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Rhythm Tengoku (Game Boy Advance)

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Title Screen

Rhythm Tengoku

Developers: Nintendo SPD Group No. 1, J.P Room Recordings
Publisher: Nintendo
Platform: Game Boy Advance
Released in JP: August 3, 2006


AnimationsIcon.png This game has unused animations.
CodeIcon.png This game has unused code.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
Carts.png This game has revisional differences.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article
DataIcon.png This game has a data page

Rhythm Tengoku is what happens when popular Japanese music producer/singer Tsunku♂ partners up with the team behind WarioWare - a weird but awesome rhythm game filled with all sorts of wacky characters (and lots of monkeys), which further resulted in the Rhythm Heaven series.

While exclusive to Japan, it actually requires little to no knowledge of Japanese to pick up and play, making it a good (and later a popular) import title, though a fan translation is available. It's also the last first-party GBA game, coming two years after the Nintendo DS' launch.

Note: all offsets listed here are pertinent to the revision 0 (Rev. 0) ROM unless specified otherwise. If you are playing a revision 1 (Rev. 1) copy, offsets mentioned may not be accurate.

Hmmm...
To do:

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
Notes on the game's internal data.
Data
RhythmTengokuGBA-UnusedGraphicsSubpageIcon.gif
Unused Graphics
Take a gander!
RhythmTengokuGBA-UnusedSequencesSubpageIcon.png
Unused Sequences
Hope you like the drums!

Debug Menu

A screenshot of the Debug Menu. The top-left text translates to "Sequence Test".

In February 2017, a fully intact debug menu was found within Rhythm Tengoku. Most facets of the game are present and accessible, organized into 14 pages (1-E), each containing a maximum of 8 entries.

To access the debug menu, make the following changes to the corresponding ROM in a hex editor:

Rev. 0 Rev. 1
Offset Original Edited Offset Original Edited
9DD478 60 D2 24 DB 9DD448 30 D2 F4 DA
9DD480 58 D4 A8 DB 9DD450 28 D4 78 DB

Once finished, the menu should load in place of the title screen.

Listing

Red-colored rows indicate unused entries.

Japanese Translation Notes
ライブ Live Loads the Live menu.
バイキン はかせ SP Dr. Virus SP Loads Baikin Hakase SP.
クイズ(スペシャル) Quiz (Special) N/A
マネキンこうじょう Mannequin Factory Loads Mannequin Kojo.
ウラおとこ Mr. Upbeat N/A
リミックス 8 Remix 8 N/A
リミックス 7 Remix 7 N/A
リミックス 6 Remix 6 N/A
リミックス 5 Remix 5 N/A
リミックス 4 Remix 4 N/A
リミックス 3 Remix 3 N/A
リミックス 2 Remix 2 N/A
リミックス 1 Remix 1 N/A
ぼんおどり Bon Odori N/A
ボンダンス Bon Dance N/A
こえマシン(ネコ) Voice Machine (Cat) N/A
こえマシン(ラブ) Voice Machine (Love) N/A
こえマシン(ラップ) Voice Machine (Rap) N/A
レッスン(イージー) Lesson (Easy) Loads Drum Lesson: Short 1.
レッスン(ハード1) Lesson (Hard 1) Loads Drum Lesson: Short 4.
レッスン(ハード2) Lesson (Hard 2) Loads Drum Lesson: Short 8.
レッスン(キメパターン1) Lesson (Kime Pattern 1) Loads Drum Lesson: Short 5.
レッスン(キメパターン2) Lesson (Kime Pattern 2) Loads Drum Lesson: Short 7.
レッスン(デスコビート) Lesson (Disco Beat) Loads Drum Lesson: Short 6.
レッスン(ボッサ) Lesson (Bossa) Loads Drum Lesson: Short 9.
レッスン(スネア) Lesson (Snare) Loads Drum Lesson: Basic 1.
レッスン(バスとスネア) Lesson (Bass and Snare) Loads Drum Lesson: Basic 2.
レッスン(はやい8ビート) Lesson (Fast 8-Beat) Loads Drum Lesson: Short 2.
レッスン(スネアテクニック) Lesson (Snare Technique) Loads Drum Lesson: Short 3.
レッスン(じっせん1) Lesson (Practice 1) Loads Drum Lesson: Long 4.
レッスン(じっせん2) Lesson (Practice 2) Loads Drum Lesson: Long 2.
レッスン(じっせん3) Lesson (Practice 3) Loads Drum Lesson: Long 3.
レッスン(じっせん4) Lesson (Practice 4) Loads Drum Lesson: Long 1.
レッスン(じっせん5) Lesson (Practice 5) Loads Drum Lesson: Long 5.
レッスン(じっせん6) Lesson (Practice 6) Loads Drum Lesson: Long 6.
レッスン(じっせん7) Lesson (Practice 7) Loads Drum Lesson: High Tech 1.
レッスン(じっせん8) Lesson (Practice 8) Loads Drum Lesson: High Tech 2.
スタジオドラマー Studio Drummer Loads the drumming mode of Studio.
チェックマシン (クリック) Check Machine (Click) Loads the first part of Rhythm Test.
チェックマシン (キューフ) Check Machine (Cue) Loads the second part of Rhythm Test.
チェックマシン (トリッキー) Check Machine (Tricky) Loads the third and final part of Rhythm Test.
チェックマシン (トータル) Check Machine (Total) Loads Rhythm Test.
テキスト Text Loads a random letter from the Rhythm Shiryo Shitsu.
クイズ Quiz Show N/A.
ラップメン Rap Men N/A.
ラップ ウィメン(by YONE) Rap Women (by YONE) YONE likely refers to Masami Yone, a sound director and composer for Rhythm Tengoku.
ラップ ウィメン(by KAZU) Rap Women (by KAZU) Loads an alternate version of Rap Women.
スペースダンス Space Dance N/A.
コスモダンス Cosmic Dance N/A.
ショータイム Showtime N/A.
RIQデータチェック RIQ Data Check Loads an unused gameplay history menu.
オープニング (B Type) Opening (B Type) Loads the introduction sequence.
オープニング (A Type) Opening (A Type) Loads the attract sequence.
トランとポリン Tram and Poline Loads Tram to Poline.
トスボーイズ Toss Boys N/A.
トスボーイズ 2 Toss Boys 2 N/A.
ドラムガールズ Drum Girls Loads an unused version of LIVE! where the Drum Girls play over Bunny Hop.
リズム おしゅうじ Power Calligraphy N/A.
こっそりラット Rat Race N/A.
フラッシュメモリテスト Flash Memory Test Loads a black screen, presumably used to test the save battery.
ハナビ Fireworks Loads Hanabi.
メトロノーム Metronome Loads an early version of Rhythm Test.
ウサギとび Bunny Hop N/A.
ダンスレッスン 1 Dance Lesson 1 Loads an alternate version of Remix 1.
まほうつかい Wizard Loads Mahō Tsukai.
マーチャ Marching Orders N/A.
マーチャ 2 Marcher Orders 2 N/A.
うま(スピード) Horse (Speed) Loads Uma Machine.
タップダンズ Tap Trial N/A.
スーパータップ Tap Trial 2 N/A.
いあいぎり Iai Slash Loads Iai Giri.
エアーバッター Spaceball N/A.
エアーバッター2 Spaceball 2 N/A.
しろいおばけ Sneaky Spirits N/A.
しろいおばけ 2 Sneaky Spirits 2 N/A.
ニンジャ Ninja Bodyguard N/A.
ニンジャ 2 Ninja Bodyguard 2 N/A.
ホッピングロード Bouncy Road N/A.
ホッピングロード 2 Bouncy Road 2 N/A.
バイキン はかせ Sick Beats N/A.
リズムだつもう Rhythm Tweezers N/A.
リズムだつもう 2 Rhythm Tweezers 2 N/A.
ナイト ウォーク Night Walk N/A.
ナイト ウォーク 2 Night Walk 2 N/A.
ポリリズム Polyrhythm N/A.
ポリリズム 2 Polyrhythm 2 N/A.
パチパチ3にんしゅう The Clappy Trio N/A.
バリバリ3にんしゅう The Snappy Trio N/A.
カラテカ Karate Man N/A.
カラテカ 2 Karate Man 2 N/A.
R−IQ (タイトル) R-IQ (Title) N/A.
R−IQ (メニュー) R-IQ (Menu) N/A.
R−IQ (ゲーム) R-IQ (Game) N/A.
R−IQ (しりょうしつ) R-IQ (Letter) Loads the Rhythm Shiryo Shitsu.
R−IQ (スタジオ) R-IQ (Studio) N/A.
R−IQ (オプション) R-IQ (Option) N/A.
R−IQ (リザルト) R-IQ (Result) Loads an unused results screen.
R−IQ (リザルト2) R-IQ (Result 2) Loads the results screen. Will crash if no game has been played prior to access.
R−IQ (リザルト3) R-IQ (Result 3) Loads the score screen from Rhythm Test.
R−IQ (リザルト4) R-IQ (Result 4) Attempts to send you to the Epilogue screen. Returns to the debug menu immediately.
R−IQ (にゅうか) R-IQ (Arrival) Loads an unused notification screen for Rhythm Shiryo Shitsu.
R−IQ (パーフェクト) R-IQ (Perfect) Loads the Perfect rank screen.
R−IQ (カウンセラー) R-IQ (Counselor) Loads the Café.
R−IQ (ミニゲーム) R-IQ (Mini-game) Loads the Endless Games menu.
R−IQ (ドラムレッスン) R-IQ (Drum Lesson) Loads the Drum Lesson menu.
R−IQ (おもちゃ) R-IQ (Toy) Loads the Rhythm Toys menu.
R−IQ (カウンセラー) R-IQ (Counselor) A duplicate of an earlier entry; loads the Café.
エンディング(クリアご) Ending (After Clear) Loads the Staff Credits after beating Remix 6.
エンディング(おまけから) Ending (From Bonus) Loads the Staff Credits from the Omake Corner.
データクリア Data Clear Erases all save data.


(Source: Malalaika (Rev. 0 Patch), CebolaBros64 (Rev. 1 Patch), RHWiki (Translations).)

Unused Gameplay History Menu

Cacti speak Japanese.
...But what does it mean?
This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation!
A screenshot of the menu. The top-left text translates to "Gameplay Logs".

Accessible via the aforementioned Debug Menu is an unused menu that shows the play history for each available item in the Game Select menu. With it, the player can view:

  • The average amount of points scored across all plays (out of 1000).
  • The total amount of times the game was played.
  • The numbered playthrough they achieved their first OK on.
  • The numbered playthrough they achieved their first Superb on.

The games in this menu, for the most part, are listed in the internal order stored in ROM, rather than in unlock order, similar to how they are listed in the Debug Menu. Notably, the menu implies the existence of Power Calligraphy 2, as an entry for it can be found after Power Calligraphy. A gameplay history menu would later be incorporated into Rhythm Heaven Megamix.

Text used in the menu:

Japanese Translation
平均点 X (1000点満点) N/A
遊んだ回数 X回 N/A
初合格: X回目 N/A
初大合格: X回目 N/A

If a game has been played, but an OK or Superb isn't yet achieved:

Japanese Translation
まだ N/A

Rhythm Shiryo Shitsu Notification

A screenshot of the notification.

Listed as R−IQ (にゅうか) in the Debug Menu is an unused notification screen for Rhythm Shiryo Shitsu. The player is told that they've received a new letter, and can choose to either read it now, or return to the previous menu. Which letter in particular the player receives is randomized each time the screen is accessed.

Text used in the notification screen:

Japanese Translation
リズム資料室からお知らせ N/A
を入荷しました。 N/A

Unused Code/Parameters

Karate Man

Unused Version Setting

Loading the engine for Karate Man with a version setting of 0x01 introduces unique properties to the game that aren't used elsewhere. One such property is that, each time an item is hit, one of two unused backgrounds depicting different characters making a facial expression is overlaid over Karate Man's regular background, depending on how well the input was timed.

Aside from that, this setting also alters the sound effects for hitting an item, defaulting to the high-flow variants regardless of actual flow level.

BG Face Reset

RTGBAKMUnusedBackground3.png

Related to the unused version setting is an unused function that resets BG Layer 0 (the layer the unused backgrounds are written to) to a third unused background that's initially loaded with the engine, though never displayed and eventually overwritten with one of the aforementioned backgrounds.

Spaceball

Unused Cue Settings

There are two unused settings for the cue command that spawn balls with different input timings. 0x00 spawns a ball that’s hit in 0.5 beats, and 0x03 spawns a high ball that’s hit in 1.5 beats. While 0x00 appears to play no sound effects when the ball is pitched or hit, the code internally defines a dummy sound, s_f_dummy_vol0, as the sound to play for those actions, suggesting that the cue was to get its own sound effects.

Unused Ball Type

RhythmTengokuGBA-Spaceball-UnusedBallType.png

The command that changes the sprite used for the ball has an unused setting (being 0x02) that swaps it for the unused star graphic. This can be seen in the unused Spaceball sequences.

The Clappy Trio

Unused Version Setting

RhythmTengokuGBA-TheClappyTrio-UnusedVersion5.png

Loading the engine for The Clappy Trio with a version setting of 0x05 will load its sequel variant with four lions instead of three. The quartet is only ever seen with the graphics from its base variant, leaving this version unused.

Sneaky Spirits

Located at 0x00A7A20C is an unused subroutine that simply rests for 8 beats.

Iai Giri

Like Sneaky Spirits, there's an unused subroutine that does nothing for 8 beats, located at 0x00A053F0.

Rhythm Tengoku SickBeats Icon.png Sick Beats

Hmmm...
To do:
Are these really worth documenting here? It seems like both of these observations are the consequences of a function accepting an arbitrary value as an input, rather than something that was explicitly planned to be used.

The graphics function that controls the virus palettes has some unused values that change the viruses into other visible palettes.

There also exists unused hit counters, most of which turn the viruses invincible, but one makes the virus require 4 hits to be cleared.

Showtime

Unused Cue Settings

The cue command for this game has two unused settings that spawn a version of the white penguin requiring an input to be made in 1 beat, as opposed to the standard 2. Of these settings, 0x02 curiously spawns a non-swing variant, unfitting with the song used in-game. 0x03 meanwhile spawns what you’d expect.

Power Calligraphy

Hmmm...
To do:
Unused cue settings for the third stroke in 力 and fourth stroke in 心.

Ink Particle Effect

RhythmTengokuGBA-PowerCalligraphy-UnusedInkParticleEffect.gif

A function for this game exists that, when re-added, causes particles of ink to expand from and quickly contract into the brush. The function has a single parameter which controls how long the effect lasts, and likely would've coincided with the charge-up before a cue.

(Source: GENERIC)

Energy Dissipate Effect

RhythmTengokuGBA-PowerCalligraphy-UnusedHeatDisapate.gif

Code exists for clamping an animation of energy dissipating to the coordinates of the hand and playing it when the hand finishes charging. It goes unused due to the animation not being made visible when it actually happens.

(Source: GENERIC)

Swing Subroutines

Subroutines for preparing the pages and drawing the 寸 symbol, 、symbol, and the face that appears at the end of the game have variants in swing rhythm made for Remix 4 that ultimately go unused. Their locations are as follows: 0x00A81478 (Prep 寸), 0x00A814FC (寸), 0x00A823B4 (Prep 、), 0x00A82414 (、), 0x00A82690 (Prep face), and 0x00A82714 (face).

Toss Boys

Hmmm...
To do:
Each one of them can do each-others moves.

Unused Cue Settings

RhythmTengokuGBA-TossBoys-UnusedBallCatchCue.png

There exists unused cue settings for the trio (0x04 for Aka-chan, 0x05 for Ao-kun, and 0x06 for Kii-yan) that causes them to catch the ball, utilizing animations that otherwise go unused. After the ball is caught, inputs for whoever caught the ball no longer affect that character.

Tap Trial

Unused Version Setting

RhythmTengokuGBA-TapTrial-UnusedVersion.gif

Loading the engine for Tap Trial with a version setting of 0x06 causes the game to randomize its appearance on both inital load and each subsequent engine call, meaning that it may appear as Tap Trial 2 initially, and then appear as the Remix 5 variant when the game gets loaded again. An unused sequence for Tap Trial is the only game that uses this feature.

Unused Audio

As audio heavy as Rhythm Tengoku is, it's no surprise that some sounds would find their way here. The filenames for these entries originate from the kiosk demo.

Name MIDI Offset Sound Description
Rev. 0 Rev. 1
Lesson1 0x00AA9F2C 0x00AA9EFC
Combined versions of Remix 1, Remix 2, and Remix 4. "Lesson" might refer to the dance lessons the development team took during the development of Rhythm Tengoku, of which these song were originally used for. Curiously, a small part of Lesson1 is used by the game in both Remix 1 and Remix 7, as well as Remix 7 in the Studio. This is due to the fact that the intro for Remix 1 (the opening bass slide) wasn't split into a separate MIDI file, thus requiring Lesson1 to be played in each instance where the intro is needed.
Lesson2 0x00AB3160 0x00AB3130
Lesson3 0x00AB85CC 0x00AB859C
L1_pat04 0x00ABF614 0x00ABF5E4
Several unused segments of Remix 1. L1_pat04, L1_pat07, and L1_pat08 are used in Dance Lesson 1.
L1_pat07 0x00AC10C0 0x00AC1090
L1_pat08 0x00AC1B7C 0x00AC1B4C
L1_pat11 0x00AC3650 0x00AC3620
L1_pat12 0x00AC407C 0x00AC404C
L1_pat14 0x00AC575C 0x00AC572C
L1_pat15 0x00AC63A0 0x00AC6370
L2_pat02 0x00AC8190 0x00AC8160
Several unused segments of Remix 2.
L2_pat03 0x00AC8AD0 0x00AC8AA0
L2_pat04 0x00AC9040 0x00AC9010
L2_pat05 0x00AC95E0 0x00AC95B0
L2_pat06 0x00AC9BB0 0x00AC9B80
L2_pat07 0x00ACA1A8 0x00ACA178
L2_pat08 0x00ACA7AC 0x00ACA77C
L2_pat10 0x00ACB2F4 0x00ACB2C4
L2_pat13 0x00ACC230 0x00ACC200
L2_pat15 0x00ACD028 0x00ACCFF8
L3_C32_no_swing 0x00ACEBB0 0x00ACEB80
A few unused segments of Remix 4.
L3_C33 0x00ACF73C 0x00ACF70C
L3_C34 0x00AD01B4 0x00AD0184
s_emanikanto_bgm_loop 0x00AFF360 0x00AFF330
A looping variant of the music for Bouncy Road.
s_toss_bgm_end 0x00B20ABC 0x00B20A8C
It would seem that the music for Toss Boys was to originally be internally handled differently, with the game's song being split between distinct looping and ending segments. The final game's music just uses a singular MIDI file, s_toss_bgm.
s_toss_bgm_loop 0x00B20F08 0x00B20ED8
s_menu_kettei0 0x00B39A94 0x00B39A64
Unused menu sound effects for selecting and canceling/backing out of a selection.
s_menu_kettei3 0x00B39D08 0x00B39CD8
s_menu_cancel1 0x00B39D84 0x00B39D54
s_tran_jump 0x00B3BCC0 0x00B3BC90
Voice clips of an announcer giving different commands, such as to jump and transform, meant for Tram to Poline.
s_tran_henge 0x00B3BD0C 0x00B3BCDC
s_tran_seino 0x00B3BD58 0x00B3BD28
s_tran_hensin 0x00B3BDA4 0x00B3BD74
s_toss_red_blue3 0x00B3C060 0x00B3C030
Voice clips of the characters from Toss Boys performing each-others actions.
s_toss_red_yelw2 0x00B3C16C 0x00B3C13C
s_toss_red_yelw3 0x00B3C1E0 0x00B3C1B0
s_toss_red_red 0x00B3C254 0x00B3C224
s_toss_red_break 0x00B3C2FC 0x00B3C2CC
s_toss_blue_break 0x00B3C6E4 0x00B3C6B4
s_toss_yelw_red3 0x00B3C850 0x00B3C820
s_toss_yelw_blue3 0x00B3C9B8 0x00B33988
s_shuji_tame 0x00B3CD78 0x00B3CD48
A voice clip of the calligrapher from Power Calligraphy grunting.
s_mario1 0x00B3CEB4 0x00B3CE84
Various copies of the "Japanese" style practice music, all with filenames that make references to Mario. s_mario1_2 and s_mario2_4 are notable in that they add unique melodies to the music, unheard of elsewhere. s_mario1 and s_mario1_2 are duplicates that play at half tempo, but otherwise sound the same.
s_mario1_2 0x00B3D2C4 0x00B3D294
s_mario2_4 0x00B3D744 0x00B3D714
s_mario_melo1 0x00B3DBC4 0x00B3DB94
The first few notes of the Super Mario Bros. Ground Theme. Overlaying these with the aforementioned practice music reveals that they fit perfectly with each other. s_mario_melo2 is another half-tempo duplicate.
s_mario_melo2 0x00B3DC38 0x00B3DC08
s_intro_comeon 0x00B51C00 0x00B51BD0
Voice clip and music used in the second unused drum lesson.
s_intro_pat2 0x00B51F98 0x00B51F68
s_intro_pat3 0x00B52328 0x00B522F8
s_guntai_v_zentai2 0x00B596F0 0x00B596C0
Unused voice clips for the Sarge in Marching Orders. Due to its name following the naming convention of voice clips for quick commands, as well as the presence of such a command in an early voice clip set, s_guntai_v_zentai2 is likely supposed to be Sarge's voice clip for a quick attention command, which doesn't exist in any form in the game. s_guntai_v_hidari_muke2, on the other hand, is his voice clip for a quick left-face command, which are only given by the Leader in Marching Orders 2.
s_guntai_v_hidari_muke2 0x00B598B8 0x00B59888
s_datumo_kegire 0x00B686F8 0x00B686C8
An early hair-pluck sound effect for Rhythm Tweezers.
s_virus_hit 0x00B76B70 0x00B76B40
Early hit and barely sound effects for Sick Beats.
s_virus_osii 0x00B76C84 0x00B76C54
s_f_boxing_just_hati_nc 0x00BCB434 0x00BCB404
Multiple unused sound effects for Karate Man. s_f_boxing_just_hati_nc, s_f_boxing_just_light_nc, and s_f_boxing_just_ball_nc are duplicates of the sound effects for hitting a pot, light, and soccer ball with high flow. s_f_boxing_v_fresh is a voice clip of someone saying "fresh", and s_f_boxing_fly_ext is an alternate sound effect for an item getting thrown.
s_f_boxing_just_light_nc 0x00BCB5DC 0x00BCB5AC
s_f_boxing_just_ball_nc 0x00BCB790 0x00BCB760
s_f_boxing_v_fresh 0x00BCC794 0x00BCC764
s_f_boxing_fly_ext 0x00BCCC48 0x00BCCC18
s_block_gotin 0x00B59B78 0x00B59B48
Leftover sounds from a scrapped game known as ブロック (Block).
s_block_walk 0x00B59D3C 0x00B59D0C
s_kawasemi_bgm 0x00B59DAC 0x00B59D7C
Leftover music from a scrapped game known as かわせみ (Kingfisher).
s_kawasemi_frase 0x00B5A564 0x00B5A534
s_metro_count2 0x00B5BF60 0x00B5BF30
Sound effects used in Metronome.
s_metro_hato 0x00B5BFB4 0x00B5BF84
s_rabbit_atama 0x00B62818 0x00B627E8
A weird kick-drum sound effect meant for Bunny Hop.
s_uma_bulu 0x00B63114 0x00B630E4
A few unused sound effects for Uma Machine. s_uma_bulu is a different voice clip for the horse, possibly intended for when you complete a lesson. s_uma_hi_muti appears to be a sound effect of the horse's rider, and s_uma_ng seems to be a miss sound effect, of which there is no in-game equivalent.
s_uma_hi_muti 0x00B63164 0x00B63134
s_uma_ng 0x00B631B4 0x00B63184
s_block2_block 0x00B9B39C 0x00B9B36C
Leftover sound effects from ブロック2 (Block 2), the exciting sequel to Block.
s_block2_fast 0x00B9B3F8 0x00B9B3C8
s_uki_water1 0x00B9B4E0 0x00B9B4B0
Leftover sound effects from a scrapped game known as ウキ (Float).
s_uki_water2 0x00B9B530 0x00B9B500
s_uki_water3 0x00B9B5A4 0x00B9B574
s_kuma_hit 0x00B9B600 0x00B9B5D0
Leftover sound effects from a scrapped game known as くま (Bear).
s_kuma_miss 0x00B9B654 0x00B9B624
s_yuri_yurasi 0x00B9B91C 0x00B9B8EC
Leftover sound effect from a scrapped game known as ゆりかご (Cradle).
s_rythm_bat_miss 0x00B9BB44 0x00B9BB14
Leftover sound effect from a scrapped game known as リズムバッティング (Rhythm Batting).
s_dontan_water 0x00B9BD64 0x00B9BD34
Leftover sound effect from a scrapped game known as ドンとタンの関係 (Relationship Between Don and Tan).
s_check_trick3 0x00B9D4BC 0x00B9D48C
A third drum track meant to trick the player during Rhythm Test.
s_menu_se1 0x00B9D760 0x00B9D730
Tons of unused menu sound effects. s_menu_se4 and s_menu_se21 appear to be skipped.
s_menu_se2 0x00B9D7B8 0x00B9D788
s_menu_se3 0x00B9D828 0x00B9D7F8
s_menu_se5 0x00B9D890 0x00B9D860
s_menu_se6 0x00B9D900 0x00B9D8D0
s_menu_se7 0x00B9D970 0x00B9D940
s_menu_se8 0x00B9DA1C 0x00B9D9EC
s_menu_se9 0x00B9DA84 0x00B9DA54
s_menu_se10 0x00B9DB84 0x00B9DB54
s_menu_se11 0x00B9DC00 0x00B9DBD0
s_menu_se12 0x00B9DC74 0x00B9DC44
s_menu_se14 0x00B9DD5C 0x00B9DD2C
s_menu_se15 0x00B9DDBC 0x00B9DD8C
s_menu_se16 0x00B9DE90 0x00B9DE60
s_menu_se17 0x00B9DED8 0x00B9DEA8
s_menu_woodblock 0x00B9DFA8 0x00B9DF78
s_menu_se19 0x00B9E000 0x00B9DFD0
s_menu_se22 0x00B9E0F8 0x00B9E0C8
s_menu_se23 0x00B9E17C 0x00B9E14C
s_menu_se25 0x00B9E264 0x00B9E234
s_f_dummy 0x00BC354C 0x00BC351C
Two dummy sound effects. s_f_dummy_vol0 is the same sound effect as s_f_dummy with its in-game volume set to 0x00, as its name would imply.
s_f_dummy_vol0 0x00BC35B0 0x00BC3580
s_f_nyuuka 0x00BC3A28 0x00BC39F8
A small chime. May or may not be related to the unused Rhythm Shiryo Shitsu notification screen.
s_f_test_drum_BD_A 0x00BC7BC8 0x00BC7B98
Kick and snare drums, in both dry and drenched-in-reverb flavors. s_f_test_drum_BD_A sounds quite similar to s_rabbit_atama.
s_f_test_drum_BD_B 0x00BC7C6C 0x00BC7C3C
s_f_test_drum_SD_A 0x00BC7CC8 0x00BC7C98
s_f_test_drum_SD_B 0x00BC7D84 0x00BC7D54
s_f_rapW_v_OyatuwaSaiko_d 0x00BCE62C 0x00BCE5FC
Various phrases from Rap Women with a different "SAIKO!" clip.
s_f_rapW_v_KibunnwaSaiko_d 0x00BCE6E0 0x00BCE6B0
s_f_rapW_v_AmakuteSaiko_d 0x00BCE794 0x00BCE764
s_f_rapW_v_BetubaraSaiko_d 0x00BCE848 0x00BCE818
s_f_drumdr_miss 0x00BCF698 0x00BCF668
Sound effects used in the third unused drum lesson.
s_f_drumdr_ok 0x00BCF76C 0x00BCF73C
s_f_tap_jump_ready 0x00BCFA18 0x00BCF9E8
An unused Tap Trial voice clip of the Girl readying herself. The game actually plays this sound effect each time she crouches, but its in-game volume is set to 0x00, effectively muting it.

Unused Samples

Hmmm...
To do:
There could be more.

The following pieces of audio have no MIDI file associated with them.

Sample No. Sample Description
019
A shell-kicking sound effect originating from Super Mario Bros.
063
Early voice clips of the Sarge from Marching Orders. Sample 064 appears to be an early voice clip for the previously mentioned quick attention command.
064
065
066
067
068
069
070
071
072
088
An unused monkey voice clip, found next to the monkey voice clips used in Tap Trial.
911
A voice clip of Play-Yan yelling intended for Night Walk, possibly when the player fell off a platform.

Revision Differences

Somewhere along the line, the ROM for Rhythm Tengoku was updated, introducing few minor changes.

Iai Giri

Rev. 00 Rev. 01
RhythmTengokuGBA-RevDiff-IaiGiri-TitleRev00.png RhythmTengokuGBA-RevDiff-IaiGiri-TitleRev01.png

Three stray pixels were removed from the sliced あ in the prologue for Iai Giri.

Remix 5

Rev. 00 Rev. 01
RhythmTengokuGBA-RevDiff-TossBoysRemix5-SuperTossRev00.png RhythmTengokuGBA-RevDiff-TossBoysRemix5-SuperTossRev01.png

The very last frame of Aka-chan's Remix 5 crouching toss animation was fixed, with the "A" on her shirt being lowercase to match how it appears on the rest of her animations. She never crouch-tosses in the actual remix, however, so why this change was made is unknown.