[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/ddr_gameplay_689.jpg]]
[[caption-width-right:350:"[[WesternAnimation/SouthPark I can't dance without the machine.]]"]]
-->"Everybody's waiting for you!"

''Dance Dance Revolution'' (officially stylized as ''[=DanceDanceRevolution=]'', commonly abbreviated to "DDR", and previously called ''[[MarketBasedTitle Dancing Stage]]'' in Europe) is the premier series of {{Konami}}'s {{Bemani}} line of music games.

Instead of a controller where you sit on your ass and mash buttons (Unless the home versions have any indication), in ''DDR'' you stand on a panel with four arrows and follow the arrow that show up on the screen, by stepping on the matching arrows. Mind-numbingly easy on the lower levels, but insanely hard in the later ones. Kids seem to catch on better than adults for some reason, and a ''very'' common sight in arcades is 20-somethings being put to shame by dextrous eight-year-olds.

''DDR'' has spawned a variety of clones, including ''StepMania'', a DDR simulator that allows you to play with user-created stepfiles, and ''InTheGroove'', an arcade game series by Roxor Games that caters to fans of Western electronic music as well as [[ChallengeGamer DDR veterans looking for a challenge]] that got into serious trouble with Konami.

Compare PumpItUp, JustDance, DanceMasters.

'''Note:''' ''[=DanceDanceRevolution=]'' has two rating scales: the classic 1-10 scale, and the current 1-20 scale[[labelnote:note]]all old difficulties are roughly multiplied by 1.5; "MAX 300" on Expert, for reference is a 10 on the old scale and a 15 on the current scale[[/labelnote]] used from ''[=DanceDanceRevolution=] X'' onwards. When using difficulty ratings, please specify which scale you're using if the context doesn't make it clear.

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!!These tropes are gonna be off the hook!

* AfterCombatRecovery: In the nonstop modes that use lives instead of a lifebar, you'll often gain a life or two back after each song.
* AndYourRewardIsClothes: Even the arcade version ([[BadExportForYou well in Asia anyway]]) isn't immune from having unlocks merely be just alternate outfits.
* AnnouncerChatter: [[MostAnnoyingSound And the arcade games don't offer ways to turn him off.]]
* AuthorAvatar: Naoki Maeda, Junko "Jun" Karashima, and Yuichi "U1" Asami have placed themselves as playable characters in the Hottest Party DDR Wii games. Naoki, NMR, U1 (No not "That" [[Main/GitarooMan U-1]]) , and 2MB (A U1 Alias) are also unlockable characters in ''[=5thMIX=]''.
* {{Autosave}}: The games save if there is any important changes.
* AwardBaitSong: A number of the slow songs, such as "Love Again", "Remember You" and "Graduation". All three are sparkle synth-heavy, and "Graduation" has an acoustic version used for the credits on DDR Extreme (both Arcade and [=PS2=])
* BagOfSpilling: DDRMAX did not have any returning songs. Averted with every other sequel in the main series.
* BigWinSirens \ BossWarningSiren: Many of the games play a siren on the results screen if you unlock the Extra Stage.
-->[[GratuitousEnglish TRY EXTRA STAGE!]]
* BonusBoss: The Encore/One More Extra Stage. On the newer versions, throughout the "life" of a mix, new bosses are cycled in as the extra and encore.
** X2 featured ''Replicant D-Action'', an extra stage system inspired by ''[[VideoGame/{{beatmania}} beatmania IIDX]]'''s "Cardinal Gate" and related (as if that wasn't the only [[RequiredSpinoffCrossover thing from IIDX]] that got put on X2, given that IIDX regular TAKA was the producer now) Certain songs were unlocked by meeting particular conditions in-game. Completing all six songs unlocked the TrueFinalBoss for the Encore Extra Stage, and wiped out your progress on the previous 6. This was a very tedious ordeal, for obvious reasons.
** X3 vs. 2nd Mix had bonus bosses hidden in 2nd Mix Mode.
* BossInMookClothing: Several songs that while not that difficult at first glance, become absolutely monstrous in difficulty. Why? Because your stamina will drop faster than a lead weight while playing it. "Flashdance: What A Feeling" (Level 8 Maniac in 3rd Mix) is the first of many, followed by "Sunkiss Drop" (Level 7 Expert in ''[=SuperNOVA=]'') is the most recent one.
** "So Deep (Perfect Sphere Remix)" from DDRMAX is also a particularly infamous one; it's a 9 on Heavy, but its filled to the brim with tiring gallops.
** Near the end of the classic-scale era, songs that would have easily been rated 10 before were being rated 9 to accommodate the new ''really'' hard songs, and in the case of "Paranoia Hades", the Medium chart is rated ''8'' despite its difficulty.
** The ultimate one is probably [[http://www.youtube.com/watch?v=2QIG7Gb62u4 Conga Oni from Universe 3]]; traditionally, the licensed songs tend to be the ''easier'' songs, and ''don't have Challenge charts like '''that.'''''
* BossRush: The first real one was DDR Extreme's "Legend Road" Oni course; which featured all three of the original Max songs, Sakura, and [=PARANOiA=] Survivor Max on Challenge; then considered to be the hardest songs in the franchise up to that point.
** [=SuperNOVA=] has "MAX of MAXX" (which [[ExactlyWhatItSaysOnTheTin has all the Max songs]]), X2 and SN2 have [[ExactlyWhatItSaysOnTheTin "BOSS RUSH (Ver.SN2)" and "BOSS RUSH X2"]] respectively, and X3 has "Revolution".
** In imitation of IIDX's dan/class mode, X2 had "Dance Drill" courses. The highest one was Trigger, Healing-D-Vision, [=PARANOiA ~HADES~=], and Pluto Relinquish.
* ButtonMashing: First-time players are likely to try it, but it generally gets punished in the series, as hitting an arrow far too early results in a poor rating which cannot be improved by hitting the arrow again.
* CanonImmigrant: Some songs had their first appearance in more obscure entries before showing up in the core arcade series, such as "AM-3P (303 Bass Mix)" (''Konamix'' -> ''Extreme''), and "Cutie Chaser (Morning Mix)" (''Oha Sta.'' -> ''MAX USA'' -> ''Extreme''). A whole bunch of songs from Universe 3 (including one that was Universe 3 ''DownloadableContent.'') also made the jump to X2 (and then went back to America full circle on the Wii version DDR II)
* CapcomSequelStagnation: 3rd and 4th Mix had "Plus" variants, which added songs from their Korean versions and other tweaks (such as the ability to play Maniac difficulty without going to SSR mode on 3rd Mix, and a All Music mode on 4th) 4th Mix also had a version compatible with the Solo cabinets (which previously had their own exclusive series)
** "X3 vs. 2nd Mix" evokes this kind of naming style with shades of a ''VideoGame/MarvelVsCapcom'' style crossover. However, it is still an otherwise normal sequel to X2.
* CatchPhrase: "Here We Go!" (both in-game, and written most prominently on the screen bezel artwork of ''most'' pre-X cabinets ([=SuperNOVA=] and [=SuperNOVA 2=] tried to introduce the slogan "Freak That Body" on its cabinet artwork, but failed. Every upgrade kit for classic-style cabinets between [=Extreme=] and X3 came with new artwork for the monitor bezel that matched its theme)
** "Stay Cool!" and "Show Me Your Moves!" are written everywhere on the old machines; both were used as AnnouncerChatter too, especially by the original announcer (1st Mix to DDRMAX).
* ColourCodedForYourConvenience: Since 3rd Mix, the Vivid, Note, and Solo/Rainbow will color the arrows differently depending on the type of the note (i.e. depending on whether it is a 1/4, 1/8, 1/12, 1/16, etc.) Of course, this point has a counterpoint in the form of the "Flat" modifier, which makes all the arrows use the 1/4 color.
** The difficulties have also had signature colors; light blue for Beginner, orange for Easy, magenta for Difficult, green for Expert, and dark blue for Challenge.
** And the two players have traditionally been [[ColorCodedMultiplayer color-coded in interface accents]] too, blue for 1p, and pink for 2p.
* TheComputerIsACheatingBastard: Battle mode involves various interface screws like the steps rotating, speeds changing, or arrows disappearing. The computer is unaffected by any of these.
** Made even more {{egregious}} in ''Disney Mix'' where attaining the unlockables can only be done by playing in the Battle mode.
** At least the computer has terrible accuracy, getting loads of Greats.
* ContinuityReboot: ''DDRMAX'' was supposed to be one since it changed so much: it introduced a new scoring system, introduced an overhauled difficulty system (with new difficulty names, and replacing old difficulty level system with the Groove Radar, a 5-point graph that rates charts on certain characteristics), introduced a new options menu to replace pad codes, dropped the 3D characters, added new full motion video backgrounds, freeze arrows, the new Extra Stage system, and console ports migrating to the PlayStation2. But of course, it also removed ''every'' song from previous versions in favor of a completely new soundtrack. Boy, did Konami learn a huge lesson there; MAX2 and Extreme were focused on undoing this carnage.
** A similar reset happened for the Wii and PlayStation 3 versions released in 2010, which were titled just "Dance Dance Revolution" in North America. The Wii version also brought an UnexpectedGameplayChange by extending its motion control integration into a new ''JustDance''-esque "Choreography" mode, which used special charts containing a variety of new hand motions for the Wii Remote and Nunchuck to form more varied routines (Meanwhile, the PS3 version had players using the [=PlayStation Move=] wand to hit targets in the corner of the screen. It wasn't that great) In Europe however, they got re-branded as "Hottest Party 4" and "New Moves" respectively. The next game "Dance Dance Revolution II", was essentially the console port of X3 vs 2nd Mix (if it followed the same pattern of the U.S. PS2 releases, that is; as most of it was an X2 AC catchup)
** The 2013 arcade version is also titled just "Dance Dance Revolution"; a new white cabinet design was also introduced for this version, featuring a relatively stripped down design (most of the fancy lights from the X cabinet are now gone), a 42-inch display, a more pronounced shelf under the screen, no more USB ports, and revised pads that don't light up anymore. While it feels like the types of changes Betson would do to cheapen things, lo and behold, it was Konami who did this. The idea is that this is the final upgrade for the arcade DDR series, with new songs and other content distributed through Konami's e-Amusement network.
* CopyProtection: The 2013 arcade game requires a connection to Konami's e-Amusement network in order to run, as it is part of Konami's shared-profit "e-Amusement Participation" network. No connection, no DDR for you. And don't think about just simply attempting to make a connection to e-Amusement, as Konami only accepts connections from arcades officially registered with the network, and to this date there are zero DDR 2013 machines connected from outside of Asia, though with the expansion of Japanese amusement center chain Round 1 into the United States, DDR 2013 in the West is very much a possibility.
* CriticalAnnoyance: The flashing danger background and crowd booing. The arcade version of ''Extreme'' was particularly notable. If the player let their lifebar drop too low, the (usually cheerful) background videos would be suddenly replaced with an animation of a shark swimming straight at you. [[UnstableEquilibrium This is unlikely to help you recover]].
** It was even ''more'' distracting on 2nd Mix, with the background blinking [=quickly=] to a flashing orange background with scrolling caution triangles. On top of that, 2ndMIX's lifebar was cruel enough that this distraction most likely contributes to your failure. For accuracy, this effect also came up in X3's 2nd Mix mode; the struggle to clear [=PARANOiA Revolution=] caused a lot of players to see this.
** Beginning on Extreme U.S./Fusion/Festival, there's now just a flashing "Danger!" text overlayed on top of the lifebar.
** ''Hottest Party'' doesn't change the background, but the announcer starts shouting at you to stop sucking. Aside from how distracting it is, it feels like the game's mocking you. Thankfully, you ''can'' adjust that so it doesn't, or just turn him off entirely.
* CulturalTranslation: In earlier years, none of the US or European versions had songlists close to their Japanese/arcade counterparts. Most of the major Konami originals, but that's all they have in common. This became less of an issue starting with ''Festival/Extreme/Fusion''.
** America's ''Dance Dance Revolution Konamix'' and Europe's ''Dancing Stage Party Edition'' are practically identical, except the one Japanese-language song in Konamix got replaced with five licensed songs: "Can't Get You Out Of My Head" by Kylie Minogue, "Don't Stop Movin'" by S Club 7, "My Favourite Game" by The Cardigans, "The Bad Touch" by The Bloodhound Gang and "You Got The Love" by Rufus feat. Chaka Khan. It's also one of the better games to be released in Europe having more songs than many PS2 versions and the licences weren't bad either.
* DamnYouMuscleMemory: There are modifiers which re-arrange the charts using predetermined patterns (i.e. shuffle, mirror, left, right, etc.).
** Or the other way around, if you play PIU after DDR instead. Still aggravating.
** In one of the SuperNOVA games, the game's "Master Mode" (AKA Mission Mode) includes a mission where three arrows at a time scroll up the screen and it's your job to step on the arrow that's NOT one of those aforementioned three. Cue tormented cursing of muscle memory.
** God help you if you initially learned how to play on "Beginner Mode" by returning to the center panel after each note. You're in for a rude awakening once you leave "Beginner Mode."
** DDR X3's boss "Tohoku EVOLVED" takes this to a whole new level: While most Evolved songs do have more noticeable variations, the only thing that changes is a ridiculously high-speed jump at the end.
** A visual feature on some missions that merely swaps the up and down columns is enough to throw off long-time players.
* DanceSensation: Quite a few of the selectable songs are these.
* DifficultySpike: Across different eras and different regions, there have been many instances where the hardest official chart(s) legally available were much harder than then next hardest chart(s). One example is the North American version of ''DDR Supernova''; getting to the level of beating Fascination Maxx Oni and Healing-D Vision Oni is not practical without playing imported games, fan-made charts, or other series such as InTheGroove.
* DoublePlay: The Double mode, where you use ''two'' dance controllers, has been around since the start of the series for anyone willing to spend twice the money (or lucky enough to have a machine with "Joint Premium" enabled). Older games allowed this mode for one credit, but half the songs (rounded down).
** 3rdMIX features "Unison" mode, which had the two players share one set of "guide arrows", with the steps being color-coded to indicate who has to hit them. However, you can hit the other player's arrows, making it possible albeit NintendoHard to play it alone.
** One SelfImposedChallenge is to play Versus mode alone. Better hope there's not many jumps.
* DoubleX: "[=MaxX=] Unlimited", "The Legend of [=MaxX=]", "Fascination [=MaxX=]".
* DownloadableContent: Used by the Xbox-exclusive Ultramix and Universe sub-series.
** Following a trend also carried by other Bemani games, X3 began pushing out more songs through patches later in its life. The new 2013 edition will use DLC on a long-term cycle: an arcade claimed that new songs would be added as DLC every two months, and new bosses (plus a new interface theme) every six. Unfortunately, this hasn't been the case...
* DubNameChange: "Rin to shite saku hana no gotoku" gets re-named to just "Nadeshiko" on English versions of DDR X; unless they were trying to indirectly censor "'''shit'''e", someone may misinterpreted its FanNickname "Nadeshiko Rock" (coming from the genre its identified with on ''PopNMusic'')
** This happens a lot to songs with convoluted Japanese titles. Some examples include:
*** DDR X2's 不沈艦CANDY is transliterated as YELLOW CANDY despite "不沈艦" literally means "Unsinkable battleship".
*** DDR [=SuperNOVA=]'s 夢幻ノ光 is transliterated as Mugen despite that the whole thing is read as "Mugen no Hikari".
* DummiedOut: Some versions, especially console versions, have contained [[http://zenius-i-vanisher.com/v5.2/viewthread.php?threadid=1939&page=1 unused charts, music, and graphics]]. The infamous "Oni Glitch" on Extreme AC exposes some [[http://www.youtube.com/watch?v=jlhBcwmLohk strange and sometimes incomplete Challenge charts]]; such as a hilariously incomplete "Last Message" chart that consists of nothing until part-way in (where there is a random [=L/R=] stream, and later a sequence only using Lefts), an equally bizarre "Higher (Next Morning Mix)" that only consists of lefts, and complete "Love <3 Shine" and "Dam Dariam" charts. Though, the latter fits the song in an awkward way; its almost as if those were steps for a completely different song!
** Well ''actually'', [[http://www.youtube.com/watch?feature=player_embedded&v=f4wvv_1et-c they are]]!
** The "Master Song List" is a file contained in many U.S. console versions that often lists the songs from that version, but also sometimes lists songs ''not'' in the game. Often, some of these mystery songs end up on future versions.
* EarlyInstallmentWeirdness: And how? The game had relatively few songs in comparison to the hundreds playable today, modern-day Expert charts were hidden in a "Step Step Revolution" mode on 3rd (3rd Mix Plus fixed this), the original build of 1st Mix ''didn't even have the arrows vanish when you hit them'', Flat was your only option before 3rd Mix, two players couldn't play on different difficulties, and you didn't even have speed mods yet until DDRMAX! DDR as most people knew it, began to appear on 5th Mix, and was mature by Extreme.
* The early DDR games had a very different design than current ones; originally your song selector was a giant "jukebox" wheel of discs with a distinctively clunky sound. 4th Mix shifted to a theme-based sort system along with a song picked with a horizontal selection of 7 slanted banners, though this particular system got a little cumbersome given that said banners were shown as "pages", and when you went beyond what was on screen, it shifted to a completely different page. 5th Mix introduced the more familiar "song wheel" interface that has remained relatively unchanged since.
* EasierThanEasy: Beginner mode.
** In many beginner modes, you get, in place of the background animations and video, your character on a pad showing how to do the steps. Unfortunately, the way they step on the panels (step on panel, then return foot to the center) is a very well-known mistake that stops beginners from progressing past the easiest of songs. Recent versions dropped this feature entirely, and the tutorial levels in the Wii games have used more desirable starting positions.
* ElegantGothicLolita: Some of the dancers.
* EverythingsBetterWithPrincesses: Princess Zukin
* [[ExcitedShowTitle Excited Song Title!]]: BRE∀K DOWN! (also qualifies as a LuckyCharmsTitle) and OVERBLAST!!
** "aftershock!!" from Universe 3, X2, and DDR II.
** "Burning Heat! (3 Option Mix)" from [=DDRMAX2=].
* {{Exergaming}}: Although the point is to dance, it does burn calories. Workout Mode allows you to capitalize on this, with calorie counters and song lists designed to be workout courses, as well as a complete lack of the ability to fail out. Through e-Amusement profiles on the arcade version, players can also store their weight for calorie counts on the results screen too.
** Konami released a special version of DDR intended for use in fitness centers in Japan, and also released a similar version in the U.S. known as the "Classroom Edition"; unfortunately, well, see the YMMV page for details.
* FakeDifficulty: Songs with exceptionally low BPM, to the point where you can't see the notes very well because they're so mashed together. Bag is horrible in this regard. Then there are songs with a made-up high BPM ("Drop Out" and the MAX series, just to name a few examples where the in-game BPM is double the song's real BPM), just so they can be made more difficult without looking like Bag. Then there are songs that do ''both'' by having the BPM arbitrarily double or half itself at certain points and still play like the MAX series during the slow sections.
** A prime example: The ''Private BEMANI Academy'' song "Elemental Creation" has charts that alternate between 212, 424, and 106 BPM. In all other BEMANI games, including games where BPM influences the appearance of notes, the song is pegged at a constant 212 BPM.
** Any song that tries to fake you out with sudden stops and BPM changes. There are two flavors of these: on-beat, musically-justified stops which challenge your sense of rhythm in a challenging but fair manner (not this trope), and the ones that follow no rhyme or reason and you simply have to memorize or react to very quickly. Chaos wouldn't be that hard if the whole thing weren't a steaming pile of fake difficulty. Especially on a pad. On a keyboard, you don't have to worry about balancing or shifting your body weight. Then there's the Pluto series, which takes the speed and stamina requirements of the MAX series and packs it with BPM changes and short stops. Some stops are the better type, but about two-thirds of the way through the original Pluto, we get a large cluster of nearly random stops "just because".
** The Shock Arrows introduced in X, which double as SpikesOfDoom. Hitting them results in losing health, your combo being broken, and the arrows becoming invisible for a split second. Horatio Oni on the NA [=PS2=] version is to shock as Chaos is to stops; yes, it's that bad. Bad enough that they made a new Oni chart in the AC version replacing the [=PS2=] one.
** Battle Mode is filled to the brim with Fake Difficulty mods. For example, take a song that's challenging to begin with (like Moonster) and throw in random, semi-applicable modifiers at times, like Sudden on some arrows and double speed on others, and try not to fail.
** An interesting case is the boss songs on the Xbox 360 games which are harder simply because no one has made a decent dance pad that's compatible with the 360. Thenagain, there's also the bizarre [[GameBreakingBug frame rate issues]] the Xbox 360 versions have too, HD lag, etc.
** One of X3's boss songs, "[=PARANOiA Revolution=]", used to have to be played within 2nd Mix Mode, emulates 2nd Mix's nuances. This meant no speed mods, forced flat, and having to play a 10-footer in the skin of a game where 10-footers (or 9-footers for that matter) didn't even ''exist''.
*** "[=PARANOiA Revolution=]" can now be played in the Revolution course, where full mod control is restored to the player. However, you only have [[VideoGameLives 4/8 missteps available to complete it]].
* FanService: Yuni's [[PantyShot panties]] and hatless Emi.
** You're not gonna tell me that Root from Hottest Party 2 isn't fanservice. While we're at it, Chordia in Hottest Party 1 wears a bodice, and Harmony and Domi by themselves are fanservice. Look at their outfits!
** [[AuthorAvatar jun]] shows a lot of [[ShesGotLegs her legs]] in the Hottest Party series.
** ZettaiRyouiki: Rena manages to pull this off in her Hottest Party 2 outfit. [[http://i195.photobucket.com/albums/z183/Fairy-red-hime/Hottest%20Party/HP2Rena.jpg See for yourself.]]
** Jenny in both [=SuperNOVA=] games.
** The Ultramix and Universe series are the ''other'' kind of fan-service, with lots of fan-favorite songs and character revivals that the main series don't usually offer.
* FluffyFashionFeathers: A [[PaletteSwap white or black]] feather-trimmed angel-themed dress in ''Dance Dance Revolution ({{Wii}})''.
* ForcedTutorial: On Hottest Party 1's Groove Circuit Mode, you have to play a lesson song before you can play any remaining missions on any difficulty level you want. Granted, it at least tells players to not return to the center panel this time around.
** Choreography mode does so too.
* FollowTheLeader: Many clones of [=DDR=] were made, most notably StepMania and its commercial variant InTheGroove. In these games, ignoring the improvements, you had the same 4-arrow configuration, scrolling up into a gray stepzone, at which point you would get one of five judgments depending on timing, colored just as they are in [=DDR=] (except the best judgment), same handling of jumps, hold steps, video clips in the background, a similar-looking song wheel, etc. This ran full-circle as some ideas from those games were later implemented in [=DDR=]: lightning is similar to [=SM=]'s mines. "Chrome" was removed from [=DDR=]'s interface much like [=ITG=]. [=DDR=]'s "solo" coloring scheme became the basis of [=ITG=]'s coloring scheme, adding some colors which in turn were later used in [=DDR=]'s "rainbow" coloring scheme. [=DDR=] also saw a jump in boss chart difficulty that was large and sudden enough to chalk up as a reaction to the higher difficulty ceiling in games like [=ITG=].
* GaidenGame: The ''Dance Dance Revolution Solo'' sub-series, which offers a 6-panel mode that utilizes two new "up-left" and "up-right" arrows and has speed modifiers in an options menu, [[OlderThanTheyThink a few years prior to their "introduction" in DDRMAX]]. Solo was later just merged back into the 4th Mix series, and went away entirely until Hottest Party 3 (where a few songs had a gimmick causing some of the left or right arrows to be replaced with diagonal arrows). ** The unique arrow color scheme from the Solo games (which in hindsight, are closer to those used by ''InTheGroove'', with orange, blue, and purple for 4th/8th/16th notes respectively) became an option on later games (and was re-named "Rainbow" beginning on [=SN1=])
* GameBreakingBug: We've had several over the years;
** Arcade versions before DDR X (those on PlayStation-derived hardware) rounded all notes' timing to 64th notes. This was fine for most songs, but it made "bag" and other songs using 24th notes very tricky to time perfectly. Songs with 12th notes, such as "Burning Heat", were affected to a lesser extent. Charts with this bug were fixed on DDR X (which switched to Windows XP). bag got a new Challenge chart on X2 which is exactly the same as the Expert chart but with the [[AscendedGlitch purposely broken timing]].
** ''Dance Dance Revolution Extreme'' for the PS2 had an especially bad bug: omitting the "Dance Mode" option, which would turn off the non-directional buttons on the controller that would be located in the corners of a dance mat. Since these buttons were also mapped to directions on the dance pad, playing any song on a mat became prohibitively difficult if not impossible, as the player would constantly trigger inadvertent steps by touching the corner buttons during a song. The worst thing about this one is that the option is in the game, and works fine if turned on, there's just no way to turn it on without hacking the save file. Oops.
** DDR Universe games can be affected by HD lag, and its engine is notorious for frame rate issues when characters and videos are turned on. On a console of such power, how is this even ''possible?''
** The quality of the pads on a particular machine can vary depending on their condition, how often its repaired/cleaned out, etc. Poorly maintained cabinets can turn even the easiest song into a major struggle to get a decent score at all. The DDR X cabinets outside of Japan have awful pads as a standard feature: someone will probably get a Perfect Full Combo on [[HarderThanHard Valkyrie dimension Oni]] before someone ever makes a DDR X cabinet in the U.S. play just as good as a Japanese model.
** DDR 2013 has been plagued by bug after bug. First, there were the performance issues between different cabinet types (particularly those which were upgraded), and then ''[[http://www.youtube.com/watch?feature=player_embedded&v=ncrDmGjv_H0 this]]'' (which was temporarily fixed by disabling the stages with FMV backdrops entirely)
* GameWithinAGame: The ''DDR Tokimeki Mix'' in ''[[TokimekiMemorial Tokimeki Memorial 2 Substories : Dancing Summer Vacation]]''. This fictional DDR game, containing remix of classic songs from ''Tokimeki Memorial 1'' and ''2'' such as "Motto! MOTTO! Tokimeki" or "Yuuki no Kami-sama", is the center of ''Dancing Summer Vacation'' 's storyline, where the characters train themselves on it for the upcoming National DDR Tournament, and is the game's main mini-game.
* GrandFinale: DDR Extreme was speculated to be this (especially with the "WE'RE STARTING OVER" tagline on the cabinet artwork, all the revivals, and a certain song on the console version), but that ended up not being the case.
** Certain changes to the infrastructure on DDR 2013 (with a greater reliance on online patching) have theoretically made it the last version Konami ever needs to release (either that, or it'll be a long while before the next one). They even managed to push out the ''VideoGame/SoundVoltex'' sequel using just a title update (most recent Bemani upgrades have involved simply swapping out the hard drive and security dongle)
* GratuitousEnglish: The series as a whole is made of this with their songs.
* GuideDangIt: Lemme know when you finish off DDR Extreme 2's mission mode. Completely. Including mission "THE LAST".
** This may need a bit of explanation. Out of all the 150-plus missions in the game, at least 40 have secret objectives that unlock missions you couldn't otherwise get to (like secret exits in ''SuperMarioWorld''). To unlock THE LAST, you need to beat ''every last mission in the game,'' and you also need to do the secret objectives. The last bit of missions are also pretty damn hard, and one of them requires you to get your score into a [[DoWellButNotPerfect ridiculously narrow margin]]. There's also a bit of a sidequest involving finding hidden arrows which is not hard but somewhat tedious; you pay points, the game tells you where the arrow is, you play the song again and hit it. Fortunately there aren't a ridiculous number of these.
** Memories from DDR Extreme US also deserves special mention due to how much work was done by the community to try and find an unlock method for it, since there is no One More Extra Stage. The existence of this missing song could be confirmed in a variety of ways, such as clearing every chart with an A rank (you'll ONLY get the message for doing it on Challenge), checking the messages (the "unlocked all messages" message, which includes a url for a wallpaper, doesn't appear without memories unlocked), or encountering edit data for it (which proves it IS on the game, but doesn't unlock it or produce the RED unlock message). People were actually examining the disc with hex editors to try and figure it out. Ultimately, the unlock method was released... through a Burger King promotion, over 2 years after the game's release.
* HarderThanHard: [[SpellMyNameWithAnS Challenge/Oni]] difficulty, in which you need to get through a course of songs with a limited number of lives which are lost whenever you get a bad enough judgment. There are also Challenge\Oni charts on some songs, which are sometimes made for Challenge\Oni courses, and sometimes are just there as HarderThanHard charts.
* HaveANiceDeath: The announcer will typically comment on you if you fail the song.
** [=2ndMIX=]'s announcer is particularly harsh; on Normal mode, failing a song will just yield the usual words of comfort, but on Hard and All Music, he'll bluntly tell you to "get out of here" or "go back home, you can't handle this!"
* HighDefinition: As of ''Dance Dance Revolution X'', arcade versions can come in a cabinet with an HD monitor. Those wanting to save on costs can forgo it and get an upgrade for legacy cabinets instead, at the expense of HD. [[NoExportForYou Too bad that's not an option if you live outside of Eastern or Southeast Asia.]]
* IdiosyncraticDifficultyLevels (Basic, Another, and Maniac in the earlier games; Light, Standard, and Heavy between DDRMAX and DDR Extreme; Basic, Difficult, and Expert in the most recent installments)
** Until 3rdMIX, each foot rating also had a one-word description. In increasing order, starting with 1 foot: Simple, Moderate, Ordinary, Superior, Marvelous, Genuine, Paramount, Exorbitant, Catastrophic. X3 vs. 2nd Mix came up with "Revolutionary" for a flashing 10.
* IHaveManyNames: Several musical contributors are credited under multiple aliases (sometimes associated with different types of songs), but Naoki Maeda uses the most.
* TheImmodestOrgasm: A few songs, such as "Oh Nick Please Not So Quick", "Sexy Planet", and "[=INSERTiON=]", have sounds [[WhatDoYouMeanItsNotForKids you would not expect from a dancing game...]]
** {{Bowdlerization}}: Some songs that do this, such as "The Earth Light" and "Injection of Love" had these sound effects removed before being used outside of Japan. Ironically, the clean instrumental version of "Injection of Love" was the first to appear anywhere, in America's ''Extreme 2'', whereas the explicit English version (Titled "Injection of Love(e)") was in Japan's ''Str!ke''. "After The Game (Of Love)" also had its lyrics removed in its US appearances.
* InterfaceScrew: The speed, boost, visibility (Hidden, Sudden, and Stealth), and other modifiers.
** Inverted in DDR X with the new "Screen Filter" option. The player is able to have his or her side of the field darkened to see the arrows better.
** Mixed up with the Gimmick settings. Sudden Arrows, Foot Confusers, and Minimizers/Normalizers come to mind...
* KonamiCode: It's never been a cheat, but fittingly, the up-up-down-down-left-right-left-right part has appeared in several songs, including "Twinbee ~Generation X~", "30 Lives", and "Make a Jam!" The latter gets bonus points for also being a remix of the jingle from Konami's old "[[https://www.youtube.com/watch?v=VOOxsZIkQkI walking logo]]" intro, while "30 Lives" is literally a pop song referencing the ''{{Contra}}'' cheat its most famously associated with (the code itself gets chanted in a refrain. Fittingly, [[ShownTheirWork this is where the aforementioned step sequence is located in the chart]])
* LargeHamAnnouncer:
** All of the announcers tend to be like this. They gotta keep you motivated, after all!
** The announcer from ''DDRMAX'' to ''[=SuperNOVA=] 2'' is infamous for shouting [[BigNo "NOOOOOOOOOOOOOOO!!"]] if your LifeMeter hits Danger levels.
** The DDR X announcer is probably the most hammiest of all, thanks to being a JiveTurkey. It may have fit well on X due to its urban theme, but it sticks out like a sore thumb on what are essentially Extreme II, Hottest Party 5 AC, and [[VideoGame/{{Beatmania}} DDR THE FINAL]].
* LastNoteNightmare: Most boss songs are designed to have the ending significantly harder than the beginning, but a few seem particularly designed to give that OhCrap feeling when it happens:
** MAX. (period) suddenly doubles its speed from 300 to 600 BPM, a record that would not be surpassed for almost nine years.
** Healing-D-Vision is rated an 18 on Challenge, tied for the highest rating of any song at the time. Yet the first 90% of the song looks rather simple (very simple when compared to other 18's). Then the ending suddenly throws out the arguably hardest possible crossover step pattern in the game (LURU LDRD LURU LDRD etc.) at a blinding 12 steps per second.
** Pluto Relinquish ends with a long terrifying 400 BPM 8th note stream on both Expert and Challenge difficulties. And don't forget about the crossovers thrown in everywhere when playing on Challenge.
** Most of Valkyrie dimension runs at a standard 186 BPM. Just before the end, it suddenly drops to 46 BPM (1/4 speed) as the melody drops out for one measure of [[NothingIsScarier complete silence]], then the speed suddenly jumps to 372 BPM (double speed) and it blasts out four measures of percussion resembling machine-gun fire.
** Tohoku EVOLVED might be the ultimate example of this, as the "nightmare" is truly on just the ''last'' note. Most of the song runs at 340 BPM, then the final chord comes and the music fades out...and then a full five seconds later, the song's speed triples to 1020 BPM and there's '''one more jump''' that comes out of absolutely nowhere, which ''changes every time its played.'' This was particularly nasty when the song was only unlockable as a SuddenDeath BonusBoss (aka Encore Extra Stage).
** [=PARANOiA=] Revolution's Expert chart plays tribute to a few of the above songs, as it is composed of pieces of charts from other boss songs. Toward the ending, the steps match the ending death stream of Pluto Relinquish Challenge, then the "final" chord comes and the announcer says "Thank you very much for your best dance!"...then suddenly, Valkyrie dimension Expert's machine-gun ending stream finishes the song.
*** This becomes stronger if played with the background video on. Most songs with a background video will fade it out when the song is over. [=PARANOiA=] Revolution's background video fades out on the "final" chord after the Pluto Relinquish Challenge stream, but then it suddenly ''fades back in'' right on time for the Valkyrie dimension Expert stream before fading out a second time for real.
* LevelAte: DDR X's "candyland" stage, Supernova's hidden "Pizza Box" stage.
* LevelEditor: Many of the console versions have included "edit mode", a function that allows you to create custom routines. Some DDR machines even had [=PS1=] memory card slots on the front that could be used for this (but of course, [[NoExportForYou only the Japanese [=PlayStation=] versions have offered this functionality]], and Edit Mode is gone entirely on the Wii versions).
** Edits on the arcade version were scrapped on [=SuperNOVA=], but returned on [=DDR X=] with support for USB flash drives and integration with the e-Amusement (and the ability for [[AscendedFanon edit charts popular with players to be deployed to other machines]]). Of course, this required [=DDR X=]'s Japanese [=PS2=] version as a middleman, and even files generated from that wouldn't work on American arcade versions. Konami alleviated this with an [[http://ddredit.konamionline.com/ddrse/ online app]], but it doesn't support all songs.
*** Worry no more! Ansite known as [[http://simphonyonline.com/ SimPhony]] can convert StepMania files into a format usable with [[NoExportForYou North American and European machines]], and even let you make edits for almost any song on X2 (just, not [=DeltaMax=] or Possession, which allegedly crash the machine)
** X2 and X3 posed a slight problem to all regions; since there wasn't a [=PS2=] version that could link with it, it made creating edits for new songs a bit more of a hassle. While some Japanese players found a workaround for making edits for these songs, it seems as if Konami has caught them - a software patch for X3 completely removes the ability to load edits for anything beyond X.
* LicensedGame: While most of the games have their share of licensed songs, there's also the two Japan-release ''Dancing Stage'' games, each of which has a songlist consisting almost entirely of the artist in question. There were also quite a few Disney versions; most notably DDR Disney Mix. There was also a ''WesternAnimation/WinxClub'' version which also managed to have a number of new, unexpected (and good) PopNMusic and [[{{beatmania}} beatmania IIDX]] crossovers as well. Unfortunately, given its target audience, it ended up being EasierThanEasy. Same went for the recent ''Disney Grooves'' edition (which too was based more off Hottest Party)
* LoadsAndLoadsOfCharacters
* LuckBasedMission: Traditionally, the Shuffle modifier does this.
** The "evolved" series of boss songs uses this in a way. Each of them is [[ThemeNaming named after a major city]] (it started with cities in Japan, but then went to New York and L.A., followed by Tohoku on the most recent game), and most of them have three variations each, picked at random. All three of them open the same, except that they begin to diverge by the halfway point (i.e. one version might steadily speed up, one version might go into an intense breakdown, one may just slow down a bit).
*** There have been three subversions of this, however. L.A. Evolved from the Universe series has no variations whatsoever. Roppongi Evolved has a DDR X2-exclusive "ver. D" which is significantly harder than the other 3. Tohoku Evolved only changes the last jump. [[DoubleSubversion However,]] that last jump comes in at a very hard-to-read BPM.
** The console version of [=SuperNOVA=] had some missions that required you to play a certain number of songs in a row using a character of a certain gender. The catch? In mission mode, character selection is locked to "Random".
** In the US console version, DDR Extreme's Mission 49 makes you get "Perfect" on the final jump-freeze of "The Legend of MAX" with x8 and Shuffle. You thought the end of Tohoku Evolved was bad? This is more than twice that speed, and [[NoFairCheating it's an automatic miss if you hit more than two directions]]. (You do have a 1-in-4 chance of getting it due to how the shuffle modifier works - it'll never be L+R [mirror] or U+D [Left or Right])
* LuckyCharmsTitle: Numerous song titles. Especially songs by Kosaka Riyu (Love♥Shine, Candy♥, etc.) and Jun (Happy☆Angel, Kimono♥Princess, Sunkiss☆Drop, Sweet Sweet♥Magic etc.)
* MarketBasedTitle: The title ''Dancing Stage'' was was used for the European releases until around [=DDR X=], when the DDR name was used for the first time in the region on the LicensedGame ''DDR'' ''WesternAnimation/WinxClub'', which was released everywhere in Europe, [[OfferVoidInNebraska except for the United Kingdom]] (most likely due to the fact that Winx isn't as big in the U.K. as it is in the rest of Europe. Maybe because they allegedly aired the [[Creator/FourKidsEntertainment 4Kids]] dub?)
** The fourth "Hottest Party" game on the {{Wii}} (and the 2010 {{Xbox 360}} and {{Playstation 3}} release) was called just "Dance Dance Revolution" outside of Europe, as it seemed like Konami was trying to relaunch the series. However in Europe, they were re-branded as "DDR Hottest Party 4" and "DDR: New Moves" respectively. The same happened for DDR II, which was renamed "Hottest Party 5"
* {{Meido}}: A few characters have maid costumes, most notably Yuni and Maid-zukin.
* MicroTransactions: As of ''[=DanceDanceRevolution=] X3'', you can play Quick Play mode, in which you pay for your game by the song rather than for an entire round.
* MilestoneCelebration: Dance Dance Revolution X which was made for the 10th anniversery of the franchise.
* [[spoiler:MirrorMatch]]: The final mission in Disco's story on DDR X's Street Master Mode has [[spoiler:Disco playing against himself. Win the mission, and he mentions that he [[UnfortunateImplications beats himself]]]].
** There's also worth noting that in the 9th mission in Alice's story in Street master mode has [[spoiler:Alice]] in a dance contest against herself.
* TheMovie:
** ''La Maquina De Bailar'' (The Dance Machine) is the unofficial candidate.
** The BBC's ''Lord Of The Dance Machine'', which followed a UK entrant to an international competition, might count as a DocumentaryEpisode.
** Then there's "The FP", a recent film involving a post-apocalyptic gang war surrounding the game "Beat Beat Revelation"
** While not a film, Konami did co-produce a DDR-related television series for a CBS weekend morning block with [=DiC=], known as "Dance Revolution"; unfortunately it was InNameOnly (well, 2 thirds of its name), and ended up being more like a kid's version of ''SoYouThinkYouCanDance''. The closest their house band, the Slumber Party Girls, ever got into something DDR related, was a medley on the DDR [=SuperNOVA=]/Ultramix 4 limited edition soundtrack album.
* MultiPlatform: Averted in a way in America until the Hottest Party 3 sequel, as each console got its own separate game yearly. [=PlayStation=] versions were aligned with the arcade mixes, the Wii had the party play and gimmick-based Hottest Party series, and the XBox[=/=]XBox360 versions (Ultramix and Universe) had a more diverse song selection (which often involved rather interesting and unexpected Bemani crossovers), DownloadableContent and Xbox Live multiplayer, [[FandomNod Fandom Nods]] galore, and more "advanced" play styles (such as the infamous Quad mode). When Hottest Party 3 came along, they tried hard to make all the versions have pretty much the same content, but they still had different features and engines.
** Even the GameCube got involved with VideoGame/DanceDanceRevolutionMarioMix one time.
* MusicalThemeNaming: All of the Hottest Party characters (save for the Bemani Trio, obviously) are named after something to do with music and rhythm.
** Also Train and Bus (the guys from the "Long Train Runnin'" background video, [[AllThereInTheManual you'll have to look pretty deep to find that out]]), Rhythm and Blues (Extreme), and Drum and Bass (Extreme 2).
* MythologyGag: The song and video for "Dance Dance Revolution" on Extreme is a remix of the opening theme from 1st to 4th Mix, and its Challenge routine is a [[NostalgiaLevel medley of fragments from other classic songs]]
** Some of the 3D stages on Hottest Party 2, 3, and DDR X have video screens that play the FMV background videos from the DDRMAX to Extreme era. X2 takes it further with a circular stage that uses DDRMAX FMVs or IIDX videos as their skybox.
** The old arrow style from 1st to 5th Mix (which basically, looks like the current one, except with a V-shaped slit in them) became an option on X.
** Both [=MAX. (period)=] and Paranoia Revolution contain a scene in their background videos where the original Paranoia is selected and loaded on an old DDR version (on the first [=PlayStation=] version in the former, and through 2nd Mix Mode on the latter).
* NamesTheSame: There are two different songs named Fantasy, one which debuted in MAX and another which debuted in [=MAX2=]. Yes, they both made it onto Extreme too.
** There are two different songs named Stay, one which debuted in [=MAX2=] and another which debuted in Extreme.
** The PlayStation game Extra Mix (which has the Solo sub-series songs and the songs new to 4th Mix Plus) has ''three'' pairs of same-named titles: I'm Alive, Together Forever, and Sky High.
** DDR Ultramix 3 for Xbox has two songs named Come With Me.
* NoBudget: Betson by far. Since [=SuperNOVA=], cabinets have been built on a [[http://www.youtube.com/watch?v=R-CAmHSYRMAhave very slim budget]] (but the design itself didn't re-invent the wheel from the old cabinets, thankfully). The cabinet problem got even worse on X; while Asia got extremely nice new cabinet design and the ability to retrofit old cabinets for the game, everyone else ''had'' to buy a new Raw Thrills cabinet, which basically resembled a bootleg, stripped down version of the Japanese design mixed with the ''VideoGame/GuitarHero Arcade'' cabinet. Even worse, the new cabinets were [[http://www.youtube.com/watch?v=ITb6lzoy1Zw cheaply built]], and suffered from numerous problems with the pads (which, just to show how lazy they were, were covered with ''one piece of metal with holes in it'', as opposed to the traditional array of square panels), a weak sound system, the navigation buttons being on a tacky looking blank metal panel, and lag issues with the monitor. Some of these issues seemed to have been rectified upon the release of X2 (which had a more traditional pad design, along a few more decals for an added touch), but players still reported pad problems.
** America never got arcade-accurate PlayStation ports like Japan did either. Even the ones that looked like their arcade counterparts ([=like MAX, MAX2 and SuperNOVA=]) had significantly different music lineups.
** Despite getting [=SuperNOVA=], Europe did not get the arcade version of [=SuperNOVA 2=] ''at all'', since Europe-wide export restrictions on the [=PlayStation 2=] revision used in the hardware suddenly took effect and prevented them from selling kits anymore. This was rectified on X, as it now uses a PC like every other Bemani title. This didn't stop them from releasing a version for the ''home'' [=PS2=], however. Of course, [[BadExportForYou Konami screwed it up, as usual]].
** The tables have turned: Music Fit (Hottest Party 3 JP) was the final console DDR game released in Japan. In fact, Konami has all but given up on making new versions of arcade Bemani titles on major consoles in Japan (except on portable devices, and even some of those are outsourced). Most of the new songs on X3 vs. 2nd Mix were from Hottest Party 4/DDR 2010 and Hottest Party 5/DDR II, inverting the traditional struggle of ''America'' waiting from songs from the arcade release.
** The Ultramix and Universe games were also never released in Japan. Some songs from Ultramix however, did get dispersed through several other titles, including DDR Festival (based off Extreme US) and [=STRiKE=] (based off Extreme 2). Some songs from Universe 3 also made an unexpected appearance on X2.
** With no international release for X3, it seems as if we are back to how things were before [=SuperNOVA=], except with the added complication of e-Amusement, again (though these issues are in no way exclusive to DDR). DDR 2013 will only be available as a leased rental with revenue sharing (like many other Japanese arcade games of the era), making importing even ''more'' impossible. Though there may be hope, as Konami seems to have made an ally in the American locations of Japanese arcade/bowling chain [=Round1=]...
* NonIndicativeDifficulty: The Challenge/Oni charts indicate that they're a harder difficulty than Expert/Heavy, yet for many songs they are slightly to significantly easier. Either that, or they're shock arrow charts.
** Paranoia Hades Medium, arguably in two ways. One, it's eight feet on the classic scale, but plays like a ''very'' hard nine at least. Two, (the arguable one) it's harder than the Hard chart.
* NonIndicativeName: "Hyper Eurobeat" is neither hyper nor eurobeat.
** Pre-release material for the DDR X soundtrack and PlayStation2 version accidentally leaked a few songs that hadn't been unlocked for play yet (traditionally, the Japanese CS release was usually released later in a arcade version's life, and sometimes had preview songs from the next version on it. This time, possibly to facilitate the USB edits feature, it was released sooner, and all of its "new" songs were unlocked later on AC). Fans were quick to speculate that one of these songs, "real-high-SPEED", was going to be the TrueFinalBoss of X. It ended up just being a J-pop song - and not a very fast one either. Later on X2, Konami decided to be a troll and [[AscendedMeme place said song at the end of a course on X2 called "Speed Master"]] (which actually ''was'' full of fast songs, save that one).
* NonstandardGameOver: Normally in a 2-player game, if one player runs out of LifeMeter, they can at least play out the rest of the chart and go to the next stage so long as the other player survives; both only get the FAILED screen if both players fail out. However, in Challenge courses, Extra Stages in ''X'' onwards, and other situations that impose the "battery" meter, if a player loses all of their lives, they get an immediate GAME OVER even if the other player is still surviving, and the failed player cannot come back for upcoming stages if it was a Challenge course.
* NoobBridge: A common mistake amongst beginners is returning their feet to the center of the pad after every step, as [[TutorialFailure this is how the on-screen dancer is depicted]] when playing Beginner mode. This is quite unnecessary; there is no penalty for stepping on panels if there are no notes to hit, although this is not made obvious unless you take the time to go into one of the series' many tutorial modes. Continuing to play like this will ensure stage failure on anything above a level-4 chart.
** On the other hand, returning your feet to the center is a viable strategy on Shock Arrow charts, where being on any panel when Shock Arrows pass damages your LifeMeter, breaks your combo, causes you to miss out on points, and [[InterfaceScrew briefly conceals the chart]].
* NostalgiaLevel: Some charts act like this for those familiar with the series.
** From Extreme, Dance Dance Revolution's Oni/Challenge steps (both single and double) feature bits and pieces of some of the more popular song's steps sprinkled throughout (and is even a remix of the old opening videos used until 5th Mix).
** [=PARANOiA=] MAX (dirty mix) will play the stepchart for the original [=PARANOiA=] when selected through Roulette in most AC/CS titles, with EXTREME (CS NA) being a notable exception. In DDR X AC, the same rule applies when the X-Special chart is selected in roulette, only working for Singles play however.
** From DDR X3, Paranoia Revolution's Expert chart uses patterns from many of the fast boss songs on a song that usually stays on 360 BPM. When played in 2nd Mix Mode, it also forced 1x speed and flat, just like the good old days.
** The Hottest Party series starting with the third, had remixes of the songs in the previous games, this continues in the DanceDanceRevolution Wii games.
* ObviousBeta: ''Dance Dance Revolution Freedom'' for the iOS. It still uses the same GUI from DDR X, and all the songs are [[GameBreakingBug horribly stepped and synced]]. [[FromBadToWorse Even worse]], DDR S and S+ were removed from the iTunes Store upon its release. Thankfully, a month after its release, they took it down and re-released S+.
** ''Dance Dance Revolution Pocket Edition'', where do you even begin? After abruptly pulling down ''Dance Wars'' (which was like S+ but with obligatory social gaming elements), Konami randomly released this new version for iOS in October 2013. But what's wrong with it? ''Everything''. Firstly, you have to mirror it to an Apple TV device connected to a TV; because to "play" it, you put your iWhatever in your pants pocket (securely, we must add. Good luck fitting an iPad in there), and it tries to pick up your motions using its gyroscope and accelerometer. Good idea in concept, [[FromBadToWorse had they not based everything off the Classroom Edition (which itself is bad enough); meaning there's no real "game" at all]], it uses [[GameBreakingBug automatically generated charts]], and the audio quality is poor as well.
* OddlyNamedSequel: After three ''Hottest Party'' games on the Wii, the next release on the system and the PS3 was just called ''Dance Dance Revolution'' in America. However, the ''Hottest Party'' name was kept in Europe (creating ''HP4'' and ''HP5''), and the PS3 version was renamed "Dance Dance Revolution: New Moves"
* OldSaveBonus: 5th Mix on [=PlayStation=] could unlock all the content on 4th and Extra Mix. Similarly, the Wii's Hottest Party 2 through 5 can unlock content from the preceding version.
* OldShame[[invoked]]: Naoki Maeda really regrets 'LET THEM MOVE' (a song from 2nd Mix). The song has since become unavailable in Arcade and Console versions for years.
** Unfortunately for Naoki, although the song disappeared from the main game modes, home version developers had a habit of using it as a tutorial song. It kept appearing in Lesson Mode well into the PS2 era.
* PacManFever: DDR has appeared constantly in shows and movies, expy or not.
** Averted in the film ''Yes Man'', where a scene features Jim Carrey's character playing "Flowers" on [=SuperNOVA=], and actually playing it well (crossovers and all). He was apparently trained by an expert player, and it showed.
* PerfectRunFinalBoss: One More Extra Stage (OMES), since renamed to Encore Extra Stage. Basically, if you break your combo by getting anything below a "Great" judgement ("Good" on 2013) or failing to hold a freeze arrow down for its entire length ("N.G."), you lose instantly.
** "Love Is The Power -reborn-", when played as an Encore Extra Stage on X3 vs. 2nd Mix, was a more literal example, failing you if you even get a single "Great". It was only an X-level 10, but still
* PimpedOutDress: Some of the outfits the dancers wear.
* PinballScoring: The scoring is kind of confusing, especially pre-SN2.
* PlayingAgainstType: [=PARANOiA=] ~[=HADES=]~, considered by many to be one of the most unsettling songs in the series, is an instance of this. For those who don't know, αTYPE-300 is Jun, writer of Happy Hardcore tracks such as [=SUNKiSS=] ♡ DROP, Raspberry♥Heart, and TRUE♥LOVE. How can one artist create two completely different styles? [[http://vjarmy.com/wiki/index.php/PARANOiA_~HADES~ A simple trip to the underworld will do that to you]].
* PositiveDiscrimination: The "Asian = godly DDR player" stereotype is quite common.
* PrettyInMink: Some outfits have fur trim, such as Harmony's fur-trimmed hoodie and boots.
* ProductPlacement: Until Extreme, DDR was the main vehicle used by record label Toshiba EMI to promote its dance music compilations ''Dancemania''; the label had made a deal with Konami to advertise the albums in-game (typically in attract mode), in exchange for letting them use songs from them as the bulk of their soundtrack (in fact, ''Solo Bass Mix'' was sourced almost exclusively from "Dancemania Bass", as in Miami Bass). Additionally, the partnership also allowed the label to distribute the official DDR soundtrack albums, which as a result could contain both the "licensed" music and the original songs.
** The EMI partnership was dissolved for [=SuperNOVA=], as Konami instead decided to pursue more ''ahem'', lucrative sources of music for later games that didn't involve deals that weren't valid outside of Japan (which led to; more anime music, more recent J-pop hits, more mainstream American music, etc.)
** The release of X3 vs. 2nd Mix brought the return of [=Dancemania=] in a way; the game partially tied in with the 15th anniversary of the series. The "Dancemania Sparkle" album released in 2011 (as the celebratory album) contained several songs made popular by DDR, and announced a re-release of the 2nd Mix soundtrack.
* {{Pun}}: In the Japanese arcade release of X, there is a ranking course consisting of the songs "1998", "Dance Dance Revolution", "Will", and "Flourish" in that order.
* RankInflation: The current grade system goes from E to AAA.
** And "Perfect" steps can be topped by "Marvelous" steps in some games. First in Nonstop modes only, then full-time beginning on [=SuperNOVA 2=]
* RealIsBrown: DDR X. With its gritty, urban look (especially with a copper yellow lifebar frame too), players joked that Konami had done this so DDR would finally [[FollowTheLeader look like every other popular American game]]. Of course, they then proceeded to add disco and [[LevelAte Candyland]] stages to the game too, creating visual MoodWhiplash.
* RealLifeWritesThePlot: "Tohoku EVOLVED" (the DarkerAndEdgier remix of "London EVOLVED"), refers to 2011's devastating earthquake and tsunami which caused severe damage in the Tohoku region. When beaten, the Cleared screen instead reads "Pray for All".
** DDR 2010 features a song titled "On the Night of a Still Wind", which some have interpreted as a tribute to Michael Stillwind Borenstein; whose credits to the series included his work with Konami's Hawaii studio (who was responsible for the Ultramix and Universe games), and getting DM Ashura to become the first ever American artist to ever be on IIDX.
* RecycledTitle: Twice. The 2010 home release for Wii, PlayStation3, and XBox360 as well the 2013 arcade release are simply called ''Dance Dance Revolution''.
* RepurposedPopSong: In the name of the RuleOfFun. ''Moonlight Shadow'' tho? Hello MoodWhiplash!
* {{Retraux}}: A good deal of the songs in X channel genres from TheSeventies ("Dance Floor"), TheEighties ("We Come Alive", "We've Got To Make It Tonight", and some of the US exclusives), and TheNineties ("Till The Lonely's Gone").
* RhythmGame: One of several Japanese games of this type to really take off overseas (Beatmania ''did'' get a few U.S. arcade versions, but they flopped)
* ScareChord: The sound of losing a life when you have a "battery" lifebar. It can very well cause one to lose their composure and lose even more life.
** Toned down since X. It's barely audible now, you can only hear it if you listen ''really'' close.
* SchizophrenicDifficulty: The more recent boss songs ([=SuperNOVA=] onward). Max 300, [=MaxX=] Unlimited, and The Legend of MAX followed a hard/easy/harder format, but Fascination [=MaxX=]'s difficulty is all over the place. There's a reason the Naoki alias used is 100-200-400; it's constantly going between those speeds.
* ScoringPoints: Most of the earlier mixes had a scoring system, but it was often ignored in favor of "how many perfects did you get?"
** From ''DDRMAX'' onwards, your grade is determined by a hidden "dance point" system, which came to set the standard for evaluating accuracy. And from ''DDR [=SuperNOVA=]'' onwards, the on-screen score is essentially the percentage of your dance points vs. maximum dance points mulitplied by some power of ten.
*** With [=SuperNOVA=] onwards, Almosts and Boos don't hurt your score NEARLY as much as in Extreme and earlier (they get zero points instead of -4 and -8) although they still take away health.
** The scoring system on [=SuperNOVA=] 2 onwards was dramatically overhauled to be score-based; each step has a specific point total (the result of dividing 1,000,000, the maximum score, by the number of steps/freezes in a song). Getting a Marvelous adds this base amount to the score, Perfects and Greats award slightly lesser values divided or subtracted out of it, and Goods and worse are worth nothing. Grades also became score-based as well; [[http://aaronin.jp/ss9.html you only need 990,000 or more to get a AAA]], which means you can now get a AAA ''without'' getting all Perfects as had formerly been the case. To counter-act this side-effect, the game also started to officially recognize full combos on the results screen (i.e. AAA with a "Perfect Full Combo!" badge)
* SelfImposedChallenge: The Double mode, or using modifiers to make the game harder.
** There's also the "freestyle" players (who were very prominent around the 3rd/4th Mix era in both Japan and America), who try to perform an actual routine to the song with actual moves, often with spectacular results.
** Not to mention those who try an [[DoWellButNotPerfect all-great]] run!
** [[UpToEleven Try it with a "battery" lifebar]].
*** No, even better, [[OneHitPointWonder Hazard Mode]]!
** [[NintendoHard Stealth + Shuffle]], go!
** The original PlayStation version had a mode called "Arrange Mode", which penalizes you with an "Ouch!" for hitting ''any'' panel when there isn't an arrow there.
** Challenging your stamina by playing songs in quick succession (outside of the course modes) or playing a tough song repeatedly with little rest in-between. Of course, you need to be careful not to wear yourself out in a bad way when doing this.
* SequelEscalation: Originally, the difficulty ratings went from 1-8 footprints. 3rd Mix added 9's. DDRMAX added MAX 300, which MAX2 revealed to be the first 10. Then came [=MaxX=] Unlimited, The Legend of MAX and Paranoia Survivor MAX, Fascination MAXX and Fascination -eternal love mix-, Pluto / Pluto Relinquish and Dead End Groove Radar Special... each of which would one-up the hardest songs in the previous installment.
** This progression broke the original rating scheme. MAX 300 and Fascination MAXX are nowhere near the same difficulty, but both were rated a 10 until the scale was extended to 20 and all the songs were re-rated.
* SequelDifficultyDrop: On Hottest Party 4 (CS) and DDR 2013 (AC), Goods no longer break your combo, nor do they drain your life meter on Extra Stages or the "Risky" option. It doesn't affect how scores are calculated, though.
* SexyWhateverOutfit: In the second and third "Hottest Party" games, Jun wears a skimpy version of the Japanese folklore goddess dress, while in the fourth and fifth games she wears a sexy angel dress.
** Also in the fourth game, Ceja wears a sexy lady Navy uniform.
* ShoddyKnockoffProduct: Those plug-and-play DDR-esque games with NES-grade graphics.
** Extreme AC had two major bootlegs; "Extreme Plus" and "DDR Megamix", Megamix was just Extreme with a different title screen, an awful blue menu background, and a caution screen with AT-ST Walkers for some reason and "DON'T FALL OFF !!" Extreme Plus lets you overclock the machine to make songs (and everything else for that matter) go faster, has ''brown'' menu backgrounds, and replaces most of the menu graphics and the title screen with pictures of scantily clad men and women for no apparent reason.
* ShortTitleLongElaborateSubtitle: ZETA ~The World of Prime Numbers and the Transcendental Being~ from DDR X2 and DDR II.
* ShoutOut: A couple exist in the Hottest Party series. In some stages, you can see clips of videos from past [=DDRs=], a nice nostalgia bonus for older fans. And another one, that's harder to get unless you really suck or you're trying to get it; when you're doing bad, and the announcer starts to shout abuse at you, one thing he'll say is "[[WizardNeedsFoodBadly Dancer needs groove badly]]".
** In DDR X, the announcer sometimes starts stages by saying "[[VideoGame/{{F-Zero}} Show me...]]" and obviously intends for players who are familiar with the series to finish with "your moves!"
** Emi's full name, Emi Toshiba, is/was a shout-out to Toshiba-EMI, the label responsible for the Dancemania albums. EMI bought out Toshiba's share in the joint venture in 2007 and re-named it EMI Music Japan.
** "30 Lives" is all about the KonamiCode.
** [[http://i.ytimg.com/vi/2EebUbR2wFM/0.jpg The background for the song "Make a Jam!"]] has a cartoony version of the old Konami logo (the one with the swooshes), and the Basic chart had the KonamiCode (without B-A-Start) in the steps five times.
*** And the song itself is based on Konami's old "Walking Logo" VanityPlate. Compare: [[http://www.youtube.com/watch?v=2EebUbR2wFM#t=0m08s the "chorus" of Make a Jam!,]] [[http://www.youtube.com/watch?v=Wt8fGE_coqY the Walking Logo.]]
** The title cards for the [=PARANOiA=] songs feature robots similar to Music/{{Kraftwerk}}'s [[http://www.youtube.com/watch?v=VXa9tXcMhXQ "The Robots"]].
** The background for Miss Papaya's "Hero" is based on ComicStrip/FlashGordon.
** In The Zone from DDR '10 is a love note to [[https://en.wikipedia.org/wiki/NBA_in_the_Zone NBA In The Zone]], licensed basketball games made by Konami.
* [[{{SoBadItsGood/Music}} So Bad It's Good: Music]]: {{beatmania IIDX}} fans, remember "GOLD RUSH"? Well it's here, and there's not [[http://www.youtube.com/watch?v=1fPAdN3B248 one]], but [[http://www.youtube.com/watch?v=3RXNlz3PCHU TWO]] new versions tailored for DDR!
* SoundtrackDissonance:
** While most Extra Stage/boss songs have an ominous feel to them, jun's recent boss songs (such as "KIMONO♥PRINCESS", "UNBELIEVABLE (Sparky remix)", "SILVER☆DREAM") are the exact opposite.
** Unintentionally invoked by another hilarious DDR 2013 glitch with "RЁVOLUTIΦN" on one cabinet, where [[http://youtu.be/Xio_SqN-1X0 the background video randomly changes]] to that of three completely different songs.
* SpellMyNameWithAnS: Is it Challenge or Oni? Even worse, the confusion between Oni the difficulty and Oni the course mode. For difficulty, arcade games referred to it as "Challenge", but was marked with the kanji for Oni to represent it on Japanese versions until [=SuperNOVA=] (Nonstop and Oni mode were merged into a single "Course" mode on recent versions too). The Universe series actually ''did'' call the difficulty "Oni"; though it may have been a FandomNod, like many other things in that series.
** The capitalization on a lot of things gets a little funky too. [=PARANOiA=], [=INSERTiON=], [=MaxX=], and even the old numbering format ([=2ndMIX=], [=3rdMIX=], etc.).
** Satomi Takasugi is spelled as Sotomi Takasugi in US/EU DDR X2 AC.
* [[SpikesOfDoom Spike Balls of Doom]]: Some of the songs before [=SuperNova=] had this in their background movies. Max 300 is one of the more infamous ones.
** The Shock arrows that are introduced in most challenge stepcharts in DDR X tend to trip people up.
* StopAndGo: Stops have been supported by the engine for a long time, with no shortage of Konami Original songs taking advantage of the fact, for better or [[FakeDifficulty worse]]: Most songs in the MAX series have a stop in the middle. Then there's Pluto and '''Chaos'''.
* SuperMovePortraitAttack: Since [=SuperNOVA2=] AC, reaching various combo levels causes a sort of portrait of the player's character to come up in the middle of the screen. Hottest Party 3 takes this further by having the background change to show the character itself doing a victory move at combo milestones (complete with a distracting "REACHED X COMBO!" graphic, ''which blocks your view of the arrows!'').
* TheTetrisEffect
* TitleDrop: DDR Extreme''s [[OneHitPointWonder One More Extra Stage]] song is titled ''Dance Dance Revolution''. Some Konami original songs, such as ''Trip Machine'' ''AM-3P'' and (Maybe) "Brilliant 2U" sneak the letters "DDR" into the vocals. B4U has "D-D-R!" in the chorus outright
** Hell, ''Super Star'' even starts out with the lead vocalist singing "DDR Bass!"
** "GOLD RUSH" already had a blatant title-drop for the [[{{beatmania}} specific version of the IIDX game it came from]], but one of two additional versions of it that randomly show up on X2 change the breakdown in the middle of the song to name off either arcade DDR games or home DDR games in Japan.
** "[=D2R=]" has a clever way of doing this. The "D2" part is "Dance Dance", the "R" is obviously "Revolution." Therefore, Dance Dance Revolution.
* TruckDriversGearChange: "Can't Stop Fallin' in Love", "Flowers", etc. For boss songs, "Pluto".
* TutorialFailure: The [[https://www.youtube.com/watch?v=Ovcj5YEpQhc beginner]] [[https://www.youtube.com/watch?v=Llr1tpcv66Y&list=PLw1LMk7TeUZUUDUx5FQ-Wyctn21R6RXOE helper]] in DDR Extreme, where the dancing character always return his/her feet to the center panel which any player should ''not'' ever do.
* UncommonTime: Numerous examples.
** Holic cycles between 7/8, 7/4, and 4/4.
** [=PARANOiA ETERNAL=] is 7/8 for most of the song but 3/4 at the end.
** [[OneTwoThreeFourGo GO!]] (Mahalo Mix) uses 5/4.
** Right from pop'n, the song ZETA ~素数の世界と超越者~ cycles its signature time between 3/4, 4/4, and 5/4. It's IDM anyway.
** There are other songs that are 7/8, 3/4, or some other random uncommon time the whole time.
* UnlockableContent
* {{Unwinnable}}: [=DDRX2=] on the PS2. Well, only if you're going for OneHundredPercentCompletion.
* UpToEleven: Challenge steps for songs that were already ranked level 10 on the Expert (Heavy) difficulty. "[=PARANOiA=] Survivor MAX" and "Fascination [=MaxX=]" come to mind. (It doesn't help that the ten ranking is flashing on both Heavy AND Challenge for the former, meaning that the song is not to be messed with.)
** Starting with DDR X and Hottest Party 5, the difficulty ratings were re-scaled to be out of 20 instead. Most of the "flashing" 10's from before X got assigned ratings around the 16-18 range.
** "DEAD END (Groove Radar Special)" comes to mind. It's almost as if the chart author made it as a means to challenge the people who play this game.
** Valkyrie dimension on Challenge (19/20), enough said.
** Not to be outdone, X3 vs. 2nd Mix has [=PARANOiA=] Revolution ... [[http://www.youtube.com/watch?v=5CVHRfHNy9U on Challenge]]. It's also a 19. That should tell you something.
* VideoGameLives: Challenge mode. One More Extra Stages reduce you to ''[[OneHitPointWonder one]]'' life.
** [=SuperNova=] 2 and later changed the [[BonusBoss Extra Stage]] life bar mechanics from no recovering on perfect hits to the health bar system on Challenge mode. The amount of misses you can make depends on your score. This means the Extra Stages can now become [[OneHitPointWonder One Hit Point Wonders]] as well.
*** Changed in X, which gave you one more life than SuperNOVA2.
*** And changed again in X2. Extra Stage since then always gives you 4 lives.
** DDR X3 VS 2ndMIX kicks it up a notch with the last Encore Extra Stage, LOVE IS THE POWER -Re:born-. It's a 10, while in general, Encore Extra Stage songs are 16s and above. The twist is that getting just ''one'' GREAT will cause you to lose your only life, failing you out.
* VideoGameRemake: As indicated by its title, DDR X3 vs. 2nd Mix features "2nd Mix Mode", a re-creation of 2nd Mix with HD graphics and most of the songs intact. This came partly to celebrate the 15-year anniversary of the [=DanceMania=] album series; EMI Japan also put out a re-release of the soundtrack of 2nd Mix as a tie-in.
* VirtualPaperDoll
* WakeUpCallBoss: The Paranoia series on Basic difficulty.
* YouGottaHaveBlueHair: Rena and U1 (comes in blue or purple!), Root's abnormally orange hair, jun who's hair can come in pink. There's also Bridget with her multi-tone hair, and Ceja as well. Those are all characters who appeared in Hottest Party. Emi and Alice from the arcade DDR games also qualify.
** Charmy had green hair spiked at the side.
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''I'll be waitin' for you to try again!''
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