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Liontamer

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Everything posted by Liontamer

  1. The beatwork could have used some more power, and the flute's a bit mechanically sequenced, but the overall texture is pretty solid, and I really loved the interpretation of the melodic components here. The panning tricks going on during the breakdown in the middle were too extreme, but were used only briefly. A great first mix that illustrates the mission statement and creativity standards of OCR from day 1.
  2. http://www.ocremix.org/info/Judges_Panel#Why_is_the_acceptance_bar_so_high.3F http://www.ocremix.org/info/Judges_Panel#Why_are_there_so_many_rejections_in_a_row.3F
  3. All 3 links for that mix work fine. The old faces will be back eventually. It's never been a high priority.
  4. http://snesmusic.org/v2/download.php?spcNow=sm - "Maridia Drifting Sand Underwater Area" (sm-25.spc) Yeah, right off the bat, this sounds like a MIDI or SPC rip with some souped up sounds and effects. Beats entering at :31 were EXTREMELY bland with 0 meat on 'em, the electric guitar synth was really tacky, and everything's got too much of a muddy sound. Completely agreed with Vigilante's take on this, the percussion writing's the only interesting things going on, but it's too loud, cluttered, poorly produced, and doesn't distract from the fact the the melodic arrangement itself is very uninterpretive. NO
  5. http://www.tzone.org/~llin/psf/packs2/FF7_psf.rar - 301 "Cosmo Canyon" I disagreed with Jill's more positive outlook on the track. I wouldn't know why she felt the rearrangement aspect seemed alright for what it was, but maybe she was really familiar with the source made and thus didn't directly compare to the original. No big deal, but worth a revisit. The arrangement was really lacking upon direct comparison to the source. The instrumentation is an upgrade compared to the PSF, but the overall tone is way too similar to the source tune, and the interpretation and expansion factor are really low. Besides some ethic SFX and various other additive sounds, this is basically the original track verbatim. Considering the source itself is only 1:44 long per iteration, you've given this one playthrough that's not interpretive or significantly personalized enough in the arrangement. Nah, you need to read up on the standards and guidelines more. More interpretation and expansion is needed to stand out as a unique and creative rearrangement. This isn't a developed mix by any means. NO
  6. It's capable of creating music. There's a dedicated sub-forum for the program here: http://www.ocremix.org/forums/forumdisplay.php?f=28
  7. I'd like to attend. What train station would be the closest to Peabody, BMI or Penn Station? I'm guessing Penn. Kinda spur of the moment, but The Lady and I may be down. Lemme know about feasibility, plz.
  8. Hahahahaha! You've given him more fodder for music, believe me. http://www.snesmusic.org/spcsets/ct.rsn - "Sara's Theme" (ct-3-06.spc) Delicate piano and strings opening things up. Kinda fakey and cheap with those string pads, but nothing too bad. Sax creeps in at :29. Some gentle escalation via the electrosynths at 1:20. The production of the sequenced instrumentation needs to be louder/stronger to mesh better with the sax; right now, the supporting stuff is too quiet. The track's short and halfway over, and the intro's not even done. Ah wait, it doesn't really build to anything beyond that. There's some subtle but noticeable dynamics, as things get more and more intense, but nothing that majorly changed the feel of the piece over time. Lots of personalized embellishment and interpretation in the sax performance. Definitely not a cover/rip, but I didn't get that vibe from Jon T.'s vote. The arrangement being decidedly underdeveloped relative to the source material is what made the others go NO. Give it a minute or two more and flesh out the arrangement further. Creatively speaking, what you have in place is aight, but you could bring a lot more than this to the table. This is cool, but only scratches the surface and doesn't feel like a fully realized idea. NO (resubmit) Really hope to hear something else from you in the future though if you choose not to resubmit this one, Brian.
  9. http://snesmusic.org/v2/download.php?spcNow=ewj - "Buttville ~ The Descent" (ewj-07.spc) Glad to see this resubbed. Loved the effects and layering done with the acoustic guitar. The sequencing on the piano at :45 sounded too stiff; way too exposed despite the effects in play. Luckily it only lasted a few seconds before moving on. Still some awkwardness on the stuttering from 1:20-1:22 where the timing didn't seem to match up right, but overall I still loved the concept. Those beats are meant to be pretty loud at 1:27, but it felt like it was to the detriment of the song. I liked 'em lower. The airy strings from 1:49-2:10 were getting massacred by the distorted beats, IMO. They were getting killed so bad, it was as if you were encountering some sort of channel limitation where the strings dropped out entirely. I know that wasn't the case, but that's how bad it seemed. Nice effect at 2:21 to fade out the guitar, and a slick transition to the electrosynth effects and piano. Piano sounded too rigid and bright, but things were alright on the whole. Sweet tempo change at 3:17; you definitely needed something to keep things fresh, and that was an effective idea. Wasn't liking the bare plucked strings from 3:36, but you resolved it strongly with the final WHOOMP at 3:43. Solid stuff. I won't die if this goes up as is, but I'd like to see some mixing tweaks done just to get this in a better place sonically. I agree entirely with BGC's reasoning, but feel this is more of a case of a conditional YES, rather than a NO. Fix it up, Chris, but beyond that, congradulations bro.
  10. This one's over the 192kbps bitrate ceiling. Watch out for that when submitting, please. F-Zero GX-AX Original Soundtracks - 227 "Infinite Blue (Big Blue)" http://snesmusic.org/v2/download.php?spcNow=fz - "Mute City" (fz-09.spc) Good to see Evan around again in the community. I briefly reviewed an older version of this one back for a June '05 VGF Pimp Section, so I'm already familiar with it. It helps that I kept track of what material was arranged back then, since the sub letter has nothing. Watch the panning around :08; it's too extreme. Don't start cutting out entire channels! Decent intro conservatively based on "Infinite Blue", but some of those synths immediately became very annoying, especially at :13 when they carried the brunt of the sound. Compared to the original, your synth tone sounds too similar from note to note. :39 started some buildup toward the Mute City melody that we all know is coming. I liked the panning employed from :39-1:05, but with the mixing you need more distinct separation during the thicker parts. Push the supporting synths toward the back more. Right now, I felt like all the crazy sounds in that section were interfering with the melodic content rather than accentuating it. Brought back that ugly synth at 1:06, 1:46 and 2:25; oof, get rid of it for something more subtle and different-sounding that will create better contrast from section to section. Right now, it unfortunately just sounds loud and ugly, and buries the supporting instrumentation. Sounded like you had a decent bassline in there, but it couldn't be heard very well. On the arrangement side, I felt like things were underdeveloped and repetitive. Look at how many time that ugly synth was brought back, playing the same stuff from over and over again from "Infinite Blue". Feels like a good base, but unfortunately needs a fair amount of work on both the arrangement and production side to get it in a better position. NO
  11. http://www.zophar.net/nsf/smb1.zip - Track 1 ("Overworld BGM"), Track 2 ("Underworld BGM") & Track 6 http://www.zophar.net/nsf/megaman2.zip - Track 10 ("Crashman Stage") http://project2612.org/download.php?id=37 - "Sky Chase Zone" http://www.zophar.net/nsf/punchout.zip - Track 20 I was generous throwing this on the panel, because y'all played this live. But... The overall texture is empty and bland (punch up that bass), the timing between the players is too loose, and the interpretive aspect of the arrangement's pretty small. There aren't even meaningful transitions (e.g. 1:13) from section to section. Fadeout endings aren't instant death, but one can tell when they're appropriate; this isn't one of those cases. There's some attention paid to panning, but not enough to compensate for any of the issues. Needs meatier and more substiantial textures, tighter playing, and way way WAY more interpretation. These various arrangement seperated would be bleh; I dunno why merely gluing them together would make them any better. Merely offering basic backing parts underneath the verbatim melodies is BORING and comes a dime a dozen. NO
  12. http://www.tzone.org/~llin/psf/packs2/FFX_psf2.rar - 204 "Silence Before the Storm" http://www.zophar.net/nsf/ff1.zip - Track 19 ("Fanfare") ilp0, man. I like his style. The arrangement was conservative, but I loved the time signature change, and the instrumentation gave an upbeat and personalized take with a classic rock style. The production was a lil' rough plus I heard a little recording fuzz, but otherwise everything was cool. The mixing could have seperated the parts more, as stuff like the hand percussion tended to be buried way in the back and didn't really contribute much to the piece. Though the instrumentation combinations didn't change too much through the piece, there were enough drop-outs and returns of various parts to make the piece flow with some good dynamic contrast. Didn't like the transition over at 2:54 into the "Fanfare" theme. Felt awkward and disconnected from the rest of the arrangement. Otherwise though, pretty cool stuff and a welcome addition to the site. Keep 'em comin', Ilari! YES
  13. We used to, as in several years ago. We no longer do that nowadays, as explained here.
  14. http://www.zophar.net/nsf/ff1.zip - Track 1 Yeah, some excellent phat b33tz playing a bit off, but there's definitely some conflicting notes in here with that bassline like BGC mentioned. The beatwork and stuttering synth does play around with the source tune a little bit on an interpretive level. But as far as the melodic lead goes, the arrangement is pretty uninterpretive and repetitive. And that's all she wrote, unfortunately. NO
  15. Your ReMixer name : tibone Your real name : Juliano Flores Your email address : tibone@gmail.com Your website : Your userid (number, not name) on our forums ReMix Info Name of game(s) ReMixed : R.C Grand Prix Name of individual song(s) ReMixed : Main Theme Additional information about game if it has not yet been added to the site, including composer, system, etc. : Sega Master System - composer : Scott Marshall Link to the original soundtrack if it is not one of the sound archives already available on the site : http://www.smspower.org/music/vgm/unapproved/R.C._Grand_Prix.zip Your own comments about the mix, for example the inspiration behind it, how it was made, etc. Rock/metal version of the song, Remix unique name : Batteries Not Included Link : Hopefully , its good enough. Thanks, regards. ------------------------------------------------------------------------------------------------------------------ http://www.smspower.org/music/vgm/unapproved/R.C._Grand_Prix.zip - "Main Theme" Thanks for the source tune link. This was pretty average rock with the potential to be stronger. The drum writing was alright, but the tone was pretty weak and added no power or drive to the arrangement. The guitar tone felt the same way to me; it unfortunately had no edge to it. Key change at 1:04 changed things up a little while playing some more basic chords on top of the foundation of the original. Segued at 1:25 into some audio clips from the original with some riffs thrown in, retaining the structure of the original. Conceptually, I liked the WANKFEST MEEDLEY-ME FREESTYLE (!) from 1:47-2:29, but the guitar tone still suffered from having no meat to it. Try to think up additional arrangement ideas to increase the interpretation factor; right now, this follows the structure really closely without the tone and style of your performance compensating for the conservative interpretation. I feel like the arrangement ultimately didn't go anywhere; the intensity was generally the same the whole time, no particularly dynamic changeups, a fadeout ending that was decent but not strong, and a performance that had good intentions but felt devoid of energy. The performance unfortunately felt flat, so you need to devote your energies to getting meatier sounds out of your instruments and programs. NO
  16. Remixer name: D'n'L Experience Real Name: Lucas and Dan Email: MMmemployee@aol.com Website: http://www.myspace.com/extremeshreding -------------------------------------------------- Songs remixed: Super Mario Bros.(over and underworld) Mega Man 2(Crashman, I believe) Sonic 2(Sky Chase) Mike Tyson's Punch-out(training scene) -------------------------------------------------- My Comments: This re-mix was done as close to memory as possible. We, of course, had to refresh our memories by playing the games. We recorded this in one night in a basement. There are some(more than enough) errors. But the least I can say is that every instrument is real. No midi. More to come.
  17. ReMixer name: ilp0 Real name: Ilari Nieminen Game: Final Fantasy X Song: Calm Before The Storm Mix: -- Ilari Nieminen
  18. Your ReMixer name: Shael Riley Your real name: Disk Mastah Smokabitch Your email address: Shael.riley@gmail.com Your website: www.shaelriley.com Name of game(s) ReMixed: Earthbound, Gameboy Camera Name of individual song(s) ReMixed: The Save/Load menu Theme (EB)/Data Entry (GBC) Oddly enough, I found myself thinking about submitting this old(er) track while waiting for a train into Manhattan this morning. Seeing that Dale's submission originating in the same project just went up, I've decided to throw it up onto the docket. Docket away, boys (and Jill). Best wishes, -S
  19. Lyrics do not have to be about a game or character. Sonic the Hedgehog 3 "Memories Frozen in Time" is already a good example, so it's not a new idea.
  20. Remixer name: DJTylo Real Name: Tyler Cheeseman Contact info: tylo@fantasticrealm.net Website: www.fantasticrealm.net Name of Game ReMixed: Final Fantasy VI (3 US) Name of song remixed: Phantom Forest Comments: This song was created with experimentation in mind solely. The time signature was changed from 3/3 to 4/4 and the melody warped into a loopable fun machine. I thought outside the box on this one and came up with something unique, well unique to my style anyhow. The effects are generic, but still give a feeling much like the actual game atmosphere. ------------------------------------------------------ http://snesmusic.org/v2/download.php?spcNow=ff6 - "The Phantom Forest" (ff6-115.spc) On the arrangement side, you have some good interpretive ideas, but the execution is weak. Opening is a decent idea, though the samples sound pretty flat, particularly the woodwinds. The guitar strings tend to sound the best. The woodwind lead brought in at :39 was arguably too quiet (personal taste), and has some jerky note-to-note movements. The beats brought in at 1:19 initially seemed interesting, but simply segued to a bland drum pattern at 1:43 that had absolutely no power behind it. Coupled with those bone-dry bowed strings, the texture was EMPTY. Some equally barren electrosynths joined at 2:15 sounding completely out of place. Nothing had any meat behind it. Cycled back to the stuff from that intro at 3:35, then the track VERY abruptly cutoff at 3:44. You gotta give more depth to your instrumentation, and flesh out the arrangement with additional parts. Very inorganic result for an organic-minded piece. Decent first sub, but you've gotta learn a lot more about how to put together a rich-sounding and comprehensive arrangement. Right now, the sounds are empty and bland, and the performance doesn't flow well. NO
  21. Nah. Perfectly legit question. It certainly seemed like the track had simply disappeared, plus there was no summary of any of the name changes.
  22. http://www.ocremix.org/remix/OCR00246/ The mix name was changed to the one McVaffe originally gave it. I had that done during Lockdown 2 to preserve the artist's intent. A couple of McVaffe's other tracks had their tracknames modified for those reasons.
  23. *BGC edit* Y'all Halo fanboys & gals download this shiz already! Listen to it! Love it! http://www.dunakin.com/bounte/mp3/halo2_bounte_megamix_160.mp3 Contact Info Your ReMixer name: Bounte Your real name: Dean Dunakin Your email address: bounte@bounte.com Your website: www.bounte.com ReMix Info Name of game(s) ReMixed: Halo 2 Name of individual song(s) ReMixed: a Megamix of the whole album, but most identifiable is the main theme of Halo/Halo2 Additional information about game: composer - Marty O'Donnell Link to the original soundtrack: Original remix contest at http://h2v2.ggl.com When Bungie (or whomever the publisher of the soundtrack is) presented a Halo 2 Remix Contest and made a handful of stems available, I heard way too many possibilities in my head to get anything submitted by the deadline, which was last April I think. But since I just finished writing my own album, I've had some production freetime and brought the stems back out.I ended up using little bits from all over the Halo 2 soundtrack, sampled, chopped up, re-written, re-sequenced and interspersed with my own lines.It turned out well, so I thought I'd try submitting it to Overclocked. ----------------------------------------------------------------- Considering I don't have the specific stems made available for the contest, I can't say how much was sampled from the stems and how much was made by you yourself. Opens up with an electronic version of the Halo main theme. The fuller sections (e.g. :30-1:16) tended to be too cluttered with various sounds. You gotta learn to better separate the sounds. The beatwork and electrosynth support also droned on and on, becoming way too repetitive. Melodically, this didn't seem to have much direction. Moved over into some nice piano and string stuff surrounded by the repetitive beats and electrosynths, but again the implication seems to be that the beatwork is really the only thing that you made, if even that. And it just continues like this for a few more minutes. Anyway, in the future, take a look at the submissions guidelines regarding substantial direct sampling of pre-existing material. We don't go for it here. No smoking gun here though, so I can't give out a NO Override, but it's definitely a no-go regardless. NO
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