Rhythm Heaven Megamix menu guide

Rhythm Heaven Megamix menu guide
By Threeblacknoises
Last updated June 24 2016

Getting started
When you first start the game you'll get a prompt that says that extra data was created on your sd card.
This is a one-time occurrence.
Once the title screen appears, press A to get to the save menu.
This is a rapping left-to-right menu with all four save slots.
Select one, and you'll be asked to choose a MII to represent yourself.
This only has to be done once, and you can change it later.
You'll be asked to confirm your choice, then the game starts.
One last one-time only prompt.
You'll be asked if you wish to share data.
Yes is on the left and no is on the right.
Once you have a save file created, selecting it will bring up an up and down menu with start, then change MII, then erase.
For some reason, pressing up at the top or down at the bottom of this menu makes the sound as if you might h ave an unlockable choice in that direction.
From here on out, you can just press A on the title screen until the game starts up.
For the tutorial, advance through the text, then play the drumb a few times with A.
Next, listen for the prompt, then press A to play the drumb.
Follow the music and play the drumb with A
Lastly, try to catch the star by following the music and play the drumb with A.
None of this will effect your game in the slitest, so don't worry about it if you fail this part.
You'll next get a lot of story text, so just go through it.
Story text will happen each and everytime you clear a game or advance to a new world, so get used to it.
Once you se some text, you don't have to worry about having to see it again; outside of a few specific circumstances.
After this first bit of text, you'll be in the game's menu system.
The rest of the document will try and explain this system.
Please n ote: most menus don't rap. I'll give a note if one does.

The game's menu system uses both traditional button navigation as well as touch screen icons.
The world view; where you start after loading a save file; is vary mutch a kind of grid.
Each world is navigated with the right and left dirrectional buttons.
Most times, a world will consist of four rhythm games; one from each game in the series; from left to right.
The up and down directional buttons navigate between worlds.
Gatekeepers; more on that later; have only three options, but the sound when you move between them with left and right is different.
Tower worlds have anywhere from three to seven options, but only two of these exist in the game.
Their is one other tower, but it's by itself and; once cleared; three towers join it on each side for a total of seven.
Towerslead to a submenu with five options going from the bottom upwards.
The final group of thre e towers is unique in that the middle tower can only be accessed once the two towers on opposite sides of it are cleared.
In the world with seven towers, once the six additional towers are cleared, the credits will role, and you'll then be able to asend to heaven world by selecting the option that appears directly above the lush tower in the middle.
You can get to this option by pressing up on any tower, but pressing down from it will land you on the lush tower.
Once in heaven world, an option at the vary bottom that you start on will allow you to get back to the lower world.
Rhythm games can be accessed in the museum; more on that later; once cleared.
Gatekeepers have three options each time they appear to block your path.
They all lead to the same challenge, but the left and center options give you more chances to mess up in return for more money at the outset.
Sometimes, the gatekeepers will give a slightly different challenge depending on witch ones you choose, but the basic concept behind each group of trials is the same.
The yes and no options for paying the gatekeepers are reversed from normal so that yes is on the bottom.
more on gatekeeper challenges can be found elsewhere in this document.
during a rhythm game, you can press start to bring up the pause menu.
This menu is also displaied when you return to the game from the home menu if you were in a rhythm game when you pressed the home button.
Most times, it will be a rapping menu.
resume is always at the top, and quit is always at the botum.
The option in the middle changes depending on where you are.
If you're in a tutorial for a rhythm game, it will let you skip said tutorial.
If you're in a rhythm game itself, it will let you restart the rhythm game.
During gamekeeper or perfect trials; as well as the intro, the menu doesn't rap, but only has two options, resume and quit.
because you have to pay coins to undertake gatekeeper trials, choosing the quit option will ask if you really want to; seeing as the coins you spent to attempt the challenge won't be refunded if you decide to quit.
You're also asked for confermation during perfect challenges, as this will waste an attempt.
You'll also need to pause the game during the challenge train segments if you wish to abort, but the no coin refund rule stil applies.

The remaining menus are extras related, but the game will make you go into them, so I'll tell you about them.
The cafe; once unlocked; can be accessed with an icon in the bottom left corner of the touch screen while in world view.
When this option first appears, you'll hear a jingle with a dog bark in it.
At this time, you should tap the far left icon to enter the cafe and page through the dog's text, then exit with the B button.
Most stuff in here won't be inportant to us, but here goes.
Starting from the left;
streetpass terrace.
Once unlocked; It lets you fight in the figure fighter rhythm game against an AI aponent.
Once the first is defeated, more become unlocked in an up and down menu.
The rules are just like the figure fighter rhythm game, except you're actually fighting someone this time.
You both follow the same prompts, and whomever loses all there helth first is the loser.
The next two options; once unlocked; deal with the goat that unlocks differint loading icons once leveled up.
fead Goat; well; feads the goat in the goat pachinko rhythm toy.
Use the left and right directional buttons to select what you want to fead the goat, then use down on the circle pad to launch said food.
Food consists of turnips, golden turnips; won in Streetpass Terrace, coins and flow balls.
pick turnips, um, picks turnips that regenorate over time for feeding the goat.
The center option; where you start; talks to a ran dom customer.
Right from that; once unlocked; is the shop.
This menu has three options after a bit of text.
Mementos, Music, and Rhythm games.
Mementos deals with text-based items related to the different rhythm games.
Music lets you buy the music from the various rhythm games.
Rhythm Games contains unlocable rhythm games not found in story mode.
The individual shops rap, but you'll be positioned on the first item you haven't bought once you enter one of the shops, so no worries.
Rhythm games must be bought with flow balls found in challenge land, but the rest can be bought with the coins you'll get for completing rhythm games.
The next option is the museum, and it's where you'll be spending most of your time once story mode is in the dust.
Here, all the rhythm games are grouped just as they are in world view, with extra games at the top in sets of three.
selecting a game will give you a rapping left to right menu with options to;
Read Memento, Play Music, view Ending cards, and play the game.
Just press left to get to the play option.
The only exception to this menu is the one for the gatekeeper trials.
Each one is on a roe by itself, and; once selected, you get the options to;
Read Memento, Play Music and play the game.
Please note; All trials on a single gate must be cleared in order to play its endless variant found here.
You can select the view ending cards option, then use left and right to switch between Ok, Try again on the left, and Superb on the right.
You can also tap an icon on the touch screen to activate a slide show of all of the ending cards you've collected for the selected condition, complete with that condition's music!
Just press B to get out of this.
also, you can hold the L and r buttons while selecting the music for a game to be able to play the drumbs during the song.
You'll need to hold L , r and b for about three seconds to exit the music player when this mode is active.
The drumbs can be played with all four face buttons as well as L and r.
The final option in the cafe lets you talk to the curator of the museum.
Badges and mascots on the up and down menu just give you access to records, but Memories; once unlocked; will let you watch the two credits sequences as well as the cast role.
Their are also three icons that can be activated on the bottom of the touch screen.
The left icon activates the game's instruction manual. Press home to get out of this.
The center icon accesses the settings menu.
This menu is entirely touch-based, so you'll need sighted help if you want to change anything in here.
Most things deal with sharing data, streetpass settings, resetting your highscores data, and enableing or disableing the timing display.
The only options in here you might want to use are the control type; found in the top left and return to title; found at the bottom right.
Once you select control type, buttons is on the left, and simple tap is on the right.
If; for some reason; you want to replay the tutorial, that choice is on the bottom left.
The choices on the middle left, top right and middle right have no real use to us.
The back option is in the same place as the settings icon in the main cafe menu.
The right icon in the cafe menu switches between English and Japanese audio options.
You'll hear a word in the corresponding language when the icon is tapped.
The final menu is challenge land; activated with the right touch icon in world view.
Here you can attempt a "Go For Perfect!" trial if it's up with the left option.
The challenge train can be accessed with the right option.
This costs coins if you're going solo, so be awhere of that.
Their is also an icon in the bottom right, and it sends the download play ver sion of the game so that people that don't own the game can still play with you in the challenge train.
Like the cafe menu, it's entirely touch-based.
Yes is on the right and no is on the left.
In the challenge train, you take on various challenges based on the existing rhythm games.
The first prompt you get asks if you want single or multiplayer.
Single is at the top.
You'll then be given an up and down rapping menu with the various cources listed.
Select one and use the bottom option to pay coins to attempt it.
This menu is rather odd, as it raps, but it also has two different menus.
Pressing down in this menu will cycle through several different challenges before rapping to the top.
Pressing up cycles through several different challenges before rapping back to the, um, top?
The amount of challenges on the menu depends on whitch gatekeeper you have selected.
Once you clear all of the first challenges, a sec ond page will unlock that can be accessed with the right directional button.
Once you clear all of those challenges, a final page will unlock that can; once again; be accessed with the right directional button.
Once all three pages are unlocked, the left and right directional buttons will rap through the pages, so left from page 1 will take you to page 3.
Please note; You cannot spam one challenge to get flow balls.
Each challenge; once completed; will give you 1 or more flow balls automatically.
After that, you'll be asked to pick a treasure chest on repeat runs from a left to right menu that will give coins; mostly.
If you fail a game in a challenge, you have two more chances to finish all games in the challenge without failing the entire thing.
Generally speaking, one trial will have 3 to 4 games, but some of the harder trials can have as many as 8 in a roe.
Once you complete a challenge, you'll be asked if you want to play it aga in.
No is on the right, but you'll always start on yes.
If you say no the first time, you'll be sent back to the main challenge land menu.
If you say no on the second prompt, you'll be taken instead to the challenge menu.
If you say yes both times, you'll replay the current challenge, but it'll cost more, so it might offer better rewards to.
If you faill a chalenge, you get the same prompts as if you passed it, but the inicial cost to attempt the challange is all you'll pay to attempt it again.
I'll update this section with details on the challenges soon.

Goe for perfect runs will appear from time to time and are signified by a descending bell tone and text box at the end of a rhythm game.
The first time this happens, a character will explain the perfect challenge to you.
Basically, you attempt to complete a rhythm game without making a single mistake.
Make one, and it's game over.
Clear the challenge, and you'll get 1 flow ball for your efforts.
Timing is extremely precise, but you have three attempts before the challenge disappears.
Please note that any rhythm games you may choose to play instead will count as a strike against you for a challenge.
You can; however; find the game you're being asked to play and use one of your three attempts to go into the game and use the retry option within when the game is about to end to get as many practice runs as you need.
Obviously this means that you can't accidently stumble upon the game you're trying to perfect unless you specifically go to challenge land to attempt it.
You can make the perfect challenge appear more offen by getting high scores on rhythm games.
A game must have a superb rank; 80 pwrcent or higher; to qualify for selection for a go for perfect challenge.
The more games with superb ranks, the more often the perfect challenge will appear.
If all gam es have superb ranks, the perfect challenge will always be up.
At this time; once a challenge ends, the window will open back up with another rhythm game to challenge.
Please note: You won't ever get the same game twice in a roe unless you only have one game left to perfect.
Their is one final icon in the bottom center of the screen in world view.
It only opens or closes a map, which is useless to us.

Gatekeeper trials.
1. coin Toss
The objective of this one is simple.
Pres A and a coin will be tossed into the air.
A cowbell will count off 3 seconds, then you're supposed to press A again to catch the coin before it hits the ground.
a toss will sound like this.
Ding tick tick tick tick tick catch.
The first time you do this, you'll just hear the ticking.
After that, laughing and music will join the sound and replace the ticking.
catch 4 of these musical coins, and the tempo will slow down, and the p rocess repeats.
Sometimes, the music will drop out; forcing you to keep rhythm yourself.
To help with this, it might be in your favor to make up some ridiculous; easy-to-remember; phrase, and chant it to yourself to help keep time.
Just don't chant it in a public place, or you might find people asking questions or giving you strange looks.

2. Sick Beats.
In this challenge, you use a directional pad-shaped fork to stab bacteria before it gets to a blob and attacks it.
In button mode, directional inputs are required to pass this challenge.
I'll add them at some point, but you can always just switch to simple tap mode, and button inputs won't matter, as tapping the screen acts like pressing any directional button that's required by the challenge.
You'll figure out the sound for the attacking bacteria vary quickly, and it can always be killed by tapping one beat after you hear the bacteria attack.

3. charging Chicke n.
In this game a chicken is sitting behind the wheel of a car; God help us, and your objective is to charge the car enough to get it over the rocks to the grass, but not so much that it falls off the island into the water.
You're given a distance in yards and you then hold A to charge the car, then release it to send the car on it's way.
You'll get a countdown before you press and hold A so you know how fast the beat of the song is.
If you hold A for to long, the car will explode; roasting the chicken.
And that's how we're going to do this game; seeing as explodeing the car doesn't cound as a miss or failure.
You see, if you need to send the car 8 yards, it will explode on cound 14.
15 yards, count 25, 16 yards, count 26, and so on.
I may have more distances soon.
The yard counts for a given challenge are not set in stone, and that's why I gave the method above.

4. clap trap.
In this game you r objective is to block Karate chops by clapping your hands together at the right time.
You'll hear three cowbells followed by a wooshing sound.
You have to press A at the right time to clap and block the chop.
The time you'll have will change, but the concept remains the same.


Thanks for reading, and I'll add stuff as I; or anyone else; finds it.

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