![]() ![]() In terms of that alone, this is the hardest game, but luckily, it's the easiest according to everything else, like song difficulty, chart difficulty, and amount of notes per song. It's hard to say that this IS the easiest, however, because of the difficult timing window of the hammer-ons and pull-offs compared to other guitar hero games. This game is definitely ONE OF the easiest in the series. If you've played real guitar, this should make sense. It helps you do some interesting things that make playing some sections very, very easy. Once you get the idea it's really rather simple. If you still don't get it, there's no easy way to explain it except for you to experiment yourself with it. You can, in fact, play a series of orange notes while holding down ALL of the other fret buttons because they do not affect frets higher than them. The orange button has no such requirement. ![]() For instance, a series of green notes require that no other fret buttons besides green are being held down, because there are no other fret buttons higher up on the neck of the guitar than the green one. This works for every single fret and all the frets that follow it. Holding the red fret, for instance, will not screw you up if you are playing a series of yellow, orange, or blue notes (and neither will the green fret). When you play a note on a low fret, such as red or green, you can screw it up if you're accidentally holding a higher fret. The higher-fret discrepancy is one of those features. This comes from the idea that the game developers who made this series wanted to give it a realistic feel and have a lot of similarities with real guitar playing. A hammer-on is when you are going from the neck of the guitar down to its body, and a pull-off is going in the opposite direction. They are essentially the same thing except for a subtle difference which you will see in the next section. What is the difference between a hammer-on and a pull-off? Only the direction you are going. However, if you hit the first note but miss the second one by not timing it right, you must now strum the third one to hit it, even though it is a hammer-on. For instance, if you have three notes coming up, the second two being hammer-ons, you strum once for the first note and then the two after it need not be strummed. Instead, all that is required is that the previous note was hit correctly according to whatever type of note it was, and that the correct fret button is pressed at precisely the time the current note hits the strike line. This white band indicates that, if certain conditions are met, a strum is not required for the note to be played correctly. Their only noticeable characteristic (and not very noticeable, at that) is the white band around the white circle on top of the note (rather than being a black band, it's white). The only remaining three-note chords are those with single space gaps, and there are four of them: green-red-blue, green-yellow-blue, red-yellow-orange, and red-blue-orange.įor those unfamiliar with hammer-ons and pull-offs, they are also very hard to see in the first guitar hero game, adding somewhat to their difficulty, even if unintentionally. The only two of these are green-red-orange and green-blue-orange. The triple chords with two space gaps are also very rare and difficult but they do exist. It combines the difficult position of the yellow-orange chord with the difficult reach of the green-orange. It cannot be easily transitioned to from either a high-4 or low-4 position, and is an extremely difficult chord to get used to and pull off. The green-yellow-orange chord does in fact exist in a few songs and is by far the hardest chord to achieve in the game. Like two-note gapped chords, there are three subtypes here: chords with a gap of one space, chords with a gap of two spaces, and instead of the green-orange chord with a gap of three spaces, the third type is in fact the hardest chord in the game: a chord with two gaps of one space each. Three-Note Gapped Chords - here's where things get interesting.
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