Practice

The Practice (れんしゅ) is a section that plays before starting a Rhythm Game or Endless Game. Typically, the practice will explain to the player all the actions they are going to do in the game itself. In every title in the Rhythm Heaven franchise, the practice is present for every game before the credits, and is not available for Remixes or arrangements (with some exceptions).

Rhythm Tengoku
In Rhythm Tengoku, each practice uses one of three variations of a single song (called "Tutorial Music 1", "Tutorial Music 2" and "Tutorial Music 3" on the Rhythm Tengoku Complete Music Collection soundtrack) as well as a few game-specific practice themes. The practice itself will present the player with each cue in the game, and the player only needs to do a set successfully in order to advance. Games without a practice are not distinguished in the game's description.

Rhythm Tengoku (Arcade)
In Rhythm Tengoku (Arcade), every practice returns unaltered in the 1P mode. Every game from the first five stages which originally did not have a practice now have an animated tutorial explaining the game, without allowing the player to try it out for themselves. In the 2P mode, every game has the animated tutorial, including the arrangements. The games from the Extra Stage do not have practices in either mode, however.

Rhythm Heaven
In Rhythm Heaven, each practice uses a new arrangement of the original practice theme (now called "Let's Practice!" in the game's "Listen to Music" section). The player needs to complete each set successfully 3 times. Games without a practice are distinguished with the line "(And no practice for you!)" in the game's description.

Rhythm Heaven Fever
In Rhythm Heaven Fever, every game has it's own practice theme, mainly a chiptune version of the game's song (with exceptions). The player needs to complete a varying amount of sets to advance the practice, which are shown with a counter. The games also include a Demonstration (ぉ手本中・・・) if the player spends too long on a set, in which case they can press the 1 button to have the game automatically play the section to demonstrate the timing. The Demonstration is not available for the Extra Games, which also return to requiring only one successful set without a counter, and they also use a new arrangement of the old music (called "Practice Theme" in the game's "Listen to Music" option). Games without a practice are distinguished with the line "(No Practice.)" (or "(And no practice for you)" in Beat the Beat: Rhythm Paradise) in the game's description. In the Two-Player Games, the practice is played the same as with the Single-Player version, with one practice for both players.

Rhythm Heaven Megamix
In Rhythm Heaven Megamix, every single game, regardless of origin, uses a chiptune version of their song during their practice and also need a few completed sets with a counter to advance, much like in Rhythm Heaven Fever. The original practice theme is nowhere to be found in this game. Similar to the Demonstrations, this game will show a "beat map" of the current set if the player spends too long during the practice, showing exactly how the player is supposed to play the set. Games without a practice are distinguished with a plate reading "No practice" in their description. =List of practice sections=

Karate Man
In the Rhythm Tengoku version of Karate Man, the game's practice starts off by asking the player to hit 3 pots without providing music. After doing so, the next set asks the same thing of the player, however this time the pots are timed to a jingle (which is used again at the very end of the game). After doing so, the real game begins. Interestingly, the "Hit 2!", "Hit 3!" and Flow Meter mechanics are not explained during the practice. Karate Man 2 and Karate Man Tempo Up! do not have practices. The short version of the game in Rhythm Heaven Megamix is also short, being only one set with one pot. It doesn't explain the "Hit 3!" cue which also appears in the game. Karate Man Returns! does not have a practice. In the Rhythm Heaven version of Karate Man, the player first practices a set of pots, ending with a "Hit 3!", with the caption "Tap to punch and send things flying, karate-style!". In the next set, the player must kick without anything flying at them and without any music. The caption reads "After tapping to punch, hold and flick to kick. Try it on your own." After performing four kicks this way, the player moves on to the next set. Here, the player does a set of pots including a barrel with a bomb inside (which unlike the real game has the word "bomb" with an arrow pointing to it) at the end. The caption is "Coping with Bombs When you hear me say "Punch, kick," punch and then kick!". Interestingly, this set starts with no pots flying in, then a lone "Punch, Kick!" voice clip, after which the set starts for real. The next set is comprised of a pot, a "Hit 3!" and two barrels. The caption is "You may have figured this out, but watch out after those lightbulbs." After this set, the real game begins. Karate Man 2 does not have practice. The Rhythm Heaven Megamix version of the game shortens it, the only set includes a pot, a lightbulb and a barrel. The caption reads "Press and hold A to break the barrel... Then release A to kick the bomb away!" In the Rhythm Heaven Fever version of Karate Man, the practice is played in a similar order to that of Rhythm Heaven ' s version. It begins with a set of pots ending with a "Hit 3!", the caption reading "Press A to punch the objects flying your way." In the next set, the player is asked to perform a combo five times without any things to punch or music. The caption is "To do a combo, hold A and B, then release." The next set is comprised of a pot, a light bulb and a combo. The caption is "Watch for lightbulbs!" after which, the real game begins. Karate Man 2 does not have a practice. Interestingly, the Rhythm Heaven Megamix version of the game is kept unaltered, aside from the second caption being changed to "Hold B to start the combo, and release to finish." due to changes in controls, and the third caption being changed to "Get ready when you see a light bulb!" The practice for Karate Man Senior begins with two groups of multiple punches ending with a single rock. The caption is "Press A to punch." The next set is identical to Karate Man Kicks!'s practice, with the caption "Hold A to punch. → Release to kick! (The yellow light bulb is your cue.)" The next set is the same as Karate Man Combos!'s practice from the second set onward. The captions are "Hold B to start the combo, and release to finish." and "Hold B to start. → Release to finish. (The blue light bulb is your cue.)" Interestingly, the presence of single pots and the timing for the combos in the practice don't match up to what is present in the real game.

Rhythm Tweezers
In the Rhythm Tengoku version of Rhythm Tweezers, the game's practice starts off by asking the player to pluck out 4 hairs in a row on the vegetable's face while the practice music is played. After doing so, the next set asks the same thing of the player, however this time the curly hairs grow on the next veggie's face and the player must pluck out 2 normal hairs and 2 curly hairs. After doing so, the next set asks the same thing of the player, but there are now multiple hairs growing on yet another veggie and the player must alter between A and D-pad to pluck out 5 multiple hairs and the normal ones. After doing so, the real game begins. Rhythm Tweezers 2 and Rhythm Tweezers Tempo Up! do not have a practice. The short version of the game in Rhythm Heaven Megamix uses the same sets, except for the curly set as it does not appear in this version of the game. The curly hairs set appears in the practice for Rhythm Tweezers 2 later on.

Marching Orders
In the Rhythm Tengoku version of Marching Orders, the game's practice starts off by the Sarge asking the player to turn right and turn left while the music plays. After doing so, the next set is explained and the Sarge asks the player to start marching and then he asks the player to halt to stop marching. After this, the real game begins. Marching Orders 2 and Marching Orders Tempo Up! do not have a practice. The Rhythm Heaven Megamix version uses the same sets as the original.

Spaceball
In the Rhythm Tengoku version of the game, there isn't a practice available. However, the game instead starts with a sequence of balls that ends only after the player hits enough in a row, in which case the game begins. This effectively acts like a practice. Spaceball 2 does not have a practice. Spaceball Tempo Up! uses the same sequence as the original version. In the Rhythm Heaven Megamix version of the game, there is a proper practice in place. It first starts with asking the player to hit a single ball. In the next set, the camera scrolls back and the game asks the player to hit high balls instead. After this, the real game begins.

The Clappy Trio
In the Rhythm Tengoku version of The Clappy Trio, the game's practice starts off by the the Clappy Trio asking the player (Third in a row) to clap after them while the music plays. After doing so, the next set is explained and they fast it up while asking the player to clap faster. After this, the real game begins. The Snappy Trio and The Clappy Trio Tempo Up! do not have a practice. The Rhythm Heaven Fever version uses the same sets as the original. The short version of the game in Rhythm Heaven Megamix uses the same sets. The Clappy Trio 2 and The Snappy Trio do not have a practice.