Dance Dance Revolution: Mario Mix: Difference between revisions

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[[File:DDRMM Title Screen.png|thumb|left|Title screen.]]
[[File:DDRMM Title Screen.png|thumb|left|Title screen.]]
'''''Dance Dance Revolution: Mario Mix''''' (known as '''''Dance Dance Revolution with MARIO''''' in Japanese and '''''Dancing Stage: Mario Mix''''' in European languages) is a [[Nintendo GameCube]] game based on the popular ''{{wp|Dance Dance Revolution}}'' video game series, but with a ''[[Mario (franchise)|Mario]]'' theme. ''Mario Mix'' 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''''' (known as '''''Dance Dance Revolution with MARIO''''' in Japanese and '''''Dancing Stage: Mario Mix''''' in European languages) is a [[Nintendo GameCube]] game based on the popular ''{{wp|Dance Dance Revolution}}'' video game series, but with a ''[[Mario (franchise)|Mario]]'' theme. ''Mario Mix'' 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 several 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. ''Mario Mix'' 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'' is the second dancing game to be released on the Nintendo GameCube. ''Mario Mix'' 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]]).
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==Story Mode==
==Story Mode==
[[File:ToadetteCorkscrewDDRMarioMix.png|thumb|left|Toadette confronting the two protagonists.]]
[[File:ToadetteCorkscrewDDRMarioMix.png|thumb|left|Toadette confronting the two protagonists.]]
The game includes a Story Mode, which the player must clear in order to unlock all of the songs in the game. The playable characters are Mario and Luigi. The opening scene starts out with [[Waluigi]] breaking into [[Truffle Towers]]. This is trouble 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.
The game includes a Story Mode, which the player must clear to unlock all of the songs in the game. The playable characters are Mario and Luigi. The opening scene starts with [[Waluigi]] breaking into [[Truffle Towers]]. This is trouble as the [[Music Key]]s can 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 go 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, 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]] and 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 escaping the cavern Mario 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 getting rid of the Koopas, Lakitu gives them the key and they enter Truffle Towers. Inside the tower is Waluigi with one of the Music Keys; he refuses to return it unless he is beaten in a dance off. After beating him Waluigi is gone and the Music Key is recovered. Mario and Toad set off to recover the other keys on a ship, the [[SS Brass]].
Toad warns Mario (or Luigi) that someone has stolen the Music Keys and explains the trouble that this causes. Mario decides to go 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, 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]] and into a cavern filled with [[Goomba]]s, though Mario can get out by dancing, causing the mushroom he is standing on to grow. After escaping the cavern Mario 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 can get rid of the [[Koopa Troopa]]s playing on his farm. After getting rid of the Koopas, Lakitu gives them the key and they enter Truffle Towers. Inside the tower is Waluigi with one of the Music Keys; he refuses to return it unless he is beaten in a dance-off. After beating him Waluigi is gone and the Music Key is recovered. Mario and Toad set off to recover the other keys on a ship, the [[SS Brass]].


On their way to investigating a seaside area, a [[Tweester]] suddenly appears and causes the SS Brass to spin out, turning a nearby hotel into a corkskrew. [[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 they set out to sea, only to get caught in a whirlpool. Mario and Toad 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 beating 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 and 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.
On their way to investigating a seaside area, a [[Tweester]] 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 they set out to sea, only to get caught in a whirlpool. Mario and Toad 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 beating 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 and 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 Bro]]s. who will not 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 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 head to their next destination, [[Wario's Carnival]]. They arrive at the entrance, which is blocked by two [[Hammer Bro]]s. who will not let Mario and Toad through unless they can beat them in a dance-off? After Mario beats them the Hammer Bros. allows them to enter the park. Inside, they see [[Wario]] riding a roller coaster carrying a Music Key. Mario and Toad chase after him on the roller coaster and 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 [[Freeze Mountain|a snow-covered mountain]], where they notice the final Music Key inside a [[Freezie]] at the top. After failing to climb up the slippery path, they instead enter a nearby Warp Pipe leading to an underground tunnel which 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 using [[Fire Flower]]s on it the Freezie melts and the two 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's next destination is a [[Freeze Mountain|a snow-covered mountain]], where they notice the final Music Key inside a [[Freezie]] at the top. After failing to climb up the slippery path, they instead enter a nearby Warp Pipe leading to an underground tunnel which 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 using [[Fire Flower]]s on it the Freezie melts and the two 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 again. Mario and Toad sail to [[Bowser's Castle]] in the SS Brass, and after dodging oncoming [[Bullet Bill]]s 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 knocking Bowser 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 they suddenly feel strange and start to dance. The keys are then returned to Truffle Towers, and Mario finally goes home.
Mario and Toad return the Music Keys to their original place, though soon after [[Bowser]] appears and steals the keys again. Mario and Toad sail to [[Bowser's Castle]] in the SS Brass, and after dodging oncoming [[Bullet Bill]]s 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 knocking Bowser away with a rocket he is defeated. Afterward, 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 they suddenly feel strange and start to dance. The keys are then returned to Truffle Towers, and Mario finally goes home.


===Gallery===
===Gallery===
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DRRMarioMixstory.png|Waluigi steals the Music Keys from Truffle Towers.
DRRMarioMixstory.png|Waluigi steals the Music Keys from Truffle Towers.
DRRMarioMixstory2.png|Mario agrees to retrieve the Music Keys.
DRRMarioMixstory2.png|Mario agrees to retrieve the Music Keys.
DRRMarioMixstory3.png|Mario and Toad need to defeat Koopa Troopas to go to Truffle Towers.
DRRMarioMixstory3.png|Mario, and Toad need to defeat Koopa Troopas to go to Truffle Towers.
DRRMarioMixstory4.png|Mario and Toad confront Waluigi
DRRMarioMixstory4.png|Mario and Toad confront Waluigi
DRRMarioMixstory6.png|Mario and Toad confront Wario.
DRRMarioMixstory6.png|Mario and Toad confront Wario.
DRRMarioMixstory7.png|Mario and Toad in the underground tunnel of the mountain.
DRRMarioMixstory7.png|Mario, and Toad in the underground tunnel of the mountain.
DRRMarioMixstory9.png|Bowser appears and steals the keys.
DRRMarioMixstory9.png|Bowser appears and steals the keys.
DRRMarioMixstory10.png|Mario and Toad confront Bowser.
DRRMarioMixstory10.png|Mario, and Toad confront Bowser.
DRRMarioMixstory11.png|Dance!
DRRMarioMixstory11.png|Dance!
</gallery>
</gallery>
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[[File:Oldmat.jpg|thumb|Dance Mat v1]]
[[File:Oldmat.jpg|thumb|Dance Mat v1]]
[[File:Dancemat.jpg|thumb|Dance Mat v2]]
[[File:Dancemat.jpg|thumb|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, the player can 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 are required, when they must move around the mat quickly.
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, the player can 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 are required, when they must move around the mat quickly.


Incidentally, the game can be sold by itself without a dance mat. The regular controller then uses the {{button|gcn|stick}} or the {{button|gcn|pad}} and the face buttons for directional input, with {{button|gcn|X}} for up, {{button|gcn|A}} for down, {{button|gcn|B}} for left and {{button|gcn|Y}} for right.
Incidentally, the game can be sold by itself without a dance mat. The regular controller then uses the {{button|gcn|stick}} or the {{button|gcn|pad}} and the face buttons for directional input, with {{button|gcn|X}} for up, {{button|gcn|A}} for down, {{button|gcn|B}} for left and {{button|gcn|Y}} for right.
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*'''{{color|F|#FF8C00}}''' - ''Wha-wha-wha what?!'' A ton of missteps leads to this grade, even if the player clears the song.
*'''{{color|F|#FF8C00}}''' - ''Wha-wha-wha what?!'' A ton of missteps leads to this grade, even if the player clears the song.


Two major factors decide the 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.
Two major factors decide the grade for a song: the number of missteps concerning 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.


====Grades for Each Step====
====Grades for Each Step====
Each step the player makes gets a grade that affects the players overall score, by giving points per step:
Each step the player makes gets a grade that affects the player's overall score, by giving points per step:
*'''{{color|Perfect|#FF6633}}''': 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 will flash white; if they miss it slightly, it will flash yellow. Either way, max points for step.
*'''{{color|Perfect|#FF6633}}''': 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 will flash white; if they miss it slightly, it will flash yellow. Either way, max points for step.
*'''{{color|Great|#00CA00}}''': Also known as Super. The player almost hit the step perfectly. Half the max points for step.
*'''{{color|Great|#00CA00}}''': Also known as Super. The player almost hit the step perfectly. Half the max points for step.
*'''{{color|Early/Late|#0000DD}}''': The player missed by a bit. No points, dance meter stays the same.
*'''{{color|Early/Late|#0000DD}}''': The player missed by a bit. No points, the dance meter stays the same.
*'''{{color|Miss|#9966CC}}''': The player didn't step on the arrow at all. No points, dance meter decreases.
*'''{{color|Miss|#9966CC}}''': The player didn't step on the arrow at all. No points, dance meter decreases.


Getting Perfects and Greats not only increases the players dance meter, it adds a combo on-screen. When the player gets a 100 combo, 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.
Getting Perfects and Greats not only increases the player's dance meter but also adds a combo on-screen. When the player gets a 100 combo, the announcer's 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.


===Difficulties===
===Difficulties===
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===Dance-Offs===
===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].
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].


===Music===
===Music===
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==Mush Mode==
==Mush Mode==
'''Mush Mode''' is the Mario twist to the standard series genre. Common Mario enemies and items replace steps on the screen and must either be stepped on or avoided. Others cover the screen when missing steps, giving the brothers 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 is not uncommon.
'''Mush Mode''' is the Mario twist to the standard series genre. Common Mario enemies and items replace steps on the screen and must either be stepped on or avoided. Others cover the screen when missing steps, giving the brothers 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.]]
[[File:DDRMMKoopa.jpg|thumb|200px|left|Help screens come up before the song for each Mush Mode effect.]]
*'''[[Goomba]]s''' - Just like regular arrows, squash them.
*'''[[Goomba]]s''' - Just like regular arrows, squash them.
*'''[[Koopa Troopa]]s''' - Step on it once to put it in its shell, then once more to either destroy 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 (see "Grades For Each Step" above)
*'''[[Koopa Troopa]]s''' - Step on it once to put it in its shell, then once more to either destroy 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 (see "Grades For Each Step" above)
*'''[[Bob-omb]]s''' - [[Lava Bubble]]s replace steps and when a brother misses one, it hits a bob-omb, greatly decreasing his dance meter. In dance offs, Lava Bubbles are passed off to the other player and timed back in with the song.
*'''[[Bob-omb]]s''' - [[Lava Bubble]]s replace steps and when a brother misses one, it hits a bob-omb, greatly decreasing his dance meter. In dance-offs, Lava Bubbles 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 Lava Bubbles in dance offs.
*'''[[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 Lava Bubbles in dance-offs.
*'''[[Spiny|Spinies]]''' - Step on their spikes and a brother's dance meter will decrease. In the harder levels, they can be timed with real steps. Some move faster than others.
*'''[[Spiny|Spinies]]''' - Step on their spikes and a brother's dance meter will decrease. In the harder levels, they can be timed with real steps. Some move faster than others.
*'''[[Blooper Baby|Mini-Blooper]]s and [[Big Blooper]]'s tentacle''' - 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 at a fast rate. In harder difficulties, two tentacles may move up at once.
*'''[[Blooper Baby|Mini-Blooper]]s and [[Big Blooper]]'s tentacle''' - 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 at a fast rate. In harder difficulties, two tentacles may move up at once.
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*'''Coin Switch''' - 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.
*'''Coin Switch''' - 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.
[[File:DDRMMboos.jpg|thumb|200px|Mario and the Boo gimmick.]]
[[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 miss steps, it moves up, blocking more of the incoming arrows (creating, in essence, the effect of the "Sudden" modifier on other ''Dance Dance Revolution'' games). Stepping on normal Boos push him back down.
*'''[[Boo]]s''' and [[Big Boo|Giant Boo]] - A Giant Boo sits on the bottom of the screen, and as the player miss-steps, it moves up, blocking more of the incoming arrows (creating, in essence, the effect of the "Sudden" modifier on other ''Dance Dance Revolution'' games). Stepping on normal Boos pushes him back down.
*'''Arrow Cheeps''' - They appear only in Frozen Pipes and 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.
*'''Arrow Cheeps''' - They appear only in Frozen Pipes and 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.
*'''[[Freezie]] and [[Fire Flower]]s''' - Just like the Boos and Giant Boo, except a huge [[Freezie]] covers the screen and when a brother steps on a Fire Flower, a fireball will move down the screen into the Freezie.
*'''[[Freezie]] and [[Fire Flower]]s''' - Just like the Boos and Giant Boo, except a huge [[Freezie]] covers the screen, and when a brother steps on a Fire Flower, a fireball will move down the screen into the Freezie.
*'''[[Ice Spiny|Ice Spinies]]''' - Just like regular Spinies.
*'''[[Ice Spiny|Ice Spinies]]''' - Just like regular Spinies.
*'''[[Bullet Bill]]''' - 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. A Bill Blaster has to be hit three times to get destroyed.
*'''[[Bullet Bill]]''' - 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. A Bill Blaster has to be hit three times to get destroyed.
*'''Rockets''' - Exclusive to Bowser's Castle (song). Rocket parts replaces some of the steps during the song, they have to be stepped on 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 does not play), he fails the song.
*'''Rockets''' - Exclusive to Bowser's Castle (song). Rocket parts replace some of the steps during the song, 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 will decrease a brother's dance meter. Note that if a brother cannot shoot enough rockets at Bowser (and the fireworks sequence does not play), he fails the song.


==Minigames==
==Minigames==
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==Regional differences==
==Regional differences==
*The intro and ending of the Cabin Fever song in the Japanese version is different from the international versions.<ref>[https://www.youtube.com/watch?v=pKemm_hJQnE Japanese version of Cabin Fever]</ref> <ref>[https://www.youtube.com/watch?v=sq9vOzmAaOE International version of Cabin Fever]</ref>
*The intro and ending of the Cabin Fever song in the Japanese version are different from the international versions.<ref>[https://www.youtube.com/watch?v=pKemm_hJQnE Japanese version of Cabin Fever]</ref> <ref>[https://www.youtube.com/watch?v=sq9vOzmAaOE International version of Cabin Fever]</ref>
*In American English, Wario calls his attraction "DDR: Wario Mix", but in European languages, he calls it "Dancing Stage: Wario Mix".
*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 version, but she calls them "shiny keys" in the British version.
*Toadette calls the Music Keys "shiny globes" in the American version, but she calls them "shiny keys" in the British version.
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|Matt Casamassina,<br>[https://www.ign.com/articles/2005/10/26/dance-dance-revolution-mario-mix IGN]
|Matt Casamassina,<br>[https://www.ign.com/articles/2005/10/26/dance-dance-revolution-mario-mix IGN]
|8/10
|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.''
|'' 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
|Nintendo GameCube
|Kristan Reed,<br>[https://www.eurogamer.net/articles/r_dancingstagemariomix_gc Eurogamer]
|Kristan Reed,<br>[https://www.eurogamer.net/articles/r_dancingstagemariomix_gc Eurogamer]
|7/10
|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.''
|'' 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
|Nintendo GameCube
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==References to other games==
==References to other games==
*''[[Super Mario Bros.]]'' - In addition to the songs "Here We Go!", "Blooper Bop", and "Where's the Exit?" being arrangements of the Ground, Underwater, and Underground Themes, respectively, lots of sound effects from this game also appear. The original unremixed Ground Theme is also heard during the credits.
*''[[Super Mario Bros.]]'' - In addition to the songs "Here We Go!", "Blooper Bop", and "Where's the Exit?" being arrangements of the Ground, Underwater, and Underground Themes, respectively, lots of sound effects from this game also appear. The original unremixed Ground Theme is also heard during the credits.
*Many ''Mario'' games - Most songs have been based off music from many different ''Mario'' games.
*Many ''Mario'' games - Most songs have been based on music from many different ''Mario'' games.
*''[[Mario Party 4]]'', ''[[Mario Party 5]]'', and ''[[Mario Party 6]]'' - This game uses a modified engine based on these games. Many poses and animations, such as the losing animation, are reused from these games. The song Cabin Fever is an arrangement of Toy Dream theme from ''Mario Party 5''.
*''[[Mario Party 4]]'', ''[[Mario Party 5]]'', and ''[[Mario Party 6]]'' - This game uses a modified engine based on these games. Many poses 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''.


==References in later games==
==References in later games==
*''[[Super Smash Bros. Brawl]]'' - Bowser's artwork from this game reappears as a sticker.
*''[[Super Smash Bros. Brawl]]'' - Bowser's artwork from this game 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 off Mario and Luigi's artwork. Their artwork was also reused in ''[[Mario Super Sluggers]]''.
*''[[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.
*''[[Fortune Street]]'' - Luigi's artwork from this game is reused.
*''[[Mario Sports Superstars]]'' - Bowser's artwork has been reused for this game.
*''[[Mario Sports Superstars]]'' - Bowser's artwork has been reused for this game.

Revision as of 17:34, March 24, 2021

It has been requested that this article be rewritten.

Template:Infobox

Title screen.

Dance Dance Revolution: Mario Mix (known as Dance Dance Revolution with MARIO in Japanese and Dancing Stage: Mario Mix in European languages) is a Nintendo GameCube game based on the popular Dance Dance Revolution video game series, but with a Mario theme. Mario Mix 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 several 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. Mario Mix 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).

Story Mode

Toadette confronting Toad and Luigi in Dance Dance Revolution: Mario Mix
Toadette confronting the two protagonists.

The game includes a Story Mode, which the player must clear to unlock all of the songs in the game. The playable characters are Mario and Luigi. The opening scene starts with Waluigi breaking into Truffle Towers. This is trouble as the Music Keys can 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 go 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, 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 and into a cavern filled with Goombas, though Mario can get out by dancing, causing the mushroom he is standing on to grow. After escaping the cavern Mario 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 can get rid of the Koopa Troopas playing on his farm. After getting rid of the Koopas, Lakitu gives them the key and they enter Truffle Towers. Inside the tower is Waluigi with one of the Music Keys; he refuses to return it unless he is beaten in a dance-off. After beating him Waluigi is gone and the Music Key is recovered. Mario and Toad set off to recover the other keys on a ship, the SS Brass.

On their way to investigating a seaside area, a Tweester 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 they set out to sea, only to get caught in a whirlpool. Mario and Toad 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 beating 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 and 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 will not let Mario and Toad through unless they can beat them in a dance-off? After Mario beats them the Hammer Bros. allows them to enter the park. Inside, they see Wario riding a roller coaster carrying a Music Key. Mario and Toad chase after him on the roller coaster and 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 a snow-covered mountain, where they notice the final Music Key inside a Freezie at the top. After failing to climb up the slippery path, they instead enter a nearby Warp Pipe leading to an underground tunnel which 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 using Fire Flowers on it the Freezie melts and the two 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 again. Mario and Toad sail to Bowser's Castle in the SS Brass, and after dodging oncoming Bullet Bills 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 knocking Bowser away with a rocket he is defeated. Afterward, 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 they suddenly feel strange and start to dance. The keys are then returned to Truffle Towers, and Mario finally goes home.

Gallery

Characters

Playable

Non-playable

The Action Pad

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) which 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. Of course, as the difficulty rises, moves such as jumps to step on two arrows at the same time are required, when they must move around the mat quickly.

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

Dance Gauge

At the start of each song, a dance meter appears in the upper left corner (and upper right corner for 2 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 Perfects and Greats, 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 will flash if the player is under two and a half stars, and when the dance meter runs out of stars, the song will end automatically and they will get an F for the song and a 'Failed' message. In Story Mode, the player will lose a life.

Grades for the Song

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

  • orange - Can I call you a dancing master? Top grade. A couple, if any missteps.
  • #12AD12 - You're a fantastic dancer! You should dance one more time! A very good grade with very few missteps.
  • #0000BB - Bravo! A fair grade with some missteps.
  • #8A2BE2 - Excellent! A significant amount of missteps.
  • #FF8C00 - Wha-wha-wha what?! A ton of missteps leads to this grade, even if the player clears the song.

Two major factors decide the grade for a song: the number of missteps concerning 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.

Grades for Each Step

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

  • #FF6633: 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 will flash white; if they miss it slightly, it will flash yellow. Either way, max points for step.
  • #00CA00: Also known as Super. The player almost hit the step perfectly. Half the max points for step.
  • #0000DD: The player missed by a bit. No points, the dance meter stays the same.
  • #9966CC: The player didn't step on the arrow at all. No points, dance meter decreases.

Getting Perfects and Greats not only increases the player's dance meter but also adds a combo on-screen. When the player gets a 100 combo, the announcer's 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.

Difficulties

A level on super hard
An example of Super Hard difficulty.

Easy: Only includes 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 from 125 to over 200 in some spots. Complicated patterns occur that require shuffling of feet and moving off the center occur.
Super Hard: Over 200 steps in each song. Bowser's Castle (song), for example, has 339 steps. Offbeat steps may also take place.

In Story Mode, the player can choose every difficulty (except Super Hard) at the beginning of the adventure and this choice 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 Nintendo's official website.

Music

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 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 Athletic 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 Game / Switch Palace 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 only appears in the regular Story Mode. In Story Mode EX, it is replaced by the next song.

Modes

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 will accompany 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 will unlock themselves while playing Story Mode. A list of these can be found later in the article.
  • Workout: When the players enter their name and weight, the number of calories burned will be kept on record. Before starting Story or Free Mode, 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 Mario enemies and items replace steps on the screen and must either be stepped on or avoided. Others cover the screen when missing steps, giving the brothers 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 regular arrows, squash them.
  • Koopa Troopas - Step on it once to put it in its shell, then once more to either destroy 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 (see "Grades For Each Step" above)
  • Bob-ombs - Lava Bubbles replace steps and when a brother misses one, it hits a bob-omb, greatly decreasing his dance meter. In dance-offs, Lava Bubbles 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 Lava Bubbles in dance-offs.
  • Spinies - Step on their spikes and a brother's dance meter will decrease. In the harder levels, they can be timed with real steps. Some move faster than others.
  • Mini-Bloopers and Big Blooper's tentacle - 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 at a fast rate. In harder difficulties, two tentacles may move up at once.
  • Hammer - Only appears in Hammer Dance. Same as Lava Bubbles in single and dance-off mode. If a brother misses a hammer, it will explode, decreasing his dance meter.
  • Coin Switch - 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.
Mario and the Boo gimmick.
  • Boos and Giant Boo - A Giant Boo sits on the bottom of the screen, and as the player miss-steps, it moves up, blocking more of the incoming arrows (creating, in essence, the effect of the "Sudden" modifier on other Dance Dance Revolution games). Stepping on normal Boos pushes him back down.
  • Arrow Cheeps - They appear only in Frozen Pipes and 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.
  • Freezie and Fire Flowers - Just like the Boos and Giant Boo, except a huge Freezie covers the screen, and when a brother steps on a Fire Flower, a fireball will move down the screen into the Freezie.
  • Ice Spinies - Just like regular Spinies.
  • Bullet Bill - Found only in Always Smiling. Bill Blasters 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. A Bill Blaster has to be hit three times to get destroyed.
  • Rockets - Exclusive to Bowser's Castle (song). Rocket parts replace some of the steps during the song, 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 will decrease a brother's dance meter. Note that if a brother cannot shoot enough rockets at Bowser (and the fireworks sequence does not play), he fails the song.

Minigames

Minigames are unlocked when the players 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.

Luigi playing Whack-a-Goomba in Dance Dance Revolution: Mario Mix
Luigi whacking Goombas.
  • Whack-a-Goomba - The brothers smack Goombas with a hammer as they come out of the pipes.
  • Flagpole Leap - The player must mash the left and right arrows to move and press up when crossing the line to grab the flagpole. (Coins: score divided by 100)
  • Banana Storm - The brothers catch falling bananas from Ukikis. (Coins: number of bananas)
  • Punch Up - The brothers punch Koopas for coins. (Coins: score divided by 10)
  • Chain-Chomp Chase - The brothers must avoid the Chain-Chomp. (Coins: 100 if successful, lose 100 if a brother fails)
  • Avalanche! - The brothers dodge incoming snowballs. (Coins: 100 if successful, lose 100 if a brother fails)
  • Hidden Treasure - One chest contains one coin. The other contains 100 coins or a 1-Up Mushroom. (Coins: Varies)
  • Block Treasure - The brothers hit blocks to gain coins and/or items. (Coins: Varies)
  • Coin Collection - The brothers jump and duck to collect coins. (Coins: up to 20)
  • Whee! - The brothers jump high into the air for coins. (Coins: up to 100 with perfect release)
  • Note Pickup - (Coins: N/A)
  • Fire Up the SS Brass - Presumed to be how the brothers entered Bowser's Castle. (Coins: N/A)

Items

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 had to be triggered before a stage for the player to feel its effects. The player can only carry three of these items at a time. The player may access the store if they visit it during their progress or before any stage after 1-3, by pressing the Z button.

Regional differences

  • The intro and ending of the Cabin Fever song in the Japanese version are different from the international versions.[1] [2]
  • 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 version, but she calls them "shiny keys" in the British version.

Critical reception

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 Template:Nowrap
Metacritic 69
GameRankings 71.76%

Staff

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

References to other games

  • Super Mario Bros. - In addition to the songs "Here We Go!", "Blooper Bop", and "Where's the Exit?" being arrangements of the Ground, Underwater, and Underground Themes, respectively, lots of sound effects from this game also appear. The original unremixed Ground Theme is also heard during the credits.
  • Many Mario games - Most songs have been based on music from many different Mario games.
  • Mario Party 4, Mario Party 5, and Mario Party 6 - This game uses a modified engine based on these games. Many poses 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.

References in later games

Gallery

Models

In-game models

Data-rendered models

Media

Template:More media

Quotes

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

External links

Names in other languages

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[?] ?
Korean 댄스댄스레볼루션 with 마리오[?]
Daenseu Daenseu Lebollusyeon wijeu Malio
Dance Dance Revolution with Mario

Trivia

  • The highest score for a song is 100,000,000, achieved by getting Perfect on all 337 steps on Bowser's Castle on Super Hard difficulty.
  • World 1-2 is considered different than the other boards. Its EX song, "Pipe Pop", is the only EX song on 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.

References

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