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    FAQ/Walkthrough by CyricZ

    Version: 1.1 | Updated: 11/28/05 | Search Guide | Bookmark Guide

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    ******************************************************************************
    Dance Dance Revolution: Mario Mix
    A FAQ/Walkthrough by CyricZ
    Version 1.1
    E-mail cyricz42 at yahoo.com
    ******************************************************************************
    
    Table of Contents
    
    1. Introduction
    2. FAQ
    3. Basics
       3A. Controls
       3B. Menus/Displays
       3C. How to Dance
       3D. Mush Mode
       3E. Dancing Tips for the Beginner
       3F. Dancing Tips for the Intermediate
       3G. Dancing Tips for the Advanced
    4. Story Mode
       4A. Basic Gameplay
       4B. World 1
       4C. World 2
       4D. World 3
       4E. World 4
       4F. World 5
       4G. Story Mode EX
    5. Nintendo Songs
       5A. Blooper Bop
       5B. Boo Boogie
       5C. Bowser's Castle
       5D. Cabin Fever
       5E. Deep Freeze
       5F. Destruction Dance
       5G. Hammer Dance
       5H. Here We Go!
       5I. Hop, Mario!
       5J. Jump! Jump! Jump!
       5K. Midnight Drive
       5L. Moustache, Barrel, and Gorilla
       5M. Ms. Mowz's Song
       5N. Pirate Dance
       5O. Piroli
       5P. Rollercoasting
       5Q. Starring Wario!
       5R. Step by Step
       5S. Where's the Exit?
    6. Classic Songs
       6A. Always Smiling
       6B. Choir on the Green
       6C. Fishing Frenzy
       6D. Frozen Pipes
       6E. Garden Boogie
       6F. In the Whirlpool
       6G. Pipe Pop
       6H. Rendezvous on Ice
       6I. Underground Mozart
       6J. Up, Down, Left, Right
    7. Minigames
       7A. Avalanche!
       7B. Banana Storm
       7C. Block Treasure
       7D. Chain-Chomp Chase
       7E. Coin Collection
       7F. Fire Up the SS Brass
       7G. Flagpole Leap
       7H. Hidden Treasure
       7I. Note Pickup
       7J. Punch Up
       7K. Whack-a-Goomba
       7L. Whee!
    8. Standard Guide Stuff
       8A. Legal
       8B. E-mail Guidelines
       8C. Credits
       8D. Version Updates
       8E. The Final Word
    
    ******************************************************************************
    1. INTRODUCTION
    ******************************************************************************
    
    Hi, and welcome to my FAQ/Walkthrough for Dance Dance Revolution: Mario Mix, 
    for the Nintendo GameCube!  In this collaboration between the world's most 
    famous dance game and the world's most famous plumber, you'll travel the 
    Mushroom Kingdom to restore the Music Keys to their proper place, and how?  
    Dancing, duh.
    
    ******************************************************************************
    2. FAQ
    ******************************************************************************
    
    Q: What is Dance Dance Revolution: Mario Mix?
    
    A: DDR Mario Mix is Konami and Nintendo's famous dance game as realized on the 
     Nintendo GameCube.
    
    Q: How does one play Dance Dance Revolution games?
    
    A: It's actually pretty simple.  Your "controller" has four directions: left, 
     down, up, and right, which are shown at the top of your play screen.  You 
     select a song.  As the song plays, arrows will start scrolling up to your top 
     line.  When an arrow scrolling up reaches the line of arrows at the top, you 
     must "step" on the direction matching that arrow's direction.  If two arrows 
     come up at once, you must press both at once.  If a green "freeze" arrow 
     appears, you must hold that step at the beginning until the freeze arrow ends.
    
    Q: How many songs in this mix?
    
    A: 29.  Small number compared to other mixes, but they are all new.
    
    Q: How do I unlock new songs?
    
    A: Play Story Mode and then Story Mode EX.  Play a new song in that mode and 
     it will be available for Free Mode.  Also, in Story Mode EX, you can 
     purchase four songs you couldn't get any other way.
    
    Q: How hard is this mix?
    
    A: Uh, not very.  The only true challenge (related to the Heavy difficulty on 
     other DDRs) is the Super Hard difficulty, moreso if you turn on Mush Mode.
    
    Q: What's the deal with Mush Mode?
    
    A: Arrows are replaced with Mario-type enemies, which you'll have to step on, 
     or avoid, or suffer consequences.
    
    Q: Can I play Doubles or select arrow options like arrow speed?  Is there a 
     Lesson Mode?  Training Mode?  Nonstop/Oni?  Endless?  Edit Mode?
    
    A: Not in this mix, nope.
    
    Q: Where are you getting these difficulty numbers?
    
    A: Oh, just making them up myself.  I've played a lot of DDR, and these are 
     just my estimations based on the basic DDR setup.  Note that there are no 
     "0-footers" in DDR.  The Easy songs are really THAT easy.
    
    ******************************************************************************
    3. BASICS
    ******************************************************************************
    
    This covers most of the stuff you can find in the instruction booklet, but 
    we all know how often people hang onto those.
    
    ==============
    3A. Controls =
    ==============
    
    Directional Buttons: Moves your selection on the menus or steps in that 
     direction.
    A: Confirm selection
    B: Cancel selection, hold down to go back a screen
    Start: Start game or access Pause Menu, hold down to drop out of a song during 
     play.
    Z: Sets player recorded in Workout Mode, selects character, or turns Mush Mode 
     on/off.
    
    ====================
    3B. Menus/Displays =
    ====================
    
    Main Menu
    
    Story Mode: Begin the game proper, in which you restore the Music Keys.
    Free Mode: Play any of the songs you've unlocked at your leisure.
    Minigame Mode: Play any of the minigames you've unlocked at your leisure.
    Information: Any time something new happens, you can read about it here.
    Records: View records on Story Mode and Free Mode with Mush Mode on and off.
    Workout: Enter your name so the game keeps track of your calories burned.
    Options: Access the menu below.
    
    ---
    
    Options Menu
    
    Sound: Switch between Stereo or Mono
    Rumble: Turn controller rumble On/Off
    Announcer: Turn the announcer On/Off
    Help: Turn advice for Mush Mode On/Off
    Timing: Adjust the timing on steps if they're not quite on.
    Dance Meter: Default is 2.  The higher the number, the more quickly the Dance 
     Meter will decrease.
    Calorie Calculation: Free means all steps will register on the calorie count, 
     Regulation means only correct steps.
    Game Over: If on Normal, then the game will be over once the Dance Meter 
     depletes, if on To the End, then you'll finish the song even if your Dance 
     Meter depletes.
    
    ==================
    3C. How To Dance =
    ==================
    
    Selecting Free Mode will allow you to play the standard DDR setup.
    
    ---
    
    Number of Players
    
    Single Mode: This is a 1-player mode using the pad you used to start the game.  
    Versus Mode: This is a 2-player mode where each player uses a pad.
    
    ---
    
    Choose a Character
    
    Pick either Mario or Luigi.  Also, from here, you can press Z to select a 
    Workout profile.
    
    ---
    
    Select Music
    
    Use Left and Right to switch songs.  Double tap Up or Down to change the 
    difficulty.  Press A or Start to select.  Press Z to turn Mush Mode on or 
    off if it's an option on that difficulty.
    
    Difficulties:
    
    Easy: Almost painfully easy.  You only step left or right.  Mush Mode cannot 
     be activated in this mode.
    Normal: Still quite easy.  Mush Mode is available for most songs from here on 
     out.
    Hard: About the level of Light difficulty for other DDR games.
    Very Hard: Finally, we're getting somewhere.  This is roughly equivalent to 
     other DDR Standard difficulty.
    Super Hard: You can only unlock this difficulty after playing the song on 
     Very Hard.  No ten-footers, but this is at least a decent difficulty.
    
    ---
    
    Are You Ready?
    
    The main field consists of the arrows and the Step Zone, which is a line of 
    arrows on the screen.  As the song plays, arrows will begin scrolling along 
    the screen.  As the arrows reach the Step Zone, you need to step on those 
    arrows.
    
    On the top of the screen is the Dance Meter.  It starts about half full.  As 
    you step properly, it'll fill more.  If you misstep, your Dance Meter will 
    start emptying.  If it empties completely, game over.
    
    On the bottom of the screen is the difficulty (in case you forgot), and your 
    score as it tallies up.
    
    Also in the middle of the screen, you'll see words pop up as you step:
    
    PERFECT: You stepped more or less precisely on the arrow.  Combo continues, 
     the dance meter increases, and you get the maximum possible score from that 
     step.
    GREAT: You just about stepped on the arrow.  Combo continues, the dance meter 
     increases, and you get half the maximum possible score for the step.
    EARLY/LATE: You're off the arrow by quite a bit.  Combo stops, but the dance 
     meter doesn't change.
    MISS: You didn't step on the arrow at all.  Combo stops, and the dance meter 
     decreases.
    
    Also marked on the screen is your combo, which is how many PERFECTS and GREATS 
    you have in a row.  The announcer will tell you when you hit 100 combo, 200, 
    etc.
    
    ---
    
    Evaluation
    
    Once you complete the song, you'll see an Evaluation Screen.  You'll receive 
    a letter grade, a tally on how many of each step you got, your maximum combo, 
    and your score.
    
    The grades are A, B, C, D, and F.
    
    F is a failing grade.
    D, C, B, and A are progressive grades based on your score.  A is as high as 
    you can get, which is for a pretty high score with very few MISSes or EARLY/
    LATEs.
    
    ===============
    3D. Mush Mode =
    ===============
    
    With this mode on, certain arrows in the tune will be replaced with classic 
    Mario characters for you to step on or avoid.  The characters that appear 
    are dictated by which song you pick, and on which difficulty, and they're the 
    same every time you play that song.
    
    Here are the characters that can appear:
    
    Goombas - The classic evil mushroom men.  Treat them just like regular arrows 
     and step on them.
    
    Koopa Troopas - The rank and file turtle troops.  Step on one and then again 
     a quarter note later to kick it.  Sometimes, it will be kicked down the 
     screen to take out arrows behind it (which you get automatic PERFECTs for).
    
    Bob-ombs and Podoboos - The Bob-ombs sit above the Step Zone and the Podoboos 
     bounce around the screen, eventually settling into one of the arrow lanes.  
     Step on the Podoboo to steer it away or else the Bob-omb will be set off and 
     you'll lose a good portion of your Dance Meter.
    
    Cheep Cheeps - The old Mario fish enemies swim up to your Step Zone in an 
     odd curvy manner, and it's tough to know where they'll end up until the last 
     minute, but make sure you step on them.
    
    Spinies - These spiked villains are considered "mines".  Don't step on them 
     or you'll lose Dance Meter.  Unlike some other mine-type things in these 
     games, you actually have to make a step to get hurt.  If you're already on 
     the arrow, you won't set them off if they pass.  Some move at normal speed, 
     some at double speed.
    
    Mini-Bloopers and Blooper Tentacle - These squids are a double threat.  The 
     Mini-Bloopers are simple enough enemies on their own, but the big one shoots 
     its tentacles up at double speed.  Watch the crosshair on the tentacle so 
     you know when to hit it.
    
    Hammer - Bounces around much like the Podoboos.  Make sure you step on them 
     as they cross your arrows or else you'll regret it.  They move at double 
     speed.
    
    Coin Switch - More useful in Story Mode than Free Mode.  Stepping on a Coin 
     Switch (which moves faster than regular arrows usually) will turn all arrows 
     into coins for a few seconds.  Some of them shift their positions in the 
     line and move at double speed.
    
    Boos and Giant Boo - 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.
    
    Arrow Cheeps - Probably the most annoying enemy.  These guys don't get in your 
     way, nor do you have to step on them.  No, what they do is push arrows into 
     different columns, meaning what was a Left on the way up changes to a Down.  
     Watch carefully.
    
    Freezie and Fire Flowers - Just like the Boos and Giant Boo.  Step on the Fire 
     Flowers to keep the Freezie at bay.
    
    Ice Spinies - Just like regular Spinies, don't step on them.  Some of them 
     move at double speed.
    
    Bullet Bill - Pretty much a standard enemy.  It fires shots at you and you 
     step on them to send them back.  It takes three hits to destroy a Bill 
     Blaster, but that's all moot since another one comes back soon after you 
     destroy one.  They move at double speed.
    
    Rockets - Exclusive to Bowser's Castle.  Step on these three-stage rockets 
     to build them and use them against Bowser.  Missing a rocket will cause it 
     to blow up in your face.
    
    ===================================
    3E. Dancing Tips for the Beginner =
    ===================================
    
    KEEP PRACTICING!
    
    So, you've just got into DDR, eh?  Good for you!  You've become a part of a 
    cult sensation that still holds tons of respect in arcades across the country!  
    This game will probably seem quite overwhelming to you at first, especially 
    if you watch people play it and watch them do 9-footers.  Don't sweat it.  
    You CAN be as good as them with the proper practice and effort.
    
    So, to begin, here are some tips I can give you as a beginner:
    
    1. Get a good feeling for the beat.  People who have performed with music have 
    an advantage.  People in marching band have a serious advantage.  ~_^  You'll 
    be stepping to the beat in these early stages, so get used to it now.
    
    2. Now that you have the beat, you must "find the arrows".  Yeah, sure.  I 
    know they're right there in front of you, to your sides, and behind you, but 
    can you hit them without looking?  Early on, you'll find that's your biggest 
    problem: taking a step and not landing on the arrow.  If you have to look, 
    look, but that tactic won't last forever, so before a song takes off, take 
    some cursory steps to make sure you're hitting arrows.
    
    3. Keep your center.  Especially on cheap pads with no definition, you'll find 
    yourself often taking leave of the center of the pad as you continue stepping.  
    If there's a break in the song, look down to make sure you're in the center.  
    
    4. Use the balls of your feet.  You may notice, after some days of a lot of 
    playing, that your ankles will start hurting.  That's normal, and it's 
    happened to most everyone I know that DDRs.  This is your feet telling you to 
    not step with your heels, but with the front of the foot.  Get into that 
    habit.
    
    5. Now that you have these basics, you can start with Easy difficulty, but 
    you'll really only get better once you start playing on Normal and Hard, as 
    the difficulty doesn't increase that much.
    
    =======================================
    3F. Dancing Tips for the Intermediate =
    =======================================
    
    KEEP PRACTICING!
    
    Well, you're definitely not a n00b anymore (pardon my French).  You're at the 
    point where you wouldn't completely humiliate yourself at the arcades, but 
    you probably won't impress many people there.  In fact, you may just bore them 
    with your simple steps.  It's time to go to the next level.
    
    So, first tip is to KNOW THE SONGS.  You don't necessarily need to memorize 
    the steps, but have a basic understanding of the song before you go into it.  
    Even memorize the music itself, the lyrics, etc. so you can whistle along.  
    Know where the songs musical notes occur in the melody, because these will 
    be mostly what you step.
    
    Now that we're heading into dangerous territory, there is one big rule that 
    I have to stress right away:
    
    Remember how in the last part I told you to "find your center"?  Well, you've 
    found it by now, so now it's time to GET OFF IT.  That's a crutch that's 
    let you into the game, but it will hold you back later on.  What you have to 
    learn is to return your feet to the center as rarely as possible, if at all.  
    Move your feet from one arrow to the next, and don't move them unless you have 
    an arrow to go to.  This is probably the hardest thing you'll ever have to 
    learn as a DDR player.  Once you've relinquished your grip on the center, you 
    only stand to improve up to the highest reaches of DDR-dom.
    
    This actually leads to the other major point of going intermediate:
    
    Eighth notes.  Those are those off-colored ones.  You'll have to deal with 
    a lot of them, so learn to love them now.  This is actually a good first step 
    to leaving the center, because you are absolutely required to step three or 
    more arrows in succession, and you'll have no time to return to the center at 
    all.  Use groups of three eighth notes to figure how to properly move between 
    arrows; combinations such as up-left-down, where your right foot goes on up, 
    left foot goes on left, and your right foot is already carrying back towards 
    the down arrow, for example.  Once you get strings of three down, you'll be 
    ready to tackle longer strings, of four, five, seven, even nine if they're 
    not too tangly.
    
    So, for this end, you'll want to go for songs of four to six feet in 
    difficulty, as well as treading into the Very Hard difficulty.  Just about all 
    songs of this difficulty have at least several eighth notes to give you 
    practice.  Take these opportunities to develop your step combinations for your 
    own style, so you'll be ready to use them when they appear again in harder 
    songs.
    
    ===================================
    3G. Dancing Tips for the Advanced =
    ===================================
    
    KEEP PRACTICING!
    
    All right.  You're through messing around, and through getting condescending 
    looks from your peers at the arcade.  It's time to show them what you can 
    really do and kick it up a notch or three.
    
    First, you better have mastered the stuff from the previous sections.  I want 
    to be able to yell out a song title and for you to hum it right there so you 
    know what it sounds like.  I don't wanna see your feet touch that center, 
    soldier, or you'll drop and give me fifty.  At this point, you should also 
    have quick enough eye-foot coordination so that matching arrows on the screen 
    with proper steps is second-nature.
    
    Now, for some new tactics:
    
    Chaos.  You'll soon find as you reach the higher levels, that not all arrows 
    are quarter notes and eighth notes.  You'll find odd offbeat notes on triplets 
    or twelfths.  Very rarely will they be in random.  Almost always, they'll 
    match up with how the song goes, so you'll at least have that going for you.  
    So, a thorough knowledge of the songs will allow you to surmount this hurdle 
    with little difficulty.
    
    Taps.  This is the name I like to give eighth notes all on the same arrow.  
    These are always a pain, because you have to train your foot to tap rapidly on 
    the same arrow for a possibly long time, and it can really wear you out.  
    There's no easy way to get around this, you just have to learn it as you go.
    
    Axis of Rotation or "crossovers".  Contrary to popular belief, you do not have 
    to have your upper body directly facing the screen at all times.  A very 
    important tactic for the toughest songs is turning your body so that making 
    truly difficult steps becomes easier.  Using alternating feet on long series' 
    of eighth notes is far less taxing than taking two or more eighth notes with 
    one foot.  The best way to start turning your body is with left-down-right 
    eighth note combos.  Left foot on the left arrow, right foot on the down, and 
    turn so that your left foot hits the right arrow.  It'll be very disorienting 
    at first, but the hard songs will really take it out of you if you don't 
    learn.  After learning a basic turn, learn to maintain your body at a 90 
    degree angle to the screen for extended periods of time, and then taking it 
    further by rotating 180 degrees, or even 270 and 360, if you're brave enough 
    to take your eyes off the screen.
    
    Finally, it's important to be in relatively good shape for this.  You have to 
    have the proper stamina and leg strength to pull off the toughest ones, 
    because rather dexterous and tiring feats will be required of you, so keep 
    pounding at it, do hard songs repeatedly to build up strength, and push 
    yourself harder and harder to go all the way up to Super Hard mode.
    
    ******************************************************************************
    4. STORY MODE
    ******************************************************************************
    ====================
    4A. Basic Gameplay =
    ====================
    
    The basic idea of Story Mode is to play through songs and minigames.  You 
    begin by selecting a character, then the difficulty.  In the beginning, 
    you're limited to playing on Easy or Normal.  Once you beat Story Mode on 
    Normal, you can play on Hard, then Very Hard.  Sorry, but there's no Super 
    Hard Story Mode.
    
    Once the game starts, you'll progress through the "story", which involves 
    stages, which are pretty much songs with Mush Mode turned on.  At times 
    you'll also come across minigames which you'll have to play to move on.  If 
    you fail songs, you lose a life and have to play the stage again.  If you 
    lose all your lives, it's game over, and you have to start from the 
    beginning.
    
    Passing songs will earn you:
    100 coins for an A
    50 coins for a B
    30 coins for a C
    10 coins for a D
    
    Passing minigames will earn you a specific set of coins based on your 
    performance.  Failing minigames will dock you 10 coins, but not lives.
    
    Another thing about Story Mode is items.  Once you hit Stage 1-3, you 
    can purchase items from Lakitu.  This will happen either when you stop at a 
    store during your progress or before any stage after 1-3, when you can 
    press Z to buy items.  The shop gives you three random items to purchase with 
    your coins.  All except the 1-Up have to be triggered to use before a stage.  
    You can only carry three of those "trigger-able" items at a time.
    
    Mystery Drink: Randomly increases or decreases your Dance Meter.
     Price: 10 coins
    
    Lucky Clover: Gives you four free missteps without hurting your Dance Meter.
     Price: 50 coins
    
    Max Drink: Start with a full Dance Meter.
     Price: 50 coins
    
    Small Heart: Refills Dance Meter halfway when emptied.
     Price: 70 coins
    
    1-Up Mushroom: Extra life.
     Price: 100 coins
    
    Big Heart: Completely refills DM when emptied.
     Price: 170 coins
    
    Music Wand: Drops the difficulty of the song a level.  Not available on Easy.
     Price: 200 coins
    
    =============
    4B. World 1 =
    =============
    
    Good old Mushroom Kingdom.  Seems to look different every time we see it, eh?  
    You need to get to Truffle Towers to find the first Music Key.
    
    ---
    
    Stage 1-1 - Practice with Toad!
     The bridge away from your house is out, so you'll need to dance to get a boat 
     across.
    Song: Here We Go!
    
    ---
    
    Minigame: Whack a Goomba
    
    Required Score:
    ESY: 15
    NML: 20
    HRD: 25
    VRY: 30
    
    If you pass the minigame, you get one coin for every Goomba whacked.
    
    ---
    
    Stage 1-2 - Pipe Escape
     After being ejected from Truffle Towers, you drop into a pipe.  Gotta dance 
     to get out!
    Song: Underground Mozart
    
    After this stage, you'll reach your first store, and will be able to buy 
    items.
    
    ---
    
    Stage 1-3 - Lakitu Garden
     The key to Truffle Towers is being kept at the store, and the only way 
     Lakitu will part with it is if you get the Koopas out of his garden.
    Song: Garden Boogie
    
    ---
    
    Minigame: Flagpole Leap
    
    If you pass the minigame, you'll get one coin for every hundred points, so 
    your maximum possible is 50 for 5000 points.
    
    ---
    
    Stage 1-4 - Waluigi Battle
     Looks like Waluigi is the one who released the keys.  You'll have to battle 
     him to pass this stage.  It's not enough just to pass; you need to score 
     higher than him.  Not a very difficult feat, really.
    Song: Destruction Dance
    
    After beating Waluigi, you'll get your first bonus stage, which is one of 
    four randomly selected minigames: Block Treasure, Coin Collection, Hidden 
    Treasure, and Whee!
    
    =============
    4C. World 2 =
    =============
    
    You and Toad will now hop on the SS Brass and take off in search of the other 
    keys.  You'll end up at a small island locale, and blown off-course by a 
    tornado.
    
    ---
    
    Stage 2-1 - Corkscrew Hotel
     Your being blown around has messed up Toadette's hotel, and you'll need to 
     dance it back to correctness.
    Song: Jump! Jump! Jump!
    
    ---
    
    Minigame: Banana Storm 
    
    Required Socre:
    
    ESY: 
    NML: 14
    HRD: 
    VRY: 
    
    If you pass this minigame, you'll get one coin for each banana caught.
    
    ---
    
    Stage 2-2 - Pirate Island
     Before this stage, you'll access another shop.  After which, you'll note a 
     booster engine which can help the SS Brass withstand whirlpools.  Of course, 
     you'll have to dance for it.  This is a battle stage like 1-4.
    Song: Fishing Frenzy 
    
    ---
    
    Stage 2-3 - In the Whirlpool
     You'll enter the whirlpool in the ocean in search of the Music Key, and will 
     have to guide the SS Brass in a true course along it.
    Song: In the Whirlpool
    
    ---
    
    Stage 2-4 - Big Blooper Battle
     Having found the Music Key in an underwater cave, you'll have to fight off 
     a Big Blooper to get it.  This isn't a battle stage.  It's just that the 
     Bloopers will be in the stepchart.
    Song: Blooper Bop
    
    After this stage, you'll get another bonus stage, which is one of four 
    randomly selected minigames: Block Treasure, Coin Collection, Hidden 
    Treasure, and Whee!
    
    =============
    4D. World 3 =
    =============
    
    Your trek on the SS Brass has led you to an amusement park island.  You'll 
    find the third Music Key here.
    
    ---
    
    Stage 3-1 - Road Block
     Another battle stage like 1-4 and 2-2.  You won't be able to enter the 
     park without dancing past the gatekeepers, a couple of ornery Hammer Bros.  
     Once completing this stage, you'll come to the third shop.
    Song: Hammer Dance
    
    ---
    
    Stage 3-2 - Roller Coaster Chase
     As you come to a roller coaster, you'll see Wario cruising by with a Music 
     Key in tow.  Hop on the next car and give chase!
    Song: Rollercoasting
    
    ---
    
    Minigame: Punch Up
    
    There's no threshold on this minigame.  Just keep punching and racking up 
    points.  You'll get a coin for every 10 points.
    
    ---
    
    Stage 3-3 - Boo's Haunted House
     You'll chase Wario to a HAAAAUNTED HOUSE!  This being the Mushroom Kingdom, 
     the house is naturally populated with Boos, so you'll have to dance your 
     way out of their scary clutches.
    Song: Boo Boogie
    
    ---
    
    Minigame: Chain-Chomp Chase
    
    Chasing after Wario will lead to you being chased by a Chain Chomp!  Survive 
    this chase for ten seconds to pass.
    
    ---
    
    Stage 3-4 - Wario Battle
     This is a battle stage, like 1-4 and 2-2.  You'll square off against Wario 
     on the Ferris Wheel to see who earns the Music Key.
    Song: Starring Wario!
    
    After this stage, you'll get another bonus stage, which is one of four 
    randomly selected minigames: Block Treasure, Coin Collection, Hidden 
    Treasure, and Whee!
    
    =============
    4E. World 4 =
    =============
    
    Your chase has now led you to a frozen mountain.  Looks like the Music Key's 
    on the top, and you'll need to get up there.
    
    ---
    
    Stage 4-1 - Underground Tunnel
     The path up the mountain is too slippery, so you'll have to try an underground 
     cave.  Good luck passing through.  After this stage, you'll reach the fourth 
     shop.
    Song: Frozen Pipes
    
    ---
    
    Stage 4-2 - Cabin Fever
     The blizzard outside is getting fierce, so warm up for a bit while dancing 
     inside a warm cabin.
    Song: Cabin Fever
    
    ---
    
    Minigame: Avalanche!
    
    Survive against an oncoming avalance for 30 seconds.
    
    ---
    
    Stage 4-3 - Big Freezie Battle
     You've reached the top of the mountain, but it looks like the big Freezie 
     at the top isn't too keen on giving up his Music Key.
    Song: Deep Freeze 
    
    ---
    
    Stage 4-4 - Sleigh Ride
     Time to head down the mountain, in a stylish bobsled, no less.  Just watch 
     out for more avalanches.
    Song: Rendezvous on Ice
    
    After this stage, you'll get another bonus stage, which is one of four 
    randomly selected minigames: Block Treasure, Coin Collection, Hidden 
    Treasure, and Whee!
    
    =============
    4F. World 5 =
    =============
    
    Having found all four Music Keys, it's time to return them to Truffle Towers.
    
    ---
    
    Minigame: Flagpole Leap
    
    Same as before.  Make the jump to get to Truffle Towers.
    
    ---
    
    Stage 5-1 - Raiding Bowsers' Castle
     Oh noes!  Bowser stole the Music Keys right back from you!  Chase him all 
     the way to his island on the SS Brass!
    Song: Always Smiling
    
    ---
    
    Stage 5-2 - Bowser Battle
     Time for the final battle!  Assemble the rockets to blow Bowser away!  If 
     you win, you'll have unleashed the true power of the Music Keys!  Isn't 
     that lovely?  Hmm?
    Song: Bowser's Castle
    
    ===================
    4G. Story Mode EX =
    ===================
    
    After completing Story Mode, you'll have an option to start a new game either 
    normally or in EX mode.  In EX mode, six of the stages will have new songs, 
    and playing those will unlock them.
    
    Additionally, at each of the four shops you come to during the course of the 
    game, you'll find a new song for sale.  These are the only places you can 
    pick up these songs, so save up your coins to buy them.
    
    Here are the new stages:
    
    ---
    
    Stage 1-2 - Pipe Escape EX
    Song: Pipe Pop
    
    Stage 2-2 - Pirate Island EX
    Song: Pirate Dance
    
    Stage 2-3 - In the Whirlpool EX
    Song: Step by Step
    
    Stage 3-3 - Boo's Haunted House EX
    Song: Moustache, Barrel, and Gorilla (Chip Trance)
    
    Stage 4-2 - Cabin Fever EX
    Song: Ms. Mowz's Song (Trance)
    Mush (Coin Switch)
    
    Stage 4-4 - Sleigh Ride EX
    Song: Midnight Drive (Disco House)
    Mush: (Ice Spinies, Goombas)
    
    ---
    
    Secret Song at Shop 1: Unlocks Choir on the Greens (100 Coins)
    Secret Song at Shop 2: Unlocks Hop, Mario! (200 Coins)
    Secret Song at Shop 3: Unlocks Where's the Exit? (300 Coins)
    Secret Song at Shop 4: Unlocks Piroli (400 Coins)
    
    ******************************************************************************
    5. NINTENDO SONGS
    ******************************************************************************
    
    These songs are taken straight from some of Nintendo's classic Mario games.
    
    =================
    5A. Blooper Bop =
    =================
    
    UNLOCK: Stage 2-4 in Story Mode
    
    From Super Mario Bros.
    Genre: Waltz
    BPM: 77
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 3
    VRY: 5
    SUP: 6
    
    Mush Mode: Bloopers and Blooper Tentacles on Normal and up.
    
    Super Hard Notes: The steps themselves aren't TOO difficult.  You'll find it 
     often follows the music, but sometimes it will follow the background rhythm, 
     so pay careful attention.  Knock this up to a 7 if you play on Mush Mode, 
     because Blooper Tentacles are tough to follow to the top properly.
    
    Song Notes: This is the famous "water tune" from the original Super Mario 
     Bros. by Koji Kondo.
    
    ================
    5B. Boo Boogie =
    ================
    
    UNLOCK: Stage 3-3 in Story Mode
    
    From Super Mario Bros. 2
    Genre: Chip House
    BPM: 130
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 2
    VRY: 3
    SUP: 7
    
    Mush Mode: Boos and the Big Boo on Normal and up, and also Koopa Troopas on 
     Very Hard and up.
    
    Super Hard Notes: The hardest part of this song is near the beginning where 
     you gallop into eighth notes.  Other than that, more streams and a few 
     chaotic steps.
    
    Song Notes: This is from what's known in the US as Super Mario Bros. 2 (known 
     in Japan as Super Mario USA).  The tune is the first overworld tune, composed 
     by Koji Kondo.
    
    =====================
    5C. Bowser's Castle =
    =====================
    
    UNLOCK: Stage 5-2 in Story Mode
    
    From Mario Kart: Double Dash!!
    Genre: Gabbah
    BPM: 180
    
    Difficulty: 
    ESY: 1
    NML: 3
    HRD: 4
    VRY: 7
    SUP: 8
    
    Mush Mode: Rockets on Normal and up.
    
    Super Hard Notes: Hardest song in the game, and even that's not saying all 
     that much.  Lots of streams that move all around the pad with lots of 
     crossovers.  Watch for all the offbeat steps in the middle, and the chaotic 
     steps near the end, as well.
    
    Song Notes: This is the Bowser's Castle theme from Double Dash, composed 
     by Shinobu Tanaka and Kenta Nagata.
    
    =================
    5D. Cabin Fever =
    =================
    
    UNLOCK: Stage 4-2 in Story Mode
    
    From Mario Party 5
    Genre: Samba
    BPM: 129
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 3
    VRY: 5
    SUP: 6
    
    Mush Mode: Coin Switches on Normal and up.
    
    Super Hard Notes: Mostly simple streams, and a few gallops.  Watch for the 
     streams that end in jumps in the second half.
    
    Song Notes: Don't know precisely what part of Mario Party 5 this is from, 
     but it was originally composed by Aya Tanaka.
    
    =================
    5E. Deep Freeze =
    =================
    
    UNLOCK: Stage 4-3 in Story Mode
    
    From Dr. Mario
    Genre: Trance
    BPM: 148
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 3
    VRY: 5
    SUP: 6
    
    Mush Mode: Freezie and Fire Flowers on Normal and up.
    
    Super Hard Notes: Mostly short and a couple of mid-length streams.  Watch for 
     the ones that start offbeat.
    
    Song Notes: This is the classic "Fever" tune from Dr. Mario, composed by 
     Hirokazu Tanaka.
    
    =======================
    5F. Destruction Dance =
    =======================
    
    UNLOCK: Stage 1-4 in Story Mode
    
    From Wrecking Crew
    Genre: Jazz House
    BPM: 130
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 3
    VRY: 5
    SUP: 6
    
    Mush Mode: Podoboos and Bob-Ombs on Normal and up.
    
    Super Hard Notes: Small streams mostly and a few small crossovers.  There 
     are also psuedo-triplets to contend with throughout.
    
    Song Notes: Taken from the old 1985 destruction game.
    
    ==================
    5G. Hammer Dance =
    ==================
    
    UNLOCK: Stage 3-1 in Story Mode
    
    From Super Mario Bros. 3
    Genre: Latin Jazz
    BPM: 157
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 3
    VRY: 4
    SUP: 6
    
    Mush Mode: Hammers on Normal and up.
    
    Super Hard Notes: Nothing too outstanding about this song.  Simple streams, 
     mostly, at a reasonable tempo.
    
    Song Notes: This is one of the basic level tunes from Super Mario Bros. 3, 
     composed by Koji Kondo.
    
    =================
    5H. Here We Go! =
    =================
    
    UNLOCK: Stage 1-1 in Story Mode
    
    From Super Mario Bros.
    Genre: Chip House
    BPM: 100
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 2
    VRY: 3
    SUP: 5
    
    Mush Mode: Goombas on Super Hard.
    
    Super Hard Notes: Quite a few psuedo-triplets and short streams at a slow 
     tempo.  Nothing to be too worried about
    
    Song Notes: This is the most classic of Mario tunes, the original Super Mario 
     Bros. level tune by Koji Kondo.
    
    =================
    5I. Hop, Mario! =
    =================
    
    UNLOCK: Purchase from the Shop in World 2 in Story Mode EX.
    
    From Super Mario World
    Genre: Trance
    BPM: 133
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 2
    VRY: 3
    SUP: 5
    
    Super Hard Notes: Psuedo-triplets in the beginning and end.  The rest of the 
     song is mostly small streams, except for one mid-length stream in the middle.
    
    Song Notes: This is the title screen theme from Super Mario World, composed 
     by Koji Kondo.
    
    =======================
    5J. Jump! Jump! Jump! =
    =======================
    
    UNLOCK: Stage 2-1 in Story Mode
    
    From Super Mario Bros. 3
    Genre: Hyper Euro Beat
    BPM: 150
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 2
    VRY: 3
    SUP: 6
    
    Mush Mode: Koopa Troopas on Normal and up.  Goombas on Very Hard and up.
    
    Super Hard Notes: Simple streams, mostly.  Just quite a few of them, and they 
     can get up to mid-length.
    
    Song Notes: This is another of the level tunes from Super Mario Bros. 3 by 
     Koji Kondo.
    
    ====================
    5K. Midnight Drive =
    ====================
    
    UNLOCK: Stage 4-4 in Story Mode EX
    
    From Mario Kart 64
    Genre: Disco House
    BPM: 123
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 3
    VRY: 5
    SUP: 6
    
    Mush Mode: Ice Spinies on Normal and up.  Goombas on Very Hard and up.
    
    Super Hard Notes: Lots of simple streams, and a few chaotic steps.  Also a 
     few crossovers.
    
    Song Notes: Taken from Toad Turnpike, one of the racecourses in Mario Kart 
     64, composed by Kenta Nagata.
    
    ====================================
    5L. Moustache, Barrel, and Gorilla =
    ====================================
    
    UNLOCK: Stage 3-3 in Story Mode EX
    
    From Donkey Kong
    Genre: Chip Trance
    BPM: 136
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 3
    VRY: 4
    SUP: 6
    
    Mush Mode: Boos and the Big Boo on Normal and up.  Koopa Troops on Very Hard 
     and up.
    
    Super Hard Notes: Lots of simple streams.  Only hard part is near the end 
     with a long set of gallops.
    
    Song Notes: This is composed of several small tunes from the original Donkey 
     Kong, the level music, the DK intro music, the hammer tune.  Also added 
     in the latter half is the Donkey Kong Country bonus stage music, composed 
     by E. Fischer and R. Beanland.
    
    =====================
    5M. Ms. Mowz's Song =
    ====================
    
    UNLOCK: Stage 4-2 in Story Mode EX
    
    From Paper Mario
    Genre: Trance
    BPM: 139
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 3
    VRY: 6
    SUP: 7
    
    Mush Mode: Coin Switches on Normal and up.
    
    Super Hard Notes: Short streams to start with, then some rather long ones 
     near the end.  Also, watch for the jumps in the streams near the end.
    
    Song Notes: Specifically from Paper Mario: The Thousand Year Door, this is 
     the theme that plays when Ms. Mowz shows up, composed by Yoshito Hirano 
     and Yuka Tsujiyoko.
    
    ==================
    5N. Pirate Dance =
    ==================
    
    UNLOCK: Stage 2-2 in Story Mode EX
    
    From Super Mario World
    Genre: Rock Country
    BPM: 158
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 3
    VRY: 4
    SUP: 6
    
    Mush Mode: Cheep Cheeps on Normal and up.
    
    Super Hard Notes: Basic style streams with no crossovers, and they go about 
     mid-length.
    
    Song Notes: This is the main level tune from Super Mario World, composed by 
     Koji Kondo.
    
    ============
    5O. Piroli =
    ============
    
    UNLOCK: Purchase from the Shop in World 4 in Story Mode EX
    
    From Famicom Disk System
    Genre: Chip House
    BPM: 134
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 3
    VRY: 4
    SUP: 6
    
    Super Hard Notes: Lots of short and mid-length streams with a few chaotic 
     steps.
    
    Song Notes: From what I'm told, the tune of this one is the music you'd get 
     on the Famicom Disk System if you started up the system with no disk 
     inside.
    
    
    ====================
    5P. Rollercoasting =
    ====================
    
    UNLOCK: Stage 3-2 in Story Mode
    
    From Mario Kart: Double Dash!!
    Genre: Trance
    BPM: 145
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 3
    VRY: 4
    SUP: 6
    
    Mush Mode: Coin Switches on Normal and up.
    
    Super Hard Notes: Lots of streams, mostly small, and a few long, and a few 
     with crossovers.
    
    Song Notes: This is the Mario/Luigi Circuit tune from Double Dash, composed by 
     Shinobu Tanaka and Kenta Nagata.
    
    =====================
    5Q. Starring Wario! =
    =====================
    
    UNLOCK: Stage 3-4 in Story Mode
    
    From Wario World
    Genre: Jazz House
    BPM: 121
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 3
    VRY: 4
    SUP: 6
    
    Mush Mode: Podoboos and Bob-Ombs on Normal and up.
    
    Super Hard Notes: Lots of short streams, a few long streams (including a 
     rather long one at the end), and a few chaotic steps.
    
    Song Notes: This is the main theme to Wario World, composed by Norio Hanzawa 
     by Minako Hamano.
    
    ==================
    5R. Step by Step =
    ==================
    
    UNLOCK: Stage 2-3 in Story Mode EX
    
    From Super Mario World
    Genre: Jazz House
    BPM: 100
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 2
    VRY: 3
    SUP: 7
    
    Mush Mode: Spinies on Normal and up.
    
    Super Hard Notes: Whoa.  Where'd all this come from?  The song is slow, but the 
     steps are actually pretty complicated.  Gallops and sixteenths, as well as 
     plenty of offbeat steps and jumps in the streams.
    
    Song Notes: This is the same tune as Pirate Dance, technically, composed by 
     Koji Kondo.
    
    =======================
    5S. Where's the Exit? =
    =======================
    
    UNLOCK: Purchase from the Shop in World 3 in Story Mode EX
    
    From Super Mario Bros.
    Genre: Trance
    BPM: 133
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 3
    VRY: 4
    SUP: 6
    
    Super Hard Notes: Lots of small streams, a few mid-length, and several gallops 
     dotted about the chart.
    
    Song Notes: This is the underworld theme from Super Mario Bros., composed by 
     Koji Kondo.
    
    ******************************************************************************
    6. CLASSIC SONGS
    ******************************************************************************
    
    These are remixes of classic public domain songs, many hundreds of years old.
    
    ====================
    6A. Always Smiling =
    ====================
    
    UNLOCK: Stage 5-1 in Story Mode
    
    From Tritsch-Tratsch-Polka
    Genre: Trance
    BPM: 140
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 3
    VRY: 4
    SUP: 6
    
    Mush Mode: Bullet Bills on Normal and up.  Spinies on Very Hard and up.
    
    Super Hard Notes: For the penultimate song, it's not all that difficult.  The 
     longest streams is only five steps long.  It's all just streams, and a few 
     jumps off of eighth notes.
    
    Lyrics:
    
    Spread your wings tonight 
    
    You can - come from - any walk of life
    The beat - will come - from the inside
    And when - you get - right to the heart 
    You know - there's no other way to fly 
    
    Smile will bring the sunshine days
    Comfort me tonight, spread your wings tonight
    Smile will bring the sunshine days
    You come anyway, oh the way you ride
    
    You can - come from - any walk of life
    The beat - will come - from the inside
    A chance - to have - flying that way
    As I fly - across the distant sky
    
    Smile will bring the sunshine days
    Comfort me tonight, spread your wings tonight
    Smile will bring the sunshine days
    You come anyway, oh the way you ride
    
    Comfort me tonight, spread your wings tonight
    You come anyway, oh the way you ride
    
    Song Notes: Tritsch-Tratsch-Polka op. 214 is a polka written by Johann Strauss 
     II in 1858 after a successful tour of Russia where he performed at the summer 
     concert season at Pavlovsk near St. Petersburg.  Source: wikipedia.
    
    ========================
    6B. Choir on the Green =
    ========================
    
    UNLOCK: Purchase from the Shop in World 1 in Story Mode EX
    
    From Ah, Lovely Meadow
    Genre: Trance
    BPM: 133
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 2
    VRY: 3
    SUP: 6
    
    Super Hard Notes: There are a few gallops sprinkled about, but mostly simple 
     streams.
    
    Song Notes: From what I can tell, this is a Czechoslovakian folk song.
    
    ====================
    6C. Fishing Frenzy =
    ====================
    
    UNLOCK: Stage 2-2 in Story Mode
    
    From Csikos Post
    Genre: House
    BPM: 142
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 3
    VRY: 4
    SUP: 7
    
    Mush Mode: Cheep Cheeps on Normal and up.
    
    Super Hard Notes: Mid-sized streams with crossovers, plus a few offbeat steps 
     that follow the rhythm.
    
    Song Notes: Csikos Post is an old tune by Hermann Necke.
    
    ==================
    6D. Frozen Pipes =
    ==================
    
    UNLOCK: Stage 4-1 in Story Mode
    
    From Old Folks at Home
    Genre: Country Techno
    BPM: 136
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 3
    VRY: 5
    SUP: 6
    
    Mush Mode: Arrow Cheeps on Normal and up.  Spinies on Very Hard and up.
    
    Super Hard Notes: Short to mid-length streams, and a few gallops.
    
    Song Notes: Old Folks at Home is an old folk song by Stephen Foster, written 
     in 1851.  It's also known by its first line of vocals "Way down upon the 
     Swanee River".
    
    ===================
    6E. Garden Boogie =
    ===================
    
    UNLOCK: Stage 1-3 in Story Mode
    
    From Carmen
    Genre: Hyper Euro Beat
    BPM: 140
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 2
    VRY: 3
    SUP: 6
    
    Mush Mode: Koopa Troopas on Normal and up.  Goombas on Very Hard and up.
    
    Super Hard Notes: The actual melody section is the toughest part, as it 
     combines streams with offbeat steps.  They mostly follow the song, though.  
     This can be kicked up to a 7 on Mush Mode, given the odd stepping requirements 
     for the Koopa Troopas.
    
    Song Notes: Carmen's a French opera by Georges Bizet.  The prelude (this song) 
     is the most recognizable tune from the opera.
    
    ======================
    6F. In the Whirlpool =
    ======================
    
    UNLOCK: Stage 2-3 in Story Mode
    
    From Pomp and Circumstance
    Genre: Drum'N'Bass
    BPM: 130
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 3
    VRY: 4
    SUP: 6
    
    Mush Mode: Spinies on Normal and up.
    
    Super Hard Notes: Small streams, mostly.  They get longer towards the middle 
     of the song.  After that, they're small crossovers.  The end is a whole bunch 
     of psuedo-triplets.
    
    Song Notes: The first in a series of marches by Edward Elgar, first released 
     in 1901, a mainstay at American graduation exercises.
    
    ==============
    6G. Pipe Pop =
    ==============
    
    UNLOCK: Stage 1-2 in Story Mode EX
    
    From Turkish March
    Genre: Disco House
    BPM: 125
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 2
    VRY: 3
    SUP: 7
    
    Mush Mode: Goombas on Normal and up.
    
    Super Hard Notes: Rather long streams in this song, often requiring you to 
     perform crossovers.  There are also several gallops to contend with.
    
    Song Notes: This is part of Mozart's Piano Sonata No. 11 in A major, K. 331, 
     composed somewhere around 1780.
    
    =======================
    6H. Rendezvous on Ice =
    =======================
    
    UNLOCK: Stage 4-4 in Story Mode
    
    From Les Patineurs
    Genre: Dance Pop
    BPM: 123
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 3
    VRY: 6
    SUP: 7
    
    Mush Mode: Ice Spinies on Normal and up.  Goombas on Super Hard.
    
    Super Hard Notes: The really hard part of this song is the middle with all 
     the triplets.  At the end is probably the hardest, with triplet gallops.  Oh, 
     and there's a pretty long stream at the end.
    
    Song Notes: Les Patineurs or 'The Skaters' or 'Die Schlittschuhläufer' op. 183 
     is a waltz by Emile Waldteufel, composed in 1882.
    
    ========================
    6I. Underground Mozart =
    ========================
    
    UNLOCK: Stage 1-2 in Story Mode
    
    From Eine Kleine Nachtmusik
    Genre: Classical Techno
    BPM: 168
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 3
    VRY: 4
    SUP: 6
    
    Mush Mode: Goombas on Normal and up.
    
    Super Hard Notes: The early section of the song has short streams mostly, and 
     some streams starting on the eighth notes of measures.  At the end, you'll 
     get a few mid-length streams, and a long jump section.
    
    Song Notes: This is Mozart's Serenade for strings in G major, composed in 
     1787.
    
    ===========================
    6J. Up, Down, Left, Right =
    ===========================
    
    From Twinkle, Twinkle, Little Star
    Genre: Trance
    BPM: 134
    
    Difficulty: 
    ESY: 0
    NML: 1
    HRD: 2
    VRY: 3
    SUP: 6
    
    Super Hard Notes: Simple and mostly short streams.  Some crossovers, offbeat 
     notes, and a few jumps coming off eighth notes.
    
    Song Notes: This is, of course, a popular English nursery rhyme.
    
    ******************************************************************************
    7. MINIGAMES
    ******************************************************************************
    
    These are minigames thrown into Story Mode.  Once you play them in Story Mode, 
    you can play them from the Minigames Mode section of the Main Menu.
    
    ================
    7A. Avalanche! =
    ================
    
    UNLOCK: In World 4, between 4-2 and 4-3
    
    Snowballs are rolling down!  Avoid them for thirty seconds.
    
    Step Left or Right to move your character in that direction.
    
    Watch the snowballs carefully.  They can change "avenues" as they roll down.
    
    ==================
    7B. Banana Storm =
    ==================
    
    UNLOCK: In World 2, between 2-1 and 2-2
    
    Collect as many bananas as you can!  Watch out for the dropped Spinies or 
    you'll be out of comission for a short time.
    
    Step Left or Right to move your character in that direction.
    
    The monkeys will show you what they'll drop before they do so, so watch 
    closely.  Sometimes they'll fake you out and not drop a banana.
    
    ====================
    7C. Block Treasure =
    ====================
    
    UNLOCK: This is one of the four bonus stages after completing a world.
    
    Step Left to Right to move your character, and step Up to jump and hit the 
    blocks for items.
    
    Blocks may be empty, have one coin, have ten coins, have a 1-Up, or have a 
    Spiny which will slow you down.
    
    =======================
    7D. Chain-Chomp Chase =
    =======================
    
    UNLOCK: In World 3, between 3-3 and 3-4
    
    Watch out!  You've got a Chain Chomp after you!  You have to keep away for 
    ten seconds.
    
    Step Left and Right repeatedly to get away from the Chain Chomp.
    
    =====================
    7E. Coin Collection =
    =====================
    
    UNLOCK: This is one of the four bonus stages after completing a world.
    
    You're on a horizontally moving cloud.  Catch all the coins you can, but 
    watch out for the Spinies.
    
    Step Up to jump, and step Down to duck.
    
    ==========================
    7F. Fire Up the SS Brass =
    ==========================
    
    UNLOCK: This minigame appears once all 29 songs are open for play.
    
    Launch the SS Brass!  Get through all fifteen tunnels to win.
    
    Hold down Up, Down, Left, or Right to pass through the only open tunnel 
    out of each of the fifteen tunnel systems.
    
    ===================
    7G. Flagpole Leap =
    ===================
    
    UNLOCK: World 1, between 1-3 and 1-4
    
    Grab the flagpole for score and enter the castle, just like in SMB!
    
    Step Left and Right repeatedly to build up speed, then watch for the Up 
    arrow to appear, and step Up when it crosses the Step Zone to jump the 
    highest.
    
    =====================
    7H. Hidden Treasure =
    =====================
    
    UNLOCK: This is one of the four bonus stages after completing a world.
    
    There are two treasure chests.  One has a single coin, and the other has 
    100.  Watch closely to find the right one.
    
    Step Left to Right to move your character, and step Up to jump and hit the 
    chest you pick.  You only get one choice.
    
    =================
    7I. Note Pickup =
    =================
    
    UNLOCK: This minigame appears once you beat Story Mode once.
    
    You're on a moving platform.  Step Left or Right to jump in that direction.  
    Step Up to jump straight up.
    
    The object of this minigame is to collect all the notes in the area.  Most 
    are on side platforms.  You can make a jump to the side platforms once a part 
    of your platform passes by it.  Make sure you jump back quickly so it doesn't 
    leave you behind.
    
    Also, watch out for the rotating barriers and Bob-Ombs.  Normal jump-ups will 
    get you over the barriers, but you need to properly time your jump to get over 
    the Bob-Ombs.  Watch for an up arrow and a Step Zone to make the proper jump.
    
    ==============
    7J. Punch Up =
    ==============
    
    UNLOCK: World 3, between 3-2 and 3-3
    
    Take control of the punching machine and knock out as many Koopa Troopas as 
    you can!  Don't hit Toad or you won't be able to punch for a while.
    
    Step on Left, Up, or Right to use one of your fists.  It takes a few seconds 
    to restore a fist after you punch it, but you can still punch with the other 
    fists if you use one.
    
    Scoring is by which Koopas you hit, and how many with one punch.
    
    Green Koopa: 20 points
    Green Shell: 30 points
    Red Shell: 40 points
    
    Second Koopa in one punch: 2X for that one
    Third Koopa in one punch: 3X for that one
    
    So, say you punched and got a Green Shell, then Green Koopa, then a Red 
    Shell all in one shot.  You'd get 30+(2x20)+(3x40), or 190 points for one 
    shot!
    
    ====================
    7K. Whack-a-Goomba =
    ====================
    
    UNLOCK: World 1, between 1-1 and 1-2
    
    Simply put, whack the Goombas!
    
    Step Up, Left, Down, or Right to swing your hammer in that direction.  Each 
    Goomba you hit gives you a point.
    
    ===========
    7L. Whee! =
    ===========
    
    UNLOCK: This is one of the four bonus stages after completing a world.
    
    While you drop, hold down the Left and Right arrows.  At the bottom, you'll 
    hit a trampoline.  Jump off the arrows once the trampoline reaches the middle 
    of its bounce-back for best results.
    
    ******************************************************************************
    8. STANDARD GUIDE STUFF
    ******************************************************************************
    ===========
    8A. Legal =
    ===========
    
    This FAQ was made 100% by me, and is Copyright © 2005 Scott "CyricZ" 
    Zdankiewicz.  You may not take it in whole or in part and claim it as your 
    own.  You may not alter it in any way, even if you ask me first, and that 
    includes putting it in HTML format.  Please don’t post this on your site 
    unless you have express consent by me.  I’ve put a lot of time into this.  
    Give me some credit.
    
    All songs and their lyrics are copyright their respective owners.  DDR is 
    Copyright © 1998-2005 Konami Computer Entertainment Tokyo.  Mario and all its 
    characters, music, etc. is copyright © 1981-2005 Nintendo Co. Ltd.
    
    Currently, the following sites have permission to post my FAQ:
    
    www.gamefaqs.com
    www.gamewinners.com
    www.ign.com
    www.cheatcc.com
    www.cheatplanet.com
    www.neoseeker.com
    
    I'm not going to allow people with small personal sites to post this FAQ.  
    They may post the link on GameFAQs with all the Mario Mix guides, but, trying 
    to keep updates, well, updated, I'll only allow large committed sites that I 
    trust.
    
    =======================
    8B. E-mail Guidelines =
    =======================
    
    If you wish to e-mail me, be sure to follow these guidelines:
    
    - Make ABSOLUTELY sure I haven't already answered your question in the guide.
    - Make sure it has something to do with DDR Mario Mix.  I don't want spam, 
    chain letters, offers for friendship.  Don't bother me with info on other DDR 
    games, really.  I keep my ear pretty close to the ground about such things, 
    and I'll probably know about it before you.  Compliment me on the FAQ all you 
    want, though.
    - Make sure you say "DDR Mario Mix" at one point in your e-mail.  I have more 
    than one DDR FAQ, and I can't always figure the question out without 
    specifying what game you're asking about.
    - Asking how to beat a song will result in a deletion.  There really are no 
    tips to offer for DDR'ing besides what I have in my section.  It has to come 
    from your own skill and desire to pass.
    - Spell correctly and use proper grammar, please.  If I can't understand 
    your e-mail, it'll go to the junk pile.
    
    =============
    8C. Credits =
    =============
    
    CJayC and Al Amaloo for having this on their sites.
    
    Wikipedia, and all those involved, for info on several of the songs.
    
    DDRJeffP, for info on Piroli.
    
    Konami and the BEMANI studio, for their effort in bringing DDR to Nintendo.
    
    =====================
    8D. Version Updates =
    =====================
    
    Version 1.1 - (11/28/05) - No one was exactly rushing me on this one, but 
     I have Coin Collection info, Piroli info, and the lyrics for Always 
     Smiling.
    
    Version 1.0 - (11/1/05) - Uh, happy All Saints Day!  Have a Mario Mix FAQ, 
     won't you?  Still need info on Coin Collection, though.
    
    ====================
    8E. The Final Word =
    ====================
    
    Fans of Mario music rejoice, because this is a true musical experience.  Fans 
    of DDR, well, you'll probably only want to play this for a few hours to get 
    all the songs down, since the challenge isn't what you're used to.
    

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