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Liontamer

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Everything posted by Liontamer

  1. ReMixer name: General Knowledge Website: www.myspace.com/generalknowledge Userid: 23393 Remix Title: Dark Castle Game: Super Mario World (SNES) Song: Castle Theme (Koji Kondo) I'd just finished making a Drum 'n' Bass track and decided to make a quick and dirty bootleg of the 'Castle Theme' from SMW. I wanted the track to punch in very quickly; it's aimed very much at the dancefloor, and although some may view the arrangement as repetitive, it's fairly typical of the genre (I kept the length of the track down to keep it engaging). The name itself is a reflection of the tone of both the original and the remix, and also a cheeky reference to a certain Mac classic! In terms of instrumentation, I selected a lofi sounding synth for the iconic arpeggiated line to conjure up memories of the original immediately in the listener. The sub bass in the track was heavily distorted and low passed as is typical in dnb; I really wanted the bass to hit hard on the drop and mixed it as high as I could without it swamping everything else. While I feel there could have been some more variation in the later revisits to the main theme, I was very conscious of keeping it as recognisable as possible for the listener, and as dancefloor friendly as I could. The mix was challenging due to the drums and lead synth competing for space as a result of the delays and reverbs used. However, I felt it was important to achieve that kind of sound for the melody line synth, even if perhaps the drums are a little low in consequence. ------------------------------------------------------------- http://snesmusic.org/v2/download.php?spcNow=smw - "Sub Castle BGM" (smw-15.spc) The main criticism was that, indeed, the arrangement of the source tune felt repetitive in the long run without some new ideas showing up, plus wasn't overly interpretive in the first place. Also, the beats felt totally stapled onto the track and didn't mesh with the other sounds. Sounded like some preset beats, if nothing else. The bassline was pretty decent though. Otherwise, you need more substance and evolution in the melodic interpretation and the drumwork needs to sound like it shares the same room as the other sounds. There's potentially other things to criticize, which other Js can touch on, but those were the 2 killers. NO
  2. Orig: http://vgmusic.com/music/console/sega/saturn/nid_ss_01.mid Composers: Fumie Kumatani, Naofumi Hataya, Tomoko Sasaki Year: 2008 That was boring... -------------------------------------------------------------- NiGHTS Original Soundtrack - (02) "Gate of Your Dream" Part of the reason I felt this used enough of the source material was because of the way Skryp retained the (quiet) beat pattern of the original (two pairs of beats on 1 and 3 in "Gate of Your Dreams", if I understand that correctly), but beefed them up and expanded their role. It was viable arrangement to me since the tone and general pattern was derived from the source tune. If those drums hadn't have been involved so integrally, I would have NOed the arrangement for being too liberal overall. The instrumentation and mood of the arranged source melody didn't differ too much from "Gate of Your Dream", but the melody itself was greatly expanded compared to the source, albeit too liberally at times. The overall feel of the piece was decidedly different from "Gate", with Andrew dousing it in his glitchy spices. Mellow and chill while being slightly off-kilter. A pretty good example of an arrangement going way out there in a liberally expansive sense without losing site of the original and going off the rails. Good stuff. YES
  3. Zeiram spotted me with my hoodie on a couple of weekends ago near the Pentagon City mall, but that's different from someone I don't know recognizing the logo.
  4. The following link leads to my submission to OverClocked ReMix, entitled "Searching the Woods". CONTACT INFORMATION Remixer name: Olarin Real name: Bradley Mellen Email address: olarin42@yahoo.com Website: http://bradleymellen.com OCR forum userid: 23257 SUBMISSION INFORMATION Game name: Final Fantasy 6 Song name: The Phantom Forest Composer: Nobuo Uematsu I've been meaning to put together a submission to OCRemix for a long time; recent purchase of a brand new iMac with Logic Studio made it much easier to make recordings, and the recent SquareSound competition gave me an arbitrary deadline to go ahead and get something together for. Everything in the arrangement was recorded by myself on double bass, violoncello, and guitar. -------------------------------------------------------------- http://snesmusic.org/v2/download.php?spcNow=ff6 - "The Phantom Forest" (ff6-115.spc) From my comments back when I judged this for SquareSound's Nobuo Uematsu tribute competition: Now that I know it's multitracked, I feel even better about my comments. Could have been tighter, and the instruments sounded a bit distant, but overall this was good. Very personalized, interpretive take on the source tune. As I mentioned, some parts of the performance felt a little too loose; the harmonization from :40-:44 (and 1:33-1:36 in the background) fell a bit flat IMO. Some moments in the comping felt odd, but everything resolved well. Overall, pretty solid. My score didn't necessarily belie that (the competition was fierce), but this was one of the standouts of a packed contest. Hopefully the other Js feel this is good enough as well. Certainly hope we hear more from you, Bradley! YES
  5. Contact Info *Mike Dissonant *Michael Isel *rockfreakmike@yahoo.com *User id (19903) Submission Info *Super Mario bros, Super Mario 64, Super Mario World. *Underground BGM, Hazy Maze Cave, Sub Castle BGM Doing this mix was soooo much fun!!! It was one of those "Based on my own Enthusiasm" moments were everyone thinks you've fallen out of your tree because you haven't done anything else except mix. Honestly I can say this is the fastest completed mix I have ever done, 2 weeks. That's probably not a lot to all you expert mixers out there But for me, that's pretty fast. My reccuring thought while mixing was "What if Koopa finally made the most badass Dungeon/Castle ever"? Well anyway here it is, This mix is called "Koopa's new Dungeon". Enjoy everyone . P.S. To C.T snokins, the Donkey Kong Mix is next! --------------------------------------------------------------- http://www.zophar.net/nsf/smb1.zip - Track 2 ("Underground BGM") http://www.zophar.net/usf/sm64usf.rar - 14 "Cave Dungeon" http://snesmusic.org/v2/download.php?spcNow=smw - "Sub Castle BGM" (smw-15.spc) :29 was just the start of some extremely empty material. There's just no body on this, either in the front or in the back. Even brief moments like leaving the empty drums alone from 1:34-1:39 and 2:49-2:56 sounded totally beginner-ish. 1:38 moved over into some original material. 1:58 was a little better in that now you had another major element come in and help fill things out via that synth. But the sound balance was off, with the synth lead being way too loud and thin; it didn't mesh well into the soundscape and sounded stapled on top, plus the timing on it wasn't smooth at all. The Bowser sound effects at 2:54 just came off as cheesy. Better energy with the "Sub Castle BGM" theme though, going for a more aggressive approach, though I'm not sure why the guitar work was produced with such a lo-fi sound once the electrosynth came back into the picture (loud as ever) at 3:33. It just created a quality disparity between the sounds, where they didn't sound like they were in the same room so-to-speak. Probably the best textures resulted from 3:59-4:19 with the chorus of "Sub Castle BGM"; why can't the rest of the track be put together that effectively? Some tweaks in the sound balance and more sophisticated textures throughout the track would lift this up a lot. Think about putting in some more time on this one. Keep at it, Mike, you continue to show potential. NO
  6. Hey my name is Fru, my email is , my user ID is fru. This is a remix from Mega Man 3 on the NES. It is a remix inspired by the Hardman stage. The title is 'Hardman - Hard as Nails Remix'. The main inspiration for the track came to me while listening to Nine Inch Nails (hence the title of the remix), they are easily my favorite band and I really love their distorted electronic sound, so I decided to recreate it and incorporate into this remix. The music from Mega Man 2 and 3 has always been great fun to remix, so I see no reason not to keep churning them out! Many Thanks Fru ------------------------------------------------------------ http://www.zophar.net/nsf/megaman3.zip - Track 5 ("Hardman Stage") Seems like a cool enough intro, liberally handling the bassline of the original (isolate the triangle channel from :00-:12 of the source to hear it), though the beats coming in at :16 were plainly written, followed by some more plain beats at :25 surrounded by some cool sounds. The melody finally came in at :57. Some issues with the volume again for one of your submissions, IMO; aside from the beats, everything felt too quiet. The arrangement was decent, but dynamically speaking, it felt plodding. The core beats at :25 almost never changed up, and the textures and energy felt too similar throughout. The verse at 1:00 simply repeating at 1:41 was a slight negative, but I liked the move into some different parts of the source at 1:57 which changed up the flow. That being said, it settled right back into the same groove from 2:06-2:22. At 2:38, the track revisited the writing of the intro, i.e. the liberal take on the source tune bassline with some beats and cool sound effects playing around the stereo field. This time around, there was a lot more activity going on with the various sound effects for the finish, creating a good contrast with the intro. I liked the overall style of the track more and more as I listened to it several times, but the beats at the foundation of the track were simplistic and the overall dynamic curve wasn't pronounced enough. The energy level doesn't have to change drastically, but better evolution/development within 1:00-2:22 would make the track a lot more interesting. Maybe I'll come across as nitpicky, so we'll see what the other Js say. This is getting there, but it needs more to put it over the top. NO (resubmit)
  7. In a strange instance of synchronicity, David, with no provocation, actually sent in a new version with improved mixing and the Megadeth intro removed about 90 minutes before djp posted. Awesome! Cuz honestly, we were ask him if he could do these things anyway. With the new version, the volume issues are taken care of. Plus the removal of the Megadeth cover intro doesn't bump into the issue of using outside source tunes. An excellent track, and glad that the issues with the outside music usage didn't have to get in the way of showcasing this greatness. YES
  8. To curb that talk now, djp purposely chose to do this for free. It's legally easier, plus you probably wouldn't be listening to OCR do the soundtrack right now if we didn't offer to do it for free. That being said, I'm glad at the choice!
  9. Props to Steve Pordon & Children of the Monkey Machine for their excellent new Solstice mix, "Demnos Inquisitor", which Steve conceived for the album. Thanks a lot guys, this is a great addition!
  10. Don't get me wrong; I'm not just trying to be "rah-rah community!" on the fact that the music is involved. I just thought the groove there worked in-game, in spite of some of the criticisms I've read. If José felt like he could thematically improve on it, and the leeway was there on Capcom's side, I'm cool with that. But I still enjoy it as is. I'm also glad the music is being well-received overall!
  11. Yeah, I saw that comment on the Capcom blog and I was annoyed. So I'm here to request to José to disregard any rap/hip-hop haters re: Vega. The strings are still Latin, the overall vibe is still Vega's stage. It's a remix for a reason, and it sounds good. Watching the in-game footage, it clicks, and that's what's important.
  12. I'm definitely proud to have this one on Dirge for the Follin. For those that know this excellent theme by Tim Follin, the arrangement almost never loses sight of it, and this was definitely very gritty, purposeful, well-produced stuff that took the theme in a dark direction. Matt hit me out of nowhere with the mix, and I've got Steve to thank for his vision for the track and getting this one going. Congrats to Matt on the birth of little Lauren, and to both Steve and Matt for working back and forth to get this ReMix going and making their OC ReMix front page returns after some long hiatuses. It's great seeing so many old schoolers back in action! Great job, y'all.
  13. Just noting that the background music for the GameTrailers video are two OC ReMixes by Norrin Radd and McVaffe, but not from HD Remix.
  14. True, but since that's the situation, it can't be helped. When I have some free time, I can watch some Raptor playthroughs on YouTube and try to formulate song titles, but it's a very low priority.
  15. Now that the online version of this month's EM is available, you can check it out here (!): http://emusician.com/tutorials/overclocked_remix/
  16. Happy birthday from The Lady and myself to Karl with a K! Except The Lady hates you now. White men, even 8-ft tall ones like yourself, just don't measure up to brown stallions such as myself.
  17. u r yung, kid! Give it another decade or two! Happy birthday!
  18. http://project2612.org/download.php?id=61 - IceCap Zone 1 Opened up decently enough, though not much was happening. Some boring beats and cheesy spoken word stuff showed up at :27, followed by the verbatim IceCap melody on piano at :41. Some boom-tss added at :55 along with drums at 1:15, but the textures just ended up sounding very basic and generic. Dropoff at 1:32 allowed the piano to sound more crystalline via some added effects, but the melody was still uninterpretive despite the lead changing to the electrosynth, followed some generic gating of the melody at 2:16. The whole approach ends up pretty cookie cutter with the sound choices and ideas for adapting the IceCap melody to the genre. The arrangement could use more creative sound design, more creative writing ideas related to the genre, more melodic interpretation and more pronounced dynamics and development over the 4 minutes. There were a couple of dynamic changes, but the overall energy level and groove didn't really evolve significantly, leaving the end result dragging out. A decent first sub, but we've collectively heard so many IceCap Zone arrangements that 1) included cheesy and generic trance ideas and 2) don't take many liberties with the IceCap melody. I'd suggest taking a listen to something like DigiE's "Breaking the Ice" to get a better idea of the kind of interpretation level we're looking for. NO
  19. Would need a version at or below 192kbps if this passed - LT Nutritious Justin Medford NutritiousMultimedia@gmail.com 16520 Final Fantasy V Ahead on Our Way and Four Valiant Hearts This song was created for the Tribute to Nobuo Uematsu competition at www.squaresound.com. Knowing there would be a lot of entries, I wanted to try a more unique approach with my arrangement. I arrived at the idea of an alto saxophone concerto as I play the saxophone and enjoy writing epic orchestral pieces. The main theme of FFV lends itself well to the big, sweeping style I like to try and emulate in my music. This was created with FL Studio 7, Soundforge, EWQLSO Silver Edition, and live saxophone recording. Thanks for listening.
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