FAQ by Crono

Version: 1.05 | Updated: 03/24/00 | Printable Version

Bust a Move - Dance Summit 2001
Playstation2 FAQ
March 24th 2001, Revision 1.05

Written By :  Crono
E-mail     :  bemanifanatic@aol.com
Real Name  :  Justin Strauss
Home Page  :  www.tows.org

This document is the intellectual property of the author. It is intended to provide help, 
to fellow gamers, on a title that is both entertaining and difficult at various times. 
Please do not copy or distribute this file in any format without consent of the author. 
This means: on other web pages, as part of another FAQ, in any written or electronic 
publication, etc. And, to be crystal clear, this document is legally copyrighted through 
two or more means. This is including a publishing firm clause, as well as various websites' 
legal setups (such as the one found on GameFAQs). If you have any new tips or info you want 
us to hear, just drop an e-mail. And, just in case this comes up, neither Game Cave nor 
anyone else may not distribute this to those who purchase this title or who are somehow 
bringing profit to said party.

Bust a Move - Dance Summit 2001 is a trademark of Enix, Inc.  Copyright 2000 by Enix; 
Metro; Frame Graphics; FBIJ.  All related names fall under the same applicable laws.  All 
rights reserved.

You can find the newest version of this FAQ only at the following sites. If you find it 
anywhere else, please let me know as soon as possible. It should not be posted anywhere 
else but at the following sites:

Game FAQs                            Cheat Code Central
http://www.gamefaqs.com/             http://www.cheatcc.com/

Table of Contents:

0.0 Revision History

1.0 Game Mechanics

2.0 Options Menu

3.0 Team Mode

4.0 Song List and Info

5.0 Practice Mode

6.0 View Mode

7.0 Character Profiles

8.0 Replay Mode

9.0 Game Secrets and Hidden Options

10.0 Contributions and Thank-You's

0.0 Revision History

V0.7 - 11/14/00 - Initial Release! Expect typos or grammar problems from it.

V0.8 - 11/27/00 - Finished detailed info on Remix and Bonus stages.
                - Added info on interlude segments.
                - Added stage locations info to song list.
                - Added descriptions of movements to view mode.
                - Added more to some parts of game mechanics.
                - Changed Email address above, other one was down.

V1.0 - 12/24/00 - Added camera, effects, and more info to view mode.
                - Added profile statistics to character profiles.
                - Added info on special D.S. controller to options section.
                - Moved game mechanics to start of file (correct position).
                - Updated minor points in each section.

V1.1 - 01/??/01 - Coming Soon. See what's expected, below.

Coming Soon:

    -more detailed song info, and track titles.
    -hopefully more secrets to be found.
    -whatever might be left out.

1.0 Game Mechanics

    Dance Summit has employed its own unique style of gameplay, and it is one that is 
largely different from the one we'd know from the orifinal Bust a Move games. Note that if 
you have never seen any footage of the game, the following information will be incredibly 
tough to understand. Only the general beginning part should be used as reference for a 
prospective buyer. The final parts, about length of sets and such, should be used once you 
have played the game (otherwise they can not possibly make sense right off the bat).

    However, there is one important thing to remember. Each of the songs has a distinct 
pace at which it moves. Each song moves along by "sets," and each of these sets takes up 
four beats in time (just like the older Bust a Move games, where you had to time the last 
button press to match with the fourth beat). However, the gameplay is more precise now. In 
the past, only the fourth beat had to be pressed "on time" whereas the other previous 
buttons did not relate to speed. However, now the game precisely divides each "set" of four 
beats into eight "bumps" which are very distinct.

    Now, you must press the corresponding buttons on screen at the exact bump at which they 
occur. However, since you now have to press each and every button this way (and not just 
the last one), the game lets you view each set before you play it. It goes back and forth 
between "view" and "play" as the song progressess. There are two groups of view/play per 
each "set" in the song. And unlike the old Bust a Move games, the songs in this title are 
full length. This means about four minutes in each stage (as opposed to the "under two 
minutes" we found in the others). So in this, there are an average of twenty "sets" of 
beats in a song, at the same pace as the old titles (and very distinct to pick out). And 
just incase you can't hear the beat distinctly enough, the progress bar scrolls along all 
it goes... so you can also "watch" for the right pace to hit the buttons.

    -Teams: When playing the game, your team consists of four players. Up to four human 
players can play at any time, and any empty spots will be computer-controlled. You all must 
follow the commands on screen, between watch and play, throughout each level. You each get 
a score just like in the previous games, and you also still get more points if you can hit 
each button at the "just command rate" (which means "right at the center or perfect time on 
each bump"). It also counts your "combo" as a number (this is how many buttons in a row you 
have correctly pressed on time. any "miss" of buttons will start the combo over). There is 
also a dance meter on top, and you will apparently lose the stage if it empties out (which 
occurs from missing too many beats. However, any experienced players of the series will 
likely never see a game over screen).

    -Game Level: Players of Bust a Move will also recognize the three levels at which you 
can play the game (easy, normal, or mix). "Normal" mode is the basic gameplay of the title. 
It uses the four "face buttons" (circle, triangle, square, and "x") as well as the four 
directional buttons (up, down, left, right). Any of these eight color-coded commands may 
come up for any particular button press as described above (it is basically like the mix 
mode from BaM2, where all eight buttons are used throughout each set of beats). "Easy" mode 
makes the game quite a bit simpler to play. It works just the same as was described above. 
However, rather than telling you which buttons to press in each set, it just gives blank 
"cards" at those particular bumps in the song... and you can press whichever button you 
wish for each one.

    "Mix" mode, however, takes on a whole new meaning in this game. In this, you now will 
often have to press TWO different buttons in a single bump. If you can picture this, it is 
very scary, indeed. It is truly a new challenge for the player to take on. To illustrate, 
the example below shows what a typical beginning of a "set" of notes might look like:

  |X| |-| |-| |O| |O| |-| |X| |O|

    In the set shown above, there are the eight bumps total (four beats). You press the "X" 
and "O" button at the proper time in this set (the "dashes" represent three blank spots). 
This is a simpler setup from "Normal" mode. However, in Mix mode, to use the first bump as 
an example, you may have to press both "X" and "left" at the same time. It basically just 
shows a double-stack of rows, and some of the bumps now require two buttons to be pressed 
at once in that mode. Sometimes you need to press one button in a bump, and sometimes two:

  |X| | | | | | | |O| | | | | |O|
  | | |-| |-| |O| | | |-| |X| | |
  |L| | | | | | | |R| | | | | |L|

    -Free: At the very last button press of each set, there will be a space marked with the 
word "free" rather than with one of the buttons. At this beat, you can hit any one of the 
four face buttons. After this, you see which button was pressed by each of the four team 
members. Depending on what each of you pressed (and the combination of those together) the 
next "set" in the song will be one of Six possible dance setups. And, at the end of that 
set, the free space comes up again... and the process continues. It may sound strange, but 
you will pick it up right away. And, just in case you want to plan a specific strategy with 
friends (or tell them what you are planning to choose for the free spot), you can press one 
of the face buttons during the second "watch" phase and it will appear over your face 
picture on the bottom of the screen. But as for combinations...

    If you all press the same button on the free space, you will get a "quartet" in which 
all four of you do one of the special four-part sequences. If three of you press the same 
button, and one man has something different (like, if three of you press circle but one of 
you presses triangle) then that person with the different piece will get a "fever" for the 
next set... where they dance solo. If two of your team mates choose the same thing (a pair) 
then the two of you will dance in a duet for the next set. However, if you get two matching 
pairs on the free note, both duos of people will do half of their usual pair combo (this is 
called "tag combo"). Finally, if no one matches anything at all (all four of you choose a 
different one of the four buttons) then the next set will just be regular dancing, no 
combination. And, on the even rarer chance that someone forgets to press a button on the 
free spot (or misses it otherwise)... the remaining three team mates will dance a "trio" 
combo and leave the other guy out.

    Here is the table of the particular setups and how they can work out. The "ratio" is 
next to them, to understand how they work and are named. On the left side is a 
demonstration of how the four of you could end up with this combo (with the X, O, and 
letter "T" for triangle, only as examples. The " ~ " symbol means that no button was 

  O-O-O-O    Quartet      4:0
  X-O-O-O    Fever        1:3
  X-X-O-T    Pair Combo   2:1:1
  X-X-O-O    Tag Combo    2:2
  X-X-X-~    Trio Combo   3:1
  X-O-T-S    No Combo     0:0

    -Interlude: While playing each stage, there is a possibility that an "interlude" will 
be included at some point within the song (near the middle or end). This comes at one 
specific point during each stage, and lasts for two "blue sets" worth of time (see 
paragraph below for more). However, you will only get to play this interlude segment if 
your dance meter is full at this point of the stage (and if you have been playing 
consistently well before that point). These can be either good or bad things. These tend to 
go fast, and be tougher than usual. However, they can also mean more points for you or your 
team mates. They are fun to listen to, and they also lead to different parts of the stage 
(locations) which differ from the usual path (though they will not alter the length of the 
rest of the song, regardless of which path you take). The various stage locations will be 
listed below in the "song list and info" section.

    -Expert Info, Sets: That is all which needs to be known for standard play of the game 
(and the instruction book details a lot of it, though it is in japanese, so it may need 
translation anyhow). As for more detailed knowledge, there is a specific way in which the 
"sets" of each level are set up. Each level has a specific number of sets in it, and these 
sets can be one of two general "set lengths." The first is a "Blue" set, in which there are 
eight distinct and fast "bumps." the second type is a "Yellow" set, in which the set is 
more spread out and actually takes up sixteen bumps per half. These can be viewed as simply 
"short" and "long" sets if you wish. And, in general, each stage starts off with some blue 
sets, then switches to yellow, then back to blue and alternates back and forth like that. A 
good example of a basic stage such as that is the first one, for the School Mates team. It 
alternates back and forth between two blue sets and two yellow sets.

    However, there are a few rare cases where a blue set will only be half as long as usual 
(instead of a normal half and "free" half, it will ony have one of those). These are "Half" 
sets. And in one stage, there is also a "Pink" set, which is one fourth of a set in length. 
I've taken the time to map out each level (through the view mode) and diagram the exact 
order of set types on each stage. These can be found in the "song list and info" section 
below. However, they are abbreviated, so it needs some explaining. The first line under 
each song tells how many blue/yellow sets are in each area in a very concise way. "2/2" 
would mean "two blues then two yellows" whereas "4/2" would mean "four blues and two 
yellows." If there's a letter "h" or "p" on those lines, it means that the area with that 
letter end in a half or pink set. Confused yet? ^_^;; Check in view mode and it will make 
more sense, otherwise ignore it for now.

    The third and final line for each song entry below is an exact one-by-one list of what 
each "set" on a stage will be. And yes, this is part of the reason to never steal an 
author's work in a FAQ file. When someone takes enough time to research and type all this 
out, just to appease himself and the few other obsessive music nuts, it would be very 
unjust to steal that info. The key for abbreviations below is as follows:

  B - Blue
  Y - Yellow
  H - Half Blue
  P - Pink

2.0 Options Menu

    The Options Menu in Dance Summit is completely in English, and therefore it should be 
self-explanatory in most any case. Various options will change the way that the gameplay 
operates, while others will be cosmetic changes. Whichever variable is chosen (for each 
option) will show up in white letters. The full set of menu options is as follows:

        -sound: stereo/monaural
        -BGM volume: 0-63 (select from bar)
        -BGM test: (select song)
        -SE volume:  0-63 (select from bar)

            -want to save: yes/no
            -overwrite old data: yes/no
            -want to load: yes/no

        -command display: on/off
        -vibration: on/off
        -controller type: special/normal

    Note: Special Controller. This game has a special Dance Summit controller (which is 
sold separately) for use with gameplay. The controller has two pads which are slipped over 
the palms of your hands. On each side of these two pads, there is one of the four "face 
buttons" that you'd see on the playstation controller (square, triangle, circle, "X"). 
These pads are connected by wires to the special miniature controller that comes with them 
(though, during the stages, you only use the face buttons. The standard controller is used 
merely to navigate the menus and such). As a note, this controller can be used on any title 
for Playstation or Playstation2 (but it is obviously made specifically for this game).

    The Config section of the Options menu has the spot where you can turn this mode on or 
off. When this mode is switched "on," the game will only give you one of the four face 
buttons to press during gameplay. You will not need to use the four directional buttons 
with this special controller mode on. And in fact, you can play with this mode at any time. 
It does not require the special controller to work properly (so it can add a fun twist to 
standard gameplay. It makes "normal" mode much easier, but it can make "mix" mode much 
harder... because then you must often press two face buttons at once).

3.0 Team Mode

    This is the primary mode of the game, and it's the place where you will spend most of 
your time. First, you must choose your "team" of players. Then, you must then choose which 
of the team's four "characters" you will use. If you are playing with two or more human 
players, all of you must select one different character. After your team is chosen, you 
then must select which difficulty "level" you will play (each of the three having its own 
setup, and the same three choices as in bust a move part2). After this, choose the "stage" 
you will play on as the first level (and after that, the remaining stages will be played in 
a particular order that is pre-set for each team). Once available, you can also select 
whether you play the "normal" or the "remixed" versions of the game's songs.

    -Team Select: Eight choices:
                  Each with their "dance style":

        -School Mates          :  "Cutie Hiphop"
        -Data Be Bops          :  "Breaking"
        -Cusu-Cusu             :  "African"
        -Flower Dancing Team   :  "House"
        -Galaxy 4              :  "Disco"
        -Discos Estrus         :  "Capoeira"
        -Jumbo Max             :  "Gangster Hiphop"
        -Far East Commander    :  "Jazz"

    -Character Select: Four choices per team. (see profiles section).

    -Level Select: Three choices. (see game mechanics for more).
        -Easy: You choose each button press.
        -Normal: Usual style of play.
        -Mix: Multiple buttons per beat.

    -Sound Select: Normal/Remix

    When fully opened, the team mode will take you through a total of eight stages each 
time. Each song you will play can range in "difficulty" from level one to eight. Higher 
difficulty means more button pressing, and it also means that the computer-controlled 
players will play better (and get better scores). The difficulty is determined according to 
the order in which you play the stages. The first stage you play will be played at level 
one difficulty. The second stage you play will be played at level two difficulty. And so 
on. So obviously, the eighth and last stage will be played at level eight difficulty; and 
it be the hardest to do. You can practice any one level, at any of the eight difficulties, 
in "practice mode."

    After each stage, the game will calculate the "score" and "maximum combo" that each 
player reached in this stage. Whoever achieves the highest score will be the one to "get" 
that stage, and that stage's icon will appear next to their name (the icons are shown again 
after each stage is finished). After the final stage, it will list the score that each 
player achieved over the full game (eight stages). Whoever has the highest score is 
declared "number one dancer" (basically, the winner). The maximum combo and number of stage 
icons per player do not effect this result. After this is announced, the game will let you 
know of any new secrets or options that you may have unlocked by beating the game. (see the 
secrets section for more).

4.0 Song List and Info

  Queen's High School            (20 sets)
    2/2 - 2/2 - 2/2 - 2/2 - 2/2
    Classroom, Sports Field

  Kita 2001                      (24 sets)
    2/2 - 2/2 - 2/2 - 2/2 - 2/2 - 2/2
    Arcade, Inside Games

  Jungle Rock                    (22 sets)
    5/2 - 6h/2 - 2/2 - 3h
    Jungle1, Jungle2

  Hanazono                       (25 sets)
    2/2 - 2/2 - 3p/2 - 3h/2 - 3p/2 - 2
    Hanazono1, Hanazono2

  Disco 21                       (21 sets)
    3/2 - 2/2 - 2/2 - 2/2 - 4
    Disco (only one location)

  Muscle Stadium                 (21 sets)
    5/2 - 2/2 - 2/2 - 2/2 - 2
    Entryway, Wrestling Ring

  79 Street                      (19 sets)
    2/2 - 2/2 - 4/2 - 2/2 - 1
    Street1, Street2, Station1, Station2, Train, Outside

  Iga Base                       (27 sets)
    4/2 - 2/2 - 3/2 - 2/2 - 2/2 - 4
    Base, Psychadelic, Space

  Queen's High School ~ Remix    (25 sets)
    2/2 - 2/2 - 3p/4 - 2/2 - 2/2 - 2p

  Kita 2001 ~ Remix              (22 sets)
    2/2 - 2/2 - 2/2 - 4/2 - 2/2

  Jungle Rock ~ Remix            (23 sets)
    3/2 - 1/2 - 7/2 - 2/2 - 2

  Hanazono ~ Remix               (23 sets)
    4/2 - 2/2 - 4/2 - 2/2 - 3

  Disco 21 ~ Remix               (22 sets)
    2/2 - 3/2 - 6/2 - 2/2 - 1

  Muscle Stadium ~ Remix         (21 sets)
    5/2 - 2/2 - 2/2 - 2/2 - 2

  79 Street ~ Remix              (19 sets)
    3/2 - 2/2 - 2/2 - 2/2 - 2

  Iga Base ~ Remix               (25 sets)
    2/2 - 2/2 - 2/4 - 2/2 - 2/2 - 3

  Kita 2001     + Bonus          (23 sets)
    3/2 - 2/2 - 2/2 - 2/2 - 2/2 - 2

  Jungle Rock   + Bonus          (21 sets)
    4/2 - 2/2 - 2/2 - 3/2 - 2

5.0 Practice Mode

    Practice mode is the place to sharpen your skills on any level that you have accessed, 
without fear of losing. It also lets you know how well you are doing in any one aspect, 
plus it gives you a chance to play just one specific level at a time (which means that it 
can be seen as a "versus" mode or "free" mode as well). And, after each level you play, you 
get a choice of "retry" or "exit." After the stage has ended, it will show your statistics. 
These include: dance rate, just command rate, max combo, and link count. When you begin 
practice mode, you choose your stage, character, and levels just as you would in arcade 
mode. However, you can now also choose the stage difficulty level (as mentoned before). The 
options are as follows:

    -Team Select
    -Character Select
    -Level Select
    -Stage Select
    -Stage Level Select: 1-8
    -Sound Select: Normal/Remix

6.0 View Mode

    This is the new and expanded version of the "dance view" we know from the previous Bust 
a Move games. In here, you can view each and every dance segment that was choreographed for 
the game. You can also change the camera angle and location (within the level) while you 
view them. There are even special screen effects which can be turned on during this time 
(those which you have seen in the team mode). However, the key to this mode is the ability 
to set up your own little "music video" of sorts. You choose your team, stage, level, and 
all the usual stuff. On this stage, you can set up which moves the team will do on each 
"set" of music in the song. When you first enter this mode, you are presented with the 
first menu you will see below:

    -View Option
              -want to save: yes/no
              -overwrite old data: yes/no
              -want to load: yes/no

    Once you choose to create or edit a song (and choose the slot it goes in) you must 
choose the stage, character, normal or remix, and all that. You can save up to a total of 
sixteen different dance views in your save data (and they will all be automatically saved 
when you save your data from any other mode). Once you reach the level itself, you will be 
presented with the view edit menu. You can switch between the "view" and "edit" menus by 
pressing the "start" button at any time in this process. In the view mode, you can see what 
each of the dance steps or effects will do (for reference purposes). When you go into the 
edit menu, you will be presented with a bar that runs accross the screen. This bar will be 
divided into many small slots, and each of these represents one "set" of music in the song 
(see game mechanics for more info, and see song list for lengths and amounts of each set).

    The menu is shown as follows, and is the same for both sides of this menu (except that 
the bottom three will be absent in the bar edit mode). When you are in the edit mode 
itself, you will choose the motion, position, camera, and effect for each set in the song. 
So in most cases, this is about twenty setups to make, each with those standard four 
choices. The "motions" are the dance moves themselves, and each motion has its own number 
of camera angles (so it will not always be twenty-five angles). The menu itself reads as 

    -View / Edit Setup
        -Motion: 1-65
            01-24: Single Moves
            25-27: Pair Moves
            28-31: Fever Player 1
            32-35: Fever Player 2
            36-39: Fever Player 3
            40-43: Fever Player 4
            44-47: Trio Minus Player 4
            48-51: Trio Minus Player 3
            52-55: Trio Minus Player 2
            56-59: Trio Minus Player 1
            60-65: Quartet Moves
        -Position: 0-5
            00-01: Areas for Queen's High School
            00-01: Areas for Kita 2001
            00-01: Areas for Jungle Rock
            00-01: Areas for Hanazono
            00-00: Area, for Disco 21
            00-01: Areas for Muscle Stadium
            00-05: Areas for 79 Street
            00-02: Areas for Iga Base
        -Camera: 0-25
            00-25: Views for Single Moves
            00-03: Views for Pair Moves
            00-05: Views for Fever Moves
            00-01: Views for Trio Moves
            00-01: Views for Quartet Moves
        -Effect: 0-16
            01: Convex lens
            02: Concave lens
            03: Blur view
            04: Polarize view
            05: Pixelate
            06: Split to four
            07: Split to sixteen
            08: Warp to convex
            09: Warp to concave
            10: Fade from pixelate
            11: Fade from back
            12: Fade from left
            13: Fade from right
            14: Fade from top
            15: Fade from bottom
            16: Fade from blur
        -Back Off
            -Background Normal
            -Background Black
            -Background Blue

7.0 Profiles

    The profiles section is a list of all of the game's thirty-two characters. It starts 
off with only the first four teams, and will eventually show any of the characters you have 
gained access to. Once you have beaten "team mode" with a particular character, you will 
then gain access to their profile. So basically, in this mode, you can view only the 
profiles of characters that you have beaten the game with. To get each profile, you must 
beat the game a minimum of thirty-two times in one-player mode. Each character has their 
own number, and they are ordered by team and by rank (the first on each team is its default 
leader). The characters are ordered as follows (with their team name above each set of 

--School Mates--

  01. Banbi
    Age: 13 years old
    Birthdate: October 27th
    Blood Type: "B" type
    Occupation: Junior High Student

  02. Candy
    Age: 16 years old
    Birthdate: July 2nd
    Blood Type: "O" type
    Occupation: Junior High Student

  03. Betty
    Age: 13 years old
    Birthdate: September 14th
    Blood Type: "A" type
    Occupation: Junior High Student

  04. Olive
    Age: 14 years old
    Birthdate: April 30th
    Blood Type: "B" type
    Occupation: Junior High Student

--Data Be Bops--

  05. Suzuki
    Age: 15 years old
    Birthdate: July 16th
    Blood Type: "A" type
    Occupation: Junior High Student

  06. Honda
    Age: 15 years old
    Birthdate: June 21st
    Blood Type: "O" type
    Occupation: Junior High Student

  07. 3D
    Age: 14 years old
    Birthdate: January 19th
    Blood Type: "AB" type
    Occupation: Junior High Student

  08. G-Pan
    Age: 14 years old
    Birthdate: December 22nd
    Blood Type: "O" type
    Occupation: Junior High Student


  09. Cindy
    Age: 20 years old
    Birthdate: August 17th
    Blood Type: "A" type
    Occupation: College Medical Student

  10. Sahara
    Age: 18 years old
    Birthdate: February 2nd
    Blood Type: "B" type
    Occupation: College Student

  11. Kei
    Age: ?? years old
    Birthdate: ???
    Blood Type: ???
    Occupation: ???

  12. Me
    Age: ?? years old
    Birthdate: ???
    Blood Type: ???
    Occupation: ???

--Flower Dancing Team--

  13. Cherry
    Age: ?? years old
    Birthdate: October 24th
    Blood Type: "A" type
    Occupation: Company, Head

  14. Marguerite
    Age: 30 years old
    Birthdate: March 7th
    Blood Type: "AB" type
    Occupation: Company, Section Head

  15. Saffron
    Age: ?? years old
    Birthdate: February 8th
    Blood Type: "B" type
    Occupation: Company, Section Head

  16. Jasmine
    Age: 20 years old
    Birthdate: August 2nd
    Blood Type: "AB" type
    Occupation: Company, Employee

--Galaxy 4--

  17. Miranda
    Age: 19 years old
    Birthdate: July 12th
    Blood Type: "A" type
    Occupation: Planetary Youth Groups

  18. Planet
    Age: 19 years old
    Birthdate: December 24th
    Blood Type: "A" type
    Occupation: Planetary Youth Groups

  19. Orion
    Age: 35 years old
    Birthdate: May 27th
    Blood Type: "B" type
    Occupation: Bird Watcher

  20. Apollo
    Age: 23 years old
    Birthdate: October 7th
    Blood Type: "O" type
    Occupation: Space Farmer

--Discos Estrus--

  21. Micro
    Age: 25 years old
    Birthdate: May 26th
    Blood Type: "A" type
    Occupation: Rucha Fighter

  22. Utan
    Age: ?? years old
    Birthdate: June 21st
    Blood Type: "B" type
    Occupation: Mascot

  23. Dragon
    Age: 28 years old
    Birthdate: July 12th
    Blood Type: "AB" type
    Occupation: Rucha Fighter

  24. Texas
    Age: 32 years old
    Birthdate: October 7th
    Blood Type: "O" type
    Occupation: Rucha Fighter

--Jumbo Max--

  25. Bat
    Age: 18 years old
    Birthdate: April 7th
    Blood Type: "O" type
    Occupation: Unemployed

  26. Meat
    Age: 18 years old
    Birthdate: August 12th
    Blood Type: "O" type
    Occupation: Former Burger-Dog Employee

  27. Jason
    Age: 17 years old
    Birthdate: March 3rd
    Blood Type: "A" type
    Occupation: Not a Teacher

  28. Duck
    Age: 18 years old
    Birthdate: June 16th
    Blood Type: "B" type
    Occupation: High School Student

--Far East Commanders--

  29. Imawa
    Age: 20 years old
    Birthdate: June 1st
    Blood Type: "A" type
    Occupation: Spy

  30. Tomoe
    Age: 18 years old
    Birthdate: July 9th
    Blood Type: "O" type
    Occupation: Spy

  31. Shogun
    Age: ?? years old
    Birthdate: August 26th
    Blood Type: "A" type
    Occupation: Spy

  32. Hamamatsu
    Age: ?? years old
    Birthdate: April 12th
    Blood Type: "AB" type
    Occupation: Spy

8.0 Replay Mode

    This mode is not available on the main title screen when you first start up the game. 
It will appear any time after you have completed "team mode." After completing a full team 
game, this mode allows you to view a "replay" of any of the eight stages which you have 
just completed in the previous game. This means that the characters will perform the moves 
and actions which took place when you played arcade mode (including the "interludes" if you 
came to any). However, there will be no commands display to block the replay, so it is 
definitely good for a fun viewing. You can not save these replays to the memory card, 
however. Each time you complete team mode, it will replace these eight slots with those new 
replays. And when you power down, the replays are not present when you play the game next 
time. If you wish to save any particular choreographed songs, you can do so in "view mode."

9.0 Game Secrets and Hidden Options

    -New Teams and Stages. When you first play the game, you will only have access to the 
first four teams of players. You will also begin with only the first four stages (the ones 
that correspond to those teams). However, each time you complete "team" mode, you will gain 
access to a new team (and their stage that goes along with it). It will say "new team get" 
and "new stage get" on the screen which follows the final statistics at the end of team 
mode. Once you have earned the four special teams/stages (and have access to them all) you 
can earn the other special options below. Here is the order in which you will earn the 
teams and stages, though, the first four times you beat the game:

        -1st time:  Galaxy 4 / Disco 21
        -2nd time:  Discos Estrus / Muscle Stadium
        -3rd time:  Jumbo Max / 79 Street
        -4th time:  Far East Commanders / Iga Base

    -Remix Songs. This can be earned once you have gained access to all four of the special 
teams described above. On the fourth time that you complete the game in team mode, it will 
give the message "remix songs get," which means that you now have the option of "sound 
select" in the game. This option will appear when you play team, practice, or any other 
mode when you choose your characters and songs. With that, you can choose between playing 
either the "normal" or "remix" version of the game's eight songs (which is described in the 
other sections above). The remix stages have different lengths and sets than their normal 
counterparts. Also, in some stages (such as Jungle Rock or Kita2001) the remix stage will 
have a different colored background (though it will still have the same number of locations 
and such). Either way, this increases the number of songs in the game to sixteen. (however, 
with the mode below, it increases the number to eighteen songs).

    -Bonus Tracks. This ability is unlocked when you beat the game in team mode for a fifth 
time. What it offers is the ability to play yet another (third) remix of two of the game's 
songs: Kita2001 and Jungle Rock. When you start a new "team" mode game, get yourself to the 
part where you can choose either "normal" or "remix" sound selection. But, instead of just 
choosing remix mode like you usually would, you want to first just highlight the word 
"remix." Then, hold down both the "L1" and the "R1" buttons while you press circle to 
choose the remix mode. If you do this correctly, you will begin the usual remix mode's set 
of songs. Six of these songs will be the same as they usually are. However, on those two 
songs that were mentioned before (Kita2001 and Jungle) you will play the third version of 
them (the "bonus" version mix). Also, to note, you can select these bonus mixes in the 
other modes (practice, view mode, etc.) by doing the same button holding trick when you 
choose "remix."

10.0 Contributions and Thank-You's

    I've worked hard as hell on this file, so please please do not steal any of the 
information from it. I know that FAQ writers are always willing to help each other out, and 
that part is always true. However, I have spent countless hours with the game powered on, 
running between rooms to type up all of the specific info straight from the game. I would 
be mortified if anyone were to simply cut and paste my information (or even "slightly 
paraphrase it") instead of working hard to find their own info. I know we all agree on 
this. However, if you have anything to contribute or such, please send me an Email, and i 
will give you credit in this FAQ. Note, however, if it is just a small change or new option 
in the game... i have likely discovered it by the next update. Corrections to wrong 
information are even more appreciated ^_^; Anyhow, on with the thanks...

    Extra special thanks to Enig-chan for help and confirmation with character profile 
information, especially for occupations of characters. Information was used with 
permission, of course (domo arigato, Lynnchan). Also thanks to the official Enix Japan 
website on Dance Summit, which is where both of us got those character details to translate 
in the first place ^_^; Also, a special shoutout to Shane-sama, one of the only folks i'd 
known who had this game as early as me, and a guy who definitely adores the game like no 
other. Also sending much love to everyone at the official Enix Boards, you guys are an 
amazing group of people (with an even more amazing love for this series).

    GameFAQs (www.gamefaqs.com) for hosting this FAQ, along with more great gaming info 
than most any site out there. Keep up the good work, man. Without GameFAQs... where would 
we all go for detailed game help? Sure, lotsa places have great code archives, and some TRY 
to keep all the best FAQs. But who succeeds? Only one, my friend ^_^ Jeff "CJayC" Veasey 
does an astounding, daily job of organizing these entries (and he writes his own wonderful 
FAQs). I must also give a hearty thanks to Al Amaloo, the maintainer of Videogame 
Strategies (vgstrategies.about.com). He has completed perhaps the best and most extensive 
archive of codes and tricks (www.gamewinners.com) and written extensive guides for games 
that would go otherwise un-covered. And what makes these two men (Jeff Veasey and Al 
Amaloo) so special... is that they provide an invaluable service to the gaming community 
out of the goodness of their heart. They work hard, every day, without the help of any 
major affiliate. Bravo to both of you!

    The patrons of my own message board, the OtherWorlds Shrine (www.tows.org) which is 
sometimes the only refuge for the true gamer. Along with my friend SineSwiper, we keep the 
shrine alive as a place for gamers to respectfully speak and get together while online. The 
friends that I have made there have meant the world to me, despite how my "real life" 
sometimes drags me offline for days at a time. Either way, here's to ya'll... and I won't 
mention any names (as there are too many of you to possibly remember them all now. And 
you'll kill me if I miss any, hehe). The place has been around for years, and I guarantee 
that it will always exist as long as there is an Internet.

    The select few of my OFF-line friends who love gaming almost as much as myself, and 
keep me inspired to keep on playing. Tacchi, you're as obsessed over games as me. We've 
been gaming for well near two decades. We're getting old, dude. And Crystal, well you can 
kick most of our sorry arses ^_^ Steffannee... you introduced me to Will in Rival Schools! 
Scott, you've been a pal through it all, despite how you suck at games ^_^ Kathryn, your 
love and understanding will always be cherished (yes, call me sappy). And Alex, you've been 
there since we were infants, when the NES was only a dream in the semi-near future. Chris, 
you're one of my dearest friends (as well as one of the most eerily unique). Your love for 
the Butterfly song and the goofy dance you do... will always bring a smile to my face.

    And of course, thanks go out to Lynn and Donna! You two are a few of the only people 
who love Pop 'n Music (and Bust a Move of course) as much as I do. Every time we meet is a 
cherished moment. And, speaking of music games, I owe a world of thanks to Malcolm. His 
friendship has meant a ton to me, and he's one of those few folks who plays and works hard 
at ALL the music game series just like I do (Beatmania, Dance Dance Revolution, Pop 'n 
Music, Bust a Move, and the countless other Bemani titles as well). And to the fans of 
music games, worldwide, i offer the greatest thanks of all. Our demand is what keeps this 
amazing genre of games coming back to us every month.

    Konami, Sony, Sega, and all the great companies and people who made the game possible. 
Without them, we'd never have been introduced to this wonderous world, beautiful 
characters, and a style of gaming that changed our lives. These musical rhythm games, like 
Dance Summit, are perhaps my favorite genre out there right now. It gives those folks with 
a "rhythmical sense" a way to convey that sense through gaming. And besides, it beats 
having another cookie-cutter RPG or fighter to deal with.

~End of File~