Guitar Hero is a music video game for the Sony PlayStation 2 developed by Harmonix and released in 2005. Guitar Hero's gameplay features the use of a special guitar-shaped controller modeled after a Gibson SG guitar to recreate the lead guitar part of several rock music songs; the player scores in the game by both pressing one or more fret buttons on the controller and using a strum bar in time with notes as they appear on screen.[1] The game features a total of 47 songs.

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Don't worry - you'll be playing again in no time. We can repair small issues with your strings or frets, as well as cracks in the neck or head of your instrument. We'll also set up your guitar for you to improve its sound. Bring your instrument by the shop today to speak with a team member about your repair needs.

It doesn't matter whether you pick it up in elementary school or in your retirement years. Learning to play an instrument can add tremendous value to your life at any age. Here are five benefits to consider:

Playing an instrument relieves stress. Take your mind off school or work, and relax with your music.Music helps you make friends. Practice with people near you who are learning to play.Playing an instrument teaches you discipline. Imagine what other areas of your life you can apply it to.Learning to read music helps your focus and reading comprehension in other fields.

Boost your brainpower with your brand-new instrument from Hero Music. Drop by the shop today to see what's in stock.

Maybe we music educators are necessary after all. Could we be preparing our students to have a more musical experience playing Guitar Hero, rather than a strictly gaming experience? Perhaps future versions of Guitar Hero will allow one to control volume and timbre, begging the question, is playing Guitar Hero playing a musical instrument (or could it be) and will we, and should we, offer it in our music classes?

Initially released in 2005, Guitar Hero took the world by storm. Blending gaming with musical skills, the series has continued to grow in popularity with every successive edition that has been introduced.

I believe that Matt Bellamy is one of the most underrated guitarists of the past thirty years. Supermassive Black Hole, released in 2006, is the perfect example of his technical, classically-inspired style.

The Ramones are a great entry point for any aspiring guitarist, both in the real world and the virtual world of Guitar Hero. This classic punk track is played with a downstroke strumming pattern and is accessible to beginners.

The repeating lead guitar riff played by Albert Hammond Jr. requires a good level of dexterity in your fingers, and when the guitar solo kicks in at the end of the track, it becomes a real challenge to keep up.

Tenacious D is categorized as a comedy band, but in reality, they made some incredible music. Fronted by actor Jack Black with his friend Kyle Gass on guitar, the duo released Tribute as part of their self-titled debut album in 2001.

Jacob now works as a session guitarist and writes his own solo material. Jacob has extensive knowledge of guitars, amps, cabinets, digital modeler equipment, and a familiarity with virtual instruments and synthesizers.

4) Not entirely unlike reading sheet music, players of Guitar Hero are required to follow displayed patterns with corresponding finger movements. Being able to read ahead and anticipate the next note makes for a more successful performance.

5) Guitar Hero fosters musical appreciation. Rather than shuffling through the music of their older family members, young Guitar Hero players are introduced to some of the greatest music of previous generations. There may even be a new generation of classic rock fans being cultured on Guitar Hero and similar music video games.

Hi I have this idea for a new Guitar Hero Game I call it Guitar Hero Chronicles, the main part of the game is that in the distant future music is dead which caused the world to live in silence until a ancient prophecy is fulfilled by a wannabe Guitarist by finding a old guitar and summons the God Of Rock knowing that as long as instruments exist music has a chance of bringing rock back to the world.

The story begins at the grave yard where the Guitar Heroes you know and love are resting in peace until realising that the the world is without music they rise from the grave to bring rock back to the world forever.

The story will go out like Guitar Hero Warriors Of Rock but this time you must play music to resurrect the undead Guitar Heroes until they are fully resurrected, the set list would be songs from previous Guitar Hero Games from Guitar hero 1 to Guitar hero live as a homage to all Guitar Hero Games with new songs coming to the game in the form of Encores.

Guitar Hero ushered in the music game genre in 2005, which reached its pinnacle in 2008 with sales of $1.7 billion. Music game sales dropped down to $900 million in 2009 and accounted for less than $300 million in 2010. By 2011, both Guitar Hero and Rock Band were discontinued.

A lot has changed since the music genre dominated the video game industry, but the mainstream appeal of living the dream of a rock star remains strong. The key for the success of Guitar Hero, as well as Rock Band, now squarely lies in what was learned the first time around.

NEW YORK (AP) - "Guitar Hero" made ordinary people feel like rock stars, and its plastic guitars have redefined how people consume music and entertain themselves at house parties for the past half-decade. Yet its demise hardly marks the end of music games.

The video game genre remains popular; it has just evolved. Many people these days play music-inspired games on the iPhone, such as "Tap Tap Revenge," and dance games designed for Microsoft's Kinect motion-sensing controller, which hit stores just last fall.

"Guitar Hero" doesn't require any real music skills, just some hand-eye coordination. Would-be rock stars tap color-coded buttons on fake guitars in time with chords that appear on the screen. Players can pick from a broad selection of songs, with some versions, such as "Guitar Hero: Metallica," playing tribute to specific bands or genres. The games offered social entertainment before "social" became a technology buzzword, and at the height of their popularity even gave music sales a boost.

"When music games first came out, they were a revelation. It was like nothing anyone had ever seen," said Scott Steinberg, CEO of video game consulting company TechSavvy Global. "They essentially helped make gaming more social, more affable to new audiences."

At one point, the games were even seen as the savior of the music industry, because they got a generation weaned on video games buying music again. "The Beatles: Rock Band," which launched with much fanfare in 2009, was seen exposing the iconic pop band to a whole new audience.

"Tap Tap Revenge," an addictive iPhone game that has players tap tiny balls in time with music, has been downloaded more than 50 million times, in all its iterations. Some versions are free, others cost 99 cents, with extra songs available for sale, generally two for $1. The Walt Disney Co. bought the game's maker, Tapulous, in July.

Cliff Elion, president and creator of Simi Valley, Calif.-based "You Rock Guitar," said he wasn't entirely surprised to learn of the end of "Guitar Hero." His game is inspired by "Guitar Hero" but seeks to bridge the gap between video games and real music by teaching people how to play real guitar.

"'Guitar Hero' targets people who imagine they are guitarists. We are targeting people who want to become guitarists," he said. The audience for real-life guitar is likely smaller, though; Elion wouldn't disclose sales figures, though he said the company is growing.

"Certain business models around it are in crisis, whether that's "Guitar Hero" or selling MP3s," he said. "It's incumbent on us game makers, people who love music and technology to invent new entertainment experiences that get people connected to music and build a business around it."

So I borrowed my neighbor's Xbox for a night and sure enough it worked flawlessly! It wasn't the 4k TV or the disk or any settings in the game. Its the newer black Xbox. It just seems to have issues with guitar hero for some reason.

This is part of a much broader trend of musicians getting less and less money from album or download sales and more and more from things like endorsements, cross-promotions, concerts, and video games. And it's a trend even big-name musicians are having trouble coming to terms with.

In summer 2014, in an editorial at the Wall Street Journal, Taylor Swift argued that, as my colleague Nilay Patel put it, "artists should make high upfront investments in their albums, and then set correspondingly high prices on them at retail." As Patel pointed out, that strategy doesn't really make sense in today's world. Album sales are tanking. As Rolling Stone notes, in 2014, only 257 million albums (CD, vinyl, and digital) were sold, which represents an 11 percent drop from 2013, which saw 289 millions albums sold. Equally disheartening for musicians: digital sales were down 9.4 percent from the previous year.

So how are musicians supposed to turn a profit? The real answer is probably something like Aerosmith's strategy. While in an era where it's basically free to create digital copies of songs, music itself isn't scarce at all, recognizable and marketable brands of the kind you can sell to, say, the makers of Guitar Hero are still scarce. An artist's brand is singularly her own, and as such, possesses incredible profit-making potential. In other words, Patel might be right: "being Taylor Swift is perhaps more valuable than Taylor Swift's music." ff782bc1db

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