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prophetik music

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Everything posted by prophetik music

  1. i wrote a bunch in the resub version of this essentially saying to trim back a lot - the tail of the reverb, the extended sections of mostly repeated material, etc. the writeup details changes that hit all the things i said, so i'm excited to hear the result. opens with some open fifths in a tight synth, the bass line, and some melodic references. beat is tight. there's a pad in the background that sounds a lot like reverb tail but isn't, and once i figured that out i think the melodic elements sound less out of place. beat gets spicier at 1:01 with the xylophone added alongside. melodic content is still focused on that first lick of the melody, but it works because there's a variety of ways you present it. 1:50 is a break, and this is a good time for it. the lead appears to be mostly in the right ear which is a little confusing, and it's pretty fuzzy so it took me a second to understand what it was saying. the ep in the background sounds like it's doing sustains which doesn't really add much other than pad noise - consider a sharper tone around that particular entry to make it clearer what it's doing. 2:31 is a downtempo section and i like the reduced instrumentation here. the 16th-note rhythmic element is nice too. would have been a good time to mix up the lead for the remainder of the track. this trucks through the melodic material a few more times until 3:26 when we get what's clearly an outro section. the pad tone at the end needs a fadeout as it just stops abruptly. overall i have a lot of nitpicks about the track. i think that the arrangement's fine although i'd not have minded hearing more of the melodic material that wasn't the initial riff that is used so much in this track. from a mixing perspective i can hear everything pretty well, and my main complaint is that the panning is a little wide. overall though i think this is over the bar. the changes you've made are in keeping with what we suggested and overall you've got a fun punchy little track that has a nice groove. YES
  2. Previous decisions: original, resub 1 Really appreciated the last round of feedback. Song gets to the point a lot faster, removed 2-3 minutes of trash. Heavily revised the second half: added a bridge and dovetailed some of the elements of the bridge into the final hook. Redid all of the reverb, I think it's at least an improvement. Added a xylophone and some strings. Thanks. Games & Sources Theme of Tikal
  3. this will need a new name if it passes, as we don't allow remix names that are just the name of the original track. also, given that we don't allow any sampled audio regardless of source from square enix owned games (square enix currently owns the rights to chrono trigger) means that this is a no-go with the given samples. i'll still review it, but we can't post it even if it passes in its current state. opening has some sfx (naughty naughty!) alongside a very thin, airy pad playing the SotF arpeggio. i like the transitional effect into 0:26. the lead here is nice as well, and the beat is appropriately chill. there's a significant amount of pumping (i don't think it's sidechain unless everything except the kick is sidechained) which is notable and doesn't sound great. there's a break that features the Schala arpeggio (and eventually the melodic material when the beat comes back in). there's not much going on in this section that's not from the original track, but some brass stabs come in near the end which keeps it from being a palette swap from the original. it goes through the Schala arpeggio a bit before ending without an ending. i think this would be fairly close if i had to vote on it fo rillz, given the pumping in the limiter and the lack of original content in the second half. short tracks are hard to have enough transformative arrangement to really get themselves over the bar without everything firing on all cylinders. that said, the inclusion of sampled effects makes this a moot point. they'd have to be changed before i could vote in earnest. NO
  4. a sixth version! this family has a lot of sisters. opens with some arpeggiating bass, an EP, and kit. the snare sounds doesn't have much tone to it, it's mostly just static. the melodic content comes in quickly and is handed off between two synths - the latter entry has a lot of really high content frequency-wise and is a bit tough to both listen to and tell what it's doing. there's a short break at 0:33 and it's back to the same synths as before doing the melodic material from before. we hit another break in the beat at 0:58, and there's a stutter hornet synth used as a lead in this quieter section. i don't know if the high-energy vibe that a stuttered saw like this adds fits this section too well. there's a build into 1:23 and then it's back to melodic content. there's more personalization here initially which is nice. 1:47's the same as earlier at 0:33 but with drums this time, and then we get one more recap of the melodic material before there's a big fall. what's left is an outro over some deep pads. the drums specifically sound really lacking. the snare is not only just static, but it also lacks punch which is an important part of an edm track's momentum. better samples are available for free all over the place and would really improve this, as well as increasing the volume of the snare a bit so it sticks out of the mix more. similarly, if there are hats, i can't hear them, and if there are cymbals used as transitional elements, i didn't notice them throughout. lastly the kick has a deep electro beater tone, which can work, but it doesn't have any bass to it that i can hear. a quick freq analysis shows that the bass peaks very highly at 70hz or so and there's just zilch underneath it, either in the bass instrument or the kick. i'd expect to her a fundamental in the 35-40hz range based on that tone, so layering the kick with something that's got more sub bass content (that's trimmed to ensure it doesn't go below that 30-35hz range and clog stuff up) would give it a lot more guts. the stutter synth used throughout as a melodic element really doesn't fit the vibe overall. stutter synths are used in other tracks to drive energy and provide a rhythmic element that's not just the boom tiss of the drums. that's not how this this used - this track has a heavy focus on melodic material, and so while the backing elements work just fine with that stutter tone, the lead doesn't really work in my opinion. a gliding synth that lets you really play with the attack and release elements would fit what you're going for more, i believe. all of your leads are very reverb-heavy, but the bass, drums, and backing synths have very little verb on them. this (along with some of the odder synth choices) serves to make the backing elements feel separate from the lead elements. taming the fade and the tail of the reverb would help a lot in terms of making them feel more adjacent. is your reverb on a send or is it individually applied to leads? a send that you can send everything to to some extent would help normalize the sound stage and make it feel more cohesive. i don't think this is there yet! but you're in it for the long haul, clearly, so hopefully some more focused feedback in this judging thread combined with you interacting with the workshop on the discord or in the forum should help. NO
  5. prophetik note: this is version six, i believe. here's the previous five. v5 v4 v3 v2 v1 Alright, another attempt, and I think I did better this time. I imported a reference track directly into my DAW so I could AB faster. The reference track I used was MkVaff's Vega theme Pulse mix. I chose that file because it has a similar "spanish gypsy" feel to it, IMO. I tightened up the velocities and timings on some of the parts; I had received advice on humanizing, but then was told on the judges' decision that the timing was "scattershot", so I brought things to a more on grid state. I also added some very slight panning to the call and response parts in the first half. I added a "mud removing" eq to each individual track, and also eliminated the rather aggressive compression I had on my instrument busses. Instead, I put a multi band compressor with gentle attack and knee on the master, and it's only doing about 1 to 3 db gain reduction per band, before going to a lookahead limiter that's also only doing between 1 to 3 db (depending on where you are in the track). I eschewed using Ozone, and instead went totally by ear with the reference track. Again, thanks for the consideration, and thanks for your patience;) Audiomancer Games & Sources Original Above.
  6. This remix simply titled "Secret of the Forest" is a mashup of Secret of the Forest and Schala's theme from Chrono Trigger! I had a lot of fun making this one and decided to go with a trap/wave style for the remix. Hope you like it ~ This remix was released on my EP "Whisper Tree" in 2020: Games & Sources The intro of this song also samples sounds from the game files including menu buttons, various in-game fx and the opening clock ticking sound!
  7. this appears to be fifteen and a half minutes of the original audio from the games stitched together. unfortunately this isn't what we host at this website - we host arrangements of the original material, not clips of the originals mashed up. take a look at section 4.2 of the submission standards to see what kind of material we generally accept. NO
  8. neat original! i didn't vote on the first decision. comments about the soundscape and verb application above apply to me too. percussion across the board doesn't sound like it's in the same world as the synths but the toms are particularly dry. the rest of the verb is like 10x longer than i'd expect too, the tail's super long - i actually think this is more the problem than the percs, since in a vacuum later the percs do have some room tone. the chords that come in at 1:08 are neat, but i wish they'd come in earlier. the lead at 1:22 has such a long tail that it takes a while to fade, and it's moving stepwise in Gm. that wouldn't be too big a deal except the third chord in the short background chorded instrument is a flatted II chord, and so at 1:24 it puts an Ab major chord under an A in the lead line. it's definitely a bit crunchy but wasn't a super big deal to me since the chorded element is so short. the percussion here and the bass writing is actually pretty fun, and i like the call and response through this section. it feels like there isn't quite enough there though - another instrument is needed somewhere where it won't compete with what's happening. this repeats over a few times and then we get a breakdown at 2:17. this was needed by here so it's well-timed. the same issue that was described above happens at 2:30 except this time it's the bass and the lead, and this is more noticeable since the soundscape is emptier. the same riff in the lead and the same lead riff are used here repeatedly, and it's not until almost 3:15 that we get anything new. this is a perfect section to really change up the vibe or instrumentation, coming out of the break, and staying the same is tiring from an auditory perspective. the track felt like it was approaching the end after 3:45 and then it goes for another minute doing the same thing, no solo or anything to mix it up. this is too much repetition - we're talking five minutes of bread and only three minutes of butter. trimming this back a lot would help a ton. so this is a very long rubber stamp. consider changing up the notes that conflict, take some more time to trim back the arrangement to just be the best parts and not also a ton of fat along the edges, flesh out the bass and percs writing for later in the track, and consider how you can continue to iterate what the song's saying throughout so it's not so repetitive. also consider toning back the synth reverb's tail and normalize the soundscape a bit so that it's not so diverse. NO
  9. i don't know a single person who thought bravely default's ost wasn't outrageous. there's some incredible tracks in this ost. starts with some sfx and then immediately really leans into the lofi super-modulated sound almost instantly. it almost sounds to me like this is the original sampled but it's hard to confirm that (material is from 0:59 in LoRF). the melodic material is almost completely lost at 0:21 while a clicky sound is most of the soundscape, and this persists until 1:25, which is a significant portion of the piece. we then get a recap of the initial stuff from 0:06 that appears to be an exact copy. 1:40 appears to be that same copy with the section at 0:21 layered on top of it. this layered approach of copied material persists until the end of the piece. there's a fade-out and it's done. whether or not this is directly sampled and detuned from the original, well over half the piece is copy-paste from earlier in the track, so this isn't going to get a vote from me. it's a cool idea for a single loop and then it's obvious what's going on, and it just keeps repeating until the end. unfortunately that doesn't satisfy our requirements for transformative arrangement. there needs to be more development than just repeating two sound clips. NO
  10. opening piano is appropriately muted. the harmonic strings are a nice idea. this section appears to be cribbed directly from TSoM. there's some cello that comes in at 0:30. it's not a great sample quality, but it's being used well here. some more articulations here (and the space that comes from articulations) would be nice. there's orchestral strings at 0:59, and again the sample quality isn't great. there's a bit of sustain-itis going on in the upper strings - it's hard to hear the melody underneath the huge sustains, so both some volumization and maybe some more creative part-writing there would be helpful. 1:32 we get a significant vibe change (this maybe could have been set up better). the ostinado mentioned above at 1:45 comes in, followed by female choir. most of the instruments in here have a swelling quality to them that's common in lower-tier samples, so it's hard to hear where some of the notes start and end as a result. there's a very frenetic build to 2:57 where the madrigal theme comes back. the solo cello being so much louder in the middle range than the entire orchestra is a little confusing from an auditory perspective. there's some better partwriting this time around, which is great. 3:50 is a recap of the madrigal theme one last time, and it's done. this is a really interesting arrangement that's unfortunately let down by sample quality throughout. you've got some really stellar concepts here - the combination of themes, the partwriting at 3:23 is great, and the underlying story of the game influencing the arrangement is super fun. from a quality perspective though this just isn't there, which is sad because clearly a lot of work went into making what you had go this far. i would love to hear you work with someone who can realize this more fully, because it'd be a highlight of the catalog if that was done. NO
  11. this whole ost is really striking, just like the game. piotr musial is superb. the sustained string harmonics about a third of the way through are so eerie. starts with some plucks and sfx. the violin almost sounds straight out of the game. piano isn't quite in time and has a wrong note right off the bat. big hit at 0:33 with a bit of a beat and what sounds like hammers. it picks up at 0:58 and i essentially can't hear anything but the beat and the piano at this point. it's not a particularly idiomatic piano performance either. there's some more sfx at 1:24 of a speech with similar percussive elements under it - again the percussion is so loud i can't hear anything else. the percs drop off at 2:04. it's still just the strings playing roughly what's in the original track the same way, and piano mirroring it. there's a false crescendo in some really nice rhythmic strings at the very end and then a hard cut to the piano. i think this is a neat idea, but i can't hear anything for the middle half of the piece. it's just too loud. this needs a significant revolumization across the board, especially around the percussive elements which are just way too loud. that whole section is super boomy, and some EQing especially on the big boom fx you're using will help lighten the sonic load there while still keeping it punchy. separately the piano overall sounds like it's just perpetually at 127 velocity and machine-guns several times. there needs to be a lot of attention paid to the piano to make it more realistic in the performance because right now it does not sound realistic at all. all that said i really like the concept. there's some really need ideas here in terms of the instrumentation and your approach, and a lot that ties into the game in interesting ways. it's hard to realize that though with the mixing all over the place. spend some time EQing out extra stuff, turn everything down quite a bit, and then use compression to keep it feeling strong. NO
  12. agree with Flex. this isn't "a little repetitive", it's half a track. if anything, it being jordan is why i gave it a ? at first when he resubbed the second version.
  13. ambient opening. first big pile of crunch at 0:25 is nice and it continues to creak in and out for a while. there's some plucks that sound like the intro arp in the original around 0:42. the extreme clipping is making my eyes twitch - there are ways to get distorted and beat-up textures without just cranking it past the 0.0 mark. there's a beat that comes in around 1:31, alongside some other percs. there's a melodic element that comes in at 1:47. i like the distorted tone on it, but don't like how blown out this area is as it loses a lot of depth of tone. there's a lot of low mid content below maybe 200hz that's probably unneeded and is causing it to be really cluttered. i agree with chimpa that this section is slow-burn but not in a good way - since there's zero dynamics possible with the overblown backing elements, there needs to be either melodic or rhythmic elements to keep interest. there's little to no rhythmic elements through the entire song that aren't repeated for the entire breadth of the track, and there's little melodic elements that aren't present in the original. there's some piano that comes in around 2:55, and then some sustains and sfx to finish it for the last 40 seconds or so. a gritty, lo-res texture works very well for this original. ultimately, though, this is a pretty boring remix. the slow tempo is a good choice imo but the lack of dynamics (or really even contrast), interesting rhythmic, melodic, or harmonic elements, and even basic elements of mastering really shoot this one down. there's simply not enough to hold interest for 4+ minutes, and what's there for those four minutes is gritty in a bad way and so blown out that you can't actually hear what's going on most of the time. to be clear: i'd love for a heavy, slow-burn industrial mix of this track, as i think it fits perfectly. just turning up all your mastering channels to +6db isn't how to do that though. it's hard to make something sound dirty and covered in rust, and i think this is what you were going for - it just needs more attention to mastering to make those channels sound like that without just cranking them up so the master clips. NO
  14. what a dope original! never heard it and it's awesome. starts out with some pretty static tones, but the beat comes in at 0:11. initial writing is pretty faithful to the original. the drums aren't quite what i expected given the original sound concept. the bass is pretty active and the lead is very basic initially. there's a recap at 1:06 and some repeated material (everything from there to 1:24 outside of adding the ascending arp flourishes in a few places). the following section is also very similar to the original outside of a few added flourishes. there's another repeat at 2:00 and then it repeats the opening section and fades out. i like the concept here! i think there's a bit too much repetition for a piece that's only 2:10. i think the style survives the genre adaptation pretty well, though, so that's fun! i think there just needs to be more arrangement here - less ANARCHY TAKAPON and more Nuac. i'd also like to hear the drum mixing bring the drums out, assuming you're willing to use modern mastering tools and you aren't explicitly going for a GB-realistic sound. NO
  15. track appears to be intentionally limited to -3.5db. initial vibe is much more upbeat. bass is surprisingly high. there's some fun bitcrushing effects right off the bat. the first real break section at 0:34 hits nice with the orchestral element there. this kind of trucks through on autopilot until 1:18 (nice break going into this section) when the beat drops and it goes to a very rich interstellar-style orchestration. i like the tempo-synced synth there to keep it moving. after ridley peeks through the bookshelf at his past self, he apparently learns guitar - i liked the change in style here, it's a good change and was needed by this point. the theremin lead is too resonant up top and cuts hard through the mix, but other than that i liked the idea. there's a short break, then some breaks, then at 2:18 we get some intentional detuning around some of the synths alongside some glitchiness. it's a fun idea that visualizes the title. this escalates until 2:57 when we get more theremin lead and orchestration, which fades out over time. this is a nice trail-off. the orchestration comes back with more rich chord blocks at 3:10, and eventually picks back up with the guitar as well. guitar sounded notably dry here, but other than that i liked this again. the theremin lead here is filtered a bit and it's nowhere near as resonant as before. there's a lot of noise going on starting around 4:24 - are you riding a crash cymbal? is that what that is? - but it is still fairly clear what's going on. there's a final big hit, we get more interstellar orchestral chord stacks and rhythmic synth, and then it's done with a tape stop. we seem to have gotten a ton of this original in the remix bin over the last few months. it's been great to see how different they all are. this is no different - i think the highly technical dnb alongside the big cinematic scoring elements works great. kudos on continuing to do different stuff and not stick with a single vibe. YES
  16. starts out with some very ambient hits at range, and slowly starts to build the descending motif from the original. there's a lot of orchestral elements being used, which is nice. i'll note that there's a lot of sustained chords and that's not great orchestral arranging. it's not common that the entire brass section will play block chords. more movement in here would be a goal. there's a big hit at 1:16 with some guitars and orchestral taikos, and now some choir. there's a lot of audible clipping in here. this is where all those block chords become a problem - they're just clogging up the mid range so you can't put other stuff in here. there's also what sounds like mostly copy/paste for each section with one more thing added on top each time. for example the same choir scoring and presentation is used over and over - this is noticeable and becomes irritating pretty early on. at the 3:00 mark there's some slick soloing going but i can't hear anything. everything needs to be turned down by, like, half, and then use a compression and limiting chain to dress it up rather than relying on raw volume to make stuff sound powerful. by about 3:45 i can no longer hear any backing elements. it's just the bass, the taikos, and the lead solo instruments. everything else is just a mash. i can 100% get the idea of having lots of neat ideas and wanting to layer them on top of one another. i tend to be a very additive composer myself. however, after a certain point, there's just too much going on and it all loses impact as a result. that's what you've got going on most of this. if you removed half - literally half - of the compositional elements you've got going on here, i think you'd have a far more impactful (and easier to mix/master) track. i think there's a ton of great stuff here. it's just inaudible and everything's stepping on everything else's toes. trim it way back, reduce the volume a ton, remove all the sustained layering, and see what you get on the other side as a result. if you don't believe me about the clipping, this is by far the most clipping instances i've ever seen in a submission in the panel: NO
  17. big drums right up front, with a big 80s sound to the band sound overall, driven by the bass and the bell synth. snare is really loud up front. there's a nice rhythm guitar underpinning it, and the lead has a good tone, love the vibrato. hits a break at 1:25 and has some synthax pick up the lead. later guitar comes in and that's well-played. harmonized melodic content at 2:05 was nice. drums drop again at 2:16 and the track relies on the bass for a bit to keep it moving, then the fm keys. sax comes back when everything's back in for a solo opportunity. this would have been a nice time to mix up the bass line up a bit, but the energy's still there and it's a good solo. it also sets us nicely onto the outro which is well-handled. this is a lay-up. there are a few elements of the mastering i'd have liked to hear modified - namely turning that snare down a touch - but overall this is a solid rendition of the classic original. i particularly liked the keys that you used in some of the quieter parts to keep it moving, and the solo trailoff into the outro. nice work. YES
  18. yeah, opening is a direct sample with some sfx. 0:19 brings in a trap style beat and bass, with the original melodic material over top in a mostly unaltered state to my ears. i like the bassline, especially at the bridge section. the hats get a little weird around 0:45 - sounds like there's a shaker and a hat in there in the same range. solo sounds good over the top but it's drowned by the backing instrumentation most of the time. was that liquid instruments used to do the solo? there's an odd sustained organ tone at the end, some more sampled material for a few seconds, and then it's done. this needs more arrangement unfortunately. it's already very short - it's pretty hard to pass the arrangement guidelines with a track that's under two minutes, and this has a solo for half the song - and there's not a lot to differentiate it from the original already. separately, using sampled audio in general is a nono, even more when it's 15% of the track (a few seconds is one thing, but this is a measurable percentage). lastly, from a mixing perspective, your elements are mostly all over the place. there's no intentionality that i can hear around what instruments are louder than others at different points in the song. i'd highly recommend revisiting each element and ensuring that it's placed appropriately in the soundscape rather than leaving them all at the same mixer volume setting the entire track. NO
  19. the initial sound quality is an instant no regardless of arrangement elements, so let's address that first. the track is super blown out - there's no reason for orchestral samples to be so massively sausage-ized on the waveform. all of these instruments need to be turned down by half if not more, and i'd recommend turning off your limiter and compression chain before doing initial mixing to ensure that you're not compensating for blowing the ends off of the main with your inputs. once you've got that covered, then you can slowly add back in the mastering chain to top it off. from an arrangement perspective, i think the initial concept is interesting. you've got a broader, more interesting sound palette, but it quickly grows stale as the only change is the addition of the synth lead eventually. i'd recommend either leaning more into the orchestral element and doing more part-writing (so it's not just lead, stabs, timpani, and string pad) on individual instruments, or else lead into the synthy element where that kind of sustained pad works well and flex some creative sound design muscles. either way, this is too simple of an arrangement right now, and larry's right about the loop and ending cutoff. we need more transformative arrangement to be something that can sit on the site. NO
  20. yeah unfortunately this is essentially a cover using chiptunes. we require transformative arrangement here at ocremix - that is, sound swaps aren't enough. in a demake like this, i'd expect to hear updated rhythmic elements, new chords, a more personalized instance of the melodic line, changed time signatures, etc. what's here right now is mostly concernedape's work, and it's just being played by new instruments. that's fine with youtube and some other services but it's not what we do here. i love the idea though! i'm a huge fan of demakes. that track is a good example of the type of arrangement we look for here, and emulating (no pun intended) ben's expansion of the original theme would be a great way to proceed here. NO
  21. would need a real title if it passed. this is a pretty basic original - just the bass riff and the whistle synth - so i'd need to see some pretty transformative elements to make this pass the bar. to my ears, there isn't much arrangement here at all - this sounds essentially like you've taken the existing parts (even some of the drum lines) and put better sounds on them. i think the better sounds sound better! but there's nowhere near the transformative arrangement we require as part of 4.2 in the submission standards. NO
  22. the waveform diff overall on this one is drastic. also LT this wasn't samples from the original, it's just a very similar synth that was used. starts out with some ambience (assuming this is the sampled element?) and some accelerating piano over time. the piano sounds intentionally filtered. the arp's in the piano, and the lead is a similar tone to the original. the kick starts as a more muted version and then has another kick with more beater added in later. the lead is 1:1 from the original. when the rest of the beat comes in at 1:18, it sounds to me like the track is currently the ongoing ambience, the beat, piano playing some chords and the arp, and the lead. that's pretty sparse compared to the complexity of the original. there's a break at 2:12 with no kick for a bit, but it's back within 15 seconds and we get the B theme for a bit. there's a stutter synth here that i didn't notice before, and that's a nice change. at 2:55 the beat's done for the piece (another 1.5 minutes!). the lead synth appears to truck through the rest of the melodic material in order with the piano under it, and then finish on some more ambient swells. from an arrangement perspective, i like the idea of giving the main body of the melody some more rhythm in the form of percussion. beyond that, there's not much here that isn't lena raine. we need more arrangement than this. section 4.2 in our standards talks about significant arrangement - another word that's used a lot is transformative. this doesn't have that, so it's a nonstarter right there. frim a mixing perspective, the kick is wildly louder than anything else in the track, it's not even close. the spectrum analysis shows a solid wall from 35-60hz, no cutoff below that and nothing close to it above it - that's too much. beyond that, the entire mix feels very muted and quiet due to not having any headroom from the kicks. likely this was mixed on low-bass-response headphones and that's why there's such a crazy difference there - this desperately needs another pass at mixing it on something with accurate response and then subsequently needs some compression to balance it. beyond that, sidechaining at least the ambience and the backing elements under the kick a bit would help with the pressure as well. i'd suggest really committing to the arrangement first. make something that's distinctly Metris's take on lena's work rather than just taking her work and adding pads behind it. change up the melody a bit, play with chords, update and add new textures that are critical to the work and not window dressing, change the tempo, etc. and then come back and get the workshop's view on it to see how it's going. right now this isn't passable. NO
  23. track has >5db of headroom and little dynamic contrast at first glance. would need a new name if it passes as well. at first glance, this appears to be a palette swap. the notes appear to be pretty close to 1:1 outside of no drums. the synthesis concepts are interesting, but i'll note that the choices actually are a net negative overall for the work - the lead's quieter than the arpeggiating synth since the arp is so much brighter than the lead, as opposed to the opposite in the original, and the long release pads mean that there's some overlap on faster chord progressions. it also has no ending - it starts to fade out, but doesn't quite before it just stops. this is not enough arrangement for our site, unfortunately. i think there's a real place for something with interesting juno-type synthesis here, but per 4.2 of our standards we need transformative arrangement. this is a cover and we don't take those unfortunately. NO
  24. bruh. initial synth hits and subsequent bass and beat are exactly what i expected. lead's got some nice distortion effects on it, it's definitely a grittier vibe to synthwave than we've heard recently. transition at 0:40 is a choice. the track kind of noodles a bit after that - i think the inconsistent beat and bass work is why, it just felt very disjointed for a while. there's a break at 1:09 where it's just pads and the really broad, buzzy lead for a bit. it cuts suddenly to the above image with a heavily detuned and filtered section from another game for a while before it suddenly pops back into the main material again at 2:06. the detuning next to the not-detuned stuff sounds pretty mind-bending for a minute and there's some other grunginess in there somewhere in another synth that's got some oddly tuned stuff going on. it trucks through the B section of the melody before a quick recap of A and then it's done quite suddenly. i need to admit i really, really don't like the middle of the song at all. synthwave is all about the constant motion and consistent driving vibe, and the section from 0:41 through 1:09 doesn't really have that at all. it feels like a bunch of disparate ideas are stuck together. the following break loses a lot of energy and is very short, and then suddenly is into the tape section which i really just don't get all. separate from the concept being really out there, it's uncomfortable to listen to something that's so detuned and only in one ear when there's an abrupt transition to it and from it. i'm running into an issue where i don't think these sections are viable but i don't see a specific element of the standards that they're violating. so i'm going to let the other judges vote first and i'll come back to this after some more thought. ??? edit 1/26: at its core, the middle section doesn't belong here. it's objectively an ill-fitting concept that's executed fine but really doesn't go with the rest. if this wasn't Hudak i'd probably already have rejected it just due to how left-field it is. the artist shouldn't matter here. So that's a NO from me as a result.
  25. I went through a spell of arranging and remixing VGM as an exercise in new production techniques and experimenting with new sounds. I was really into sounds from the Juno-60 which I felt meshed well with this song. The track is equal parts whimsical and sort of dystopian which fits well with the sci-fi sounds of the Juno. This song understandably gets a lot of love and the arrangement itself is pretty faithful to the original. My goal was to retain the vibe with more "modern" (but distinctly 80s) instrumentation. Artist: breadbarn Games & Sources Super Mario RPG: The Legend of the Seven Stars (SNES, 1996) Composer: Yoko Shimomura Original song:
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