Will the Drums for Guitar Hero World Tour Work with Rock Band?

prolly not cuz with the rock band ones theres 4 and the gh ones theres only 3 and theres the thingss on top there gonna be way different its gonna be wierd

Will the Drums for Guitar Hero World Tour Work with Rock Band? 1

1. what songs are on the new guitar hero?

- denotes rhythm guitar as alternate instrument for song in co-op mode (all other songs feature bass 1. Opening Licks "Shout at the Devil" - Mtley Cre "Mother" - Danzig "Surrender" - Cheap Trick "Woman" - Wolfmother "Tonight I am Gonna Rock You Tonight" - Spnal Tap (Encore) 2. Amp-Warmers "Strutter" - KISS "Heart-Shaped Box" - Nirvana "Message in a Bottle" - The Police "You Really Got Me" - Van Halen "Carry On Wayward Son" - Kansas (Encore) 3. String-Snappers "Monkey Wrench" - Foo Fighters "Them Bones" - Alice in Chains "Search and Destroy" - Iggy Pop and The Stooges "Tattooed Love Boys" - The Pretenders "War Pigs" - Black Sabbath (Encore) 4. Thrash and Burn "Cherry Pie" - Warrant "Who Was in My Room Last Night?" - Butthole Surfers "Girlfriend" - Matthew Sweet "Ca not You Hear Me Knocking" - The Rolling Stones "Sweet Child O' Mine" - Guns N' Roses (Encore) 5. Return of the Shred "Killing in the Name" - Rage Against the Machine "John the Fisherman" - Primus "Freya" - The Sword "Bad Reputation" - Thin Lizzy "Last Child" - Aerosmith (Encore) 6. Relentless Riffs "Crazy on You" - Heart "Trippin' On a Hole in a Paper Heart" - Stone Temple Pilots "Rock This Town" - Stray Cats "Jessica" - The Allman Brothers Band "Stop!" - Jane's Addiction (Encore) 7. Furious Fretwork "Madhouse" - Anthrax "Carry Me Home" - The Living End "Laid to Rest" - Lamb of God "Psychobilly Freakout" - The Reverend Horton Heat "YYZ" - Rush (Encore) 8. Face-Melters "Beast and the Harlot" - Avenged Sevenfold "Institutionalized" - Suicidal Tendencies "Misirlou" - Dick Dale "Hangar 18" - Megadeth "Free Bird" - Lynyrd Skynyrd (Encore) Bonus tracks "Arterial Black" - Drist "Collide" - Anarchy Club "Elephant Bones" - That Handsome Devil "Fall of Pangea" - Valient Thorr "FTK" - Vagiant "Gemini" - Brian Kahanek "Jordan" - Buckethead "Laughtrack" - The Acro-brats "Less Talk More Rokk" - Freezepop "The Light that Blinds" - Shadows Fall "Mr. Fix-it" - The Amazing Royal Crowns "The New Black" - Every Time I Die "One for the Road" - Breaking Wheel "Parasite" - The Neighborhoods "Push Push (Lady Lightning)" - Bang Camaro "Radium Eyes" - Count Zero "Raw Dog" - The Last Vegas (Winner of the "Be a Guitar Hero" Contest) "Red Lottery" - Megasus "Six" - All That Remains "Soy Bomb" - Honest Bob and the Factory-to-Dealer Incentives "Thunderhorse" - Dethklok "Trogdor" - Strong Bad "X-Stream" - Voivod "Yes We Can" - Made in Mexico

2. POLL: Guitar Hero OR Rock Band?

GHWT

Will the Drums for Guitar Hero World Tour Work with Rock Band? 2

3. I have the xbox 360 guitar hero controller for guitar hero 2/3. Can I use it for the new game, world tour?

Actually, no, you cannot. However, you can use the Guitar Hero guitar for Rock Band. It's odd that they are both not compatible. But I've tried it, and it does not work. I've got both games and just use the Guitar Hero guitar for both

4. Guitar Hero World Tour Ps2?

i hate that game.. why dont u just buy a guitar and learn how to play that, how can it be so fun on the ps2? i only really enjoy sports games... but if u like it that much, then go for it. !!!

5. How can I raise money very very fast????

Unless you are good at actually fixing broken electronics and have the time and materials to do so, your plan to ebay will not work very well (the costs for safe packaging materials for such equipment and the shipping costs will add up shockingly fast). Plus, you need to remember that people look on e-bay to get bargains, not to pay markups...unless somehow you can get your hands on very high-demand, low-supply items at retail cost that are sold out everywhere else (such as Guitar Hero III for the Wii, a Wii console, or a Verizon Voyager). Stores put things on sale for a reason...most often because the model is on its way to discontinuation and is no longer selling well. And really, why would anyone pay regular retail PLUS shipping costs to get something they could just as easily pick up in a store and would be able to return to boot if there was trouble with the item? How would you handle problem items like that? Also, do not count yourself out for jobs. You may not be able to get something "official" like working in a store, but think about some skills you have that are marketable. Do you play an instrument well? Advertise yourself to do so for holiday parties. Are you good with kids? Offer your services as a babysitter...such services are especially in demand this time of year. Can you cook? Put up a flier in a retirement community offering to do so (or maybe run other general errands) during vacation times. Can you clean well? Offer to help someone to clean house for their guest parties. Remember that this is a slow process...one thing you might consider is starting out by volunteering your services first, to show that you are a hard and good worker, before you decide to charge. Good luck.

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How to Get Your Music Featured in Video Games
After three decades of creating gaming products, Activision Blizzard Inc. is a cornerstone in the video game world. The company's Director of Music Affairs, Brandon Young, has been responsible for the music aspect of those games for the past decade.Young is involved with every facet of the music, from working with the development studios on the titles to finding composers for scores to executive producing those scores to licensing songs and brokering deals, to partnerships with artists and musicians, and coordinating with marketing teams and advertising agencies for promotional trailers. With titles like Call of Duty, World of Warcraft, Guitar Hero, and DJ Hero, among many others on his résumé, Young has dealt with a wide range of musical duties. Here, Young shares some insights for composers looking to break into the game world.Which do you tend to do more: license music or hire composers?"It's definitely game-by-game. We did 13 to 15 game titles for 2013. Seventy per cent used hired composers and 30 per cent were plugged in from different music houses and licensed music. For some of the smaller titles, like Cabela's Hunting Game, the music gets pulled from different library-type music houses like Killer Tracks. We had years of doing titles like Guitar Hero; obviously heavily licensed music. My preference would be to hire a composer every time, but it depends on what we are trying to do."What is your process for choosing a composer?"It starts internally. I talk with our studio about what that game's going to want and need, and we look at the budget. From that, I pull a shortlist of seven people. I share their reels with our internal producers, as well as the studio, and we narrow it down to three. Then we check on their availability, see if they are interested, see if the budget meets with what they are into doing, and go from there."How do you work with the composer to get the results you need for the game?"For something like Call of Duty, our massive juggernaut title, I am taking the composer to our studio in San Francisco to do a full two-day summit with the creative team, really immersing him with what our goal is. He's going to see levels that have already been developed, but there are still plenty of levels to go. We will show him the script and the creative treatment for the game. We will take him through the vision decided by the developer."What does a composer need to understand about scoring for a game versus other mediums?"Video games are nonlinear. We have audio engineers who do the implementations. They have to set up the music as stems that can be layered. For instance, if it's Call of Duty and your guy is standing in the corner and it's quiet, you need that to be low. When the action starts happening, you have to program it so it starts bringing in the different layers of stems to create that action feel behind it, which is not done in any other medium. The composer has to understand that early on, before we get into our projects, that we are a nonlinear product; how to write and adapt for that."How do you find composers? Or track down new music?"I try and keep of list of people I meet, whose friends represent, who are friends of friends of friends. I used to dig on my own, but that's not necessary anymore. I've been doing this job for so long, I stay ahead of it with what people send me. I will discover something whether it's through Sirius Radio or someone mentioning it, and I will search my inbox and 90 per cent of the time, it's in there. I get inundated. There's only so much I can, or want to download. If it's a stream or download then at least you have the option."Are there particular musical styles that you tend to gravitate toward for games?"Stuff that has more energy, from harder, aggressive rock to hip-hop to something electronic and a little darker with power to push. Everyone's into instrumentals these days, so music is being sent out as "full album" and "instrumental," which is helpful."Can someone approach you without a reference?"They can. If they email me a 20Mb file that jams my inbox, it discredits them and I am going to delete the attachment. If they are unable to construct a normal sentence, they come across unprofessional and I do not know if they are going to hit my deliveries on time. If they email me a link and present themselves by corresponding in a professional manner, I will check them out."Do you tend to respond?"I try to get back to people if I feel it's a legitimate request. If I have projects going on that they can submit for, I will let them know. If I do not have anything at the time, I will let them know. I let them know if I have something starting around a certain month and to check back with me then. Sometimes I will flag people who are checking on certain things to get back to them. I get a couple of hundred emails a day and can not go through all of them."Do you ever use people who do not have a track record? What can they bring to you to show what they can do?"Yes, I do. The best thing to do if they do not have any experience at all is to put together a reel. Pull images off YouTube, do your own spec score to it. Especially if it's things I want to be seeing, like a clip of Call of Duty: Mute it, do your own score to it, see how that comes across. If you are trying to convey a few different styles, a minute and a half, two minutes each. If someone feels like they have the right skill set for certain projects, they should approach companies that are doing things [that match] their skill set. Research different publishers and see what their annual titles are, to clue you into what they are doing the next year. There are unannounced things, but you can figure it out. You can find out who to reach out to by Googling who was involved in a particular game. It's a small enough industry to figure out who the people are."If a musician or a label has a back catalogue of material, what is the best way to present that to you? And is there paperwork you would like them to have prepared?"When people send me a whole back catalogue, I am not going to listen to it because I do not know where to start unless you do a focus tracks list. If you do a top-line sampling of the favourites, people can take a listen and decide. Links to SoundCloud work great. You can skip through the songs easily and if they want, they can set it up to be downloadable."They have to be able to confirm that they own it. They wrote the song, and if there were co-writers for the song, that those people are on board or they can put me in touch with the right people to make sure all the pieces of the puzzle are there. I've got the paperwork I can put together, no problem."What are some external entities you work with that provide you with music that artists can approach?"Our advertising agency, as well as digital agencies that work with our digital department running things like our social media. We are always doing videos that go up on there. These agencies have their own audio people. It ends up funnelling back through me, but we go through hundreds of promo trailers a year so I am usually cool with it if they have it figured out before it gets to me and I just end up doing the deal.""From a composer perspective, if you are going to score an entire game, you can think of that running the spectrum from real small-budget films to massive blockbuster film budgets. It depends on the size of our game, our expectations for it, the level of quality we are expecting, whether or not we want a big composer name value to it. There are a lot of different levels. There's a per-minute rate that's an industry standard that can run anywhere from $500 up to several thousand dollars. We might need 60 to 90 minutes of score to work itself through the whole game. We usually work on a chunk of minutes at a time."For license, if it's a game that's a music-based or a rhythm-based game, like a Guitar Hero, then you are going to pay a penny-rate royalty. If it's a song license, it's subjective. It depends on the size of the artist, what they think it's worth, the scene in the game. I've paid anywhere from low four figures to high five figures."What artist and songs are on guitar hero?Go to www.ign.com and search world tour and it should tell you
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