ReMix: Sonic & Knuckles 'Deep Damp Sandcastle'
- Game: Sonic & Knuckles (Sega, 1994, GEN)
- ReMixer(s): Beatdrop
- Composer(s): Howard Drossin, Jun Senoue, Tomonori Sawada
- Song(s): 'Sandopolis Zone: Act 1'
- Posted: 2003-08-01, evaluated by the judges
This one REALLY grew on me. I think it was a little too different and 'whimsical' at times for me to really get into the first go-round, but I've had it on repeat while in the process of posting it after successful evaluation by the judges panel, and I'm much more appreciative now. While citing relative simplicity and lack of salient harmony or counter-melody like a couple others, judge Vigilante notes, "I really really really like the tempo/feel changes. this mix has excellent dynamics, which is something i dont hear often enough in the mixes on the judging board." - the tempo/tone change is what sort of jarred me the first time, but on further listens it's unquestionably the strength and memorable quality of the arrangement, and serves to assuage the simplicity elsewhere. I like some of the synth timbres, particularly an FM-ish tone that sounds like something you'd actually hear the Genesis' sound chip produce, but a bit higher quality. Dain has apparently been wanting to do something in sort of a semi-dub style, and this has aspects of that, while being hard to pin down exclusively to any single genre. I think I ended up actually liking this more than the judges did after hearing it a few times; it's a really conspicuous, tempo-changing, flamboyant piece of electronica that tries a couple new things and gets most of them right, and is certainly a change of pace for Beatdrop. Not everyone's cup of tea, and in my opinion definitely benefits from repeated listening, but on the average a different sort of mix from a talented ReMixer that's as worthy as arrangements in his forte genres. Good stuff.
- Crulex on July 12, 2011
- Skinner3D on November 19, 2010
- Level 99 on February 17, 2010
Nice work. :-)
- OA on December 22, 2009
If this mix was a sine wave, the period of it would change occasionally, but a sine wave is still a lazy, lolling sine wave.
Also the echo effects on some of the notes feel very poorly implemented.
While one has to be an active listener for this track, I feel it's for the wrong reasons. I don't really recommend this track.
- 42 on December 5, 2009
The one thing I found annoying, however, was the tempo changes... Until then it was quite relaxing to listen to. I can actually picture being out on a hot desert listening to this...
- KogeJoe on January 29, 2007
- darkmelee on April 28, 2006
The turns might've been to sudden or simply too different. If you switch to a different melody perhaps, but this is two different music styles. I like what you did with the beginning, some bass and a silent sitra laying in irs loneliness, then BOOOooooommmm....it changes style to calm again. It's like if it cannot decide if it's gonna be relaxing and deep or fast and jumpy.
I liked the part that began at 2:35, since the strings and the sitra worked well together and created this ancient feel to this arrangement, and when the synth appeared it went alot more smooth than the previous time. But when it went a level higher, it didn't smooth anymore, and the it suddenly started to fade and that was the end of it.
Nice remix, no questions, but it was more like two remixes in the same arrangement that argued of which one of them that would take the lead.
- Bummerdude on April 28, 2006
This mix really made me smile. Creativity aside, I caught myself tapping my foot more than once. Yay!
*boogie*
- Jemnisimi on August 29, 2005
- Pip is uh..... on March 11, 2005
The slow part isn't bad, its just too long, most of the song should be at that faster tempo
Anyways yeah, great at some parts. The slow parts not actually that bad, it's just not what you're looking for if you're looking for "trippy"
=)
- jordex on February 22, 2005
- Error 404 KMA on April 11, 2004
- DistantJ on March 8, 2004
It's OK, but it needs work in a few areas.
Also:
DrumUltimA wrote:Epsilon wrote: This level in the game used to scare the crap out of me when i was little, you know trying to keep the lights on in the temple or else the ghosts would getcha?
I hated Sandopolis Zone because:
1. Too frikken long
2. Impossible to find any giant rings
3. Scary ghosts
Yes, the ghosts were scary, at first (I tried to avoid opening that capsule as Sonic for the first few times), until you remember the jumping and lever pulling paterns for the level. But I do remember that there are at least 2 giant rings in act 1 and one in act 2. All I can remember is that you should be going higher than the game makes you think you should.
The only thing I really hated about Sandopolis was the boss for Knuckles. For those of you who never played S&K, the Knuckles story line is shorter than Sonic's, about 2 zones shorter. To make up for this, it seems the designers decided to make the bosses for Knuckles harder. If you ever manage to get the game, by the time you get Knuckles to the Sandopolis boss(who, by the way, moves twice as fast as the one Sonic fights), you'll see what I mean.
- Nys SOB on March 1, 2004
- nodspaw51 on February 14, 2004
Discussion: Latest 15 comments/reviews; view the