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Liontamer

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Everything posted by Liontamer

  1. You ain't got nothin' on me. I said 0 left to judge, didn't I? Like I'm gonna let you mess that up. Check your mail: Don't be playin me with a >6MB version.
  2. He thinks he's cute trying to pull off the >6MB filesize. Yeah, nice try - LT Remixer name: Audix Game/song remixed: Chrono Trigger/Ocean Palace Name of mix: Aqueous Transgression Size of file is just over 6mb, at 6.07...hope this isn't a problem I've always loved the Ocean Palace source tune, and felt that there was a lot of potential for development into an epic electro/orchestral/rock style, so I attempted to do just that with this mix. Little bit of self-indulgent keyboard soloage (sp?) at 3:15 for kicks, and the original sample makes a brief appearance as well. Also, special thanks go to avaris for the title. Thanks, greg --------------------------------------------------------------- We're gonna need a version under 6MB, foo. You whiteys always trying to cheat the system... http://snesmusic.org/v2/download.php?spcNow=ct - "Undersea Palace" (ct-308.spc) Solid enough opening. The beatkeeping percussion brought in at :16 felt a bit flimsy, and the synth guitar at :45 was pulled off well enough but could have been smoother. Good arrangement ideas there though for "Undersea Palace". Somewhat odd piano note choice at 1:03 at first listen; not quite sure on how well that worked. 1:27 moved into the chorus. Not sure how well the key change at 1:34 worked, but no big deal. Good bassline activity at 1:27, picking up at 1:41 into some real BGC-style stuff on that level. Swanky change in the dynamics at 2:09 moving back into "Undersea Palace". Good guitar synth writing at 2:23, but then the key changed again at 2:38. The change there felt unexpected and broke the flow, IMO, but you end up acclimating as the track moves on. Not sure what the pause from 3:44-3:47 was supposed to be other than grating. I would have extended the break a bit and had it nearly fade out before just as quickly fading back in and bouncing back strongly. Aside from the grating sounds there though, not a bad idea at all as is. Despite a couple of bumps in the road where the execution felt odd on the first couple of listens, the energy was good, the arrangement was very interpretive, and the major majority of ideas were clicking effectively. Definitely does a great job with the source material; it's one of those arrangements that makes you want to listen to the original in order understand what the differences are. Good stuff, Greg. Definitely in the mold of zircon. Did one of his parents fool around or something? YES
  3. Not as silky as my lady, but very very close. Awesome stuff, Michael. Nothing like it around these parts.
  4. My lady, "The Lady", enjoyed this piece so much that she wrote about it over at our blog, VG Frequency. She felt a lot of connections to other great non-VGM music and enjoyed the arrangement a lot having played the game. Take some time out and drop her a comment over at the blog. Even if you stumble on it way after we posted this. We'll still hug you.
  5. My lady, "The Lady", wrote up on this song as well as pixietricks in general over at our blog, VG Frequency. Stop by and leave her your comments. Doesn't matter when you see this. YEARS from now even, we still want 'em. I originally NOed this mix. I was drunk (read: inept) at the time.
  6. <Liontamer> I just want to go on record that me finishing the queue is a huge triumph for our race! <djpretzel> negroids? <Liontamer> half-negroids~ <BGC> hahahaha <djpretzel> next thing you know you'll get all cocky and wanna drink from the same water fountains * BGC snickers <djpretzel> I'm surprised you didn't just stop at 3/5ths of the queue <Liontamer> KILL U <BGC> hahaha
  7. After 3 1/4 years on the panel, I finally caught up to the entire OCR submissions inbox today, October 20, and beat down the queue. And while we're sure to receive some new crud tomorrow, I'd like to thank all the little people who helped along the way! I have NOed your mixes, and, yea, it is good.
  8. Greetings, and Happy October. I don't know about you, but it's my favorite month. Cool autumn weather, the turning of the leaves, Mazedude's Birthday, Halloween... ahh. So, once again, I am submitting a particularly Halloween-flavored remix. This has been arranged specifically for the upcoming "Bad Dudes EP - Halloween '07" remix project put together by Mustin. Our plan is to release the EP on the 24th, so that there is enough time for the mixes to cycle through to everybody who wants to play them on Halloween night. We would love it if Overclocked could support the effort by releasing this remix (and perhaps others, Mustin will provide more details) to coincide with the EP release. That, and a link to the EP's specific page, which I imagine will be under www.oneupstudios.com. Again, Mustin will be able to provide more information regarding that. Now, on to the remix! Title: Psychotic Censors Remixer: Mazedude Game: Psychonauts Original Composer: Peter McConnell Original Title: The Censors Unleashed Description: "Well, Psychonauts has become one of my all-time favorite video games. It is inventive, humorous, clever, and fun. Coinciding with this is an amazing soundtrack, composed by one of my all-time favorite game composers, Peter McConnell. His partnership with Tim Schafer on previous adventure games such as Day of the Tentacle, Sam n Max, Grim Fandango, Full Throttle, and others have provided me with countless hours of video-game playing joy. As a composer, he is very difficult to remix, as his chord style is very chromatic, unpredictable, and complex. Yet, as a die-hard remixer I have taken the time to decipher a few of his songs over time, and have enjoyed the challenge in remixing them. The soundtrack to Psychonauts is rather unusual. While it still maintains the Peter McConnell vibes, it was heavily influenced and inspired by the soundtrack to the feature film "Beetlejuice," composed by Danny Elfman. In fact, this particular track is reminiscent of the score to the scene where Beetlejuice becomes a giant snake and attacks the family. So, all in all, I am blending a great many things together in my remix (like usual, hehe). We have Peter McConnell, Danny Elfman, a hint of Henry Mancini (as the bassline is also slightly reminiscent of "Peter Gunn" ), some circus elements (considering the game itself has a lot of circus elements), and of course, good ol' industrial Mazedude goodness." Enjoy! Mazedude ------------------------------------------------------------- Thanks a lot to DarkeSword for providing the source. Psychonauts Original Soundtrack - (13) "The Censors Unleashed" A solid arrangement. Not as outright sinister as some of Chris's past work, this one still added some darker edges to the original, particularly the industrial percussion and piano which gave the track much more deliberate pacing. Some of the instrumentations changes held pretty fast to the feel of the source but were still really clever, such as the SID chip harmonies at :23. The mainstream song references from 1:19-1:42 rubbed me the wrong way as feeling out of place, but they were in the source tune regardless. Didn't like it, but no big deal; clearly doesn't affect my decision. Peter McConnell's gonna punch me in the face! Great idea with the dynamic shift at 2:10, followed by some more chippy goodness in the background from 2:27-2:40. Definitely some weird stuff with the composition for the last section from 2:23 until the end that evoked chaoticness and uneasyness in a good way, befitting for a Halloween-themed piece. Once again, solid work here that was able to retain much of the character of McConnell's source tune but then fuse it with Chris's own signature style. YES
  9. Metroid II: Return of Samus - Track 4 The Zophar's archive was messed up for some reason when trying to extract it, so I just grabbed the OCR-hosted copy. The source tune loop is actually only :55-long, comprised of 3 sections. The first two are just slight variations with the second section merely at a slower tempo than the first. The third section isn't used. So really, we're only talking about a 19-second long source. The source sounds crazy at first, but once you let it loop a bunch, it becomes more memorable and easy to pick up in the submission. Seemingly, you pretty much have to use this verbatim in order not to go off the rails, as there's no real melodic qualities to the original. Lots of room to expand vertically here, so let's see where it goes. An eerie, spacey opening lead to the source coming in lightly at :21. A little too murky and in the back for my tastes, as the Metroid 2 material barely stood out from the various ambient sounds. The source stopped somewhere around :52, but you couldn't even really tell due to the soundscape being so ridiculously swamped and the source being buried in the back. The two note dealie first heard at 1:01 and used a lot throughout the track is not from the source; keep that in mind. Another iteration of the source on piano from 1:31-2:03, before seguing into more wholly original material from 2:04 until uhh... And we wait for the source to come back... and wait... and wait... and...nothing. It doesn't come back. At this point, you're just creating a spacey track that has little to do with Metroid II other than you wanting it to have stylistic connections. It's not bad to listen to, MJ, but hardly can be considered a substantive arrangement of the Metroid II source tune you chose. You can't use the source tune for not even 1 minute total of a 6:21-long mix and expect it to pass. Please read the Submissions Standards on arrangement before you submit material in the future. If you aren't using the source, you are not arranging it. NO
  10. Remix download link: Contact Info: M J McLean kimmuriel@gmail.com www.myspace.com/mjmclean Remix Info: Game: Metroid 2: Return Of Samus Track remixed: Chozo Ruins Original Composer: Ryohji Yoshitomi System: Gameboy Original piece: Instruments used: Prepared piano, strings, ocarina, voices, various orchestral elements, various electronic devices I love Metroid 2, and I love what Ryohji Yoshitomi did to create a tense, unsettling, yet at times beautiful presence with not only sequences of notes but also with experimental sound. Given the limited capabilities of a sound processor found in ancient technology such as the original GameBoy, that is in itself an outstanding achievement, and this I respect. However, even though it was brilliant, nowadays the GameBoy chip can sound dated. This game in particular cries out for a lush, dense, and moody atmosphere. It is this that I hope to acheive in this remix. Hope you like! MJ
  11. ReMixer name : Scaredsim Real name : Simon Sternis Email address : scaredsim@hotmail.com Website : http://ssternis.free.fr Userid : 20011 Name of the remix : Immortal Souls Name of game ReMixed : Eternal Champions Name of individual song(s) ReMixed : Jetta's Stage, Title Screen. Original soundtrack (sega genesis) : http://www.zophar.net/gym/etrnchmp.rar Thanks, - Simon. ---------------------------------------------------------------- http://project2612.org/download.php?id=157 - 07 "Jetta's Stage" & 01 "Main Theme" This mix definitely alerted me to how catchy the Jetta's Stage theme is. The Main Theme's alright as well. Nice-sounding intro, sprinkled with some piano. Something about the snare seemed out of place during the verses, though whether it was the tone or volume I couldn't quite put my finger on. Jetta chorus from :44-1:22 sounded pretty good. Sounded better scaled back a bit from 1:32-1:41, as well as being replaced by a different drum sound from 1:42-2:01. Weird how from 1:46-1:51 the phrasing sounded a bit like Another Soundscape's Jade Cocoon "People Made of Stone"; just a cool similarity. Good brief dynamic change from 1:42-2:00 to give a bit of breathing room for the listener. Same with 2:20-2:43, as the arrangement moved over into the Main Theme at 2:25. Awesome use of the mallet percussion to change up the feel again, then moving over into a the synth lead with the rhythm guitar scaled back at 2:44. Great subtle changes that keep the power going, but also allow the textures not to feel too loud and too similar the entire time. Solid fadeout ending around the 3:20 mark; some people may complain, here or outside the panel, but I thought it was a fadeout done well. Your material at DoD obviously shows some solid skills, Simon. I still think the snare could be tweaked to sit better within the track, but the arrangement was very expansive and really embellished on the potential of the originals, plus you threw in some solid interpretive writing that was nothing to slouch at. Pretty seamless piecing together of the two themes. Looking forward to hearing more of your work in the future, but here and at Dwelling of Duels! YES
  12. Track Name: Rhapsody on a Theme of F-Zero Game: F-Zero ReMixer name: Adventure Committee Inspired by JigginJonT (I'd like that to be mentioned, as the very end quotes his "The Flood Plain") This is electronical, made with Reason V3.0. This is not an actual performance. -------------------------------------------------------------- In an almost karmic sense of timing, I mentioned a couple of days ago in a Submissions Standards discussion thread that people subbing particularly poor encodings of tracks is just stupid, because it shows people 1) clearly have no idea what the site is about, and 2) people aren't reading our submissions instructions thoroughly, only to be followed with some absolute crap sent in at 64kbps/22kHz. This sub, at 96kbps/32kHz isn't as bad, but where are your heads at guys? Do you guys listen to anything recently that we post? Why are you gonna send a 2:47-long track with this type of shitty encoding. It just sacrifices sound quality. Bleh, getting off the high horse, let's move on to this [sic] electronical (non-)performance... http://snesmusic.org/v2/download.php?spcNow=fz - "Port Town" (fz-07.spc) Well, the sequencing sounds isn't poor, but it still doesn't sound very realistic. The "performance" aspect of the presentation has some flow, but the timing is still too perfect. Perhaps study some of JigginJonT's live piano pieces to get more a feel for humanizing your own pieces. 2:02 rehashed the intro section with some added material. Where was the ending? 2:34 wasn't much of one. I guess that was the JJT quote, but it didn't add much. While the arrangement is interpretive, there composition lacks complexity and sophistication in the writing, and the overall sound doesn't have the grace, power or body inherent in playing a real piano. There's essentially no attention given to dynamics or tempo in terms of making the composition develop. Without any meaningful highs and lows, it's stuck in 2nd gear the whole time. I'd hesitate to even call it that. More like 1.5 gears. This isn't half bad, but it's also far off in terms of the bar here. Use our ReMixing forums to ask questions and learn more about sequencing for solo piano. There are definitely a number of artists who could give you some good feedback and pointers. NO
  13. Displaying an almost gripping sense of xenophobia for the Japanese language, CHz toiled night and day to write about the latest developments on the SMG soundtrack for VG Frequency. While mentally screening out his deplorable racism, do him a favor and read the informative things he had to say.
  14. Indeed, some good tracks in there: http://www.vgfrequency.com/?p=162
  15. Happy 27th, Steve! Hope you keep working on more VGM arrangements. Don't hold out! (Oh yeah, join the Tim Follin project if you're still available. There's tons of good source material there.) [/shameless plug, but I'd do it again ]
  16. Read the book way, way back. Recalled it being good. Netflixed the movie a few months ago, and it was still good. Never heard of the TV series, but the other 2 I can recommend. The movie was surprisingly violent, which was great. It was good to see they didn't tone the book down.
  17. It's not determined yet. We had a similar discussion a couple of months ago on the Mii Channel music. My personal opinion is that those examples aren't actual games despite being programs. I'd like this to be changed for "If they should be mentioned in the submission writeup instead, please indicate that in the submission e-mail." That sounds fine. There's a really good song in the Mega Man: Wily's Revenge gbs that doesn't play anywhere in the game - but it's in the game data, on the actual game cartridge - like the notorious hot coffee mod. What's the verdict on material such as this? IMO, just being in the game data is the qualifier, as that is still being used in the game, even if not during the course of gameplay. When it's not in the game data, but added to a physical OST release, that's not ok. What if we, later on, realize that a well-known song from a well-known game, covered in an OCremix, is actually not an original song for the game, but rather, a folk song? Will the rules be updated or will the remix be removed? We amended that a few days ago to "is currently the only exception." Your scenario is a case-by-case basis. Not really any way to be more specific than that without being faced with a specific scenario. Sentence does not feel professional. Removing "completely" would help, but then it would sound like original material isn't welcome. I think these two bullets should be replaced by a sentence or two that explains that original material is welcome, but that anyone who knows the source material should be able to tell that the remix is a remix of that source song without being told beforehand that the remix is in fact a remix of that song. djp would have the best idea on how to approach that suggestion, but I don't like anything that sacrifices conciseness. IMO, the only thing that's important is that the judges can tell what's being arranged, as we are the ones doing the most work analyzing the submission. "Anyone" being able to tell is not a good standard.
  18. Not hating on Bionic Commando, but I'd only be excited if Tim Follin was given the soundtrack.
  19. VG Frequency, with all the info you need on the recent plagiarism of OCR's FF7 album project. Note: Blog comments shitting on DjNeTisra very welcome.
  20. VG Frequency, with all the info you need. Note, blog comments shitting on DjNeTisra very welcome.
  21. I dunno if djp saw this, so I'm bumping it just in case it got lost at the bottom of the page. I see what you're saying, but also don't think we need to add anything like that. Nowadays, anyone submitting anything shorter than 1:30 or under 128kbps is rare. Pretty foolish in general for anyone to go below those types of thresholds. I just don't see the need to formally say anything about that, when it's clear that n00bs who send crappy subs like that aren't reading the information closely in the first place. If you're reading the guidelines and actually paying attention, you're not gonna submit stuff like that. There's only so much that needs to be explicitly stated, plus the revised guidelines do a better job of making the standards clearer. Don't think we need to establish any official minimum song length or bitrate.
  22. Contact Info: ReMixer Name: Jonny Angel Real Name: Jon Agbayani Email: angelboyblue@gmail.com ReMix Info: Link: Alt. Link: Games ReMixed: Mario Strikers Charged Individual Songs: Luigi's Theme Game Info: - Mario Strikers Charged (by Next Level Games for the Nintendo Wii) - Musical Composers: Mike Peacock, Darren Radtke, Chad York - More Info: http://www.gamefaqs.com/console/wii/data/935184.html Example of Original Song: - Comments: This song was just infectious to begin with, IMO. I couldn't help but remember the final battle scene in Kill Bill Vol. 1. Anyway, while the music was fun to listen to, choosing Luigi as my captain on the basis of his theme music proved to be less than beneficial. So I decided to make my own mix, grabbing snippets from each of the different versions of his theme and putting them all into one song, adding in my own melodies and solo pieces. Now I can listen to it whenever I want. ---------------------------------------------------------------- Didn't see any MIDIs of the source tune over at VGMusic, but if anyone finds more info out there, let me know. Having not heard the source tunes in full (the YouTube video example you provided was at least something), I can't explicitly tell what writing's yours and what's from the game. If I find more information, I'll come back to this, but it's not necessary. The sample quality is pretty poor. Certainly worse than the actual game music itself, which is never a plus as far as I'm concerned. But even using these sounds, you could have gotten a much stronger sounding result through better sample articulations. The acoustic guitar, piano and brass in particular all sounded extremely fake. Even though the samples were poor and unrealistic, I at least would have been OK if the parts were articulated to sound like a more humanized performance, which other ReMixers have done. That's where you have to compensate if you're not gonna step up the sound quality. NO
  23. Contact info * Remixer name: Unpredictable * Real name: Trey Cowherd * Email address: trex_41@hotmail.com * myspace.com/djray759224 Song Info * Name of game: Sonic the Hedgehog 3 * Melting In Your Arms (ice cap) * the softer trance side of ice cap ------------------------------------------------------------------ http://project2612.org/download.php?id=61 - IceCap Zone 1 "the softer trance side of ice cap" - We've heard all sides of IceCap. This isn't terrible, but it's pretty far off as is. The interpretation of the "IceCap Zone" melody isn't there. You're just covering it with that piano sample, then laying all these various other ideas throughout the track. You had some decent ideas adding some countermelodic synths, string work, synth arps, etc. Those ideas combined with the IceCap melody better. But the stuff at the foundation of the track, i.e. the beats, was very vanilla and didn't fill out the track well enough. We indeed encourage artists to add things to personalize their arrangement and make it unique. But not at the expense of interpreting the actual video game music, which is ultimately what ended up happening. The mixing was fairly decent, but who knows how much of that was out of the box. Lots of totally generic boom-tss sounds and synths in there though that made the end result sound run-of-the-mill. Needs more melodic interpretation, creative beatwork, and sophisticated effects and processing. This is at least competant stuff, Trey, which is more than I can say about most first subs we receive. You've definitely got potential, and some of your approach to ReMixing is good. Use our ReMixing and Works forums to learn more about your setup and solicit fan feedback before future submissions. Keep learning more and you can take your ideas and your execution to another level. NO
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