History VideoGame / InTheGroove

19th Jan '17 6:51:12 PM LucaEarlgrey
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* SpiritualSuccessor: After the Konami scandal, most of the core developers left to form a new development operation with Andamiro (who had built cabinets for and published [=ITG2=]), a ''PumpItUp'' spin-off called "Pump it Up Pro", which carried over concepts and features from ITG (VideoGame/StepMania engine, marathon mode, edits, etc) and combined them with Pump's gameplay mechanics.

to:

* SpiritualSuccessor: SpiritualSuccessor:
**
After the Konami scandal, most of the core developers left to form a new development operation with Andamiro (who had built cabinets for and published [=ITG2=]), a ''PumpItUp'' spin-off called "Pump it Up Pro", which carried over concepts and features from ITG (VideoGame/StepMania engine, marathon mode, edits, etc) and combined them with Pump's gameplay mechanics.mechanics.
** ''Step [=ManiaX=]'' is produced by some of ''ITG''[='=]s key staff, most notably Kyle Ward, and uses a lot of elements from ''ITG'' such as 3D arrows and the "star" grading system, though with a new center panel similar to ''Pump''[='=]s.
17th Dec '16 9:52:32 AM Gosicrystal
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* ButtonMashing: Rolls.

to:

* %%* ButtonMashing: Rolls.



* DifficultySpike: A lot of people find Fly With Me's Expert chart more annoying than hard. Does a 9 footer really need all those jumps?
** Then there's Disconnected Disco. The Expert Double chart is just a contortionist's dream.

to:

* DifficultySpike: DifficultySpike:
**
A lot of people find Fly "Fly With Me's Me"'s Expert chart more annoying than hard. Does a 9 footer really need all those jumps?
** Then there's Disconnected Disco. The Expert Double chart is just a contortionist's dream.



* FollowTheLeader: Both ways. In The Groove took the 4-arrow paradigm from [=DDR=] and ran with it, including new features like mines (which were already in Stepmania). In DDR X, DDR added shock arrows, which are pretty much mines. However, shock arrows always cover all four panels, which one might argue is missing the point of mines in the first place. In DDR SuperNOVA, they also started introducing ITG-level boss songs, though this may be more because players had pretty much 100-percented the whole DDR series at that point.
* GettingCrapPastTheRadar: "High" on Expert Double has 420 steps.

to:

* FollowTheLeader: Both ways. In The Groove took the 4-arrow paradigm from [=DDR=] and ran with it, including new features like mines (which were already in Stepmania). In DDR X, DDR added shock arrows, which are pretty much mines. However, shock arrows always cover all four panels, which one might argue is missing the point of mines in the first place. In DDR SuperNOVA, they also started introducing ITG-level boss songs, though this may be more because players had pretty much 100-percented the whole DDR series at that point.
*
%%* GettingCrapPastTheRadar: "High" on Expert Double has 420 steps.



* InterfaceScrew: Marathon mode, which is essentially like DDR's Nonstop modes, except that they use scripted distortions and other effects assembled from the game's normal modifiers to make it harder.

to:

* InterfaceScrew: InterfaceScrew:
**
Marathon mode, which is essentially like DDR's Nonstop modes, except that they use scripted distortions and other effects assembled from the game's normal modifiers to make it harder.



* LoadsAndLoadsOfLoading / PortingDisaster: The [[UsefulNotes/PlayStation2 PS2]] port. The game was functional, and even included some cool features like a screen that displayed your overall progress in the game, but:
** The loading times, especially when going back to a previous menu, were pretty bad.
** The fonts and overall design weren't altered at all to accommodate the [=PS2=]'s video resolution, making the smaller text hard to read, akin to ''VideoGame/GranTurismo 2''.
** Perhaps worst of all, the songs were subject to one of the most surreal cases of {{Bowdlerization}} in recent history. Roxor followed ''every single instruction'' given to them from the [=ESRB=] to cement an E rating. Lyrics such as "beware of the ''dark'' side of town" were replaced with lyrics elsewhere in the song, which sounds as natural as one would expect. Now it's the ''wet'' side of town. Surprisingly, this didn't affect actual gameplay too badly. Fortunately, the PC port had the proper uncensored music, and didn't have any of the other problems the [=PS2=] port had.



* LuckyCharmsTitle: the song "!", pronounced "bang", same as the way programmers pronounce an exclamation point in certain contexts.
* MarathonLevel

to:

* LuckyCharmsTitle: the The song "!", pronounced "bang", same as the way programmers pronounce an exclamation point in certain contexts.
* MarathonLevel MarathonLevel:



* RhythmGame



* SerialEscalation: How many steps can be crammed into a chart? How fast can people move their feet? Just how many gimmicks can be thrown at people? DDR Extreme, the immediate 4-panel dancing game predecessor, had a difficulty scale that went to 10. Those charts already are pretty difficult to veteran players and NintendoHard to others. ITG's very similar rating scale goes up to ''13''. Custom charts as high as '''''22''''' on singles and '''''[[http://www.youtube.com/watch?v=ZNzwxZQdu9c&t=0m21s 16]]''''' on doubles have been passed (note this difference between singles and double).



* TheOriginalSeries: [=ITG1=] and 2

to:

* TheOriginalSeries: [=ITG1=] and 22.



* TimedMission: Survival Mode, with minor elements of InterfaceScrew
* TournamentPlay: Despite the game's cancellation, there are still tournaments held almost weekly by the fanbase. With the realm of custom content, [=WinDEU=] and others helped to popularize a format known as the "sight-reading tournament" (SRT), in which the contestants must play brand new songs that were first created specifically for the event. Despite originally not having these elements, the concept has since been merged with the general fascination with modifier gimmick courses.
** A very infamous example is the 2005 Las Vegas ITG2 tournament, where British player K-Dogg defeated a player by a margin of just 0.02% - where a single Fantastic rating could have swung the match. The losing player claimed that the pads hadn't registered one of his steps. The match was restarted and K-Dogg lost the rematch, justifiably angry about what happened.

to:

* TimedMission: Survival Mode, with minor elements of InterfaceScrew
InterfaceScrew.
* TournamentPlay: Despite the game's cancellation, there are still tournaments held almost weekly by the fanbase. With the realm of custom content, [=WinDEU=] and others helped to popularize a format known as the "sight-reading tournament" (SRT), in which the contestants must play brand new songs that were first created specifically for the event. Despite originally not having these elements, the concept has since been merged with the general fascination with modifier gimmick courses.
**
courses.\\\
A very infamous example is the 2005 Las Vegas ITG2 tournament, where British player K-Dogg defeated a player by a margin of just 0.02% - where a single Fantastic rating could have swung the match. The losing player claimed that the pads hadn't registered one of his steps. The match was restarted and K-Dogg lost the rematch, justifiably angry about what happened.



* UpToEleven / SerialEscalation: How many steps can be crammed into a chart? How fast can people move their feet? Just how many gimmicks can be thrown at people? DDR Extreme, the immediate 4-panel dancing game predecessor, had a difficulty scale that went to 10. Those charts already are pretty difficult to veteran players and NintendoHard to others. ITG's very similar rating scale goes up to ''13''. Custom charts as high as '''''22''''' on singles and '''''[[http://www.youtube.com/watch?v=ZNzwxZQdu9c&t=0m21s 16]]''''' on doubles have been passed. (Note this difference between singles and double)
* VaporWare: ITG 3 was shelved after the Konami lawsuit.
** But, content from it began to surface in the modding community, and a project was established to create a FanRemake GameMod from official assets, screenshots, and charts
27th Nov '16 8:37:00 AM NebulousConvocation
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* NonindicativeName: Rolls appear to be one at first, as you don't have to roll to hit one of these. But then you realize it's like a drumroll.



* RankInflation: Ranging from F to S+ all the way to Quad Stars

to:

* RankInflation: Ranging from F to S+ all the way to Quad StarsStars.
27th Nov '16 8:35:01 AM NebulousConvocation
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* UpToEleven / SerialEscalation: How many steps can be crammed into a chart? How fast can people move their feet? Just how many gimmicks can be thrown at people? DDR Extreme, the immediate 4-panel dancing game predecessor, had a difficulty scale that went to 10. Those charts already are pretty difficult to veteran players and NintendoHard to others. ITG's very similar rating scale goes up to ''13''. Custom charts as high as '''''[[http://www.youtube.com/watch?v=wm0dNljVC7g 19]]''''' on singles and '''''[[http://www.youtube.com/watch?v=ZNzwxZQdu9c&t=0m21s 16]]''''' on doubles have been passed. (Note this difference between singles and double)
** On a [[http://r21freak.com/phpbb3/viewtopic.php?f=6&t=20235&st=0&sk=t&sd=a recent poll]] on the highest difficulty passed on single charts, the lowest choice is now "11 and under" and highest choice "20 and above" on the ''old'' [=DDR=] grading system.
--> '''Kyzentun''': I don't know if there's a trope for that kind of elitism.

to:

* UpToEleven / SerialEscalation: How many steps can be crammed into a chart? How fast can people move their feet? Just how many gimmicks can be thrown at people? DDR Extreme, the immediate 4-panel dancing game predecessor, had a difficulty scale that went to 10. Those charts already are pretty difficult to veteran players and NintendoHard to others. ITG's very similar rating scale goes up to ''13''. Custom charts as high as '''''[[http://www.youtube.com/watch?v=wm0dNljVC7g 19]]''''' '''''22''''' on singles and '''''[[http://www.youtube.com/watch?v=ZNzwxZQdu9c&t=0m21s 16]]''''' on doubles have been passed. (Note this difference between singles and double)
** On a [[http://r21freak.com/phpbb3/viewtopic.php?f=6&t=20235&st=0&sk=t&sd=a recent poll]] on the highest difficulty passed on single charts, the lowest choice is now "11 and under" and highest choice "20 and above" on the ''old'' [=DDR=] grading system.
--> '''Kyzentun''': I don't know if there's a trope for that kind of elitism.
double)
6th Aug '16 6:59:16 AM Wolfman2000
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** Survival mode sounds scary, but try it out and it turns out [[SubvertedTrope most songs are rated between 5 and 7]]. You need to earn time so you don't run out before the end of each song. There's a bit of an InterfaceScrew, but nothing too... [[DoubleSubvertedTrope whoa, 10 seconds dropped for missing an arrow]]? Even Great takes away half a second? That's right, and only Fantastic gives time back: a ''fifth of a second'' to be exact. And you always start with less time than the length of each song.

to:

** Survival mode sounds scary, but try it out and it turns out [[SubvertedTrope most songs are rated between 5 and 7]]. You need to earn time so you don't run out before the end of each song. There's a bit of an InterfaceScrew, but nothing too... [[DoubleSubvertedTrope whoa, 10 4 seconds dropped for missing an arrow]]? Even Great takes away half a second? That's right, and only Fantastic gives time back: a ''fifth of a second'' to be exact. And you always start with less time than the length of each song.
1st Jun '16 9:15:34 AM ProfessorRaine
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Added DiffLines:

* ShoutOut: D-Code's background is that of a [[Creator/AdultSwim pool]].
20th Apr '16 10:59:40 PM Lirodon
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* TournamentPlay: Despite the game's cancellation, there are still tournaments held almost weekly by the fanbase.

to:

* TournamentPlay: Despite the game's cancellation, there are still tournaments held almost weekly by the fanbase. With the realm of custom content, [=WinDEU=] and others helped to popularize a format known as the "sight-reading tournament" (SRT), in which the contestants must play brand new songs that were first created specifically for the event. Despite originally not having these elements, the concept has since been merged with the general fascination with modifier gimmick courses.
2nd Apr '16 10:28:46 AM PlantdoesTV
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* FollowTheLeader: Both ways. In The Groove took the 4-arrow paradigm from [=DDR=] and ran with it, including new features like mines (which were already in Stepmania). Later, Konami added "mines" in their game, though rather than admit it, they made their "mines" lightning bolts that covered all 4 buttons at once, which limited their potential. Konami also started introducing some ridiculously difficult charts for some songs, but with no "bridges" to get there, so getting good enough to beat those charts basically required playing Stepmania or In The Groove.

to:

* FollowTheLeader: Both ways. In The Groove took the 4-arrow paradigm from [=DDR=] and ran with it, including new features like mines (which were already in Stepmania). Later, Konami In DDR X, DDR added "mines" in their game, though rather than admit it, they made their "mines" lightning bolts that covered all 4 buttons at once, shock arrows, which limited their potential. Konami are pretty much mines. However, shock arrows always cover all four panels, which one might argue is missing the point of mines in the first place. In DDR SuperNOVA, they also started introducing some ridiculously difficult charts for some ITG-level boss songs, but with no "bridges" to get there, so getting good enough to beat those charts basically required playing Stepmania or In The Groove.though this may be more because players had pretty much 100-percented the whole DDR series at that point.
9th Mar '16 11:02:51 AM Logograph
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Added DiffLines:

* BigYes: Prominent in ''Vertex''.
11th Feb '16 5:33:42 PM GrammarNavi
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* LoadsAndLoadsOfLoading / PortingDisaster: The [[{{Playstation2}} PS2]] port. The game was functional, and even included some cool features like a screen that displayed your overall progress in the game, but:

to:

* LoadsAndLoadsOfLoading / PortingDisaster: The [[{{Playstation2}} [[UsefulNotes/PlayStation2 PS2]] port. The game was functional, and even included some cool features like a screen that displayed your overall progress in the game, but:



** The fonts and overall design weren't altered at all to accommodate the PS2's video resolution, making the smaller text hard to read, akin to ''VideoGame/GranTurismo 2''.

to:

** The fonts and overall design weren't altered at all to accommodate the PS2's [=PS2=]'s video resolution, making the smaller text hard to read, akin to ''VideoGame/GranTurismo 2''.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.InTheGroove