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{{Infobox | title = DDR: Mario Mix
{{italic title}}
|image = [[Image:DDRMMboxartfront.jpg|250px]]
{{game infobox
|developer = Konami Studios
|image=[[File:DDRMMboxartfront.jpg|250px]]
|publisher = [[Nintendo]]
|developer=[[Konami]]<br>[[Hudson Soft]]<br>[[Nintendo Software Planning & Development|Nintendo SPD Group No.2]]
|designer =  
|publisher=[[Nintendo]]
|engine =  
|platforms=[[Nintendo GameCube]]
|released = USA: October 24th, 2005
|release={{flag list|Japan|July 14, 2005|USA|October 24, 2005|Europe|October 28, 2005|Australia|November 24, 2005<ref>{{cite|language=en|url=themushroomkingdom.net/games/ddrmm|title=''Dance Dance Revolution: Mario Mix''|publisher=The Mushroom Kingdom|accessdate=June 28, 2024}}</ref>}}
Japan: July 14th, 2005
|languages={{languages|en_us=y|en_gb=y|es_es=y|fr_fr=y|de=y|it=y|jp=y}}
|genre = Dancing
|genre=[[Genre#Rhythm games|Rhythm]]
|modes = single-player, versus
|modes=Single player, versus
|ratings = [[ESRB]]: [[Image:ESRB_E.png|12px]] Everyone
|ratings={{ratings|esrb=E|cero=A|pegi=3|acb=g|usk=0}}
|platforms = [[Nintendo GameCube|GameCube]]
|format={{format|gcn=1}}
|media =
|input={{input|gcn=1}}[[Nintendo GameCube#GameCube Action Pad|Nintendo GameCube Action Pad]]
|requirements = 1 or 2 dance mats (included)
|serials={{flag list|Japan|DOL-R-GWZJ-JPN}}
|input =
}}
}}
'''''Dance Dance Revolution: Mario Mix''''' (known as '''''Dancing Stage: Mario Mix''''' in Europe and Australia) is a [[Nintendo GameCube]] game in the [[Super Mario (franchise)|''Super Mario'' franchise]] based on the ''{{wp|Dance Dance Revolution}}'' video game series. The game utilizes an included ''Super Mario''-themed dance mat. To play the game, the player must step on the up, down, left, and right arrows when they line up with a bar on the screen. The player can choose to play with either [[Mario]] or [[Luigi]] in a number of modes and difficulty levels with nearly 30 songs.


'''''Dance Dance Revolution: Mario Mix''''' (also called '''DDR with Mario''' or '''Dancing Stage: Mario Mix''' in Europe) is a [[Nintendo GameCube]] game that utilizes an included [[Mario]]-themed dance mat. To play the game, players must step on the up, down, left, and right arrows when they line up with a bar on the screen. The player can choose to play with either Mario or [[Luigi]] in a number of modes and difficulty levels with nearly thirty songs.
''Dance Dance Revolution: Mario Mix'' is the second dancing game to be released on the Nintendo GameCube. The game is not as intense as standard versions of ''Dance Dance Revolution''; Super Hard difficulty is equivalent to "standard" difficulty in other ''Dance Dance Revolution'' games (though some later songs are considered "heavy" in the standard games, especially "[[Bowser's Castle (Dance Dance Revolution: Mario Mix)|Bowser's Castle]]").


''Mario Mix'' is the second dancing game to come out on the GameCube (the first had poor songs and lacked good on-screen cues). However, seasoned DDR fans have found the game easy, with Super Hard mode simply being a "standard" dance in other games (though some songs are considered "heavy" at the end, especially Bowser's Castle).
The game includes a Story Mode, which the player must clear in order to unlock all of the songs in the game.
{{br|left}}


== Levels ==
==Story Mode==
To get the stolen [[Music Key]]s, Mario and Luigi must go through five different levels. These are the levels:
The opening scene starts out with [[Waluigi]] breaking into [[Truffle Towers]]. This is troublesome as the [[Music Key]]s are able to grant any wish. However, when Waluigi opens the door to the room of the four Music Keys, they all scatter across the [[Mushroom Kingdom]] except for one that Waluigi gets to keep. Meanwhile, [[Toad]], having seen this, rushes to tell Mario or Luigi, depending on which character the player chose.


*[[Mushroom Kingdom]] (also briefly revisited before World 5)
Toad warns Mario (or Luigi) that someone has stolen the Music Keys and explains the trouble that this causes. Mario decides to stop Waluigi, and Toad decides to come with him to Truffle Towers. On a boat, the two cross a river, and after climbing a vine, they reach Truffle Towers. However, once there, the two find the doors to Truffle Towers locked. Waluigi then laughs and tosses a [[Bob-omb]] at them, knocking Mario down a nearby [[Warp Pipe]] into a cavern filled with [[Goomba]]s, though Mario is able to get out by dancing, causing the mushroom he is standing on to grow. After Mario escapes the cavern, he and Toad enter a shop run by a [[Lakitu]], who has the key to Truffle Towers. He agrees to give it to them only if Mario is able to get rid of the [[Koopa Troopa]]s playing in his farm. After Mario does so, Lakitu gives him and Toad the key, and the latter two enter Truffle Towers. Inside is Waluigi with one of the Music Keys; he refuses to return it unless he is beaten in a dance-off. After Mario and Toad beat him, Waluigi is gone and the Music Key is recovered. Mario and Toad set off on the [[SS Brass]] to recover the other keys.
*[[Isle Delfino]]
*[[Mushroom Park]]
*[[Freeze Mountain]]
*[[Bowser's Keep|Bowser's Castle]]


==How to Play==
[[File:ToadetteCorkscrewDDRMarioMix.png|thumb|left|Toadette confronting Luigi and Toad]]
[[Image:Oldmat.jpg|right|frame|Dance Mat V1]]
On Mario and Toad's way to investigating a seaside area, a [[Tweester|cyclone]] suddenly appears and causes the SS Brass to spin out, turning a nearby hotel into a corkscrew. [[Toadette]], the owner of the hotel, comes out and scolds Mario for ruining her hotel. Mario, however, decides to dance to fix the hotel, and after the hotel is fixed, he and Toad set out to sea, only to get caught in a whirlpool. They escape the whirlpool and sail to a nearby island to rest. Here, they find a shop run by a pirate Lakitu who has a device called the Boogie Booster, which will allow their ship to travel through the whirlpool. Lakitu refuses to give it to them, though afterward decides that they duel to decide who can have the part. After Mario and Toad beat Lakitu, he installs the part onto their ship, allowing them to get through the whirlpool. Toad notes that the Music Keys have something to do with the storms, and the SS Brass sails into the whirlpool down to an underwater temple, where a Music Key is being guarded by a [[Big Blooper]]. After defeating it in a dance-off, Mario and Toad retrieve the second Music Key.
[[Image:Dancemat.jpg|right|frame|Dance Mat V2]]
Included with the game is a dance mat (or as Konami calls it, an action pad) which plugs into a controller socket on the GameCube. Then, standing in the center of the mat, you simply step on an arrow when it reaches the top of the screen: left, right, up or down. Of course, as the difficulty rises, moves such as jumps to step on two arrows at the same time will be required, and eventually staying in the center will actually hurt you when you must move around the mat quickly.


Incidentally, the game can be sold by itself without a dance mat. The regular controller then uses the D-pad, the control stick, or B for left, X for right, Y for up, and A for down.
Mario and Toad head to their next destination, [[World 3 (Dance Dance Revolution: Mario Mix)|Wario's carnival]]. They arrive at the entrance, which is blocked by two [[Hammer Bro]]s. who refuse to let Mario and Toad through unless they are able to beat them in a dance-off. After Mario beats them, the Hammer Bros. allow them to enter the park. Inside, they see [[Wario]] riding a roller coaster while carrying a Music Key. Mario and Toad chase after him on the roller coaster and on foot until finally cornering him in front of a Ferris wheel, where he states that he plans to use the Music Key to wish for his own game: '''''DDR: Wario Mix'''''. Wario then challenges Mario to a dance-off on the Ferris wheel, though when he loses, he gives Mario the Music Key.


===Dance Meter===
Mario and Toad's next destination is [[World 4 (Dance Dance Revolution: Mario Mix)|a snow-covered mountain]], where they notice the final Music Key inside a [[Freezie]] at the top. After Toad fails to climb up the slippery path, they instead enter a nearby Warp Pipe leading to an underground tunnel that ends up taking them higher up on the mountain. After warming up in a nearby log cabin, they reach the top of the mountain and try to claim the Music Key, though the Freezie does not give it up. Toad suggests melting it, and after [[Fire Flower]]s are used on it, the Freezie melts, and Mario and Toad claim the key. The two then sled down the mountain, though an avalanche follows them; after avoiding the avalanche, the two set off back to Truffle Towers.
At the start of each song, a ''dance meter'' appears in the upper left corner. It consists of ten stars, with each song starting with five (this can be varied with items). As you get Perfects and Greats, the meter rises. When you miss, it decreases. In the Options menu, you can set how much a miss decreases your dance meter, and in Story Mode the higher the difficulty, the more you lose. The meter will flash if you are under two and a half stars, and when the dance meter runs out of stars, the song will end automatically and you will get an F for the song and a 'Failed' message (and you'll lose a life in Story Mode!).


===Grades for the Song===
Mario and Toad return the Music Keys to their original place, though soon after [[Bowser]] appears and steals the keys. Mario and Toad sail to [[Bowser's Castle]] in the SS Brass, and after dodging oncoming [[Bullet Bill]]s, they arrive at the castle. Bowser is about to use the Music Keys when he finds that they are gone, Mario and Toad having stolen them back. Bowser then challenges Mario to a dance-off, and after Bowser is knocked away with a rocket, he is defeated. Afterwards, Bowser admits that he was going to use the keys to fix his tone-deafness. Mario then uses the keys to turn the area surrounding Bowser's Castle into a green field, and everyone suddenly feels strange and starts to dance. The keys are then returned to Truffle Towers, and Mario finally goes [[Mario Bros.' House|home]].
When you keep your dance meter filled and get a ''Cleared!'' message at the end of the song, these are the possible grades:


*<span style="color:#FFA500">'''A'''</span> &ndash; ''Can I call you a dancing master?'' Top grade. A couple, if any missteps.
===Gallery===
*<span style="color:#12AD12">'''B'''</span> &ndash; ''You're a fantastic dancer! You should dance one more time!'' A very good grade with very few missteps.
<gallery>
*<span style="color:#0000BB">'''C'''</span> &ndash; ''Bravo!'' A fair grade with some missteps.
DRRMarioMixstory.png|Waluigi steals the Music Keys from Truffle Towers.
*<span style="color:#8A2BE2">'''D'''</span> &ndash; ''Excellent!'' A significant amount of missteps.
DRRMarioMixstory2.png|Mario agrees to retrieve the Music Keys.
*<span style="color:#FF8C00">'''F'''</span> &ndash; ''Wha-wha what?'' A ton of missteps leads to this dreaded grade, even if you clear the song.
DRRMarioMixstory3.png|Mario and Toad need to defeat Koopa Troopas to go to Truffle Towers.
DRRMarioMixstory4.png|Mario and Toad confront Waluigi.
DRRMarioMixstory6.png|Mario and Toad confront Wario.
DRRMarioMixstory7.png|Mario and Toad in the underground tunnel of the mountain
DRRMarioMixstory9.png|Bowser appears and steals the keys.
DRRMarioMixstory10.png|Mario and Toad confront Bowser.
DRRMarioMixstory11.png|Toad suggests everyone dance.
</gallery>


Two major factors decide your grade for a song: number of missteps in relation to the song length and total points. As the difficulty rises, more missteps can still mean a better grade (B), but the A still requires barely any missteps.
==Characters==
===Playable===
*[[Mario]]
*[[Luigi]]


====Grades for Each Step====
===Non-playable===
Each step you make gets a grade that affects your overall score, by giving points per step:
*[[Toad]]
*<span style="color:#FF6633">'''Perfect'''</span>: You hit the step right on the mark. In actuality, there is a margin of error for this step. If you hit the step exactly, the arrow will flash white; if you miss it slightly, it will flash yellow. The white-flash is also known as Marvelous. Either way, max points for step.
*[[Waluigi]]
*<span style="color:#00CA00">'''Great'''</span>: Also known as Super. You almost got it! Half the max points for step.
*[[Toadette]]
*<span style="color:#0000DD">'''Early/Late'''</span>: You missed by a bit. No points, dance meter stays the same.
*[[Wario]]
*<span style="color:#9966CC">'''Miss'''</span>: You didn't step on the arrow at all! No points, dance meter decreases.
*[[Bowser]]
*[[Lakitu]]
*[[Spiny (Dance Dance Revolution: Mario Mix)|Spiny]]
*[[Spiny (Dance Dance Revolution: Mario Mix)|Ice Spiny]]
*[[Mr. Blizzard]]
*[[Penguin]]


Getting Perfects and Greats not only increases your dance meter, it adds a combo on-screen. When you get a 100 combo, the announcer will comment and arrows will flash differently when you step on them. A combo stops if you do a misstep (Early, Late or Miss).
==Gameplay==
===Action pad===
[[File:Oldmat.jpg|thumb|Dance Mat v1]]
[[File:Dancemat.jpg|thumb|Dance Mat v2]]
Included with the game is a dance mat (or, as [[Konami]] calls it, an action pad) that plugs into a controller socket on the [[Nintendo GameCube|GameCube]]. Then, standing in the center of the mat, the player can simply step on an arrow when it reaches the top of the screen: left, right, up, or down. As the difficulty rises, moves such as jumps to step on two arrows at the same time are required, when the player must move around the mat quickly.
 
Incidentally, the game can be sold by itself without a dance mat. The regular controller then uses {{button|gcn|stick}} or {{button|gcn|pad}} and the face buttons for directional input, with {{button|gcn|Y}} for up, {{button|gcn|A}} for down, {{button|gcn|B}} for left, and {{button|gcn|X}} for right.
 
===Dance meter===
At the start of each song, a dance meter appears in the upper left corner (and upper right corner for two players and boss battles/dance-offs). It consists of ten stars, with each song starting with five (this can be varied with items). As the players get "Perfect!"s and "Great!"s, the meter rises. When they miss, it decreases. In the Options menu, the player can set how much a miss decreases their dance meter, and in Story Mode, the higher the difficulty, the more they lose. The meter flashes if the player is under two and a half stars. If the dance meter runs out of stars, the song ends automatically, and the player gets a "Failed" message and an '''F''' for the song. In Story Mode, the player loses a life.
 
===Grades for each step===
Each step the player makes gets a grade that affects the player's overall score, by giving points per step:
*'''{{color|#FF6633|Perfect!}}:''' The player hit the step right on the mark. In actuality, there is a margin of error for this step. If they hit the step exactly, the arrow flashes white; if they miss it slightly, it flashes yellow. Either way, the player earns the maximum points for the step.
*'''{{color|#00CA00|Great!}}:''' Also known as Super. The player hit the step almost perfectly. The player earns half the maximum points for the step.
*'''{{color|#0000DD|Early/Late}}:''' The player missed by a bit. The player earns no points, and the dance meter stays the same.
*'''{{color|#9966CC|Miss...}}:''' The player did not step on the arrow at all. The player earns no points, and the dance meter decreases.
 
Getting "Perfect!"s and "Great!"s not only increases the player's dance meter but also adds a combo onscreen. When the player gets a combo of 100, the announcer comments and arrows flash differently when players step on them. A combo stops if the player does a misstep (Early, Late, or Miss). As with all ''Dance Dance Revolution'' games, the announcer comments on the player's dancing skill and grade along the way. This can be turned off in the Options menu. If the player's dance meter empties, an option can allow the player to finish the song right away, but the player still gets an '''F''' grade.
 
===Grades for the song===
When the player keeps their dance meter filled and gets a "Cleared" message at the end of the song, these are the possible grades:
*'''{{color|orange|A}}''' ('''{{color|orange|AA}}''' in the Japanese version) – ''"Can I call you a dancing master?"'' This is the top grade, earned with a couple, if any, missteps.
*'''{{color|#12AD12|B}}''' ('''{{color|#12AD12|A}}''' in the Japanese version) – ''"You're a fantastic dancer! You should dance one more time!"'' This is a very good grade, earned with very few missteps.
*'''{{color|#0000BB|C}}''' ('''{{color|#0000BB|B}}''' in the Japanese version) – ''"Bravo!"'' This is a fair grade, earned with some missteps.
*'''{{color|magenta|D}}''' ('''{{color|magenta|C}}''' in the Japanese version) – ''"Excellent!"'' This grade is earned with a significant number of missteps.
*'''{{color|#FF8C00|F}}''' ('''{{color|#FF8C00|D}}''' in the Japanese version) – ''"Wha-wha-what?"'' (international) / ''"Aw, you couldn't make it!"'' (JP). A ton of missteps lead to this grade, even if the player clears the song.
 
Two major factors decide the grade for a song: the number of missteps in relation to the song length, and total points. As the difficulty rises, more missteps can still mean a better grade ('''B'''), but the '''A''' still requires barely any missteps.


===Difficulties===
===Difficulties===
[[Image:Ddrsuperhard.jpg|right|frame|This is an example of Super Hard difficulty.]]
[[File:DDR Super Hard Difficulty Luigi.jpg|200px|thumb|left|An example of Super Hard difficulty in the Japanese version]]
<span style="color:#0000FF">'''Easy:'''</span> only includes left and right arrows. Perhaps the easiest level in any DDR game.<br>
*'''{{color|#0000FF|Easy}}:''' Includes only left and right arrows.
<span style="color:#FF6600">'''Normal:'''</span> basic steps. This is where you learn to get your footing!<br>
*'''{{color|#FF6600|Normal}}:''' Basic cardinal steps.
<span style="color:#FF3399">'''Hard:'''</span> steps get near 200 at times. Common patterns appear in step sequences.<br>
*'''{{color|#FF3399|Hard}}:''' Steps per song are up to 200 at times. Common patterns appear in step sequences.
<span style="color:#00AA00">'''Very Hard:'''</span> number of steps from 125 to over 200 in some spots. Complicated patterns occur that require shuffling of feet and moving off the center.<br>
*'''{{color|#00AA00|Very Hard}}:''' The number of steps is from 125 to over 200 in some spots. Complicated patterns that require shuffling of feet and moving off the center occur.
<span style="color:#330099">'''Super Hard:'''</span> over 200 steps in each song. Bowser's Castle (song) has 339 steps. Offbeat steps require careful timing.<br>
*'''{{color|#330099|Super Hard}}:''' Over 200 steps in each song. The song "[[Bowser's Castle (Dance Dance Revolution: Mario Mix)|Bowser's Castle]]," for example, has 339 steps. Offbeat steps may also take place.
 
In Story Mode, the player can choose Easy or Normal at the beginning of the adventure, and this choice stays permanent throughout all the songs. It can be changed only by a [[Music Wand]]. When Story Mode EX is unlocked, the option to play on Hard becomes available.
{{br}}


In Story Mode, the player can choose every difficulty except Super Hard at the beginning of the adventure and it stays permanent throughout all the songs. It can only be changed by a [[Music Wand]].
===Dance-offs===
Two players, one as Mario and the other as Luigi, can face off in any song at any difficulty like Free Mode. However, the initial package comes with one dance mat. A second one must be ordered online at [http://www.nintendo.com Nintendo's official website].


===Dance-Offs===
===Music===
Two players, one as Mario and the other as Luigi, can face off in any song to see who is better, at any difficulty like Free Mode. Be warned, though: the initial package comes with only ''one'' dance mat. A second one must be ordered online at [http://www.nintendo.com Nintendo's official website].
{| class="wikitable sortable"
!Title (English)
!Stage
!Game
!Original music
!Original composer
!Japanese name
|-
![[Here We Go!]]<br>[[File:DDRIcon1.png|150px]]
|1-1||''[[Super Mario Bros.]]''||[[Ground Theme (Super Mario Bros.)|Ground Theme]]||[[Koji Kondo]]||ヒア・ウィ・ゴー (''Hia Wi Gō'')
|-
![[Underground Mozart]]*<br>[[File:DDRIcon2.png|150px]]
|1-2||''[[Mario Bros. (game)|Mario Bros.]]''||''{{wp|Eine kleine Nachtmusik|Eine Kleine Nachtmusik}}''||{{wp|Wolfgang Amadeus Mozart}}||土管の中のモーツァルト (''Dokan no Naka no Mōtsaruto'')
|-
![[Pipe Pop]]<br>[[File:DDRIcon3.png|150px]]
|1-2EX||||{{wp|Piano Sonata No. 11 (Mozart)|Turkish March}}||Wolfgang Amadeus Mozart||パペットダンス (''Papetto Dansu'')
|-
![[Garden Boogie]]<br>[[File:DDRIcon4.png|150px]]
|1-3||||''{{wp|Carmen}}''||{{wp|Georges Bizet}}||パラパラカルメン (''Parapara Karumen'')
|-
![[Destruction Dance]]<br>[[File:DDRIcon5.png|150px]]
|1-4||''[[Wrecking Crew]]''||Bonus Stage||{{wp|Hirokazu Tanaka}}||月夜にぶちこわせ (''Tsukiyo ni Buchikowase'')
|-
![[Jump! Jump! Jump! (song)|Jump! Jump! Jump!]]<br>[[File:DDRIcon6.png|150px]]
|2-1||''[[Super Mario Bros. 3]]''||[[Athletic Theme (Super Mario Bros. 3)|Athletic Theme]]||Koji Kondo||ジャンプ!ジャンプ!ジャンプ! (''Janpu! Janpu! Janpu!'')
|-
![[Fishing Frenzy]]*<br>[[File:DDRIcon7.png|150px]]
|2-2||''[[Yoshi's Cookie]]''||{{wp|Csikós Post|Csikos Post}}||{{wp|Hermann Necke}}||みんなでパーティタイム (''Minna de Pāti Taimu'')
|-
![[Pirate Dance]]<br>[[File:DDRIcon8.png|150px]]
|2-2EX||''[[Super Mario World]]''||[[Ground Theme (Super Mario World)|Ground Theme]]||Koji Kondo||転がるコインのように (''Korogaru Koin no Yō ni'')
|-
![[In the Whirlpool]]*<br>[[File:DDRIcon9.png|150px]]
|2-3||||''{{wp|Pomp and Circumstance Marches|Pomp and Circumstance}}''||{{wp|Edward Elgar}}||風のかなたに (''Kaze no Kanata ni'')
|-
![[Step by Step]]<br>[[File:DDRIcon10.png|150px]]
|2-3EX||''Super Mario World''||[[Bonus Men BGM]]||Koji Kondo||ステップ・バイ・ステップ (''Suteppu Bai Suteppu'')
|-
![[Blooper Bop]]<br>[[File:DDRIcon11.png|150px]]
|2-4||''Super Mario Bros.''||[[Underwater Theme]]||Koji Kondo||泳げ四分音符 (''Oyoge Shibun Onpu'')
|-
![[Hammer Dance]]<br>[[File:DDRIcon12.png|150px]]
|3-1||''Super Mario Bros. 3''||[[Ground Theme (Super Mario Bros. 3)|Ground Theme]]||Koji Kondo||クエ・テ・バヤ・マリオ (''Kue Te Baya Mario'')
|-
![[Rollercoasting]]<br>[[File:DDRIcon13.png|150px]]
|3-2||''[[Mario Kart: Double Dash!!]]''||[[GCN Mario Circuit|Mario]]/[[GCN Luigi Circuit|Luigi]]/[[GCN Yoshi Circuit|Yoshi Circuit]]||||スーパーマシーン (''Sūpā Mashīn'')
|-
![[Boo Boogie]]*<br>[[File:DDRIcon14.png|150px]]
|3-3||''[[Super Mario Bros. 2]]''||[[Ground Theme (Super Mario Bros. 2)|Ground Theme]]||Koji Kondo||ほっぴンちょっぴン (''Hoppin Choppin'')
|-
![[Moustache, Barrel, and Gorilla]]<br>[[File:DDRIcon15.png|150px]]
|3-3EX||''[[Donkey Kong (game)|Donkey Kong]]''||Various||Yukio Kaneoka||ヒゲとタルとゴリラ (''Hige to Taru to Gorira'')
|-
![[Starring Wario!]]<br>[[File:DDRIcon16.png|150px]]
|3-4||''[[Wario World]]''||[[Greenhorn Forest]]||||オレ様がスターだ! (''Oresama ga Sutā da!'')
|-
![[Frozen Pipes]]<br>[[File:DDRIcon17.png|150px]]
|4-1||||{{wp|Old Folks at Home}}||{{wp|Stephen Foster}}||気分はハイ・ホー (''Kibun wa Hai Hō'')
|-
![[Cabin Fever]]*<br>[[File:DDRIcon18.png|150px]]
|4-2||''[[Mario Party 5]]''||[[Toy Dream|Lots of Toys]]||Aya Tanaka||マリオのカーニバル (''Mario no Kānibaru'')
|-
![[Ms. Mowz's Song]]<br>[[File:DDRIcon19.png|150px]]
|4-2EX||''[[Paper Mario: The Thousand-Year Door]]''||[[Ms. Mowz]]'s Theme; [[X-Naut Fortress]]||||チューチューテクノ (''Chū Chū Tekuno'')
|-
![[Deep Freeze (song)|Deep Freeze]]<br>[[File:DDRIcon20.png|150px]]
|4-3||''[[Dr. Mario (game)|Dr. Mario]]''||[[Fever]]||Hirokazu Tanaka||ハッピーハッピーダンス (''Happī Happī Dansu'')
|-
![[Rendezvous on Ice]]*<br>[[File:DDRIcon21.png|150px]]
|4-4||||{{wp|Les Patineurs (waltz)|Les Patineurs}}||{{wp|Émile Waldteufel}}||氷の上でランデブー (''Kōri no Ue de Randebū'')
|-
![[Midnight Drive]]<br>[[File:DDRIcon22.png|150px]]
|4-4EX||''[[Mario Kart 64]]''||Title Theme||[[Kenta Nagata]]||真夜中のドライブ (''Mayonaka no Doraibu'')
|-
![[Always Smiling]]<br>[[File:DDRIcon23.png|150px]]
|5-1||||{{wp|Tritsch-Tratsch-Polka}}||{{wp|Johann Strauss II}}||きっと笑顔がイチバンさ (''Kitto Egao ga Ichiban sa'')
|-
![[Bowser's Castle (Dance Dance Revolution: Mario Mix)|Bowser's Castle]]<br>[[File:DDRIcon24.png|150px]]
|5-2||''Mario Kart: Double Dash!!''||[[Bowser's Castle (Mario Kart: Double Dash!!)|Bowser's Castle]]||||ワガハイはボスである! (''Wagahai wa Bosu de Aru!'')
|-
![[Up, Down, Left, Right]]<br>[[File:DDRIcon25.png|150px]]
|||||{{wp|Twinkle, Twinkle, Little Star}}||||ゼン・ゴ・サ・ユウ (''Zen Go Sa Yū'')
|-
![[Choir on the Green]]**<br>[[File:DDRIcon26.png|150px]]
|||||Ah, Lovely Meadow||||緑の上の大合唱 (''Midori no ue no Daigasshō'')
|-
![[Hop, Mario!]]***<br>[[File:DDRIcon27.png|150px]]
|||''Super Mario World''||[[Title (Super Mario World)|Title Theme]]||Koji Kondo||ホップステップマリオ (''Hoppu Suteppu Mario'')
|-
![[Where's the Exit?]]****<br>[[File:DDRIcon28.png|150px]]
|||''Super Mario Bros.''||[[Underground Theme]]||Koji Kondo||出口はどこだ!? (''Deguchi wa Doko da!?'')
|-
![[Piroli]]*****<br>[[File:DDRIcon29.png|150px]]
|||[[Family Computer Disk System|Famicom Disk System]]||BIOS||||ピ・ロ・リ (''Pi ro ri'')
|}
<small>*The song appears only in the regular Story Mode. In Story Mode EX, it is replaced by the next song.</small><br>
<small>**Unlock it with coins in World 1 store in Story Mode EX</small><br>
<small>***Unlock it with coins in World 2 store in Story Mode EX</small><br>
<small>****Unlock it with coins in World 3 store in Story Mode EX</small><br>
<small>*****Unlock it with coins in World 4 store in Story Mode EX</small>


===Modes===
===Modes===
*Story Mode: [[Waluigi]] has stolen the Music Keys from [[Truffle Towers]]. [[Toad]] will accompany the brother of your choice in this adventure.
[[File:WarioDanceOff.png|200px|thumb|Luigi against Wario]]
*Free Mode: All the songs you play in Story Mode are unlocked in this mode, where you can play any song you want at any difficulties, Mush Mode on or off.
*'''Story Mode:''' [[Waluigi]] has stolen the Music Keys from [[Truffle Towers]]. Toad accompanies the brother of the player's choice in this adventure.
*Minigames: These will unlock themselves as you play Story Mode. A list of these can be found later in the article.
*'''Free Mode:''' All the songs played in Story Mode are unlocked in this mode, where the player can play any desired song at any difficulty, Mush Mode on or off.
*Workout: Enter your name, weight, and the number of calories burned will be kept on record! Before you start Story or Free Mode, press Z to set whose records will be added on to.
*'''Minigames:''' These unlock themselves while the player plays Story Mode. A list of these can be found later in the article.
*'''Workout:''' When the players enter their names and weights, the number of calories burned are kept on record. Before Story or Free Mode is started, {{button|gcn|Z}} has to be pressed to set whose record will be updated.
 
==Mush Mode==
'''Mush Mode''' is the Mario twist to the standard series genre. Common enemies and items from the [[Super Mario (franchise)|''Super Mario''  franchise]] replace steps on the screen and must be either stepped on or avoided. Others cover the screen when the player misses steps, giving the player less time to react. Initially, Mush Mode is enforced in Story Mode, but it can be turned off in Options. Mush Mode is optional in Free Mode. On the hardest difficulties, two Mush Mode effects are not uncommon.
[[File:DDRMMKoopa.jpg|thumb|200px|left|Help screens come up before the song for each Mush Mode effect.]]
*'''[[Goomba]]s''' – Just like with regular arrows, the player should step on them, squashing them.
*'''[[Koopa Troopa]]s''' – For each one, the player should step on it once to put it in its shell, then once more to either defeat it or send it down the screen to destroy a step. For the latter to occur, the player must get a white-flash "Perfect!" step.
*'''[[Bob-omb]]s''' – [[Lava Bubble|Podoboo]]s replace steps, and when the player misses one, it hits a Bob-omb, greatly decreasing their dance meter. In dance-offs, Podoboos are passed off to the other player and timed back in with the song.
*'''[[Cheep Cheep]]s''' – Cheep Cheeps curve into the screen, giving the player less time to see where to step. They work in the same way as Podoboos in dance-offs.
*'''[[Spiny (Dance Dance Revolution: Mario Mix)|Spinies]]''' – Stepping on their spikes causes them to explode and decreases the player's dance meter. On the harder levels, they can be timed with real steps. Red Spinies move faster than green Spinies.
*'''[[Blooper Baby|Mini-Blooper]]s and [[Big Blooper]]'s tentacle''' – When the player misses a mini-Blooper (which works as a regular step), ink covers the bottom of the screen, and the player cannot see arrows coming up. The Big Blooper moves a tentacle up the screen at a fast rate. On harder difficulties, two tentacles may move up at once.
*'''[[Hammer]]s''' –  These appear only during "Hammer Dance." They act the same as Podoboos in single and dance-off mode. If the player misses a hammer, it will explode, decreasing their dance meter.
*'''Coin Switches''' – These are more useful in Story Mode than Free Mode. Stepping on a Coin Switch (which moves faster than regular arrows usually) turns all arrows into coins for a few seconds. Some of them curve in like Cheep Cheeps and move fast. The better the step grade (Perfect to Early/Late), the longer the arrows remain coins.
[[File:DDRMMboos.jpg|thumb|200px|Mario and the Boo gimmick]]
*'''[[Boo]]s and [[Big Boo|Giant Boo]]''' – A Giant Boo sits on the bottom of the screen, and as the player misses steps, it moves up, blocking more of the incoming arrows (creating, in essence, the effect of the "Sudden" modifier in other ''Dance Dance Revolution'' games). Stepping on normal Boos pushes him back down.
*'''Arrow Cheeps''' – Appearing only during "Frozen Pipes," they pop up and change a step's direction halfway up the screen, sometimes even later. On harder difficulties, two may come up at the same time.
*'''[[Freezie]] and [[Fire Flower]]s''' – These act just like the Boos and Giant Boo, except a huge Freezie covers the screen, and when the player steps on a Fire Flower, a [[fireball]] moves down the screen into the Freezie.
*'''[[Spiny (Dance Dance Revolution: Mario Mix)|Ice Spinies]]''' – These act identically to regular Spinies, but they do not have a visible color difference.
*'''[[Bullet Bill]]s''' – These are found only during "Always Smiling." [[Bill Blaster]]s line up at the bottom of the screen and occasionally shoot Bullet Bills timed as steps. The player must step on them to redirect them back to the Bill Blasters. A Bill Blaster has to be hit three times to get destroyed.
*'''Rockets''' – These are exclusive to the song "Bowser's Castle." Rocket parts replace some of the steps during the song, and they have to be stepped on to build a rocket to the right side. Three consecutive parts fire a rocket at Bowser. Missing a part decreases the player's dance meter. If the player cannot shoot enough rockets at Bowser (and the fireworks sequence does not play), they will fail the song.


==Songs (Media)==
==Minigames==
To see a listing of the 29 songs in this game, click [[Dance_Dance_Revolution:_Mario_Mix_songs|here]].
[[Minigame]]s are unlocked when the players play them in Story Mode. In Story Mode, they provide [[coin]]s so that the Mario Bros. can buy items. The last two minigames can be found only in Minigame Mode.
[[File:WhackaGoomba.png|thumb|Luigi hitting Goombas in Whack-a-Goomba]]
*[[Whack-a-Goomba]] – The Mario Bros. smack Goombas with a hammer as they come out of the pipes.
*[[Flagpole Leap]] – The player must press the left and right arrows to move and press up when crossing the line to grab the [[Goal Pole|flagpole]]. The number of coins earned is the score divided by 100.
*[[Banana Storm]] – The Mario Bros. catch falling [[banana]]s from [[Ukiki]]s. The number of coins earned is the number of bananas caught.
*[[Punch Up]] – The Mario Bros. punch Koopa Troopas for coins. The number of coins earned is the score divided by 10.
*[[Chain-Chomp Chase]] – The Mario Bros. must avoid the [[Chain Chomp|Chain-Chomp]]. The brothers earn 100 coins if successful, but they lose 100 coins if they fail.
*[[Avalanche! (Dance Dance Revolution: Mario Mix)|Avalanche!]] – The Mario Bros. dodge incoming snowballs. The brothers earn 100 coins if successful, but they lose 100 coins if they fail.
*[[Hidden Treasure (minigame)|Hidden Treasure]] – One chest contains one coin. The other contains 100 coins or a [[1-Up Mushroom]].
*[[Block Treasure]] – The Mario Bros. hit [[block]]s to gain coins and/or items.
*[[Coin Collection]] – The Mario Bros. jump and [[crouch|duck]] to collect coins. They can earn up to 20 coins.
*[[Whee!]] – The Mario Bros. jump high into the air for coins. They can earn up to 100 coins with a perfect release.
*[[Note Pickup]] – The Mario Bros. jump and collect musical notes while on a moving platform. (Coins: N/A)
*[[Fire Up the SS Brass]] – The objective is to guide the [[SS Brass]] through a series of 15 tunnels. (Coins: N/A)


{{media-multiple
==Items==
|type1=Audio
[[File:LakituShop.png|thumb|Lakitu returns as the store manager.]]
|name1=Here We Go!
Items can be bought from a store in each world from [[Lakitu]] after the player completes Stage 1-3. The classic 1-Up Mushroom can also be won in certain minigames. Sometimes bonus songs are available. All items except the 1-Up Mushroom have to be triggered before a stage for the player to feel its effects. The player can carry only three of these items at a time. The player can access the store if they visit it during their progress or before any stage after 1-3, by pressing the {{button|gcn|Z}} button.
|description1=First song, based off of ''[[Super Mario Bros.]]'' Naturally, it is one of the easiest songs in the game at a slow tempo, and is the only song to include [[Toad]], in the boat.
|length1=1:31
|type2=Audio
|name2=Destruction Dance
|description2=The song that is danced off against [[Waluigi]] for the first Music Key, from [[Wrecking Crew]], a possible reference to his origin. Middle difficulty.
|length2=1:45
|type3=Audio
|name3=Blooper Bop
|description3=On the easier side of difficulty, this slow-paced song is danced for the second Music Key from a Giant [[Blooper]]. Only 203 steps appear in Super Hard mode, the least of any song. From ''[[Super Mario Bros.]]''
|length3=1:34
|type4=Audio
|name4=Boo Boogie
|description4=Of easy-mid difficulty, many Mario sounds occur in this song. From ''[[Super Mario Bros. 2]]'', many Boos appear while you play, a couple suddenly, to try to distract you from the steps.
|length4=1:25
|image=check
|type5=Audio
|name5=Starring Wario!
|description5=This song is used in a dance-off vs. [[Wario]], on a ferris wheel, for the third Music Key. After the song, Mario or Luigi and Wario both pant in exhaustion, for unknown reasons, in all levels of difficulty. From ''[[Wario World]]''.
|length5=1:37
|type6=Audio
|name6=Deep Freeze
|description6=Third of four songs in World 4 in Story Mode, based off of ''[[Dr. Mario]]''. Danced for the fourth and last Music Key, though this song isn't the fastest of the collection, it is definitely on the harder side of difficulty, topping 260 steps in Super Hard mode.
|length6=1:33
|type7=Audio
|name7=Bowser's Castle (song)|
description7=Last and hardest song in the game, at a fast pace, to retrieve all four Music Keys. Bowser dances in the background, but there is no dance-off. 339 steps on Super Hard mode tops all other songs. From ''[[Mario Kart: Double Dash!!]]''.
|length7=1:32
|type8=Audio
|name8=Hop, Mario!
|description8=Second bonus song of four in the game, of mid-difficulty. Mario whoops a lot in this remix from ''[[Super Mario World]]'', where you are placed on the clouds to dance to the beat.
|length8=1:30
|type9=Audio
|name9=Rollercoasting
|description9=Second song in World 3. A remix of ''[[Mario Kart: Double Dash!!]]''
|length9=1:34
|type10=Audio
|name10=Pirate dance
|description10=Third song in World 2. A remix of ''[[Super Mario World]]''.
|length10=1:26}}


==Mush Mode==
{| class="wikitable sortable"
'''Mush Mode''' is the Mario twist to the DDR genre. Common Mario enemies and items replace steps on the screen and must either be stepped on or avoided. Others cover the screen when you miss steps, giving the brothers less time to react. Mush Mode is enforced in Story Mode and optional in Free Mode. On the hardest difficulties, two Mush Mode effects is not uncommon.
!colspan=2 |Item
! In-game description
!Cost
|-
|[[File:DDRMM1upModel.png|70px]]
|[[1-Up Mushroom]]
|''The 1-Up Mushroom gives you another life.''
|100 coins
|-
|[[File:Mystery Drink.png|center]]
|[[Mystery Drink]]
|''The Mystery Drink increases or decreases your dance meter at random.''
|10 coins
|-
|[[File:DDRMM MaxDrink.png|center]]
|[[Max Drink]]
|''The Max Drink increases your total dance meter.''
|50 coins
|-
|[[File:DDRMM Small Heart.png|center]]
|[[Small heart|Small Heart]]
|''The Small Heart refills your dance meter halfway when it is empty.''
|70 coins
|-
|[[File:Big Heart.png|center]]
|[[Big Heart]]
|''The Big Heart completely refills your dance meter when it is empty.''
|170 coins
|-
|[[File:Lucky Clover.png|center]]
|[[Lucky Clover]]
|''The Lucky Clover prevents your dance meter from decreasing four times.''
|50 coins
|-
|[[File:Music Wand.png|center]]
|[[Music Wand]]
|''The Music Wand drops the difficulty by one level.''
|200 coins
|}
 
==Regional differences==
*When the player presses Start on the title screen, the narrator of the Japanese version says, ''"Let's DDR,"'' and the narrator of the international version says, ''"Let's Dance."''
*The intro and ending of "[[Cabin Fever]]" in the Japanese version are different from the international versions.<ref>{{cite|deadlink=y|archive=web.archive.org/web/20200218140240/https://www.youtube.com/watch?v=pKemm_hJQnE&gl=US&hl=en|title=Cabin Fever - ''Dance Dance Revolution Mario Mix''|publisher=YouTube|accessdate=June 29, 2024|date=March 23, 2011|author=GilvaSunner|language=en}}</ref><ref>{{cite|url=www.youtube.com/watch?v=sq9vOzmAaOE|title=Cabin Fever (''Dance Dance Revolution Mario Mix'')|date=March 3, 2014|publisher=YouTube|accessdate=June 29, 2024}}</ref>
*In American English, Wario calls his attraction "DDR: Wario Mix," but in European languages, he calls it "Dancing Stage: Wario Mix."
*Toadette calls the Music Keys "shiny globes" in the American English version, but she calls them "shiny keys" in the British English version.
 
==Critical reception==
{| class="wikitable reviews"
!colspan="4"style="font-size:120%; text-align:center; background-color:silver;"|Reviews
|-style="background-color:#E6E6E6"
|Release
|Reviewer, Publication
|Score
|Comment
|-
|[[Nintendo GameCube]]
|Matt Casamassina,<br>[https://www.ign.com/articles/2005/10/26/dance-dance-revolution-mario-mix IGN]
|8/10
|''DDR Mario Mix is a great Nintendo-ized take on the old dance formula and the first rhythm / music title to hit GameCube that's worth your consideration. The title plays like DDR with Mushroom Kingdom characters and locations. But it does have its share of extras, too, including a unique, (albeit shallow) storyline that reminds us of a Mario Party outing, a variety of logical dance locations and competitions, and some fun mini-games. The biggest disappointment is that there aren't more popular music tracks and Nintendo track remixes to inspire your groove.''
|-
|Nintendo GameCube
|Kristan Reed,<br>[https://www.eurogamer.net/articles/r_dancingstagemariomix_gc Eurogamer]
|7/10
|''For the poor, deprived Cube owners out there that have been thus far denied the chance to strut their stuff in front of their TV, this is easily the best Dancing Stage title on any platform. That it's exclusive to the little Nintendo boxlet might just help make up for the long wait, and the fact that it comes in a nice big box with a mat included helps sweeten the deal. Sure, Dancing Stage Mario is nothing new, but it's an enduring, bizarre little concept with practically universal appeal, and a great way of wearing out super energetic kids.''
|-
|Nintendo GameCube
|Avery Score,<br>[https://www.gamespot.com/reviews/dance-dance-revolution-mario-mix-review/1900-6136650/ GameSpot]
|7/10
|''DDR: Mario Mix is an introduction to dancing games, and it isn't suitable for fleet-footed veterans. This is too bad, because rhythm action fans would really appreciate the long-overdue gameplay revisions Mario Mix brings to bear. However, with a short story mode that serves as a fun, linear introduction to sequential stomping, Mario Mix is suitable for a child, or for an uncoordinated friend.''
|-
!colspan="4"style="font-size:120%; text-align:center; background-color:silver;"|Aggregators
|-style="background-color:#E6E6E6"
|colspan=2|Compiler
|colspan=2|{{nw|Platform / Score}}
|-
|colspan=2|Metacritic
|colspan=2 style="background-color:gold"|[https://www.metacritic.com/game/gamecube/dance-dance-revolution-mario-mix 69]
|-
|colspan=2|GameRankings
|colspan=2|[https://www.gamerankings.com/gamecube/925773-dance-dance-revolution-mario-mix/index.html 71.76%]
|}


[[Image:DDRMMKoopa.jpg|right|frame|Help screens come up before the song for each Mush Mode effect.]]
==Staff==
[[Goomba]]s &ndash; Just like regular arrows, squash them.
{{main|List of Dance Dance Revolution: Mario Mix staff}}


[[Koopa Troopas]] &ndash; Step on it once to put it in its shell, then once more to either a) destroy it or b) send it down the screen to destroy a step. For the latter to occur, the player must get a white-flash "Perfect" step (see "Grades For Each Step" above)
==References to other games==
*''[[Donkey Kong (game)|Donkey Kong]]'' – "[[Moustache, Barrel, and Gorilla]]" features samples of various jingles and sound effects from the NES version of the game. Additionally, arranged excerpts of the [[hammer]] theme and "[[Opening (Donkey Kong)|Opening]]" theme are also heard.
*''[[Mario Bros. (game)|Mario Bros.]]'' – "[[Underground Mozart]]" samples the NES version of the Start Theme, the player-respawn sound effect, the Level Clear Theme, the pause sound effect, and the player-hit sound effect.
*''[[Super Mario Bros.]]'' – In addition to the songs "[[Here We Go!]]", "[[Blooper Bop]]," and "[[Where's the Exit?]]" being arrangements of the [[Ground Theme (Super Mario Bros.)|Ground Theme]], [[Underwater Theme]], and [[Underground Theme]], respectively, lots of sound effects from this game also appear. The original un-remixed Ground Theme is also heard during the credits. The minigame [[Flagpole Leap]] mimics the concept of reaching the [[Goal Pole|flagpole]] at the ends of the [[level]]s from this game; additionally, an arrangement of the "[[Course Clear]]" fanfare plays after the player reaches the flagpole.
*''[[Wrecking Crew]]'' – "[[Destruction Dance]]" samples and arranges the Phase Begin Theme and the [[Golden Hammer]] Theme.
*''[[Super Mario Bros. 2]]'' – The [[Ground Theme (Super Mario Bros. 2)|Ground Theme]] is sampled and arranged in the song "[[Boo Boogie]]."
*''[[Super Mario Bros. 3]]'' – The songs "[[Jump! Jump! Jump! (song)|Jump! Jump! Jump!]]" and "[[Hammer Dance]]" are arrangements of the [[Athletic Theme (Super Mario Bros. 3)|Athletic Theme]] and [[Ground Theme (Super Mario Bros. 3)|Ground Theme]], respectively. The former also uses samples from the original.
*''[[Dr. Mario (game)|Dr. Mario]]'' – "[[Deep Freeze (song)|Deep Freeze]]" is an arrangement of "[[Fever]]," as well as using samples from the original. It also features a few sound effects from the game.
*''[[Super Mario World]]'' – Three themes from this game are arranged: "[[Pirate Dance]]" is an arrangement of the [[Athletic Theme (Super Mario World)|Athletic Theme]], "[[Step by Step]]" is an arrangement of the [[Bonus Men BGM|bonus game theme]], and "[[Hop, Mario!]]" is an arrangement of the theme "[[Title (Super Mario World)|Title]]."
*''[[Mario Kart 64]]'' – "[[Midnight Drive]]" is an arrangement of the Title Theme.
*''[[Mario Party 4]]'', ''[[Mario Party 5]]'', and ''[[Mario Party 6]]'' – This game uses a modified engine based on these games. Many poses, voice clips, and animations, such as the losing animation, are reused from these games. The song "Cabin Fever" is an arrangement of the [[Toy Dream]] theme from ''Mario Party 5''.
*''[[Wario World]]'' – The music for [[Greenhorn Forest]] is arranged in the song "[[Starring Wario!]]"
*''[[Mario Kart: Double Dash!!]]'' – "[[Rollercoasting]]" is an arrangement of the music for [[GCN Mario Circuit|Mario Circuit]], [[GCN Luigi Circuit|Luigi Circuit]], and [[GCN Yoshi Circuit|Yoshi Circuit]]. Additionally, the theme for [[Bowser's Castle (Mario Kart: Double Dash!!)|Bowser's Castle]] is arranged in the [[Bowser's Castle (Dance Dance Revolution: Mario Mix)|namesake song]].
*''[[Paper Mario: The Thousand-Year Door]]'' – The theme for [[Ms. Mowz]] as well as the music for [[X-Naut Fortress]] are arranged in "[[Ms. Mowz's Song]]."


[[Bob-ombs]] &ndash; [[Podoboos]] replace steps and when a brother misses one, it hits a bomb, greatly decreasing his dance meter! In dance offs, Podoboos are passed off to the other player and timed back in with the song.
==References in later games==
*''[[Super Smash Bros. Brawl]]'' – Bowser's artwork from ''Dance Dance Revolution: Mario Mix'' reappears as a sticker.
*''[[Mario Kart Wii]]'' – Mario and Luigi's artwork is reused from this game, while [[Baby Mario]] and [[Baby Luigi]]'s artwork is based on Mario and Luigi's artwork. Their artwork was also reused in ''[[Mario Super Sluggers]]''.
*''[[Fortune Street]]'' – Luigi's artwork from this game is reused.
*''[[Mario Sports Superstars]]'' – Bowser's artwork has been reused for this game.
*''[[Super Smash Bros. Ultimate]]'' – Mario's down smash is now changed to his breakdance kick from this game.
*''[[Mario vs. Donkey Kong (Nintendo Switch)|Mario vs. Donkey Kong]]'' ([[Nintendo Switch]]) – Mario's official artwork uses the same pose as ''Dance Dance Revolution: Mario Mix'', albeit updated.


[[Cheep-Cheep]]s &ndash; This time around, these fish will curve into the screen, giving you less time to see where to step. Work in the same way as Podoboos in dance offs.
==Gallery==
===Logos===
<gallery widths="230">
DDRMM Logo.png|North American logo
DDRMM Logo PAL.png|European and Australian logo
DDRMM Logo JP.png|Japanese logo
</gallery>


[[Spinies]] &ndash; Step on their spikes and a brother's dance meter will decrease. In the harder levels, they're trickily timed with real steps, making one misstep a big mistake. Some move faster than others.
===Artwork===
<gallery>
DDR MM main art.jpg|Key artwork
DDR Mario Artwork.png|[[Mario]]
DDR Mario Alternate Artwork.png|Mario
DDR Luigi Artwork.png|[[Luigi]]
Bowser Artwork Dance Dance Revolution Mario Mix.png|[[Bowser]]
Toad Artwork - Mario Party 6.png|[[Toad]]
Waluigi Artwork - Mario Party 6.png|[[Waluigi]]
Wario SM64DS art.png|[[Wario]]
MP7Boo.png|[[Boo]]
</gallery>


Mini-[[Blooper]]s and [[Blooper]] Tentacle &ndash; When a brother misses a mini-Blooper (works as a regular step), ink covers the bottom of the screen, and he cannot see arrows coming up. The Big Blooper will move a tentacle up the screen: look at the targeting circle at the tentacle's top to get a "Perfect!" step. In harder difficulties, two tentacles may move up at once.
===Box art===
<gallery heights="180">
DDRMM Box CAN.jpg|Canadian box art
DDRMM Box EU.jpg|European box art
DDRMM Box FR.jpg|French box art
DSMM.jpg|German box art
DDRMM Box AU.jpg|Australian box art
DDRMM Box JP.jpg|Japanese box art
</gallery>


[[Hammer Bros.|Hammer]] &ndash; Only appears in Hammer Dance. Same as Podoboos in single and dance-off mode. If a brother misses a hammer, it will explode, decreasing his dance meter.  
====Action Pad bundle====
<gallery>
DDRMM Box Bundle NA.jpg|North American box art
DDRMM Box Bundle EU.png|European box art
DDRMM Japanesecover.jpg|Japanese box art
</gallery>


Coin Switch &ndash; More useful in Story Mode than Free Mode. When a brother steps on a Coin Switch (which moves faster than regular arrows usually) will turn all arrows into coins for a few seconds. Some of them curve in like Cheep Cheeps and move fast. The better the step grade (Perfect to Early/Late), the longer the arrows remain coins.
===Models===
<gallery>
MP4MarioModel.png|[[Mario]]
MP4LuigiModel.png|[[Luigi]]
MP4WaluigiModel.png|[[Waluigi]]
MP5WarioModel.png|[[Wario]]
DDRMM1upModel.png|[[1-Up Mushroom]]
DDRMM-Bullet-Bill-Luacher.png|[[Bill Blaster|Bullet Bill Launcher]]
</gallery>


[[Image:DDRMMboos.jpg|right|frame|Hopefully Mario will step on that upcoming Boo!]]
====Screenshots====
[[Boos]] and Giant Boo &ndash; A giant Boo sits on the bottom of the screen, and as you miss steps, it moves up, blocking more of the incoming arrows.  Step on normal Boos to push him back down.
<gallery>
DDRMM Title Screen.png|Title screen
BowserDSMM.png|[[Bowser]]
File:ToadDSMM.png|[[Toad]]
LakituDSMM.png|[[Lakitu]]
ChainChompDSMM.png|[[Chain Chomp|Chain-Chomp]]
ShyGuyDSMM.png|[[Shy Guy]]
BrickBlockDSMM.png|[[Brick Block]]
</gallery>


Arrow Cheeps &ndash; Appear only in Frozen Pipes, but they are the most annoying enemy. These guys will pop up and change a step's direction halfway up the screen, sometimes even later. In harder difficulties, two may come up at the same time.
===Miscellaneous===
<gallery>
DDRMM Wallpaper.jpg|Wallpaper
DDRMM Print ad ESP.jpg|Spanish print ad
</gallery>


[[Freezie]] and [[Fire Flowers]] &ndash; Just like the Boos and Giant Boo, except a big [[Freezie]] covers the screen and when a brother steps on a fire flower fire will move down the screen into the Freezie.
==Media==
{{main-media}}
{{media table
|file1=DDRMM Here We Go.oga
|title1=Here We Go!
|length1=0:30


[[Ice Spiny|Ice Spinies]] &ndash; Just like regular Spinies.
|file2=DDRMM Jump Jump Jump.oga
|title2=Jump! Jump! Jump!
|length2=0:30


[[Bullet Bill]] &ndash; Found only in Always Smiling. [[Bill Blaster]]s line up at the bottom of the screen and occasionally shoot Bullet Bills timed as steps. Step on them to redirect the Bullet Bills back to the Bill Blasters. Hit a Bill Blaster twice to destroy it.
|file3=DDRMM Hammer Dance.oga
|title3=Hammer Dance
|length3=0:30


Rockets &ndash; Exclusive to Bowser's Castle (song).  Rocket parts replaces steps during the song, step on these to build a rocket to the right side. Three consecutive parts fires a rocket at Bowser. Missing a part will decrease a brother's dance meter. Note that if a brother cannot shoot enough rockets at Bowser (and the fireworks sequence doesn't play), he fails the song.
|file4=DDRMM Frozen Pipes.oga
|title4=Frozen Pipes
|length4=0:30


==Minigames==
|file5=DDRMM Always Smiling.oga
Minigames are unlocked when you play them in Story Mode. In Story Mode, they provide coins so that the brothers can buy items. The last two games can only be found in Minigame mode.
|title5=Always Smiling
|length5=0:30
}}


[[Image:Whackagoomba.jpg|right|frame]]
==Quotes==
*Whack-a-Goomba &ndash; The brothers stomp Goombas as they come out of the pipes!<br>
{{main|List of Dance Dance Revolution: Mario Mix quotes}}
*Flagpole Leap &ndash; Mash the left and right arrows to move and press up when you cross the line. (Coins: score divided by 100)<br>
*''"If you can get rid of these Koopa Troopas, the key to Truffle Towers is yours!"'' – [[Lakitu]]
*Banana Storm &ndash; The brothers catch bananas from crazy monkeys. (Coins: number of bananas)<br>
*''"What are you doing here? This is a PRIVATE dance party!"'' – [[Waluigi]]
*Punch Up &ndash; The brothers punch Koopas for coins. (Coins: score divided by 10)<br>
*''"Wait a second. I got it! Maybe we can fix it by dancing! And by we, I mean you."'' – [[Toad]]
*Chain-Chomp Chase &ndash; The black menace is back! The brothers must avoid it. (Coins: 100 if successful, lose 100 if a brother fails)<br>
*''"It's an exploration of greed, stench, and stubby legs through interpretive dance."'' – [[Wario]]
*Avalanche! &ndash; The brothers dodge incoming snowballs. (Coins: 100 if successful, lose 100 if a brother fails)<br>
*''"I was going to use the power of the keys to...to...fix my tone deafness. How embarrassing."'' – [[Bowser]]
*Hidden Treasure &ndash; One chest contains one coin. The other contains 100 coins or a [[1-Up Mushroom]] Can the brothers choose the right one? (Coins: Varies)<br>
*Block Treasure &ndash; The brothers hit blocks to gain coins and/or items. (Coins: Varies)<br>
*Coin Collection &ndash; The brothers jump and duck to...collect coins. (Coins: up to 20)<br>
*Whee! &ndash; The brothers jump high into the air for coins. (Coins: up to 100 with perfect release)<br>
*Note Pickup &ndash; (Coins: N/A)<br>
*Fire Up the SS Brass &ndash; Presumed to be how the brothers entered Bowser's Castle. (Coins: N/A)<br>


==Items==
==Names in other languages==
[[Image:Ddritems.jpg|right|frame|Lakitu returns as the store manager.]]
{{foreign names
Items can be bought from a store in each world. The classic 1-Up Mushroom can also be won in certain minigames. Please see the [[Items#Dance Dance Revolution: Mario Mix|Items]] page for the other six items available.
|Jap=Dance Dance Revolution with MARIO<br>ダンスダンスレボリューション ウィズ マリオ
|JapR=Dansu Dansu Reboryūshon wizu Mario
|JapM=Dance Dance Revolution with Mario
|Fre=''Dancing Stage Mario Mix''
|Dut=''Dancing Stage Mario Mix''
|Kor=댄스댄스레볼루션 with 마리오
|KorR=Daenseu Daenseu Rebollusyeon wijeu Mario
|KorM=Dance Dance Revolution with Mario
}}


==Notes==
==Trivia==
*As shown in this article, there are two Mario dance-mats. Sometime at the end of 2005 the second, the only-Mario blue mat was adopted.
*The highest score for a song is 100,000,000, achieved by getting a "Perfect!" on all 337 steps in the song "[[Bowser's Castle (Dance Dance Revolution: Mario Mix)|Bowser's Castle]]" on Super Hard difficulty.
*An announcer can be turned on/off in the Options menu. He'll give you comments while dancing.
*World 1-2 is considered different from the other boards. Its EX song, "[[Pipe Pop]]," is the only EX song in the game that is not related to a [[Nintendo]] composition whatsoever. World 1-2 is also the only board where both the original starter song and the EX song are remixed from the same artist, who is Wolfgang Amadeus Mozart.
*If your dance meter empties, an option can allow you to finish the song, but you will still get an F.
*This is the only game in which [[Waluigi]] appears but not [[Princess Peach]].
*The highest score for a song is 100000000, achieved by getting all 339 perfects on ''Bowser's Castle'', Super-Hard mode.
*This game answers the age old question, "Why do people jump on flag poles?" The answer: "Why not?"
{{spoiler}}
*Bowser wanted to use the Music Keys to cure his tone-deafness.


==References==
<references/>


{{Mario Sports}}
==External links==
{{NIWA|NWiki=1|StrategyWiki=Dance Dance Revolution Mario Mix}}
{{TCRF|Dance Dance Revolution Mario Mix}}
*[https://www.nintendo.co.jp/ngc/gwzj/index.html Official Japanese website]


[[Category: Games]]
{{DDRMM}}
[[Category: GameCube Games]]
{{Super Mario games}}
{{GCN}}
[[de:Dancing Stage: Mario Mix]]
[[Category:Dance Dance Revolution: Mario Mix|*]]
[[Category:Games]]
[[Category:Nintendo GameCube games]]
[[Category:2005 games]]

Latest revision as of 23:00, November 1, 2024

Dance Dance Revolution: Mario Mix
Dance Dance Revolution: Mario Mix boxart.
Developer Konami
Hudson Soft
Nintendo SPD Group No.2
Publisher Nintendo
Platform(s) Nintendo GameCube
Release date Japan July 14, 2005
USA October 24, 2005
Europe October 28, 2005
Australia November 24, 2005[1]
Language(s) English (United Kingdom)
English (United States)
French (France)
German
Spanish (Spain)
Italian
Japanese
Genre Rhythm
Rating(s)
ESRB:E - Everyone
PEGI:3 - Three years and older
CERO:A - All ages
ACB:G - General
USK:0 - All ages
Mode(s) Single player, versus
Format
Nintendo GameCube:
Optical disc
Input
Nintendo GameCube:
Nintendo GameCube Action Pad
Serial code(s) Japan DOL-R-GWZJ-JPN

Dance Dance Revolution: Mario Mix (known as Dancing Stage: Mario Mix in Europe and Australia) is a Nintendo GameCube game in the Super Mario franchise based on the Dance Dance Revolution video game series. The game utilizes an included Super Mario-themed dance mat. To play the game, the player must step on the up, down, left, and right arrows when they line up with a bar on the screen. The player can choose to play with either Mario or Luigi in a number of modes and difficulty levels with nearly 30 songs.

Dance Dance Revolution: Mario Mix is the second dancing game to be released on the Nintendo GameCube. The game is not as intense as standard versions of Dance Dance Revolution; Super Hard difficulty is equivalent to "standard" difficulty in other Dance Dance Revolution games (though some later songs are considered "heavy" in the standard games, especially "Bowser's Castle").

The game includes a Story Mode, which the player must clear in order to unlock all of the songs in the game.

Story Mode[edit]

The opening scene starts out with Waluigi breaking into Truffle Towers. This is troublesome as the Music Keys are able to grant any wish. However, when Waluigi opens the door to the room of the four Music Keys, they all scatter across the Mushroom Kingdom except for one that Waluigi gets to keep. Meanwhile, Toad, having seen this, rushes to tell Mario or Luigi, depending on which character the player chose.

Toad warns Mario (or Luigi) that someone has stolen the Music Keys and explains the trouble that this causes. Mario decides to stop Waluigi, and Toad decides to come with him to Truffle Towers. On a boat, the two cross a river, and after climbing a vine, they reach Truffle Towers. However, once there, the two find the doors to Truffle Towers locked. Waluigi then laughs and tosses a Bob-omb at them, knocking Mario down a nearby Warp Pipe into a cavern filled with Goombas, though Mario is able to get out by dancing, causing the mushroom he is standing on to grow. After Mario escapes the cavern, he and Toad enter a shop run by a Lakitu, who has the key to Truffle Towers. He agrees to give it to them only if Mario is able to get rid of the Koopa Troopas playing in his farm. After Mario does so, Lakitu gives him and Toad the key, and the latter two enter Truffle Towers. Inside is Waluigi with one of the Music Keys; he refuses to return it unless he is beaten in a dance-off. After Mario and Toad beat him, Waluigi is gone and the Music Key is recovered. Mario and Toad set off on the SS Brass to recover the other keys.

Toadette confronting Toad and Luigi in Dance Dance Revolution: Mario Mix
Toadette confronting Luigi and Toad

On Mario and Toad's way to investigating a seaside area, a cyclone suddenly appears and causes the SS Brass to spin out, turning a nearby hotel into a corkscrew. Toadette, the owner of the hotel, comes out and scolds Mario for ruining her hotel. Mario, however, decides to dance to fix the hotel, and after the hotel is fixed, he and Toad set out to sea, only to get caught in a whirlpool. They escape the whirlpool and sail to a nearby island to rest. Here, they find a shop run by a pirate Lakitu who has a device called the Boogie Booster, which will allow their ship to travel through the whirlpool. Lakitu refuses to give it to them, though afterward decides that they duel to decide who can have the part. After Mario and Toad beat Lakitu, he installs the part onto their ship, allowing them to get through the whirlpool. Toad notes that the Music Keys have something to do with the storms, and the SS Brass sails into the whirlpool down to an underwater temple, where a Music Key is being guarded by a Big Blooper. After defeating it in a dance-off, Mario and Toad retrieve the second Music Key.

Mario and Toad head to their next destination, Wario's carnival. They arrive at the entrance, which is blocked by two Hammer Bros. who refuse to let Mario and Toad through unless they are able to beat them in a dance-off. After Mario beats them, the Hammer Bros. allow them to enter the park. Inside, they see Wario riding a roller coaster while carrying a Music Key. Mario and Toad chase after him on the roller coaster and on foot until finally cornering him in front of a Ferris wheel, where he states that he plans to use the Music Key to wish for his own game: DDR: Wario Mix. Wario then challenges Mario to a dance-off on the Ferris wheel, though when he loses, he gives Mario the Music Key.

Mario and Toad's next destination is a snow-covered mountain, where they notice the final Music Key inside a Freezie at the top. After Toad fails to climb up the slippery path, they instead enter a nearby Warp Pipe leading to an underground tunnel that ends up taking them higher up on the mountain. After warming up in a nearby log cabin, they reach the top of the mountain and try to claim the Music Key, though the Freezie does not give it up. Toad suggests melting it, and after Fire Flowers are used on it, the Freezie melts, and Mario and Toad claim the key. The two then sled down the mountain, though an avalanche follows them; after avoiding the avalanche, the two set off back to Truffle Towers.

Mario and Toad return the Music Keys to their original place, though soon after Bowser appears and steals the keys. Mario and Toad sail to Bowser's Castle in the SS Brass, and after dodging oncoming Bullet Bills, they arrive at the castle. Bowser is about to use the Music Keys when he finds that they are gone, Mario and Toad having stolen them back. Bowser then challenges Mario to a dance-off, and after Bowser is knocked away with a rocket, he is defeated. Afterwards, Bowser admits that he was going to use the keys to fix his tone-deafness. Mario then uses the keys to turn the area surrounding Bowser's Castle into a green field, and everyone suddenly feels strange and starts to dance. The keys are then returned to Truffle Towers, and Mario finally goes home.

Gallery[edit]

Characters[edit]

Playable[edit]

Non-playable[edit]

Gameplay[edit]

Action pad[edit]

a mat from Dance Dance Revolution: Mario Mix
Dance Mat v1
Dance Mat v2

Included with the game is a dance mat (or, as Konami calls it, an action pad) that plugs into a controller socket on the GameCube. Then, standing in the center of the mat, the player can simply step on an arrow when it reaches the top of the screen: left, right, up, or down. As the difficulty rises, moves such as jumps to step on two arrows at the same time are required, when the player must move around the mat quickly.

Incidentally, the game can be sold by itself without a dance mat. The regular controller then uses Control Stick or +Control Pad and the face buttons for directional input, with Y Button for up, A Button for down, B Button for left, and X Button for right.

Dance meter[edit]

At the start of each song, a dance meter appears in the upper left corner (and upper right corner for two players and boss battles/dance-offs). It consists of ten stars, with each song starting with five (this can be varied with items). As the players get "Perfect!"s and "Great!"s, the meter rises. When they miss, it decreases. In the Options menu, the player can set how much a miss decreases their dance meter, and in Story Mode, the higher the difficulty, the more they lose. The meter flashes if the player is under two and a half stars. If the dance meter runs out of stars, the song ends automatically, and the player gets a "Failed" message and an F for the song. In Story Mode, the player loses a life.

Grades for each step[edit]

Each step the player makes gets a grade that affects the player's overall score, by giving points per step:

  • Perfect!: The player hit the step right on the mark. In actuality, there is a margin of error for this step. If they hit the step exactly, the arrow flashes white; if they miss it slightly, it flashes yellow. Either way, the player earns the maximum points for the step.
  • Great!: Also known as Super. The player hit the step almost perfectly. The player earns half the maximum points for the step.
  • Early/Late: The player missed by a bit. The player earns no points, and the dance meter stays the same.
  • Miss...: The player did not step on the arrow at all. The player earns no points, and the dance meter decreases.

Getting "Perfect!"s and "Great!"s not only increases the player's dance meter but also adds a combo onscreen. When the player gets a combo of 100, the announcer comments and arrows flash differently when players step on them. A combo stops if the player does a misstep (Early, Late, or Miss). As with all Dance Dance Revolution games, the announcer comments on the player's dancing skill and grade along the way. This can be turned off in the Options menu. If the player's dance meter empties, an option can allow the player to finish the song right away, but the player still gets an F grade.

Grades for the song[edit]

When the player keeps their dance meter filled and gets a "Cleared" message at the end of the song, these are the possible grades:

  • A (AA in the Japanese version) – "Can I call you a dancing master?" This is the top grade, earned with a couple, if any, missteps.
  • B (A in the Japanese version) – "You're a fantastic dancer! You should dance one more time!" This is a very good grade, earned with very few missteps.
  • C (B in the Japanese version) – "Bravo!" This is a fair grade, earned with some missteps.
  • D (C in the Japanese version) – "Excellent!" This grade is earned with a significant number of missteps.
  • F (D in the Japanese version) – "Wha-wha-what?" (international) / "Aw, you couldn't make it!" (JP). A ton of missteps lead to this grade, even if the player clears the song.

Two major factors decide the grade for a song: the number of missteps in relation to the song length, and total points. As the difficulty rises, more missteps can still mean a better grade (B), but the A still requires barely any missteps.

Difficulties[edit]

A level on super hard
An example of Super Hard difficulty in the Japanese version
  • Easy: Includes only left and right arrows.
  • Normal: Basic cardinal steps.
  • Hard: Steps per song are up to 200 at times. Common patterns appear in step sequences.
  • Very Hard: The number of steps is from 125 to over 200 in some spots. Complicated patterns that require shuffling of feet and moving off the center occur.
  • Super Hard: Over 200 steps in each song. The song "Bowser's Castle," for example, has 339 steps. Offbeat steps may also take place.

In Story Mode, the player can choose Easy or Normal at the beginning of the adventure, and this choice stays permanent throughout all the songs. It can be changed only by a Music Wand. When Story Mode EX is unlocked, the option to play on Hard becomes available.

Dance-offs[edit]

Two players, one as Mario and the other as Luigi, can face off in any song at any difficulty like Free Mode. However, the initial package comes with one dance mat. A second one must be ordered online at Nintendo's official website.

Music[edit]

Title (English) Stage Game Original music Original composer Japanese name
Here We Go!
Dance Dance Revolution: Mario Mix
1-1 Super Mario Bros. Ground Theme Koji Kondo ヒア・ウィ・ゴー (Hia Wi Gō)
Underground Mozart*
Dance Dance Revolution: Mario Mix
1-2 Mario Bros. Eine Kleine Nachtmusik Wolfgang Amadeus Mozart 土管の中のモーツァルト (Dokan no Naka no Mōtsaruto)
Pipe Pop
Dance Dance Revolution: Mario Mix
1-2EX Turkish March Wolfgang Amadeus Mozart パペットダンス (Papetto Dansu)
Garden Boogie
Dance Dance Revolution: Mario Mix
1-3 Carmen Georges Bizet パラパラカルメン (Parapara Karumen)
Destruction Dance
Dance Dance Revolution: Mario Mix
1-4 Wrecking Crew Bonus Stage Hirokazu Tanaka 月夜にぶちこわせ (Tsukiyo ni Buchikowase)
Jump! Jump! Jump!
Dance Dance Revolution: Mario Mix
2-1 Super Mario Bros. 3 Athletic Theme Koji Kondo ジャンプ!ジャンプ!ジャンプ! (Janpu! Janpu! Janpu!)
Fishing Frenzy*
Dance Dance Revolution: Mario Mix
2-2 Yoshi's Cookie Csikos Post Hermann Necke みんなでパーティタイム (Minna de Pāti Taimu)
Pirate Dance
Dance Dance Revolution: Mario Mix
2-2EX Super Mario World Ground Theme Koji Kondo 転がるコインのように (Korogaru Koin no Yō ni)
In the Whirlpool*
Dance Dance Revolution: Mario Mix
2-3 Pomp and Circumstance Edward Elgar 風のかなたに (Kaze no Kanata ni)
Step by Step
Dance Dance Revolution: Mario Mix
2-3EX Super Mario World Bonus Men BGM Koji Kondo ステップ・バイ・ステップ (Suteppu Bai Suteppu)
Blooper Bop
Dance Dance Revolution: Mario Mix
2-4 Super Mario Bros. Underwater Theme Koji Kondo 泳げ四分音符 (Oyoge Shibun Onpu)
Hammer Dance
Dance Dance Revolution: Mario Mix
3-1 Super Mario Bros. 3 Ground Theme Koji Kondo クエ・テ・バヤ・マリオ (Kue Te Baya Mario)
Rollercoasting
Dance Dance Revolution: Mario Mix
3-2 Mario Kart: Double Dash!! Mario/Luigi/Yoshi Circuit スーパーマシーン (Sūpā Mashīn)
Boo Boogie*
Dance Dance Revolution: Mario Mix
3-3 Super Mario Bros. 2 Ground Theme Koji Kondo ほっぴンちょっぴン (Hoppin Choppin)
Moustache, Barrel, and Gorilla
Dance Dance Revolution: Mario Mix
3-3EX Donkey Kong Various Yukio Kaneoka ヒゲとタルとゴリラ (Hige to Taru to Gorira)
Starring Wario!
Dance Dance Revolution: Mario Mix
3-4 Wario World Greenhorn Forest オレ様がスターだ! (Oresama ga Sutā da!)
Frozen Pipes
Dance Dance Revolution: Mario Mix
4-1 Old Folks at Home Stephen Foster 気分はハイ・ホー (Kibun wa Hai Hō)
Cabin Fever*
Dance Dance Revolution: Mario Mix
4-2 Mario Party 5 Lots of Toys Aya Tanaka マリオのカーニバル (Mario no Kānibaru)
Ms. Mowz's Song
Dance Dance Revolution: Mario Mix
4-2EX Paper Mario: The Thousand-Year Door Ms. Mowz's Theme; X-Naut Fortress チューチューテクノ (Chū Chū Tekuno)
Deep Freeze
Dance Dance Revolution: Mario Mix
4-3 Dr. Mario Fever Hirokazu Tanaka ハッピーハッピーダンス (Happī Happī Dansu)
Rendezvous on Ice*
Dance Dance Revolution: Mario Mix
4-4 Les Patineurs Émile Waldteufel 氷の上でランデブー (Kōri no Ue de Randebū)
Midnight Drive
Dance Dance Revolution: Mario Mix
4-4EX Mario Kart 64 Title Theme Kenta Nagata 真夜中のドライブ (Mayonaka no Doraibu)
Always Smiling
Dance Dance Revolution: Mario Mix
5-1 Tritsch-Tratsch-Polka Johann Strauss II きっと笑顔がイチバンさ (Kitto Egao ga Ichiban sa)
Bowser's Castle
Dance Dance Revolution: Mario Mix
5-2 Mario Kart: Double Dash!! Bowser's Castle ワガハイはボスである! (Wagahai wa Bosu de Aru!)
Up, Down, Left, Right
Dance Dance Revolution: Mario Mix
Twinkle, Twinkle, Little Star ゼン・ゴ・サ・ユウ (Zen Go Sa Yū)
Choir on the Green**
Dance Dance Revolution: Mario Mix
Ah, Lovely Meadow 緑の上の大合唱 (Midori no ue no Daigasshō)
Hop, Mario!***
Dance Dance Revolution: Mario Mix
Super Mario World Title Theme Koji Kondo ホップステップマリオ (Hoppu Suteppu Mario)
Where's the Exit?****
Dance Dance Revolution: Mario Mix
Super Mario Bros. Underground Theme Koji Kondo 出口はどこだ!? (Deguchi wa Doko da!?)
Piroli*****
Dance Dance Revolution: Mario Mix
Famicom Disk System BIOS ピ・ロ・リ (Pi ro ri)

*The song appears only in the regular Story Mode. In Story Mode EX, it is replaced by the next song.
**Unlock it with coins in World 1 store in Story Mode EX
***Unlock it with coins in World 2 store in Story Mode EX
****Unlock it with coins in World 3 store in Story Mode EX
*****Unlock it with coins in World 4 store in Story Mode EX

Modes[edit]

Luigi dances off Wario in Dance Dance Revolution: Mario Mix
Luigi against Wario
  • Story Mode: Waluigi has stolen the Music Keys from Truffle Towers. Toad accompanies the brother of the player's choice in this adventure.
  • Free Mode: All the songs played in Story Mode are unlocked in this mode, where the player can play any desired song at any difficulty, Mush Mode on or off.
  • Minigames: These unlock themselves while the player plays Story Mode. A list of these can be found later in the article.
  • Workout: When the players enter their names and weights, the number of calories burned are kept on record. Before Story or Free Mode is started, Z Button has to be pressed to set whose record will be updated.

Mush Mode[edit]

Mush Mode is the Mario twist to the standard series genre. Common enemies and items from the Super Mario franchise replace steps on the screen and must be either stepped on or avoided. Others cover the screen when the player misses steps, giving the player less time to react. Initially, Mush Mode is enforced in Story Mode, but it can be turned off in Options. Mush Mode is optional in Free Mode. On the hardest difficulties, two Mush Mode effects are not uncommon.

Help screens come up before the song for each Mush Mode effect.
  • Goombas – Just like with regular arrows, the player should step on them, squashing them.
  • Koopa Troopas – For each one, the player should step on it once to put it in its shell, then once more to either defeat it or send it down the screen to destroy a step. For the latter to occur, the player must get a white-flash "Perfect!" step.
  • Bob-ombsPodoboos replace steps, and when the player misses one, it hits a Bob-omb, greatly decreasing their dance meter. In dance-offs, Podoboos are passed off to the other player and timed back in with the song.
  • Cheep Cheeps – Cheep Cheeps curve into the screen, giving the player less time to see where to step. They work in the same way as Podoboos in dance-offs.
  • Spinies – Stepping on their spikes causes them to explode and decreases the player's dance meter. On the harder levels, they can be timed with real steps. Red Spinies move faster than green Spinies.
  • Mini-Bloopers and Big Blooper's tentacle – When the player misses a mini-Blooper (which works as a regular step), ink covers the bottom of the screen, and the player cannot see arrows coming up. The Big Blooper moves a tentacle up the screen at a fast rate. On harder difficulties, two tentacles may move up at once.
  • Hammers – These appear only during "Hammer Dance." They act the same as Podoboos in single and dance-off mode. If the player misses a hammer, it will explode, decreasing their dance meter.
  • Coin Switches – These are more useful in Story Mode than Free Mode. Stepping on a Coin Switch (which moves faster than regular arrows usually) turns all arrows into coins for a few seconds. Some of them curve in like Cheep Cheeps and move fast. The better the step grade (Perfect to Early/Late), the longer the arrows remain coins.
Mario and the Boo gimmick
  • Boos and Giant Boo – A Giant Boo sits on the bottom of the screen, and as the player misses steps, it moves up, blocking more of the incoming arrows (creating, in essence, the effect of the "Sudden" modifier in other Dance Dance Revolution games). Stepping on normal Boos pushes him back down.
  • Arrow Cheeps – Appearing only during "Frozen Pipes," they pop up and change a step's direction halfway up the screen, sometimes even later. On harder difficulties, two may come up at the same time.
  • Freezie and Fire Flowers – These act just like the Boos and Giant Boo, except a huge Freezie covers the screen, and when the player steps on a Fire Flower, a fireball moves down the screen into the Freezie.
  • Ice Spinies – These act identically to regular Spinies, but they do not have a visible color difference.
  • Bullet Bills – These are found only during "Always Smiling." Bill Blasters line up at the bottom of the screen and occasionally shoot Bullet Bills timed as steps. The player must step on them to redirect them back to the Bill Blasters. A Bill Blaster has to be hit three times to get destroyed.
  • Rockets – These are exclusive to the song "Bowser's Castle." Rocket parts replace some of the steps during the song, and they have to be stepped on to build a rocket to the right side. Three consecutive parts fire a rocket at Bowser. Missing a part decreases the player's dance meter. If the player cannot shoot enough rockets at Bowser (and the fireworks sequence does not play), they will fail the song.

Minigames[edit]

Minigames are unlocked when the players play them in Story Mode. In Story Mode, they provide coins so that the Mario Bros. can buy items. The last two minigames can be found only in Minigame Mode.

Luigi playing Whack-a-Goomba in Dance Dance Revolution: Mario Mix
Luigi hitting Goombas in Whack-a-Goomba
  • Whack-a-Goomba – The Mario Bros. smack Goombas with a hammer as they come out of the pipes.
  • Flagpole Leap – The player must press the left and right arrows to move and press up when crossing the line to grab the flagpole. The number of coins earned is the score divided by 100.
  • Banana Storm – The Mario Bros. catch falling bananas from Ukikis. The number of coins earned is the number of bananas caught.
  • Punch Up – The Mario Bros. punch Koopa Troopas for coins. The number of coins earned is the score divided by 10.
  • Chain-Chomp Chase – The Mario Bros. must avoid the Chain-Chomp. The brothers earn 100 coins if successful, but they lose 100 coins if they fail.
  • Avalanche! – The Mario Bros. dodge incoming snowballs. The brothers earn 100 coins if successful, but they lose 100 coins if they fail.
  • Hidden Treasure – One chest contains one coin. The other contains 100 coins or a 1-Up Mushroom.
  • Block Treasure – The Mario Bros. hit blocks to gain coins and/or items.
  • Coin Collection – The Mario Bros. jump and duck to collect coins. They can earn up to 20 coins.
  • Whee! – The Mario Bros. jump high into the air for coins. They can earn up to 100 coins with a perfect release.
  • Note Pickup – The Mario Bros. jump and collect musical notes while on a moving platform. (Coins: N/A)
  • Fire Up the SS Brass – The objective is to guide the SS Brass through a series of 15 tunnels. (Coins: N/A)

Items[edit]

Lakitu with items from Dance Dance Revolution: Mario Mix
Lakitu returns as the store manager.

Items can be bought from a store in each world from Lakitu after the player completes Stage 1-3. The classic 1-Up Mushroom can also be won in certain minigames. Sometimes bonus songs are available. All items except the 1-Up Mushroom have to be triggered before a stage for the player to feel its effects. The player can carry only three of these items at a time. The player can access the store if they visit it during their progress or before any stage after 1-3, by pressing the Z Button button.

Item In-game description Cost
Model of a 1-Up Mushroom from Dance Dance Revolution: Mario Mix 1-Up Mushroom The 1-Up Mushroom gives you another life. 100 coins
Mystery Drink.png
Mystery Drink The Mystery Drink increases or decreases your dance meter at random. 10 coins
A Max Drink from Dance Dance Revolution: Mario Mix
Max Drink The Max Drink increases your total dance meter. 50 coins
Item of Dance Dance Revolution: Mario Mix
Small Heart The Small Heart refills your dance meter halfway when it is empty. 70 coins
Big Heart.png
Big Heart The Big Heart completely refills your dance meter when it is empty. 170 coins
Lucky Clover.png
Lucky Clover The Lucky Clover prevents your dance meter from decreasing four times. 50 coins
Music Wand.png
Music Wand The Music Wand drops the difficulty by one level. 200 coins

Regional differences[edit]

  • When the player presses Start on the title screen, the narrator of the Japanese version says, "Let's DDR," and the narrator of the international version says, "Let's Dance."
  • The intro and ending of "Cabin Fever" in the Japanese version are different from the international versions.[2][3]
  • In American English, Wario calls his attraction "DDR: Wario Mix," but in European languages, he calls it "Dancing Stage: Wario Mix."
  • Toadette calls the Music Keys "shiny globes" in the American English version, but she calls them "shiny keys" in the British English version.

Critical reception[edit]

Reviews
Release Reviewer, Publication Score Comment
Nintendo GameCube Matt Casamassina,
IGN
8/10 DDR Mario Mix is a great Nintendo-ized take on the old dance formula and the first rhythm / music title to hit GameCube that's worth your consideration. The title plays like DDR with Mushroom Kingdom characters and locations. But it does have its share of extras, too, including a unique, (albeit shallow) storyline that reminds us of a Mario Party outing, a variety of logical dance locations and competitions, and some fun mini-games. The biggest disappointment is that there aren't more popular music tracks and Nintendo track remixes to inspire your groove.
Nintendo GameCube Kristan Reed,
Eurogamer
7/10 For the poor, deprived Cube owners out there that have been thus far denied the chance to strut their stuff in front of their TV, this is easily the best Dancing Stage title on any platform. That it's exclusive to the little Nintendo boxlet might just help make up for the long wait, and the fact that it comes in a nice big box with a mat included helps sweeten the deal. Sure, Dancing Stage Mario is nothing new, but it's an enduring, bizarre little concept with practically universal appeal, and a great way of wearing out super energetic kids.
Nintendo GameCube Avery Score,
GameSpot
7/10 DDR: Mario Mix is an introduction to dancing games, and it isn't suitable for fleet-footed veterans. This is too bad, because rhythm action fans would really appreciate the long-overdue gameplay revisions Mario Mix brings to bear. However, with a short story mode that serves as a fun, linear introduction to sequential stomping, Mario Mix is suitable for a child, or for an uncoordinated friend.
Aggregators
Compiler Platform / Score
Metacritic 69
GameRankings 71.76%

Staff[edit]

Main article: List of Dance Dance Revolution: Mario Mix staff

References to other games[edit]

References in later games[edit]

Gallery[edit]

Logos[edit]

Artwork[edit]

Box art[edit]

Action Pad bundle[edit]

Models[edit]

Screenshots[edit]

Miscellaneous[edit]

Media[edit]

For a complete list of media for this subject, see List of Dance Dance Revolution: Mario Mix media.
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Quotes[edit]

Main article: List of Dance Dance Revolution: Mario Mix quotes
  • "If you can get rid of these Koopa Troopas, the key to Truffle Towers is yours!"Lakitu
  • "What are you doing here? This is a PRIVATE dance party!"Waluigi
  • "Wait a second. I got it! Maybe we can fix it by dancing! And by we, I mean you."Toad
  • "It's an exploration of greed, stench, and stubby legs through interpretive dance."Wario
  • "I was going to use the power of the keys to...to...fix my tone deafness. How embarrassing."Bowser

Names in other languages[edit]

Language Name Meaning Notes
Japanese Dance Dance Revolution with MARIO
ダンスダンスレボリューション ウィズ マリオ
[?]

Dansu Dansu Reboryūshon wizu Mario
Dance Dance Revolution with Mario
Dutch Dancing Stage Mario Mix[?] -
French Dancing Stage Mario Mix[?] -
Korean 댄스댄스레볼루션 with 마리오[?]
Daenseu Daenseu Rebollusyeon wijeu Mario
Dance Dance Revolution with Mario

Trivia[edit]

  • The highest score for a song is 100,000,000, achieved by getting a "Perfect!" on all 337 steps in the song "Bowser's Castle" on Super Hard difficulty.
  • World 1-2 is considered different from the other boards. Its EX song, "Pipe Pop," is the only EX song in the game that is not related to a Nintendo composition whatsoever. World 1-2 is also the only board where both the original starter song and the EX song are remixed from the same artist, who is Wolfgang Amadeus Mozart.
  • This is the only game in which Waluigi appears but not Princess Peach.

References[edit]

  1. ^ Dance Dance Revolution: Mario Mix. The Mushroom Kingdom (English). Retrieved June 28, 2024.
  2. ^ GilvaSunner (March 23, 2011). Cabin Fever - Dance Dance Revolution Mario Mix. YouTube (English). Archived February 18, 2020, 14:02:40 UTC from the original via Wayback Machine. Retrieved June 29, 2024.
  3. ^ March 3, 2014. Cabin Fever (Dance Dance Revolution Mario Mix). YouTube. Retrieved June 29, 2024.

External links[edit]