Hi there everyone. Im thinking about getting a guitar hero game as i want to start getting into it. I've played a bit of guitar flash and im pretty decent at it. Does it play the same way? Like if im good at guitar flash then I should be decent at Guitar Hero? Also, which one do you think u the best? I would go more for the one that has the band and songs that I listen to the most. Such as Evanescence, linking park, system of a down, Flyleaf etc. Which GH would u say would be the best? Thanks for any/all recommendation.

In this instructable I assume a basic knowledge of electronics and soldering. I also assume you have familiarity with using the Arduino microcontroller and know the basics of interfacing sensors, switches, and relays to the device. If not, a few quick Google searches should help to fill in the gaps. For a good reference on the basics of the Arduino microcontroller, check out this instructable.


The pictures above show my setup: the guitar is plugged into a header I salvaged from a PlayStation 1, which is connected to my Arduino Uno. The Arduino decodes the serial data from the controller, looks for button presses, and cycles power to the relays accordingly.


The relays are then connected to the solenoid valves on the main assembly via a nice long wiring harness using a common ground setup.


To play FireHero, the player simply watches a video of the guitar hero chart and plays on the guitar accordingly. Every time he presses a button while strumming on the guitar, the Arduino will fire the appropriate relay and thus the flame effect corresponding to that note.


You'll have to wire the five digital outputs of the Arduino (the default is pins 1,2,3,4,5) to relays which will then control the solenoid valves. Of course, this requires the use of a transistor and a blocking diode (a quick Google search on Arduino relay circuits will clear this up). I then used six 25' lengths of single-conductor wire (I used 14AWG because that's what I had lying around, but the wires only have to carry a few amps in the worst case scenario, so 18AWG or 22AWG will work fine too) to hook the relays up to the solenoid valves. A common-ground wiring harness is simple to make, and everything is powered by a small 17Ahr 12v battery. 


To use the provided Arduino firmware, you'll need to download the PlayStation 2 Controller Library here. V1.5 is the latest and is required for the provided code. Follow the instructions for the library on how to hook up your controller - Bill Porter has put up some great resources and has spent a huge amount of time making this library accessible to everyone and helping people troubleshoot. (If you're reading this, thanks Bill!)



Download Guitar Flash 3


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Once all the individual sub-systems are complete, you are ready to hook everything up!


Use a propane-rated hose to connect to supply and accumulation quick disconnect fittings. I used a polypropylene hose, which is compatible with propane vapor. Any other type of air hose will melt and degrade when exposed to the propane vapor! THIS IS EXTREMELY IMPORTANT! Nobody wants a hose carrying propane to suddenly split open and start whipping around, spraying propane vapor everywhere. Be SURE to use propane-rated materials. The ideal hose is a rated nitrile rubber, braided hose.


Once everything is hooked up, I like to pressurize the entire system with CO2 to the full working pressure (about 90psi for me) and do a thorough leak test. Use a spray bottle containing soapy water and look for bubbles to appear after spraying on fittings. Wipe off the excess water afterwards to prevent corrosion. A side benefit of purging with CO2 first is that I can be sure that there's no air in the system and therefore zero chance of flashbacks occurring. If there is enough air in the system to provide a mixture of 2-10% propane, when ignited the system WILL flash back until it reaches the supply tanks, at which point it will stop. Obviously, this is bad! Just purge completely with CO2, and then fill completely with propane and nothing bad will happen :)


I use a blowtorch to light the pilot lights. A quick wave of the torch over the pilots will light them beautifully. Adjust the needle valve to the desired height of your pilot lights, and then you can start testing.


While using pilot lights is one of the cheapest and easiest methods of ignition, it is also one of the least reliable. A strong gust of wind can easily blow these pilots out (there are other ways to build them so that they are less susceptible to wind). You shouldn't really be shooting off balls of fire on a windy night anyways, but you'll definitely have to really choose a calm night if you build the system to spec as it is here (as in

Your guitar hero project, as well as Project Vulcan are both absolutely awesome applications of fire and audio - great job. Can't wait to see it published and entered into one of our contests! Congratulations.

I don't hate guitar flash at all and I think it has a lot ressemblance with Guitar Hero with some really known artists like Eaglles, Led Zepplin, Metallica etc. My favourite song to play is Hotel California from Eagles. I play it with a keyboard instead of a guitar controller. I'm the one that prefers playing rock guitar because I love the feeling of playing guitar riffs. Any other rythm game that I can play rock music that can be easily downloaded and has a bunch of songs in it once downloaded? Clone Hero is kinda hard to get to play. I'm also looking for a great keybord to play on my pc.

Guitar Hero is a series of music rhythm game video games first released in 2005, in which players use a guitar-shaped game controller to simulate playing primarily lead, bass guitar, and rhythm guitar across numerous songs. Players match notes that scroll on-screen to colored fret buttons on the controller, strumming the controller in time to the music in order to score points, and keep the virtual audience excited. The games attempt to mimic many features of playing a real guitar, including the use of fast-fingering hammer-ons and pull-offs and the use of the whammy bar to alter the pitch of notes. Most games support single player modes, typically a Career mode to play through all the songs in the game, as well as competitive and cooperative multiplayer modes. With the introduction of Guitar Hero World Tour in 2008, the game includes support for a four-player band including vocals and drums. The series initially used mostly cover versions of songs created by WaveGroup Sound, but most recent titles feature soundtracks that are fully master recordings, and in some cases, special re-recordings, of the songs. Later titles in the series feature support for downloadable content in the form of new songs.

Guitar Hero was created from a partnership between RedOctane, then their own company that produced specialized video game controllers, and Harmonix, a music video game development company who had previously produced Frequency, Amplitude, and Karaoke Revolution. RedOctane was seeking to bring in a Guitar Freaks-like game, highly popular in Japan at the time, into Western markets, and approached Harmonix about helping them to develop a music game involving a guitar controller. Both companies agreed to it, and went on to produce Guitar Hero in 2005.[1] The title was highly successful, leading to the development of its successful sequel, Guitar Hero II, in 2006. While the original controllers for the first Guitar Hero game were designed by Ryan Lesser, Rob Kay, Greg LoPiccolo, and Alex Rigopulous of Harmonix and built by the Honeybee Corporation of China, subsequent iterations and future controllers were developed inhouse at RedOctane.[2]

In a July 2011 interview with Forbes, Kotick stated that while the publisher was "going to stop selling Guitar Hero altogether", they were "going to go back to the studios and we're going to use new studios and reinvent" the series,[22] but a former team member of Vicarious Visions stated that as of 2012, all development of Guitar Hero had come to an end within Activision.[23] Another source close to Vicarious Visions had reported to Kotaku that while Guitar Hero 7 was in development under an Activision studio, the game was considered a "disaster".[24] The cancelled game omitted the additional instruments and used only a guitar peripheral, redesigning the unit to include a 6-button mechanism replacing the strum bar; the resulting unit was considered too expensive to manufacture and purchase.[24] The developers had also started the game development from scratch to try to create new characters and venues that would be more reactive to the actual songs being played to give the feel of a music video, but ultimately this proved too much of a challenge and had to be scrapped.[24] Further, with a limited budget, the song selection was limited to "low-budget" hits of the 1990s, or at times reusing songs that had previously been included in Guitar Hero games.[24] Though the team had a two-year development cycle, it was closed down after Activision president Eric Hirshber had seen the current state of the project at the one-year point.[24]

In April 2015, Activision announced a new entry in the series, titled Guitar Hero Live.[31] The title was developed by Activision's internal studio FreeStyleGames, who previously had worked on the DJ Hero spinoff titles. FreeStyleGames were given free rein to reboot the Guitar Hero series for next-generation consoles. One of their first innovations was to drop the standard five-button guitar controller, ultimately designing a six-button guitar controller, with two rows of three buttons each, allowing them to mimic actual guitar fingering. Guitar Hero Live was released with both a career and an online mode. The career mode used full-motion video taken from the perspective of a lead guitarist underneath the note highway, to create an immersive experience to the player. The online mode, called GHTV, discarded the previous downloadable content approach and used a music video channel approach to stream playable songs to players, adding new songs to the catalog on a weekly basis. The game was released in October 2015. 2351a5e196

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