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Chapter 129 - Chapter 129: DDR Fever

In just two weeks, Sony and Sega's promotional tidal wave crashed across the globe like a boulder dropped into a still lake, propelling *Dance Dancer Revolution* (DDR) to the forefront of major cities.

TV ad bombardments, full-page fashion magazine spreads, celebrity playtest videos, and bustling pre-launch events fueled the game's ascent.

All built toward DDR's release day.

On the eve of Thanksgiving, DDR officially launched.

As dawn broke, flagship arcades in key global cities saw strikingly similar scenes: surging crowds, mostly young faces aglow with excitement, and media crews armed with cameras ready to capture the historic moment.

In Tokyo's Akihabara, the electronics district's buzz hadn't fully awakened. Yet, a group of schoolgirls in dark uniforms chattered with barely contained glee.

"The *Masquerade* steps in the ad were so cute!" a twin-tailed girl gestured, sparking giggles from her friends.

"Yeah, I never thought Shonen Tai could inspire dances like that—works for girls and guys!"

They gushed over the ad's idol group choreography—novel, stylish, brimming with youthful allure.

Nearby, a hip-hop-clad youth in a baseball cap, arms faintly tattooed, scoffed at the hype. A seasoned street dancer, he muttered, "Just stepping on arrows? Kid stuff."

His friend tugged him. "Don't knock it, Ken. We're here—give it a shot."

Reluctantly, Ken joined the queue. He picked *Bad* by Michael Jackson, the screen flashing with LaVelle Smith Jr.'s moves and a high-difficulty chart. Smirking, he tried syncing his steps with the arrows and Smith's choreography.

A cascade of "Miss" prompts wiped his grin away. Sweat beaded on his brow as stifled chuckles rose around him. The song ended, his score dismal.

Cheeks burning—not from exertion but rare defeat—Ken's eyes locked on Smith's slick moves. His dancer's pride flared. "Again," he said, fishing out another coin, tone resolute.

In New York, Times Square's massive screens looped DDR's electrifying ads. Inside a nearby arcade, booming music and flashing lights drew curious eyes. A blond teen clumsily followed *Never Gonna Give You Up*'s beat, his stiff moves drawing friendly laughs and encouraging whistles from the crowd. The vibe was lively, quintessentially American.

A gasp rippled through as a graceful girl in a simple T-shirt and jeans took the stage for *La Isla Bonita*. Her steps, while hitting the arrows, wove in improvised Latin flair—upper-body flourishes and spins. Her confidence stole the show.

At the song's end, thunderous applause erupted. A suited man pushed through, handing her a card from a top modeling agency. Similar stories unfolded globally in DDR's first days.

In London's Soho, a trendy arcade buzzed with stylish youths. ABBA's *Gimme! Gimme! Gimme!* pulsed, urging dolled-up girls to try. They quickly learned DDR demanded more than footwork—high scores required expressive upper-body performance and stage presence. Sweaty but exhilarated, they chased tougher songs and flashier moves.

From Tokyo's finesse to New York's exuberance to London's chic, players were floored by DDR's LD-driven HD music videos, precise scoring, and synced light-show effects. Accessible idol group tracks, with catchy tunes and cute choreography, drew women previously uninterested in arcades, their joyful leaps lighting up screens.

At Sega's headquarters, days post-launch, order and revenue data snowballed in.

Takuya Nakayama sat calmly at the boardroom table, a slight smile betraying his satisfaction. The finance chief's voice trembled with excitement. "Directors, as of yesterday, DDR's initial 50,000-unit global rollout is nearly sold out. Arcade reorders exceed 100,000 units. R&D and early marketing costs were recouped in three days. Daily profits are soaring."

Gasps gave way to fervent applause and stunned murmurs.

Director Yoshikawa's wrinkles seemed to smooth, his claps hearty. Initially just a Sony liaison, he now shared DDR's glory—winning without effort was irresistible.

A senior executive, amid the joy, stayed measured. "DDR's triumph is our team's work, but Sony's global marketing network, vast music rights, and arcades' established channels were pivotal."

Nods spread. Takuya agreed—Sony's muscle was key to DDR's explosive reach.

Talk turned to Sega's own challenges. "Our home console distribution remains a weak link," Yoshikawa said, brow furrowing. "Take the SG-1000—we leaned too heavily on a few big agents like Tokuma Toys. Our reach was limited, leaving great games unseen by wider audiences."

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