Rhythm Heaven Fever/Development: Difference between revisions

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==Development History==
==Development History==
For the new entry on the [[niwanetwork:Wii|Wii]], the team made use of its special features, such as being a home console allowing them to sneak in various details for on-lookers to find, which also led to the [[Two-Player Mode]]. The development team wondered what to do with the [[niwanetwork:Wii|Wii]] Remote controller. They considered wether to stick with button controls or have motion controls, so they made a prototype trying out the latter. As this game would require a lot more swinging than other games, this would tire the player out, so they decided that just buttons would be perfectly fine. They also experimented with 3D models, but decided that 2D graphics lended themselves perfectly to the kind snappy gameplay they were going for<ref>[https://iwataasks.nintendo.com/interviews/wii/rhythmheavenfever/0/0/ Iwata Asks - Rhythm Heaven Fever - Page 1]</ref>.
For the new entry on the [[niwanetwork:Wii|Wii]], the team made use of its special features, such as being a home console allowing them to sneak in various details for on-lookers to find, which also led to the [[Two-Player Mode]]. The development team wondered what to do with the [[niwanetwork:Wii|Wii]] Remote controller. They considered whether to stick with button controls or have motion controls, so they made a prototype trying out the latter. As this game would require a lot more swinging than other games, this would tire the player out, so they decided that just buttons would be perfectly fine. They also experimented with 3D models, but decided that 2D graphics lended themselves perfectly to the kind snappy gameplay they were going for<ref>[https://iwataasks.nintendo.com/interviews/wii/rhythmheavenfever/0/0/ Iwata Asks - Rhythm Heaven Fever - Page 1]</ref>.


Everyone on the development team pitched ideas for the game. The developers at [[niwanetwork:Nintendo|Nintendo]] could also design games however they wanted based on the music created by [[generasia:Tsunku|Tsunku♂]], which would often lead to him and his team being surprised at the visuals being completely different from what they had imagined. Despite the seeming mismatch of ideas, everything still came together. Everyone on the team got to name the [[Rhythm Games]] as well<ref>[https://iwataasks.nintendo.com/interviews/wii/rhythmheavenfever/0/1 Iwata Asks - Rhythm Heaven Fever - Page 2]</ref>. The development team was three times as large as the [[Rhythm Heaven|previous game]], with some team members who joined towards the end being fans of that game. There was a worry however that they would need to raise the difficulty for the benefit of players of the previous title, but they also wondered if it should be beginner-friendly. They asked various staff members of all age groups to try it out, and found that they had too much trouble, and adjusted the difficulty accoringly<ref>[https://iwataasks.nintendo.com/interviews/wii/rhythmheavenfever/0/3 Iwata Asks - Rhythm Heaven Fever - Page 4]</ref>.
Everyone on the development team pitched ideas for the game. The developers at [[niwanetwork:Nintendo|Nintendo]] could also design games however they wanted based on the music created by [[generasia:Tsunku|Tsunku♂]], which would often lead to him and his team being surprised at the visuals being completely different from what they had imagined. Despite the seeming mismatch of ideas, everything still came together. Everyone on the team got to name the [[Rhythm Games]] as well<ref>[https://iwataasks.nintendo.com/interviews/wii/rhythmheavenfever/0/1 Iwata Asks - Rhythm Heaven Fever - Page 2]</ref>. The development team was three times as large as the [[Rhythm Heaven|previous game]], with some team members who joined towards the end being fans of that game. There was a worry however that they would need to raise the difficulty for the benefit of players of the previous title, but they also wondered if it should be beginner-friendly. They asked various staff members of all age groups to try it out, and found that they had too much trouble, and adjusted the difficulty accoringly<ref>[https://iwataasks.nintendo.com/interviews/wii/rhythmheavenfever/0/3 Iwata Asks - Rhythm Heaven Fever - Page 4]</ref>.
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In the localized versions of the game, the [[Endless Game]] [[Manzai]] was removed due to the Japanese-dialogue focused nature of the game and replaced with [[Mr. Upbeat]] (a remake of one from ''[[Rhythm Tengoku]]'')<ref>"Editor's note: The game Manzai is not available on versions outside of Japan due to the Japanese-dialogue focused nature of the game. It has been replaced with the game Mr. Upbeat for versions outside of Japan." ~ [https://iwataasks.nintendo.com/interviews/wii/rhythmheavenfever/0/3 Iwata Asks - Rhythm Heaven Fever - Page 4]</ref>. The game was released in North America, titled ''[[Rhythm Heaven Fever]]'', on February 13, 2012. On May 2, 2012, the European version of the game was announced<ref>[https://www.nintendo.co.uk/News/2012/Have-you-got-what-it-takes-to-Beat-the-Beat-253016.html Have you got what it takes to Beat the Beat? | 2012 | News | Nintendo]</ref> and released later on July 6 with the name ''[[Beat the Beat: Rhythm Paradise]]''. This version features a completely new translation of the in-game text in English, and also exclusively allows players to switch between English and Japanese voices (a feature that was [[Rhythm Heaven/Development|cut from the previous game]] due to memory constraints)<ref>[https://www.destructoid.com/gdc-09-chatting-with-nintendos-rich-amtower/ GDC 09: Chatting with Nintendo's Rich Amtower – Destructoid]</ref>, at the cost of not having any dubs in other languages<ref>[https://www.nintendo.co.uk/Games/Wii/Beat-the-Beat-Rhythm-Paradise-280605.html Beat the Beat: Rhythm Paradise | Wii | Games | Nintendo]</ref>. In September 2012, a small selection of the soundtrack was released overseas as ''[[Beat the Beat: Rhythm Paradise The Soundtrack]]''. On September 13, 2012, ''[[Beat the Beat: Rhythm Paradise]]'' would also be released in Australia.
In the localized versions of the game, the [[Endless Game]] [[Manzai]] was removed due to the Japanese-dialogue focused nature of the game and replaced with [[Mr. Upbeat]] (a remake of one from ''[[Rhythm Tengoku]]'')<ref>"Editor's note: The game Manzai is not available on versions outside of Japan due to the Japanese-dialogue focused nature of the game. It has been replaced with the game Mr. Upbeat for versions outside of Japan." ~ [https://iwataasks.nintendo.com/interviews/wii/rhythmheavenfever/0/3 Iwata Asks - Rhythm Heaven Fever - Page 4]</ref>. The game was released in North America, titled ''[[Rhythm Heaven Fever]]'', on February 13, 2012. On May 2, 2012, the European version of the game was announced<ref>[https://www.nintendo.co.uk/News/2012/Have-you-got-what-it-takes-to-Beat-the-Beat-253016.html Have you got what it takes to Beat the Beat? | 2012 | News | Nintendo]</ref> and released later on July 6 with the name ''[[Beat the Beat: Rhythm Paradise]]''. This version features a completely new translation of the in-game text in English, and also exclusively allows players to switch between English and Japanese voices (a feature that was [[Rhythm Heaven/Development|cut from the previous game]] due to memory constraints)<ref>[https://www.destructoid.com/gdc-09-chatting-with-nintendos-rich-amtower/ GDC 09: Chatting with Nintendo's Rich Amtower – Destructoid]</ref>, at the cost of not having any dubs in other languages<ref>[https://www.nintendo.co.uk/Games/Wii/Beat-the-Beat-Rhythm-Paradise-280605.html Beat the Beat: Rhythm Paradise | Wii | Games | Nintendo]</ref>. In September 2012, a small selection of the soundtrack was released overseas as ''[[Beat the Beat: Rhythm Paradise The Soundtrack]]''. On September 13, 2012, ''[[Beat the Beat: Rhythm Paradise]]'' would also be released in Australia.


Not much is known about the localization process for the Korean version, though [[Endless Remix/Development|placeholder text]] suggests it was originally named {{Nihongo|"다함께 리듬세상"|Dahamkke Lideum Sesang|Rhythm World Together}}. The game was released in South Korea on September 12, 2013, with the title ''[[Rhythm World Wii]]''. This version uses a mix between English{{tt|*|Screwbot Factory, See-Saw, Air Rally, Catch of the Day, Launch Party, Bossa Nova, all vocal songs}} and Japanese{{tt|*|Donk-Donk, Cheer Readers, Mochi Pounding}} voices, and new Korean{{tt|*|Board Meeting, Figure Fighter, Ringside, Packing Pests, Flipper-Flop, Exhibition Match, Love Rap, Tap Troupe, Shrimp Shuffle, Karate Man, Munchy Monk, Endless Remix, Clap Trap, Pirate Crew, Kung Fu Ball}} voices.
Not much is known about the localization process for the Korean version, though [[Endless Remix/Development|placeholder text]] suggests it was originally named {{Nihongo|"다함께 리듬세상"|Dahamkke Lideum Sesang|Rhythm World Together}}. The game was released in South Korea on September 12, 2013, with the title ''[[Rhythm World Wii]]''. This version uses a mix between Japanese{{tt|*|Donk-Donk, Cheer Readers, Mochi Pounding}} and English{{tt|*|Screwbot Factory, See-Saw, Air Rally, Catch of the Day, Launch Party, Bossa Nova, all vocal songs}} voices, and new Korean{{tt|*|Board Meeting, Figure Fighter, Ringside, Packing Pests, Flipper-Flop, Exhibition Match, Love Rap, Tap Troupe, Shrimp Shuffle, Karate Man, Munchy Monk, Endless Remix, Clap Trap, Pirate Crew, Kung Fu Ball}} voices.


The game would see a re-release in 2016 on the [[wikipedia:Wii U|Wii U]] on July 27 in Japan, November 10 in North America and November 24 in Europe.
The game would see a re-release in 2016 on the [[wikipedia:Wii U|Wii U]] on July 27 in Japan, November 10 in North America and November 24 in Europe.
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