Americans Hate Tingle: The various announcers of the series are seen as an iconic staple of the series by Japanese players, but Western players see them as annoyingnuisances more than anything else and long for the option to turn them off in arcade versions.
Anticlimax Boss: Genom Screams on DDR Extreme was a 8 on Single Heavy, but a 10 on Double Heavy. It was generally considered to be a mis-rating; on DDR X's new rating scale it was re-rated to 12, which is about the equivalent of 8.
Breather Boss: Xepher in DDR SuperNOVA (This is taken up a notch in "The Last" Stellar Joint because it's the easiest boss), On The Bounce in X, and Kimono Princess and Roppongi EVOLVED in X2 are distinct examples of this. On the Extreme cabinets, Sakura, Bag, and Genom Screams on Double were significantly easier than the other 10s, and most people found at least one 9 to be harder than any of them. Bag is only hard without speed mods, stirring debate as to whether one is "supposed to" use speed mods (plus the song's rhythm didn't quite match up with the chart's, but that was a flaw with the game engine).
Bar usage. Some argue that it's a legitimate tool, others feel it cheapens the experience.
The notion of having Goods count towards combos. Most players tend to complain since it devalues Full Combos (although, Great/Perfect/Marvelous full combos are still given distinct recognition in-game). Ironically, most of the players complaining about this are low-level players; top-ranking players who get AAA's on a regular basis tend not to care since Goods still carry no impact on score.
In general, DDR after EXTREME, particularly beginning with SuperNOVA. Some players stopped playing, citing the loss of the Dancemania license, excessive crossovers from other BEMANI games, and increased focus on competitive, Perfect-Full-Combo-or-bust play over a more social DDR community as reasons to stop caring about the series. However, the series does still have enough of a following to keep going, with some enjoying modern DDR games because of the focus on competitive play and the increase in boss charts, as well as the variety of licenses and interface improvements over the years. The departure of Naoki from Konami and TAG becoming his successor with regards to the sound director position is also a make-or-break point amongst fans.
Alternately, some players (mostly those who played earlier mixes) will try to find songs they remember (or similar) and keep playing them.
The same can go for mods in some cases; people might find so easier to use speed mods for everything, that they're not used to using the default 1x speed often (except on the faster songs, where pretty much anything faster than 1.5x can make things a lot harder.)
Almost nobody at the professional level counts any scores on charts below Expert/Heavy/Maniac. Exceptions might exist for boss songs that have not had their Expert charts made available for play yet, and even then only if the so-far-unlocked charts are at least boss-tier charts (such as "Over The "Period""'s level 15 Difficult Single and Difficult Double charts).
Default Setting Syndrome: Any song that comes up first on the song select on a first stage tends to fall victim to this, especially when there are beginners and/or kids involved. "Graduation" on Extreme is probably the most annoying example, noting how widespread Extreme is. On X, the default song became the updated version of "Butterfly", and X2 played with this a bit by having different defaults between regions; America got "Super Eurobeat (Gold Mix)" as default, while Japan got "more more more" as default.
In terms of characters, Disco has been one for most of the series.
Ear Worm: Too many to count. "Butterfly" by smile.DK is the most famous example. And also, any pop song in the default sort on DDR Extreme.
Amongst fans of "classic" DDR (specifically, pre-SuperNOVA), Naoki Maeda is this due to having contributed a very large portion of non-transplant Konami Original songs for the series.
Amongst fans of modern DDR, TAG falls under this due to being the current sound director.
Fandom Rivalry: With Pump It Up, another Rhythm Game centered around stepping on panels. DDR players dislike the Fake Difficulty that Pump is notorious for (such as "jumps" of 3 or more arrows and Double charts that require the player to stretch their legs beyond reasonable limits), while Pump players feel that DDR's stepchart makers are too afraid to experiment and try out new kinds of charts.
Germans Love David Hasselhoff: DDR has a sizable competitive scene in the United States, thanks to In the Groove helping fill the void between EXTREME and SuperNOVA, and the localized DDR A has been a hit amongst competitive players, with many official world records being set by Americans. The 6th Konami Arcade Championship was the first time Americans were allowed to register, with one of the three American finalists for DDR coming out as champion.
Harsher in Hindsight: It must be really awkward playing DDR X in Japan, when the announcer says "Is there an earthquake or something? 'Cause this party's a-crackin'!"
I Knew It: For the 2009 entries of the series (the first that would share a single bank of songs across all platforms), all of the versions were given the tentative title of just "Dance Dance Revolution" at E3. As disambiguation, some people had referred to the PS2 and Wii version as X2 and Hottest Party 3. Konami ended up naming them just that.
The same happened with DDR 2010, except with Hottest Party 4 instead. That ended up being its name ... in Europe.
Bag's fixed steps on DDR X. Who wants to play that song now? Semi-averted with X2: the original steps with their old timing are available as challenge steps.
Also one of the main complaints surrounding DDR 2010.
For the longest time, particularly during the arcade version hiatus that lasted from 2002 (EXTREME) to 2006 (SuperNOVA), this was a common complaint, particularly from Pump It Up players who tend to respond with "I've seen much worse" and In the Groove players. In fact, part of the reason In The Groove came to be was the demand for harder charts.
DDR Winx Club got this reaction too. It seemingly uses the old rating scale, but in practice, the so-called 9-footers note the highest Foot Rating in the game, as there aren't any 10-footers play like 5- or 6- footers. Players who were looking forward to playing a challenging chart to a Pop'n Music or beatmania crossover were disappointed. Disney Grooves suffered from the same issue, except that it didn't have such coveted crossovers.
The announcer, which can't be turned off in the arcade releases. Especially on X and up.
The sound of a Shock Arrow being triggered.
The sound of a life being taken away on a "battery" meter. It's bad enough watching your combo break, but hearing the sound of a life going pow!, even at a reasonable volume, is enough of a Jump Scare to result in a chain reaction of missing up to three more steps for a Game Over.
Speed modifiers, thought to be introduced in DDRMAX, actually appeared in the two Dancing Stage feat. (artist) and the DanceDanceRevolution Solo spinoff games first.
The "9-foot" rating on the classic 1-10 difficulty scale, commonly associated with 3rdMIX, appeared in 2ndMIX CLUB VERSION first.
5thMIX is thought of as introducing 60 FPS. Again, the Dancing Stage "artist" games did it first.
DanceDanceRevolution A is the first mainline game in which Goods increase score. This was first done in the Solo games, though unlike in the eAMUSEMENT Participation DDR games, they break your combo.
Schizophrenic Difficulty: In Dance Dance Revolution X2 on the PS2, boss songs are unlocked in this manner. The first song is "Dance Dance Revolution", which isn't hard outside of its jumps, then right afterward comes "Dead End (Groove Radar Special)", which is absolutely loaded with Fake Difficulty, and has only one chart, which is an 18. After that comes "Pluto The First", which is notorious for being one of the worst charts of all time and having even more Fake Difficulty than DEGRS. Once you've gotten past that, you'll find the remaining two bosses, "Kimono Princess" and "Roppongi Evolved", to be very easy by comparison.
The BPM of the chart changing by some factor of 2, even if in reality the music's tempo didn't change, or the chart completely stopping. Charts that overuse these gimmicks are usually Those Levels too, which doesn't improve the situation.
In older versions of the game (primarily any PlayStation-based versions for that matter), songs with triplets were at times harder to play than normal songs. This was not due to a player's inability to hit triplets, but rather a player's inability to hit triplets that were rounded to the nearest 64th note or so. The slower the song, the more obvious this became: "bag", "Ballad For You", and "I'll Make Love To You" are three of the slowest songs, yet are done completely in triplet style. The Windows-based engine on DDR X AC finally corrects this issue, but for those stuck with an older machine: assuming 12th notes, hit the last 12th before the quarter note just a tiny bit sooner than you would if it was a proper 12th.
This becomes an Ascended Glitch on X2 where "bag" gets a Challenge chart, which is just the Expert chart with an emulation of the previous glitch.
By default, even the current version still requires you to play double the price of a Single Play credit to play on Double Play. This is in contrast to Pump It Up and beatmania IIDX, both of which not only charge the same price between single and double modes, but even allow switching between the two between songs.
In the arcade versions, in an effort to munch more tokens and discourage players from playing beyond their comfort zone too often, if you run out of health during a song, not only does the song end immediately, but you lose all of your remaining songs as well. This changed in X3, which introduces a Quick Play mode where you can pay by the song rather than a set of stages, so not only do you have flexbility over how many stages to play, you won't waste money if you fail one of your stages. Sadly, Quick Play is only available if you're on a cabinet that is connected to the eAMUSEMENT network and supports the PASELI proprietary currency system.
The safety bar on arcade machines is often the subject of many a heated debate. Some players think that barely passing a beginner song without the bar is better than beating That One Boss with a grade of AAA with the bar.
Speed modifiers were once regarded as "cheating" as well; that debate has since been inherited by the Guitar Hero community.
Seinfeld Is Unfunny: The game was quite revolutionary when it was released in 1998 ("A dance game played with your feet?"). However, with the proliferation of motion sensor dance games in The New '10s such as Dance Central and even Konami's own DanceMasters / DanceEvolution, those who aren't already familiar with the BEMANI franchise find DDR to be outdated and irrelevant ("Why be restricted to stepping on four directional panels when there are games that make you use your entire body?") It doesn't help that many expert players hold onto the safety bar while playing, a practice that, while essential at high-level play, looks unappealing and nothing like dancing to those not familiar with the series. It still has its players, particularly in Japan where Konami continues to produce arcade DDR versions and update them with new content from time to time.
Starting with SuperNOVA. Curious how it was the first core game in the series to be released after Guitar Hero...
DDRMAX, the sixth main arcade release, had some questionable changes. Every repeat save for console-exclusive songs is gone (bringing the songlist from 130-something down to about 45) as well as difficulty ratings. Some of the former, as well as the latter, came back for DDRMAX2, however.
The new cabs designed for DDR X US version onwards. With poor pad quality and HD lag, it's no wonder DDR is losing popularity in arcades.
This was allegedly fixed with DDR X2's American showing, but mixed reports have come in from different players and Tropers. Some corners were still cut, making some believe that no effort was put in at all.
Fans were disappointed at first by X3 vs. 2nd Mix for not having as much "new" content on launch, as much of it was imported from Hottest Party 4/2010.
Signature Song: "Butterfly", despite being a licensed song, is seen by many as the song of the series.
If you mention Konami and rhythm games to the average Western gamer, the first—and perhaps only—game that will come to mind is DDR. This is mostly due to the fact that DDR is the only BEMANI game to have more than a small handful of Western releases.
Most fans of old-school DDR think it's the only project NAOKI has worked on, ignoring Dance Masters and CROSS×BEATS, even though NAOKI plainly posts about these two games in English on his Facebook account (which is open to friend requests from fans and not just people he knows). Worse, some still think he works for Konami rather than Capcom even though he left in 2013.
Song Association: "Butterfly" by Smile.dk, despite being a licensed song, is a major staple of the series.
Soundtrack Dissonance: Despite being a dance simulation game, the game has any number of songs that most would not typically associate with dancing, especially at a club. Examples include many of the rock songs, such as "JET WORLD", "Across the Nightmare", and "How to Cook Delicious Rice and the Effects of Eating Rice".
Suspiciously Similar Song: A patch for the first iOS version, DDR S, featured several Jimmy Hart Versions of past Konami Original songs, such as "Say It Again" (a remake of "HYPER EUROBEAT" by DDT and Naoki, never appearing outside of the game despite having a Dummied Out double chart), "Rescue Me" (a remake of "MEMORIES" by Fracus and Naoki, also appeared on HP4/DDR PS3, and made an arcade debut on X3 vs. 2nd Mix). Given that "MEMORIES" got removed on DDR X (which was released around the same time), presumably Rescue Me was created to replace it. But why?
Comparisons have been drawn between X3 vs. 2nd Mix's hidden boss song "Tohoku EVOLVED" and "MAX. (period)"; both are Darker and Edgier remixes of a previous boss song (Max 300, and London EVOLVED) by 2MB (though, with an additional 100KB in the case of Tohoku), their charts both start immediately at the beginning of the song, both have a section played at a very high speed, and both contain an inspirational message at the end ("Thank you for playing" at the end of Period, and the "CLEARED" screen instead reading "PRAY FOR ALL" on Tohoku)
Valkyrie Dimension was the True Final Boss of the arcade version of X2, which meant players initially had to jump through a large number of hoops to even get to it in the first place. Then, because it was always played on Sudden Death mode, everyone kept failing on the trills right at the end. When it was finally unlocked for normal play, cue the disappointment from fans who learned it was yet another Level 18. For many, that wasn't hard enough. Even with that, Valkyrie Dimension also has a pretty brutal difficulty spread across its charts. Its Single Beginner chart is rated a 9, which is around a rating range typically reserved for Difficult charts. The Single Basic chart is rated a 13 (for reference, MAX 300 on Single Expert is a 15).
Even worse? 888 and Mei. Each Challenge chart has over 700 steps, whereas a normal DDR boss song has about 550. And the latter is well-known as being one of the hardest beatmania songs. Think about that for a second.
X3 vs. 2nd Mix brought Tohoku EVOLVED. While it is a Level 17 on Expert (one level easier than VD), Sudden Death mode caused players to get caught off-guard by a sudden speed-up for a few moments, and then the most dreadful and literal example of a Last Note Nightmare ever.
The boss of the Bemani Gakuen event is "Elemental Creation"; while it's about as hard as the average boss song, it is also longer than most normal DDR songs. Of course, more length equals more steps; its Difficult chart is an 11 with a max combo of over 600 (Yeah, that's pretty easy), the Expert is a 17 with a max combo of 789, and the Challenge, while not the hardest song (its yet another 18), has 860. Its highest-leveled IIDX, Reflec Beat, and Jubeat charts break similar note count records. And did we mention its 212—sorry, 424 BPM with tempo changes?
Meet EGOISM 440. Even when cut down to just quarter notes, it's fast and has a lot of interesting pauses.
And then it got a challenge chart with a 19 rating, the 3rd to date. Given that the chart features a total step count (811) second only to Elemental Creation challenge (which is more than 30 seconds longer) and has 16th notes at 440 bpm, its rating is probably warranted.
And now we have "Over the 'Period'"; much like "Love is the Power Re:born" on X3, this is not only on Sudden Death mode, but a sudden death that causes an instant fail on anything worse than a Perfect. Cue the sea of players failing on the very first arrow. What's particularly painful is that it starts at 32.5 BPM, forced on the same speed mod as the 600 BPM MAX.(period) that preceded it, then slows down further, then after the 25 BPM section has a stop - and that's just the start of the Fake Difficulty. To top it all off, the song is rated a 15 on Single Difficult, and many feared having to do the same with the expert charts... But, that didn't happen, though that doesn't make its Expert chart, which is the 3rd (4th for doubles) expert chart to be rated an 18, any easier.
Its challenge chart is yet another 19, more than warranted with its streams loaded with crossovers, 160 bpm sections full of 16th streams with 24th streams peppered in, a very complex slowdown/speedup section, speed up sections with even more streams with tons of crossovers (Including one reminiscent of Healing-D-Vision's infamous crossover stream, but at 420 bpm), and a semi-final section that eventually reaches 840 bpm. Oh, and did we mention the chart is (initially) only available when playing the song as an extra stage, meaning you can't miss any more than 3 notes?
The Festival/Extreme/Fusion interface, dear lord. Thankfully, they realized their mistake and went back to the "classic" song wheel (plus an early version of what would become SuperNOVA's UI design) for Str!ke/Extreme 2/Max.
Dynamite Rave's new steps on X2 and Hottest Party 3/Music Fit. The new steps don't have the same challenge as the older ones. Even the song itself, which debuted in DDR X with the old steps, has been changed for the worse.
Many fans claim this after DDR stopped using Dancemania as its main source of licenses.
London EVOLVED's new Challenge chart on DDR X3.
Counting Goods towards the combo on HP 4 / HP 5 /2013 AC. Generally, higher-end players tend not to care though, since combo has no impact on grade.
When DDRMAX removed background dancers, a lot of complaints were raised, as the dancing characters are a major staple of the series. Eventually Konami put them back in console releases following DanceDanceRevolution EXTREME, and eventually put them back into arcade titles beginning with SuperNOVA.
There's quite the base split when it comes to "classic", EXTREME-and-earlier DDR and more "modern" DDR; fans of the former dislike the choices of licenses in newer games and the shifting of the overall community's focus from recreational play to competitive "Perfect Full Combo or bust" play.
The Shock Arrow mechanic is a variation of the mines from In the Groove, except unlike mines, they always come up in groups of 4, are judged using the O.K./N.G. system, cause the arrows to momentarily disappear and fade back in when hit, only appear on designated Challenge charts, and have always been used more like a "hurdle" and never really on bosses (well, except for Horatio on X CS US and Pluto the First on X2 CS US)
DDR PS3 and its "Chain Arrow" and "Groove Trigger" features seemingly rip off mechanics from Guitar Hero and the like. However, the Chain Arrow segments only add bonus points, a glass shattering effect, and forces a flat noteskin on the notes in question. Groove Trigger works like Star Power itself (bonus points for a period), except it reduces the lifebar by half.
The DDR 2013 update unveiled at JAEPO 2014 update introduces a new interface style, which some have derided as being a carbon copy of Gitadora. Yes, they're copying their ''own g
Somehow, just in the U.K., Hottest Party 5 got a "16+" rating from PEGI for "violence." By contrast, every other country got a "3+" on the scale (roughly an "E" on ESRB's scale) from the exact same organization. But why? It was just a single punch in the face in the "More Than Alive" music video. Did they think this was going to be Grand Theft Auto?
Playing the same song repeatedly for practice purposes is standard practice in Japan, but a good way to annoy players around the cabinet in the West.
Woolseyism: In American installments, the "Boo" timing judgment got renamed to "Almost," and "Miss" to "Boo." This migrated to the Arcade on SuperNOVA (however, "Miss" was restored as part of a modified rating scale on X2)