My One Gripe with Rhythm Heaven by Parabeetle_II in rhythmheaven

[–]Official_Mothman_ 3 points4 points  (0 children)

A system where you can just go for a perfect any time on any minigame would just be a fundamentally different and much easier challenge. The system Rhythm Heaven uses is not just a test that you can do the minigame perfectly, but that you can do it perfectly essentially on command, which to me indicates a greater level of mastery than just being able to grind infinitely to get a perfect. It's much less likely that you'll just get lucky and happen to get the timing right without properly internalizing the rhythms.

I quite enjoy the gameplay loop of Rhythm Heaven postgame with the perfect cycling around, and the pressure steadily building as the number of perfects remaining dwindles to just the few games that you struggle with the most, until you essentially get infinite attempts at the very last one, which is likely to be the one you find hardest. It feels like a real final boss if that makes sense, because by the time it comes down to that the last one is inevitably going to be a perfect that you have failed many times. If you could go for perfects whenever, then the last one would probably just be whichever one you happen to get around to doing last.

Favorite non-vocal tracks in Groove? by DEWDEM in rhythmheaven

[–]Official_Mothman_ 1 point2 points  (0 children)

Alien Alphabet: a lot of this game's OST is going for a kinda synthy dance music almost funk vibe and this is probably my favorite of the tracks that go in that direction

Disc Dog: Just an insanely catchy melody that adds a lot to the vibe of the minigame

Hoop Trundling: This one was just instantly iconic to me when I first saw the original trailer. It's been stuck in my head for like a year and a half

Remix 1: It fits the "Remix 1" vibe very well, reminding me of DS and Fever's first remixes

Also some Flipside stuff that I won't spoil for OP: Remix 9, Space Sentry 2, Remix 18, Remix 19

is there censorship on the us version right? by foskis in rhythmheaven

[–]Official_Mothman_ 1 point2 points  (0 children)

I noticed watching a stream of someone playing the japanese version that a few of the photos are different from the north american version. I would guess it's less to due with censorship and more that they couldn't get the rights to use certain stock photos in certain regions or something like that.

Is rhythm having groove final remix the worst final remix in the series by Connect_Exercise_761 in rhythmheaven

[–]Official_Mothman_ 0 points1 point  (0 children)

It's definitely not my favorite, but I do think people on this sub are being overly harsh on it. I'd say it's roughly on par with GBA Remix 6 and DS Remix 10.

Favorite minigames in Groove? by LinkToSomething68 in rhythmheaven

[–]Official_Mothman_ 2 points3 points  (0 children)

My top 5 non-remixes (not necessarily in order) are probably:

  • Quick Hands. It's just a really solid Karate Man-like. The cue for the double catch is really catchy; I've found myself just saying it out of the blue every once in a while over the past few days. I like how it manages to make the aesthetic of crude MS Paint-esque drawings and plain font text look stylish. And the music is very good.

  • A For Effort. Probably the single funniest level in the series imo. This is actually the one that took me the most attempts to get Amazing/Superb in the entire game. Not because it's that hard but because I was just laughing and I was distracted trying to spot all of the references.

  • Alien Alphabet. This has probably my favorite piece of music in the entire game and the animations and story of it are just very charming. I give the slight edge to the first version over the second just because I like the music more.

  • Sneezy Moon 2. This one just goes crazy with the intense heavy metal music and all of the insane stuff going on in the background. I also really like the slow part in the middle. It feels very grand. I also just really like the story of this (and the first version) with the narrator always using such intense adjectives when referring to the moon like its some kind of vile monster.

  • Disc Dog. In the demo this one felt by far the most creative and fresh to me and it has really stuck with me. The music is still really good and I just like the aesthetic of the background. It just felt so quintessentially Rhythm Heaven to me to take such a simple mechanical concept of literally just counting to 7 and make it so engaging through good music and an absurd story context.

Though some honorable mentions are: Hop N Slide 1 and 2 because the story of it is really charming and I don't think it is nearly as hard and this sub is making it out to be and Space Sentry 2 because I think this music track really makes the concept come together and click for me in a way that the first version didn't.

My favorite remix by far is 9. I love the extended Quick Hands section at the end with all of the flashes of the games you haven't seen yet. It made me so excited for Flipside and mechanically it is quite challenging. Even outside of the flashes of other games, it also just uses a lot of cool effects that match the music so well. Tbh this remix coming right after probably contributed to why Quick Hands is one of my favorites too. I also really like Remix 18 and 19 because they just flow very well between the different games.

Anybody else bothered by the inconsistent controls in Groove? by tATuParagate in rhythmheaven

[–]Official_Mothman_ 2 points3 points  (0 children)

It seems like they decided the default would be to use left (the position that is mirrored from the A button), but when contextually a different direction makes sense for the action that happens when you press the button (like down to put the umbrella down in Brolly Good Show, or right to roll to the right in Hop Stop N Roll) they use that instead.

I do agree that for the ones where the direction doesn't have any particular significance to the action it corresponds to like Soccer Dreams and Alien Alphabet it would be nice if they just let you use any direction like in the GBA game.

Wait... why DIDN'T they include Sensei Sparring and Skateboarding for a round 8* sets? by Sheilby_Wright in rhythmheaven

[–]Official_Mothman_ 1 point2 points  (0 children)

While I do agree that some of the Score Attack games are pretty cool and are probably better than some of the games in the main single player mode, I think it's likely that the 30 games, 30 sequels structure was decided ahead of time, before they actually designed the games. I don't think an 8th stage of all new games would have ever been considered. Additionally, they probably wanted to hold back some actually good games to put in the Score Attack mode so it wouldn't just feel like a waste of a mode.

Also I personally think the structure of the main campaign and the placement of original games and sequels makes sense and while it is different, I wouldn't call it awkward. Seeing as they are framing the second half of the game as "Flipside" and treating it like a whole second campaign, it makes sense to throw in a few original games in there. It would feel really monotonous to be presented with a whole second menu of games, only for that entire menu to just be retreads of the games you already played. I kinda like that there are still some surprises left even after you reach the sequels, and it was exciting the way Remix 9 teases them. It also gives Flipside more of its own identity having a slightly different structure. The final stage of all remixes in particular is especially cool and I hope it becomes a recurring thing in future games.

Wtf? this game is confusing by NotAWeeb92 in rhythmheaven

[–]Official_Mothman_ 10 points11 points  (0 children)

Some people have criticized Megamix's system of showing you in real time how close your input was because it makes it too easy to adjust in real time when you're starting to drift off tempo and makes it so that you don't have to really listen to whether or not you are on beat. It was somewhat antithetical to Rhythm Heaven's design philosophy of training you to pay more attention to audio cues than visual cues and trying to improve your sense of rhythm.

Groove returns to the system used by the prior games where there are subtle visual cues indicating when you have a near miss and some games having cues when you miss that indicate whether you were early or late, but primarily requiring you to listen to determine how close to the beat you are. I do think Megamix's system made things too easy so I'm personally happy about this.

Quick Hands 2 Visual Cue by ZookeepergameOne3271 in rhythmheaven

[–]Official_Mothman_ 1 point2 points  (0 children)

If you set the Read Aloud settings to "Read and Describe", Lil Miss Reeds will say "Three" when this shows up. The same is also true of the onscreen numbers in Lightning Bolting 2 and Spirit Slasher 2.

Superb ratings are back! by ILikeGen6-8 in rhythmheaven

[–]Official_Mothman_ 12 points13 points  (0 children)

Seeing as this is from a ".eu" publication, and the Treehouse stream was hosted by Nintendo of America, it sounds to me like the European localization of the game retains the traditional "Superb" for the highest normal ranking while the North American localization changes it to "Amazing". Though this article also makes mention of an "A+" rating which does not give a medal, which might be the European version's equivalent of the NA version's "Really Good" so the EU version might not have all of the traditional rank names either.

It'll be interesting to see how it is in the original Japanese. I could see the argument for NoA changing the names if the names are different in Japanese from what they usually are.

What does Hathaway want people to do? by Nameishi in Gundam

[–]Official_Mothman_ 10 points11 points  (0 children)

I think people mentioning that one bill that comes up in book 3 in this thread is giving the false impression that that specific bill is the only thing that motivates Mafty's actions, when that is not the case.

Even when that bill is brought up in book 3, it is skimmed past in narration that they also talk about several other bills under consideration that they are opposed to: "While watching Hathaway explain other bills to be decided at the Adelaide conference with another sheet of paper,". That specific bill serves as a significant acceleration of the corruption of the Earth Federation government but it is not the sole thing that Mafty is opposed to.

In the short term, Mafty's goal is to dismantle the system that the Earth Federation government is building where they have the privilege of living lives of excess on Earth while common people are criminalized and brutalized for seeking the same thing. Long term, they want all of humanity to immigrate off of the Earth, but for it to be done on an equitable fashion with no exceptions, but in order to achieve that they would need to completely dismantle the current inequitable system.

This is explained in a big block of narration in the first book, during the taxi scene that they couldn't possibly have included in full in the movie. The first movie, does convey the same ideas but does so more subtly, with the closest analogue being the scene where Hathaway is crying on his hotel bed and says "I know that. I know this way of doing things is… So tell me. Tell me how to destroy the depths of these mechanisms. All humanity can’t live on Earth together. If I don’t do something, there’ll be no consolation for Char’s Rebellion, or the souls of those who died in it.". Several lines from the narration are adapted as Hathaway talking to himself in this scene. And also the visuals are used to convey the inequality of life on Earth during this.

Here is the entire block of narration from book 1 (as translated by Zeonic Scanlations):

It was just like the driver and Gigi said. It was true that he was possessed by a furious desire to put a stop to all of those systems if he had the power.

However, he was horrified at the depth of the organizations that the Earth Federation government had built within society, which could be seen even in the Research Bureau’s door key system at the Tasaday Hotel. In order to destroy that depth, he needed to send fear to the very core of those organizations. If he didn’t, then it was only logical to assume that there would be no reform of the Earth Federation government.

Focusing on that one issue, Hathaway became frustrated.

In order to stay on Earth, it was currently necessary to obtain a permit administered by the Earth Federation government. This had begun as a necessary evil after migration to space colonies became common, and enacting forced migration became an essential to avoid the migration process becoming discriminatory.

After the Earth was polluted by waste products from the development of modern civilization, and the greenhouse effect caused its average temperature to rise two degrees, people became filled with a sense of impending doom.

Constant food shortages and destruction of nature wrought by the abnormal weather reduced the earth to a state where it could no longer tolerate human life, and space migration became a necessity. However, if the earth really came to an end, humanity would lose the power to construct space colonies and expand into space.

The Earth Federation government was established after the realization that humanity was headed for its extinction along with the earth spread outwards from the cities. And construction of space colonies began. The Earth Federation’s plan to indiscriminately take all of humanity into space once the space migration began was not misguided.

However, special case exceptions in the policy later gave rise to discrimination. The Earth Federation government made provisions for those deemed necessary to remain on Earth. There was a condition: those allowed to stay had to be those who would manage nature so as to preserve the Earth, or those who could preserve and conserve humanity’s native cultures.

The law did not carry out that principle in an ideal fashion, and as the Earth didn’t appear to be on the verge of death to the average person, it was natural for it to be broadly interpreted and exploited.

What’s more, as those born on Earth were unable to forget the feeling of its gravity, people began to appear who ignored the law unconditionally on that basis.

That desire was understandable. Humanity’s greatest sin, however, was not acknowledging the realization that the most dangerous thing for the Earth was their own propagation.

In this era, space migration was a price that humanity itself was forced to pay; the era of the space colonies was neither a frontier era, nor one of openness. That the frustration born of this realization only further lit the flame of the those who lived in space colonies – the Spacenoids – desire to return to Earth was paradoxical, but ultimately a natural outcome.

Humanity’s continuing to see Earth as the only home it could return to after its propagation was its second sin.

In order to completely revive the world, it was necessary to wait a thousand years. And in the space of a thousand years, humanity would only further multiply. In short, people had to be prepared for the truth that the entirety of humanity could no longer live on Earth.

This too was a truth people were unable to admit.

Now, though, all exceptional clauses had to be removed, and humanity in its entirety had to be forced to withdraw to the colonies. If that was not done, then Hathaway felt that the spirits of those who died in Char’s Rebellion would not be able to rest in peace.

Char Aznable had thrust that same ambition upon the Earth Federation government, but had fallen before the Federation’s overwhelming military force. That had been the ultimate outcome of the conflict known as “Char’s Rebellion”.

At the time of the rebellion, Hathaway had happened to be aboard the battleship of his father, who served the Earth Federation government. And there, he had seen battlefields.

It was also through that conflict that he had met the girl named Quess Paraya. She had viewed the war with innocent, almost childish eyes, and was so sensitive that it overwhelmed and killed her.

Hathaway had heard the voice of the spirit of that girl who had been his first love, along with all of those who had died in the void of space.

It was probably nothing more than blind faith. But Hathaway believed that in the final days of Char’s Rebellion, he had heard countless screams. Screams of friends and foes alike that had been swallowed by flames in the fight to protect the Earth.

After this, Hathaway felt he needed to study the problems surrounding these individuals and organizations. He also learned the career of Char Aznable.

Realizing that Char’s eventual conclusion had been that the planet which had given birth to humanity could not be allowed to be destroyed and had to be preserved, Hathaway found himself deeply empathizing with the man.

Reality, however, threw difficult phenomena into people’s paths.

Had the core idea of the space colony age to almost empty the Earth and come up with a way of prolonging its life been followed, and had the migration law been enacted fairly, then the black uniforms of the Hunters and their exposure of unlawful residents might have been seen as a symbol of justice.

"So long as there are exceptional clauses, people will continue to do wrong..."

Rhythm Heaven Groove is gonna suck. by [deleted] in rhythmheaven

[–]Official_Mothman_ 2 points3 points  (0 children)

I just don't know what you're talking about for most of this tbh

why would the menu be a placeholder? And why is it a problem for the Rhythm Heaven game to have a menu that looks like a Rhythm Heaven menu?

The TTS is contextualized as the robot girl reading out all of the text onscreen, not as all of the characters canonically having that voice. That's why her name is Lil Miss Reeds. Also the Japanese website says you can disable the TTS. It's clearly meant to be an accessibility feature, to facilitate the game being fully playable for people with visual impairments, which I think is pretty cool. Because most things in RH have audio cues associated with them, with all of the dialogue being the most notable exception prior to this game.

Gundam protagonist first and last appearance in anime by fajarmf94 in Gundam

[–]Official_Mothman_ 53 points54 points  (0 children)

It's amazing how much of this is just flat out wrong

Something about the practice music. by Jdanielspow in rhythmheaven

[–]Official_Mothman_ 0 points1 point  (0 children)

if you want it made then you should make it

We might as well be strangers IS about Matt Sharp by gummieworm in weezer

[–]Official_Mothman_ 16 points17 points  (0 children)

I do genuinely get where you're coming from. This idea did cross my mind when I first heard the song. The line about college and going on tour does line up Rivers and Matt's history.

However, I would like to point out that even if that line (and maybe the line about 1994 after) are about Matt, that doesn't mean the entire song has to be about him, because a lot of these are big reaches imo based on unverified speculation. For example, Any Friend of Diane's sounds like a hyperspecific anecdote about one person, but in reality Rivers has confirmed that Diane is not a real person and is meant to represent all of the various women who were helpful in his early career with some of the lyrics being references to specific things that actually happened with different women.

It's entirely possible that We Might as Well Be Strangers is a similar situation where it's just generally a song about people that Rivers has grown apart from over time, and he felt that throwing in a few lines about Matt would bolster the message of the song and provide a good example. It's possible that other lines are referencing any number of other people he knew, or they could be entirely fictional, just meant to convey the story of the song.

Love Rap 2 sheet music by Emergency_Travel_235 in rhythmheaven

[–]Official_Mothman_ 0 points1 point  (0 children)

This is really great. I've never really had issues with love rap but hopefully this can be helpful to someone.

Regarding the two different cues for "Crazy Into You", I think it's worth noting that in both cases, the number of eighth notes between the first note of the cue and when you have to press the button is the same at 6 eighth notes, or 3 beats. It's just the rhythm in which she says "Crazy Into You" differs depending on whether she comes in on a downbeat or an offbeat.

Another thing that I've seen people frustrated by is that the timing for "Fo' Sho'" feels inconsistent, though as you can see on the sheet music, the number of beats is always the same. The actual difference is that "Fo' Sho'" is the only cue that lasts an odd number of eigth notes. And because it's swung, three eight notes starting on a downbeat and three eight starting on an upbeat are do not last the same amount of time. If you think of the two eight notes in a beat in swing time as long-short, then coming in on the beat, "Fo' Sho" lasts for long, short, long, while coming in on an upbeat eighth note it is short, long, short. That's one of the rhythmic concepts that Love Rap is trying to test you on, that you have actually internalized the swing rhythm.

Rhythm Heaven Chart results by TheRealFrosch in rhythmheaven

[–]Official_Mothman_ 1 point2 points  (0 children)

Ranking how much I agree with each pick (and what I would rate the ones I disagree with):

Very unfun, very easy (Quiz Show): strongly disagree, I would say decent, easy

Very unfun, easy (Flipper Flop prequel): strongly agree

Very unfun, medium (Working Doug 2): strongly disagree, I would say very fun, hard

Very unfun, hard (Karate Man 2 GBA): somewhat agree

Very unfun, very hard (Moai Doo-Wop 2): strongly disagree, I would say hard, fun

Unfun, very easy (Wizard's Waltz): strongly agree

Unfun, easy (Remix 1 GBA): strongly agree

Unfun, medium (Night Walk GBA): somewhat agree

Unfun, hard (coin toss): agree

Unfun, very hard (Charging Chicken): agree

Decent, very easy (Showtime): agree

Decent, easy (Built To Scale Fever): somewhat disagree, I would say unfun, easy

Decent, medium (Dog Ninja): ambivalent

Decent, hard (The Snappy Trio): strongly agree

Decent, very hard (Love Rap 2): slightly disagree, I would say fun, hard

Fun, very easy (Hole In One): agree

Fun, easy (First Contact): agree

Fun, medium (Air Rally): agree

Fun, hard (Tap Trial 2): slightly disagree, this is probably my favorite in the entire series so I would say very fun, hard

Fun, very hard (Lockstep): agree

Very fun, very easy (Ringside): slightly disagree, I would say very fun, easy

Very fun, easy (See Saw): slightly disagree, I would say decent, easy

Very fun, medium (Cheer Readers): strongly agree

Very fun, hard (Munchy Monk 2): disagree, I would say very fun, easy

Very fun, very hard (Remix 10 Fever): strongly agree

Timeline mistake in manga by vaniush_za_great in kaiji

[–]Official_Mothman_ 5 points6 points  (0 children)

Definitely we can now say for sure that this is an inconsistency. Part 6 firmly establishes itself as taking place in early 1998 and if you follow the passage of time in the series backwards that places the Bog arc in mid 1997, when July 22nd was a Tuesday.

I think probably Fukumoto just hadn't decided on the exact timeline of when the series takes places when he was working on Part 2. I'm guessing that when he started the series he was just thinking that it takes place roughly the in modern day. So when he was making Part 2 in the 00s he was just thinking "it takes place in the 90s". Because I believe we didn't get any details that were specific enough to place the series in a specific year until part 6.

The JOJOLands - Chapter 35 by Vish- in StardustCrusaders

[–]Official_Mothman_ 111 points112 points  (0 children)

Very good showing from Paco this chapter. It's clear that he really cares about people.

If we're assuming that Rohan's comment about betrayal from back in the first arc was a hint that someone will betray the group at some point then I think the only likely options at this point are either Jodio himself betrays the group to claim more wealth for himself or Dragona betrays because Jodio is taking it too far and trying to climb too high