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* NintendoHard:
** Rivals ''VideoGame/InTheGroove'' for the most challenging game involving stepping on panels. While the arcade style charts do not have [[DemonicSpiders mines]] in them (except on Pro, where the charts are done in a more ''In The Groove''-like style, and thus can contain mines and rolls), some mission mode charts have them, and can actually require the player to hit the mines in order to pass the mission.
** Takes this to a whole new level if the arcade machine's owner has enabled stage break, where the player gets an instant Game Over if the lifebar depletes, and it drains much more quickly than ITG does. In this case anything you pass will have a grade of A or higher. Fortunately stage break does not affect the first song of the credit.
** In ''DDR'', doubles charts are designed so that the widest jump you ever have to make is a vertical arrow on one side and the other side's inner horizontal arrow. No such mercy exists in ''Pump It Up'', where doubles charts can feature jumps and rolls that require your feet to be on extreme opposite sides of the stage. Don't pull a muscle!
** That said, ''Pump'' has looser timing windows than ''DDR'', making it easier to get a perfect run on a ''Pump'' chart than it is to get a Perfect Full Combo on a ''DDR'' chart of the same difficulty. However, this often comes at the cost of ''Pump'' having a larger density of "boss" charts than ''DDR''. That said, the Hard Judge and Very Hard Judge options exist for players who think that ''Pump''[='=]s usual timing windows are too easy.
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** One of the longstanding complaints with the game particularly from the competitive scene is the scoring system. Okay, so you get a fixed number of points based on step judgement with Perfects giving 1000 points, no problem. However, the game throws a combo bonus on top of that: you get 1000 more points on a Perfect or Great if your combo is 51 or more which means you lose 1000 potential points on a Good and 50000 on a combo break, in a game where scores typically reach into the low millions by the end of the chart. In a tournament, a player who is significantly ahead in terms of accuracy can lose the entire round to their opponent simply because they missed once and their opponent got a full combo even if said opponent has relatively lousy accuracy. [[https://www.youtube.com/watch?v=KVH9lFT8Tj8 This video]] by current U.S. Champion (Speed Division) [=happyf333tz=] goes into further details.

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** One of the longstanding complaints with the game particularly from the competitive scene is was the scoring system.system up through ''XX''. Okay, so you get a fixed number of points based on step judgement with Perfects giving 1000 points, no problem. However, the game throws a combo bonus on top of that: you get 1000 more points on a Perfect or Great if your combo is 51 or more which means you lose 1000 potential points on a Good and 50000 on a combo break, in a game where scores typically reach into the low millions by the end of the chart. In a tournament, a player who is significantly ahead in terms of accuracy can lose the entire round to their opponent simply because they missed once and their opponent got a full combo even if said opponent has relatively lousy accuracy. [[https://www.youtube.com/watch?v=KVH9lFT8Tj8 This video]] by current U.S. Champion (Speed Division) [=happyf333tz=] goes into further details.

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