Rhythm Heaven (universe): Difference between revisions

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The series can be traced back to several different projects. Around 2002, designer Kazuyoshi Osawa created a Game Boy Advance tech demo that consists of playing a drum kit. Every button on the system corresponded with a different drum. More game modes were slowly added over the course of several years. In 2004, music producer {{iw|wikipedia|Tsunku}} approached Nintendo with an unrelated pitch based around players intuitively playing a rhythm game without visual indicators.<ref>[https://www.wired.com/2009/04/qa-japans-pop-i/]</ref> The higherups were initially hesitant to approve such an experimental title out of concern of only catering to a niche audience. This project was then merged with the tech demo, and the staff were combined going forward. This worked out for everyone as the tech demo team now have clear direction and Tsunku already wanted his game to be on GBA. He also recommended the staff to take dance lessons to improve their internal rhythm and make development easier on a human level. The game finally released in Japan on August 3, 2006 as ''{{iw|rhwiki|Rhythm Tengoku}}''.
The series can be traced back to several different projects. Around 2002, designer Kazuyoshi Osawa created a Game Boy Advance tech demo that consists of playing a drum kit. Every button on the system corresponded with a different drum. More game modes were slowly added over the course of several years. In 2004, music producer {{iw|wikipedia|Tsunku}} approached Nintendo with an unrelated pitch based around players intuitively playing a rhythm game without visual indicators.<ref>[https://www.wired.com/2009/04/qa-japans-pop-i/]</ref> The higherups were initially hesitant to approve such an experimental title out of concern of only catering to a niche audience. This project was then merged with the tech demo, and the staff were combined going forward. This worked out for everyone as the tech demo team now have clear direction and Tsunku already wanted his game to be on GBA. He also recommended the staff to take dance lessons to improve their internal rhythm and make development easier on a human level. The game finally released in Japan on August 3, 2006 as ''{{iw|rhwiki|Rhythm Tengoku}}''.


While only a modest success in terms of sales, the game was received well by critics and audiences. Particular highlights were its presentation and soundtrack courtesy of Tsunku, which inspired other companies to make similar games in the future. Staff at [[Sega]] were particularly fond of the title, and approached Nintendo on developing an arcade version for their Naomi arcade board. This arcade version released in Japan on September 20, 2007. The game received remastered graphics and audio, as well as minor gameplay tweaks to accomodate the very different controls. The game also features multiplayer, a feature that would not be introduced to the main series for many years.
While only a modest success in terms of sales, the game was received well by critics and audiences. Particular highlights were its presentation and soundtrack courtesy of Tsunku, which inspired other companies to make similar games in the future. Staff at [[Sega]] were particularly fond of the title, and approached Nintendo on developing an arcade version for their Naomi arcade board. This arcade version released in Japan on September 20, 2007. The game received remastered graphics and audio, as well as minor gameplay tweaks to accommodate the very different controls. The game also features multiplayer, a feature that would not be introduced to the main series for many years.


A sequel was immediately put into production. However, this new project took much longer to develop then expected due to design hurdles. When the project was decided to be on the [[Nintendo DS]], the team decided to use the touch screen as the main way to control the minigames. This thought evolved into the "Flick Action," which alone took close to a year to implement. While the team initially had trouble with making the system feel fair to the player, they all agreed it is an intuitive way to keep timing and believed it should be in the game. This title finally released in Japan on July 31, 2008 as ''{{iw|rhwiki|Rhythm Heaven}}''. This game was also the first in the series to release internationally, releasing throughout 2009 while being renamed to ''Rhythm Paradise'' in Europe and ''Rhythm World'' in Korea. While there were no major gameplay differences, a significant part of the presentation was changed internationally by translating lyrics and toning down the more decidedly "Japanese" elements that other countries would not understand. The game was praised for its improvement on the first game and its innovations in the rhythm game genre.
A sequel was immediately put into production. However, this new project took much longer to develop then expected due to design hurdles. When the project was decided to be on the [[Nintendo DS]], the team decided to use the touch screen as the main way to control the minigames. This thought evolved into the "Flick Action," which alone took close to a year to implement. While the team initially had trouble with making the system feel fair to the player, they all agreed it is an intuitive way to keep timing and believed it should be in the game. This title finally released in Japan on July 31, 2008 as ''{{iw|rhwiki|Rhythm Heaven}}''. This game was also the first in the series to release internationally, releasing throughout 2009 while being renamed to ''Rhythm Paradise'' in Europe and ''Rhythm World'' in Korea. While there were no major gameplay differences, a significant part of the presentation was changed internationally by translating lyrics and toning down the more decidedly "Japanese" elements that other countries would not understand. The game was praised for its improvement on the first game and its innovations in the rhythm game genre.
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