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* SequelDifficultySpike: ''beatmania'' has a relatively modest difficulty curve, but ''IIDX'' is famous for having one of the highest, if not ''the'' highest, difficulty ceilings in the entire commercial RhythmGame industry.


** 16 years later, ''IIDX RED'' isn't the only rhythm game with a "RED" subtitle anymore, as there is now Creator/{{SEGA}}'s ''O.N.G.E.K.I. R.E.D.''

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** 16 years later, ''IIDX RED'' isn't the only rhythm game with a "RED" subtitle anymore, as there is now Creator/{{SEGA}}'s ''O.N.G.E.K.I. ''VideoGame/{{ONGEKI}} R.E.D.''

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** Tatsh was one of the sound directors for ''IIDX'' up to ''[=DistorteD=]'' in 2006. Years later, after he left Konami and would only contribute songs as a commission artist going forward, he would contribute songs to ''VideoGame/PumpItUp'' and ''VideoGame/EZ2DJ'', two games that Konami ''filed lawsuits'' over.


** The songs removed from one style to another tend to upset fans, since instead of focusing on songs that fan don't like, Konami focuses on songs by artists that no longer work for them. Music by Slake, Naoki and Akira Yamaoka are few and far between.[[note]]Akira Yamaoka now works for Suda 51 while Slake and Naoki left Konami to contribute to ''VideoGame/CrossBeats''. This has led to Konami scrubbing their songs from BEMANI games and ''face'' in the case of Naoki.[[/note]]

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** The songs removed from one style to another tend to upset fans, since instead of focusing on songs that fan fans don't like, Konami focuses on songs by artists that no longer work for them. Music by Slake, Naoki and Akira Yamaoka are few and far between.[[note]]Akira Yamaoka now works for Suda 51 while Slake and Naoki left Konami to contribute to ''VideoGame/CrossBeats''. This has led to Konami scrubbing their songs from BEMANI games and ''face'' in the case of Naoki.[[/note]]

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** Making [[StupidStatementDanceMix Stupid Statement Dance Mixes]] of the songs with Creator/JackBlack's [[https://www.youtube.com/watch?v=_7jpz_55EdM appearance]] on ''Series/SesameStreet'', most notably "Bloomin' feeling" as shown [[https://www.youtube.com/watch?v=yi57SoIygY4 here]].

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** 16 years later, ''IIDX RED'' isn't the only rhythm game with a "RED" subtitle anymore, as there is now Creator/{{SEGA}}'s ''O.N.G.E.K.I. R.E.D.''

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* GrowingTheBeard: Early DoublePlay charts were simply not designed for single-player play, often introducing patterns that are meant more for two-player CoOpMultiplayer instead. It wasn't until the fifteenth main installment of ''IIDX'', ''DJ TROOPERS'', that the dev team really started making charts that are much better-quality for Double Play.


** The Random modifier. If you're not using it, you're apparently a {{Scrub}} who's preventing themselves from practicing optimally. If you're using it, you're apparently a cheater for trying to make charts easier (especially charts with scale patterns) and relying on [[LuckBasedMission luck]] to get easy patterns.

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** The Random modifier. If you're not using it, you're apparently a {{Scrub}} who's preventing themselves from practicing optimally. If you're using it, you're apparently a cheater for trying to make charts easier (especially charts with scale patterns) and relying on [[LuckBasedMission luck]] to get easy patterns. Unlike other old rhythm game arguments such as using speed modifiers (''VideoGame/GuitarHero'', ''VideoGame/DanceDanceRevolution'') or using the bar (''DDR''), this has ''not'' died out and people still argue about using Random to this day.


* ViewerGenderConfusion: Rche. Konami knows this and deliberately keeps Rche's gender obscure, going as far as to censor references to it in [[AllThereInTheManual supplementla material]].

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* ViewerGenderConfusion: Rche. Konami knows this and deliberately keeps Rche's gender obscure, going as far as to censor references to it in [[AllThereInTheManual supplementla supplemental material]].

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* WinBackTheCrowd: For years, American ''IIDX'' players had been growing increasingly pessimistic about playing in the United States due to the rather complicated regional settings locking them out of a number of features that other regions have...until January 2020, when Konami brought over Lightning Model cabinets ''with US-specific builds''.


* EarWorm: Well, [[SugarWiki/AwesomeMusic obviously]]. The song "smooooch・∀ ・" in particular has spawned its own addictive internet meme on Nico Nico Douga.


* SugarWiki/MomentOfAwesome: Hoshino Kanako kicking ass in [[https://www.youtube.com/watch?v=spfLnPX_Poc Answer's video]].

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* SugarWiki/MomentOfAwesome: Hoshino Kanako kicking ass in [[https://www.youtube.com/watch?v=spfLnPX_Poc com/watch?v=7w3YrP8r60k Answer's video]].



** [[https://youtu.be/E8aYEdkaJ-g BroGamer]] is practically built around this. It is littered with cheesy gamer lingo, and the genre is "Super Ultimate Hyper Core". It is also a ''very kickass'' song.

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** [[https://youtu.be/E8aYEdkaJ-g [[https://www.youtube.com/watch?v=GgMzavgfyJY BroGamer]] is practically built around this. It is littered with cheesy gamer lingo, and the genre is "Super Ultimate Hyper Core". It is also a ''very kickass'' song.



* UncannyValley: [[https://www.youtube.com/watch?v=FICwXRB5Xkw Kigonshu's video from IIDX Gold]] may be found to be [[NightmareFuel more than just a little creepy.]]

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* UncannyValley: [[https://www.youtube.com/watch?v=FICwXRB5Xkw bilibili.com/video/av23000687/ Kigonshu's video from IIDX Gold]] may be found to be [[NightmareFuel more than just a little creepy.]]

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*** ''10th Style''[='=]s 8th Dan course is That One Dan Rank due to [[GameBreakingBug the tracks using the Another charts instead of the Hyper charts by mistake.]]


** Almost nobody plays [[VideoGame/DanceDanceRevolution "MAX 300"]] because it starts offf at 50 BPM before shooting up to its actual BPM of 300, causing problems for players who use the "green number" (a number showing how long notes are visible for, influenced by the Hi-Speed and Sudden+ settings) feature since they have to mess around with modifiers ''just'' for this track.

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** Almost nobody plays [[VideoGame/DanceDanceRevolution "MAX 300"]] because it starts offf off at 50 BPM before shooting up to its actual BPM of 300, causing problems for players who use the "green number" (a number showing how long notes are visible for, influenced by the Hi-Speed and Sudden+ settings) feature since they have to mess around with modifiers ''just'' for this track.

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** Almost nobody plays [[VideoGame/DanceDanceRevolution "MAX 300"]] because it starts offf at 50 BPM before shooting up to its actual BPM of 300, causing problems for players who use the "green number" (a number showing how long notes are visible for, influenced by the Hi-Speed and Sudden+ settings) feature since they have to mess around with modifiers ''just'' for this track.

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