Built to Scale (DS): Difference between revisions

I let people go from that page quickly to the Rhythm Heaven Fever version.
(Adding categories)
(I let people go from that page quickly to the Rhythm Heaven Fever version.)
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|Debut = [[Rhythm Heaven]]|Number = 1|Reward = Built to Scale song|BPM = 98 - 131.9|Song = Built to Scale
|Debut = [[Rhythm Heaven]]|Number = 1|Reward = Built to Scale song|BPM = 98 - 131.9|Song = Built to Scale
|song = Built to Scale}}
|song = Built to Scale}}
{{Nihongo|'''Built to Scale'''|組み立て|Assembly}} is the first game in ''[[Rhythm Heaven]]''. It features recurring [[Widgets]] that you must shoot rods through. Getting a [[perfect]] unlocks the Built to Scale soundtrack. The sequel, [[Built to Scale 2 (DS)|Built to Scale 2]], is unlocked later on.
{{Nihongo|'''Built to Scale'''|組み立て|Assembly}} is the first game in ''[[Rhythm Heaven]]''. It features recurring [[Widgets]] that you must shoot rods through. Getting a [[perfect]] unlocks the Built to Scale soundtrack. The sequel, [[Built to Scale 2 (DS)|Built to Scale 2]], is unlocked later on. There is a Built To Scale in Rhythm Heaven Fever, so here is the Wii Version. Built To Scale (Wii).
==Gameplay==
==Gameplay==
[[File:Built to Scale Gameplay.png|thumb|right|Gameplay of Built to Scale|192px]]The player shoots a rod through the center of the squares that pass by each other. To rhythmically succeed in this game, the player must follow the pattern "do-re-mi-fa-sol" with the music, flicking on "sol". During the level, the screen becomes dark with a spot light in the middle and it becomes harder to rely on visuals. This part of the level forces the user to use the audio to win.
[[File:Built to Scale Gameplay.png|thumb|right|Gameplay of Built to Scale|192px]]The player shoots a rod through the center of the squares that pass by each other. To rhythmically succeed in this game, the player must follow the pattern "do-re-mi-fa-sol" with the music, flicking on "sol". During the level, the screen becomes dark with a spot light in the middle and it becomes harder to rely on visuals. This part of the level forces the user to use the audio to win.