
Play Elite Beat Agents Online
Game Info
- Platform
- Nintendo DS
- Player Perspective
- Third person
- Developer Companies
- iNiS
- Publishers
- Nintendo
- Release date
- 6 November 2006
- Languages
- 🇬🇧 🇺🇸 English
Summary
Elite Beat Agents blew into my DS collection as a quirky “agents‑in‑black” rhythm title that felt like a mash‑up of comic books and dance floors. The game challenges you to tap numbered circles, drag along paths and spin a virtual disc—all timed to pop‑piercing tracks—while an on‑screen Elite‑O‑Meter climbs whenever you nail the beat. Each mission is framed by comic‑style panels showing the agents swooping in via a sleek Beat Transport, and four difficulty tiers (Breezin’, Cruisin’, Sweatin’, Hard ROCK!) decide which goofy hero is dispatched.
iNiS and Nintendo re‑tool‑ed the engine from Japan’s *Ouendan* and swapped cheerleader squads for western pop culture nods—Ghostbusters, Blues Brothers and Men in Black—then launched it under the Touch! Generations label to reach non‑core gamers. Multiplayer lets up to four players compete wirelessly, and a “Vs. Ghost” mode even lets you chase perfect replays.
Critics gave it soaring scores (around 88 % on GameRankings) and it scooped 2006 awards for music, design and innovation despite modest sales—about 180 k copies in North America. The agents even turned up as trophies and spirit selections in later *Super Smash Bros.* releases, cementing their cult‑status.
Storyline
The agents are well‑trained spies of a fictional government agency. When a person at their breaking point cries for help, Commander Kahn dispatches the Elite Beat Agents. They never intervene directly; instead they dance to motivate the individual, and the accuracy of their moves determines which of several endings occurs.
Early missions are mundane, such as a babysitter calming three rowdy kids while trying to ask a boy out. Later scenarios become fantastical, like a washed‑up baseball player battling a fire‑breathing golem in a theme park. A memorable "sad" level, "A Christmas Gift," sees the agents help a young girl reconnect with the spirit of her deceased father, using a soft, chime‑filled rendition of "You're the Inspiration."
The final campaign culminates in a planetary crisis when the alien Rhombulans, who hate music, petrify humanity with a ray. The agents rally prisoners for a riot and sacrifice themselves, prompting the people they saved to mount a musical counterattack that obliterates the Rhombulan mothership. Characters from earlier stages and cameo appearances from Ouendan reappear throughout the climax.
Edited by Maya Carter
















