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Ryyudo
@Ryyudo

Other Stages

Dance Dance Revolution was trouble for arcade earnings, despite its popularity.

Dance Dance Revolution, or DDR, was one of the worst-earning games we had in our arcade for two main reasons: Earnings and Repairs. Even then, it did one important thing we reap the rewards of today.


Earnings

The Monopoly man with the pockets of his pants pulled out. He is shrugging.

Earnings in arcades are basic economics in practice: You don't want to charge so much that folks are dissuaded from purchasing, but you want to hit the maximum value that players are willing to pay.

My short-lived (not dead) mentor taught me to think about how many credits the game could earn per hour if played non-stop, estimating on the amount of time players are on a single credit. It's guesswork, but you can watch and feel some things out.

So you'd get a rough equation:

  • ([cost of 1 credit] * [# of players]) * (60 min./[est. mins. for a credit]) = Earnings Per Hour

Using Time Crisis 3 as a guestimate example:

  • 50 cents per credit. 2-player game. Estimated 4 minutes to game over.
  • (.50 * 2) * (60/4 minutes)
  • $1 * 15 credits an hour = $15/hr.

This is where DDR struggles.

For those who aren't knowledgeable about DDR: At default settings, most players are playing 3 songs. With DDR's songs averaging 1 minute 30 seconds and ~30 seconds for song selection, we're at ~2 minutes per song and ~6 minutes per game.

While that's 10 games per hour, this is being very generous.

Other common things that add time:

  • Pre- and post-game setups (e.g moving personal items, adjusting fans, wiping down pads/shoes, stretching, etc..)
  • Human exhaustion (Song selection timer defaults to 60 or 99 seconds and folks use that time to recover.)
  • Folks who play strictly single-player (locks off 2-player credit earnings*)
  • An additional song if the players are skilled enough (more time)
  • Game overs are prevented in the first song on Beginner difficulty (fastest game over is 2+ minutes)

*Someone who is knowledgeable about DDR may bring it up: This is referring to folks who only play alone and machines with Joint-Premium on (1 credit for Doubles mode), which was common in my state.

So now we're ~10 to 15 minute games; six to four games an hour!

Using a median of 12 minutes

  • $1 per credit (premium game allowed for premium prices). 2-player game. Estimated 12 minutes to game over.
  • ($1 * 2) * (60/12 minutes)
  • $2 * 5 = $10/hr; 66% of Time Crisis 3.

Compared to Time Crisis 3

  • Allows players to quickly continue playing after a game over.
  • Is designed to take credits quickly.
  • Player skill level stays relatively low, meaning a sustained amount of game overs/credits.
  • Doesn't require preparation.
  • A second player is always allowed.
  • Forced difficulty increase in later stages, meaning more game overs and credits.

To summarize, DDR's lower earnings are a result of:

  • A slower gameplay loop.
  • Prolonged credits/fewer game overs due to beginner and advanced skill levels.
  • Adjustable difficulty to avoid game overs.
  • Less random plays due to clothing worn, embarrassment, etc.

DDR is arcade-unfriendly when it comes to video arcade earnings. Heck, you might've already applied some of DDR's issues to other video arcade games. All these assume DDR is working properly, which is the second half of our DDR conundrum.

Repairs

Wreck-It Ralph upside-down and punching the ground with a powerful cracked-cement effect around his fist.

DDR takes a pounding (😳) but DDR pads are resilient!

Folks without DDR experience will stomp and jump on the pad, wear improper footwear, and/or have a lack of self-awareness such as holding their drinks while playing the game. This day-in and day-out treatment eventually destroys sensors, cracks arrow panels, loosens bars, blows out speakers, etc., which isn't a problem with most other video arcade games.

Many games share the same parts with one another. For example, the optic lens inside the gun of Time Crisis can also be used in Jurassic Park's guns. This was great for troubleshooting and buying spare parts in bulk.

Fortunately, I played DDR competitively so I could source what was wrong easily without troubleshooting with other machine parts. Unfortunately, it was pulling teeth to get it repaired because of costs.

We had a Namco hotline for over-the-phone assistance to troubleshoot and repair games. If it was a serious issue, we'd ship the part to their HQ for repair and they'd send out a working part to minimize downtime.

DDR is a unique, Japan-centralized game so parts aren't common or cheap. It's also large and doesn't ship well, even when broken down into parts.

Any major repairs had to go through a lot of troubleshooting because they didn't want to pay. Additionally, higher-level players wanted a Perfect experience or they'll go play elsewhere. For a game already struggling to earn what it could, its popularity made it extremely competitive. But that was DDR's biggest positive.

Any major repairs had to go through a lot of troubleshooting because they didn't want to pay. Additionally, higher-level players wanted a Perfect experience or they'll play elsewhere. For a game already struggling to earn what it could, its popularity made it extremely competitive... but that was DDR's biggest positive.

DDR Kept Arcades Relevant

Two players playing Dance Dance Revolution. Behind them there's a small crowd of kids and adults watching.

DDR brought foot traffic to arcades... figuratively and literally.

This is more speaking as lived experience: DDR kept folks coming to the arcade who would've long preferred to be at home. It was an experience that was nearly impossible to replicate at home and the home solutions were not as satisfying as the arcade.

A home version of a Dance Dance Revolution pad. It unzips to reveal its interior of foam. A squishy home pad could not provide the satisfying tap of a metal behemoth.

DDR exploded in popularity. It was featured in

It brought multiple generations into the arcade and kept them there for years, maybe even earning its investment back over time. It fostered a community excited to gather around a game. It pushed for exploration of the arcade while folks waited for their turn. Personally, I wouldn't have ever tried games like Outrun 2, Time Crisis 4, Pump It Up (ironically), Initial D, or Derby Owner's Club(!) had I not been waiting for DDR's lines.

A shot of Derby Owner's Club, and 8-player arcade game I understood why we had regulars here after playing and getting my own horse cards, similar to Initial D cards.

While I think Barcades* were an inevitability, I don't feel they would have the same popularity if arcades didn't continue to attract folks with DDR and create nostalgia for '90s to '10s kids. Round 1 might not have tried the U.S. market if rhythm games weren't at their backbone.

*Barcades are arcades with an alcohol bar in it, helping attract a 21+ crowd with nostalgia for video and pinball arcade games.

DDR may have not brought in money, but it brought in bodies. Something arcades battled since the NES came out in 1986.

Using DDR as an example, we have a number of reasons why arcades shied away from video arcade machines. Between limited earning potential and repair costs, it made sense to focus on games that are the opposite of that: Prize and Redemption games.

Next Stage: Big Prize Games, Big Money Gains. I Love It!

The host from the NES video game Smash TV. He is in his red suit jacket and has his arms around two scantily-clad women on each side


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in reply to @Ryyudo's post:

brrrroooooooooooooooooooooo, Derby Owner's Club... there's a game that I have to imagine made money hand over fist. I had so many of those damn cards. I've kinda been conservative in playing most things besides rhythm games at R1 because of the exact time-cost reason you describe, but now I'm thinking I might have to just fuck around with some of these other games the next time I go, good post 🙏

DOC was such an interesting and unique game. I was shocked to trip across one in Japan in 2020 and that thing was popping on a midday!

From the Round 1's I've visited, there's a lot less there for "random" gaming. If you don't enjoy fighters or rhythm games, you may have a shmup or Tetris at best. I don't blame you for staying in your circle, but definitely fuck around and find out (positive) next time!

Thank you as well ☺️

DDR is genuinely the only way I can justify crossing the dang state to get to a Round1 lol. There's several other arcades closer by, but I don't have friends that'll go with me, so it's a tougher sell. I do if there's DDR involved though.

Round 1s have the special ability of being placed in locations that require the highest effort from its biggest fans lmao. Glad you get to go occasionally though, it's still a well worth trip! And quality DDR is rarer.

Well said.

DDR traffic is essentially the only reason we had a fighting game scene in our arcades through the aughts. It was a weird trickle-down effect, but it created a really great environment for our mall arcade for the playerbase even though it couldn't sustain making money for the arcade over time.

Similar to the barcade concept, having very active arcade players on dance machines realistically drove way more profit in selling snacks/drinks. There was an absolute "give and take" involved in having those games.

DDR friends are the reason I got so into fighting games, so that's seemingly more universal! 😂

I didn't even think about the snacks/drinks knock-on effect! There was a restaurant within the venue that we'd occasionally eat at, which in retrospect it was better than it had any right to be for a gambling venue. So that likely kept some butts in seats despite the lack of snack (though those earnings wouldn't be ours to see).

Also, thank you so much for the kind words and support. Here and the prior post as well!

I love (love, love, love) DDR! I played a lot in the mall arcade when I was a teenager, and it was the only game in there that anyone played. Sad to hear that it wasn't a big earner. No wonder that arcade closed.

The old people that walked around the mall and never bought anything would always complain about the loud sound. I hope they all went to hell.

At the very minimum, it likely earned some money over a long time. There was some care put into it by the community as well, depending on the arcade, so that might have lessened some repairs (or had cheaper repairs). The love of the game was real, but the love of the whole arcade was less so.

While I'd say that's a harsh sentence for those folks, I definitely understand that frustration as well 😅. Generational differences and such.

I learned about DDR back-asswards from most everybody else, learning how to play on Cobalt Flux and later refurbishing the pads from an ITG2 dedicab (you would not believe how much baby powder was in there). This was a good read! I didn't know what the arcade traffic dynamic was like at a real arcade, I've been to one maybe two or three times in my life.

Oh wow, you're extremely lucky to have gotten an ITG2 pad for refurbishing! I can absolutely believe how much baby powder was in there though, as a baby powder user LOL. I'm surprised they didn't ban us sooner from using it haha.

It's a neat to get that bit of perspective, right? I love hearing stories from when fighting games were all the rage; I started with home consoles in 2010 and never really experienced the arcade in that way. A bit backwards as well 😆

Not that bad of a shot, honestly!

Assuming you want a DDR pad, you have a few real good options nowadays!

  1. StepmaniaX pads. They're normally for a new game by Kyle Ward (of In The Groove fame) called StepmaniaX, and they're amazingly quality. They're hard to get though, you have to be hunting for releases when they're available. The new game is really fun as well and gets consistent updates if you get the machine.

  2. DDR Refurbished Arcade Pads are more common as well. You'll have to do some searching, and likely will have to pay a lot for shipping, but some small businesses are specializing in making them home-ready (USB connected).

  3. L-Tek pads. I've heard with some modifications and work, it's the most cost effective and accessible way into a metal pad. I have a friend who occasionally streamed with it and seemed to be mostly happy with it (he's never truly happy lmao).

I was thinking about this again today and remembered that Modern DDR (along with most if not all modern rhythm games) require the publisher to get a cut of each credit used as part of the online service that the machines use.

How the hell does ANYONE put a DDR cab in their arcade nowadays with that? There's no way they justify the amount of space they bring in or foot (pun) traffic they bring either.

Assuming one is doing everything above board of course.

I didn't know that's what modern rhythm games are doing! Huge TIL!

Ironically, even knowing that, I'd still say the reasons generally remain the same: Foot traffic and consistency, along with some word of mouth since arcades are few. Especially if it's truly a cut of each credit, rather than a monthly subscription (aka money won't be lost if folks don't play). Since rarely anything is just an arcade but more of a fun center, that's still folks to participate in other activities with a consistent goal to step on some money's worth of arrows, maybe even in the off hours.

Additionally, word of mouth for the arcade enthusiast community is strong for cool and cared-for arcades. These boosts are huge for marketing when local, arcade-focused businesses mostly don't have marketing money.