That One Boss/Rhythm Game: Difference between revisions

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{{quote|''Wearing a bucket on your head will not increase your chances of beating this song, or maybe it will."
|The loading Screen for "Jordan" in ''[[Guitar Hero]] 2'' }}
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Examples of [[{{TOPLEVELPAGE}}]] in [[{{SUBPAGENAME}}]]s include:
== ''[[Guitar Hero]]'' series ==
* ''[[Guitar Hero]]'', the original, had a very Impossible Hammer-on and Pull-off method that pretty much required players to strum every note, even when the rhythm is finger-breakingly fast. This made some songs such as "Texas Flood," "Cowboys From Hell," and "Bark at the Moon" ridiculously hard. ''Cowboys'' is particularly dramatic, as its main riff is very hard to do without strumming every note, let alone strumming all of them!
** Some of the tracks from the first game were re-released as DLC for later games with improved hammer-on and pull-off mechanics. With the more reliable detection are much, much easier, so it was more an issue with game mechanics then the song themselves.
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*** That's justified, as playing Guitar Hero is nothing like playing real guitar.
 
== ''[[Rock Band]]'' Series ==
* Similar to "Free Bird" in ''Guitar Hero II'' is "Green Grass and High Tides" from ''[[Rock Band]]''. It isn't so much that it's boringly easy for any period of time. No, it's the fact that the song itself is long and mostly moderate in difficulty, then after nearly eight minutes, it throws [[That One Attack|15 seconds of extremely fast zig-zag]] (an eternity for all but the most skilled), shortly follows it up with [[It Got Worse|ANOTHER 12 seconds of zig-zag]] (not Overdrive bluffing your way through that one), and ends the song with 20 seconds of extremely fast three fret rolls. It's one thing to lose because you lack the skill required; it's another to lose after eight minutes because they throw in the music game equivalent of a cheap shot.
** That's not the problem, in fact, mainly because hammer-ons and, more importantly, pull-offs still apply to solos. The REAL difficulty is that the strummy part (in the second solo) is SO FAST it fits just under the strum limit of notes per second (the NPS is about 0.20 below the limit there, get over the limit and you'll accrue a crapton of misses). It has reached the point that it's less about FC'ing the song, and more about doing a perfect run BESIDES that part.
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== ''[[Dance Dance Revolution]]'' Series ==
* '''Any''' song from the original ''[[Dance Dance Revolution]]'' could qualify. Performing a [[Guitar Hero]] 1 before the series was thought of, any time one put their foot on the arrows when there was no arrow there was considered a penalty. This made the hardest song, Paranoia, even harder to pass.
** That was an [[Self-Imposed Challenge|optional mode]] that did that. Even in the arcade, you had to do something special to get that penalty inflicted on you. It does significantly increase the difficulty, though.
* The song ''Hero'', from ''2nd Mix'', featured mini-gallops after the chorus. It was a tricky pattern at the time.