History VideoGame / InTheGroove

1st Jun '16 9:15:34 AM ProfessorRaine
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* 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.

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* 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.

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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 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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* 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:

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* 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''.

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** 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''.
26th Dec '15 9:58:31 AM ElliottB1
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* MarathonLevel: With patch r21 of [=ITG2=] (only), long custom songs more than 2 minutes can be played using audio files with distorted headers. Patch r23 automatically cuts off songs at the 2:15 mark. [=OpenITG=] allows arcade owner to specify maximum custom song length.

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* MarathonLevel: MarathonLevel
**
With patch r21 of [=ITG2=] (only), long custom songs more than 2 minutes can be played using audio files with distorted headers. Patch r23 automatically cuts off songs at the 2:15 mark. [=OpenITG=] allows arcade owner to specify maximum custom song length.length.
** [[https://www.youtube.com/watch?v=EVsBplztcCg Eternal Nectar]] is 2 hours of uninterrupted 162bpm streams. That's 4.9k measures. As such, it's nearly impossible to pass on a pad.
** [[https://www.youtube.com/watch?v=ZIaOZ5fFQX0 This simfile]] is longer yet easier, with 4 hours of 140bpm streams. That's 8.3k measures, and it's the longest known custom song in the game.
18th Dec '15 9:45:44 PM case
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In late 2015, Kyle Ward visited Konami offices during a trip to Japan for negotiations regarding the series, and later that month, posted a teaser on Facebook for a new game featuring a 3X3 panel dance pad similar to Technomotion with the In The Groove arrow design.

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In late December 2015, while on a trip to Japan, Kyle Ward visited Konami offices during a trip to Japan for negotiations regarding the series, and later that month, posted a teaser on Facebook for a new game featuring a 3X3 panel dance pad similar to Technomotion with the In The Groove arrow design.
18th Dec '15 9:44:41 PM case
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Added DiffLines:

In late 2015, Kyle Ward visited Konami offices during a trip to Japan for negotiations regarding the series, and later that month, posted a teaser on Facebook for a new game featuring a 3X3 panel dance pad similar to Technomotion with the In The Groove arrow design.
4th Dec '15 12:30:35 PM case
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* BossInMookClothing: By DDR standards, almost every single expert chart in the game (officials or customs).

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* BossInMookClothing: By DDR standards, almost every single expert chart in the game (officials or customs). Special mention to Summer, a peppy little tune that just so happens to have a Single Expert chart rated 13 out of 12 [[note]]It was to be changed to 12 out of 12 in ''[=ITG3=]'', but it still would have been very hard for a 12[[/note]].
4th Dec '15 12:20:39 PM case
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* InNameOnly: Any "game" claiming to be ITG released after [=ITG2=] is most likely a fan expansion.

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* InNameOnly: Any "game" claiming to be ITG released after [=ITG2=] is most likely a fan expansion.expansion. The only exceptions are four songs from the planned [=ITG3=] which were previewed in the [=PC=] game.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.InTheGroove