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General example.


[[AC:''In General'']]
* The determination of difficulty in the fandom is based off of getting a Superb, since very few games will give the player a Try Again for not performing near-flawlessly. However, some Superb requirements involve either hitting ThatOneAttack (e.g. Built to Scale, Ninja Bodyguard) or basically playing perfectly (Bouncy Road, Shoot 'Em Up) which turns those levels into stumbling blocks for medal collection.
* That said, some games are more difficult due to how strict the timing can be, especially for games that rely more on predicting the cues. The Bon Odori, Fireworks, Moai Doo-Wop, and Catch of the Day often being cited as games that have much more strict timing than normal.
* Any of the "Keep the Beat" games can qualify, due to how they require a strong sense of rhythm compared to being a SimonSaysMinigame or just following a predictable cue. Mess up at any point, and it can be ''very'' difficult to recover your flow. Some notable examples include Frog Hop, Lockstep, Monkey Watch, and Flipper-Flop.
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* Any of the "Keep the Beat" games can qualify, due to how they require a strong sense of rhythm compared to being a SimonSaysMinigame or just following a predicting cue. Some notable examples include Frog Hop, Lockstep, Monkey Watch, and Flipper-Flop.

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* Any of the "Keep the Beat" games can qualify, due to how they require a strong sense of rhythm compared to being a SimonSaysMinigame or just following a predicting cue.predictable cue. Mess up at any point, and it can be ''very'' difficult to recover your flow. Some notable examples include Frog Hop, Lockstep, Monkey Watch, and Flipper-Flop.
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* Fillbots 2 is pretty frustrating, as it goes for much longer than other minigames, has a track that uses a lot of unconventional offbeats and sometimes isn't properly synced with the bots. It's easier to turn the music down and focus on counting the beats yourself as the music can distract you from getting the timing right.
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Various minor edits, mostly adding commas and phrasing changes (including changing a sentence in the first paragraph to be more clear)


* The determination of difficulty in the fandom is based off of getting a Superb, since very few games will give the player a Try Again if they don't perform near-flawlessly. However, some Superb requirements involve either hitting ThatOneAttack (e.g. Built to Scale, Ninja Bodyguard) or basically playing perfectly (Hopping Road, Shoot 'Em Up) which turns those levels into stumbling blocks for medal collection.

to:

* The determination of difficulty in the fandom is based off of getting a Superb, since very few games will give the player a Try Again if they don't perform for not performing near-flawlessly. However, some Superb requirements involve either hitting ThatOneAttack (e.g. Built to Scale, Ninja Bodyguard) or basically playing perfectly (Hopping (Bouncy Road, Shoot 'Em Up) which turns those levels into stumbling blocks for medal collection.



* Remember how earlier it was said "very few games will give the player a Try Again if they don't perform near-flawlessly"? Quiz Show throws that out the window. It's a basic minigame where you only have to perform the right amount of button inputs, the actual rhythm you perform not being registered, and if you didn't input the correct amount of button presses the game gives you a Try Again on the spot.

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* Remember how earlier it was said "very few games will give the player a Try Again if they don't perform for not performing near-flawlessly"? Quiz Show throws that out the window. is one of those very few games. It's a basic minigame where you only have to perform the right amount of button inputs, the actual rhythm you perform not being registered, doesn’t matter, and if you didn't fail to input the correct amount of button presses the game gives you a Try Again on the spot.



** Its sequel Ninja's Descendant gets even more fiendish, with one cue going up to '''five''' projectiles in rapid succession, and another that has two that are so close together they're near-instantaneous. Naturally, getting a Perfect here is a daunting task.
* Polyrhythm 2 is rather infamous for having a part where you basically copy ''two rhythms at once''. Normally the left and right sides mesh into each other, but not here.

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** Its sequel sequel, Ninja's Descendant Descendant, gets even more fiendish, with one cue going up to '''five''' projectiles in rapid succession, and another that has two that are so close together they're near-instantaneous. Naturally, getting a Perfect here is a daunting task.
* Polyrhythm 2 is rather infamous for ([[ExactlyWhatItSaysOnTheTin appropriately]]) having a part where you basically have to copy ''two rhythms at once''. Normally the left and right sides mesh into each other, but not here.



* Both Love Lizards and Love Lab, due to how the game handles registering motion inputs. Love Lizards is a lot more simple (since you can hold the screen the entire game), but Love Lab requires you to flick at the end of its segments, making it possible to either accidentally drop/fling the flask or wind up holding onto the flask for too long. That said, Love Lab doesn't suffer from ThatOneLevel nearly as much as Love Lizards since the game has the most cozy vibe out of any game in the series.
* Rhythm Rally is one of the most cited, due to its overuse of flicking and its incredibly tight input window. Its practice session has a tempo that's way slower than the actual game, which will catch first-time players off-guard as it sets itself up as a big stumbling block. It returns in ''Megamix'' but it's a lot more tolerable when it's exclusively controlled by button presses.
** Rhythm Rally 2 is even worse! Not only does it have almost the fastest BPM in the franchise (only gimmick segments of some games are faster, such as Big Rock Finish C), but the song is twice as long, and now you’ll have to deal with four quick serves in succession! At least it got put in a proper position in ''Megamix'' as the fourth to last game.
* Big Rock Finish manages to be disliked despite only having a single pattern -- the difficulty comes from finding the tempo and then performing the proper inputs. You only get to practice the first and last song in the queue, and have to play out the remaining six by ear. Notably, a song's tempo changing is a skill that few other rhythm games utilize. The best feature of it is a GoodBadBug in ''Megamix'' where quitting a game during the fastest segment increases the input timing for every game, making Keep the Beat games much simpler to deal with.

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* Both Love Lizards and Love Lab, due to how the game handles registering motion inputs. Love Lizards is a lot more simple simpler (since you can hold the screen the entire game), but Love Lab requires you to flick at the end of its segments, making it possible to either accidentally drop/fling the flask or wind up holding onto the flask for too long. That said, Love Lab doesn't suffer from ThatOneLevel nearly as much as Love Lizards Lizards, since the game has the most an extremely cozy vibe out of any game in the series.
vibe.
* Rhythm Rally is one of the most cited, due to its overuse of flicking and its incredibly tight input window. Its practice session has a tempo that's way slower than the actual game, which will catch first-time players off-guard off-guard, as it sets itself up as a big stumbling block. It returns in ''Megamix'' ''Megamix'', but it's a lot more tolerable when it's exclusively controlled by button presses.
** Rhythm Rally 2 is even worse! Not only does it have almost the fastest consistent BPM of any Rhythm Game in the franchise entire ''franchise'' (only gimmick segments of some games are faster, such as Big Rock Finish C), but the song is twice as long, and now you’ll have to deal with four quick serves in succession! At least it got put was placed in a proper position in ''Megamix'' as the fourth to last game.
* Big Rock Finish manages to be disliked despite only having a single pattern -- the difficulty comes from finding the tempo and then performing the proper inputs. You only get to practice the first and last song in the queue, and have to play out the remaining six by ear. Notably, a song's tempo changing is a skill trick that few other rhythm games Rhythm Games utilize. The best feature of it is a GoodBadBug in ''Megamix'' ''Megamix'', where quitting a game during the fastest segment increases the input timing for every game, making Keep the Beat games much simpler to deal with.



* Working Dough involves you memorizing long varied patterns with no breaks in between that require quick button pressing and switching those presses to get them all. Not to mention that the stage spans about 2 minutes.
** Working Dough 2 can be even worse. It replaces the extended patterns of the first one with nasty, off-beat patterns where some of them fail to sync up to the music, and entire sections with almost no accompanying music. And then it combines the two problems towards the end.

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* Working Dough involves you memorizing long long, varied patterns with no breaks in between that require quick button pressing and switching those presses to get them all. Not to mention that the stage Rhythm Game spans about 2 minutes.
** Working Dough 2 can be even worse. It replaces the extended patterns of the first one with nasty, off-beat patterns where patterns, some of them which fail to sync up to the music, and entire sections with almost no accompanying music. And then it combines the two problems towards the end.



* Love Rap, which ends up comprising the last two[[note]](there's also Love Rap 2)[[/note]] medals most people get, due to Love Rap being in swing rhythm. There's a notably nasty segment towards the 1:20 mark of Love Rap where you have to hit your input on the offbeat, instead of hiting it on the onbeat, making the input window much closer than normal. Which isn't as hard in Japanese due to how the phrase used, "Honto," is treated 3 syllables[[note]]So it registers as "Ho-n - to-(input)"[[/note]], but "Fo' Sho" registers as 2 syllables to an English speaker.

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* Love Rap, which ends up comprising the last two[[note]](there's also Love Rap 2)[[/note]] medals most people get, due to Love Rap being in swing rhythm. There's a notably nasty segment towards the 1:20 mark of Love Rap where you have to hit your input on the offbeat, instead of hiting it on the onbeat, making the input window much closer smaller than normal. Which isn't It’s not as hard in Japanese due to how the phrase used, "Honto," is treated as 3 syllables[[note]]So syllables[[note]]so it registers as "Ho-n - to-(input)"[[/note]], but the translated version of the cue, "Fo' Sho" sho," registers as 2 syllables to an English speaker.
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* The determination of difficulty in the fandom is based off of getting a Superb, very few games will give the player a Try Again if they don't perform near-flawlessly. Just a few examples of games with absurd Superb requirements are Bouncy Road 2, Drummer Duel, both of the Fillbots games, both Shoot-Em-Up games, and both versions of Built to Scale 2.

to:

* The determination of difficulty in the fandom is based off of getting a Superb, since very few games will give the player a Try Again if they don't perform near-flawlessly. Just a few examples of games with absurd However, some Superb requirements are Bouncy Road 2, Drummer Duel, both of the Fillbots games, both Shoot-Em-Up games, and both versions of involve either hitting ThatOneAttack (e.g. Built to Scale 2.Scale, Ninja Bodyguard) or basically playing perfectly (Hopping Road, Shoot 'Em Up) which turns those levels into stumbling blocks for medal collection.






** Its sequel Ninja's Descendant gets even more fiendish, with one cue going up to '''five''' projectiles that are so close together it's near-instantaneous. Naturally, getting a Perfect here is a daunting task.

to:

** Its sequel Ninja's Descendant gets even more fiendish, with one cue going up to '''five''' projectiles in rapid succession, and another that has two that are so close together it's they're near-instantaneous. Naturally, getting a Perfect here is a daunting task.






* Big Rock Finish manages to be disliked despite only having a single pattern -- the difficulty comes from finding the tempo and then performing the proper inputs. Notably, a song's tempo changing is a skill that few other rhythm games utilize. The best feature of it is a GoodBadBug in ''Megamix'' where quitting a game during the fastest segment increases the input timing for every game, making Keep the Beat games much simpler to deal with.

to:

* Big Rock Finish manages to be disliked despite only having a single pattern -- the difficulty comes from finding the tempo and then performing the proper inputs. You only get to practice the first and last song in the queue, and have to play out the remaining six by ear. Notably, a song's tempo changing is a skill that few other rhythm games utilize. The best feature of it is a GoodBadBug in ''Megamix'' where quitting a game during the fastest segment increases the input timing for every game, making Keep the Beat games much simpler to deal with.


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%% * Polyrhythm 2 is rather infamous for having a part where you basically copy ''two rhythms at once''. Normally the left and right sides mesh into each other, but not here.

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%% * Polyrhythm 2 is rather infamous for having a part where you basically copy ''two rhythms at once''. Normally the left and right sides mesh into each other, but not here.



* Donk-Donk's difficulty is as absurd as its premise. The song is done entirely using triplets, all while dealing with strict input windows, with the only thing keeping it from being a Keep the Beat game being that the base rhythm gives you a one note pause.
* Love Rap, which ends up comprising the last two[[note]](there's also Love Rap 2)[[/note]] medals most people get, due to the song being in swing rhythm. There's a notably nasty segment towards the 1:20 segment of Love Rap where you have to hit your input on the offbeat, instead of hiting it on the onbeat, making the input window much closer than normal. Which isn't as hard in Japanese due to how the phrase used, "Honto," is treated 3 syllables[[note]]So it registers as "Ho-n - to-(input)"[[/note]], but "Fo' Sho" registers as 2 syllables to an English speaker.
* Tap Troupe. The major reason is that the song constantly switches between a base rhythm and a 4/3 polymeter, with the last tap being when you're expected to return to the base rhythm of 4/4. Due to this, the last tap's timing can feel very inconsistent, causing the game to feel like it expects you to memorize the song to people who lack the ability to keep track of a polyrhythm.

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* Donk-Donk's difficulty is as absurd as its premise. The song is done entirely using triplets, game involves maintaining a rhythm while triplet patterns get thrown at the player, all while dealing with strict input windows, with the only thing keeping it from being a Keep the Beat game being that the base rhythm gives you a one note pause.
* Love Rap, which ends up comprising the last two[[note]](there's also Love Rap 2)[[/note]] medals most people get, due to the song Love Rap being in swing rhythm. There's a notably nasty segment towards the 1:20 segment mark of Love Rap where you have to hit your input on the offbeat, instead of hiting it on the onbeat, making the input window much closer than normal. Which isn't as hard in Japanese due to how the phrase used, "Honto," is treated 3 syllables[[note]]So it registers as "Ho-n - to-(input)"[[/note]], but "Fo' Sho" registers as 2 syllables to an English speaker.
* Tap Troupe. The major reason is that the song constantly switches between a base rhythm and a 4/3 polymeter, with the last tap being when you're expected to return to the base rhythm of 4/4.rhythm. Due to this, the last tap's timing can feel very inconsistent, causing the game to feel like it expects you to memorize the song to people who lack the ability to keep track of a polyrhythm.
Is there an issue? Send a MessageReason:
None


* The determination of difficulty in the fandom is based off of getting a Superb, very few games will give the player a Try Again if they don't perform near-flawlessly. Just a few examples are Bouncy Road 2, Drummer Duel, both of the Fillbots games, both Shoot-Em-Up games, and both versions of Built to Scale 2.

to:

* The determination of difficulty in the fandom is based off of getting a Superb, very few games will give the player a Try Again if they don't perform near-flawlessly. Just a few examples of games with absurd Superb requirements are Bouncy Road 2, Drummer Duel, both of the Fillbots games, both Shoot-Em-Up games, and both versions of Built to Scale 2.



* Rat Race, despite being in the second set of games unlocked, is much more difficult than anything else in its set (besides possibly The Bon Odori) because the only audio cue is a stoplight in the practice which is immediately taken away once you start the game, meaning unprepared players have only their eyes to tell when to stop or start. Fortunately, in both of the remixes it appears in, the stoplight is used. In ''Megamix'', the stoplight is kept for most of the real game, and actual audio cues are added, bringing it down to its likely intended level of difficulty.
* Remember how earlier it was said "very few games will give the player a Try Again if they don't perform near-flawlessly"? Quiz Show throws that out the window. It's a very basic minigame where you just have to perform the right amount of button inputs, the actual rhythm you perform not being registered, and if you didn't input the correct amount of button presses the game automatically fails you. It doesn't help that it's one of a handful of bonus games that returns in ''Megamix'', since not only are there other games people feel should have been included more, but you have to spend hard-earned Flow Balls on it.

to:

* Rat Race, despite being in the second set of games unlocked, is much more difficult than anything else in its set (besides possibly The Bon Odori) because the only audio cue is a stoplight in the practice which is immediately taken away once you start only present in the game, practice, meaning that unprepared players have only their eyes to tell when to stop or start.rely almost entirely on visual cues. Fortunately, in both of the remixes it appears in, the stoplight is used. In ''Megamix'', the stoplight is kept for most of the real game, and actual audio cues are added, bringing it It also gets brought down to its likely intended level of difficulty.
difficulty in ''Megamix'', since over half of the game now has the stoplight and the game itself has a lot more audio cues added in.
* Remember how earlier it was said "very few games will give the player a Try Again if they don't perform near-flawlessly"? Quiz Show throws that out the window. It's a very basic minigame where you just only have to perform the right amount of button inputs, the actual rhythm you perform not being registered, and if you didn't input the correct amount of button presses the game automatically fails you. It doesn't help that it's one of a handful of bonus games that returns in ''Megamix'', since not only are there other games people feel should have been included more, but gives you have to spend hard-earned Flow Balls a Try Again on it.the spot.



** Its sequel Ninja Reincarnate gets even more fiendish, with one cue going up to '''five''' projectiles in quick succession. Naturally, getting a Perfect here is a daunting task.

to:

** Its sequel Ninja Reincarnate Ninja's Descendant gets even more fiendish, with one cue going up to '''five''' projectiles in quick succession.that are so close together it's near-instantaneous. Naturally, getting a Perfect here is a daunting task.



* Both of the games that require scrubbing the screen can be this, due to how the game handles registering motion inputs. Love Lizards is a lot more simple (since you can hold the screen the entire game), but Love Lab requires you to flick at the end of its segments, making it possible to either accidentally drop/fling the flask or wind up holding onto the flask for too long. That said, Love Lab doesn't suffer from ThatOneLevel nearly as much as Love Lizards since the game has the most cozy vibe out of any game in the series.

to:

* Both of the games that require scrubbing the screen can be this, Love Lizards and Love Lab, due to how the game handles registering motion inputs. Love Lizards is a lot more simple (since you can hold the screen the entire game), but Love Lab requires you to flick at the end of its segments, making it possible to either accidentally drop/fling the flask or wind up holding onto the flask for too long. That said, Love Lab doesn't suffer from ThatOneLevel nearly as much as Love Lizards since the game has the most cozy vibe out of any game in the series.



** And when you think that was tough enough, Rhythm Rally 2 is worse! Not only do you have to deal with a faster tempo, but the song is twice as long, and now you’ll have to deal with four quick serves in succession! At least it got put in a proper position in ''Megamix'' as the fourth to last game.
* Big Rock Finish manages to be disliked despite only having a single pattern -- the difficulty comes from finding the beat and then working with the input windows. Notably, adapting to a song's tempo is a skill that few other rhythm games utilize. Much like Quiz Show from ''Tengoku'', this is one of the three bonus games from ''Heaven'' to return in ''Megamix'', taking a slot away from other games that most fans believe were more deserving of the slot.

to:

** And when you think that was tough enough, Rhythm Rally 2 is even worse! Not only do you does it have to deal with a faster tempo, almost the fastest BPM in the franchise (only gimmick segments of some games are faster, such as Big Rock Finish C), but the song is twice as long, and now you’ll have to deal with four quick serves in succession! At least it got put in a proper position in ''Megamix'' as the fourth to last game.
* Big Rock Finish manages to be disliked despite only having a single pattern -- the difficulty comes from finding the beat tempo and then working with performing the input windows. proper inputs. Notably, adapting to a song's tempo changing is a skill that few other rhythm games utilize. Much like Quiz Show from ''Tengoku'', this The best feature of it is one of a GoodBadBug in ''Megamix'' where quitting a game during the three bonus fastest segment increases the input timing for every game, making Keep the Beat games from ''Heaven'' much simpler to return in ''Megamix'', taking a slot away from other games that most fans believe were more deserving of the slot.deal with.
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* Remember how earlier it was said "very few games will give the player a Try Again if they don't perform near-flawlessly"? Quiz Show throws that out the window. It's a very basic minigame where you just have to perform the right amount of button inputs, the actual rhythm you perform not being registered, and if you didn't input the correct amount of button presses the game automatically fails you. It doesn't help that it's one of a handful of bonus games that returns in *Megamix*, since not only are there other games people feel should have been included more, but you have to spend hard-earned Flow Balls on it.
* Ninja Bodyguard is a game that requires very fast reflexes. The second-to-last cue is especially infamous, as you need to deflect four arrows in a row (which is also required to even get a Superb and, in ''Megamix'' only, the Skill Star).
** Its sequel Ninja Reincarnate gets even more fiendish, with cues going up to '''five''' projectiles in quick succession, or two button presses spaced so close together it's almost instant. Naturally, getting a Perfect here is a daunting task.

to:

* Remember how earlier it was said "very few games will give the player a Try Again if they don't perform near-flawlessly"? Quiz Show throws that out the window. It's a very basic minigame where you just have to perform the right amount of button inputs, the actual rhythm you perform not being registered, and if you didn't input the correct amount of button presses the game automatically fails you. It doesn't help that it's one of a handful of bonus games that returns in *Megamix*, ''Megamix'', since not only are there other games people feel should have been included more, but you have to spend hard-earned Flow Balls on it.
* Ninja Bodyguard is a game that requires very fast reflexes. has a lot of rapid inputs without any real sound cues to lead the player. The second-to-last cue is especially infamous, as you need to deflect four arrows in a row (which is also required to even get a Superb and, in ''Megamix'' only, Superb, and to get the Skill Star).
Star in ''Megamix'').
** Its sequel Ninja Reincarnate gets even more fiendish, with cues one cue going up to '''five''' projectiles in quick succession, or two button presses spaced so close together it's almost instant.succession. Naturally, getting a Perfect here is a daunting task.
Is there an issue? Send a MessageReason:
None


* Quiz Show is one of the most disliked minigames in the series, due to its lack of rhythm and being fairly boring. Not to mention that even one mess-up would result in an automatic ''Try Again''. It doesn't help either that it's also one of three bonus minigames from ''Tengoku'' to appear in ''Megamix'', when there a lot of better-received minigames from ''Tengoku'' that could've taken its spot instead.
* Ninja Bodyguard is a game that requires very fast reflexes. The second-to-last cue is especially infamous, as you need to deflect four arrows in a row (which is also required to even get a Superb and, in ''Megamix'' only, the Skill Star).\\
Its sequel Ninja Reincarnate gets even more fiendish, with cues going up to '''five''' projectiles in quick succession, or two button presses spaced so close together it's almost instant. Getting those two cues are required for a Superb; naturally, getting a Perfect here is a daunting task.

to:

* Remember how earlier it was said "very few games will give the player a Try Again if they don't perform near-flawlessly"? Quiz Show is one of throws that out the most disliked minigames in window. It's a very basic minigame where you just have to perform the series, due to its lack right amount of button inputs, the actual rhythm and you perform not being fairly boring. Not to mention that even one mess-up would result in an automatic ''Try Again''. registered, and if you didn't input the correct amount of button presses the game automatically fails you. It doesn't help either that it's also one of three a handful of bonus minigames from ''Tengoku'' to appear games that returns in ''Megamix'', when *Megamix*, since not only are there a lot of better-received minigames from ''Tengoku'' that could've taken its spot instead.
other games people feel should have been included more, but you have to spend hard-earned Flow Balls on it.
* Ninja Bodyguard is a game that requires very fast reflexes. The second-to-last cue is especially infamous, as you need to deflect four arrows in a row (which is also required to even get a Superb and, in ''Megamix'' only, the Skill Star).\\
Star).
**
Its sequel Ninja Reincarnate gets even more fiendish, with cues going up to '''five''' projectiles in quick succession, or two button presses spaced so close together it's almost instant. Getting those two cues are required for a Superb; naturally, Naturally, getting a Perfect here is a daunting task.



* Rhythm Rally is one of the most cited, due to its overuse of flicking and its incredibly tight input window. Its practice session has a tempo that's ''way'' slower than the actual game, which will catch first-time players off-guard as it sets itself up as a big stumbling block. It returns in ''Megamix'' but it's a lot more tolerable when it's exclusively controlled by button presses.

to:

* Rhythm Rally is one of the most cited, due to its overuse of flicking and its incredibly tight input window. Its practice session has a tempo that's ''way'' way slower than the actual game, which will catch first-time players off-guard as it sets itself up as a big stumbling block. It returns in ''Megamix'' but it's a lot more tolerable when it's exclusively controlled by button presses.

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[[AC:''In General'']]
* The determination of difficulty in the fandom is based off of getting a Superb, very few games will give the player a Try Again if they don't perform near-flawlessly. Just a few examples are Bouncy Road 2, Drummer Duel, both of the Fillbots games, both Shoot-Em-Up games, and both versions of Built to Scale 2.
* That said, some games are more difficult due to how strict the timing can be, especially for games that rely more on predicting the cues. The Bon Odori, Fireworks, Moai Doo-Wop, and Catch of the Day often being cited as games that have much more strict timing than normal.
* Any of the "Keep the Beat" games can qualify, due to how they require a strong sense of rhythm compared to being a SimonSaysMinigame or just following a predicting cue. Some notable examples include Frog Hop, Lockstep, Monkey Watch, and Flipper-Flop.



* The Bon Odori has many difficult patterns, some not covered by the practice, and strict timing. Its sequel Bon Dance takes the same song and reverses the patterns for maximum grief.



* Fireworks has a very repetitive song, nothing onscreen but the fireworks, and strict timing.
* Bouncy Road 2. Miss even one cue? Bye bye '''''Superb!''''' This is a game where cues come really quick, and often overlap.
* Polyrhythm 2 is rather infamous for having a part where you basically copy ''two rhythms at once''. Normally the left and right sides mesh into each other, but not here.

to:

* Fireworks has a very repetitive song, nothing onscreen but the fireworks, and strict timing.
* Bouncy Road 2. Miss even one cue? Bye bye '''''Superb!''''' This is a game where cues come really quick, and often overlap.
%% * Polyrhythm 2 is rather infamous for having a part where you basically copy ''two rhythms at once''. Normally the left and right sides mesh into each other, but not here.



* Fillbots is disliked due to its repetitive nature, nasty offbeat patterns, and strict Superb requirements, despite only being the third game overall.
** Fillbots 2 is worse, due to adding in smaller robots, having a lot of BlackoutBasement sections, screwing around with the player's rhythm by switching to offbeats, and being [[MarathonLevel unnecessary long]].

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* Fillbots is disliked Both of the games that require scrubbing the screen can be this, due to its repetitive nature, nasty offbeat patterns, and strict Superb requirements, despite only being how the third game overall.
** Fillbots 2
handles registering motion inputs. Love Lizards is worse, due to adding in smaller robots, having a lot of BlackoutBasement sections, screwing around with more simple (since you can hold the player's rhythm by switching screen the entire game), but Love Lab requires you to offbeats, and being [[MarathonLevel unnecessary long]].flick at the end of its segments, making it possible to either accidentally drop/fling the flask or wind up holding onto the flask for too long. That said, Love Lab doesn't suffer from ThatOneLevel nearly as much as Love Lizards since the game has the most cozy vibe out of any game in the series.



* Moai Doo-Wop. Despite being a simple SimonSaysMinigame, the difficulty comes from the game's failure to distinguish light taps from hard touches. Along with that, it has strict timing requirements that will count your inputs as errors ''despite that it looks like you did nothing wrong.'' The sequel makes things even harder.
* Love Lizards gets a lot of flack not only because it's repetitive, but the controls tend to be over or under-responsive (depending on which one you ''don't'' want it to be). Even worse, when attempting to go for a Perfect, sometimes what counts as a hit in the game can actually cancel a Perfect attempt.
* Drummer Duel is generally disliked because of its very fast tap sequences, tight timing windows, and strict (no-miss!) Superb requirements. And near the end, you have to do the fast tapping ''while the music speeds up''. Good luck.



* Lockstep gets a ton of flack for being hard to keep up with, due to the player needing to tap every beat, while switching to the offbeat and back on cue. Made worse in ''Megamix'' because, unlike in ''Heaven,'' barely missing the beat is enough to cancel a Perfect attempt.
* Built to Scale 2, as the first of the sequel minigames, easily sets the tone for the trickiness of the subsequent levels. It has the same patterns as the first, but now requires you to be on the lookout for the new maddeningly fast widgets that pop up out of nowhere. Near the end of the song, it pulls a ''extremely nasty trick'' that's even crazier than it's prequel, and if you miss that one, there goes the Superb.
* Shoot-'Em-Up 2 starts off from the hardest section of the prequel, then ups the ante by throwing multiple crazy patterns that either have complex timing or requires crazy-fast reflexes to hit them all. Like the first one, a single miss will instantly lose your chances of getting a Superb.



* Monkey Watch is the first minigame that requires the player to have a consistent rhythm throughout. Said rhythm uses beats with long pauses in between is constantly interrupted by syncopated ones in the form of the pink monkeys. Additionally, it's the first game that has visual distractions, namely a very far zoom on the watch and a hot-air balloon floating in front of the Monkeys. Love for this minigame seems to be split down the line between people who have a developed sense of rhythm and those who are looking to improve their rhythm. For those with a strong sense of rhythm, it is one of the first truly-involving minigames ''Rhythm Heaven Fever'' has to offer. To everybody else, it can be a complete nightmare.



* Catch of the Day is short, but the fishes have pretty strict timing. On the Pausegill, there's a break before you have to pull the line; and on the Threefish, there is a LONG pause and the correct timing is ''on an offbeat.'' The game is also full of [[InterfaceScrew screenblocks and random distractions]]. It doesn't help that the song for the level is boring.
* Exhibition Match has no sound cues and a very long delay between the visual cue and button press. You are expected to count five beats on your own while the music does its best to throw you off by muting the drums or adding extra hits. The presses don't line up with the music in the most obvious way, and the percussion stops at one point to throw you off. Oh, and getting Superb on it may as well be a Go for Perfect because if you miss even ''one'' hit, you're Just OK.
* Donk-Donk's difficulty is as absurd as its premise. You have to work with the rarely-used triplets, switching between two rhythms all while dealing with the strict input windows and the different times that patterns start and stop. ''It also tries to screw with your interface near the end.''
* Love Rap, which ends up comprising the last two[[note]](there's also Love Rap 2)[[/note]] medals most people get, mostly due to the rather unusual timing of the sequences (to the point where listening to the audio alone frequently produces worse results than trying to figure out the visual cues on each action). The relevant Remixes are comparably easier.
* Tap Troupe. The major reason is that the rhythm you need to use to exit the triplet (the bounce-bounce section) is different based on how long the section lasted. You need to either end with another triplet or change to an eighth note. One particularly nasty change actually requires you to wait for about three-eighths before making the final step!
* Shrimp Shuffle. When the shrimps pause, their shout of "Together!" is delayed, which doesn't actually change the rhythm - but interrupts the voice counting the beats, which makes it ''very'' easy to get confused.
* Working Dough 2. It replaces the extended patterns of the first one with nasty, off-beat patterns where some of them don't ''feel like they sync up with the music'' and entire sections with almost no accompanying music. And then it ''combines the two'' towards the end.
* Built to Scale 2 puts you on the offbeat for most of the song and constantly changes up the speed on which you bounce the widgets, with them going either ''abnormally fast'' or ''abnormally slow''. The grading system is extremely harsh in this one.

to:

* Catch ** Working Dough 2 can be even worse. It replaces the extended patterns of the Day is short, but the fishes have pretty strict timing. On the Pausegill, there's a break before you have to pull the line; and on the Threefish, there is a LONG pause and the correct timing is ''on an offbeat.'' The game is also full of [[InterfaceScrew screenblocks and random distractions]]. It doesn't help that the song for the level is boring.
* Exhibition Match has no sound cues and a very long delay between the visual cue and button press. You are expected to count five beats on your own while the music does its best to throw you off by muting the drums or adding extra hits. The presses don't line up
first one with nasty, off-beat patterns where some of them fail to sync up to the music in music, and entire sections with almost no accompanying music. And then it combines the most obvious way, and two problems towards the percussion stops at one point to throw you off. Oh, and getting Superb on it may as well be a Go for Perfect because if you miss even ''one'' hit, you're Just OK.
end.
* Donk-Donk's difficulty is as absurd as its premise. You have to work with the rarely-used The song is done entirely using triplets, switching between two rhythms all while dealing with the strict input windows and windows, with the different times only thing keeping it from being a Keep the Beat game being that patterns start and stop. ''It also tries to screw with your interface near the end.''
base rhythm gives you a one note pause.
* Love Rap, which ends up comprising the last two[[note]](there's also Love Rap 2)[[/note]] medals most people get, mostly due to the rather unusual timing of song being in swing rhythm. There's a notably nasty segment towards the sequences (to the point 1:20 segment of Love Rap where listening you have to hit your input on the audio alone frequently produces worse results offbeat, instead of hiting it on the onbeat, making the input window much closer than trying normal. Which isn't as hard in Japanese due to figure out how the visual cues on each action). The relevant Remixes are comparably easier.
phrase used, "Honto," is treated 3 syllables[[note]]So it registers as "Ho-n - to-(input)"[[/note]], but "Fo' Sho" registers as 2 syllables to an English speaker.
* Tap Troupe. The major reason is that the rhythm you need to use to exit the triplet (the bounce-bounce section) is different based on how long the section lasted. You need to either end with another triplet or change to an eighth note. One particularly nasty change actually requires you to wait for about three-eighths before making the final step!
* Shrimp Shuffle. When the shrimps pause, their shout of "Together!" is delayed, which doesn't actually change the rhythm - but interrupts the voice counting the beats, which makes it ''very'' easy to get confused.
* Working Dough 2. It replaces the extended patterns of the first one with nasty, off-beat patterns where some of them don't ''feel like they sync up with the music'' and entire sections with almost no accompanying music. And then it ''combines the two'' towards the end.
* Built to Scale 2 puts you on the offbeat for most of the
song and constantly changes up the speed on which you bounce the widgets, switches between a base rhythm and a 4/3 polymeter, with them going either ''abnormally fast'' or ''abnormally slow''. The grading system is extremely harsh in this one.the last tap being when you're expected to return to the base rhythm of 4/4. Due to this, the last tap's timing can feel very inconsistent, causing the game to feel like it expects you to memorize the song to people who lack the ability to keep track of a polyrhythm.
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* Rockers 2. Remember when the bandleader from Frog Hop told you the game was controlled entirely with the touchscreen? This game defies that principle (you have to use the L/R button to bend the pitch of the notes) and ruins the game for any who happens to have broken shoulder buttons.

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* Rockers 2. Remember when the bandleader from Frog Hop told you the game was controlled entirely with the touchscreen? This game defies that principle (you have to use the L/R button to bend the pitch of the notes) notes, which you have to do quickly and precisely to properly match the lead rocker) and ruins the game for any who happens to have broken shoulder buttons.
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None


* Donk-Donk's difficulty is as absurd as it's premise. You have to work with the rarely-used triplets, switching between two rhythms all while dealing with the strict input windows and the different times that patterns start and stop. ''It also tries to screw with your interface near the end.''

to:

* Donk-Donk's difficulty is as absurd as it's its premise. You have to work with the rarely-used triplets, switching between two rhythms all while dealing with the strict input windows and the different times that patterns start and stop. ''It also tries to screw with your interface near the end.''
Is there an issue? Send a MessageReason:
None


You better have a good sense of rhythm, because these games are gonna put that sense, and especially your patience, to the test.

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You better have a good sense of rhythm, because these games are gonna put that sense, sense and especially your patience, patience to the test.
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None


You better have a good sense of rhythm, because these games are gonna put that sense to the test, as well as your patience.

to:

You better have a good sense of rhythm, because these games are gonna put that sense sense, and especially your patience, to the test, as well as your patience.test.
Is there an issue? Send a MessageReason:
None


You better have a good sense of rhythm, because these games are gonna put that sense and your patience to the test.

to:

You better have a good sense of rhythm, because these games are gonna put that sense and your patience to the test.test, as well as your patience.
Is there an issue? Send a MessageReason:
None


You better have a good sense of rhythm, because these games are sure gonna put that sense and your patience to the test.

to:

You better have a good sense of rhythm, because these games are sure gonna put that sense and your patience to the test.
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None

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You better have a good sense of rhythm, because these games are sure gonna put that sense and your patience to the test.
----

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None


* Exhibition Match has no sound cues and a very long delay between the visual cue and button press. You are expected to count five beats on your own while the music does its best to throw you off by muting the drums or adding extra hits. The presses don't line up with the music in the most obvious way, and the percussion stops at one point to throw you off.

to:

* Exhibition Match has no sound cues and a very long delay between the visual cue and button press. You are expected to count five beats on your own while the music does its best to throw you off by muting the drums or adding extra hits. The presses don't line up with the music in the most obvious way, and the percussion stops at one point to throw you off. Oh, and getting Superb on it may as well be a Go for Perfect because if you miss even ''one'' hit, you're Just OK.
Is there an issue? Send a MessageReason:
None


* Rhythm Rally is one of the most cited, due to its overuse of flicking and its incredibly tight input window. Its practice session has a tempo that's ''way'' slower than the actual game, which will catch first-time players off-guard as it sets itself up as a big stumbling block. It returns in ''Megamix'' but it's a lot more tolerable when it's exclusively controlled by button presses.\\

to:

* Rhythm Rally is one of the most cited, due to its overuse of flicking and its incredibly tight input window. Its practice session has a tempo that's ''way'' slower than the actual game, which will catch first-time players off-guard as it sets itself up as a big stumbling block. It returns in ''Megamix'' but it's a lot more tolerable when it's exclusively controlled by button presses.\\
Is there an issue? Send a MessageReason:


* Quiz Show is arguably one of the most disliked minigames in the series, due to its lack of rhythm and being fairly boring. Not to mention that even one mess-up would result in an automatic ''Try Again''. It doesn't help either that it's also one of three bonus minigames from ''Tengoku'' to appear in ''Megamix'', when there a lot of better-received minigames from ''Tengoku'' that could've taken its spot instead.

to:

* Quiz Show is arguably one of the most disliked minigames in the series, due to its lack of rhythm and being fairly boring. Not to mention that even one mess-up would result in an automatic ''Try Again''. It doesn't help either that it's also one of three bonus minigames from ''Tengoku'' to appear in ''Megamix'', when there a lot of better-received minigames from ''Tengoku'' that could've taken its spot instead.



Its sequel Ninja Reincarnate gets even more fiendish, with cues going up to '''five''' projectiles in quick succession, or two button presses spaced so close together it's almost instant. Getting those two cues are required for a Superb; naturally, getting a Perfect here is a daunting task. Fortunately, this version did not make it to ''Megamix''.

to:

Its sequel Ninja Reincarnate gets even more fiendish, with cues going up to '''five''' projectiles in quick succession, or two button presses spaced so close together it's almost instant. Getting those two cues are required for a Superb; naturally, getting a Perfect here is a daunting task. Fortunately, this version did not make it to ''Megamix''.



* Fillbots is disliked due to its repetitive nature, nasty offbeat patterns, and strict Superb requirements, despite only being the third game overall.\\
Fillbots 2 is worse, due to adding in smaller robots, having a lot of BlackoutBasement sections, screwing around with the player's rhythm by switching to offbeats, and being [[MarathonLevel unnecessary long]], though it fortunately didn't make it into ''Megamix'' unlike the original.

to:

* Fillbots is disliked due to its repetitive nature, nasty offbeat patterns, and strict Superb requirements, despite only being the third game overall.\\
overall.
**
Fillbots 2 is worse, due to adding in smaller robots, having a lot of BlackoutBasement sections, screwing around with the player's rhythm by switching to offbeats, and being [[MarathonLevel unnecessary long]], though it fortunately didn't make it into ''Megamix'' unlike the original.long]].



And when you think that was tough enough, Rhythm Rally 2 is worse! Not only do you have to deal with a faster tempo, but the song is twice as long, and now you’ll have to deal with four quick serves in succession! At least it got put in a proper position in ''Megamix'' as the fourth to last game.

to:

** And when you think that was tough enough, Rhythm Rally 2 is worse! Not only do you have to deal with a faster tempo, but the song is twice as long, and now you’ll have to deal with four quick serves in succession! At least it got put in a proper position in ''Megamix'' as the fourth to last game.
Is there an issue? Send a MessageReason:
None


* Built to Scale 2 puts you on the offbeat for most of the song and constantly changes up the speed on which you bounce the widgets, with them going either ''abnormally fast'' or ''abnormally slow''. The grading system is extremely harsh in this one.

to:

* Built to Scale 2 puts you on the offbeat for most of the song and constantly changes up the speed on which you bounce the widgets, with them going either ''abnormally fast'' or ''abnormally slow''. The grading system is extremely harsh in this one.one.
----
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[[AC:''Rhythm Tengoku'']]
* Rat Race, despite being in the second set of games unlocked, is much more difficult than anything else in its set (besides possibly The Bon Odori) because the only audio cue is a stoplight in the practice which is immediately taken away once you start the game, meaning unprepared players have only their eyes to tell when to stop or start. Fortunately, in both of the remixes it appears in, the stoplight is used. In ''Megamix'', the stoplight is kept for most of the real game, and actual audio cues are added, bringing it down to its likely intended level of difficulty.
* The Bon Odori has many difficult patterns, some not covered by the practice, and strict timing. Its sequel Bon Dance takes the same song and reverses the patterns for maximum grief.
* Quiz Show is arguably one of the most disliked minigames in the series, due to its lack of rhythm and being fairly boring. Not to mention that even one mess-up would result in an automatic ''Try Again''. It doesn't help either that it's also one of three bonus minigames from ''Tengoku'' to appear in ''Megamix'', when there a lot of better-received minigames from ''Tengoku'' that could've taken its spot instead.
* Ninja Bodyguard is a game that requires very fast reflexes. The second-to-last cue is especially infamous, as you need to deflect four arrows in a row (which is also required to even get a Superb and, in ''Megamix'' only, the Skill Star).\\
Its sequel Ninja Reincarnate gets even more fiendish, with cues going up to '''five''' projectiles in quick succession, or two button presses spaced so close together it's almost instant. Getting those two cues are required for a Superb; naturally, getting a Perfect here is a daunting task. Fortunately, this version did not make it to ''Megamix''.
* Fireworks has a very repetitive song, nothing onscreen but the fireworks, and strict timing.
* Bouncy Road 2. Miss even one cue? Bye bye '''''Superb!''''' This is a game where cues come really quick, and often overlap.
* Polyrhythm 2 is rather infamous for having a part where you basically copy ''two rhythms at once''. Normally the left and right sides mesh into each other, but not here.
[[AC:''Rhythm Heaven'']]
* Fillbots is disliked due to its repetitive nature, nasty offbeat patterns, and strict Superb requirements, despite only being the third game overall.\\
Fillbots 2 is worse, due to adding in smaller robots, having a lot of BlackoutBasement sections, screwing around with the player's rhythm by switching to offbeats, and being [[MarathonLevel unnecessary long]], though it fortunately didn't make it into ''Megamix'' unlike the original.
* Rhythm Rally is one of the most cited, due to its overuse of flicking and its incredibly tight input window. Its practice session has a tempo that's ''way'' slower than the actual game, which will catch first-time players off-guard as it sets itself up as a big stumbling block. It returns in ''Megamix'' but it's a lot more tolerable when it's exclusively controlled by button presses.\\
And when you think that was tough enough, Rhythm Rally 2 is worse! Not only do you have to deal with a faster tempo, but the song is twice as long, and now you’ll have to deal with four quick serves in succession! At least it got put in a proper position in ''Megamix'' as the fourth to last game.
* Moai Doo-Wop. Despite being a simple SimonSaysMinigame, the difficulty comes from the game's failure to distinguish light taps from hard touches. Along with that, it has strict timing requirements that will count your inputs as errors ''despite that it looks like you did nothing wrong.'' The sequel makes things even harder.
* Love Lizards gets a lot of flack not only because it's repetitive, but the controls tend to be over or under-responsive (depending on which one you ''don't'' want it to be). Even worse, when attempting to go for a Perfect, sometimes what counts as a hit in the game can actually cancel a Perfect attempt.
* Drummer Duel is generally disliked because of its very fast tap sequences, tight timing windows, and strict (no-miss!) Superb requirements. And near the end, you have to do the fast tapping ''while the music speeds up''. Good luck.
* Big Rock Finish manages to be disliked despite only having a single pattern -- the difficulty comes from finding the beat and then working with the input windows. Notably, adapting to a song's tempo is a skill that few other rhythm games utilize. Much like Quiz Show from ''Tengoku'', this is one of the three bonus games from ''Heaven'' to return in ''Megamix'', taking a slot away from other games that most fans believe were more deserving of the slot.
* Lockstep gets a ton of flack for being hard to keep up with, due to the player needing to tap every beat, while switching to the offbeat and back on cue. Made worse in ''Megamix'' because, unlike in ''Heaven,'' barely missing the beat is enough to cancel a Perfect attempt.
* Built to Scale 2, as the first of the sequel minigames, easily sets the tone for the trickiness of the subsequent levels. It has the same patterns as the first, but now requires you to be on the lookout for the new maddeningly fast widgets that pop up out of nowhere. Near the end of the song, it pulls a ''extremely nasty trick'' that's even crazier than it's prequel, and if you miss that one, there goes the Superb.
* Shoot-'Em-Up 2 starts off from the hardest section of the prequel, then ups the ante by throwing multiple crazy patterns that either have complex timing or requires crazy-fast reflexes to hit them all. Like the first one, a single miss will instantly lose your chances of getting a Superb.
* Rockers 2. Remember when the bandleader from Frog Hop told you the game was controlled entirely with the touchscreen? This game defies that principle (you have to use the L/R button to bend the pitch of the notes) and ruins the game for any who happens to have broken shoulder buttons.
[[AC:''Rhythm Heaven Fever'']]
* Monkey Watch is the first minigame that requires the player to have a consistent rhythm throughout. Said rhythm uses beats with long pauses in between is constantly interrupted by syncopated ones in the form of the pink monkeys. Additionally, it's the first game that has visual distractions, namely a very far zoom on the watch and a hot-air balloon floating in front of the Monkeys. Love for this minigame seems to be split down the line between people who have a developed sense of rhythm and those who are looking to improve their rhythm. For those with a strong sense of rhythm, it is one of the first truly-involving minigames ''Rhythm Heaven Fever'' has to offer. To everybody else, it can be a complete nightmare.
* Working Dough involves you memorizing long varied patterns with no breaks in between that require quick button pressing and switching those presses to get them all. Not to mention that the stage spans about 2 minutes.
* Catch of the Day is short, but the fishes have pretty strict timing. On the Pausegill, there's a break before you have to pull the line; and on the Threefish, there is a LONG pause and the correct timing is ''on an offbeat.'' The game is also full of [[InterfaceScrew screenblocks and random distractions]]. It doesn't help that the song for the level is boring.
* Exhibition Match has no sound cues and a very long delay between the visual cue and button press. You are expected to count five beats on your own while the music does its best to throw you off by muting the drums or adding extra hits. The presses don't line up with the music in the most obvious way, and the percussion stops at one point to throw you off.
* Donk-Donk's difficulty is as absurd as it's premise. You have to work with the rarely-used triplets, switching between two rhythms all while dealing with the strict input windows and the different times that patterns start and stop. ''It also tries to screw with your interface near the end.''
* Love Rap, which ends up comprising the last two[[note]](there's also Love Rap 2)[[/note]] medals most people get, mostly due to the rather unusual timing of the sequences (to the point where listening to the audio alone frequently produces worse results than trying to figure out the visual cues on each action). The relevant Remixes are comparably easier.
* Tap Troupe. The major reason is that the rhythm you need to use to exit the triplet (the bounce-bounce section) is different based on how long the section lasted. You need to either end with another triplet or change to an eighth note. One particularly nasty change actually requires you to wait for about three-eighths before making the final step!
* Shrimp Shuffle. When the shrimps pause, their shout of "Together!" is delayed, which doesn't actually change the rhythm - but interrupts the voice counting the beats, which makes it ''very'' easy to get confused.
* Working Dough 2. It replaces the extended patterns of the first one with nasty, off-beat patterns where some of them don't ''feel like they sync up with the music'' and entire sections with almost no accompanying music. And then it ''combines the two'' towards the end.
* Built to Scale 2 puts you on the offbeat for most of the song and constantly changes up the speed on which you bounce the widgets, with them going either ''abnormally fast'' or ''abnormally slow''. The grading system is extremely harsh in this one.

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