Two-Player Menu

The two-player menu (２人プレイコーナー), also known as the Dual Play Menu in Beat the Beat: Rhythm Paradise, is a feature included in Rhythm Tengoku (Arcade) and Rhythm Heaven Fever, which contains variants of Rhythm Games modified to support a second player.

Rhythm Tengoku (Arcade)
In this game, the 2 Player (２人で遊ぶ) games are all available from the start. The number of players is chosen from the opening menu, however, twice as many coins as the 1 Player mode are required to play in this mode (unless the game is set to Freeplay).

These games don't differ much from their one player counterparts. Some games add the second player via split screen, others have the two players take turns, and other games let the second player take control of another on-screen character. Whenever a player misses, the game shows the word "Miss" to make it all the more obvious.

The players are rated like in the 1 Player games, as the average of their respective results. The results comments and epilogues appear as normal. The Perfect Campaign works like in the 1 Player version, where it is simply an alternate Superb rating. After clearing a Stage, they go on to record their flow scores if they're high enough, like in the 1 Player version. The two players also get a compatibility rating, which uses a heart shaped machine fueled by the bee from Remix 3. It uses the same jingles as the Rhythm-kan Sokutei results, but can also go above 100, in which case an excerpt of Staff Credits plays.

Instead of the games' respective Practice sessions, there are new tutorial videos before each 2P game, including the arrange versions which usually don't have a tutorial/practice if there is nothing new to show.

Rhythm Heaven Fever
The two-player menu is unlocked after clearing Fork Lifter in Rhythm Heaven Fever, with each Rhythm Game afterward requiring the players to have cleared the respective One Player version and the Two Player games before it.

The games themselves have slight visual differences compared to the originals, in addition to adding a second player. In some games, there are sections where only one of the two players is actually playing. Both players take turns doing the Practice before playing the real game.

At the end, the result given is based on the average of the two players' scores (from 10 to 100), plus bonus points for player compatibility. There are no result comments or epilogues, however.

Getting a Superb awards a Duo Medal, which can unlock Two-Player Endless Games, but the Perfect Campaign does not appear in this mode.

Rhythm Heaven Megamix
Although there aren't any Two-Player Games in Rhythm Heaven Megamix in the conventional sense, there is the Challenge Train, which can be played with up to 4 players. One player acts as the captain of the group, and selects which course will be played. All four players play their own version of the Rhythm Game, with each player's Mii shown around the screen. Other players can also play without owning Rhythm Heaven Megamix via Download Play. Score Goals multiply the required score by the amount of players, and they must accumulate enough points collectively. In Life and Monster Goals, at least one of the players must survive.

Trivia

 * All of the long version games available in the 2 Player section of Rhythm Tengoku (Arcade) that also have an arrange version (and TempoUpExtra6.png version) have 2 Player versions of those as well, with the exception of The☆Bon Odori 2P.
 * None of the 2 Player Stages consist of a full 1 Player Stage, meaning it would be impossible to have a 2 Player version of the existing Remixes, and there are no Two-Player-exclusive ones. As the Challenge Train courses achieve multiplayer through multiple Nintendo 3DS systems, copies of the game and/or Download Play, this is the only way to play remixes with more than one player.
 * The Two-Player games in Rhythm Heaven Fever work internally as three versions of the respective games (P1's practice, P2's practice and the real game with both players). See-Saw has one such version where P2 controls the inspector on the left, which goes unused. Here, the camera doesn't follow See and Saw as they make high jumps.