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Everything posted by Liontamer
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For daring to Cheetahmanz, he has made the panel - LT CheetahMetal - Cheetahmen II progressive rock/metal remix. Download link is here. My Info: ReMixer name: NeoAvenger real name: Ian Shedd website: www.soundclick.com/ianshedd member number: 22824 Game: Cheetahmen II Track name: um . . . 'Main Theme' I guess. I can't seem to find the track's real title. Platform: NES --------------------------------------------------------------- http://akumunsf.good-evil.net/C/Cheetah%20Men%202.nsf - Track 2 Well, the source tune is the greatest piece of music in creation, but that goes without saying. The guitar samples sounded pretty fake, but that's what you get with Slayer or whatever this was. The drum writing wasn't half bad, but the background needed something else going on to flesh that out. Right now, the arrangement relies too much on the grungyness of the rhythm guitars to fill out the space, and the textures sounded pretty flimsy as a result. Overall, the arrangement itself was pretty creative. I liked how the theme was given some measure of interpretation alongside the expansionist writing added to the familiar melodies, plus the dynamics were actually fairly solid. The first section of soloing (1:38-2:04) was a good concept, just not well executed. The second section of soloing (2:31-2:57) was a bad concept and not well executed either. The sequencing was too mechanical/choppy for these guitars, which need more finesse and realism. If you're gonna work with a guitar synth, you're gonna have to put more effort into making the performance sound more humanized. Keep learning more about your samples and how to use them more effectively; use the ReMixing forums for help if you aren't doing so already. NO (resubmit)
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Remixer Name: M2S7N Remix name: Your Friendly Neighborhood Hospital Dub Forum ID: 21302 Name of game: Earthbound Name of tracks: Friendly Neighbors, Hospital Link: I made this track this past summer after buying a delay pedal, which will become obvious shortly into the song. I'd like to think that the style of music I was going for, however, calls for the excessive delaying and panning. Arrangement wise this will probably be considered too close to the original for you judges' liking, but I wasnt going to go unnecessarily reharmonizing the bassline or adding original counterpoint in a dub track. I think the cycling in/out of instruments and instrumentation was all the "rearrangement" necessary, but we'll see... this probably has a long shot at making it anyway so I'm not too hung up about that, I just want to see what comments I get about production. I feel the bass could be deeper, and the brass sample is way cheap (but heavily processed, so I dont think its a song-breaker), so any suggestions to improve these would be killer. I plan on making original dub tracks, this so this track was kind of a test run, but constructive criticism would be nice. In case you wonder, the bass, guitar, and sax are real, the drums are a cheap drum machine (I havent had the patience to try to find better samples or program patterns thru software programs, though I will, sometime...), and keyboard is a yamaha, I think. delay provided by the boss dd-6. ---------------------------------------------------------------- http://snesmusic.org/v2/download.php?spcNow=mo2 - "Friendly Neighbors" (mo2-022.spc) & "Hospital" (mo2-027.spc) Yep, I can tell you like that delay. And yeah, I'd probably call it excessive, but at least you did it on purpose. Honestly, just seemed like a souped up cover of the originals. Little in the way of melodic or structural interpretation. So while I enjoy this for what it is, we've got interpretation standards to uphold. Short and sweet. NO
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Original Decision: http://www.ocremix.org/forums/showthread.php?t=11671 remixer alius: Hoboka real name: Alex J. Shtokalko source: Super Metroid, Lower Maridia (Rockey area or w/e, you'll know when you hear it ) remix title: The Aquatic Abyss Remix: Heya girls, I gotz you a new resub to convulse - er I mean, dance to It's my super metroid remix - TOTALLY different concept now...kinda DnB-ish/alternate whatever the fuck you wanna call it. I worked real, real, real hard on this, and I expect at least SOME degree of appreciation for this song, lol. Eh, fat chance knowing you guys, but what the hell, I know I've made a half decent song, so love it or I'll have to shoot you!! Well, not really, but okay I'll stop blabbering away now before your head implodes from the idiodicy of it all. Enjoy! -------------------------------------------------------------- Hahaha, I've gotta steal "idiodicy" some time. http://snesmusic.org/v2/download.php?spcNow=sm - "Maridia Rocky Underwater Area" (sm-24.spc) I mean, I like some of the concepts here, but the package was very uncohesive. Loads of the synths and samples sounded low-quality, IMO, and the track lacked a lot of high end presence. The track sounding so lossy almost compensated in some way for the apparent lack of any bassline. The drum transition at :54 felt totally arbitrary, plus the gratuitous cymbal shots at 1:00 & 1:09 were completely out of place. The piano from 1:20-1:47 was very mechanically sequenced and not melodious at all. The vox for that section was very fake and rigidly sequenced as well. The track was all over the place with no real sense of direction and little in the way of dynamics. Harsh. Wrong on the first point about the opening synth, but from that point on, Jon was throwing bullseyes. When I noted that I was placing this on the panel, I was legitimately surprised by how well Jon predicted the track's general structure despite not even having any way to listen to it yet. Clearly, he shouldn't have been able to do that, yet here we are. This was an improvement over the previous version due to the composition having more complexity, but there's not nearly enough finesse or direction with the execution here. Gotta walk before you can run. :'-( NO
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OCR01911 - *YES - Final Fantasy 4 'Step Into the Light'
Liontamer posted a topic in Judges Decisions
Nutritious Justin Medford NutritiousMultimedia@gmail.com 16520 Final Fantasy IV Into The Darkness I've always enjoyed the Final Fantasy IV soundtrack; as a matter of fact, it's basically what got me into music in the first place. I'd never heard songs like this in a game before (or anywhere, really), and they've stuck with me for years. This song specifically was one of my favorites from the game. It plays during the first "dungeon" level and really sets a mysterious tone for the area. I had that same idea in mind as I was rearranging this. With this song, as in my previous Mario 64 submission (which may or may not be posted first, depending if this is accepted of course), I tried to go for a cinematic orchestral feel. I wanted them to sound like they could be part of a movie score or soundtrack. You may notice the extra reverb applied in the first 30 seconds or so - I was trying to get a wide open sound like it was played in the mist cave that the OST pertains to. Hopefully, I achieved the epic, sweeping feel I was going for with this song. As with all of my orchestral and strings stuff up until this point, this was made using freely available samples and soundfonts. I hope that it shows how much can be done on a tight remixing budget. ----------------------------------------------------------------- http://snesmusic.org/v2/download.php?spcNow=ff4 - "Into the Darkness" (ff4-12.spc) Not gonna say too much. The original theme is one of the more memorable tracks from FF4, though not really my style. Justin did a decent job here of retaining a similar style to the original (due to the string lead and 3/4 time), while giving this a different bent with the arrangement into orchestral. The buildup ultimately leading into the melody arriving at :40 was a bit flat, though I realize how difficult it is to make effective dynamic changes from soft to loud without risking some clipping. I don't want to sound like a hater, and there could be some differing opinions, but I wasn't overly impressed at least in terms of the sound quality (brass!). It's serviceable to me, but I don't think it's pulled off quite as well as with the Super Mario 64 mix. I'd appreciate some possible crits from other Js on how to improve the realism here with the existing samples. In terms of the sequencing, I felt that was pretty solid. The composition felt a little bit meandering on my first listen, but ultimately I really enjoyed the arrangement, sophisticated with the writing in much the same way that the Super Mario 64 one was. The substance was there, and the sounds were solid, though I'd really like to see some growth on that level as you continue to improve. I'm willing to give this the nod. Good luck with the rest of the vote! YES -
Cool source tune choice. Never really heard much of the Pilotwings 64 soundtrack besides "Birdman", so this source was a welcome change of pace. The original here is a pretty nice composition. http://www.zophar.net/usf/pw64usf.rar - "Hang Glider" Not too much to add to what Vigilante and zyko have criticized. Some sort of pop at :41. This was a pretty basic 4-on-the-floor genre adaptation, showing how well this theme works in this setting IMO. I didn't mind the rigid sequencing much; as zyko said, par for the course in this genre. Beyond the genre adaptation though, not too much going on with the interpretation, with most of the meaningful variations coming not from the lead or the beats, but from the supporting instrumentation sprinkled in the background. Still, this had some observable dynamic changes; nothing very pronounced though. I did enjoy the dropoff at 2:46. The rebuilding into the barebones groove at 3:14 was something slightly different, but a pretty limited idea for the closing section, and didn't feel very different from the previous sections that included the melody and some other sounds. The vox sequencing from 3:42-4:01 to end this was ultra-fake. This would have been gold maybe 3-4 years ago, but the standards have risen. Part of the reason this lacks nowadays as far as the standards go is because these textures are relatively simplistic; there really could be more going on here, not just in the evolution of the composition/arrangement, but also more textural density and complexity. This was definitely in the right direction in terms of changing the feel of the source, but didn't maximize the potential of what can be done in this genre. Definitely could use some more ideas to spice this up. An enjoyable first sub, Remco; keep working on it and see where else you can take this. NO (resubmit)
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Ormgas is tre sexy.
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Lemme hold of on this until after MAGFest. Not that I'm lazy on it, but I wanna give this my full attention, and think the possibilities through. We might actually be able to incorporate a collapse-able deal to allow extended bios on the same pages as the regular bios, BUT that stuff has only been programmed on Wikipedia proper and may require templates that we can't simply cut-and-paste into MediaWiki in order to have work on our side. In terms of pages redirecting to extended bios via the mascot #s, I don't think we would offhand, but again, lemme figure out how we're gonna approach this. If I can get the collapse-able stuff working, it would be a moot point. As for a sort of group/main page for the DarkStalkers, that sounds fine to me, but we may be able to just do that as a Category page rather manually creating a new page, so don't move forward with any of that yet.
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Absolutely. It's all in the shadows! But yes, this project's going to be going strong and finishing up. I've got plenty of people to nag, including hopefully Mazedude. I'll see if he's come up with anything. But don't worry; we'll have a project, even if it's only 10-12 pieces, which is still very solid! Thanks for tugging on my arm, Martin, it's appreciated!
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OCR00577 - Super Mario Bros. 2 "Super Buck II"
Liontamer replied to orkybash's topic in ReMix Reviews & Comments
Yeah, clearly all desktop musicians have to do is "press buttons." This comments only shows there are still ignorant listeners out there who don't know anything about what makes good music. -
You can use [[OCR Mascot xxx|Character Name]]
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Indeed, using the redirection pages to link to other characters is how we should do it.
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Radical Dreamers: Thieves of Fate - History
Liontamer replied to Geoffrey Taucer's topic in Projects
Responsible parties, get in touch with me regarding the status/release of ze album. Good times! -
A lotta slow: http://www.ocremix.org/remix/OCR00022/ You meant to say "Ocarina Boogie", but I forgive you.
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Joe Pleiman, most know around here as half of The Rabbit Joint (LoZ "Rabbit Joint Cover") and a member of The Black Lodge (Z64:OoT "Ocarina Boogie", since removed) was part of a band called Hip Tanaka, named after the composer and another side project of Pleiman's. The band even owned HipTanaka.com at one point, but the band/project died off. Nothing listed at archive.org works after the 2003 stuff. AFAIK, the band did originals despite their name, not game arrangements, just to clarify. Last but not least, they were based in the Boston area. With the contact info at the Rabbit Joint artist page here, you can contact Joe and (hopefully) ask him whatever you want about Hip Tanaka. Who knows, maybe he has some leftover stickers. They also have some material possibly still available from CD Baby. Hope that helps!
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For any of those, SNES or N64, you could have them loop for a long time on Winamp with the appropriate video game music format plug-in, then output a WAV or MP3 file and make an extended version that way.
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Remix link : ReMixer name : Scaredsim Real name : Simon Sternis Email address : scaredsim@hotmail.com Website : http://ssternis.free.fr Userid : 20011 Name of the remix : Daily Training Name of game ReMixed : Crusader of Centy Name of individual song(s) ReMixed : Rafflesia Training Grounds, Place of Peace Original soundtrack : http://project2612.org/download.php?id=16 Composer : Motokazu Shinoda Publisher : Atlus, 1994 System : Sega Genesis Here's a pop arrangement from Crusader of Centy, two songs : Rafflesia Training Grounds & Place of Peace. I recently played this game again, and each time I love listening this awesome soundtrack. I just can't believe it has never been arranged before (as far as I know). So, I tried. And hope you like it. Thanks, - Simon. -------------------------------------------------------------- http://project2612.org/download.php?id=16 - 07 "Rafflesia Training Grounds" & 21 "Place of Peace" Soft opening with the piano, following by some bowed strings. The strings didn't sound particularly realistic. Neither did the drums brought in at :21; that snare almost never sounds right in any given track, but it's serviceable. I would have softened the snare sound more, as I felt it was too loud/punchy compared to the leads during the whole track, undermining some of the dynamic contrast you were going for with the composition. OK, so none of the organic instrument samples sound particularly realistic, but they were decent enough, while the arrangement itself was strong enough to carry things. The dynamics were there, though not as pronounced as I thought they should have been given the writing, as I alluded to before. Good idea to layer the clavient (?) and woodwind for the melody at :39, creating some good synergy there. I was definitely enjoying the e-piano/organ/wuteva (1:31) and bassline action going on as well. The source material was on the bland side and the sample quality did drag this down a bit. The arrangement could use a bit more effective dynamic contrast, and some textures felt on the sparse side in the background, which could probably be tweaked. I'll admit I'm not wow'ed compared to say Simon's Brain Lord/Illusion of Gaia combo mix "Will is the Lord." What was here was decent, but I have the feeling Simon could make this twice as effective in a couple of years with more experience. I would just refine this by pulling back the snare shots so they aren't so much louder than the leads and perhaps beefing up one of the supporting sounds to fill out the background more during the verses (e.g. :39-1:30), which felt spartan in a negative way. The rest of the panel might feel I'm being too picky, but I'm just feeling like this is 80% of the way there, but needs some refinement to nudge this over the top. Hopefully another J can better articulate what I'm getting at. Good luck on the rest of the vote, Simon. I look forward to your future material, both here and at DoD! NO (refine/resubmit)
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ReMixer name: halcyon Real name: Andrew Wheeler Email address: andrew@joename.com Userid: 13226 Name of game arranged: Donkey Kong Country 2: Diddy Kong's Quest Name of individual song arranged: Forest Interlude Comments: Wrote this song specifically for submission. Originally, this was going to be a straight-up trance mix of the forest theme from DKC2. Well, it sounds a little different than I planned on it sounding, but I'm happy with the way it turned out. Please enjoy! ---------------------------------------------------------------- http://snesmusic.org/v2/download.php?spcNow=dkq - "Forest Interlude" (dkq-10.spc) Opens up with some really abrasive beats. I see the concept there from :07-:23, but the end result was too abrasive. Otherwise, cool techno-style build leading up to :56. After :56, I wasn't feeling the sound choices or texture of the piece. Lots of loud, whiny sounds that didn't combine well, and a fair amount of empty space in the back despite the effects and volume. IMO, the end result didn't sound melodious enough, with many spots where the harmonies sounded somewhat off. The changeup at 1:36 started sounding better, but not by much. Heh, I recognize that drumloop used at 1:52. These electronic textures weren't really getting any more cohesive as the track went on. All of a sudden the track completely changed at 2:59 to some NES stuff, then went off on its own thing until 3:24. I've got no inherent problem with original sections, but when they don't thematically connect well with the arranged material, we've got a problem. Moved back into arranging the original until 3:42-4:11 had an original section with some allusions to the source, then wrapping this up with a little more arrangement for the finish. To me, the whole thing wasn't particularly cohesive at all, even minus that weird part at 2:59. I liked the cameo of the hand drums, xylo(?), piano, and sitar from 2:13-2:38, which was a highlight. Things were a lot more cohesive on that level. Other than that, it seemed like you meant well, but were kind of throwing ideas on the wall to see what would stick. The end result was just busy without being focused, plus grating and tough on the ears. Too bad, because when the texture were more organic-sounding, you had some brief but good grooves going on. Perhaps you need to stick with some core sound ideas, then have them evolve into different things, rather than change the texture every few bars, usually to something that doesn't quite work. JigginJonT mentioned in the judges channel that the sound was really raw, which definitely summed it up well. You gotta improve your ear toward picking sound combinations that work, as well as watching that notes aren't clashing in your attempts to interpret the source material and have that interact with the other instrumentation. NO
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ReMixer name: Capers Real name: Nick Capewell E-mail: Sheepguy_2000@hotmail.com Name of game: Kirbys Dreamland Song name: A Very Green Rocktacular! Hey there! This is taken from the Gameboy version of Kirbys Dreamland, the Green Greens level. I found myself humming the tune one day for absolutely no reason and decided to throw down a mix just for fun as I had a day off work. My best friend, a fellow avid games enthusiast and OcRemix fan, having listened to the track told me about this site and persuaded me to submit it. I created the drum track using Fruity Loops and put down three seperate guitar tracks and a Bass track in Cubase. As I said, it wasn't really meant for public ears but i'm amazed to see so many people with the same love of game music. Its truly awesome. I hope you enjoy it, if it goes down well I may have a crack at another Rock Remix. Cheers Nick --------------------------------------------------------- http://www.zophar.net/gbs/kirbydl.zip - Track 2 ("Green Greens") Yeah, I can definitely tell you're new with a n00b mix title like that. Not too much to the arrangement. Nothing terrible, but basically two and a half iterations of the source tune with a pretty straightforward rock cover. The sound quality was pretty rough and definitely needed some better balance and separation of parts. The overall textures and arrangement style were arguably too basic and by-the-numbers. All that's there are the melody, some guitars on support (basically a non-factor, too), and some drums that are active but not particularly unique or innovative. One's left with a pretty vanilla end result that's just "there". You've gotta get more interpretive with the melody, and more varied and evolving with the overall style. Keep at it, though; although you have a ways to go, this was a good first try with some noticeable enthusiasm. Keep learning more and pushing your creative limits. NO
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Oops, late on some potential Xmas stuff; might be too much on the mainstream source usage referred to in the sub letter - LT Well, this is my first time submitting material to OCR, so please bear with me if the general format of this email is slightly amiss. Hopefully 'twill not be too... lengthy. Remix title: "Carol of the Belmonts" Remixer name: Apollyon Email address: fiendishlyevil1@yahoo.com Game arranged: Castlevania: Symphony of the Night Songs arranged: "Dracula's Castle", "Moonlight Nocturne" Composer: Michiru Yamane System: Sony Playstation Original Soundtrack: Comments: Well, where to start? I have been remixing videogame music for quite some time now, but have never gotten a project to the point where I deemed it OCR-worthy. Most notably, whenever I remix any of Mitsuda's work, I find myself perpetually engaging in minor tweaking so I do not completely mutilate the feel of the original; as a result, nothing significant ever gets accomplished, and the mix stays in a sort of barely-altered stasis. This is the first time I have ever had an objective deadline (Christmas), so I had to work a little faster than usual. This track, like all my non-midi work thus far, was done on the computers at school with a relatively outdated edition of GarageBand (the closest I can come to a remixing program on my budget), and was all done over the course of about three weeks. GarageBand is often somewhat lacking in the instrumental department, so the sound production may be a tad lacking in this mix; I can only hope the extent of the arrangement (particularly the shift from the original 4/4 song to this 3/4 mix, and the resultant alterations of melody and rhythm) will be enough to redeem this flaw. The other major downside of working with GarageBand is that the Macs at school have drastically different sound setups than any other computers I have ever encountered, so I must save the song, drive home, and play it on my home computers before I can judge whether I have the leveling right. As you can imagine, progress is rather slow using this method. As for why I chose these specific songs, I have always been a huge fan of Michiru Yamane, and the SotN OST is arguably her most brilliant work. There were parts in which I tried to emulate the feel of the original songs (for instance, crafting simulated "wind" sounds in the intro), but overall I just went with whatever sounded good on the spur of the moment. The most difficult facet of the remix was the leveling of the lead guitars; because they have such a distinctive tone, it is easy for them to overpower the rest of the song, but if you tone them down too much, you lose the melody line in certain parts. I would like to have included part of "The Tragic Prince" (another SotN classic) somewhere in the remix, but I knew there was no way I could do justice to that one, so I decided to just leave well enough alone. I suspect there are those who will not notice this (I obscured the instrument in question slightly more than I intended to), but the fast-paced, vaguely Ecco-esque little instrument underlying most of the song is actually playing the repeating section of "Carol of the Bells". Originally, that was all I intended to do with the holiday-oriented part of the song, but one of the friends providing feedback on the song pointed out that the pun in the mix's title would make no sense if no one noticed the "carol" part, so I decided to insert a more obvious "Carol of the Bells" reference later on. Anyhow, thank you for taking the time to listen to this mix, and possibly read through the comments (although I would not blame you had you skipped them - I have a tendency to ramble). Have a productive day. ------------------------------------------------------------ Regarding the "Carol of the Bells" usage, we now generally discourage mashups of mainstream/non-VGM music with the arranged VGM. For this particular arrangement I think I could let this amount of usage go as the major majority of track was CV, with CV source usage even during some of the Xmas music. But if most of the judges panel or djpretzel said this was a NO-go on that level, I'd roll with his call. Just keep that issue in mind for the future. (Section 3.3 of the Submission Standards). Akumajo Dracula X ~Nocturne in the Moonlight~ Original Game Soundtrack - 06 "Dracula's Castle" & 04 "Nocturne in the Moonlight" Decent base here, but some stuff stuck out as pretty poor. At :26, the lead instrumentation need more presence; right now the lead and support instrumentation are basically at the same level, with the melody not standing out at all. 1:07's section was a great example of that. The guitar synths have no meat or power to them. The drum programming at 1:08 is extremely bland and weak-sounding, like the only requirement is that it simply has to be there, not that it sufficiently fills out the background. The piano at 1:51 sounded nice overall, but it was too quiet compared to the rest of the sounds. The rock portion returned from 2:12-2:37, combining with a little bit of piano and some really fake-sounding guitar synth. Same issues with poor balance and the soundscape being too murky (e.g. 3:19-3:49), with the bowed strings, harp-like strings and vox and melodic synth. Also heard some weak drums along with some MIDI-grade hand drums in there from 3:50-3:59; oof, just a bad quality disparity with some of the other more refined elements you had. Basically just more of the same arrangement ideas and textures for the last few minutes, with the same sample quality and production issues. I'll leave it to some other Js for more specific production criticisms as they'll do a better job; I was just relaying the gist of the problems I heard. Better sample quality for some of the instruments would help this out (and there should be better free stuff out there), as well as better sound balance. In terms of a first sub, not terrible, but clearly leaves a lot to be desired. The arrangement was decent at least in terms of changing the mood of the source material, but was hindered a lot by the weak execution. NO
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You'd be better off suggestions to individual artists that they make their music with your suggestion in mind; as far as OCR goes, suggesting this idea to album project coordinators would also be something you could do to promote this. But the short of it is that we presently wouldn't consider implementing anything like that as far the regular remixes. MP3 is a standard near-universal format, so we stick with it. FLAC, correct, is for audiophiles, but it's not for the average users, and nothing is seemingly taking over the MP3 standard any time soon. OGG/FLAC standards have been suggested and considered in the past, but unless there is a new industry standard, then it won't be considered, even on just a torrent level. We cannot reasonably expect all submitting artists to provide FLAC versions of their mixes or send us WAVs, and enacting anything like that would only limit our submissions pool.
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Your ReMixer name: Joren de Bruin Your real name: Joren de Bruin Your email address: ayato_kamina1@hotmail.com Your website: http://desumetaru.googlepages.com (doesn't contain anything substantial yet) Your userid: 16286 Name of Remix: He Came From The Surface Name of game(s) arranged: Cavestory Name of individual song(s) arranged: Last Battle (Here's a link to it ) Link to Remix: Alternate Link: Comments: What I always try to do with each mix I make is to break new ground for myself, be it in terms of sequencing, concept, musical genre or arrangement technique. For this mix I tried to contain myself and leave it to a relatively limited instrumentarium to fill out a relatively short mix, while I did my best to improve yet again upon the standards I have set out for myself with drum and synth sequencing . My main inspiration for this mix are the archetypical Scandivian Power Metal bands, in the vein of Sonata Arctica and Stratovarius. I tried to incorporate the typical elements of a wailing keytar, epic synth strings, distorted bass, harmonized lead guitars and rapid-fire drum work. Besides that, I'll admit that I've incorporated some other elements that could be traced back to the likes of Dragonforce (the high tempo and some of the machine gun rhythm guitar riffs) and Children of Bodom (Most of the drum patterns). I have to add that this was a new genre for me, and my improvised soloing style doesn't really lend itself to such a high tempo, which is why the guitar solo is a bit on the sorry side of things. Mixing and Mastering was entirely done in FL Studio, Synths are self-made Reason presets, Bass is the Broomstick Bass demo ran through Guitar Rig 2, Drums are from the Addictive Drums VST and Guitars have been recorded with an USB-interface ran through Guitar Rig 2 and Amplitube 2. I hope you like it, it's my fastest completed mix to date (did the whole arrangement on the 12th of December, last wednesday.), and I can finally say I'm somewhat confident in the mixing and mastering department. -Joren --------------------------------------------------------------- Cave Story (Game Rip) - 31 "Final Battle" Your production still needs a lot of work in terms of balance. When the track opened up (:00-:21), except for the drums, not one instrument sounds like it's taken any position in the foreground, most notably the "Final Battle" melody. It was a little better at :59, but not by much. For those areas, you need to push up the melody more and EQ some of the other parts so the overall sound doesn't get too cluttered. From what I can tell, the supporting guitar and drums/cymbals are using up most of the space. The machine guns drums were arguably overdone in some brief spots when they were more exposed (e.g. 1:29-1:31, 1:34-1:36), but overall I felt things were strong on the arrangement side; on the cover-ish side, but IMO pretty personalized and expansive. I'd give this a YES if the production were solid, but I'm not convinced that it would just take some brief tweaks to get the production where it needs to be. In that case, don't change a thing about the arrangement, but work on positioning your leads more in the front of the soundscape, and having better balance/separation of parts. I'm OK with a grungy sound, but not when it's poorly balanced. Any good production J who weighs in, specific tips on how to fix this up would be greatly appreciated, I'm sure. Good stuff so far, Joren. Just give it the spit polish for the win. NO (refine/resubmit)
