DJMax Technika Tune Has 67 Songs With Music From AstroKid, XeoN, And KARA

By Spencer . June 26, 2012 . 3:48pm

title_screenPentavision Global will release DJMax Technika Tune for PlayStation Vita this summer. The North American release has 67 songs including: "Renovation" from XeoN, "Back to Life" by CROOVE, "Shining My Boy" from AstroKid, "Silent Clarity" by Tsukasa, and two tracks from KARA "Jumping" and "Step."



song_07 song_08


Songs in DJMax Technika Tune have been redesigned for a three lane format with hold and repeater notes on the rear touch panel. Players can toggle the rear touch panel on and off in the game’s options menu.


album_01 options_menu


DJMax Technika Tune has four different gameplay modes: pop mixing, club mixing, freestyle, and a star mixing mode for newcomers. For competitive players, DJMax Technika Tune has a world ranking system with global leaderboards and Facebook integration so you can show off high scores to friends.


DJMax Technika Tune will be available as a digital download and in stores later this summer.


song_06 song_select album_02 gameplay_01 gameplay_02 gameplay_03 mode_select_01 mode_select_02 mode_select_03 mode_select_04 mode_select_05 ranking song_01 song_02 song_03 song_04 song_05

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  • Jungo

    Me and my friends are totally hyped for this! We’re huge DJ Max fans in general, and we are so hyped for portable Technika. Especially looking at the new song lineup and some of the outrageous old songs (Oblivion Rockin’ Night style!).

    On a more personal note: woo woo new JC+Croove song! JC’s probably my favorite artist in the games.

    • Roubjon

       D to the J to the M-A-X, my name is JC and I’m all so fresh.  Rockin’ on, nonstop, ’till the break of dawn.  1-2-3-Hit me.

      • jujubee88

        162 is bpm, I rip your dreams out like requiem
        No remorse to the game stay true and invent
        Spark architechure JC now do it again
        With a little bit of this and a little bit of that
        Everybody trying to shoot but the boss coming back
        Don’t matter what I missed still flow bust a gat
        Somebody trying to move but get the boom clap

  • Seems to be the best DJMAX game so far.

  • Hoshi星

    Why can’t Diva f have this much song as well???

    Anyway,  good to hear this :)

    • tubers

      That would be awesome if PJD F at least had 50 songs out of the box xD

      Maybe there’s more effort into making PJD songs, videos and animations than DJ Max song/PVs? Or was Sega too busy with the costumes? Or it’s much more expensive to license Japanese songs than Koreans?

      Does this new VITA DJ Max also have new songs or several old ones from past DJM games?This seems to even have a back pad function (I wish PJD had too for the “scratch” instead of just needing to swipe across the screen).

      The online score integration’s pretty cool too :D

      Another win for the VITA!

      • PoweredByHentai

        With Project Diva, I wouldn’t be surprised if some of the original artists had some input on how they wanted their songs to be presented.  

        With DJ MAX Technika, you’re not exactly competing with background video for screen real estate.

        And yeah, licensing costs also factor into the equation, but the video animation also isn’t cheap.

        • tubers

          Hmm thanks for the input but I am so sorry for not understanding what you mean by “With DJ MAX Technika, you’re not exactly competing with background video for screen real estate.”

          May you please explain?

          Also, PJD may have 30+ songs now but don’t they do DLCs? Did the previous DJ Max PSP series do this as well?

          I would sure love to know more details about 3D vs 2D animations in terms of effort and expense for service.. Aren’t 2D animators in SEA getting the short end of the stick? (due to outsourcing).. So I am not sure what you meant by 2D not being cheap(er).. Aren’t most DJM PVs consist mostly of 2D stills as opposed to more “traditional” animation?

          I guess if Sega used mocap for PVs then it wouldn’t be as hard.. unlike frame by frame.

          Anyway, I hope DJM would come to the West asap.. but I am a bit hesitant since the gameplay isn’t like PSP DJM.. :( Not really fond of using the touch screen.

          • PoweredByHentai

            I guess I should have elaborated on the video animation bit.  Oh well.  Anyway, when I said “video animation”, I meant the animation video that Sega includes in each Project Diva title.  You can watch the Project Diva F videos that Siliconera has posted as reference or you can watch this one as an example:

            Now take a look at some Technika songs from the arcade version: 


            Just because something is animated in 2D doesn’t necessarily mean that it is cheaper than a 3D animation.  Most anime (even the ones from this year and last year) are still done with a primarily 2D style.  The difference then comes down to the fact that with 2D styles, you have to draw the characters in their corresponding action/poses for each frame (software tools can automate this process but still aren’t as clean or as smooth as someone drawing in the animation for all the frames).

            With 3D animation, most of your time is spent getting the character’s looks right on a model and then overlaying that model into an environment and then giving it whatever movement instructions you desire.  As a result, 3D animation tends to look smoother because the program and computer overlays, combines, and processes the model and environment for each frame, though some software will suck regardless of how good your 3D models are.

            If you intend to only rely on stills and have no movement/action animation, then 2D will be cheaper.  However, if you want to have smooth movement/action animation, then 3D will be cheaper in the long run because there are fewer cost-related variables such as human resources needed to animate a segment or genre of game where such animation is needed.  I believe that BlazBlue had an interview where they explained their development process and a huge part of their development was spent drawing the character sprites for every single frame of animation type.

            On a related note, there is a PS3 game that is currently in development which is entirely animated in 2D called “Toki to Towa”.

            Anyway, SEGA doesn’t need mocap.  Technically, SEGA could get away with using MikuMikuDance, which is an open-source 3D motion animator that you can hook any 3D models to but I wouldn’t be surprised if Crypton Future Media had their own motion animator since MMD wasn’t developed by Crypton nor SEGA.

            I don’t know if the DJMAX series has any DLC or not because the DJMAX series seem to have been developed with a heavy amount of influence and competition from Dance Dance Revolution.  When you’re competing with DDR back in the PS2 era, the only way to fight is to fight with more songs in your list.

            In contrast, the Project Diva series was developed when DDR was no longer a competitive IP, especially since the rest of the music rhythm industry had just imploded from Activision’s bullshit with Guitar Hero.  So the business model with Project Diva was to basically get brand awareness first, and then monetize on the DLC of additional songs and costumes.  It was a model that worked for SEGA and Crypton so there’s no incentive to change it to include more songs on the retail package when it is completely unknown how many people would actually buy the retail package.

            That said, DJMAX games are developed with more risk and don’t seem to be as adaptable whereas Project Diva games are developed with the understanding of those risks in project costs but are more adaptable with the DLC modules which can be negotiated on a more ad hoc or as needed basis.

          • tubers

            First off, thank you so much for going out of your way and giving me all that info! I feel bad for making you type that much!

            I took a look at those DJ Max PVs you linked and those are the 2D animation that I mentioned that are “stills”.. What I meant by “stills” is that it barely does any motion. More like static poses with panning camera and objects. ( I am not saying all DJM PVs are like that.. I’ve seen at least 2 3D PVs in DJMP3 alone).. 

            What I mean is that I don’t think your definition of 2D animation meant much to me since I quoted “traditional” (I should have been more clear about this and this was my fault.. Watching “traditional” anime would make my point more clear.. as opposed to seemingly “flash based 2D animation”.. [most DJM 2D animation I’ve seen (PSP series) had 2D stills with barely any motion and just had panning effects]..

            I can’t seem to see that as something more expensive nor requires much more effort than making PJD F PVs (like World’s End).. but I guess it’s not as simple as that as it also depends on how much talent the PV makers have.. For me, I think I can make an MMD based PV much more comfortably than making a DJM 2D PV as I barely have any talent drawing.

            Wow this is some convo in just a single aspect of these games xD 

            Bottomline: Effort put into the PV’s are subjective (depending on the talent of the maker or team) [I am still leaning towards PJD F PVs though as opposed to most of 2D PVs of DJM]. More so if they went with something like MMD.. Choreography alone can be annoying. But if they went with Mocap I guess that’s easier.

            -PJD Choreo (unless they already have tons withing their banks)
            -Voca models (costume; texture and module[dress])
            -3D PV Objects (stage and stage objects)
            -Camera Motion
            -Longer PV on average

            Latest PV:


            World Ends Dance Hall:


            As for expense, I guess we can only be certain of that if we interview each team and ask for balance sheets in their respective accounting departments.

            I hope I didn’t sound rude. I don’t mean to be.

            I went too far off the article’s topic.

            I welcome DJM VITA with open arms and open legs!!

            Thanks again for the conversation xD

          • cj_iwakura

            To be particular, DJ MAX is more inspired by the Korean EZ2DJ games and Beatmania than DDR. It’s a music composing game, not a dance simulator.

          • PoweredByHentai


            Regarding the length of the conversation, it’s okay.  I’m used to it.

            Regarding 2D animation costs, again, that depends entirely how you intend to use it.  It can be amazingly cheap, or it can be amazingly expensive if you have to continue to redesign the character and animations when they don’t look “right”.  DJMAX gets away with it largely because distracting the player with background movement tends to be pretty annoying.  It was somewhat annoying in DDR and that was something that people have actually complained about, especially when the background video has colors that make it difficult to see the arrows.

            To draw 2D, you can start with a paper sketch with the outlines drawn, then you scan that into the computer and then draw over that using Sai or Photoshop while using an art pad or art tablet.  Some people skip the paper sketch part entirely and go straight to the photoshopping on the tablet/pad.  Again, depends on artist preference and company workflow.

            Again, cost of 2D animation depends entirely on the game genre and various other variables.  Here’s an example of something that Konami did with Sky Girls, which was a property that is wholly owned by Konami:

            That animation and whatnot in the background?  That’s footage from the OVA, some of which were reused in the TV anime.

            Here’s an example of something that Konami started doing with the DDR EXTREME series:

            Unfortunately, there isn’t a high quality video feed of that particular animation with the song.

            This example is generally what you would expect from DDR MAX and EXTREME though:

            Regarding motion capture, motion capture is pointless.  MMD is an excellent tool that you can do a crazy amount with it.  Here’s an example of a music video with choreography set by MMD:

            There are plenty other examples of people using MMD and getting the most out of it without ever using motion capture:




            The way I see it, choreography can be incredibly easy on with Project Diva, especially if their engine uses preset moves and then strings those together into a continuous fluid motion.  But other than that, MMD is by far the easiest open-source method of getting the same results.

          • tubers

            Yeah.. I said that too with choreo (that if they had banks of motions then it won’t be too hard but IMO is still some effort for PVs lasting 3-4 minutes).

            with MMD it can be easy to make original moves by taking a video of a choreo and then “overlaying” the model and then doing moves frame by frame. But still very tedious.
            I was mentioning about Mocap because I think MMD doesn’t do much for “body recoils” and putting it manually is hella tedious. (PJD F movements look pretty convincing specially with World Ends and Weekender Girl choreo). Meaning using a mocap then manually cleaning some frames might be faster.. and deadline may seem to be a big factor for these teams.

            If mocap makes things faster (and then save the editable sets of motions) then I don’t see it as being useless unless the team is already very talented with completely manual frame by frame animation… unless SEGA doesn’t even a mocap device and is very very expensive.

            “Clean Up”:


            Why mention DDR though? The Sky girl link is more of a “traditional” 2D animation (more frames). DJM barely does this if at all.

            They mostly have tons of 2D stills and panning camera effects.. occasionally some awesome background effects. (not talking about some of the 3D-ish PVs of DJM)

            I’ve never really heard of complaints about videos becoming too distracting.. but that’s another topic I guess.

            Not sure why you linked those MMD videos. Movements seem pretty stiff. I do know smooth ones like Love and Joy, Elektrika . (Pretty confident they had the video on the BG first then overlayed a model, then made the frame by frame motion.. just too smooth! >.< [that's still tedious!])



            When I say "overlay":


            (those "overlays" look more like PJD F motions than those you movements you linked.. doing those overlays IMO is still hella tedious even if easy)

            Just wanted to say again the effort part depends on the talent and capacity of the team making the PVs. So it probably is very subjective on w/c is harder (PJD F PVs vs DJM PVs).

            So far still thinking PJD F PVs are more tedious. Specially after looking at Deviant Art/YT on how many people do 2D stills quickly. I'm confident they at least hire 2D animators along those skill level.

          • PoweredByHentai

            Sure, motion capture can make the process go by faster, but using motion capture still isn’t cheap.  There’s a fair amount of work involved with using motion capture but the thing to remember about motion capture is that physical space in Japan is expensive.

            The folks at SEGA and Crypton have already done an excellent job with choreographing Miku’s movesets during her various Project Diva songs without ever needing motion capture so I don’t see why you continue to insist on using motion capture as a technology.  The realities of the situation make motion capture highly unfeasible.  =/

            The Love & Joy MMD video is definitely something that I’ve bookmarked many years ago.  Thing is, I was lazy with finding MMD examples and grabbed what I felt were pretty smooth examples, especially the Perfume routine of Dream Fighter.  You have to admit that one was very well done if you compare it with the original music video.

            As for videos becoming too distracting, I’m pretty sure I’ve mentioned it specifically as an issue of the background video’s color melding in with the arrows that you have to hit.

            As for PJD videos being “tedious”, well, that’s the whole point of “Project Diva”.  Since you are playing a game about a virtual singing idol, you would expect the idol to be performing and dancing like a music video rather than the stills from DJMAX.  Not having the Vocaloids dance would be entirely contrary to the title of the game itself.

          • tubers

            I see. Has there been a proof that PJD and F never used motion cap? It’s really amazing if so. With PJD movements, I don’t think they need any size as big as what they do with UC mocap set ups..

            BTW those MMD mocaps are just kinects.. pretty cheap.. SEGA doesn’t have to go all out and buy a huge setup.

            (LOL I guess this is all speculation until SEGA says they didn’t use any form of MOCAP with PJD F).

            Yeah your Dream Fighter link was pretty sexy xD If only they cleaned the clipping.. (but hey it’s amazing since they’re not really getting paid for this!).. and AFAIK those weren’t probably the model originally intended (hence clipping)

            It’s still isn’t PJD F movement though.. it’s hard to make the “natural ‘jerkiness’ in movement w/o some mocap even if they use the interpolation curve for MMD.. So I was really thinking that some of PJD F were mocapped and manually cleaned:


            This is just speculation on my part.

            My point exactly with PJD F PVs. It’s more tedious to make one IMO than an average of 2 minute+ 2D stills with loops and occasional animation. We haven’t even made stages yet. (I don’t think I’ve seen a rehashed stage yet).

            Since you mentioned about SEGA already have tons of motions just to be sync’d, those still had to be made in the first place. It’s likely easier for a 2D artist to start even from scratch.. much faster if the 2D artist used a template

            If they went all manual frame by frame like you said and produced those convincing motions then it must have been more effort! And that’s just awesome!.. and IMO, generally needs more effort.

            AHA! Mocap it is then! (Im super confident still completed with cleaning though)



            Ogura Yui..

            Unless those are lies ofc or fake news. 

            If that’s really right though I still can’t blame you. It’s just that I recently got into MMD and making “realistic”/”jerky”/”recoiling” motion is so hard to do.. and made me notice the small natural jerky movements my MMD motion so much lacks (no tracing/no overlays and 100% manual frame by frame):


            Closest thing I’ve seen that’s pretty smooth w/o seemingly having used a mocap (Kinect) is from Twinkle X Twinkle.. (the first video I saw that made me want to try out MMD [because of the awesome TDA model w/c I want to force SEGA to use her too as a module!])


            I still notice it’s stiff though.

          • PoweredByHentai

            Yeah, I recall the Crypton Future Media staff talking about the process at last year’s Anime Expo.

            I guess we should clarify on the motion capture issue.  I’m talking about motion capture in the sense of people wearing a suit with light bulbs for the computer to track.  These are almost always done in a controlled studio environment which is more feasible to do in the US than in Japan.

            What SEGA and Crypton does instead is record the movement and basically watch the video feed without any additional data.  It feels really weird to be hearing them say that at the convention but it sort of makes sense because they don’t want the base skeletal model to be tied to a real person’s motion-captured skeletal model because of differences in height or arm and leg length and whatnot.  So they do a lot of manual editing and setting of the base model before overlaying the full character models on the skeleton.

            One of the other reasons why they rarely go with a suit for the mocap is because some of the dance moves collide with the damn light bulbs.  Mocap suits are also not comfortable to wear, especially in Japan where it tends to be humid throughout the year.

            Regarding Ogura Yui, as you can see from the video you provided, Ogura’s legs are actually spread a bit further apart in many instances, so having that be reflected with any Vocaloid will seem a bit off because of their character models.  Hence the manual edits of the skeletal base model from the very beginning.

            Motion capture is great for highly exaggerated moves but it does have its weaknesses, one of which is subtle gestures or anything that involves moving the body straight into one of those bulbs.  There are smaller and more refined mocap technologies that answer these issues but then you’re talking about a more complex and more expensive system to deal with.

            Regarding the Dream Fighter link, the character models were made using Custom 3D Girl and I don’t think the folks who made that model cared enough about clipping artifacts for it to matter.  If they did, they would have used more professional tools like the Touhou examples I linked to earlier.

            Regarding the existing database for movesets, that really isn’t a big deal since you only need to get it to work for the base skeletal model.  Everything else comes down to character skin models to overlay on that skeleton.  If you have a new moveset that you want to add, you just create it with the base skeletal model.

            The simple way to explain about the pitfalls of motion capture is with a comparison between Project Diva and Uncharted.  With Uncharted, you’re looking for a fairly realistic experience from Nathan Drake, your character.  As such, getting someone who looks and feels like Drake to do the motion capture already solves most of the presentation issues.  With Project Diva, the Vocaloids are not real people and don’t represent reality at all; the characters are there for pure aesthetics.  This means that you still have to stretch the motion captured material manually so that your base skeleton model fits into the Vocaloids’ structure so that you don’t have weird clipping or artifacts in your movesets.

          • tubers

            Vibrant Miku 3D motion capture.”
   It's a little hard to think for them to call “tracing” as “Vibrant Miku MoCap”. It doesn’t seem to be the name of the edit feature as well as they’ve already mentioned it as “Edit Mode” and “Edit MP3”.Not saying I completely disagree with you as the possibility of them just tracing is plausible.

          • PoweredByHentai

            The “vibrant 3D motion capture” thing that you linked to just now unfortunately tells me nothing that I didn’t already know from the Hatsune Miku panel at Anime Expo.

            You have already linked the Ogura Yui comparison and I have also mentioned the discrepancies between the dance and the actual presentation and the line of reasoning that the Crypton staff gave at the event.  What they did isn’t exactly “tracing” nor is it full mocap data.  What they did is sort of a hybrid between the two because of the depth of manipulation of the motion data that they did.  Motion capture data is pretty difficult to edit animation-wise.  However, if you have an engine that supports skeletal data with time-based animation that you can control, then you can edit a moveset fairly easily because you’re not fighting against preset data for each frame of movement.  This is pretty much what MMD does and the system makes a great deal of sense for anything that doesn’t rely on realism such as being able to set a character to perform a Flying Dragon Kick or something.

            The “edit” mode is pretty much what it sounds like, the ability to tell any of the Vocaloids what dance routines to perform for any song as well as the buttons the player would have to hit for any song.

          • tubers

            I am sorry for thinking you were implying earlier they didn’t use any mocap and just went full frame by frame hence the emphasis on MMD as well (w/o showing Kinect features [w/c is a form of mocap]). And writing stuff such as:

            “Regarding motion capture, motion capture is pointless.  MMD is an excellent tool that you can do a crazy amount with it.”..

            “What SEGA and Crypton does instead is record the movement and basically watch the video feed without any additional data.”

            “The folks at SEGA and Crypton have already done an excellent job with choreographing Miku’s movesets during her various Project Diva songs without ever needing motion capture so I don’t see why you continue to insist on using motion capture as a technology. The realities of the situation make motion capture highly unfeasible. =/”

            but now you say it’s a “hybrid” w/c I kept insisting  on the first place and past few posts. (using a mocap device then editing [w/c is what every mocap studio does anyway]).

            The only reason this confusion probably happened is that you don’t consider something like Kinect a device for the term “Motion Capture” and I do. But I can understand that since even I first think of the typical larger studion when “MoCap” is brought into topic.. heck not Kinect!

            Now, what you seem to say is what I was trying to say all these time xD: a form of mocap and some manual editing is more likely than a typical MMD motion data w/c is done frame by frame manually. (“tracing” is 100% frame by frame)

            I would still definitely be more impressed if they traced all those like where I showed you some gangster looking guy doing a 200 hour work on his Miku motion.. but that’s just not practical

          • PoweredByHentai

            Hmm, I guess I didn’t understand what exactly it was that you were trying to suggest earlier.

            One other thing to remember is that SEGA is one who used that mocap data from Ogura Yui, not Crypton.  In SEGA’s case, they’re not even using the full data hence hybrid.  In Crypton’s case, Crypton isn’t responsible for making the game, just the licensing involved with the characters as well as the songs.

            So in Crypton’s case, we have them on record from last year’s Anime Expo as saying that they didn’t use mocap data.  In fact, SEGA wasn’t even present at all for the Mikunopolis concert even though they’re a partner to the technology used in the concert.  What would have been great is if we had someone from SEGA at the panel to outline the differences between what Crypton does from what SEGA does.

            Nothing I’ve said thus far is in disagreement, if that’s what you’re confused about.

            So to summarize what we’ve discussed:

            1.  Crypton doesn’t need mocap data.  SEGA, sort of does.

            2.  SEGA hired Ogura for some mocap data; watching the comparison video demonstrates that SEGA does not use the mocap data in a 1 to 1 sense at all so we can conclude that SEGA uses specific frames for a motion’s “range” and lets the engine connect them.  In other words, SEGA used Ogura for reference data.  Crypton never bothered.

            3.  There are specific differences between the results of using mocap data and not relying on mocap data.  If you are just picking and choosing certain frames and poses and not using the full animation, then what you are doing is looking for reference data, which really isn’t the point of using mocap in the first place.  This was elaborated with the comparison between Uncharted and what you see in Project Diva.

            4.  What both Crypton and SEGA did isn’t exactly “tracing” as you defined it.  They have animation tools available to them that can automate the process so both of them are really just relying on reference data, albeit each use different kinds of reference data.

            Regarding Kinect, Kinect isn’t particularly concerned about motion data.  What Kinect does is read your skeletal data, period.  Anything else is just algorithm that works off of your skeletal data, and even then it is looking at your skeletal data in discrete time.  The recording is continuous time but the sampling of your data to send to the algorithm is always discrete time.

            If you haven’t seen the Google Chrome Hatsune Miku “Tell Your World” commercial, you should:

            At about the 0:19 mark, there is someone working on a 3D model of Miku, with skeletal data highlighted.  That is what I’ve been talking about this whole time.  You could argue that they are using mocap data based on current video game industry practices, but they’re not.  Vocaloids are not real people and the Project Diva games are not based on any sense of reality like sports games or Uncharted (which is a stretch and largely based on stretching Indiana Jones).

  • Wow, 67 songs?  How big of a digital download will that be?

    • Haohmaru HL

      well psp dj maxes all had 60-70 songs and were 1,5-1,7Gb

  • Anyone has found the complete song list yet?

  • jujubee88

    Dat song variety. 

  • xXDGFXx

    If i didn’t look close enough, i would have assumed that one of the artists for the song is Nemunemu o_o

  • Jazlynn Lim

    Ooh, Hello Pinky’s in!

  • Haohmaru HL

    so USA ver comes out in summer and Japan have to wait till september? 
    Korea, oh you!

  • コルセット

    Hmm.. summer is almost over.  Where is the NA version of this game?

    • Yup, same here. Where is it? Japan and Korea are getting it soon. 

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