DJ Hero arrived on October 27, 2009, asking players to trade six plastic guitar frets for a single spinning platter. Activision published it, FreeStyleGames built it, and it landed on PlayStation 3, Wii, Xbox 360 and PlayStation 2 as the first spin-off of the Guitar Hero series. The pitch was turntablism: taking two previously recorded songs and working them into one new mix with record players and sound effect generators. That idea could have been a novelty. It is not.
Trailer, via RelapseEncore.
The Deck and the Crossfader
The controller is a wireless deck. It holds a movable turntable, three “stream” buttons, an effects dial, a crossfader and a “Euphoria” button. A hidden panel carries the buttons you need to talk to the console outside the game, and part of the unit detaches and reattaches so left-handed players can use it.
Notes travel in an arc across a spinning record on screen. You hold one of the three stream buttons to play them. Two of those buttons stand for the two songs in a given mix. The third fires samples, and the effects dial shapes them.
The crossfader is where DJ Hero separates itself from every rhythm game before it. Onscreen symbols tell you to move it, and moving it changes the relative volume of the two songs, pushing one to the front of the mix for a short time. You are not just hitting marks. You are mixing.
Scratch, Euphoria, Rewind
Scratching sections appear as a run of up or down arrows. You hold the button and turn the turntable in the direction of the arrows, mimicking the record needle dragging across vinyl. It is the game’s best physical trick, and it reads instantly.
“Euphoria” works like Guitar Hero’s Star Power. You collect it by completing specific phrases in the mix, called Perfect Regions, then release it with the Euphoria button. It doubles your current multiplier and crossfades automatically while it runs.
A “Rewind” meter fills through steady successful play. Once it is full, you can rewind the song and fix your mistakes. Let your performance drop and the performance meter falls with it, cutting the music track out.
You cannot fail a song here, unlike in the Guitar Hero games. That choice matters more than it first appears.
DJ vs Guitar, DJ vs DJ
A single player career mode anchors the package. Competitive and cooperative multiplayer modes, billed as “DJ vs DJ,” run locally or remotely.
Ten songs were mixed specifically to support a guitar controller in a “DJ vs Guitar” mode, so a second player on a Guitar Hero guitar can join the deck. A microphone adds a non-scoring layer to the mix. Party Play lets the game run songs on its own while a player jumps in at any point.
The roster of contributors is the real argument for the game’s credibility. DJ Shadow, Z-Trip, DJ AM, Grandmaster Flash, DJ Jazzy Jeff and Daft Punk all worked on DJ Hero, helping build mixes and lending their images as playable avatars. Those are the people the game is about, not a marketing list bolted onto a licensed soundtrack.
The library runs to 94 remixes, each one pairing two different songs across a spread of genres. That number is the whole project in miniature: 94 times, someone had to decide that two records belonged together, then build a mix a player could perform with their hands.
What the Platter Gets Right
DJ Hero’s smartest decision is the difficulty curve. It teaches the crossfader, then the scratch, then Euphoria, then Rewind, and it does so without the punitive streak that defined its parent series.
Removing failure is not a softening. It keeps the mix playing, which is the point of a DJ set. A player who is struggling still hears the record.
The turntable controller earns its place. Turning the platter by hand to match arrows on screen is a crude version of what a DJ does, but it is a real version, and the motion is specific enough that it never feels like a reskinned strum bar. The three stream buttons map cleanly onto two songs plus samples, and the effects dial gives the third button somewhere to go.
The weakest ground is the guitar crossover. Ten songs out of 94 support “DJ vs Guitar,” a thin slice of the library for a mode that asks a second player to buy into a different instrument. The microphone addition does not score, so it is decoration rather than play. Both are side rooms in a house built for one person at a deck.
Still, the core holds. DJ Hero takes a form that had been reduced to a peripheral and rebuilds it as a performance, and it does that with the actual architects of the music in the room. The remix count is generous, the controller is purpose-built rather than adapted, and the no-fail design keeps the music running, which is what anyone putting on a mix actually wants.
This is the rare spin-off that justifies its own hardware. The guitar had been carrying rhythm games for years by 2009; DJ Hero showed the platter could carry one too, and it did so without leaning on the parent series for permission. The ten-song guitar mode is the part worth watching if a sequel ever comes, because that is where the idea is still unfinished. Everything under the needle is not.
KEY FACTS
– Release: October 27, 2009 (North America); October 29, 2009 (Europe)
– Developer: FreeStyleGames
– Publisher: Activision
– Platforms: PlayStation 3, Wii, Xbox 360, PlayStation 2
– Remixes: 94
– Modes: Career, “DJ vs DJ,” “DJ vs Guitar” (10 songs), Party Play
– Contributing artists: DJ Shadow, Z-Trip, DJ AM, Grandmaster Flash, DJ Jazzy Jeff, Daft Punk
– Score: 8.6/10
Get the Notebook.
The day's best stories and every fresh verdict, in plain English, in your inbox by seven. One email a day, no more.





