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Liontamer

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Everything posted by Liontamer

  1. http://www.mirsoft.info/gmb/music_info.php?id_ele=MTM4MDQ= - HOCUSIT Immediate summary was that it was a generic, by-the-numbers Euroscene style mix; decent for the undemanding, but otherwise bland everything. The arrangement isn't too interpretive beyond the genre adaptation. After the lengthy lead-in, the part writing is just a cover with a nice groove. TO already broke it down. For those that AREN'T as familiar with the Euroscene, the sounds are a refreshing change of pace from the electronic stuff we normally get. But to me, the sounds, production and processing are serviceable but vanilla. Something with this level of production would always have a good chance provided the arrangement was strong, but that's not the case here. The production could stand to be more creative, the textures need fleshing out, and the arrangement needs more development and interpretation. NO
  2. Read this thread; see if you like it: http://ocremix.org/forums/showthread.php?t=8375
  3. Hi there.. Im sending a Remix for OCRemix.org... All Infos: Remixername: Tax-5 Real Name: Stephan S. Email: webmaster@tax-5.ch Website: http://www.tax-5.ch Forum User ID: http://www.ocremix.org/forums/member.php?u=20291 Remix Info: Game: Hocus Pocus Song: Main Theme Additional Infos: Developed by Apogee (1994), Genre: Jump n Run, System: MS DOS Original Song: http://youtube.com/watch?v=jx2v3nCKgbE (can only be heard a short Time) Comments: The Song was created in a late Sunday evening. I was sitting in my Studio an wanted to do something but i had no Idea. When i was looking at the DX7 (which uses the same Synthesis as the old DOS Games did) i thought: Hm.. lets remix Hocus Pocus Main Theme for OCRemix. Because it was already early Night i was too lazy to use my Hardware (because of the Connections) so i decided to use only Software. The Song was made in Cubase and the Melodies were played on a Yamaha CS1x wich sends MIDI Data to the PC..The Plugins were Vanguard, NI Battery, Triforce and Superwave and some Samples (also from the Original Game) Thats it Have Fun Greetz Tax-5 www.tax-5.ch
  4. Remixers: ambient, Skrypnyk Game Remixed: Chrono Trigger Song Remixed: Schala's Theme Hey guys! I think it has been a while since my last submission, so here comes my latest collaboration with one of the most talented glitch percussion programmers out there. I started working on this remix about a year ago, and it has its own little story. One time when I was totally bored and hanging in #ocremix, Taucer and I thought of a name for a joke remix - Chrono Wigga. It was intended for OLR, and we planned to put some "white" rapper vocals and wah-wah guitars in there. I started laying down the groundwork, some beats and arrangement ideas using Schala's theme as the source. However, at the time I was listening to a lot of downtempo electronica, and shortly that influence took over the mix completely. One of the thing that remains from the original hip-hop idea is the sub-bass, which has now been toned down a lot. In the process of working on the mix, I couldn't make percussion I was 100% happy with, and that is when I listened to some of Skrypnyk's glitch tracks. He agreed to work on the drums for this remix and I gave him complete creative freedom. At this point, the track formed into more or less what it is today. So, why Back 2 Skala? Well, when I first played Chrono Trigger, I assumed that Schala's name was pronounced "Skala", instead of "Shala". Now I know that the proper way of pronouncing it is most likely "Shala", since in the Japanese version of the game it was spelled "Sara". To me, though, it will always be "Skala" (you have to admit, it does sound better). Also, Back 2 Skala is a reference to a relatively new track by one of my favorite bands, which other fans will easily recognize. This mix took a long time to complete and it could be my last remix. Or at least my last remix for a long while. There are other priorities in my life right now, and hobbies tend to suffer first. I want to thank Skrypnyk for his great work and dedication to the project. Skrypnyk had only one short message for the panel: "I like drums =)." And it shows. He really exceeded my expectations on the drums and did a great job mastering the track. It turned out to be a successful fusion of Reason and FL. Special thanks goes to Zircon for giving me feedback regardless of how many times I bothered him. Could not have pulled it off without his advice. I hope you guys like this one!
  5. OHHHHHHHHHHHHHHHHHHHHHHHHHH YEAH! chick...chicka-chickahhh! Awesome stuff.
  6. http://www.zophar.net/nsf/bubbob.zip - Track 2 Yeah, my main complaint was that harmonically, this was thin as hell. Flesh out the melody with other parts. It also doesn't interpret the theme enough and, other than some rhythmic changes for the 1:50 section, you couldn't ask for this track to be carried any more by this sick drum sequencing than it already is. If and when there's more melodic rearrangement substance, come on back. NO dice
  7. Original Decision: http://ocremix.org/forums/showthread.php?t=5162 Remixer name - Vidilian Real name - Vidal Spaine Email - vspaine14@hotmail.co.uk Game remixed - Legend of Zelda: Majora's Mask Song Remixed: Deku Palace Composer - Koji Kondo System - N64 I've submitted this before, quite recently actually. It was my first mix so I wasn't expecting anything, except helpful criticisms. I've improved on everything that was said I think, (changed quite alot) so I thought I'd try again at getting the first Majora's mask mix on the site. The judges said this mix could have a bright future. Hopefully I've given it that... ---------------------------------------------------------------------------------------------------- http://www.zophar.net/usf/lozmmusf.rar - 145 "Deku Palace" I still think the opening sounds pretty sluggish, and that the lead there isn't a particularly strong choice. By :17, the pads, strummed strings (entering at :12) and low, rumbling thingermabobber (entering at :17) pretty much crowded out all of the other sounds until :47. Bowed strings first used at :35 were pretty fake, plus barely audible, though you could hear them a bit better at :46. Not sure what was up with the key change at :58, especially since it only lasted until 1:09. And again with the instrumentation being exceedingly crowded and indistinct. What was that all about? Another key change at 1:26. Uh...OK, yeah, we're getting into more of the same issues with REALLY abrupt transitions and crowded textures. Plus, the sense of dynamics this had is pretty much ruined because there are so many crowded parts, none of them really working together cohesively. Think about what Vigilante said last time around: Hate to sound like an asshole, but this isn't an improvement over the first version in any way. All the same problems are there, only it amplifies them compared to the first go-around. It's just a mess. A huge mess. Well, you gotta walk before you can run, so don't be discouraged by another rejection. Keep striving to learn, but this won't be the track that gets you on the main page. NO
  8. Game: Shadow of the Colossus Song(s): "Counterattack" and "The Opened Way" Remix Title: Wanderer On The Offensive Remixer: Cerrax Original Composer: Kow Otani I have always loved the music from Shadow of the Colossus. It is probably the best game I have played in years. But trying to do a remix of such excellent music is tough, as it is already quite a stunning work. The colossus battle themes "Counterattack" and "The Opened Way" are practically on repeat on my iPod. They were stuck in my head and I just couldn't get them out! So I remixed them. The title of the remix "Wanderer On The Offensive" speaks greatly of the nature of the mix. One of the things to note in SotC soundtrack is that even the brutalest moments have a very gentle side to them. So I decided to get rid of that and just rock the hell out of these songs It's sort of as if Wanderer is fed up with being a bug on the windsheild and starts being the wasp with deadly poison. Well enjoy! -Cerrax (Charles Koch) ----------------------------------------------------------------------------------------------- Wondering why you didn't retract this given that you potentially have Sixto on board for guitar, but we'll just go on this one as is. Wander and the Colossus -Roar of the Earth- Original Soundtrack - (21) "Counterattack ~Battle With the Colossus~" & (08) "The Opened Way ~Battle With the Colossus~" Hoo boy, that guitar synth is pretty nasty. Just sounds really fake and super dry. The drumwork doesn't have the power it needs either, particularly that snare during the verses. That plucked string instrument at :42 made me pause the track, it's so rough. It's absolutely buried in the back, sounds incredibly thin as if there's 0 string resonance, and sounds very mechanically sequenced (:53-:1:05, especially). :'-( It came back at 2:45 with the same writing ideas verbatim; you gotta do something different and help things evolve. Tempo change at 4:02 for the ending was awkward, and the track abruptly cut out at 4:20 in the middle of the cymbal fade. The arrangement is in the right place, so this is promising at the core, but this track itself was just ugly-sounding the whole way. Things really need more finesse to get this sounding the way it does in your head. The sequenced guitar playing just sounds cheap and choppy the whole way through. It's cool that you've got Sixto on the collab side now, but keep learning on your own, Charles, so that you can achieve richer, more realistic sounds in the event that no one is available to collab. NO (resubmit)
  9. Hello... I am giving it another go. Remixing and submitting to OCR again that is. I previously sent in an FF7 remix that was horribly done and use the name Black_Marauder. I have since then started using a different name and feel better about what I do now. So here goes!! FlatEq is the new name. My site: http://kylekoch012186.googlepages.com. My song of choice for this month was Doom, Episode 2, Mission 8. I have played doom since I was 8. Its once of those legacies that has been around for a long time and will continue to be around for a very long time, IMHO. I gave an honest effort to this one. Considering I have no professional background, and very little experience compared to all of the wonderful remixers here at OCR. I worried that it still wouldn't be good enough for submission, but I then decided that it would be up to you guys to determin that. Song Info: Remixer: FlatEq Game: Doom, Episode 2, Mission/Map 8 Original Artist: Bobby Prince File Link: Peace, Kyle (FlatEq) Koch --------------------------------------- http://www.doom2.net/~doomdepot/musi...02%20midis.zip - Doom: E2M8 Interesting beginning. I definitely recognize that drumloop at 1:18 as one of the FL defaults. Probably another drumloop at 1:59 there. Nah, no good, yo. I understand you gotta walk before you can run, but tacked on drumloops don't get the job done. The production is half-decent in that the soundscape is spacious and filled out decently by the otherwise sparse writing and textures here. Needs a lot more to adequately flesh this out on the production side. Arrangement is carried by the excellent source tune. Once you hear the pattern from :37-:44, you've basically heard the entire mix, only the background changes up every so often. In other words, the arrangement is vastly underdeveloped. It's worth noting that there's also a really basic grasp of dynamics here, but that's better than nothing. In any case, the intro had some potential, but once you got into the meat of things, it was obvious the arrangement didn't have too much to say. Use the ReMixing and Works forums hear to both learn more about making music and post your stuff for other people to provide feedback on. NO
  10. http://tzone.org/~llin/psf/packs2/FF7_psf.rar - 402 "Weapon Raid" I don't crib other people's votes often, but I do when they're spot on. Strings are BURIED in the back. They might as well not even be there. The drums needs to be refined like TO said, though they're ok in their role overall. The mixing is too loud and completely imbalanced. There's no ending. This wasn't a bad track at all, but for the standards of this site, it's just another case of an uncreative mix title denoting an uncreative arrangement. You need to interpret the theme, not merely cover it. Come back with something more interpretive and personalized next time. NO
  11. http://www.zophar.net/nsf/superm~1.zip - Track 2 ("Overworld BGM") Played the original version of this way back on VGF75. I remember not being nearly as hot on it back then, but this version definitely sounds improved from a production standpoint. Short, but personalized. The arrangement could use MORE development, but it's critical to note that the arrangement is still adequately developed, not underdeveloped. The volume is a bit loud, but nothing negatively impactful; lends to the energy. Brief but creative transition section from 1:03-1:15 that was wholly original, also used as the intro. There's loads of good instrumental variation from verse to verse that really seal the deal in terms of making the arrangement his own. Solid stuff. YES
  12. ReMix Download link: ReMix name: Pure Ten ReMixer name: Phytre Pighlet Real name: David Hesselbom E-mail address: phytrepighlet@gmail.com Website: nah Userid: 3191 (Dafydd) Game ReMixed: R.C. Pro-Am (http://www.ocremix.org/game/rcproam/) Songs ReMixed: (in order of appearance) (# = nsf #) #2. Start race #6. Game Over #1. Title Theme #3. Finish race Comments: I realized R.C. Pro-Am is listed as a game at OCR but it currently has no remixes. Here's the result of that insight. Thanks for Ken Ardency for making a really nice drumkit, Darkesword for hosting it on his website, and to this here website for providing some nice guitar soundfonts: http://www.lyd- teknik.dk/soundfonts.html . I'm counting on this to get shredded because mixing/mastering/production issues, but if you complain too much about my arrangement being repetitive or whatever (not much source to work from) I'm going cry... at least a little. // Dafydd ------------------------------------------------------------------------------ Uh...certainly a weird artist name. Can't say I like it. Stick with Dafydd. Anyway... http://www.zophar.net/nsf/rcproam.zip - Tracks 2, 6, 1 & 3 Dave Wise always deserves some arrangement treatment. Cool sound choices for the intro. The plucked acoustic guitar at :29 sounds ultra-mechanical, but at least the tone was fairly good. Good gradual volume raise of the other supporting parts afterward. The snare first brought in at :53 was pretty weak; generic-sounding, generic pattern, and the sound of it just didn't fit the texture here. Unfortunately, I couldn't tell you what to change about it, but right now it sticks out like a sore thumb. Maybe some other Js will weigh in on that. I did like the arrangement of the main theme on acoustic guitar, but IMO it was pushed too far in the back behind the electric guitar and other sounds from 1:28-1:57. The bowed strings at 1:57 sounded ultra-fake as well unfortunately. At 2:04, the usage of the source material was still buried way back until 2:19, but it was brief. The strings from 2:19-2:24 again sounded very mechanical. The sequenced acoustic guitar returned at 2:31, still sounding pretty mechanical. Some interesting ideas with the light, layered brass (?) samples from 2:41-3:10. The ending was pretty good; nice touch with the racing car SFX. The overall texture was on the thin side, but if the various instruments had more realism to them, the textural thinness may have been less of an issue. The arrangement got a lot out of the minimal source material, which was great. You mainly need to gain more finesse with the sample usage and sound balance to get things sounding their best. See what you can do about refining the snare drum, acoustic guitar and bowed strings and you'd be much further along. Good base so far, David. NO (resubmit)
  13. Nah, it'll be done when it's done. But yeah, I'm still waiting for results from the Tornado of Solos before I ask anyone if they're willing to submit their stuff for the project. Since everything's supposed to remain anonymous until the judging's done, I won't holler at anyone until then.
  14. He's not tactful, but you can tell SnappleMan's not trying to be rude just for the hell of it. He'll say something really unconstructive, but then offer some legit advice and say something supportive. It's gruff, but it's not out of line, and he's offering (as usual) to give specific feedback. Andy's tough, but he's not trying to be discouraging. He wants to see improvement. He's just blunt. Ultimately, there's nothing wrong with that.
  15. Hello Judges. It’s been a while since I submitted something here (cuz Larry stole my Tales Project Submission and ran for his life with it ), so it’s good to be doing it again. This is a Remix of “Forest Interlude”, from DKC 2, a song that I had previously tried to submit on OCR (long time ago), but got rejected. The main idea behind this is was to create a nice groove with bass + drums, and then develop a different, retro sound design to go along with it. I used some chipish sounds (even a “chiptune” section, don’t flame me for that) and quirky synths to reach that goal. I think it turned out rather well. Remixer Name: Red Tailed Fox Remix Name: Fixbit Forest Name of game(s) ReMixed: Donkey Kong 2 Name of Indivdual song(s) ReMixed: Forest Interlude (or is it Enchanted Woods?!) Phill for now. PS.: I would like to thank zircon for his patience with me on this. His feedback was very helpful. Also, props to Xennon for the upload. ---------------------------------------------------------------------------- You gotta yell at Kyle for Summoning of Sprits not being done yet! Hell, I'd love "Café Mantra" to go up on the front page tomorrow! http://snesmusic.org/v2/download.php?spcNow=dkq - "Forest Interlude" (dkq-10.spc) Man, it's a really tough task to compare something with "Forest Birdcussion". Luckily, that's not where the bar is. Overall, things are fine. My main issue was that the drumwork was rather plain and disinteresting. Not sure if it's also the snare's tone or volume as well, but the patterns being so repetitive majorly dragged out the arrangement. Aside from that the arrangement was fairly straightforward but well personalized, with a lot of great variation in the instrumentation and textures. Why the drumwork held so steady in the face of all the other evolution going on here, I'll never understand. Ha, chiptune section at 3:25. Decent crossfade back into the regular music at 3:40; could have been a little smoother, but it was a good concept and pulled off decently. For 3 minutes worth of a 4-minute arrangement, I think the plodding, repetitive drums wouldn't have been such a turnoff in light of the rest of the ideas. But nearly 5 minutes worth of a 6-minute arrangement is pushing it. The arrangement is otherwise cool, but it drags like a motherfucker on account of that one integral element being handled in such a nonchalant way. Sorry, bro, the drum writing needs more substance. I certainly don't mean any ill will toward Caio, and I'm imagining that I may be the lone dissenter, but I've gotta push for the tweak. This is good, but it could be great. NO (borderline/refine/resubmit)
  16. remixer name: The Grand Funk Dynasty real name: Stu email: gfd@seiken.co.uk website: http://www.seiken.co.uk forums userid: 20263 game remixed: Seiken Densetsu 3 songs remixed: Angel's Fear, Different Road remix title: Manaburn Eh, hey chaps. I think I already sent in a song to your fine establishment a while ago; I apologise, it was terrible. Fortunately I'm better now and can tell when what I make is half-decent. I just took my favourite two songs from this game and switched them up a bit into a sort of ambient electronica thing. They go quite well together I think, have a listen. Thanks dudes ----------------------------------------------------------------------------------------------- http://snesmusic.org/v2/download.php?spcNow=sd3 - "Angel's Fear" (sd3-3-12.spc) & "Different Road" (sd3-2-07.spc) Though I didn't think the tone of the drums quite fit. The drum groove is decent, and I see how it's supposed to be laid back and uninvasive. Unfortunately though, I felt it was really simplistic and repetitive. More on that later. Though a bit muddy, I like your ethereal textures here. Good subtractive and interpretive arrangement of "Angel's Fear" for 1:24's section, just when I was getting worried about the melody being used in too straightforward of a manner. The light electrosynth in the background has some nice embellishing writing that plays with the rhythms of the source's own background writing. Arrangement segued very seamlessly into "Different Road" at 2:05. Plucked-sounding instrument at 2:46 sounded a bit too rigid and exposed, but combined nicely with the glassy lead at 3:07. At 3:07 though, it would have been better to develop the arrangement of the "Different Road" melody. Bringing that arranged melody back with no variation at 3:07 and keeping it going in the foreground until the very end felt cruise controlled, underdeveloped and repetitive, not helped at all by the simple, repetitive drum grooves criticized up top. You may hear other opinions, so I don't mean to sound presumptuous. But this arrangement has just about the same level of complexity in the percussion writing as "Different Road", i.e. not enough to function well as a standalone piece, which is a breaking point for an OC ReMix vs. the original music. Some source tunes work great on their own, but many don't. In a sense, it's your objective to get it to that point. "Different Road" works very nicely as BGM, but there's no way you can just cycle through a few very simplistic drum patterns like that track does and expect your mix to retain interest and flow over the long haul. Further variation and development are gonna be the keys in picking up this one from being merely decent to really solid. Definitely go back to this and resubmit it with some more work. I like the potential of what you've got so far. Use the Works forum for further feedback and try to make sure you get some viable feedback from established ReMixers to really confirm the effectiveness of any new ideas you may have. NO (resubmit)
  17. Hi, this is a ReMix from Link'S Awakening : Windfish ReMixer Name : Ejis ----------------------------------- http://www.zophar.net/gbs/zelda.zip - Tracks 47 & 4 Some of the sounds were decent/serviceable, like the woodwind (that was a bit piercing though). The piano sounded pretty fake, but the writing was half decent. The drums really dragged out after a while; the writing on 'em wasn't interesting and didn't seem to fit the texture of the piece. Using what sounds like a rock kit wasn't a good idea. The melody could have used more audible support; as is, the melodic stuff was straightforward and relatively thin. Electric guitar synth at 2:05 was frankly awful; static sequencing, terrible tone, almost always a poor choice unfortunately. Bringing it back at 4:09 was no good. :'-( There were some decent original sections (e.g. 1:43, 2:56) that pieced together well with the arranged source tunes. Transition into "House by the Bay" at 3:33 felt like an awkward key change. Weird ending choice with guitar feedback. On the whole, the track sounds like it doesn't know what genre it wants to be. Quite a few blisteringly loud sections. Textures were weak, not helped by the writing, and the arrangement of the source tunes wasn't interpretive enough. NO
  18. Witold: I haven't even assessed arrangement in any way, so I'll do that soon and add any relevant comments on that level. Interesting opening. The piano sounds a bit too rigid and exposed for the speed it's playing at, but the sample sounds pretty serviceable. I like the synth brought in at :36. Track feels a bit empty at that point, like it's waiting for a pad to come in, but that could all be part of the build. I really like the string writing at :55, but feel like it would sound better if it was louder and more upfront for its part. That's how cool it is. Those little belltones at 1:02 could be pushed up as well. You have a good groove in place (simple but good bassline, and some decent beats), but the production is a bit too lo-fi, and the melodic stuff needs to stand out more. Cool idea gating the string-like stuff at 1:51, but again, push that up, along with those bleeps at 1:57. Strings could sound a bit warmer as well. Nice idea with the piano grace notes immediately afterward at 2:02. The dynamics could be a bit more substantial, but you're doing some promising stuff here. The groove could change/evolve more substantially, but it's aight. The changeup in the instrumentation at 2:28 would feel more dynamic if the previous section had more volume and power to it. Then this section would feel a bit more laid back before you return to the more piano-based stuff at 3:04. Nice string accents at 3:18. You've got some good embellishments going on. The low strings at 3:23 sounded ultra-rough, and could probably use some delay or wuteva to make the notes last a little bit longer and fill out the space more. In short, go for the cleaner sound, refine the piano to sound a little more organic, adjust the balance with some of the parts to lend more dynamic contrast and flow to the piece, and do more to vary the groove up a bit more (not too much) and this would be pretty close to done. Very cool so far. Definitely shop it around for more feedback, bro. OverCoat and Abadoss's comments this weekend.
  19. Oh hell yeah! eBay style, kids, LET'S GO!!!!~
  20. If that had anything to do with it, I'D be in game music.
  21. Hahaha! Give 'em hell, Jill! She's sure to do well in whatever role she provides for the game. Haven't played Civilization since Civ1 on my old Quadra 630. But it's still a kickass series. Addictive. Definitely looking forward to how things go.
  22. Street Fighter Zero 2 Capcom Game Soundtrack - (209) "Stage Adon" Oh shit, you arranged Adon Stage. The Sega Saturn remix version of that stage in SFA1 was one of my personal favorites from way back in the day. You already get lots of points for that, though my expectations are HIGH. Tough to figure out where to go with such a kickass original like this. Aside from the melody near-vebatim on piano, there's just some sparse drumwork and a thin, gated rhythm that doesn't fill anything out here; track's empty as hell. 1:40 adds some tradeoffs with a warm but solitary synth and the piano, before harmonizaing the two at 2:02. Cymbals at 2:14 are just lonely and exposed; why even bother using them only once, like that no less? Some more involved interpretation starting from 2:24-2:47, but BRIEF and nothing substantial before basically going back to the same straightforward ideas from before, only now with the pad in the back. Ending at 3:33 was sudden, and a poor resolution. Tons of dead space here, and not enough interpretation of the source melody. That's just not gonna cut it. You picked some good stuff to arrange, I'll give you that. If you aren't doing so already, use the Works forum for fan feedback and the ReMixing forums for more help at fleshing out your sounds and improving your arrangements. NO
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