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. And in reality, some players didn't really find it deserving of a difficulty level usually reserved for bosses. On DDR X's new rating scale, said chart got changed to be a 12, which is about the equivalent to an 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.
Complacent Gaming Syndrome: Several players will try to find the hardest song available in the mix they currently play, pass it, and then keep playing it over and over again. Some may break out of this habit by choosing new or random songs, but some don't.
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.
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.
It's Easy, so It Sucks: 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
Nightmare Fuel: 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...
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 considered ScrappyLevels.
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.
Sequelitis: 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 all-new content on launch, mostly imported from Hottest Party 4.
"Stop Having Fun" Guys: 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.
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?
They Changed It, Now It Sucks: The song selection and other menus from Festival/Extreme/Fusion were so different from the 5thMIX "music wheel" format that the games caused a fan outcry. It was brought back starting with the next game, 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.
For the US console version of DDR X, Horatio got different Challenge steps with way more ShockArrows.
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.
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◊"
X3 vs. 2nd Mix's "2nd Mix Mode" has a few embarrassing typos and bugs. For instance, Stomp to My Beat's artist is "JS1B" instead of "JS16", Kung Fu Fighting's banner does not contain the "featuring" label above "CARL DOLGLAS", and having two players on different difficulties makes the two difficulty graphics overlay on top of each other◊ (though, on the real 2nd Mix, both players couldn't play on different difficulties)
DDR 2013 follows the lead of recent Wii versions by counting Goods towards the combo. Unfortunately, no one told the announcer this: the combo count for the announcer still recognized the combo hadn't been broken, but awkwardly excluded Goods from the count used to trigger the announcer. This bug, plus performance issues on upgrade cabinets, were fixed in its first patch.
A patch for DDR 2013 marked the return of support for step edits on older machines (the new white cabinets don't have USB card slots) 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 deconstructed by this edit, which only uses said arrows.
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 (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)