ScoreHero Wiki : Hammer-ons

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Hammer-ons are notes that are playable by playing a first note normally then "hammering on" to a note higher on the neck (Ex: hammering on from green to red). In essence, this means that you can play a hammer-on note without strumming, provided you have hit the previous note correctly. It is therefore possible to play an entire sequence without strumming, provided all the notes are hammer-ons (and you do not miss any). If you miss a note in a sequence of hammer-ons, you must strum again to restart the hammer-on.

The reverse of hammer-ons are pull-offs which are fundamentally the same thing except for that instead of pushing a lower button without strumming you push a button lower on the neck (e.g. from red to green). Hammer-ons and pull offs are fundamental in the process of tapping where the hand you would normally use for strumming comes up to the neck of the guitar to fret.

You can identify a hammer-on/pull-off (or a "hopo", as they are collectively known) in the following way:

On Game_GuitarHero Guitar Hero 1, Game_GuitarHeroII 2 and Game_GuitarHeroEncoreRocksThe80s 80's, the note will have a white ring around the top instead of a black one. These can be hard to spot at first, but become more obvious with practice.
On Game_GuitarHeroIIILegendsOfRock Guitar Hero 3, Game_GuitarHeroAerosmith Aerosmith, Game_GuitarHeroOnTour On Tour and Game_GuitarHeroWorldTour World Tour, the note will have a white glow. This differs from the above in that there is actually an effect added rather than simply a slight graphical change to the note itself. On bass in world tour, an open note pull-off is signified by a white line.
On Game_RockBand Rock Band 1 and Game_RockBand2 2, the note simply will be a significant amount smaller than it otherwise would be.

In Game_GuitarHero Guitar Hero 1 (though none of its successors) these notes are notoriously hard to hit without strumming. While it is possible to hit them, you have to be extremely precise and play them as you would on a real guitar; that is to say, you must hold the lower fret before pulling off or while hammering on the next. The timing window in Game_GuitarHero Guitar Hero 1 is also much stricter, leading most players to strum almost every note in Game_GuitarHero Guitar Hero 1.

Game_GuitarHeroIIILegendsOfRock Guitar Hero 3 is notorious for having an extraordinarily large hopo timing window compared to previous installments of the series. Not only is the timing window excessively large, but there is a complete lack of a front-end timing window. This means that unlike every other entry in the series in which you must push the fret button down while the note is in the timing window, you can press it as early as you'd like. As long as the button is held down while the note is in the timing window, it will be hit.

Although it is possible to strum hammer-ons in the later games, just as one would with a normal note, it can often be harder when the sequence of notes is fast (for example, the intro to Song_GH3_ThroughTheFireAndFlames Through the Fire and Flames by DragonForce on Game_GuitarHeroIIILegendsOfRock Guitar Hero 3). However, it can sometimes be more reliable to strum when the sequence is extremely slow, such as the first half of Song_GH2_Freebird Freebird in Game_GuitarHeroII Guitar Hero 2.

Hammer-On Chords

Hammer-on chords first appeared in Game_RockBand2 Rock Band 2, in songs such as Song_RB2_Bodhisattva Bodhisattva and Song_RB2_PsychoKiller Psycho Killer. They function very similarly to normal hammer-ons. Song_RB2_RobThePrezODent Rob the Prez-O-Dent is the first song to have 3-note HO/PO chords. If a DLC song has a HO/PO chord it will show up as a normal chord in Game_RockBand Rock Band 1. Hammer-on chords also appear in Guitar Hero 5

Category: CategoryGameMechanics, CategoryTerminology

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