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prophetik music   Judges ⚖️

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Everything posted by prophetik music

  1. i think it's live - it sounds like this was stereo mic'd and the low mic was over the middle of strings instead of the pillar or closer to the hammers than you'd like. i agree it's overly dense. if it's not live, then it's very strangely EQ'd, and the overall lack of room tone on it also is hurting it. we often say that the fewer instruments that are involved, the more brilliant the arrangement and technical aspects need to be. the minute or so from 0:38 that is single lines in each hand is imo too simplistic for such an extended section, and separately there's a ton of very small tempo push/pulls that are organic in nature but are just enough to make me keep thinking about the tempo instead of the actual piece. if the recording was sparkling, or the arrangement was full and rich throughout and didn't have some bare spots, i'd call it good enough. but the combination of technical and compositional issues are just enough that i'd say that this needs more to make it over the bump. NO edit 5/7: apparently it's not live, which is impressive that it aped a realistic tone so well. i've used the maverick a bunch so i'm surprised i didn't recognize it. i still think that the lack of room sound hurts it and the EQ feels really boomy and low.
  2. opens with synthbass, some guitar, and a descending glidey synth. it quickly picks up and gets a beat and a stuttering backing element. the beat is pretty toothless, but the concept is a neat one. some sidechain and a beefed-up kit would help a lot. the melody line comes in at 0:34 in a detuned lead, and later is doubled by the guitar line. i like the fuzzy tone on the guitar, although it feels oddly EQed. there's something in the left ear at about 1:02 where it drops in volume for a second or two (you can see it in the waveform). 1:06 is a shift to half-time. the drums here are inaudible almost entirely. the synth elements are neat, but most are fighting for the front and so sound like they're overlapping. there's some odd chord stuff at 1:33, and we get a recap of the opening beat with the descending glidey synth. there's some guitar doing the lead. i like most of what the guitar's playing, i just think the instrument is muffled and the mix is really dense in a negative way. like, at 2:40, there's this tight lead synth playing and a super-verby synth comes in over top and just dominates it, and you can't hear anything else while that's soloing. there's another break at 3:01 to half-time, same issues as before. the ending comes soon after - there really isn't one, it just cuts off after the second time through that half-time section after the weird chord thing. and that's that. i think there's some really fun ideas here! i like the sound of the guitar combined with a variety of synths, and for the most part i like your synth selection a lot. i think your drums are way too quiet relative to the rest of the mix, and the overall arrangement is fairly repetitive (it's A B A B, and while there's solo elements that mix it up, each section is repeated when it comes around again). but there's definitely legs to this idea, it's just a matter of fixing up the mix a lot and then finding a way to not make the second half's structure so similar to the first. i think there's a lot of opportunity for little differences, especially in what little of the drums i could hear. NO
  3. fade in to start, with some pretty dull drums and big buzzy synths. the statement that this was made on a groovebox tracks (no pun intended) - the late 90s sound is right there. the whistly synth was a bit too high-pitched for me, it bothered my ears a bit. this trucks through the A theme and hits the B theme at 0:55 - on the downbeats, no less, which is a refreshing change from the original's slightly off-beat start. there's some noodling around the descending pattern that changes over time with the synths chosen, and then shifts to a bit of a chippy approach at 1:43 for a bit. the same fill keeps getting used for every transition, which is noticeable earlier but really starts to be obvious here. there's a whistle effect that comes in at 1:52, and it persists for more than a few bars and really becomes irritating after a while. there's some more build-up from the earlier drop and then it gets back to a similar vibe as the earlier representations of the A section. this feels pretty repetitive at this point, and there's still another minute left - this definitely needed a significant shift to feel different by this point, or else something else to really mix it up. one or two more repeated patterns from earlier as part of an outro, as well as a few sfx, and a fade-out finishes it off (but not before the last pattern cuts off, so we hear it just kinda end). i love the idea of a more beat-centric, energetic take on this theme! and honestly you did some fun stuff with this old hardware (it being >25 years old is nuts though). but what's here is just too repetitive even if the beat had more oomph to it. i think this needs at least a minute of repetition cut out, and some more transformative arrangement concepts brought in (at least to the second half) so it's not the same descending pattern being hammered over and over with the same fill in between sections for >4 minutes. separately, the drums really lack oomph - so maybe exporting from the RM1x and doing the drums and the mix separately would help. right now, this isn't there, but you've got some fun ideas! NO
  4. opens with some super chippy arpeggios and some broad bass elements. the iconic metroid motif comes in pretty quickly as does some really spacey drums. there's a shift from minor to major at 0:52 as the melodic material changes over to the B section of the original (really the actual melody of the title theme). this is surprisingly uplifting in scope and scoring. there's a break at 1:28 that starts to feel more foreboding as it goes along. this shifts to the Tallon overworld theme at 1:44. this section is way more atmospheric and focused on feel, but it quickly transitions back to a more intense electro feel at 2:03, and then further at 2:14. there's some interesting expansion of the concept by overlaying the earlier arpeggiated elements from the intro in new chords over the Tallon theme. the B theme of the title theme music comes back at 2:55. this is similar scoring to the earlier section at 0:52 but with a new lead for at least part of it. 3:29 brings back the original metroid motif for a bit as falling action, and hits a final big chord to finish it off. from a technical perspective, i found that the instruments all spoke clearly and weren't covered up. the drums and bass felt meaningful and weren't lacking power, and the leads were well-chosen. i wouldn't have minded a bit more movement on some of the main instruments overall, but what's here definitely sounds fine and does what it needs to. the arrangement's solid and the mix is good. this is an easy one. nice work. YES
  5. opens with some stacked chords in the strings, and some piano outlining the opening main lick in the original. the strings are very dynamic, which is a cool effect, but both it and the piano don't have any room tone on them which makes it hard to place them aurally. additionally, the piano's playing isn't particularly idiomatic given the dancey tone and complete lack of velocitization on the individual notes. in short, every note shouldn't sound exactly the same volume - there should be some variation as you go up and down those riffs. beat comes in at 0:30, along with more sustains in the strings. again, nothing really has reverb, and the additional layered melodic material that comes in at 0:48 is too quiet relative to everything else (ducking your sustained strings below that melodic material would help a lot. the kit is playing catchy stuff, but admittedly i found the clicky, psy-like kick and spit snare to not be fitting the keys and strings quite as well as i'd hoped. this is a dynamic section though with a lot of movement, and i think that sounds pretty cool. there's a surprisingly long silence transition (this is probably 2x too long, but it's a really cool idea), and we're into the 3-3-2 section of the original. this is less mixed-meter-feeling than the original, and imo feels more settled than the original as well. i like what the piano's doing in here - it just doesn't sound real, unfortunately. there's a recap of the A section that starts around 1:31 and again layers in the lead part, but we then get a synth lead around the two minute mark that's a nice freshening of the atmosphere a bit - i'd love to hear other instruments doing stuff in here too, so it's not such a static texture. there's another recap of the A material with some interesting panning concepts for a bit, and track maneuvers towards the ending fairly quickly after that. there's not much of an ending - i think a hard stop ending like you do could work, but you'd need to mute the synth lead's delay so that it doesn't keep going after the last chord. the overall lack of reverb is an issue here - the soundscape sounds hyper-artificial because of that - and the velocitization on the keys is an issue especially near the end with the very fast runs you've got there. i also wasn't a huge fan of what felt like copy/paste for the A material each time it came around - some more variance there would have been great. your rhythm-heavy approach would have worked great for adding some altered chords in there, in my opinion. lastly, i didn't care for the kick and snare tones - the other instruments were more traditional (even the synth lead is a simple one), and the tone of those instruments i'd relate more to psytrance or something that's less dynamic than this in soundscape. i love the concept though! there's some really fun stuff going on here. if you get us a version with a more realistic piano performance, some shaping of the sound stage via reverb, and more cohesive instrumentation, this'd be an easy pass. NO
  6. i love the energy right off the bat. and joe's right, it sounds pretty clean. it's just too close to the original for OCR. the submission standards talk about doing more than reassigning instruments. i'll note there's also some significant copy/paste going on through the middle of the work and when it nears the ending, and the last note is clipped instead of crossfading. i need to admit though that i really dig the vibe! i think it works great. there just needs to be more you and less original for it to fit onto the site. NO
  7. feels pretty forward right off the bat. the drums sound really forward (adding a touch of wet verb and pulling back the dry would help a lot), and once we get into around the 0:10 mark it really sounds like there's some crunch there. joe's right, though, the vibe is excellent. i think what's going on at 0:54 is some long-tail lead notes clashing against what the keys are doing in the back (is the keys delay effect on there? you may want to turn it off). there's some distortion on the bass tone at 1:57 - i don't think that's intentional, and that's the crunchy feeling i was mentioning earlier. 2:50's fun, but like joe said, the mix feels messy. turning everything down a touch and then fixing the spacial definition of the kit and the EQ range of the bass will make for a much stronger overall feel without losing the tight band sound. i basically just repeated what joe said, but i agree wholeheartedly - tighter mix and this will be an all-timer. excellent, fun arrangement. NO
  8. big drums and guitars right off the bat. this is pretty much a cover for the first minute or so, with most of the representation sounding similar to the original but with new instrumentation. the second half doesn't quite go in the same order, but much of the sections are repeated in various order, and then it's done pretty quickly. what's here is fun! but it doesn't appear to have enough arrangement to qualify as not being a cover, especially given the original's already kind of proggy. i'd need to hear more adaptation - realistically, much more, given how in-depth the genre usually goes - before i'd consider this. as a note, i can't hear much bass guitar in this master either. NO
  9. opens with synth toms and a pulsing, driving beat centered around the chord progression outlined by the original's opening elements. there's a bit of melody at 0:32, but it's hard to hear to under the existing arpeggiating instrument. there's a break at 0:52 that admittedly sounds like something out of chrono trigger for a bit. i noticed here that the drums were pretty auto-pilot for a while both in terms of what they were playing and the fills being used. starting at 1:12 we get the melodic line from the original around the 2:10 mark for a bit. there's a break in the beat right after this for a bit, and then we get a copypasta of 0:22 (this sounds 1:1 to my ears, right down to the too-quiet melodic line) and then later of 0:52, and then 1:12 as well. so that's a lot of completely repeated material. 2:51 is some new material from the original for a few seconds, and then the track kind of peters out - no fill into the ending, no chord resolution, and the instruments seem to stop at different times. i think this one isn't quite done yet. first of all, it's just over three minutes, and more than a minute of that is a direct copy from earlier in the song. that's too much clear repetition - do something different! this can be as simple as mixing up your leads, changing a few chords, adding some countermelodic material, or updating the backing elements. along those lines, i found the drums to be extremely basic and same-y, even for a style that usually uses a base loop for most of a song. mixing up the drum fills so they're not rote and altering the beat for the middle a bit will make returning to it later that much more impactful. another issue is the not-ending is a real letdown. lastly, i'll call out that the melodic material at 0:32 isn't really audible, and it'd be great to get that bigger so that the correlation is more obvious. i do think this has legs for sure! i love synthwave versions of winter themes, i think there's something about the nature of the synth tones usually used for this that fit really well. i'd love to hear this with some more variation to the track and some extra ear candy in your approach. the workshop would be a great place to get some other feedback as well. NO
  10. my last vote on this focused mainly on the directwave flute adaptation (i'm probably the one that was asking why it wasn't live!), and on dynamics and execution. very long strings to open the track (this might be a touch too long). vocal elements come in at 0:16, and some cinematic elements. the flute comes in at 0:32. it's a little farther back in the mix this time, to my ears. the horns at 0:54 are nice and heroic but a bit loud there. 1:01 brings in a men's choir with a very long attack and swell, which is distracting as it doesn't really imitate what we'd expect to hear from a choir. there's a nice pizz in the background, and a piano with a real dancey tone - it doesn't sound classical at all and didn't really fit. the pizz at 1:19 and again at 1:25 and 1:31 isn't idiomatic - fast pizz isn't possible, so this sounded a bit weird. vocals are again used as a transition element after this. 1:44 brings in brass and some harp, and a solo trumpet. the trumpet writing is fine, but the quality of the instrument isn't there. separately, you often pair legato and marcato articulations (for example, the pickup notes at 2:01 and 2:06), and that sounds confusing. i'd recommend normalizing your articulations more consistently (and use less stop-tongued marcato) so that it's more flowing. when the tempo is so slow, the time you spend not playing feels enormous. the flute comes back in at 2:45 for one last play-through of the melodic line, and again there's some nice backing elements here. the flute also does the very short stop-tongued marcato articulation, which again sounds confusing, and the final flourish moves fast enough that it reveals the flute's origination a bit. just jumping the octave there instead of the run would probably help cover that up. i think that the flute adaptation feels more believable for the most part this time around, outside a few nits (it's still not clear why the few minutes of recording needed for this can't be done ever - it'd be such a huge boost in musicality!). i think the vocal sample used doesn't really fit the overall feel given the persian scale it's using vs. the very standard progression by the original, but that's not a dealbreaker. i found the trumpet to be the thing that's really needing some help, and a few elements that need some tweaks, but i definitely think this is a lot closer. if this had a better trumpet sample and some of the idiomatic elements like the pizz and articulations cleaned up, i'd be on the side of passing this. NO
  11. last time around, i was the first no in a cascade of five to flip this from 2Y to a full rejection. i didn't like the master or drums at all, and felt that the synths were pretty bland. most of the no votes centered around the phrase 'lacking verve'. opens with a big, throbbing kick and bass combo. snare has a lot more snap than last time around, and there's some other glassy synths around it to keep it moving forward. melody's in at 0:21 and there's more automation and movement on it than there was last time around. the time signature changes several times to accommodate for the noodly melody. 0:51's lead instrument is pretty blah and sticks around for a while, which is a bummer given the focus on this type of issue in the last submission. 1:16's lead combination is really interesting and different. there's a lot of chromaticism in there too, and the transition into the next section has a lot of neat stuff going on. the drums through here are pretty dull, but everything else is changing and varying a lot, which is neat. there's a big ritard into 2:00, with some sustained lower pads, and we get a significant transition to a different style entirely. the transition isn't super good but it works. this is a more straightforward synth-pop approach complete with a new chord structure. there's some synth solo for a bit, before we get some dx bells aping the opening melodic material for a bit before the track winds down in tempo. there's a last wash (no pun intended) of color on the last M7 chord and it's done. i think this is a lot more functional of a mix this time around. there's still some nits about lead choice and some of the textures here and there, and the end section isn't quite as source-y as the opening 2/3rds, but overall this is a lot better. thanks for taking the feedback and giving us back something better! YES
  12. original vote Here's the original sub post: Lucas Guimaraes - Arrangement Eladar - Production, Mix, Master I took this song on because, while I love Golden Sun's soundtrack, the Lighthouse themes shine high., and this was one of the last important songs that needed to be done. Sometimes, my ambition eats me alive. One of those times was this song - When making this, and even now, my composition skills far outweigh my production skills. I had enlisted someone else before to help, and we were on a tight deadline. Thankfully, Eladar swept in and was able to turn the arrangement into gold - I was extremely thankful. I'd worked with producers for electronic type tracks before, but hearing how well this duo went is wonderful. Prior to, I'd never worked with him. Honestly? Finishing it was a miracle on its own. One of the aspects I appreciate the most about being a creator? Getting to demystify the other side. There wasn't any 'magic'; just a lot of hard work and determination. A lot of that stemmed from when I was finishing my masters degree. I hope everyone enjoys! And here's some new comments: This is where the joke "Louder master plz" comes from. I feel the original voting thread was pretty divisive, and we addressed a lot of the problems and added some new stuff here and there. And I'm happy that it's resubbed. One thing that makes the resubs a bit magical(?) in their own way is getting to reconnect with people that I haven't connected with in forever. Eladar and I hadn't talked with each other in years, and it took us several months of on and off communication to sync our times to get this done. It's weird cause, at the time, I was annoyed at having to resub it for small things. But now I'm happier with this version *and* I'm happier to connect again. Hoping a lot of fellow Golden Sun fans get to enjoy this, and I hope you all enjoy! Thanks once again to Eladar. Really, him and I tag-teamed this and he def deserves as much credit as I do. I'm still surprised the original was done so quick for the album. Games & Sources Mercury Lighthouse
  13. my original vote had issues around the need for volumization, some drum EQ work, repetition, and some sections that were lacking in energy. opening still feels light on the bass and kick, and the snare is a touch loud even when everything's playing, but it's not as bad as it was in the last mix. the vibe is still really fun. i think the guitar part at 1:25 is new, right? that's nice to have something else happening there. there's some sfx in the recap at 1:49 too which is fun. i'm noticing the instances where the drum parts are not quite in line more this time around. 2:35's still kind of static with the marimba octaves - i wish we could get something simple alongside that to make it less static. overall, i think my main mix complaints from last time - the very loud rhythm guitar and the weird-feeling drums - are a lot better than last time around. i think the levels throughout are much more balanced, and i think there's some added content that wasn't there before. i don't think this is perfect, but it's much improved overall, and i think this is probably good enough to get it over the line. if it isn't, i'd focus more on helping the overall feel of the track not to feel like there's too much repetition, and getting more dynamics overall in the work. YES
  14. original decision Arrangement: Mel Decision Bass: darmock Guitars: Siolfor the Jackal All percussion: DeLuxDolemite This arrangement was created for Dwelling of Duels' Party month in September 2024, and got 9th place out of 24 tracks. This was my first month participating in DoD. I had a bit of trouble figuring out what to arrange—some of my first choices didn't fit all the criteria—and fell back on the first Mario Party on N64, since I'd recently played that with a friend. Yoshi's Tropical Island is a jam, and got me inspired to dive in the prompt. While it's a fairly conservative arrangement, I've taken a more laid-back approach to the piece's beach vibes. This is the kind of party where you sit back and relax with a piña colada in hand or bust out the grill. Collaboration, not competition, you know? I've subbed the steel drums for guitars performed by Siolfor the Jackal, added some additional movement to the bass, performed by darmock, and added a bunch of additional percussion including a full drum kit part, all of which was performed by DeLuxDolemite. DeLuxDolemite also improvised a conga solo for the piece. In place of some of the default percussion from the song, I subbed in some samples from Mario Paint and Yoshi's Story. With the guitars, bass, and percussion, I did more processing of live instruments for this track than I have on any previous track and learned a lot about mixing everything. The drum kit was especially a learning experience; instead of working on one or two midi tracks, I have audio tracks for each section of the kit. This piece also inspired me to go out and buy some additional percussion instruments so I can play some myself in future arrangements. In fact, I've already recorded some for the next DoD prompt. :) I focused on redoing the mix from scratch for the resub, paying close attention to how the rhythm guitar and drums to address judge feedback. I also added a few spots with steel drums to reinforce the marimba per @pixelseph’s suggestion. Games & Sources "Yoshi's Tropical Island" from Mario Party 1, composed by Yasunori Mitsuda
  15. i've never heard this original track, but it's a bop. opens with a big, bass-heavy approach right off the jump. drums come in soon after, but the bass is super-loud and way over the top of everything else. i think what the drums are doing is interesting, but it's hard to hear what it is. i like the significant verb and delay on the lead piano and the tone as well. there's some definite stepping on chords in the 0:44 range and right after - several pad chords overlap each other and makes for some crunch. there's a very random and funny break at 0:52 - for real, i'd love to hear more of that! - and a recap of what we already heard at 0:07. i believe that was pretty close to a copypasta. 1:21 is a big shift, complete with amen break and some other material that we haven't heard yet. again there's some pads stepping on itself here. we have to goofy break one more time, one more ascending bit of melody, and it's done in under 2:00. there's some really fun ideas here! the main concept is the sound test from 0:07 to 0:52 - this is an exciting and energetic take on the original that would be right at home in a racing game. the bass is far too loud and the whole mix is really messy, but the feel is straight out of Ridge Racer or something similar. i think if you use that as the core (fixing the chord issues at 0:44) and expand some more while improving the balance of the instruments, you'd have a really fun remix. i suggest checking out the workshop - either on the forums or on the discord - to get some feedback and refine some more. NO
  16. @Liontamer @Emunator updated version in first post with slightly reduced high freqs on shaker. enough?
  17. opens with some very quiet sfx and strings in the right ear. they don't sound particularly realistic at this volume and the right ear is really heavy here, so this is not the greatest representation. the flute and clarinet handoffs here are obviously something that'd be really hard to coordinate, but they get off a few times in the flute part (ie. the part that one person can control), notably every time there's a rising line the upper flute part rushes. the little picc and ocarina flutters in here are really nice though as we get into the eagle's tower section, and i like the shift in tempo and time signature through this. city in the sky's opening is nonsense, so it's fun hearing it realized here at 2:28. this section is a much broader realization than the prior song in this medley, and it's pretty without being overwhelming. i will note that i didn't get the hard stops in the realization (2:57 and 3:04, and often following), even more so because there's sustain in the harp and bells in those areas - it didn't make much sense to me what those were there for and why they weren't complete. moving into something as traditional as astral observatory right after that is a significant change, and i thought it was handled pretty well. it's a pretty short cameo for the theme though, which is a bummer since it's such a nice original. revali's theme right after it though is also a strong melody, so that's a nice one to embellish more. this is easily some of the most lush orchestration in the entire work. the violin lead at just before the five minute mark isn't particularly realistic (especially when compared to some of the live instrumentation) - it would have been nice to hear an oboe there, for example, given the original. rito village comes in soon after and has some nice settling action before again building up some energy with sfx and some nice flourishes in the flutes. the last source, crimson loftwing, is represented in some beautiful oboe work and then english horn - what a beautiful tone! i wish it was used more in this, it's such a resonant and rich sound. there's a slighly sour note at 6:57 in the ehorn (sounds like a chord isn't done behind it when it plays that descending line). there's some wind fish cameo at the very end, and it's done. this does what it says on the tin, as we'd expect. the transitions are solid, each theme is represented nicely, and the overall package is enjoyable. it doesn't push any boundaries, but what's here is above the bar. YES
  18. This is the middle part of my Zelda sky themes medley! As before, the wind parts were performed by Brooke Ferd, Gamer of the Winds, and Steven Higbee. :) Games & Sources 0:00 Vah Medoh 2 Terminals (BotW) 1:13 Eagle's Tower (LA) 2:12 City in the Sky (TP) 3:27 Astral Observatory (MM) 4:13 Revali’s Theme (BotW) 5:12 Rito Village (BotW) 6:04 Crimson Loftwing (SS)
  19. opens with some heavily filtered arpeggiated elements and pads, and some really ringy vocals. the big hit at 0:31 reminds me of another remixer's penchant for huge transitional synths. there's some trancey keys doing the arpeggio and eventual melody line, although they're not particularly idiomatic. i found the wide spacey synth with the long delay on the attack to be a little too fast for how slow it was, but i liked the vibe for sure. there's a big transitional element into 1:39, and there's some really wild sound design here that's fun. i appreciate that it never quite settles down to a normal - it's constantly changing and evolving. 2:10's a hard drop in style, and the keys here sound like they're releasing early which is interesting. the lack of sustain compared to earlier feels is unsettling. another big build into 2:44, and there's a particularly filthy bassline synth that i really like here. there's also a lot of rumble which i'm not as big a fan of. the lead here is outrageously mean and over-the-top extreme, and the transitions are all really janky, so this is very intense. 3:30's long falling action functions as a great palate-cleanser to that intensity, and we hear the docks come back much clearer this time around. the sfx in here on the vocal clips is enough that i couldn't tell at all what was going on in them. i don't know if that was intentional or not. the piano in here is a little too high and piercing for me, and combined with the overtones from the vocal clips, this was kind of uncomfortable to listen. we finally reach the third section, and it's a much more straightforward, heavy feel. most of this didn't seem to be clearly able to be mapped to the original in any way, but there was some clear intentionality at 5:11, and later when the keys come in at 5:41. the intensity of the drums especially is nuts through this whole section. i found myself liking the setting more than everything that the lead was playing - especially initially, that low bend sounded nowhere near the key that was being played. 5:41's a significant falling action, and this is clearly the end of the road here. there's some sfx to end it, and we're done. what a ride! this is so broad from start to finish, showing a ton of versatility and stylistic influences. i certainly don't think it's perfect, but what a broad spectrum of approaches and concepts. i certainly don't know of another DDD concept that comes at the original from so many different directions. it's easy to nitpick something so broad, so i'll just say that i really enjoyed it, there's more than enough source for it to count, and the perspective here is intense. nice work. YES
  20. opens with a much slower and relaxed vibe than the original, for sure. melody comes in at 0:19 and there's some fun altered/extended chords in there that i don't remember from the original. this is definitely a city pop feel, i agree there. i appreciate the tight tone of the drums as well. there's a recap of 0:19 at 0:57 (it does sound exactly the same for maybe 20s), and some altered chords for the second half of the A section in the vibes. there's a bit of a break, and then we're into the B section at 1:35. there's some wooble on the leads here that's a neat idea - i didn't notice it in the earlier section. this section kind of just trucks through the material before getting back to the A side as fast as possible, at 1:54. it's a little noodly there, but the track finds where it's going when it gets back to the A material. around here i started wanting a bit of a break, and while we get a bit of one with yet another copypasta of the second half of the A section from earlier at 2:32. and then more copypasta - 3:00 is 1:35 again, with some changes on the second half of that section. 3:29's a recap of the opening, and this is also copypasta. this block repeats for a while and then fades out. so most of the second half of the track is repeated exactly =( i think this is a nice idea, and i like the execution of it in terms of synth choices and instrumentation. it's a real nice vibe. but the repeated material is excessive. one or two sections repeated is one thing, but this is half the piece. i think it's fine to repeat concepts as long as you're mixing up the next time it comes around - however that's not what's happening here. get me some variety! and then i'll be very happy to pass this. NO
  21. Hey guys, This is my version of Sakura's theme from SFA2, which is a bit of a fan favorite track if I am not mistaken. The point of departure here was, like my previous submission, using sounds similar to (or inspired by) the og CPS-2 board, but I took a song in a very different direction than the original: it's slower and a bit more wistful. In retrospect, I think it sounds a bit like City Pop ballads? Games & Sources Stage Sakura - Street Fighter Alpha 2
  22. opens with a cameo of ballad of gales in the choir and sfx, and then jumps right into WW's title track. the taiko pattern is pretty recognizable, and the initial live elements are fantastic. the elements are heavily panned (there's a lot in the right ear that's just not in the left) and that's confusing on headphones but would probably be more impactful on speakers. i wouldn't have minded hearing a lower instrument to underpin this entire section given how high most of the parts are. i'm not a fan of the choir at 1:57 - it feels so fake as compared to the earlier uses of it - however the intro to sheikah tower is fairly delicate. i really like the low flute work. the intentionally blocky representation right after that is also a clever adaptation of the stutter synth in the original. the TotK wind temple theme is woven in here nicely as well. very delicate playing again. the the transition into the WW wind temple is just so not what i expected at all. the original's quite weird so this was an interesting idea. i wouldn't have minded a more fleshed-out background here than just the choir initially, but i like the bigger variety you give it as we get into the 5:15 area. the breadth of the arrangement continues to expand as we get into palace of winds, and the scope increases as well. i liked the bass clarinet in here especially, one of my favorite instruments. the bells in the right ear are too loud here, and feel very shrill and forward. i realize this is part of a suite, but the ending still feels very abrupt and unprepared. the track is fairly imbalanced between the ears. most of the content throughout is in the right ear, and the panning is more significant than it probably should be. separately, i wasn't a fan of the ending, although i recognize at least partly this is due to the edit made to allow this to be on the site. the rest of the arrangement is aces, though - really nice transitions between most of the themes, and the adaptation with live instruments is really nice. YES
  23. opens with just drums, before we get an FMy bass and some distorted drum elements. it was a touch confusing what was going on in the drums at first, but once the more electronic/effected elements came in, it was more clear what was going on. coming in fresh, the opening drums sound strange due to the effecting on them, but they do fit better once i have context. melodic material comes in at 0:16. i like the distortion on the melody line, and i like the little harmonic shouts in each ear when they come in. i don't like that it's pretty static of a sound with no lfo or delta on sustained notes. there's some backing elements here - bells and an organ maybe? - and they're very oofy and heavily verbed while the lead, drums, and bass don't have any verb that i can hear. those backing elements really feel surprisingly dense. being in the same range as the melody doesn't help, and when they go lower for the second part of that first melodic phrase, it sounds very dull and congealed. the cymbals throughout this section are also essentially just static - the part at 0:30 is actually kind of shrill. mixing up the lead at 0:49 is a good idea - it has some delay on it and sounds so different simply because of that bit of effecting. it also doesn't have anything that helps the sustains sound less grating, which is disappointing. 1:20's a recap of the melody. 1:30's the same as 0:49 to my ears, outside the panning of the melodic blurbs, but there's some minor added harmonic elements on the back half that help it not be completely copied. 1:50's a big dropoff - i wouldn't have minded a more gradual falloff there. the bells in this next section are nice but the hard panning felt a little weird in headphones. at 2:16, animal got tired of the slow dancing at Fozzywig's Annual Christmas Party and kicks it off for a bit, but after one pass, it's back to being quiet again with another hard transition for a bit before it builds back up for one last blow. at 3:01, we've got (i think) the fourth time we've had the melody in the same instrument coming in with the same ascending line. luckily this time there's some changed elements in the melodic representation, but this would have been a great chance to mix it up and not do the same sound again. there's the ascending single chord bit and it's done. the different background synths end at different times, which i'm not sure was intentional. for a track that's 3:30, it's surprising that the texture is the same for almost three of those minutes. the loose, heavily reverbed organ and bells in the background alongside the very not-verby lead, bass, and drums never changes. combined with the lead never really changing after that first change at 0:49 makes for a very static soundscape, and it got tiresome after a while. the melody's always in the same range, it's almost always represented the same way with only minor changes until the very last time, it always has the same chords, and while the backing drums do mix it up and do some neat stuff, the rest of the arrangement feels like it's missing some development. i liked the concept of the quieter sections to help give the band sound punch when it comes back, but in my opinion the first break comes too late (feels like it should be at least 30s earlier in the mix), and the transitions in and out of each section are very abrupt. the energy management feels lacking as a result. some transitional elements would help a lot to manage that, as would giving those transitions a bit of time to breathe. i think you've got some really interesting ideas here, and there's obviously a lot of craft that's gone into the drum work especially. a set of backing elements that more closely fits the soundscape, some more intentional and careful transitions, and more attention paid throughout to making the melody line unique and different each time it's played (via instrumentation, lfo on the synths, altered chord work, more personalization, changing ranges...) would really move the needle on this one. as it is right now, it feels like you're close but not there yet. NO
  24. For the Tetris Attack / Panel de Pon album project. When reviewing the Tetris Attack / Panel de Pon soundtrack, this track immediately stood out as a bop. Of all the tracks, it resonated with me the most as a drummer. I already loved the original drum part, so it felt like the perfect choice for the "drum kit" highlight on the album. I started with a basic arrangement, honing in on the drums. To emphasize their presence in the remix, I decided to feature both an acoustic and electronic kit—using ML Drums for the acoustic elements and crafting my own electronic kit from chip drum samples and sound effects. After several iterations of the drum parts, I asked @paradiddlesjosh for feedback on MIDI programming and articulation, refining the feel to make it as realistic as possible. With the drum tracks starting to lock in, I moved to refining the rest of the arrangement around them. The energy felt a bit one-note, so I experimented with softer, dreamier sections to add contrast and break up the loop. This also gave me a chance to explore different drum textures and the full range of a kit. Once everything was in place, I fine-tuned the mix to really make the drum parts shine, with valuable feedback from members of the OCR community. Games & Sources Game: Panel de Pon / Tetris Attack Song: Lip's theme / Demo
  25. This is the first section of my Zelda series Sky Themes Medley, featuring Steven Higbee (ocarinas, clarinet, bass clarinet), Gamer of the Winds (alto flute, flute, piccolo), and Brooke Ferd (flute, oboe, english horn). I also plan to compose a fourth medley for the fire themes - I'll be sure to hit up these artists for that one too! Games & Sources 0:00 Ballad of Gales (WW) 0:16 Title (WW) 1:54 Wind's Requiem (WW) 2:03 Sheikah Tower (BotW) 3:32 Wind Temple Phase 1 (TotK) 4:47 Wind Temple (WW) 6:06 Palace of Winds (MC) Wind Waker - Ballad of Gales Wind Waker - Title Wind Waker - Wind's Requiem Breath of the Wild - Sheikah Tower Tears of the Kingdom - Wind Temple Phase 1 (proph note: i believe this is 0:00-1:30) Wind Waker - Wind Temple Minish Cap - Palace of Winds
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