Rhythmove Dungeon: Difference between revisions

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{{Stub}}
{{Featured}}{{RhythmGame
{{Template:Game-Nav
|image={{TabStart|style=text-align:center}}{{TabHeader|{{Console|DS|32px}}}}[[File:Game DS E-6.gif|80px]]{{TabEnd}}
|Minigame_infobox/Data = Glass Tappers
|number=[[File:Game DS B-Medal.png|24px|link=]] 6
|Minigame_infobox/Data2 = Mr. Upbeat}}{{Template:Endless game infobox
|version={{ver|Endless}}
|Previous = [[Glass Tappers]]
|medals={{Console|DS}} 27
|Previous1 = [[Glass Tappers]]
|hiscore={{Console|DS}} 10
|Image = [[File:Rhythmove_Dungeon.png|270px]]
|stage={{Stage|DSendless}}}}
|Name = Rhythmove Dungeon
{{Nihongo|Rhythmove Dungeon|リズムーブ|Rhythmove}} is the 6th [[Endless Game]] in ''[[Rhythm Heaven]]'', unlocked with 27 [[Medal]]s.
|Debut = Rhythm Heaven
|Number = 6}}'''Rhythmove Dungeon''' (Japanese: リズムーブ Rhythmosphere) is an [[Endless Game]] that can be unlocked in ''[[Rhythm Heaven]]'' for 31 Medals. In this game, you play as a Rhythmover who must escape through the dungeon from a monster while following the rhythm.
==Gameplay==
==Gameplay==
The aim of the game is to get through the dungeon while avoiding the monster. With every four beats in the bar comes a direction. Beat 1 is up, 2 is down, 3 is right and 4 is left. The levels start off easy, having to go one direction multiple times, but they start getting trickier later on, as the paths start winding and the monster gets faster.
[[File:Screenshot DS Rhythmove Dungeon.png|thumb]]
In this game, the player controls a white head with four yellow arrows pointing in each direction. The goal is to get through the grid-based dungeon while avoiding a monster, ultimately reaching a tile with a door, which opens to reveal a staircase which clears the stage.


Each quarter beat, a different direction lights up (up, down, right, left in that order), and tapping on the corresponding beat moves the player one tile in that direction. The game is scored on which stage the player reaches. The player starts with three lives. Stages 10, 20, 30 and 40 have a heart near the end of the path, collecting which gives the player an extra life, for a total of five.
At the start of each stage, the player can safely stay on the starting tile, with a white circle moving with the optimal timing through the maze. As soon as the player taps to start (and moves in the proper direction), the monster spawns two tiles afterwards.
During [[Practice]], the player simply has to navigate three halls, with a secondary character giving an example nearby. Stage 1 ~ 10 feature simple layouts, with the player running away from a slow monster.
Stage 11 introduces swing rhythm, altering the timing. The song alternates the two rhythms on roughly each stage after this. Stage 21 onwards repeat the layouts from the first ten stages, but with bottomless pits instead of walls, requiring the player to be extra careful with their timing. Stage 31 onwards uses a smaller grid, making the maze longer, and speeding up the monster. Clearing Stage 40 loops back to Stage 1, with increased speed.
Reaching Stage 11, 21 and 31 unlocks a simple select screen, allowing the player to continue from those stages.
==Controls==
==Controls==
*Tap: Take various directions
{{Controls|T=Move in the corresponding direction}}
==Timing Notes==
==[[Timing Display]]==
*Hit: The rhythmover goes forward while taking a direction.
{{Timing
*Barely: The Rhythmover shakes while making an unhappy face. ''A barely counts as a miss.''
|just=The player moves onward in the proper direction.
*Miss: The Rhythmover will bump into the wall when the player does not follow the beat. If the player does nothing, the red monster will get him and lose one life. This also includes when the player takes the wrong way; the Rhythmover will fall into a bottomless pit, losing one life. '''''If all lives were lost, the game is over.'''''
|miss=The players shakes while making an unhappy face, and doesn't move anywhere.
 
|through=The player tries to move into a wall, bumping into it in the process. If the player stays in one place too long, the monster catches up, causing the player to lose a life. From Stage 21 onward, if the player attempts to move into the bottomless pits, they fall down, also losing a life. If all lives are lost, the game is over.}}
== In Other Languages{{Template:Endless Game Navigation}} ==
==Appearances==
{{Lang|fr = Donjons du rythme}}[[Category:Endless Games]]
<gallery>
[[Category:Rhythm Heaven Games]]
Screenshot DS Rhythmove Dungeon.png|[[Rhythmove Dungeon]]
[[Category:Article stubs]]
</gallery>
[[Category:Medel Content]]
==Video==
[[Category:Medal Content]]
{{#ev:youtube|el2VOW3CyxU||inline}}
[[Category:Medal Corner]]
==Trivia==
*As the stage counter goes back to 1 after each loop, it is impossible to have a higher score than 40. As the high score counter increases simply by reaching the stage, the player technically does not actually need to clear Stage 40 to get the highest score.
==Development History==
{{Main|Rhythmove Dungeon/Development}}
==In Other Languages==
{{Lang
|jp=リズムーブ
|rojp=Rizumūbu
|mnjp=Rhythmove
|us=Rhythmove Dungeon
|fr=Donjons du rythme
|mnfr=Rhythm dungeons
|es=Gruta Mazmorrítmica
|mnes=Grotto Rhythmic-Dungeon [pun on "Mazmorra" (dungeon) and "Rítmica" (rhythmic)]
|de=Taktrons Labyrinth
|mnde=Taktron's Labyrinth
|it=Ritmolabirinto
|mnit=Rhythmlabyrinth
|kr=리듬 무브
|rokr=Lideum Mubeu
|mnkr=Rhythm Move}}
{{Endless Game Navigation}}

Latest revision as of 00:13, 1 September 2024

Rhythmove Dungeon
Image
ConsoleDS Icon.png
Game DS E-6.gif
Number
Game DS B-Medal.png 6
Medeals Needed
ConsoleDS Icon.png 27
Version?
Endless
High Score
ConsoleDS Icon.png 10

Rhythmove Dungeon (リズムーブ?, Rhythmove) is the 6th Endless Game in Rhythm Heaven, unlocked with 27 Medals.

Gameplay

Screenshot DS Rhythmove Dungeon.png

In this game, the player controls a white head with four yellow arrows pointing in each direction. The goal is to get through the grid-based dungeon while avoiding a monster, ultimately reaching a tile with a door, which opens to reveal a staircase which clears the stage.

Each quarter beat, a different direction lights up (up, down, right, left in that order), and tapping on the corresponding beat moves the player one tile in that direction. The game is scored on which stage the player reaches. The player starts with three lives. Stages 10, 20, 30 and 40 have a heart near the end of the path, collecting which gives the player an extra life, for a total of five.

At the start of each stage, the player can safely stay on the starting tile, with a white circle moving with the optimal timing through the maze. As soon as the player taps to start (and moves in the proper direction), the monster spawns two tiles afterwards.

During Practice, the player simply has to navigate three halls, with a secondary character giving an example nearby. Stage 1 ~ 10 feature simple layouts, with the player running away from a slow monster.

Stage 11 introduces swing rhythm, altering the timing. The song alternates the two rhythms on roughly each stage after this. Stage 21 onwards repeat the layouts from the first ten stages, but with bottomless pits instead of walls, requiring the player to be extra careful with their timing. Stage 31 onwards uses a smaller grid, making the maze longer, and speeding up the monster. Clearing Stage 40 loops back to Stage 1, with increased speed.

Reaching Stage 11, 21 and 31 unlocks a simple select screen, allowing the player to continue from those stages.

Controls

  • Tap: Move in the corresponding direction

Timing Display

  • Perfect!/Ace!?: The player moves onward in the proper direction.
  • Early!/Late!?: The players shakes while making an unhappy face, and doesn't move anywhere.
  • Miss...?: The player tries to move into a wall, bumping into it in the process. If the player stays in one place too long, the monster catches up, causing the player to lose a life. From Stage 21 onward, if the player attempts to move into the bottomless pits, they fall down, also losing a life. If all lives are lost, the game is over.

Appearances

Video

Trivia

  • As the stage counter goes back to 1 after each loop, it is impossible to have a higher score than 40. As the high score counter increases simply by reaching the stage, the player technically does not actually need to clear Stage 40 to get the highest score.

Development History

Main article: Rhythmove Dungeon/Development

In Other Languages

Language Name Meaning
Flag of Japan.svg Japanese リズムーブ Rhythmove
Flag of the United States.svg EnglishNOA Rhythmove Dungeon
Flag of the United Kingdom (3-5).svg EnglishNOE Rhythmove Dungeon
Flag of France (1794–1815, 1830–1974, 2020–present).svg French Donjons du rythme Rhythm dungeons
Flag of Spain.svg Spanish Gruta Mazmorrítmica Grotto Rhythmic-Dungeon [pun on "Mazmorra" (dungeon) and "Rítmica" (rhythmic)]
Flag of Germany.svg German Taktrons Labyrinth Taktron's Labyrinth
Flag of Italy.svg Italian Ritmolabirinto Rhythmlabyrinth
Flag of South Korea.svg Korean 리듬 무브 Rhythm Move
Logo GBA Rhythm Tengoku.svg Ura Otoko Game GBA E-2.png Game GBA E-3.png Game GBA E-4.png
Logo DS Rhythm Heaven.svg Game DS E-1.gif Shoot-'Em-Up Game DS E-3.gif Samurai Slice Game DS E-5.gif Game DS E-6.gif
Logo Wii Rhythm Heaven Fever.svg
One Player
Game Wii E-4.gif Game Wii E-1.gif Munchy Monk Game Wii E-3.gif Game Wii E-4 JP.gif Game Wii E-5.gif
Logo Wii Rhythm Heaven Fever.svg
Two Player
Game Wii PE-1.gif Game Wii PE-2.gif Game Wii PE-3.gif Game Wii PE-4.gif Bossa Nova
Logo 3DS Rhythm Heaven Megamix.svg Artwork 3DS Coin Toss Alt.png Sick Beats Artwork 3DS Charging Chicken.png Artwork 3DS Clap Trap Alt.png