* AmericansHateTingle: You would expect that since it's the SpiritualLicensee to DDR and with much harder charts, it would catch on with top-tier Japanese players. It didn't; most Japanese players prefer DDR and its chart style and music. The ITG scene is almost exclusively Western.
* CrowningMomentOfFunny: [[http://www.youtube.com/watch?v=QixDSEoxig0 800$ BOOM]]
* DamageSpongeBoss: Hardcore of the North Single Expert has over 800 steps. By no means easy, but the arrangement and consistency makes it easier than some charts that have fewer steps.
* FanonDisContinuity: Every fanmade "game" =/= In The Groove.
* FollowTheLeader: Both ways. ''In The Groove'' took the 4-arrow paradigm from [=DDR=] and ran with it, including new features like mines (which were already in Stepmania). In DDR X, DDR added shock arrows, which are pretty much mines. However, shock arrows always cover all four panels, which one might argue is missing the point of mines in the first place. In DDR SuperNOVA, they also started introducing ITG-level boss songs, though this may be more because players had pretty much 100-percented the whole DDR series at that point.
* FunnyAneurysmMoment: The "KONAMI WILL SUE" meme became much, MUCH harsher ever since their ExecutiveMeddling from 2015 onwards drew the world's biggest {{Hatedom}}.
* GoodBadBugs: In the r21 patch for [=ITG2=], players can play custom stepfiles, but the song cannot be tagged as being longer than 2 minutes. Emphasis on "tagged"; [[LoopholeAbuse the implementation of the feature read from the music file's metadata to determine length.]] In the updated r23 patch, songs now automatically cut off at 2 minutes and 15 seconds, regardless.
* HarsherInHindsight: The "We're just getting started!" Splash in the original game. Only one more would be released.
* MemeticMutation: [[http://www.youtube.com/watch?v=QixDSEoxig0 800$ BOOM]] (Both players get the same score on "Liquid Moon" in a tournament's final round, but one player accidentally hits a mine right at the end of the song. The "$800" refers to the difference in prize money.)
%%** KONAMI WILL SUE
* NonIndicativeDifficulty: Overall, the Driven course may be harder on Hard than on Normal. However, there is one part near the end of Monolith where, on Hard, there is a steady stream of arrows, and on Normal, there are only off-beat (blue) arrows. Combined with the mods in the course, these arrows are difficult to hit at all, while the stream on Hard is easier to read.
* PortingDisaster: The [[UsefulNotes/PlayStation2 PS2]] port. The game was functional, and even included some cool features like a screen that displayed your overall progress in the game, but:
** The loading times, especially when going back to a previous menu, were [[LoadsAndLoadsOfLoading pretty bad]].
** The fonts and overall design weren't altered at all to accommodate the [=PS2=]'s video resolution, making the smaller text hard to read, akin to ''VideoGame/GranTurismo 2''.
** Perhaps worst of all, the songs were subject to one of the most surreal cases of {{Bowdlerization}} in recent history. Roxor followed ''every single instruction'' given to them from the [=ESRB=] to cement an E rating. Lyrics such as "beware of the ''dark'' side of town" were replaced with lyrics elsewhere in the song, which sounds as natural as one would expect. Now it's the ''wet'' side of town. Surprisingly, this didn't affect actual gameplay too badly. Fortunately, the PC port had the proper uncensored music, and didn't have any of the other problems the [=PS2=] port had.
* SuspiciouslySimilarSong: Plenty based on ''DDR'' songs.
** The first game has "Disconnected" for "[=PARANOiA=]", "I Think I Like That Sound" for "Drop Out", "Hand of Time" for "Healing Vision", and "Pandemonium" for "Gamelan de Couple" and "Legend of MAX".
** The second has "Energizer" for "MAX 300", which even nicks the slow part of "neoMAX", a ''fan remix'' of "MAX 300". "Energizer" piles on the references to the MAX series especially thick. It's very likely named as it is due to "Energizer Max" batteries, it has a big jump followed by slow section in the middle (though it's longer and brighter than the slowdown in "The Legend of MAX" - the background video shows a ''[[RelaxOVision freaking field of flowers]]''), and the first sixteen steps of both the Medium and Hard charts are the same as the Medium chart from "The legend of MAX".
** Not every SuspiciouslySimilarSong in ''ITG'' is taken from ''DDR'' though. The second game has "Determinator" for "[[Music/FrankZappa You Are What You Is]]".
** "We Know What To Do" (which they neglected to mention is a very off-context remix of [[https://youtu.be/BsENOpKLSC4 the original]]) resembles "[[https://youtu.be/SA6zxC3lA3k?t=18m20s Crow Song]]", a popular StepMania song of the day.
* ThatOneAttack:
** Determinator Single Expert 12. ''Seventeen arrows per second''. That's like an engine running at 1000 [=RPM=], [[{{Metaphorgotten}} except replace "engine" with "feet"]].
** Delirium Single Expert is a cakewalk by 12 standards for most of the song... but the last part is a long stream of 1\16th arrows at 166 [=BPM=] (eleven arrows per second) that just. Won't. Stop.
** The "fade in" modifier on courses, which makes arrows not appear until they're halfway up the screen. While other modifiers such as "alternate" are worse, those ones are accordingly in courses known for having crazy modifiers and lighter steps. "Fade in", on the other hand, appears casually in a lot of the courses, and mean you have half the reaction time you normally do to hit the arrows.
* ThatOneBoss: Where to begin?
** Any [=ZiGZaG=] song is definitely one.
** "Disconnected Disco" on Expert Double.
** Utopia Single Expert 11. It's okay for the most part, until a third into the song the steps stop making sense for a while. See [[http://www.youtube.com/watch?v=tTQKbAyYy0o here]]
** Tell Single Expert 12. It's hated due to the fact it has nearly-impossible to hit jumps.
* TheyCopiedItSoItSucks: Opinions are divided on this issue.