Gameplay
The core gameplay of the Guitar Hero games is a rhythm game similar to Konami's GuitarFreaks and to a lesser extent Harmonix's previous music games such as Frequency and Amplitude. The guitar controller is recommended for play, although a standard console controller can be used instead. However, the guitar controller has been required for play ever since the inclusion of drum and vocal parts in the series. The game supports toggling the handedness of the guitar, allowing both left-handed and right-handed players to utilize the guitar controller.
While playing the game, an extended guitar neck is shown vertically on the screen (the frets horizontal), often called the "note highway", and as the song progresses, colored markers or "gems" indicating notes travel down the screen in time with the music; the note colors and positions match those of the five fret keys on the guitar controller. Once the note(s) reach the bottom, the player must play the indicated note(s) by holding down the correct fret button(s) and hitting the strumming bar in order to score points. Success or failure will cause the on-screen Rock Meter to change, showing how well the player is playing (denoted by red, yellow, and green sections). Should the Rock Meter drop below the red section, the song will automatically end, with the player booed off the stage by the audience. Successful note hits will add to the player's score, and by hitting a long series of consecutive successful note hits, the player can increase their score multiplier. There is a window of time for hitting each note, similar to other rhythm games such as Dance Dance Revolution, but unlike these games, scoring in Guitar Hero is not affected by accuracy; as long as the note is hit within that window, the player receives the same number of points.
Selected special segments of the song will have glowing notes outlined by stars: successfully hitting all notes in this series will fill the "Star Power Meter". The Star Power Meter can also be filled by using the whammy bar during sustained notes within these segments. Once the Star Power Meter is at least half full, the player can activate "Star Power" by pressing the select button or momentarily lifting the guitar into a vertical position. When Star Power is activated, the scoring multiplier is doubled until Star Power is depleted. The Rock Meter also increases more dramatically when Star Power is activated, making it easier for the player to make the Rock Meter stay at a high level. Thus, Star Power can be used strategically to play difficult sections of a song that otherwise might cause the player to fail. In the earlier entries of the series (up until Guitar Hero: Aerosmith), activating Star Power meant that players could not accrue more Star Power until the Star Power meter was fully drained and the effect ended. Starting with Guitar Hero: World Tour, more Star Power can be collected even if the effect is active by completing more Star Power phrases, extending the Star Power's duration by doing so. When playing in cooperative play (with a bassist/rhythm guitarist in Guitar Hero II through Guitar Hero: Aerosmith or as a band in Guitar Hero: World Tour), Star Power is shared between all the players and activation of Star Power is dependent on all players simultaneously activating it.
Notes can be a single note, or composed of two to five notes that make a chord. Both single notes and chords can also be sustained, indicated by a colored line following the note marker; the player can hold the sustained note(s) keys down for the entire length for additional points. During a sustained note, a player may use the whammy bar on the guitar to alter the tone of the note. Also, regardless of whether sustains are hit early or late, if the fret is held for the full duration of the hold, the game will always award the same amount of score increase for the note. In addition, the games support virtual implementations of "hammer-ons" and "pull-offs", guitar-playing techniques that are used to successfully play a fast series of notes by only changing the fingering on the fret buttons without having to strum each note. Sequences where strumming is not required are indicated on-screen by notes with a white outline at the top of the marker instead of the usual black one, with Guitar Hero III: Legends of Rock adding a white-glowing effect to make these notes clearer. Guitar Hero World Tour features transparent notes that are connected by a purple outline; players may either simply tap the correct fret for these notes without strumming or utilize a touchpad on World Tour's guitar controller to mimic the slide technique. In addition, notes can now be played while a sustained note is being played. World Tour also adds an open string note for bass players, represented by a line across the fret instead of any note gems, that is played by strumming without holding down any fret buttons (the sixth installment, Warriors of Rock, features an open note sustain for bass instruments as well).
Guitar Hero World Tour introduced drums and vocal tracks in addition to lead and bass guitar. Drum tracks are played similar to guitar tracks; the player must strike the appropriate drum head or step down on the bass drum pedal on the controller when the note gems pass the indicated line. Certain note gems, when using a drum controller that is velocity-sensitive, are "armored", requiring the player to hit the indicated drum pad harder to score more points. Vocal tracks are played similar to games such as Karaoke Revolution where the player must match the pitch and the pacing of the lyrics to score points. Guitar Hero 5 allows players to create a band of up to four players using any combination of instruments.
While the song is playing, the background visuals feature the players' chosen avatar, along with the rest of the band performing in one of several real and fictional venues. The reaction of the audience is based on the performance of the player judged by the Rock Meter. Guitar Hero II added special lighting and other stage effects that were synchronized to the music to provide a more complete concert experience. The games developed by Neversoft feature a simple storyline, usually about a band's quest for fame, which is told through animations played throughout the game. These animations were created by Chris Prynoski and his studio, Titmouse, Inc., who have also done animations for the animated show Metalocalypse.
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