Sometime in the early to mid 2000s, hardware developer RedOctane discovered a rhythm game made by Konami called Guitar Freaks, which used a guitar-shaped controller and featured a rock n' roll-based soundtrack. This game had only been released in Japan, and RedOctane was confident they could make a very similar game, with a comparable guitar controller, in the west. They partnered with rhythm game developer Harmonix, and released Guitar Hero in November of 2005.

The DJ Hero series is a spin-off series of Guitar Hero featuring more pop, disco, and hip-hop songs, as well as new gameplay mechanics using the DJ Turntable instrumental controller, but the first game also supported Guitar using Guitar Hero 5's gameplay mechanics for songs featuring guitar tracks in them.


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The result is a powerful album that is full of pure emotion and drive and takes you on a journey through the minds of 11 incredibly talented guitar players and composers. Choose the deluxe for the full tab/notation.

So we spoke to a number of the artists on our glittering roster and asked them to compose their ultimate ballad. The result is a powerful album that is full of pure emotion and drive and takes you on a journey through the minds of 11 incredibly talented guitar players and composers.

Any album that has brand new original tracks from the likes of Guthrie Govan, Alex Hutchings, Marco Sfogli, Jack Thammarat and more should be in any guitar players collection, there is no questioning that. However, we have gone the extra mile and provided you with 3 options!

The greatest guitarists lay down a collection of ballads full of big hooks, inspiring melodies and shredded solos. This box set includes Guitar Hero Ballads I & II albums, as well as selected videos and tab/backings.

Having a catalogue of rock licks under your belt is the staple of any guitarist present and past, and we have 80 fresh licks that will build your musicianship skills, supercharge your chops, entertain and inspire you, all whilst giving you fresh and creative material to work into your own solos and compositions!

The real kick is in the gameplay, which incorporates an included guitar-shaped controller. It allows you to "play along" with 30 awesome rock tunes by pressing fret buttons and working a responsive and durable strum bar. There's even a whammy bar for extreme action. The songs include selections from the Red Hot Chili Peppers, Boston, Audioslave and White Zombie.

Four difficulty levels test your skills and six venues will place you before increasingly larger audiences. You love rock music. You're a master at air guitar. Take the next step and walk a career's worth of miles in a rocker's shoes.

The game is basically about pressing the right buttons at the right time on the "simulation guitar". The more right sequences you press, the more thrilled the crowd will until you successfully complete the song. The first time I played it I thought this game TOTALLY ROCKS. Well, it had a good first impression at least...

It's just pressing the right buttons. The only song I liked was "I love Rock and Roll". Apparently the other rock ballads weren't as fun to play with in this game. There isn't a "sense of purpose" or 'sense of achievement" in the game. If you have win cash in the game for each gig, you can "buy" new props or items. But ALL are useless. New guitars doesn't do anything, and that's the only thing that has to do with the gameplay. The other stuff are worthless, new songs (but can't win money when you play it) and other production mumbo-jumbo. WHERE'S THE GAMEPLAY???

Built exclusively from the ground up for the iPhone and iPod Touch, the Guitar Hero app takes full advantage of the platforms' functionality and features a robust avatar customization mode that lets players personalize their game; built-in social integration so gamers can share their scores with their friends on Facebook, check leaderboards and get updates through in-game news feeds; innovative new mechanics that challenge fans to tap, strum and whammy their way to the top of the Rock Ranks; and the ability to download new tracks from an in-game music store; wannabe rock stars will be shredding on guitar or ripping it up on bass whenever, wherever they want.

"With Guitar Hero for the iPhone and iPod Touch, we are once again leveraging our leadership position in the music/rhythm videogame space to deliver an all-new Guitar Hero experience that millions of people around the world can enjoy anytime, anywhere," said David Haddad, Chief Operating Officer for Guitar Hero. "From our headliner set list in the base app and forthcoming song packs to the innovative new social integration and guitar shredding gameplay mechanics, Guitar Hero will let players experience and interact with music in all-new ways."

And almost all those people quit after a little while because they just don't have the time or talent or patience or perseverance to muscle through the very protracted, laborious process of developing enough facility on a musical instrument to actually have a joyful music-making experience with it. And so the world is full of all of these very passionate music lovers and passionate air guitarists who have this innate yearning to make music, but just really don't have an outlet to express themselves musically, so we founded the company in 1995 to try to solve that problem.

Dean Ku (vice president of business, RedOctane): And then that game was not very successful. And so we were thinking, "OK, we want to continue and look at other opportunities. So what would be another opportunity?" I think with dance pads, it never went completely mainstream in the U.S. Well, it did to some extent, but it was much more [popular with the] Japanese than for the American audience. So we thought, if you're going to develop an instrument-based game with a hardware peripheral, in the U.S., probably the guitar or the drum makes the most sense.

Charles Huang (co-founder and vice president of business, RedOctane): Even if you looked early on at say Guitar Freaks or Drum Mania, some of those games, you were holding a guitar and playing but sometimes you were playing to a jazz tune and you were playing to the drum track or you're playing to a pop tune to the vocal track. There was no real theme except for you were holding a [plastic] guitar.

Dean Ku (vice president of business, RedOctane): We had these regular meetings where we talked about the business. I do distinctly remember that we came to a point where we had to decide, you know, what's the next title. And I think for most of us, it made sense that we'd move into either a guitar or a drum-like peripheral.

Dean Ku (vice president of business, RedOctane): I wouldn't say it was one single person that said, "Hey, this is our next idea." It was just kind of a natural thought that, hey, if we're going to do it in the U.S., it only makes sense to do it with a guitar or drum. But it took a lot of conviction on the part of the co-founders to say, "Yes, we're going to bet the farm on this."

They approached us in fall of 2004 and said, "Hey guys, we've decided to become a game publisher, and you know, we're sure you guys have played Guitar Freaks," which of course we had and they had as well. And they said, "You know, if we make a guitar, would you guys make a guitar game for us?"

Alex Rigopulos (co-founder and CEO, Harmonix): After we had shipped Frequency and had been disappointed in the sales and were doing some of this dreaming about how to package that gameplay but in a form that would be easier to market, we actually started thinking about a guitar game. And in fact the name "Guitar Hero" and the concept of a guitar-based rhythm game was sort of born in that period shortly after we had shipped Frequency. I remember the meeting with Greg [LoPiccolo], actually, where he came up with that name "Guitar Hero" for the sort of Guitar-ified version of the Frequency experience that we had done.

Doug Glen (director, Harmonix): Alex, with his typical humility and his thoroughness made a presentation to the board, where after identifying an opportunity to work with RedOctane said, "OK, here are the reasons why we shouldn't do it: RedOctane has no money, they've got no track record as a game publisher. Frequency and Amplitude bit the dust in humiliating fashion. With the guitar peripheral, it's a huge box and retailers hate huge boxes. Neither RedOctane nor Harmonix has the capital to build much of an inventory, so we can only ship a few and probably only ship to one retailer, maybe a few specialty boutiques. And if history is our guide, it'll probably fail. Those are the cons."

Jason Kendall (artist and animator, Harmonix): You tell me if you heard this from other people, but if memory serves, he had said something like, "Hey, we got an opportunity. We can either do this [...] guitar-based rock game or we could do the Disney franchise Ducktales."

Daniel Sussman (producer, Harmonix): I love the culture and the presentation and soundtrack and all of it, but who on Earth is going to buy a game with a fucking guitar controller? This is so goofy.

Dan Schmidt (game systems programmer, Harmonix): Well, we had a fair amount of music game technology already because we had been making these other games. So I was the person who went and made this first prototype. I was just trying to remember when it was and I couldn't even tell you that. But basically I got handed a plastic guitar and some audio tracks, and you know, people said, "We want it to basically work this way. Go ahead and make it."

Rob Kay (lead game designer, Harmonix): It basically proved that having a guitar controller paired with beat-matching and being able to mute and unmute the guitar track was gonna connect the player to the guitar piece and make them feel like they're playing the guitar. be457b7860

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