These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
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.
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.)
Default Setting Syndrome: Any song that comes up first on the song select on a first stage tends to fall victim to this, especially involving typically beginners. "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.
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.
Fascination ~eternal love mix~ on Supernova. The music video for PARANOiA ~Hades~ in Supernova 2 also counts.
The background for Afronova.
The BGM to Healing Vision Angelic Mix, with its flatline...
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 That One 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.
Scrub: 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.
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.
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 (Maxx Unlimited, 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)
That One Boss: Pick a "MAX", Trip Machine, PARANOiA, Pluto, and "EVOLVED" song. Any of them.
"Trigger" In X, "Zero One" in Ultramix 2 / Str!ke, and "Valkyrie Dimension" in the Arcade version of X2 are also good examples.
For Valkyrie Dimension, it was also the True Final Boss of the arcade version of X2, which meant you 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.
That disappointment soon turned to excruciating pain when they saw the Oni chart, one of the first 19's! Ouch.
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 brings Tohoku EVOLVED. While it is apparently a Level 17 on Expert (one level easier than VD), Sudden Death mode combined with a sudden speed-up for a few moments caught many players off guard. But, most of those who manage to get by it will end up failing on 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?
DDR '13 is finally starting to show some teeth, with "TRIPLE JOURNEY" and "IX" Challenge.
Dance Dance Revolution Disney Grooves has one too. "Turkey in the Straw", which, oddly enough, is not Disney related. It's always hard no matter which difficulty you pick.
Hottest Party has "Pluto the First". It's in red for a reason.
They Changed It, Now It Sucks: 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.
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 games.
They Just Didn't Care: The background videos for all the new songs on Konamix and MAX USA were lifted straight from other songs in the original 4thMIX / MAX and MAX2. As a result, most of them are off by a measure. This even happens to some songs - "Healing Vision" and "Matsuri Japan" in MAX - that were already in MAX2 to begin with. Another effect of this is that some songs will have identical videos, like "Peace-Out" and "Take It To The Morning Light".
The music list on Wii DDR 2010's web site was apparently copied directly from the PS3 version's site without having been checked. Revival songs from the PS3 version (AFRONOVA, Flowers, TSUGARU (APPLE MIX), Sweet Sweet ♥ Magic and MAX 300) are listed on the Wii version's site but are not available in the Wii game. Likewise, songs exclusive to the Wii game are not listed on the site. Throw in a few Engrish errors here and there, and you know you're in trouble.
The European version of DDR II (a.k.a. Hottest Party 5) adds translations for several other languages. Somehow, the small label for the "Other Info" button on song selection (which switches the difficulty displays between Short/Long versions) in the English mode contained the German label "INFO ANDERN◊"
A later update marked the return of support for step edits on older machines (the new white cabinets don't have USB ports) and brought back a distinct Couple chart type (a.k.a. co-op or routine). It is displayed similarly to Versus mode, except that the arrows are slightly closer to the center of the screen. The only problem is, they forgot to make the Hidden/Sudden+ lane covers move along with them, leaving the 1P Right and 2P Left arrows exposed. Hilariously played with by this edit, which only uses said arrows.
This brings a new meaning to Soundtrack Dissonance (It is said the game files may have been corrupted, as this glitch only occurred on a single machine)
One of the bigger changes on the May 2014 patch is the new ""diffficult"◊ mode.
DDR Classroom Edition; its designed for Exergaming in schools. Good in concept, absolutely terrible in execution: it tries to be massively multiplayer in gameplay (much like the similar In The Groove Multiplayer rig which at least kept the game alone, and the purpose-built iDance), except it doesn't really have any. All the charts are automatically generated, completely missing the point of the franchise (check out the mess it made out of Max 300), and the traditional gameplay is barely there at all. Then there's DDR Pocket Edition which is just as bad, if not worse.
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?
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)