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Everything posted by Liontamer
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April is Support OCR Month 2010!
Liontamer replied to big giant circles's topic in General Discussion
$25 from me! I made it rain! -
OCR02017 - Donkey Kong Country "Welcome Home, DK"
Liontamer replied to djpretzel's topic in ReMix Reviews & Comments
Say wha? -
OCR02017 - Donkey Kong Country "Welcome Home, DK"
Liontamer replied to djpretzel's topic in ReMix Reviews & Comments
Can't say enough how cool it is to get ReMixes with an entirely different feel than the original. It's so easy to do "Fear Factory" with an ominous or hard edge given the mood of the original. Taking it on in this style like Damon has just shows the versatility of the theme! -
We didn't actually publish those. But you definitely missed the boat on Joshua Morse's Sonata of the Damned, including a recently posted mix. Where you been? Also, no fighting. Kanthos, kethinov is offering a suggestion that he feels helps the site, so that's at least something. Y'all both want what you think is best for the site, so there's no reason to get upset. That said, it's not even a matter of tenure or lack of tenure. I just don't find that kethinov's sorting ideas benefit us. I know a lot of people use iTunes, but I ALSO know that I use Winamp, and if I want every Streets of Rage OC ReMix, I can just sort by filename or song title with 0 problem. Also, I don't like not having ReMixer as the artist, for every conventional reason Kanthos mentioned. Putting artist in the song title field is not due credit to me, and the suggested shift implies that the artist is not as important as the game. Our role is also to spotlight and raise the profile of the musicians who submit their music here, and that's much more important to me than what game was mixed.
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*NO* Pokémon Blue Version 'The Mighty Mighty Pokémon'
Liontamer replied to Liontamer's topic in Judges Decisions
Coo. What's new with it? -
No it wasn't. It was always perfect.
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1. "OC ReMix" in the title is how many, many people discover this site (just as the URL as the album does). There's no way we're getting rid of it, ever. The whole point is to broadcast that it's an OC ReMix. 2. The artist is not the game, the artist is the ReMixer. With our way, you can sort by ReMixer and game. With yours, you can no longer sort by ReMixer. I'm not in favor of anything that obscures credit to ReMixers. Pushing the ReMixer credit to after the title of the song is a disservice to them, IMO. 3. Way too many of the ReMixes have no easily classifiable genre. "Game" underscores that these are game arrangements. We're gradually tagging the ReMix Review threads (and will eventually carry over to the site database) genre, mood and instrumentation and other information that doesn't shoehorn music into one genre. Tagging with multiple genres in the actual MP3 is silly; it's not designed for that. 4. I've got copies of every ReMix with improved tagging that makes the game titles & song titles & filenames consistent, and also fills in missing data including ReMixer website & contact info, track #s and embedded lyrics (when we have them). The album artist field will be filled in as "OverClocked ReMix" to allow grouping on that level. The only thing we're waiting for is official album art from djpretzel. If you download any of the last, say, 100 ReMixes or so, that's the standard we have going forward. Keep doing your own personal system that works for you, and I appreciate the suggestions. But what we use for the most recent ReMixes works well, and the additions I've made will hopefully be applied to all of the older tracks soon. Read this for more. It's been underway: http://ocremix.org/forums/showthread.php?t=20433
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What about other audio formats? (FLAC/OGG/M4A/etc)
Liontamer replied to lightkuragari's topic in Site Issues & Feedback
It's been brought up 6 or 7 years ago, and the case for it is less compelling now than it was back then. OGG doesn't have widespread support & acceptance as the de facto listening format. And no matter what the legalese says, MP3 is de facto free. Changing past files to OGG would require backups of lossless originals, which we definitely don't have and couldn't obtain. Until any of that changes, which it likely won't, there's no reason to consider OGG. Hate to slap it down, as it's not an inherently terrible idea, but there's just no compelling reason to switch to it. -
I recently completed a new remix and seeing as how it's been forever since my last one was posted (though "conventional" calendars might say it's only been about 4 and a half years), I figured I'd submit it. All my artist info is still accurate, but I don't think Mega Man X5 is in the database. Name of ReMix: Moonlight Vibin' Name of game(s) arranged: Mega Man X5 Name of individual song(s) arranged: Credits Additional information about game including composer, system, etc.: According to wikipedia it was composed by Naoto Tanaka, Naoya Kamisaka, Takuya Miyawaki; released on PS1 Your own comments about the mix, for example the inspiration behind it, how it was made, etc. - I've never played any of the games in the Mega Man X series but always enjoyed the music. I was in a creative slump one day when the End Credits song for MMX5 showed up in the mp3 player. Creativity arose, and I put this arrangement together....then the slump returned. *sigh* Anyway, I hope it meets the OCR standards. Thanks for listening! -DCT ---------------------------------------------------------------- The tone of the strings brought in at :12 sounded fake; they should sound warmer to expose them less. Nothing terrible though, but they stick out, especially when brought back in a bigger role at 1:43, which exposed the unrealistic articulations more. That kind of string execution got the job done back in the day, but it sounds lacking now. The lower strings at 3:14 sounded so much better, though I can't tell if that was from just going with lower notes or additional layering. Otherwise, I was enjoying the subtle dynamics here, which paralleled the layout of the source while definitely personalizing it with this hip-hop instrumental take. Aside from the issue with the strings, all of the other instrumentation was on point and clicked together very well. Despite only having a few parts in play, the texture was always nicely fleshed out, with a full soundscape, and beats that coasted but weren't uncreative and repetitive. Solid stuff, and great to hear from Duane again with some very nice work. YES
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OCR02136 - *YES* Contra Force 'Power Trip'
Liontamer replied to Palpable's topic in Judges Decisions
Issues: Wasn't quite feeling the brushed drums at :42; didn't quite mesh, maybe pulling them back would have helped. The hats at 2:07 seemed to be too loud. The strings at 2:22 also sounded pretty unrealistic for those few seconds. At 2:56, the electrosynth was too shrill/piercing with the highs. Same with the synth brought in briefly at 4:02 & 4:19; too much treble But aside from that, very solid stuff. Very creative and full of expressive ideas with a badass groove. I'd love to see some production tweaks on this to get everything sounding its best, and I'd hate to not be able to get those tweaks. But if we can't get 'em, I'd rather have this on the site than not. Keep 'em coming, Nick, this is fun stuff. YES (conditional) -
The brass still has issues, but they're positioned well as supporting instruments and aren't badly exposed like in the Hydrocity mix, thank the Lord Jesus with cherries on top. Agreed with Palp on the arrangement being conservative to start, but getting more interpretive; I'm cool with it. When it's a live performance where the parts need to be learned, I'm more OK with relatively conservative melodic arrangements as long as expressive performance and new supporting writing help make the track interpretive. The percussion work during the verses sounded pretty solid and really gave a lot of energy. The Mexican hat dance cameo should have been more smoothly integrated in the track, but it's not a big deal. Solid stuff from the Doc. YEEHAW!
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Not really feeling that electrosynth in there; that along with the beats sounded generic, but we'll see where it goes. Thankfully, we got a changeup at :57, because the track was dragging. Once things picked up at :59, the lead sounded shrill and the soundscape was too crowded. The dropoff at 1:28 was pretty welcome. 0 complaints about the piano sequencing; that's purposeful and works for the genre. You can humanize that more if you think it'll improve the track, but I didn't mind the choice. Weird note at 1:41 though. Again at 1:58, when things got fuller again, you had a shrill sound upfront and the soundscape was very cramped & crowded. 2:58's section is even more of a problem when the thumping bass kick came in, and the melody sounds off-key with the piano countermelody. Arrangement-wise, this basically get the job done. This has potential, Fernando, but the production was way too messy. The track being so crowded hurt the dynamic contrast you were going for and made the track feel unfocused. You need to get these sounds balanced properly and work out the kinks with stuff being off-key in the last section. NO (resubmit)
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*NO* Chrono Trigger 'Magus and His Cathedral'
Liontamer replied to Palpable's topic in Judges Decisions
Yep. Some of the opening string articulations sounded unrealistic. The brass could have sounded more natural as well, but was serviceable; the strings ended up sticking out more. Nice dropoff at :44. When the buildup climaxed at :56, the string lead was getting obscured, IMO. At 1:33, all you really heard was the rumbly drums; again, I'd change what was more upfront vs. in the background. The high string articulations at 2:34 again stuck out as unreliastic and not smooth enough. Arrangement-wise, the Magus theme was more of a cover, but even then the supporting writing has some new ideas to personalize the arrangement, so I was more OK with it than the other NOs. Melodically, there could have been more going on though, so do think about that level. As for the samples, what's there is perfectly fine and above the bar. They sound perfectly serviceable to me, you just need to refine the articulations so that they sound more natural in execution; you don't need to obtain higher-end samples, and I don't like the implication that you need to. CHz summarized where the other NOs are coming from, and that's ultimately where I'm at as well. However, this is better than most of the stuff we reject, so definitely don't be discouraged. See if you can polish this up, tweak the volume of some parts and I think this would be ready for prime-time. Keep at it on this one, Khalifa, this is a very solid track right now and just needs that extra push. NO (resubmit) -
Submitter only provided a streaming link; we'll get a file if we need to - LT AmR - O.D. Alley (NRG Remix) (pop-up) SUBMISSION Info: Game: Donkey Kong Country (SNES) Track Title: Oil Drum Alley Comments: A hard Trance, dance hall remix of the oil drum alley theme from Donkey Kong Country (SNES). Found myself playing the game again one day and decided that this track would be a cool remix. Enjoy. CONTACT Info: Remixer Name: AmR Real Name: Aaron Rigby OCR Forum ID: 28922 Website(s): http://www.soundclick.com/amrus (Artist) http://www.soundclick.com/rig1015 (OCR Profile) -- Rig1015 AmR Aaron Rigby ---------------------------------------------------------------- Donkey Kong Country - "Fear Factory" Opened up with a slow build. Dunno if it's just the SoundClick player, but the volume was way over the top. The electrosynth lead at 1:26 was very generic and definitely dragged this down for me, but the rest of the sounds were still pretty solid. The arrangement obviously had some level of interpretation, but melodically and structurally it held pretty fast to the source tune. I would have loved more melodic and countermelodic interpretation, more like the stuff that briefly came into play at 5:04. 5:34 went back to more conservative stuff before the breakdown at 5:59. All in all, this was a pretty good genre adaptation and does a lot of things that go in the right direction in terms of personalizing the sound/mood. But the overall interpretation of the source tune didn't take enough risks or liberties with the melody or structure, so it still feels limited. Also, the sound of that lead synth should be changed for something less vanilla. I'd say this is about 75-80% of the way there and just needs some TLC by getting more melodically/structurally interpretive, but what's in place is promising, so we'll see how the rest of the vote goes. Hope we hear more from you, Aaron, you clearly have potential. NO (resubmit)
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New version: OCRemix Song Submission: Links: Song name: The Mighty Mighty Pokemon This song is part of the Missingno Tracks project, so please hold off on posting if accepted until that project comes out. Contact Information: Your ReMixer name – Level 99 Your real name - Stephen Bortz Your email address – level99remixteam@gmail.com Your website – Your userid – 13318 Submission Information Name of game(s) arranged – Pokemon Blue/Red (GB) Name of individual song(s) arranged – Title Composer: Junichi Masuda The OST is already on the site. Comments on the song: Sooner or later, I’ll make a public letter of apology for how much text I make you all read when receiving a remix of mine. All part of the job, ain’t it? I write it, you gotta read it. Okay, here we go: About three years ago, I stumbled onto/was invited to join/begged and pleaded to be on the Missingno Tracks project. I really enjoyed the title music of the Pokemon gameboy game, and that tune has always been present in other songs in the Pokemon series. It’s cheerful, upbeat, and telling of the adventure about to unfold. This one’s done in a style somewhat reminiscent of The Mighty Mighty Bosstones. Ska and Swing music are big favs of mine, though I did want to incorporate that alternative rock element that the Bosstones used so well. This went through a number of versions over the years, as I came and went through activity in the remixing community. Computer crashes, new software, lots of critiquing, and a whole bunch of other shit kept this thing from getting finalized. Thankfully, The Damned never lost hope or left me out in the cold. This latest version is still writing very close to my first version of it, but was completely redone from the ground up with my latest DAW setup. I’m fairly certain this is the first time I ever really dug into Addictive Drums to discover all the different presents, bundled beats, and features, so I tried out a lot of different combinations of beats and fills to get the multi-genre-influenced sound of Ska Punk drumming. The arrangement, while a little liberal in that it adds a new third section to the song, is still close enough to the source that I believe it should pass the OCR source usage requirements. There are times when the main melody is not played, but the basic chord structure is still there. It was impossible to keep that same lead line in there constantly without it getting boring or overplayed, so it rests a few times and comes back to reinforce the song. The song itself starts off with one iteration of the source through a slower rock-ish style, and then comes back to really kick off about 1/3 through the song. The most important thing about making Ska versions of remixes doing this song is that it is nearly impossible to get convincing brass in there outside of live brass players (an issue which will hopefully be remedied and easily seen once the Kirby Super Star remix I’m working on wraps up with live brass). Enjoy, and keep on skanin’. ~Stevo --------------------------------------------------------------- If you've played Smash Bros., you of course know this theme like the back of your hand. That'll help Vig with his Pokémon aversion. I wasn't feeling the tone of the drums here, and the brass brought in at 1:16 sounded awful. Thank God it wasn't any more exposed than it was, because they were so gimped, they dragged down the track every moment they were in play. The mixing wasn't where it needed to be. IMO, give the guitar lead more presence and/or more high frequencies, instead of giving all the volume to the drums, which exposes them. And please replace those awful brass sounds with something stronger and more expressive. Arrangement-wise, this was pretty solid, so just improve the mixing & production to fully realize the potential here. NO (resubmit)
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This needs a real name if it passes - LT Hello, my remixer name is effinjerk real name - Brian Effinger email address - personal is brianeffinger@yahoo.com - work is beffinger@neversoft.com website is myspace.com/bfinger user id is 5176 I arranged this song from the Super Nintendo game Super Mario Kart, and the theme is from the koopa beach level. here's a link to the original music: http://www.youtube.com/watch?v=DVzxCzIdVB4 the song was performed by me on guitar/bass/midi drums cliff hooper on piano we both mixed it at the Conservatory located in Phoenix AZ around june/july of 2007 as far as inspiration goes, Mario Kart is one of my favorite old school games, in fact - one of my best friends and I had a mario kart rivalry back in 1994, 14 years later, for his bachelor party we settled that rivalry! This is my favorite song in the game. ---------------------------------------------------------------- Super Mario Kart - "Koopa Beach" The soundscape seemed rather lo-fi; just sounds like there weren't many highs at all. The performance was pretty raw; should have been smoother, but not a big deal; organic works. The arrangement was mostly comping over the bassline of the original (:47-1:35), which was sandwiched between some conservative handling of the melody. There was some level of interpretation, obviously, but this still felt pretty straightfoward and underdeveloped. It really could use more interpretive ideas than close cover + soloing over bassline in such a brief package. Sorry, I have 0 issues with this passing the panel, I just can't get behind this one as a sufficiently developed package, as much as I enjoy your work. If I'm just too reserved on this, it'll pass with no problem. NO (resubmit)
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Hello! Contact Information Your ReMixer name: Dummy Your real name: Blake Robinson Your email address: zectelblows@hotmail.com Your website: http://dummyworld.net Your userid: 31239 Submission Information Name of game(s) arranged: One man and his droid Name of individual song(s) arranged: One man and his droid theme Additional information about game including composer, system, etc. C64 version composed by Rob Hubbard Amstrad CPC, Atari 8-bit, Commodore 16, Commodore 64 and ZX Spectrum Your own comments about the mix, for example the inspiration behind it, how it was made, etc. A few friends and I had started a compose-off challenge of creating a C64 game theme remix. I ended up creating small pieces from a few games but this was my favourite and the one I ended up finishing. Rob Hubbard's piece seems to fit an orchestra pretty well (the C64 orchestra do a rendition). It's was about 6 hours work from start to finish. FL Studio 9 was used as the sequencer with Kontakt 4 hosting various sample libraries alongside WIVI 2 Brass/Woodwinds 1. LA Scoring Strings was used for the strings, Project SAM Symphobia & True Strike for mocking up phrases and for the percussion and WIVI was used for brass & woodwinds. My normal production method is to rough out the main motifs with Symphobia and then trace over the top with LASS/WIVI. I always like to keep the main motifs as close to the source material as I can. Most of my creative freedom comes from the harmonies, backing and side melodies that come with turning the piece from something that simply has drums/bass/lead into a score played by a 60 piece orchestra. I think I'm getting close to being happy with how my setup sounds and works together. I'm a bit OCD and there's still things I'm not happy with, but I don't think I can really fix them short of hiring my own orchestra. Hopefully no one hears the things that annoy me and everyone enjoys this remix. Thanks, Blake -------------------------------------------------------------- Seems like some fancy schmance samples, which were a bit exposed and lacked some power, but the overall execution was more than solid. The arrangement was relatively straightforward melodically, but employed a lot of new supporting writing in the adaptation to orchestration, which was a plus. 2:34 went back to the well while retreading some writing, but did instrument some things differently, while copy-pasta'ing others. The 2nd half having more overt changes to the tone and structure would have improved this; as is, it felt cruise control-ish. Would have loved to have heard a dropoff like the one at 4:20, leading to a rebuild, but oh well. That said, this was interpretive enough of a genre adaptation to squeak by. I'll give it my nod, but if anyone has bigger qualms, I'll hear them out. YES (borderline)
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Hi, I have tried to submit this song about 3 times in last 4 years but it never even reaches you for some reason. This is my last try. Please spare some time and pass your judgement on this. I would like to continue doing this and needs some encouragement. Contact Information Your ReMixer name: DJ Mystix Your real name Mansoor Nazar Your email address snake9677@yahoo.com Your userid 11757 (mansoor) Submission Information Name of game(s) arranged Revenge Of Shinobi Name of individual song(s) arranged My Lover Additional information about game including composer, system, etc. (if it has not yet been added to the site) Composeer : Yuzo koshiro System : Sega Genesis Link to the original soundtrack (if it is not one of the sound archives already available on the site) Original : http://www.vgmusic.com/music/console/sega/genesis/rshin-ct.mid An arrangement of original: ----------------------------------------------------------------- Not sure why this didn't make it to the inbox; something with your email must have been messed up, because as long as I've been doing the inbox, I've never seen this one before. Revenge of Shinobi - "China Town" Not sure why you said "My Lover" was the source, when you otherwise said "China Town". The overall levels were definitely too quiet. Opening texture was interesting, albeit thin. The lead at :50 was too flimsy-sounding and too far back in the soundscape. The brass brought in at 1:06 & the guitar synth at 1:55 were super fake-sounding and exposed. 1:23 had some shakuhachi stuff that went over well with me, even though the sequencing was a little rigid. Not sure what was being arranged from 2:40-onward, so I'd appreciate another J being able to let me know what that was. Seemed all original offhand. From what I recognized in the first half arrangement-wise, you seem to be able to put together something decent. You need to improve your sequencing or get better samples with better articulations, and you need to improve your mixing/balance choices so the right sounds are prominent vs. supporting. I wouldn't have passed this 4 years ago and the bar isn't much different now, in case you're wondering if it would have made it then. That said, this is put together better than maybe 75% of what's rejected, so keep at it. NO
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Hello there, I'd like to make a submission for a song I made recently. Here's the information: Link: Song Information Song name: bomberw00t Genre: Thrash Metal / Heavy Metal Contact Information ReMixer name: z_killemall Real name: Matías Zanolli Email address: z_killemall@yahoo.com Website: http://www.start-game..com userid: 31219 Submission Information Name of game(s) arranged: Bomberman (Nintendo NES) Name of individual song(s) arranged: Stage 1 Original song: I made this song entirely with FL Studio, using RealStrat + Guitar Rig for the guitars, Broomstick Bass + Guitar Rig for the bass, eZdrummer + Drumkit From Hell for the drums, and various synths and soundfonts for the 8-bit synth and sound effects. Thanks a lot in advance. ---------------------------------------------------------------- Not really much arrangement going on besides the original song being played with a chiptune-ish lead, some sequenced speedcore drums, and some very obscured rhythm guitar chugs. There were dropoffs of the speedy drums, and some synth guitar soloing as well. What would put this over the bar are the textures being fleshed out a bit more, and the sequencing/articulations sounding more realistic. But overall the soundscape was decently filled out. Most importantly, you more actual interpretation/rearrangement of the source melody. Write an actual ending/resolution as well, don't just cut out the song. NO
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[April fools!] OverClocked ReMixanator Release!
Liontamer replied to Kenogu Labz's topic in General Discussion
Shaddap. Don't make a lulz thread implying what day it is and you won't get steaksauced next time. If you imply April Fool's with something stupid like "given what day it is, nuyk, nyuk, nyuk", you're doing it wrong. And it's just a lulz ban for the rest of the day to keep your trap shut. Don't serious business about it. Just shut up next time. -
[April fools!] OverClocked ReMixanator Release!
Liontamer replied to Kenogu Labz's topic in General Discussion
Quoted for emphasis. Shut up about what day it is and PLAY ALONG WITH THE JOKE. -
[April fools!] OverClocked ReMixanator Release!
Liontamer replied to Kenogu Labz's topic in General Discussion
You need to use the Male vocals. -
I agree. Succeeding in industry is bad. Whenever these guys become pros, they stop being creative and stop making ReMixes and.... wait, whu..? Oh.