




Dance Factory is paradoxically one of the smallest games ever on PS2 - it all has
to fit in memory, which explains the simple background graphics, though those
build up as you play and respond to the beat, unlike simpler light-synthesisers,
and had to be chosen to provide variety without overwhelming the display of
arrows, scores and key information needed to play the game. Graphics also have to
compete for memory with the dance database - the library of varying-length dance
step sequences, customised for each tempo and time signature - and the CD analysis.
Difficulty: Just Right
Learning Curve: 30 to 60 Minutes
Time Spent: 10 to 20 Hours
"Worth playing"
Other comments from players: "Highly addictive"; "massive replay value"; "THIS GAME IS AWESOME!!!! GET IT!"


Since random access to spiral-recorded optical discs is not much faster on PS3
and Xbox360 than it was on the previous generation - or older CD consoles, for that
matter - it's harder to justify nowadays, especially when games like GRID also stream
high-resolution graphics from the disc as they run. But with eight-layer interactive
music and a vast speech database, any phrase of which could be triggered at any time,
GRID could not fit all the main game audio into RAM even on a half-gig console, and
so CMStream introduced reams of extra code to bring streaming up to scratch on new
game systems. This time I was assisted by two other experienced audio programmers,
recruited from companies spun off from the former EMI Central R&D labs - Aristotel
Digenis and Pete Goodwin (no relation).© Simon N Goodwin, Warwick 2005..2009, and reviewers