Comparison of dance video games

Comparison of dance video games

This is a comparison of dancing video game series in which players must step on panels on a dance pad in time with music. Step placement and timing is indicated by rising arrows overlapping fixed targets.

Contents

General information

Developer[nb 1] First release[nb 2] Latest release[nb 3] Panels/pad[nb 4] Modifiers[nb 5] Courses[nb 6] Bombs[nb 7] USB Card[nb 8]
Dance Aerobics Human Entertainment 1987 (Dance Aerobics)[1] N/A 10 No Yes No No
Dance Dance Revolution Konami 1998 (Dance Dance Revolution) 2010 (DanceDanceRevolution (PS3/Wii)) 4[nb 9][nb 10][nb 11] Yes Yes Partial
(The latest PS2/AC and Wii versions do, Universe 3 lacks them)
Yes
(DDR X)
Pump It Up Andamiro 1999 (Pump It Up) [2] 2011 (Pump It Up Fiesta EX) 5 for single, 10 for double[nb 12] Yes Yes Yes Yes
Dance Maniax Konami 1999 (Dance Maniax) 2000 (Dance Freaks) 4 hand sensors Yes Yes No No
3DDX NGG Entertainment 2000 (3DDX) N/A 4  ?  ?  ?  ?
EZ2Dancer AmuseWorld 2000 (EZ2Dancer) 2004 (EZ2Dancer SuperChina) 3
(2 hand sensors)
 ?  ?  ?  ?
ParaParaParadise Konami 2000 (ParaParaParadise) 2000 (ParaParaDancing) 0
(8 hand sensors)
 ?  ?  ?  ?
TechnoMotion F2 Systems 2000 (TechnoMotion) (TechnoMotion The 2nd Dance Floor!) 8 Yes No No No
Dance: UK Broadsword Interactive Limited 2003 (Dance:UK) N/A 8  ?  ?  ?  ?
EyeToy: Groove SCE London Studio 2003 (EyeToy: Groove) N/A 0
(6 virtual hand sensors)
No No No No
(However, requires the EyeToy peripheral to play)
In The Groove Roxor 2004 (In The Groove) 2005 (In The Groove 2) 4[nb 9][nb 10] Yes Yes Yes Yes
MC Groovz Dance Craze Mad Catz 2004 (MC Groovz Dance Craze) N/A 8  ?  ?  ? No
Dance Praise Digital Praise 2005 (Original Dance Praise) 2007 (Dance Praise 2: The ReMix) 4[nb 9] No Yes[nb 13] Yes No
StepMania MIT License 1998 (StepMania) (StepMania 5) 4 Yes Yes Yes Yes
Performous GPL License 2009 2010 8 No No Yes Yes
Dance 86.4 Funky Radio Station Konami 2005 (Dance 86.4 Funky Radio Station) N/A 3  ?  ? Yes  ?
Mungyodance Empathetic Gaming (MGD/MGD2)
Monakai (MGD3)
2005 (Mungyodance) 2008 (Mungyodance 3 The Third Rave) 4 Yes
(limited)
Yes Yes Yes
Cyber coach Quick Controls Ltd 2007 (Cyber coach) N/A 8 [3]  ?  ?  ?  ?
Pump It Up Pro Fun in Motion 2007 (Pump It Up Pro) 2010 (Pump It Up Pro 2) 5[nb 12] Yes Yes[nb 14] Yes Yes

Jumps/hands

  • PIU: Yes (up to 10)
  • DDR: No. Aside from a single song in Dancing Stage 1.5 (Uh La La La Maniac Single), a single song in Ultramix 2 (Skulk Challenge Single) (Needs Hacking) , and four songs in Solo 2000, no more than two panels need to be pressed simultaneously at any given time, A Glitch/Trick has been found that lets you put them in edit mode.
  • ITG: Yes (up to 6) It is worth noting that on machines which were converted from DDR to ITG, it is usually more difficult to hit hands because one must apply much more pressure to get steps to register; this is because DDR cabinets were not originally designed with hand play in mind.
  • DPR: No (glitches)
  • PRO: Yes (up to 6)

Notes

  1. ^ The developer is the company or individual that has produced/created the game.
  2. ^ The first release is the commercial release within the video game franchise that is earliest in time.
  3. ^ The latest release is the commercial release within the video game franchise that is most recent in time. This may be the latest version if there is only one game in the series or the latest sequel if there are multiple games in the series.
  4. ^ The number of panels per pad refers to the number of inputs that are utilized in gameplay after the start of a song/level.
  5. ^ Modifiers are changes that can be made to modify the game's step routine that usually either increase or decrease difficulty. Such changes may consist of modifications to note scrolling speed, changes to the design or integrity of the notes, and alterations to note positioning.
  6. ^ Courses, often termed "Marathon courses," are sets of multiple songs that are played back-to-back without intermediate rests for the player to select the next song. During course play, life meters for subsequent songs are often directly impacted by the life meters from the songs previously completed. Thus the second song in a course set may begin with the same life meter as the player remained with at the completion of the first song in the course. Courses are often constructed thematically.
  7. ^ Bombs are notes that scroll onto the screen along with the note-markers that the player must avoid stepping on. Often, stepping on a bomb penalizes the player's dance gauge by having it reduced. In some games, derivative elements called "Attack Mines" or "Mod Bombs" may be used to trigger changes to the gameplay that the player might find distracting.
  8. ^ USB card availability refers to the capacity of video game systems in the series (typically arcade systems) to read character or song data from an external removable USB drive.
  9. ^ a b c 4 panels per player: left, down, up, right.
  10. ^ a b By selecting Doubles mode, one player can play with two pads, or 8 panels.
  11. ^ Note that in the now-defunct Solo series, only one pad is used. For this reason, Doubles mode cannot be played. However, two panels were added to the standard four: up-left and up-right. The player can choose to play using 3 or six panels.
  12. ^ a b 5 panels per player: up-left, up-right, center, down-left, down-right. The Center panel is square, and the corner panels are rectangle (height > width).
  13. ^ Partial. (Dance Praise 2: the ReMiX introduced Custom Playlists. Similar to courses in DDR and ITG, Custom Playlists are custom-made lists of songs to play through.)
  14. ^ Progressive Mode, allowing several songs to be played with a continuous life bar, and modifiers that change between songs and even during songs.

References

  1. ^ Dance Aerobics Release Date. GameFAQs. Retrieved on 2008-11-30.
  2. ^ "Pump It Up History". Arcade-History. http://www.arcade-history.com/?n=pump-it-up-the-1st-dance-floor-:-ultimate-remix&page=detail&id=11299. Retrieved 2008-08-20. 
  3. ^ http://www.Cyber-coach.co.uk/



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