Reviews from

in the past


While going through Warioware: Touched! last year, I had my fair share of criticisms, mainly that the game felt somewhat trivial since every microgame was some form of poke + drag (or in the case of the mic games, just yelling til I won). On a surface level, it would appear that the other major Nintendo minigame collection series, Rhythm Heaven, falls into the same trap, since every game appears to be tap and flick, but I don't find that to be true. Quite the opposite in fact, as Rhythm Heaven DS is extremely challenging, yet super satisfying and fair.

Rhythm Heaven succeeds where I think Warioware: Touched! falls flat, because the former is much more subtle about mixing up devices to introduce an organic difficulty curve than the latter. Every minigame's gimmick is conveyed via some combination of call & response, memorizing rhythmic motifs, and recognizing appropriate audio & visual cues. This difficulty then gets ramped up, both within minigames and throughout the game's progression, by introducing new or different elements that alter how the mechanics are presented and utilized in some fashion, but ultimately retaining the core fundamentals. For instance, you might have to play "in the dark" for certain sections of minigames and rely heavily upon audio cues, or have to deal with sudden (yet firmly telegraphed) tempo shifts with tougher rhythmic variations, or even shift the backing melody or player actions to the off-beat to keep the player honest and in-tune with the minigame's workings. This, combined with the simple yet realized controls of tap, hold, and flick (lending itself naturally to syncopation from tap/hold + flick alongside quick note playing from tapping) allows for a much more robust toolkit and strengthened intricate designs for a broadly diversified minigame ecosystem. Even if all these different rhythm games revolve around the same theme (i.e. finding the natural flow and beat in simple and often mundane tasks), they all manage to stand out from one another despite seemingly simple controls because the rhythms at which they are executed from one another can be so drastically varied and iterated upon.

The attention to detail is especially evident within the remix microgames at the end of each five game minigame chain. These finales add a fresh coat of paint to the previous four microgames (and once you get past the initial 30, sometimes even more than just four) and putting players' execution and knowledge banks to the test while ferrying them between the different concepts with ease. There's an overlying melody to the whole affair, just played with a different filter for each specific minigame type, and moreover, they're linked in a way where the players can recognize the carried-over beat and be in specific positions where they're ready to quickly adapt to the new control scheme. For instance, consider Remix 8: the ping-pong into vegetable slice looks intimidating at first, but once you realize that swiping the paddle in the former has the exact same rhythm as swiping to slice vegetables in the latter, then it's merely a case of recognizing the visual/audio disguise and maintaining your composure. Another example that comes to mind is within Remix 10, where there's a section transitioning from the snowboarding minigame to the choir kids' Glee Club. Normally, you'd think that there would be some issues immediately flashing into Glee Club, since you can't possibly know what's coming up without prior experience and not holding your stylus on the screen will result in your Choir Kid automatically singing as per the control scheme of hold and release to play notes. However, this is accounted for with the lead-in snowboard minigame, because the last few frames of that section telegraph a jump, which requires the player to hold down the stylus on the screen and then flick and release. Since the jump hasn't occurred yet, the player should still be holding down, and this transitions naturally into the Glee Club's neutral state, where they can then release the stylus to the telegraphed beat and proceed onwards. It's little moments like these that make all the different jumps between previous minigames feel seamless, and transform the remixes into challenging, yet extremely fulfilling victory laps.

My only outstanding complaint is that certain minigames require considerably more accuracy and precision to master than others, and are often far more finicky about their timing requirements without obvious visual/audible feedback regarding slight misses, which can make repeated plays for that Superb/Perfect ranking a bit obnoxious. Glee Club and Moai Doo-Wop 2 are two of the more infamous culprits, to where some users have even created strategy guides. I can certainly relate, as it took me over 8 tries on Glee Club to snag a superb before I realized that the tight timing during the quick notes in the middle of the track was the section that was stumping me, since being off by just a hair there doesn't result in the other Choir Kids giving you the stink-eye. As a related aside, I did have a bit of difficulty with Rockers 2, since this minigame introduces the use of the L/R button as a whammy bar and feels a bit out of place, being the only minigame that doesn't exclusively use the touchscreen and forcing me to bend my left hand around to access the button. That said, I'll choose to chalk that one up to a skill issue since the unlockable Technical Guitar Course afterwards gives you plenty more opportunities to get used to this mechanic. Regardless, I find Rhythm Heaven to be a very honest and approachable set of minigames despite the level of mastery often required, and I can easily see myself coming back to this one to spend more time honing my skills. It's a complete and realized package that's truly the epitome of doing a lot with very little, and I eagerly look forward to testing my mettle with the remaining games in the series.

Takes a lot of the greatness of Rhythm Tengoku and amps it up a bit for me, making for a game that I find equally as delightful as that one, but without a lot of the little caveats that prevented me from feeling outright adoration towards everything it did. The biggest glow up for me is the way that a lot more of these minigames feel structured towards playing along with the music rather than Tengoku often finding itself in this slightly strange position where I felt more like I was responding and reacting to split second musical cues within any given track. It essentially led to an experience that felt far more intuitive and natural to follow from moment to moment, with the bits that did lean into making the player react to something incredibly quick/memorise what's coming up feel more in line with a playful switch up as opposed to the core approach that was taken.

I felt that this was most apparent with the way that my failures in this were primarily execution errors based on losing the flow of a song momentarily, rather than being blindsided by something that was a bit too fast for me to comfortably hit without already having such knowledge in advance. My favourite change to how the game plays however, is the tactility that gets added thanks to the tap and flick controls that this takes on, as opposed to just button presses. So many basic actions immediately feel much more impactful when accompanied by the layers upon layers of feedback that's usually associated with hitting such cues, and adds a lot of appeal to some games that I otherwise feel I wouldn't care as much about, not to mention whenever it has something a bit more unique here and there, like the bottle shaking in love labs. While not all of the remixes are great, still having a few too many moments where it's just basic interactions strung together, there are a few of them that are absolutely fantastic both musically and how it messes with the cues to make for some incredibly cool, clever moments that feel good even after you've gone through and done them a bunch of times. One of the coolest DS games that happens to also use the hardware in one of my favourite ways, essential gaming.

My LR buttons were broken so the guitar minigame was a nightmare. Absolutely delightful game that warned me about my awful rhythm sense which I have no plan to listen

This was a good and fun game to play. It was my first rhythm game to play and it was addicting. The songs are amazing and was constantly nodding my head to the songs every beat. Grade: Superb!


I was so pleasantly surprised by this game!

The only experience I'd had with the series previously was Rhythm Heaven Fever for the Wii and I enjoyed it enough, but I wasn't sure how the series' worldwide debut would compare.

As a Rhythm game there are really two critical elements that need to be nailed for a satisfying experience: the music needs to be good and the controls need to be responsive enough that losing feels fair. Needless to say, Nintendo SPD nailed both. The tracks in the game vary in terms of how fleshed out the music is, but I always found them catchy and it was always easy to understand what beats the game wanted me to hit. This was in no small part due to the call-and-response style that the game sticks with throughout its run time. The controls are simple and responsive: tap the touch screen and/or flick it depending on the action required. I never felt like my inputs were missed or registered without me touching the screen.

With the fundamentals out of the way, why else do I love this game so much? For one, the game has a sense of absurd humor that pervades everything from the characters (the chorus boys are by no means the wackiest cast members) to the game over screens. Visually, the game is also stunning: all of the pixel art is crisp and the polygonal elements are used sparingly. Once you've explored the rest of the game, there's side content that's pretty engaging but is obviously meant as a distraction.

Something worth mentioning is that the DS is held on its side, like a book, for the entirety of the game. Some games adopted this as a gimmick but I feel like it genuinely enhances the experience of the game here by making the flicking motion much less restricted.

This game also deals with difficulty in a fascinating way. After playing for a certain length of time, a level you've previously beaten is highlighted and you're incentivized to shoot for a perfect score on it. However, the catch is that you only get 3 tries after which another level gets highlighted. This ups the stakes when you're going for completion and de-incentivizes grinding a particular level until you happen to get one perfect run by chance.

Anyone who has a DS owes it to themself to give this game a go. If you're into rhythm games or love the absurdist humor of the Wario Ware series you have even more reason to check this gem out.

sometimes i have nightmares about the switchsteppers

moai doo wop 2 may be one of the worst levels ever created

I had a Perfect on almost every game. Truly one of my proudest gaming achievements

bom bom bom ha ha yo yo yo yo

Literally why the fuck does this need to have touch controls, what could possibly prompt you to do that in a game where you have to make extremely simple inputs with a great degree of precision, the exact fucking thing buttons were made for, why are you making me "flick" , this doesn't work

It's fun until you hit the Moai part.

I could just list all of the faults of this game. How it sometimes feels like flicking isn't the best control scheme for a video game. How the latter half feels sort of lazy with all the copypasted retreads. How there's a .05% chance your palm will accidentaly eject the game cartridge due to how you have to hold the DS for this game. How Moai Doo Wop 2 is a thing that exists. But in reality, the sheer amount of fun you can have with this game more than makes up for any of these little nitpicks and pushes Rhythm Heaven into the upper echelon of video games as a medium.

god i was obsessed with this as a kid and i blame it for making me obsessed with osu as an adult

I have a confession to make... despite the fact I hold this game in a extremely high regard and I even already praised it when I reviewed Fever, I actually never reached its end, and you know, after finally beating it after so long... I understand why.

Rhythm Heaven/Paradise doesn't pull any punches, I don't know if I would call it the hardest game in the series, but it's for sure the most consistently challenging out of all of them, especially when going for the Superbs. In occasions it feels like the game it's saying to your face ''Oh, do you want a reward? Maybe a pat on the back? Then you gotta earn it, bucko'' and proceeds to tell that you did ''Just OK'' despite only making ONE (1) mistake in the whole rhythm minigame, and that's not something that happens one or two times, it's an extremely common occurrence... and I love it for it!

I love that it's so demanding that in some cases it asks for perfection, I love that it requires to put the DS in such a seemingly weird position and can only be controlled with the touch screen, I love that it was marketed as a game that everyone can enjoy and learn from despite its absurdity and difficulty, I just love that it doesn't feel ashamed to be what it is, and on the contrary, it constantly enjoys simply existing. And you may be thinking: ''...well, that's nice I guess, but you've said really similar things about both Tengoku and Fever, so what makes Heaven/Paradise so special?’’ and the answer to that is quite simple… FROGS SINGING IN SPANISH.

Take everything I said about Fever making you feel incredibly happy while you are playing it, multiply it by at least a hundred, and you get the exact way I feel when I’m experiencing Blue Birds; while I’d say that both games are on par quality wise, all of the rhythm minigames in both experiences being incredibly creative and fun, Heaven/Paradise has a certain charm that I find extremely difficult to describe despite how easy is to pint out; every game has its unique visual flare, the music has that unique feeling that only the DS sound font can give off while also being unlike anything else on the system and producing some absolute BANGERS, and in spite of Megamix proving that a lot of this minigames can be controlled with a button control system just fine and even improving upon them, I’d still say that is this ‘’Touch book’’ system of controlling the game and holding the handheld what makes it that much more unique and injects so much fun into it. There is not other game like Rhythm Heaven/Paradise for the DS, even if I think Megamix is the superior experience in the series, is this one that it’s the most… well, itself; the one that pulls all the stops, the one the weirder stuff (as hard as that is to believe), the one that went as far as to even have full-blown vocal translations of songs to other languages, and as such the one that feels more personal, the one that feels just like paraíso.

Even if there are a lot of re-used minigames which don’t feel expanded upon enough, even if the flicking and touching control scheme can get a bit to get used to (even tho it ends up being a fantastic way to play the game and I absolutely loved it), even when the difficulty to get 100% completion can begin feeling a bit like bullshit (Remix 6 is absolute evil), I still love it. I still love it with minor flaws and gripes, I enjoyed every single moment I spent with it, and I will never forget the satisfaction that gave me not only beating Remix 8, the minigame in which I gave up in my first time back when I played it so long ago, in my second try, but also getting a superb. I’m so glad I finally beaten it, and I’m so happy to say I’ve loved it so, so much more than those years ago, and I found value in things I wouldn’t have even considered back then.
Time sure flies, it seems so long ago, I finally got some rhythm, and we’re on our own path now…

So let’s go!


Oh and also, this game’s Remix 10 is better than Fever’s in both the music and fun department and yes, I WILL DIE ON THIS HILL AND NOBODY CAN CONVINCE ME OTHERWISE, TAKE IT AWAY, CONDUCTOR!





I still have a good chunk of the minigames left here, but I can go ahead and say this is one of the best gameplay experiences I've ever had!

This game is so fucking awesome. Intuitive controls that are easy to get into but tough to master, a great variety of fun, challenging minigames, amazing music. It's pretty simple all things considered, but a game doesn't need to be super complex to be effective. I love Rhythm Heaven so much, and I can't wait to play some of the others!

beautifully fantastic and creative the way that they create a whole unique mini-world for each minigame. on its own each minigame seems unassuming, especially in video clips or screenshots. as a whole tho, it makes the game feel like an unlimited toybox with new ideas every moment, and as the remixes scale up in difficulty an entirely more complex game is welded together from the individual minigames. something about the touch screen combines well with this model of rhythm game, possibly because actions like shaking maracas, strumming a guitar, or pounding a drum feel so much more tactile. it's not very long (tho will test your abilities quite a bit), but this is something I return to time and time again to get more superbs and perfects wherever I can.

Rhythm games were created specifically to eventually birth Rhythm Heaven. This series is the masterpiece of its genre.

There really isn't any other series that truly is about the music in the same way RH is, not relying on any sort of charting or arbitrary memorization but rather the simplest possible controls - in this case, tapping and swiping - to react to the beat of catchy songs and sound queues. You can (and sometimes probably should) play RH with your eyes closed which is a true testament to its intuitive design and dedication to its concept. Listening to the soundtrack outside of context is impossible without subconsciously filling in the sound effects.

Everything about this game is wonderful. Fun fact, I found RH in a Toys R Us bargain bin for $5, and to this day it remains the most valuable $5 I've ever spent.

Too hard for me, I'm a fucking pussy.

I will kill myself if I get another 'Just OK'

Haven’t played this but considering the recent news on Rythm, the war on Discord Music Bots declared by Google has begun

I don't prefer this game to the Wii entry, it lacks difficulty at times, and is frustratingly hard in others. Typically a level will require you to nail one specific section, which will be slightly different in timing than usual, in order to get a "superb" score. The problem arises when the bit you have to hit is right at the end of a 3 minute level and that is your only opportunity to learn the timing. I did only find this for a couple of levels, however.

Remix 3 in particular left me feeling sour, I finished the level without seeing any indication that I had made a mistake, which the game is usually flawless at telegraphing, but was still only given an "OK". I had to look this up and learnt that one of the minigames will give you a passing score and indicate you did well even if your timing was off, but will register that your timing was off when it comes to the final grading. I was unimpressed by this.

Has really got me in the mood to play the 3ds entry, before moving on to Rhythm Heaven Studio!

"The DS touch-screen was just a cheap gimmick" MF's when I show them this game

every time that tiny ghost said “tank you” its like shit man. youre welcome


Eu não completei tuuudo. Eu cheguei num ponto onde eu travei e eu não acho que as minhas habilidades serão o suficiente pra continuar. Mas, hey, eu vi os créditos! Eu terminei a parte normal do jogo antes de abrir esse modo ultra difícil. Então, vou marcar como completo sim. Ai de quem reclamar.

Eu gosto demais de jogos de ritmo. E não tem nada igual a Rhythm Heaven. O jeito como ele mistura as músicas e os ritmos em minigames que são sempre engraçados e cativantes. Como a cada fase nova meu olho brilhava pra ver qual a maluquice criativa que eles estavam jogando na minha cara.

Eu amo muito. Pode não parecer, porque eu to jogando isso desde o finalzinho 2019/começo de 2020, quando eu adquiri o meu 3DS, mas o lance é que eu gosto tanto que eu fui cuidando pra ele durar.

A crítica que eu tenho é que é um jogo sem misericórdia. Você tem que acertar EXATAMENTE o que ele quer, na hora que ele quer. Não há muita margem para erros. E mesmo quando você consegue passar de uma fase, suando, ele joga na sua cara que você foi apenas "OK". E ai quando ele abre a parte difícil esse aspecto só se acumula e por muitas vezes é apenas frustrante.

Eu cheguei no minigame do Moai Doo-Wop 2 e meu cérebro e mãos simplesmente não conseguem nem computar o que fazer pra tentar acertar. Eu vi o resto no youtube, gostaria de conseguir jogar, mas nunca passarei dessa fase. Vou continuar tentando de tempos em tempos? Sim. Mas considero que minha experiência com esse jogo já está completa.

Foram ótimos momentos. Me diverti demais, demais mesmo. Poderia jogar pra sempre se a dificuldade não aumentasse tanto.

Rhythm Heaven is a fantastic rhythm game that is only held back by its relative lack of monkeys, a flaw its sequels would fix.

utter fucking gaming comfort food. Like yeah sometimes playing something grimy or challenging is great but other times? Other times I just want to help two lizards fall in love by scratching the touch screen in time to a warm, fuzzy song

Maravilhoso; tão bonitinho jogar segurando o DS que nem um livrim ehehe

Joguei só o Rhythm Heaven Megamix antes desse e foi muito bom encontrar alguns minigames super legais que eu não tinha visto antes (o da Química, dos Lagartinhos e do DJ!!!!)

Só não dou 5 estrela porque o critério de Medalha de Ouro/Prata é bastante inconsistente hjdfghjd E, como diferente do Megamix tu não tem feedback de se tá acertando mais ou menos próximo da batida, fica difícil de entender como isso tá afetando a tua pontuação. De qualquer jeito, muito bom recomendo :3