher: Nintendo
Staff: Kazuyoshi Osawa, TSUNKU, Ko Takeuchi et. al.
The first game in the series came about when legendary Japanese singer, songwriter and producer TSUNKU approached Nintendo to make a music game that could be played without looking at the visuals. The Gameboy Advance was deemed the right platform for this experimental venture by a very small core team. In this very illuminating 'Iwata Asks', it is even revealed that the development team took dancing lessons to get into the right mindset for the task ahead of them. Considering Tsunku's initial wish, it is not surprising that, to this day, the games maintain a slightly pedagogic tone to them, always encouraging the player to do better and keep practicing.
The game is fully playable without knowing Japanese. You will miss out on some of the flavour text, though, so check out this (complete) fan translation called 'Rhythm Heaven Silver'.
Many of the series' characters and tropes were established in this first installment (see 'Cast' for more on those). The game is played solely using A, B and the directional pad (though most minigames only require A). The game sold quite well in Japan, which granted not only Japan but the whole world a sequel.
Game: Rhythm Tengoku Gold (JP), Rhythm Heaven (US), Rhythm Paradise (EU)
Release Date: July 31, 2008 (JP); April 5, 2009 (US); May 1, 2009 (EU)
Developer: Nintendo SPD, TNX Music Recordings
Publisher: Nintendo
Staff: Kazuyoshi Osawa, TSUNKU, Masami Yone, Ko Takeuchi, Yoshio Sakamoto, et. al.
Two years later, the sequel released in Japan on the Nintendo DS. The game adopted a completely new control scheme, ditching buttons in favour of touch-based gameplay. The player has to tap and flick his way through the rhythm now, making the game more physically involved than its predecessor. The decision for this mechanical change did not come overnight, however. Osawa-san "agonised over it" for a whole six months, going back and forth between touch and buttons until finally deciding on the latter.
The game features slightly more content than the GBA original, the most notable change being unique remix tracks as opposed to the "building block" philosophy behind the remix tracks in the first game. The game split its fanbase, with some people having trouble dealing with the touch controls and bemoaning the lack of accuracy lost with analogue input, while other fans fell in love with the more energetic, haptic method of input. Whichever side one fell on, the game undeniably succeeded at bringing tons of newcomers to the series with a worldwide release and copious localisation work (i.e. all the songs in the game featuring lyrics were translated into five languages for the European release).
Game: Minna no Rhythm Tengoku (JP), Rhythm Heaven Fever (US), Beat the Beat: Rhythm Paradise (EU)
Release Date: July 21, 2011 (JP); February 13, 2012 (US); September 13, 2012 (EU)
Developer: Nintendo SPD
Publisher: Nintendo
Staff: Ko Takeuchi, TSUNKU, Masami Yone, Yoshio Sakamoto, et. al.
With the DS game being a phenomenal worldwide success, it became clear that a sequel was not far-off. Minna no Rhythm Tengoku (lit. 'Everybody's Rhythm Heaven') marks the console debut of the series on the Nintendo Wii. The game makes use of the Wiimote's unique button layout, using only the A button up top and the B button on the back of the Wiimote. Motion controls were considered early in development but quickly cast aside (more on that in this 'Iwata Asks').
The Wii iteration added two-player multiplayer for some songs - not an entirely new feature, given how the elusive arcade version of the original had the option to play with another player. Just like the previous installments, the game met with praise from players and reviewers alike. The sales, however, were a massive step down from the DS game, leaving the future of the series up in the air.
Game: Rhythm Tengoku: The Best + (JP); Rhythm Heaven Megamix (US/EU)
Release Date: June 11, 2015 (JP); June 15, 2016 (US); 2016 (EU)
Developer: Nintendo SPD
Publisher: Nintendo
Staff: Kazuyoshi Osawa, Ko Takeuchi, TSUNKU, et. al.
The newest entry in the series, currently only slated for Japan. The game offers 70 old minigames (with twists!) which are returning from past games, as well as 30 new minigames, essentially making it the most jam-packed Rhythm Tengoku to date.
The game boasts a story mode - a first for the series - in which you help a critter named Tebiri make his way back home. Co-op mode is also returning, with some rhythm games being playable with up to four(!) players view Download Play.
~Now Playing: Minna no Rhythm Tengoku - Remix 1~
As mentioned above, the games always feature a colourful cast of characters old and new, and heaps of cross-references. Let's take a look at a select few of cast members!
Karate Joe
The very first character to appear in a Rhythm Tengoku man, Karate Joe has smashed pots and defused bombs by kicking them in every game since.
The Wandering Samurai
Another staple character of the series, Samurai has slashed his way through waves of masked demons and other foul creatures since the GBA days.
Rhythm Girl
She's always got your back!
Chorus Men
Introduced in the second game, these lovely kids are renowned for their strong vocal chords and strong appetite. One of them, Marshal, acts as a sort of host for the Wii game, along with Miss Ribbon and Cam.
Barista
Monkeys
They're everywhere so bring your time net!
Jukebox Update #1
What follows is an assortment of songs chosen by yours truly. This section will be updated periodically to include new songs. Let's appreciate the timeless and diverse tunes of Rhythm Tengoku together!
Rhythm Tengoku - Night Walk - Make your way through the night while jumping in rhythm to a nostalgic tune. Not to be confused with the homage found in the Wii game!
Rhythm Tengoku Gold - DJ School - The easiest way to launch a DJ career. Listen to the in-game version for helpful comments from your instructor. SCRATCH-O-- HEY!~~
Minna no Rhythm Tengoku - Tap Troupe - Tap your feet to a lively rhythm. Go astray and earn the harshest of looks from your "friends".
Rhythm Tengoku - Rap Men - Drop fresh UHNNNs as your partner raps about beats and snacks.
Rhythm Tengoku Gold - Struck by Rain (Karate Man 2) - Best training music of all time? If you don't bond with Karate Joe during this, I have no words for you.
Minna no Rhythm Tengoku - Monkey Watch - This watch is the stuff of nigthmares.. or maybe the cutest thing ever?
Balloon Monkey hates your guts.
Rhythm Tengoku - Super Tap - Just tapping one out with my bros.
Rhythm Tengoku Gold - Crop Stomp - Stomp those crops, cha-cha-cha! Waste those moles, cha-cha-cha! ..YEUGH
Minna no Rhythm Tengoku - Hole in One 2 - Damn, you're pretty good. Your coach really mandrilled you, haha!
Nailed it. 8)
Fonts used, in order of appearance, are Sniglet, created by Haley Fiege for The League of Moveable Type; Aaram by Niram Factory (aka Tharique Azeez); Mir by Julia Sysmäläinen; and Levi ReBrushed by Levi Szekeres. The typeface for "Rhythm Tengoku" was taken directly from the official American logo, with some characters drawn from scratch.
Major thanks to HeavenSmiley for all the banners! Now let's gush over this awesome series!