Home
Twitter
RSS
Newsletter
Nick Burgess
01 Dec, 2005

Dancing Stage: Mario Mix Review

GCN Review | Coma on the dancefloor.
Nothing says marketable like a company mascot that can transcend seamlessly through the ages of gaming. Leaving no genre unused and with practically nowhere else to turn, Nintendo, like the over-bearing stage-mother that it is, has pushed its head-lining child – Mario - into a musical number, as it turns out Mario has two left feet. Enlisting the help of the daddy of Dance Dance Revolution (Konami) this is a collaboration which many deemed impossible and futile - the controversial idea of placing Nintendo characters into a DDR setting, including a story mode and various mini games to create a truly Nintendo-themed take on a traditional formula. This may sound like a good idea in theory, but how does it fare in Dancing Stage Mario Mix?

Not only is this the debut Dance Dance Revolution title on the Gamecube, but it also marks the first DDR game to include a Story mode. Now if you thought that a DDR story mode would be fast paced, entertaining, visually and audibly in-keeping with the pace of the hyper atmosphere of a Dance Dance Revolution title – in this case you’d be wrong.

Death...by dancing

Death...by dancing
Close
The story (and I use the term loosely) goes something like this: someone has stolen four musical keys from Truffle Towers (oh no!) and plans to enslave all of Mushroom Kingdom and beyond, by sending out hypnotic pulsations which will launch the inhabitants into an unstoppable groove. Unfortunately no warning is given to the gamer who will also fall prey to hypnosis, stemming from the dullness of the experience as a whole. Irregardless, the gamer takes flight with Toad in the SS Brass on a journey to recover the keys from the different worlds, aptly named “World 1” through to “World 5” (no, not kidding.) In 1989 it was excusable not to name your levels, 16 years on – there is no excuse.

In the same vein as Mario Party, minigames are scattered throughout story mode and provide a time-out from dancing for the gamer. This time-out, however, feels like more of a chore as the games are simple and include uninspiring tasks. Whack-a-Goomba is exactly the same as your old whac-a-mole arcade game, the ‘Flagpole Leap’ has the gamer bongo-ing the mat at a speedy pace to give Mario the momentum to reach great heights up the pole. “Avalanche” sees the gamer helping Mario avoid rolling snowballs by darting left or right on command. There are 13 or so minigames, all of which are available outside story mode, but none of which are very stimulating unless you are easily pleased.

Cloud 9, a store which randomly appears during story mode allows the gamer to purchase items that can assist by replenishing the dance meter when it’s low or prevent the dance meter from dropping, amongst other advantages. This is an interesting inclusion but proves to be redundant, as the only thing preventing you from ‘clearing’ a song would be a sudden case of rigor mortis. As the items are story mode exclusive, it gives you the opportunity to wipe the floor on ‘hard’ in story mode (not that you would have any trouble doing it anyway), stock up on items early and familiarise yourself with the songs in free mode.

Mario takes out his frustration on innocent bystanders

Mario takes out his frustration on innocent bystanders
Close
Let’s get jiggy with your mat then – Mario is your main man, with his bro Luigi as understudy should you choose him. Now DS:MM plays like any standard DDR game, when the arrows line up with the step zone – step on the corresponding arrows, missing the arrows will cause the dance meter (DDR version of a ‘health bar’) to drop, which could ultimately mean failing the song. The obligatory Nintendo twist comes into play with the inclusion of “Mush Mode” items being incorporated into some songs where an item or creature will either modify the arrows or randomly insert itself into the flow of arrows and the gamer will either have to step on it or skip it – depending on what you have been instructed to do. This certainly livens up gameplay to an extent, but in this case is never challenging enough to cause the gamer to seriously falter.

The staple of a great DDR game is a pumping soundtrack. With this, everything else just seems to fall into place, but without it, everything seems to fall apart. A lot of revamped memorable tunes are present in DS:MM; side scrolling Super Mario music, to modern ‘classics’ from titles such as Wario World and Mario Kart: Double Dash which will tide over Ninty fans young and old. Randomly thrown in are other songs from who knows where to flesh out the list and give a bit of variety but they won’t be staying with you for a long time afterwards. If you thought the Crazy Frog was annoying, wait till you hear the remix of Twinkle Twinkle little star. Getting into a rhythm is quite difficult with many of the songs, due to a weak and muddled tempo, so knowing the music from the old sidescrollers off by heart would be an advantage to predict arrow motions. Players unfamiliar with the ‘classics’ may struggle.

The graphics are easily the high point of the game. Beautifully rendered characters and settings constantly grace the screen. While every character essentially dances the same, they can really bust-a-move when it’s called for. Drawing inspiration from break dancing, square dancing and other forms of getting-on-down, there is plenty to look at when playing – which is a good thing considering there will be plenty of opportunity to watch while you wait for the arrows to drag themselves up the screen, not to mention providing much needed eye candy during the bland story mode.

You'll be seeing this screen a lot

You'll be seeing this screen a lot
Close
On the replayability front, the obvious intention was for the gamer to play through the story mode a couple of times to unlock all the extras, however, this isn’t very enticing considering the tedium which must be gone through to unlock them. The minigames get old, fast. Then there is the challenge of bettering yourself on every level of every song, but a lot of players will be able to do this without so much as breaking a sweat - it is simply too easy. Super Hard mode will challenge you, but again it can be conquered reasonably easily - working up to an A grading will take only a few goes. Unfortunately, all of this can be accomplished in a number of hours and it will leave you wondering what might have been. Multiplayer comes at a price, $50AU to be exact. You’ll need to give Nintendo of Australia a buzz and shell out for an extra mat in order to verse a friend. Of course, you could use the controller instead of a second mat (Konami has kindly included an option to have the controller vibrate in certain instances), but unless you get a huge buzz from letting your fingers do the dancing, it just won’t have the same impact as using your legs.

On the topic of using your legs, the game comes bundled with a surprisingly good quality dance mat. Complete with extra padding and a non-slip texture underneath, this is one of, if not, the best mats to ever come bundled with a DDR game and will make you wonder why these simple additions haven't been made to all bundled mats before.

Brought down by a debilitating story mode, dismissible minigames, having only half the song list up tempo enough to qualify to the DDR standard and not providing an adequate challenge – Dancing Stage Mario Mix is truly one of those titles that ‘could have been.’ Having to fork out another $50 for an extra mat just simply isn’t worth it and I’ve got a feeling there will be a stockpile of these mats sitting at Nintendo of Australia headquarters.

This game will appeal to loyal Mario fans and especially to the younger audience; the only catch is the kiddies will have to be able to read. If you’re a health nut and interested in using this game for exercise, register your player information including your weight then each time you play, the calories you burn will be counted for you. Gamers looking for a challenge and serious DDR’ers wanting to carve up the dance mat may prefer a visit to the local arcade.
The Score
Juvenile pleasures, but will not satisfy the mature palate. Many will be able to ace Very Hard mode on their first go. This eliminates the need to play through the lower levels of difficulty, leaving you only with Super Hard mode to sink your teeth into. Mini games suffer from the same lack of difficulty and the story mode falls flat through its execution. Younger players will get more out of it. 5
Looking to buy this game right now? PALGN recommends www.Play-Asia.com.

Related Dancing Stage: Mario Mix Content

Nintendo based Dance Dance Revolution Title Announced
08 Jan, 2005 Nintendo and Konami announce co-development in a new Dance Dance Revolution title.
Miyamoto discusses new directions for Mario and Zelda
06 Sep, 2005 Twilight Princess to be the 'last Zelda as we know it'.
E3 2005: All Nintendo Pre-E3 Media Trailers
18 May, 2005 If you missed the event, don’t worry because we provide you with all the trailers of upcoming games for the NDS, GBA and Gamecube.
28 Comments
6 years ago
Nick wrote
Isn't that the whole point of DDR, to keep on coming back because the challenge is so great?
This is the point of normal DDR. Mario DDR however is not about this. Mario sport/dance/party/etc games are about making the genre approachable to the casual crowd, especially younger players. All of them are simplified, made more fun and hence less realistic. The Mario brand is added because it sells (of course) but also because a clueless parent can see Mario Soccer and buy it for their soccer obsessed kid without fear it's too difficult for them or too violent.
I had this game at a party last weekend and had heaps of people who would never play regular DDR dancing away, squishing goombas and playing minigames and it was great! Even taking turns playing the story was fun, as there's lots going on for spectators.
Reviewing this game from the perspective of a DDR fanatic is like reviewing a tonka truck from the perspective of a race driver. I'm glad you put in something about it being for younger players, but I don't see why you should score it low, seemingly because of the difficulty and it's lack of DDR-like songs?
6 years ago
Good point evil, and i agree, though i think what Nick's gripe is, is that the difficulty doesn't scale.It's all well and good for the game to be easy and accesible to newbies and youngins, but at the same time, when those newbies and youngins become more skilled at the game, or a skilled player of ddr games in general picks the game up, there should be room to move difficulty wise.As in, easy should be easy, hard should be hard, and super-insane hard should be just that, super-insane hard, to appease those who like or need the extra challenge.

It's unfortunate cause when you think about it it could have easily been solved.A few more arrows here and there, scrolling a bit faster while the music plays faster is all it would really need......
6 years ago
Jibbs wrote
Good point evil, and i agree, though i think what Nick's gripe is, is that the difficulty doesn't scale.It's all well and good for the game to be easy and accesible to newbies and youngins, but at the same time, when those newbies and youngins become more skilled at the game, or a skilled player of ddr games in general picks the game up, there should be room to move difficulty wise.As in, easy should be easy, hard should be hard, and super-insane hard should be just that, super-insane hard, to appease those who like or need the extra challenge.

It's unfortunate cause when you think about it it could have easily been solved.A few more arrows here and there, scrolling a bit faster while the music plays faster is all it would really need......
What he said..and:

Thank you both for your feedback. You make some good points. However, I stand by my 5.0

In response to your points: (Fraxyl)

1) Well, I did mention that new players would get more out of it, and hence be challenged by it more. Since you are a new player and are getting a decent challenge out of it, it proves my point.

2) I'm assuming that second question isn't directed at me, because I haven't made any reference to DDR as not being a proper game.

3) There is nothing classic about giving a level a nostalgic name when the content within the level comes from games that came out in the last few years...(And those games had named levels or equivalent) Not all of the 5 worlds are like this, but you can basically find a component of a recent Mario game within them, which counters the classic feel.

EvilHayama:

I reviewed this game from all perspectives, as you have to with any game. There were shortfalls in other areas, as I pointed out - Story mode and mini games most notably.

I'm a Mario fan and a DDR fan and couldn't wait to sink my teeth into this one. But I simply can't give credit where it its not due.
6 years ago
Fair enough Nick. It's a thorough review, and no doubt there would be more hardcore gamers reading it than parents.
Add Comment
Like this review?
Share it with this tiny url: http://palg.nu/FC

N4G : News for Gamers         Twitter This!

Digg!     Stumble This!

| More
  Pre-order or buy:
    PALGN recommends: www.Play-Asia.com

Australian Release Date:
  Out Now
European Release Date:
  Out Now
Publisher:
  Nintendo
Developer:
  Konami Studio
Players:
  1-2

Extra:
Dancing Mat

Read more...
Currently Popular on PALGN
Australian Gaming Bargains - 08/12/11
'Tis the season to be bargaining.
R18+ Legislation
R18+ Legislation
Naruto Shippuden: Ultimate Ninja Storm Generations Preview
Hands on time with the game. Chat time with the CEO of CyberConnect 2.
PALGN's Most Anticipated Games of 2007
24 titles to keep an eye on during 2007.
PALGN's Most Anticipated Games of 2008
And you thought 2007 was populated.