Guitar Hero Van Halen - "Panama" Expert Guitar 100% FC (282,208)
Panama - Van Halen We're finally starting GH Van Halen! I even included the intro when you first start up career mode because it's pretty cool. This song's first squeeze is really tough, and I'll go into why down below, but overall it's not too bad to squeeze. I've never hit it, but I feel like you can get another 200 on the last act by activating one note earlier and ending on the same R sustain. It would probably take a perfect squeeze and perfect early whammy. Wait, what? This game has early whammy? yeah it does keep reading. This is a perfect first song for this particular game because it highlights a few unique features about this game. Of course it has extended sustains, but this game handles sustains unlike any other GH game out there, and they feel really good. This game also has early whammy, and the hit windows don't shrink when other notes are close. --------Sustains-------- Typically in GH games from GH3 onward, sustains will end later if you hit the note later and award you a "tick burst" that makes up for the points sacrificed by hitting the note later. This is useful for getting reverse ticks, but it can make holding out sustains their full length pretty tough, especially during sections with many sustain notes following one after another. It also makes getting extra points from extended sustain glitches hard because if you drop the end of the extended sustain glitch, you miss out on all the extra points you would've gained, and then some. Guitar Hero Van Halen sustains act similar to the pre-GH3 games and Rock Band, where sustains have a fixed end point, meaning you can hit the sustain as late as possible, but the sustain will always end at the same time. You can still hit the sustain early and have it end early, but hitting the sustain late will not result push back the end of the sustain and there will be no tick burst. This may seem like a very minor detail, but it makes a world of a difference. Extended sustain glitches are incredibly easy in this game; they're even easier than GHWoR. Playing long sections of sustain notes in this game isn't even a problem like every other game except WoR. --------Early Whammy-------- Early whammy means that if you hit a star power sustain early and whammy early, you'll get more star power than if you had hit and whammied the sustain perfectly on time, or late. This obviously means you should be hitting (almost) every star power sustain early to get the maximum amount of star power from it. It can make previously impossible squeezes possible. Early whammy isn't a new concept; it's been in GH1, GH2, GH80's, and every Rock Band game (except for RB4 now, it was removed). This is the only GH game from GH3 onward that has early whammy, so it is quite unique in that regard. Squeezing this game is unlike squeezing any other GHWT era game because of it. It also makes pathing a bit harder too because you need to account for extra SP gained from early whammy instead of the base numbers. This song's 1st activation requires a lot of early whammy. You can't even get close to hitting the squeeze without it. --------Hit window overlap-------- In every GH game but this one, when two notes are really close together the hit window of the first note shrinks to accommodate the hit window of the following note. Think of the grace notes before the "What The ?" section in TTFAF (https://imgur.com/smjeDNu). The back end of the timing window of the first note is only as large as half the distance to the next note, meaning you have less time to hit the first note than you would if the second note wasn't there. This is not the case with GHVH. Hit windows do not shrink at all, so the hit window for every note is the same, regardless of its position (slider notes can still overlap like they do in the other games, but that is an issue inherent with how slider notes work, so the GHVH engine's leniency will not fix it.) There a couple really good examples of squeezes that take advantage of this unique feature, like Best of You, but in reality it can come in handy for most activations. You are never limited by what is coming after the note you're activating on, so in theory you could max squeeze every single activation (except in some scenarios with slider notes). ------------------ This turned out being a much longer description than I anticipated, but I hope at least someone out there though it was intriguing and can use these tricks to their advantage. This game is incredibly unique when it comes to squeezing, and I can't wait to show you all what I was able to accomplish. Stay tuned. btw I almost reached the character limit for descriptions lmao My Scores: https://www.scorehero.com/scores.php?...

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