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PlayStation Basement #70 - Superstar Dance Club: #1 Hits!!!

This review was originally published on the Console Purist Facebook group on December 28th, 2019.

Hello once more, and welcome back to the PlayStation Basement. PlayStation Basement is a weekly review of games for the original PlayStation that are somewhat obscure, unusual, or unknown. Games are rated Good, Bad, or Neutral to emphasis the written review. Now, let’s go!


The end of the year, the end of the decade is approaching. In only a few days, the world of 2020, a time foretold in many a science-fiction novel, will be upon us. It’s kind of unbelievable to me that the PlayStation 2 came out 20 years ago and that 2009 ended a decade ago. Time moves in the shadows when we forget it’s there. Before you say it, I’m not reviewing a ninja game to work with this metaphor of time that I’ve just made. Instead, I have a game for the New Year’s holiday of parties and joyful celebration. This is Superstar Dance Club: #1 Hits!!!


Superstar Dance Club: #1 Hits!!! is a rhythm game published by Media Rings in 2001 in Japan and by XS Games in 2002 and 2003 in North America and Europe respectively. The game is known as Love Para: Tokyo Para-Para Musume in Japan. It was published as part of the Fukyuuban 1500 Series of budget titles that also included Runabout 2, the dating-sim/RPG combo of Yuugen Kaisha Chikyuu Boueitai – Guard of Earth Organization, Zap! Snowboarding Trix ’98, and the mahjong title of Saibara Rieko no Mahjong Toriatama Kikou. While all of the other games were reissued under this brand after their original print run, Love Para was released only in this format. Though this game did come out in the United States, I never heard anything about it until a year ago.



When I saw the cover art to Superstar Dance Club, I was excited about the odd genericity and bright colors. The design of the North American and European cover art is a time capsule of the early 2000s: it looks like the many contemporary remixes of the 70s, especially Bratz and Totally Spies! The art also reminds me of the odd Charlie’s Angels image used on the North American Mobile Light Force games also published by XS Games. The Japanese art is even more of a 70s trip with dayglow chibi dancers in floral prints under glittering lights. These images certainly match the cheap price of the game.



The in-game graphics are very similar to the cover art: cheap but whimsical. It’s all 2D with characters that look like cardboard cutouts, similar in a way to Parappa the Rapper. Each of the stages has its own unique design, and these include locations such as the circus, a haunted house, a wrestling ring, and a science-fiction battle. Each stage has characters to match too, so it’s all pretty neat looking despite the limited animation. The opening cutscene looks pretty cool with Warholian mirages of color cascading across the screen. The one thing that actually suffers from the low budget in Superstar Dance Club is the UI. That’s a story still to come though.


Thankfully the sound in Superstar Dance Club: #1 Hits!!! is reasonable. The electronic tunes are very danceable and full of energy. I found myself moving to them as I played, partially to get myself in the rhythm and partially because the songs were good. The musick isn’t maybe the most memorable, and at least some of it appears to be remixed classical musick and the like. I think that these new versions are done in a creative way, so it’s actually pretty good. The effects aren’t to the same quality as the musick. Some are kind of annoying, especially if heard often, but this is all up to the player. Again though, the sonic feedback to the player, essentially the aural portion of the UI, is not up to the level I expect a rhythm game to be. “So what do I expect a rhythm game to be?” you may be asking.



Well, Superstar Dance Club does a lot of things that you would expect from a rhythm game well. Buttons appear on screen that flash with the song. You must press the corresponding buttons on time. The closer to perfect you are, the better. Each press fills up a green gauge above a red gauge. When the red gauge reaches the end, the green gauge must be similarly filled up (or filled even higher). If it is not filled all the way, you lose. If you do go higher than the maximum, the gauge starts to fill up in another color. This extra color is how much the new gauge will fill up when the red completes. There are several red gauges per song. Some sections of each song pause your dancing but continue to fill up the red gauge. This makes it crucial to fill up the extra gauge to have extra power. Sometimes green alone isn’t enough.



Superstar Dance Club is very basic in regards to many things, though. Inputs are one button at a time with no holds or other special inputs. Also, only the four face buttons appear, limiting you to, on a standard controller held in the standard way, your right hand. You may want to hold the controller differently or use an arcade stick. Another odd thing about this game, something that actually makes it more challenging but less user-friendly, is that the screen does not scroll as you would see in something like Guitar Hero. Only eight inputs will appear on screen at once, and they don’t necessarily go in order. You input the left side of the screen until arrows appear under the right side. Then you switch until arrows appear back on the left side. A lot of the time you will be switching, but the game mixes it up from time to time. There’s no sound when you press the commands, and that can be somewhat awkward, but, honestly, I got used to it over time. You do get to see how well you did after each section of button presses, so you can see if you did Bad, Good, or Cool.


There are some little extras in Superstar Dance Club: #1 Hits!!! that add a bit to the game. There’s a slight story here about the heroine traveling to Japan to dance at the CAT Star Dance Club where a competition is held every so often. You start at the club and move on to other places that are surreal but make some amount of sense too. You might find a dancer in a horror, martial arts, or tokusatsu film, at a wrestling ring, or at the circus. There’s also Akihabara, the famous tourist spot in Japan, as another area. It’s fun to see the wild backgrounds and characters, and I find it kind of neat to see how our heroine progresses through different media. After each stage you earn money (your points), and she uses these points to buy things like clothes, accessories, and places to live. There are no real visuals here, but the goofy storytelling is kind of endearing. The other little bit I was going to mention is that during the dancing scenes, you can press the shoulder buttons to play a sound effect. It’s not exactly clear how this works, but if you play the sound effects with the song, you can get some more points at the end. The sound effects can be hard to use when concentrating on the dancing, but that makes it fun and challenging. I do wish there were more than two sound effects per level. This is still a low-budget title when all is said and done.

Overall, Superstar Dance Club: #1 Hits is good for what it is. It’s not a top-notch rhythm title, but it has a little niche with its fun visuals, quirky dialogue, and fun gameplay. I never imagined seeing a dancer blasted with a laser cannon, launched off of the screen by Bruce Lee, or pulled into the underworld for failing a song. The game isn’t particularly long if you are good at it; you can beat this in an hour. I’m not sure how long I played it, but I had trouble with a few of the tracks, one in particular holding me back from getting to the conclusion. This is a decent beginner rhythm game if nothing else. I don’t know if it will please the experts, but I enjoyed Superstar Dance Club: #1 Hits!!! for the little game that it is.

Superstar Dance Club: #1 Hits!!! receives a Good.


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