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* DifficultySpike:
** In Fiesta 2, there's the double mode "T-Rain", which starts with a cheerful song, ''"[[Music/OrangeCaramel Shanghai Romance]]"'', which has a not really hard Level 17 chart. Then comes the breather ''"Two Guys"'' with a(n absolutely not) Level 18 chart. This Train will only get better and more fun, right? [[spoiler:Good luck. Next is ''"Ignis Fatuus"'' (DM Ashura Mix), Fiesta 2's [[ThatOneBoss most feared song]]. If you are caught unprepared this probably ends the train for you. [[NintendoHard Level 24]], baby.]] Last is [[spoiler:''"[[Music/BigBang Heartbreaker]]"''. Not so hard, but the chart is... eh, so wrong.]]
** Inverted in Fiesta EX, there's the "[[NintendoHard Windforce Train]]", where it begins cruelly beating you with ''"What Happened ?"''. A chart which you must actually ''[[GuideDangIt know]]'' how to step correctly to pass it properly, followed by Fiesta's [[ThatOneBoss assasin]] ''"Vacuum"'', with its worst chart, a horrifically difficult Single 23 routine. And guess what comes next? ''"La La La"''. One of NXA's easiest K-Pops with its very same Crazy chart, gotta be easier after this right? At last, we can breath. [[spoiler:In fact, it's just a BreatherLevel of fresh air before the Train's true killer: ''"Cleaner"''.]]

to:

* DifficultySpike:
** In Fiesta 2, there's the double mode "T-Rain", which starts with a cheerful song, ''"[[Music/OrangeCaramel Shanghai Romance]]"'', which has a not really hard Level 17 chart. Then comes the breather ''"Two Guys"'' with a(n absolutely not) Level 18 chart. This Train will only get better and more fun, right? [[spoiler:Good luck. Next is ''"Ignis Fatuus"'' (DM Ashura Mix), Fiesta 2's [[ThatOneBoss most feared song]]. If you are caught unprepared this probably ends the train for you. [[NintendoHard Level 24]], baby.]] Last is [[spoiler:''"[[Music/BigBang Heartbreaker]]"''. Not so hard, but the chart is... eh, so wrong.]]
** Inverted in Fiesta EX, there's the "[[NintendoHard Windforce Train]]", where it begins cruelly beating you with ''"What Happened ?"''. A chart which you must actually ''[[GuideDangIt know]]'' how to step correctly to pass it properly, followed by Fiesta's [[ThatOneBoss assasin]] ''"Vacuum"'', with its worst chart, a horrifically difficult Single 23 routine. And guess what comes next? ''"La La La"''.
DifficultySpike: [[ThatOneBoss/PumpItUp See That One of NXA's easiest K-Pops with its very same Crazy chart, gotta be easier after this right? At last, we can breath. [[spoiler:In fact, it's just a BreatherLevel of fresh air before the Train's true killer: ''"Cleaner"''.Boss.]]



* ThatOneAttack: Starian's [=S07=] chart[[note]]the Hard chart before the series started using difficulty numbers for chart names[[/note]] is infamous for having four simultaneous jumps at the end which consist of all four diagonals, and due to the design of arcade pads, cannot be simply hit with both feet; the player ''has'' to use their hands unless they happen to have really, really big feet. Quite surprising for a chart that's only in the single digits.
** This kind of pattern returns in King of Sales S21. This time, you cannot miss this because it counts for 51 hits. For bigger feet, it is possible to heel-toe it in the newer pad designs.
* ThatOneBoss: As Pump generally has harsher high-level charts than DDR, there are quite a large number of songs that qualify (particularly, anything that is a level 24 or higher). By far the most deserving of this title, however, are level 27 and 28 charts -- the highest levels in the game.
** The D27 chart for "[[https://www.youtube.com/watch?v=HajL3m6GvbI 1950]]" is one of the most technical songs in the game, with extensive bracketing and few holds (which makes it harder to re-gain health). It becomes especially ridiculous towards the end, containing high-speed bursts and runs with more brackets mixed in (at around 20 notes per second), and climaxing with a complex bracketing sequence spanning across both halves of the pad at once.
** A mashup of "1950" with "Yog Sothoth", "[[https://www.youtube.com/watch?v=M__TApCPBKI Paradoxx]]", takes the above UpToEleven as the first 28-rated chart in the entire franchise. It runs at a slightly faster BPM (220 vs. 200), and contains a ton of complex patterns and high-speed runs. And then you get to the ending, the closing piano solo from "Yog Sothoth" -- a just over 30-second long run of nearly-unbroken streams with frequent bracketing -- sure to drain whatever stamina you still have left. Very few players have ever gotten a lifebar clear on this chart.
** "1949" D28. "1950" was bad enough, but XX decided a sequel was a good idea. When the singer outright yells "DIE!" at one point and there's a distorted sample of the game's failure CatchPhrase, you ''know'' it's bad. The chart is just as bad as Paradoxx at its worst, if not even worse in terms of patterns and sheer density.
%% Please do not un-comment these examples without providing context; they are all Zero Context Examples.
%% * ThatOneBoss: And ''how!'' Every mix since Exceed seems to have at least one.
%% ** ''Dignity'' on Exceed
%% ** ''Canon-D'' and ''Solitary 2'' on Exceed 2
%% ** ''Love Is A Danger Zone 2'' on Zero
%% ** ''Chimera'' and ''Final Audition Episode 2-2'' on NX
%% ** ''Final Audition Episode 2-X'' on NXA
%% ** ''Sorceress Elise'' and ''Vacuum'' on Fiesta
%% ** ''Cleaner'' and ''Crashday'' on Fiesta EX
%% ** ''Flew Far Faster'' and ''Ignis Fatuus'' on Fiesta 2
%% ** Even the Pro series gets involved as well: VVV (not ''VideoGame/{{VVVVVV}}''), Rockhill, and Dream to Nightmare are just a few of the very difficult charts.
%% ** ''Yog Sothoth D25'', ''1950 D27'', and their fusioned song ''PARADOXX D28'' on Prime
%% ** ''Shub Niggurath'' and ''Further'' on Prime 2
%% ** ''Nyarlathothep'', ''Skeptic'', ''1949'', ''Dement After Legend'', ''Heart Rabbit Coaster'' and ''Iolite Sky'' %% on XX

to:

* ThatOneAttack: Starian's [=S07=] chart[[note]]the Hard chart before the series started using difficulty numbers for chart names[[/note]] is infamous for having four simultaneous jumps at the end which consist of all four diagonals, and due to the design of arcade pads, cannot be simply hit with both feet; the player ''has'' to use their hands unless they happen to have really, really big feet. Quite surprising for a chart that's only in the single digits.
** This kind of pattern returns in King of Sales S21. This time, you cannot miss this because it counts for 51 hits. For bigger feet, it is possible to heel-toe it in the newer pad designs.
[[ThatOneBoss/PumpItUp See That One Boss.]]
* ThatOneBoss: As Pump generally has harsher high-level charts than DDR, there are quite a large number of songs that qualify (particularly, anything that is a level 24 or higher). By far the most deserving of this title, however, are level 27 and 28 charts -- the highest levels in the game.
** The D27 chart for "[[https://www.youtube.com/watch?v=HajL3m6GvbI 1950]]" is one of the most technical songs in the game, with extensive bracketing and few holds (which makes it harder to re-gain health). It becomes especially ridiculous towards the end, containing high-speed bursts and runs with more brackets mixed in (at around 20 notes per second), and climaxing with a complex bracketing sequence spanning across both halves of the pad at once.
** A mashup of "1950" with "Yog Sothoth", "[[https://www.youtube.com/watch?v=M__TApCPBKI Paradoxx]]", takes the above UpToEleven as the first 28-rated chart in the entire franchise. It runs at a slightly faster BPM (220 vs. 200), and contains a ton of complex patterns and high-speed runs. And then you get to the ending, the closing piano solo from "Yog Sothoth" -- a just over 30-second long run of nearly-unbroken streams with frequent bracketing -- sure to drain whatever stamina you still have left. Very few players have ever gotten a lifebar clear on this chart.
** "1949" D28. "1950" was bad enough, but XX decided a sequel was a good idea. When the singer outright yells "DIE!" at one point and there's a distorted sample of the game's failure CatchPhrase, you ''know'' it's bad. The chart is just as bad as Paradoxx at
[[ThatOneBoss/PumpItUp Has its worst, if not even worse in terms of patterns and sheer density.
%% Please do not un-comment these examples without providing context; they are all Zero Context Examples.
%% * ThatOneBoss: And ''how!'' Every mix since Exceed seems to have at least one.
%% ** ''Dignity'' on Exceed
%% ** ''Canon-D'' and ''Solitary 2'' on Exceed 2
%% ** ''Love Is A Danger Zone 2'' on Zero
%% ** ''Chimera'' and ''Final Audition Episode 2-2'' on NX
%% ** ''Final Audition Episode 2-X'' on NXA
%% ** ''Sorceress Elise'' and ''Vacuum'' on Fiesta
%% ** ''Cleaner'' and ''Crashday'' on Fiesta EX
%% ** ''Flew Far Faster'' and ''Ignis Fatuus'' on Fiesta 2
%% ** Even the Pro series gets involved as well: VVV (not ''VideoGame/{{VVVVVV}}''), Rockhill, and Dream to Nightmare are just a few of the very difficult charts.
%% ** ''Yog Sothoth D25'', ''1950 D27'', and their fusioned song ''PARADOXX D28'' on Prime
%% ** ''Shub Niggurath'' and ''Further'' on Prime 2
%% ** ''Nyarlathothep'', ''Skeptic'', ''1949'', ''Dement After Legend'', ''Heart Rabbit Coaster'' and ''Iolite Sky'' %% on XX
own page.]]


---> '''[=happyf333tz=]:''' Let's say two players both get one Miss literally one note apart from each other in a song. You would expect a draw, since both players missed one note, right? Wrong.[[note]]In the example he cites, the judge counts of both players are identical, but Player 1 has a 50 max combo, and Player 2 has a 51 max combo and an extra 1000 points.[[/note]] Because of the fact that the score system relies heavily on combo, the player with one higher Combo would be the winner in this situation. And this begs the question: What makes that one different note more valuable than the other?

to:

---> '''[=happyf333tz=]:''' Let's say two players both get one Miss literally one note apart from each other in a song. You would expect a draw, since both players missed one note, right? Wrong.[[note]]In the example he cites, the judge counts of both players are identical, but Player 1 has a 50 max combo, and Player 2 has a 51 max combo and an extra 1000 points.[[/note]] Because of the fact that the score system relies heavily on combo, the player with one higher Combo would be the winner in this situation. And this begs the question: What makes that one different note more valuable than the other?other? [[note]]In the example he cites, the judge counts of both players are identical, but Player 1 has a 50 max combo and 66500 points, and Player 2 has a 51 max combo and 67500 points.[[/note]]


---> '''[=happyf333tz=]:''' Let's say two players both get one Miss literally one note apart from each other in a song. You would expect a draw, since both players missed one note, right? Wrong. Because of the fact that the score system relies heavily on combo, the player with one higher Combo would be the winner in this situation. And this begs the question: What makes that one different note more valuable than the other?

to:

---> '''[=happyf333tz=]:''' Let's say two players both get one Miss literally one note apart from each other in a song. You would expect a draw, since both players missed one note, right? Wrong. [[note]]In the example he cites, the judge counts of both players are identical, but Player 1 has a 50 max combo, and Player 2 has a 51 max combo and an extra 1000 points.[[/note]] Because of the fact that the score system relies heavily on combo, the player with one higher Combo would be the winner in this situation. And this begs the question: What makes that one different note more valuable than the other?


---> '''[=happyf333tz=]:''' A scoring system has failed in its objective if a score is in all ways inferior to another score on all visible variables, but is still higher than the other player who clearly performed better.

to:

---> '''[=happyf333tz=]:''' A scoring Let's say two players both get one Miss literally one note apart from each other in a song. You would expect a draw, since both players missed one note, right? Wrong. Because of the fact that the score system has failed in its objective if a score is in all ways inferior to another score relies heavily on all visible variables, but is still combo, the player with one higher Combo would be the winner in this situation. And this begs the question: What makes that one different note more valuable than the other player who clearly performed better.other?

Added DiffLines:

---> '''[=happyf333tz=]:''' A scoring system has failed in its objective if a score is in all ways inferior to another score on all visible variables, but is still higher than the other player who clearly performed better.


** Since 2010, the game has used the same scoring system, and a major point of contention is the combo bonus. Notes are worth 500 points each, and once you reach 51 combo, all notes hit with a Perfect or a Great get an additional 500 points each until the combo is broken. Proponents of this system argue that combo bonuses encourage consistency and keeping a steady flow, as well as allowing for score spreads where all the scores aren't just crammed into the 99-100% range, while opponents complain that it makes a single mistake extremely punishing and creates a system where a few evenly-distributed misses is far more damaging to the player's score than fumbling the beginning or the end of the song and where it is much harder for tournaments to [[AntiFrustrationFeatures arbitrate scores on "pad errors"/"pad misses"]] (where the player is confirmed to hit the panel but the game does not register it due to faulty sensors).

to:

** Since 2010, the game has used the same scoring system, and a major point of contention is the combo bonus. Notes are worth 500 points each, and once you reach 51 combo, all notes hit with a Perfect or a Great get an additional 500 points each until the combo is broken. Proponents of this system argue that combo bonuses encourage consistency and keeping a steady flow, as well as allowing for score spreads where all the scores aren't just crammed into the 99-100% range, while opponents complain that it makes a single mistake extremely punishing and creates a system where a few evenly-distributed misses is far more damaging to the player's score than fumbling the beginning or the end of the song and where it is much harder for tournaments to [[AntiFrustrationFeatures arbitrate scores on "pad errors"/"pad misses"]] (where the player is confirmed to does hit the panel but the game does not register it due to faulty sensors).


** Since 2010, the game has used the same scoring system, and a major point of contention is the combo bonus. Notes are worth 500 points each, and once you reach 51 combo, all notes hit with a Perfect or a Great get an additional 500 points each until the combo is broken. Proponents of this system argue that combo bonuses encourage consistency and keeping a steady flow, as well as allowing for score spreads where all the scores aren't just crammed into the 99-100% range, while opponents complain that it makes a single mistake extremely punishing and creates a system where a few evenly-distributed misses is far more damaging to the player's score than fumbling the beginning or the end of the song and where it is much harder for tournaments to compensate for "pad errors"/"pad misses" (where the player is confirmed to hit the panel but the game does not register it due to faulty sensors).

to:

** Since 2010, the game has used the same scoring system, and a major point of contention is the combo bonus. Notes are worth 500 points each, and once you reach 51 combo, all notes hit with a Perfect or a Great get an additional 500 points each until the combo is broken. Proponents of this system argue that combo bonuses encourage consistency and keeping a steady flow, as well as allowing for score spreads where all the scores aren't just crammed into the 99-100% range, while opponents complain that it makes a single mistake extremely punishing and creates a system where a few evenly-distributed misses is far more damaging to the player's score than fumbling the beginning or the end of the song and where it is much harder for tournaments to compensate for [[AntiFrustrationFeatures arbitrate scores on "pad errors"/"pad misses" misses"]] (where the player is confirmed to hit the panel but the game does not register it due to faulty sensors).


** Since 2010, the game has used the same scoring system, and a major point of contention is the combo bonus. Notes are worth 500 points each, and once you reach 51 combo, all notes hit with a Perfect or a Great get an additional 500 points until the combo is broken. Proponents of this system argue that combo bonuses encourage consistency and keeping a steady flow, while opponents complain that it makes a single mistake extremely punishing and creates a system where a few evenly-distributed misses is far more damaging to the player's score than fumbling the beginning or the end of the song.

to:

** Since 2010, the game has used the same scoring system, and a major point of contention is the combo bonus. Notes are worth 500 points each, and once you reach 51 combo, all notes hit with a Perfect or a Great get an additional 500 points each until the combo is broken. Proponents of this system argue that combo bonuses encourage consistency and keeping a steady flow, as well as allowing for score spreads where all the scores aren't just crammed into the 99-100% range, while opponents complain that it makes a single mistake extremely punishing and creates a system where a few evenly-distributed misses is far more damaging to the player's score than fumbling the beginning or the end of the song.song and where it is much harder for tournaments to compensate for "pad errors"/"pad misses" (where the player is confirmed to hit the panel but the game does not register it due to faulty sensors).


** Since 2010, the game has used the same scoring system, and a major point of contention is the combo bonus. Notes are worth 500 points each, and once you reach 51 combo, all notes get an additional 500 points until the combo is broken. Proponents of this system argue that combo bonuses encourage consistency and keeping a steady flow, while opponents complain that it makes a single mistake extremely punishing and creates a system where a few evenly-distributed misses is far more damaging to the player's score than fumbling the beginning or the end of the song.

to:

** Since 2010, the game has used the same scoring system, and a major point of contention is the combo bonus. Notes are worth 500 points each, and once you reach 51 combo, all notes hit with a Perfect or a Great get an additional 500 points until the combo is broken. Proponents of this system argue that combo bonuses encourage consistency and keeping a steady flow, while opponents complain that it makes a single mistake extremely punishing and creates a system where a few evenly-distributed misses is far more damaging to the player's score than fumbling the beginning or the end of the song.

Added DiffLines:

** Since 2010, the game has used the same scoring system, and a major point of contention is the combo bonus. Notes are worth 500 points each, and once you reach 51 combo, all notes get an additional 500 points until the combo is broken. Proponents of this system argue that combo bonuses encourage consistency and keeping a steady flow, while opponents complain that it makes a single mistake extremely punishing and creates a system where a few evenly-distributed misses is far more damaging to the player's score than fumbling the beginning or the end of the song.

Added DiffLines:

** The newest song in the 2021 update, Brain Power, requires a set number of plays to unlock. It is however noted that the set number of plays is per machine and not per account. Adding insult to the injury is that arcades in several countries/territories are still closed given the pandemic situation.


** The current [=StepMania=] 5.x versions (Pro was based off the earlier builds of 5.x, known as 4.0, from before it was scrapped and replaced by a slight update to 3.9) have an extended ".ssc" file format which supports split BPM and arbitrary tickcounts. ''Infinity'' (the spiritual successor to ''Pro'') was built atop it, and its overall behavior does feel more in between ''Pro'' and the mainline series.

to:

** The current [=StepMania=] 5.x versions (Pro was based off the earlier builds of 5.x, known as 4.0, from before it was scrapped and replaced by a slight update to 3.9) have an extended ".ssc" file format which supports split BPM and arbitrary tickcounts. ''Infinity'' (the spiritual successor to ''Pro'') was built atop it, and its overall behavior does feel gameplay and user experience is a bit more in between reminiscent of the main games of the era (though still a bit different) than ''Pro'' and the mainline series.
was.

Added DiffLines:

** O-oooooooooo AAAAE-A-A-I-A-U- JO-oooooooooooo AAE-O-A-A-U-U-A- E-eee-ee-eee AAAAE-A-E-I-E-A- JO-ooo-oo-oo-oo EEEEO-A-AAA-AAAA. [[labelnote:Explanation]]Brain Power, a song by NOMA from infinite infection, has gained massive popularity from Internet users in early 2016, leading its long version to become the most viewed BEMANI song on Website/YouTube. This song finally makes it to Pump it Up XX on January 2021's update.[[/labelnote]]


** Inverted in Fiesta EX, there's the "[[NintendoHard Windforce Train]]", where it begins cruelly beating you with ''"What Happened ?"''. A chart which you must actually ''[[GuideDangIt know]]'' how to step correctly to pass it properly, followed by Fiesta's [[ThatOneBoss assasin]] ''"Vacuum"'', with its worst chart, a horrifically difficult Single 23 routine. And guess what comes next? ''"La La La"''. One of NXA's easiest K-Pops with its very same Crazy chart, gotta be easier after this right? At last, we can breath. [[spoiler:In fact, it's just a breath of fresh air before the Train's true killer: ''"Cleaner"''.]]

to:

** Inverted in Fiesta EX, there's the "[[NintendoHard Windforce Train]]", where it begins cruelly beating you with ''"What Happened ?"''. A chart which you must actually ''[[GuideDangIt know]]'' how to step correctly to pass it properly, followed by Fiesta's [[ThatOneBoss assasin]] ''"Vacuum"'', with its worst chart, a horrifically difficult Single 23 routine. And guess what comes next? ''"La La La"''. One of NXA's easiest K-Pops with its very same Crazy chart, gotta be easier after this right? At last, we can breath. [[spoiler:In fact, it's just a breath BreatherLevel of fresh air before the Train's true killer: ''"Cleaner"''.]]

Added DiffLines:

* FranchiseOriginalSin: In the first installment, there is a two minute limit for the length of songs. Many fans are disappointed that this rule from the first installment is still present in current versions, because this prevents great songs that have lengths of more that 2 minutes to be in Pump It Up. If there's any song which is more than 2 minutes and 10 seconds, it will be cut, unless they also include the full version. They're also disappointed that some [[ItsShortSoItSucks great original songs in Pump It Up have very short lengths.]]

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