CS DDR MARIO: Difference between revisions

Jump to navigation Jump to search
no edit summary
No edit summary
No edit summary
 
(3 intermediate revisions by the same user not shown)
Line 13: Line 13:
== General Information ==
== General Information ==
* First and only DanceDanceRevolution game on the Nintendo GameCube.
* First and only DanceDanceRevolution game on the Nintendo GameCube.
** Also the first DanceDanceRevolution game developed by Hudson Soft., of Mario Party fame. They would eventually take over the [[CS DDR UNIVERSE|UNIVERSE]] series.
** Also the first DanceDanceRevolution game developed by Hudson Soft., of Mario Party fame. They would eventually take over the [[CS DDR HOTTEST PARTY|HOTTEST PARTY]] series, as well as the [[CS DDR UNIVERSE2|last]][[CS DDR UNIVERSE3| two]] UNIVERSE games.
*** Incidentally, DanceDanceRevolution with MARIO runs on the same game engine as ''Mario Party 6''.
*** Incidentally, DanceDanceRevolution with MARIO runs on the same game engine as ''Mario Party 6''.
* Known as '''DanceDanceRevolution MARIO MIX''' and '''Dancing Stage MARIO MIX''' in North America and Europe/Australasia, respectively.
* Known as '''DanceDanceRevolution MARIO MIX''' and '''Dancing Stage MARIO MIX''' in North America and Europe/Australasia, respectively.
* The difficulty names were changed to Easy, Normal, Hard, Very Hard, and Super Hard.
* The difficulty names were changed to Easy, Normal, Hard, Very Hard, and Super Hard. Each song's Super Hard chart can be unlocked by clearing its Very Hard chart.
** All Easy charts in the game only use Left and Right arrows.
** All Easy charts in the game only use Left and Right arrows.
* Introduces ''Mush Mode'', which enables special gameplay gimmicks, a first in the DanceDanceRevolution series, which would later be revamped for the [[CS DDR HOTTEST PARTY|HOTTEST PARTY]] series. It is enabled by default in Story Mode. These gimmicks are as follows:
** Super Hard is not available in Story Mode.
* Introduces ''Mush Mode'', which enables special gameplay gimmicks, a first in the DanceDanceRevolution series, which would later be revamped for the HOTTEST PARTY series. It is enabled by default in Story Mode. These gimmicks are as follows:
** '''Goombas''' (クリボー) - Goombas act the same as regular arrows.
** '''Goombas''' (クリボー) - Goombas act the same as regular arrows.
** '''Koopa Troopas''' (ノコノコ) - Upon stepping on a Koopa Troopa, it will retreat into its shell, after which it must be stepped again. Doing so will sometimes cause it to move downwards, clearing the first arrow on its way, if any.
** '''Koopa Troopas''' (ノコノコ) - Upon stepping on a Koopa Troopa, it will retreat into its shell, after which it must be stepped again. Doing so will sometimes cause it to move downwards, clearing the first arrow on its way, if any.
Line 26: Line 27:
** '''Bloopers''' (ゲッソー&ゲッソー足) - This gimmick only appears in [[Oyoge shibu onpu|泳げ四分音符]]. Both mini-Bloopers and Blooper tentacles may appear. Both act the same as regular arrows, but the tentacles move at a faster rate.
** '''Bloopers''' (ゲッソー&ゲッソー足) - This gimmick only appears in [[Oyoge shibu onpu|泳げ四分音符]]. Both mini-Bloopers and Blooper tentacles may appear. Both act the same as regular arrows, but the tentacles move at a faster rate.
** '''Hammer Bros.''' (ハンマー) - This gimmick only appears in [[Que te vaya Mario|クエ・テ・バヤ・マリオ]]. Occasionally, hammers may appear. They move faster than regular arrows, and missing them will decrease the Dance Gauge considerably. When playing with two players, the hammers will move to the opposing player's side upon being stepped on.
** '''Hammer Bros.''' (ハンマー) - This gimmick only appears in [[Que te vaya Mario|クエ・テ・バヤ・マリオ]]. Occasionally, hammers may appear. They move faster than regular arrows, and missing them will decrease the Dance Gauge considerably. When playing with two players, the hammers will move to the opposing player's side upon being stepped on.
** '''Coin Switches''' (コイン&スイッチ) - Coin Switches move faster than regular arrows, and pressing them change all arrows to Coins for a short amount of time. Coins are treated as regular arrows, but failing to step them will not decrease the Dance Gauge.
** '''Coin Switches''' (コイン&スイッチ) - Coin Switches move faster than regular arrows, and pressing them change all arrows to Coins for a short amount of time. Coins are treated as regular arrows, but failing to step them will not decrease the Dance Gauge. Some Coin Switches can switch lanes.
** '''Boos''' (テレサ) - Smaller Boos must be stomped on in order to keep the playfield from being obscured by a giant Boo.
** '''Boos''' (テレサ) - Smaller Boos must be stomped on in order to keep the playfield from being obscured by a giant Boo.
** '''Cheep Cheeps''' (プクプクB) - This gimmick only appears in [[Kibun wa hai hoo|気分はハイ・ホー]]. Occasionally, Cheep Cheeps may appear from below the screen; they change the direction of any notes they touch.
** '''Cheep Cheeps''' (プクプクB) - This gimmick only appears in [[Kibun wa hai hoo|気分はハイ・ホー]]. Occasionally, Cheep Cheeps may appear from below the screen; they change the direction of any notes they touch.
** '''Freezies''' (フリーザー) - This gimmick only appears in [[Happy happy dance|ハッピーハッピーダンス]]. Occasionally, Fire Flowers may appear, and they must be stomped on in order to keep the playfield from being obscured by a giant Freezie.
** '''Freezie''' (フリーザー) - This gimmick only appears in [[Happy happy dance|ハッピーハッピーダンス]]. Occasionally, Fire Flowers may appear, and they must be stomped on in order to keep the playfield from being obscured by a giant Freezie.
** '''Ice Spinies''' (氷のトゲトゲ) - Ice Spinies appear as ice spikes, and they decrease the Dance Gauge upon stepping on them. Unlike regular Spinies, some Ice Spinies move the same speed as regular arrows.
** '''Ice Spinies''' (氷のトゲトゲ) - Ice Spinies appear as ice spikes, and they decrease the Dance Gauge upon stepping on them. Unlike regular Spinies, some Ice Spinies move the same speed as regular arrows.
** '''Bullet Bills''' (キラー砲台) - This gimmick only appears in [[Kitto egao ga ichiban sa|きっと笑顔がイチバンさ]]. Bill Blasters may appear at the bottom of the playfield. They shoot Bullet Bills, which must be stepped on in order to send them back to the Bill Blasters; failing to do so decreases the Dance Gauge considerably. Hitting a Bill Blaster three times destroys it.
** '''Bullet Bills''' (キラー砲台) - Bill Blasters may appear at the bottom of the playfield. They shoot Bullet Bills, which must be stepped on in order to send them back to the Bill Blasters; failing to do so decreases the Dance Gauge considerably. Hitting a Bill Blaster three times destroys it.
** '''Rocket Parts''' (三段ロケット) - This gimmick only appears in [[Wagahai wa boss de aru!|ワガハイはボスである!]]. Occasionally, rocket parts appear alongside the arrows, and three of them must be collected by stepping on them. Doing so will trigger an animation of Bowser getting hit by the rocket that was created, and doing so four times will trigger an animation of Bowser getting blasted away, and all future Rocket Parts will become regular arrows. Failing to collect a piece will decrease the Dance Gauge considerably. When playing with two players, the pieces alternate between both sides, starting from the 1P side, then switching when a rocket is complete.
** '''Rocket Parts''' (三段ロケット) - This gimmick only appears in [[Wagahai wa boss de aru!|ワガハイはボスである!]]. Occasionally, rocket parts appear alongside the arrows, and three of them must be collected by stepping on them. Doing so will trigger an animation of Bowser getting hit by the rocket that was created, and doing so four times will trigger an animation of Bowser getting blasted away, and all future Rocket Parts will become regular arrows. Failing to collect a piece will decrease the Dance Gauge considerably. When playing with two players, the pieces alternate between both sides, starting from the 1P side, then switching when a rocket is complete.
* The second and last CS DanceDanceRevolution game to not have difficulty ratings for its charts.
* The second and last CS DanceDanceRevolution game to not have difficulty ratings for its charts.
Line 103: Line 104:
Story Mode is DanceDanceRevolution with MARIO's unlocking mode.
Story Mode is DanceDanceRevolution with MARIO's unlocking mode.


'''Note''': Songs bolded are played during Luigi's story (EX Game), instead of the song that would play during Mario's story (Normal Game).
'''Note''': Songs bolded are played during New EX Game, instead of the song that would play during New Game.


{|class="wikitable" border="1px" style="background:#ccccee; font-size:90%; text-align: center; margin: 1em auto 1em auto"
{|class="wikitable" border="1px" style="background:#ccccee; font-size:90%; text-align: center; margin: 1em auto 1em auto"
Line 147: Line 148:
|}
|}


Upon completing Story Mode, the player can play an additional song exclusive to the credits roll: the original version of the ''Super Mario Bros.'' ground theme, ''地上BGM''. The course clear tune, ''コースクリア ファンファーレ'', is also heard at the end of the credits.
Upon completing Story Mode, the player can play an additional song exclusive to the credits roll: the original version of the ''Super Mario Bros.'' ground theme, [[Chijou BGM|地上BGM]]. The course clear tune, ''コースクリア ファンファーレ'', is also heard at the end of the credits.


= External Link =
= External Link =
13,315

edits

Navigation menu