

But again, if you’ve played a bunch of this series before, it’s likely you’ll blaze through a lot of the game anyway, even after that first ending. Those start to feel more in line with their original forms. After an early credits fake out, second versions of a lot of levels unlock. The first run of the story is filled with short, very simple stages. The sequencing of the stages themselves is a little off, too.

For so much silly talk about the principles of rhythm and flow, the cast of Megamix sure does break the story’s own cycle of progressing through stages quickly when you’ve got a good run going. It is the absolute loosest possible connective thread for these stages, and I wanted to hammer the A button to get moving in short order. You meet a character, sit through some energetic but ever-repetitious chatter about getting one’s “flow” back, clear stages. It can be admirable for its sheer goofiness (Donna the donut lady’s donut enthusiasm comes to mind), but too often the story blithely references its own growing tedium. Something’s been messing with people’s “flow,” and they need to be helped out by Tibby along the way. Tibby’s a cutesy bear-like creature who needs to get home to his family in Heaven World. Playing a bunch of old favourites feels comforting but hollow, devoid of challenge or the thrill of having to perform new rhythmic mechanics just after learning them.Įven without a veteran perspective on the series, Megamix has some issues. So while there’s a good amount of content here in total, a lot of it will have little value for returning players. The new stages are mostly OK - the straightforward but briskly-paced Animal Acrobat stands out as a solid entry - but a lot of them don’t hold much of a candle to the old stuff. If you’ve played those games before, there’s not a lot of new stuff to dig into. Many of the stages are entertaining…but that’s mostly because they were entertaining in their respective GBA, DS or Wii releases. Or how about the original Karateman stage, including that song with the friendly lady singing? Hole-in-One has a monkey and mandrill pitching you golf balls, and it’s a great example of how this series can take a few simple cues and stretch them into something tricky and satisfying - particularly its tougher second variant. That includes Spaceball, wherein a baseball player stands in a three-walled room in outer space and socks dingers into the void to a salsa rhythm. Tengoku was the very first game I imported, and it’s great to see some of its best and most memorable moments remastered here. That includes several from Rhythm Tengoku, the GBA original that never released outside of Japan. Megamix has 20 new stages all its own, but it’s got 50 or so more from past games in the series. The fun is mastering each hook quickly and seeing all the colourful backdrops and quirky characters along the way. There’s a bunch of short songs in every game, each with its own set of graphics and unique hook on a simple core premise: pressing (mostly) the A button in time with certain rhythmic cues. Rhythm Heaven is like the Warioware of rhythm games - it’s developed by the same Nintendo internal team that made that series, actually.
