Rhythm Games

I am an avid player of rhythm games, and I’d say I’m decent at them. Recently, since the Steam Summer Sale (thank Gabe) I picked up two rhythm games: Intralism and INVAXION. They are both good and worth picking up in my opinion.

Intralism allows you to make your own charts while I know of no such feature in INVAXION. Intralism involves a ring, with the notes falling from behind the camera onto the ring in the center of the screen. It’s pretty difficult, and you only get a set amount of misses.

INVAXION works similar to beatmania, though without a turntable. There are 3 different difficulties: standard, hard and trinity. In addition, there are also 3 different playing modes, 4 key, 6 key, and 8 key. There are a whole bunch of beatmaps, and you can unlock a few more by playing the “story” mode, though I have hardly seen any story at all. The difficulty number goes up to 15, though there are many charts rated “?.” To spice things up a bit, there are camera effects in some charts that make it a bit harder to see what notes to press. These can be disabled in the Settings, though they have to be enabled in Competition mode.

4 key mode.

Mobile Rhythm Games

But I don’t just play 2 games… there has to be more! And so we delve into the glory of mobile rhythm games. In this department, I love Cytus II. It has such a wide variety of songs (many, unfortunately, locked behind 7 DLC packs each $10) and quite an interesting story. I recommend you check it out for iOS or Android. The gameplay revolves around a scanline that moves to the beat, with notes appearing on a 2D plane that you must tap in time with the scanline. There are also slide notes and hold notes. The game is only $2, which grants you that amazing story with 4 characters. The story is told through a “social media” called iM, which as you complete songs unlocks more for you to play.

Don’t like paying? Arcaea is another good mobile rhythm game. It’s free to play although song packs do cost money (I haven’t gone far in this area). It plays similar to the 4 key mode of INVAXION as seen above, with notes you tap and notes you hold. However, there is also “Sky input” which has floating arcs just above the normal notes. These are like glowing strings, which you hold and follow with your finger. These can move side to side and up and down. There are also sky notes, which are just like the notes on the floor, but these too can float. This provides another level of gameplay and can make it significantly more challenging. Check out Arcaea for iOS and Android. It’s free, so may as well give it a shot .

Rhythm Heaven

These games are one of my favorite series of rhythm games. I’m proud to say I have completed them all.

Rhythm Heaven is a series of games published by Nintendo and, unsurprisingly, for their consoles. The first was Japan-only リズム天国 (Rhythm Heaven) [rizumu tengoku] for the Game Boy Advanced. Released in 2006 which was an odd time, considering the DS was recently released and the GBA was starting to become old. While it was never majorly popular, it was well received. Gameplay consisted of a variety of different mini-games, and after every 5, a Remix which mixed together the previous games. The next games in the series follow this same format. There were also endless games, and special unlockables for receiving a “Superb” instead of an OK or Try Again.

Rhythm Heaven DS

A sequel for the DS, called リズム天国ゴールド (Rhythm Heaven Gold) [rizumu tengoku gorudo] was released in 2008. In early 2009, it was localized for North America and released under the name “Rhythm Heaven.” For this reason, most English speakers refer to the GBA game as “Rhythm Tengoku” and the DS game as Rhythm Heaven. Similar to the first game, it had a variety of minigames followed by remixes. However, the control scheme was different, instead utilizing the touch screen of the DS as an input, also allowing swipes. The DS was held on its side. It sold well in Japan, being the 6th best selling game for 2008.

Rhythm Heaven Fever

Later, another sequel titled みんなのリズム天国 (Everyone’s Rhythm Heaven) [minna no rizumu tengoku] was released in 2011 for Japan, and localized for North America early the next year under the name Rhythm Heaven Fever. Again, with similar game play but many different mini-games, it had updated graphics for the 480p Wii and new simple method of control, using A and B on the Wii remote. It sold over 100k copies in its first week in Japan, topping the charts. Likewise, it received favorable reviews. This game also contained a few unlockable minigames from Rhythm Tengoku. It also introduced a new feature called “Rhythm Toys,” which were unlockables.

Rhythm Heaven Megamix

The latest entry as of this writing, リズム天国 ザ・ベスト+ (Rhythm Heaven: The Best Plus) [rizumu tengoku za besuto purasu] was released in 2015 for the 3DS in Japan and again localized the following year for North America as Rhythm Heaven Megamix. This entry varies more, involving a more linear story and borrowing many minigames in the series. It also has remixes, but instead of the different sets there are instead different challenges culminating in towers to reach the end of the game. Many graphics were updated and even new games were added. In addition, the scoring is different, using a meter from 0 to 100 to grade you. The controls are also similar to Rhythm Tengoku, using the A and B buttons, although it can be optionally played with the stylus (controls are simplified). It was top of the charts in Japan, selling over 158k copies in its first week. Again, it received good reviews.

Making Tetris POP Split Mode

I was on the Oshisaure Squad when someone reminded me about the existence of a wonderful little J2ME game called Tetris POP. It’s a Tetris game with cascade gravity and a variety of different modes like Circuit, Split, Limbo, and a few more. I was interested in the Split mode, which I think is the most infuriating mode.

https://tbk321.com/wp-content/uploads/2019/05/IldunuVkkD.mp4
I mean, are you kidding me?? I could’ve placed that piece there!!!!
public bool PassedCollisionTest(bool[][] pieceMap, int x, int y)
{
    // Loop through the piece map
    for (int lx = 0; lx < pieceMap.GetLength(0); lx++)
    {
        for (int ly = 0; ly < pieceMap.GetLength(0); ly++)
        {
            var isBlock = pieceMap[ly][lx];

            if (isBlock)
            {
                // current x,y of block on the board
                var cx = lx + x;
                var cy = ly + y;
                // if block extends beyond board which is impossible, return false (check failed)
                // left is boolean, false if on right side of board, true if on left side.
                if (left)
                {
                    if (cx < 0 || cx > 4) return false;
                }
                else
                {
                    if (cx < 5 || cx > 9) return false;
                }
                if (cy > 23) return false;
                if (cy < 0) return false;
                // if a block on the board is in the same position return false
                if (Engine.board[cy][cx].Item1) return false;
            }
        }
    }
    // check passed
    return true;
}

Anyways, the coding of this mode wasn’t too difficult. First, I created a new .NET Standard class library. I added the references to UnityEngine.dll and MinoEngine.dll. Since Tetris POP uses the Super Rotation System, it was a simple matter of copying the code for the SRS ruleset (maybe I should have extended the class ) and adding a custom collision check function.

If you look at the original code for the mino engine, it’s basically the same thing. Only difference is the part with if (left). After this, it wasn’t so hard to copy paste the code (again) and use the newly created collision check function. A small edit was also made to the LockPiece() function in order to change the left variable to reflect the side. Also, I added another small function that would change the pieces’ spawn position on each lock of the piece, and updating the left variable accordingly.
Download links below!

Hello!

Hello there!

My name is JP, but I like being called Kayden. I come from Southern California. I love coding, Tetris, and learning about random stuff that frankly, I probably won’t need. Writing is another hobby of mine, it’s fun to make long-winded descriptions about nature or just writing about programming. I have a few projects, including Unimino and Termatris. In addition, public repositories me and my friend Derpy have worked on can be found on our GitLab.

More about me

I’m currently in the middle of school, which can be… tough… But let’s not think about that. It’s a topic for another day. I’m an ambivert. You can find me not wanting to talk to anyone and just wanting to hide, or going out, talking loudly, and being lively. I am currently in a relationship with a guy (who I love very much ;P). I’m a furry (shocker) and you’ll find me spending most of my time on Discord. (If you don’t know what that is, check it out!)

I enjoy a video games, because I’m a gaymer. As of this writing, I’m currently enamored by Baba Is You, Minecraft, and Tetris the Grand Master 3. I don’t usually stream anything, but I may in the future.

My music tastes are kind of varied. Generally, I prefer Electronic/Chiptune music, but I’m down for anything. (Except a few things.) My Last.FM will probably reveal more about my music tastes than I can 😛

So, that was my “Hello!” I look forward to posting more on here… My personal experiences, development experiences, whatever.

Ciao!