Something I love about this is that it's not just minimum taps/inputs, it's the lowest passable score for each minigame! What I'm curious about is the TAS dev notes mentioning that they pause for RNG manip - I wasn't aware of any RNG in the game.
here no exist rng, its a rytm game, you only follow and do, is the same rhytm and same patrons in all games, never chance, here only do the limit tapts to goal the ok pass and next
@@diw123 The creator of this TAS meticulously went through this game frame-by-frame to input exact inputs that are the absolute minimum needed to beat the game. The TAS creator says that there is RNG in the game, and they had to pause in order to manipulate it. If there was no RNG, there would be no reason to pause as it would only waste time.
From my understanding, getting a miss in Rhythm Heaven gives you a leniency cooldown before the game will count a miss again, and the amount of time you get for it is very slightly random. I assume the pausing is to squeeze out some more frames so that the next miss won’t count.
Was the description from this video partially copied from the TAS video for Rhythm Tengoku? Because Rhythm Heaven wasn't the last DS game released by Nintendo
Yeah it was. I was making a running joke with the GBA publication by having the same description, but apparently I missed that little section (got the other one tho).
Something I love about this is that it's not just minimum taps/inputs, it's the lowest passable score for each minigame! What I'm curious about is the TAS dev notes mentioning that they pause for RNG manip - I wasn't aware of any RNG in the game.
here no exist rng, its a rytm game, you only follow and do, is the same rhytm and same patrons in all games, never chance, here only do the limit tapts to goal the ok pass and next
@@diw123 The creator of this TAS meticulously went through this game frame-by-frame to input exact inputs that are the absolute minimum needed to beat the game.
The TAS creator says that there is RNG in the game, and they had to pause in order to manipulate it. If there was no RNG, there would be no reason to pause as it would only waste time.
From my understanding, getting a miss in Rhythm Heaven gives you a leniency cooldown before the game will count a miss again, and the amount of time you get for it is very slightly random. I assume the pausing is to squeeze out some more frames so that the next miss won’t count.
The comment section says:
I don't know...
[OK]
[Thanks for a great TAS!]
wtf how did you get footage of me playing
They recorded you while you were too much into the game
the pain is unending.
please help.
OK
Just as, if not more unsatisfying than the GBA run.
I hate this but at the same time i love this
Was the description from this video partially copied from the TAS video for Rhythm Tengoku? Because Rhythm Heaven wasn't the last DS game released by Nintendo
Yeah it was. I was making a running joke with the GBA publication by having the same description, but apparently I missed that little section (got the other one tho).
Oh damn, was thinking about how a run like this would work. Excited to watch this
2:35 me when i see something i want 😂
do you have to do each indiviual swipe as a new tap for built to scale? i dont se why you couldnt just hold it
i think the rythm heaven comunity must help whit how many taps needed to the ok rank, cause this game count every fail, almost, good and perfect tap
Holding it would be considered a slide, not a flick.
Just as the above person said, you have to release the screen in order for it to be registered as a flick. Otherwise, it's just a slide
Not again
Well, only a matter of time before fever