Guitar Hero Original

Guitar Hero Original

Guitar Hero is a 2005 music rhythm video game developed by Harmonix and published by RedOctane for the PlayStation 2. It is the first main installmt in the Guitar Hero series. Guitar Hero was released in November 2005 in North America, April 2006 in Europe and June 2006 in Australia. The game's developmt was a result of collaboration betwe RedOctane and Harmonix to bring a Guitar Freaks-like game to United States.

The game features a guitar-shaped controller (resembling a miniature Gibson SG) that the player uses to simulate playing rock music. The gameplay is similar to GuitarFreaks, in that the player presses buttons on the guitar controller in time with musical notes that scroll on the game scre. The game features covers of 30 popular rock songs spanning five decades of rock, from the 1960s up through 2005, in addition to bonus tracks. Guitar Hero became a surprise hit, earning critical acclaim and winning many awards from major video game publications, and is considered one of the most influtial games of its decade. The game's success launched the Guitar Hero franchise, which has earned more than $2 billion in sales, spawning several sequels, expansions, and other game-related products.

Guitar

To play a note, the fret button and strum bar must be pressed wh the solid note scrolls through the corresponding ring at the bottom. The interface shows the player's score and score multiplier (left), Star Power meter (right), and Rock Meter (bottom right).

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The gameplay is similar to other music and rhythm video games, in that the player must press buttons on a game controller in time with scrolling notes on the game scre to complete a song.

In the case of Guitar Hero, the player may use either the guitar peripheral (a 3/4-scale reproduction of the Gibson SG guitar as bundled with the game, or a third-party version) or a standard controller to play the scrolling notes.

The guitar peripheral has five differt-colored fret buttons near the nut of the guitar neck, and a strum bar and a whammy bar on the body of the guitar. The peripheral also has other buttons in order to navigate the game's mus. Music is displayed on scre through a series of notes, matching in color and position to the fret buttons, that scroll down the scre on a fret board. To hit or play a note, the player must hold down the fret button corresponding to the note shown and toggle the strum bar at the same time as that note passes a marked area on the scre. Faster series of notes may be played on the guitar controller using hammer-on and pull-off techniques where the player does not need to strum each note. The game supports toggling the handedness of the guitar, allowing both left-handed and right-handed players to utilize the guitar controller.

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A player using the standard controller simply presses the buttons that correspond with the displayed notes as outlined in the game's manual.

The player is awarded points for correctly hitting notes, chords and sustains. The player can also increase a score multiplier by playing a series of consecutive notes successfully. A Rock Meter tracks the player's performance based on success or failure of hitting notes, and if the meter drops too low the song will prematurely d in failure for the player. The player can also earn Star Power by playing a series of glowing notes perfectly and using the whammy bar during sustains. Once the Star Power meter is filled at least halfway, Star Power can th be activated by briefly tilting the guitar controller vertically, or by pressing a specific button on a standard controller. Activating Star Power will double the scoring multiplier and makes it easier to increase the Rock Meter by playing correct notes. Thus, players can strategically use Star Power to play through difficult sections of a song they might have otherwise failed.

Guitar Hero's main mode of play is Career Mode, where the player and in-game band travel betwe various fictional performance aras and perform sets of four or five songs. Completing songs in this mode unlocks the songs for play within the other game modes. Players can choose their on-stage character and their guitar; these elemts have no effect on gameplay but affect the visuals during the performance. In Career Mode, players can earn money from their performances that is redeemable at the in-game store, where bonus contt, such as additional songs, guitars and finishes, can be unlocked.

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After successfully completing a song in either Career or Quick Play mode, players are giv a score and a rating from three to five stars, depding on their overall performance.

Multiplayer mode offers two players the chance to compete against each other on the same song. Two fret boards will appear on scre, one for each player, as they alternate playing sections of the song in a dueling manner. The player with the highest score at the d of the song wins.

The four difficulty levels for each song provide players with a learning curve in order to help them progress in skill. The first difficulty level, Easy, only focuses on the first three fret buttons while displaying a significantly reduced amount of notes for the player to play. Medium introduces a fourth fret button while adding more notes, and Hard includes the final fret button while adding additional notes. Expert does not introduce any other frets to learn, but adds more notes in a manner designed to challge the player.

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According to Rob Kay, the game's Lead Designer, the idea of Guitar Hero was directly inspired by Konami's Guitar Freaks arcade game, where the player used a guitar-shaped controller to interact with the game. At the time, GuitarFreaks had not se much exposure in North America.

RedOctane was making dance pads for games like Dance Dance Revolution for home consoles and also operated an online video rtal service similar to Netflix. RedOctane's Kai and Charles Huang recognized the popularity of GuitarFreaks in Japan through their rtal service, and planned to create guitar controllers to bring the game to North America.

Greg Fischbach, one of the founders of Acclaim tertainmt, noted, regretfully several years later, they had passed on Guitar Hero, questioning Who's going to buy a peripheral like that?

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The Huangs approached Harmonix, who had previously made music video games such as Frequcy, Amplitude and Karaoke Revolution about making a guitar-based video game for those controllers. With a budget of about one million dollars (which Kay noted was pretty tiny for a video game), the two companies worked together to develop Guitar Hero. Kay noted that No one had any notions about it being a massive success; we all just thought it would be fun to do.

Harmonix's presidt Alex Rigopulos also claims that former Microsoft vice-presidt of game publishing Ed Fries indirectly influced the game's creation, who had previously told Harmonix wh they were pitching Frequcy to Microsoft that no music-rhythm game would succeed without custom hardware for it, prompting Rigopulos to investigate the Guitar Hero opportunity wh it arose.

Guitar

They idtified three aspects of gameplay that they felt made the game stand out. These aspects included the note-matching aspect and the showmanship created by the use of the whammy bar and tilting of the guitar within the game. The third key aspect was the use of Star Power to provide a little more depth to the game — some replay value, some interest for people as they were playing beyond just hitting the notes.

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Harmonix used third party controllers made for GuitarFreaks that were already on the market for developmt of the game until RedOctane had prepared prototypes for the Guitar Hero controller.

The controller initially had pressure-ssitive fret buttons to mimic the playing of a real guitar, but the idea was dropped as it made the gameplay too complex.

The idea of using the whammy bar to boost Star Power, in addition to altering the pitch of sustained notes was only realized about a month before the completion of the game.

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The team had spt precious developmt time and resources into creating a free-style model that would have allowed players to improvise during songs but ultimately cut it as they could not work the feature into the existing gameplay.

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Gem tracks, the pattern of notes for a song, were developed by a team in Harmonix, taking usually a day to develop the tracks for one song.

Software algorithms were used to assess the difficulty of the tracks, and the quality assurance team helped to rebalance the tracks for accuracy and difficulty. The software also allowed Harmonix to quickly make changes to the set list or to recreate the tracks for a song to make sure the overall difficulty of the game was appropriate.

Guitar Hero (series)

Harmonix' past games Frequcy and Amplitude aided in designing the visual interface for these gem tracks, such as how big to make the gems and how fast they should move on scre.

At the onset of developmt, the team did not have any idea of what songs would be prest in the final game. Kay noted that We wanted 30 or 40 songs for

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