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Liontamer

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Everything posted by Liontamer

  1. Original Decision: http://www.ocremix.org/forums/showthread.php?t=5075 Remixer name: SuicideKai Real Name: Kai Brooks Email: cpl.kai@gmail.com Website: http://ajare.org/ UserID: 17111 (SuicideKai) Game Name: Unreal Tournament Song Name: Foregone Destruction Remix Name: Hat Trick Link to Remix: Link to Original: http://mindsdesire.net/ocr/foregone.it Remix comments: This was made entirely with Live 6. I tried to incorporate some of the original "feel" of the song, how it goes from calm, to action, to back to calm again, as well as some of the spacey arpeggios in the beginning before the action starts. It's the feeling of just floating through space, seeing the world above you... and then noticing someone running away way with your flag. Judges Notes: This is from UT classic (1999), not 2003 or 2004.
  2. ReMixer name: Fishy Real name: Cain McCormack ReMix name: Battle For The Badge Original track: Gym Leader Battle Game: Pokemon Red/Blue/Yellow This is a track for the Pokemon Project so in the event of a pass, please withhold posting until its release. When I auditioned for this track on the project I didn't even have the program I made it in, and its taken me something ridiculous like 6 months to actually finish to the point where I was happy with it. Its one of those tracks you just kept going back to and giving it a complete haul over, then decided you preferred it the old way. Anyway, about the track: It's a rawk mix, with the crazy (very hard to double) guitar tapping and the fast drums and the weird break down solo. All the lead guitars have been triple tracked for added oomph. There was a little confusion with the IDv tag things because its in 3 games, so I just left it blank, also I forgot how to do that e symbol in the game name. Thanks for listening :3. Fishy ----------------------------------------------------------------- http://www.zophar.net/gbs/pokemonb.zip - Track 22 Oh man, this was sick. Definitely something Dwelling of Duels-worthy in terms of great energy and performance skill. Good original writing for the intro up to :15. Compared to how thin the source tune was, there was a lot of expansion with the part-writing to supplement the verbatim melody. Nice usage of the machine-gun drums from 1:07-1:17; someone finally gets it right once in a while. I also loved the constant changes in the percussion writing; added great dynamics and evolution to the piece. Definitely weren't resting on your laurels there. As much as I loved the coverage of the source, I was definitely waiting for something new to come into the picture. 1:56 finally hooked it up with a quieter, more downbeat section before going into some original guitar work at 2:17 before returning to the source arrangement at 3:11. Oh snap, some decidedly more genteel stuff at 3:30 with the strummed geetar, light cymbal work, and string pads. Man, nice close. Some little tick noise showed up at 4:08 just before the fadeout cut off a little abruptly. Not a big deal, but worth a fix. Hell, you got time, bump that encoding up to VBR and push 6MB for the win. Man, I don't even like Pokémon and you got me rockin', bro, taking a pansy game like that and churning out this gold. This one got me waving my arm high in the air in a circle. ("Go, go, go!") Imagine if this one were played in concert; the experience would be ridiculously good. You ripped it up the whole way through, Cain, and took the original to another level. A great listen, you made a believer out of a Pokémon hater like me. YES
  3. Dear OC ReMix, I would like to submit my newest remix on your website. Remixer: DarkMessenger Real name: Niels van der Leest Email: nielsvanderleest@planet.nl Website: www.nielsvanderleest.com Game: The Legend of Zelda: Twilight Princess Song titel: Gerudo Desert Funk Additional info: * System: Nintendo Wii * Copyright: Nintendo * Composers: Asuka Ota, Toru Minegishi & Koji Kondo Source: Gerudo Desert Theme (link from ) Download link: I hope you’ll like it. Yours truly, DarkMessenger ---------------------------------------------------------------------------- Heh. Hearing this source track, I'm a little disappointed that the sound quality of the Zelda soundtracks hasn't stepped up. It's basically the same quality as the N64 series, but as usual the writing compensates for the bleh sounds. The Legend of Zelda: Twilight Princess (Game Rip) - "Gerudo Desert" Interesting opening, decidedly different from the source. Beats arriving at :08 came in rather abruptly and didn't seem to mesh right with the piano or bassline. :26 switched over to an organ, before a jazzy stab at :43 segued back into the beats and bassline. Brass at :52 sounded tacky and didn't cut through the beats and bassline enough. Sax at 1:09 was also really thin/cheap and too quiet just like the brass stabs before it. You gotta re-adjust the balance among the parts. The melodic arrangement ended up too straightforward once you get into the heart of the track. Cool hand drum solo idea from 1:44-2:21, taking a background instrumentation concept and deciding to do an original section out of it. Abrupt transition back to the bass & beats ideas of the intro for a bit before ending with the drums. Ending was too sudden. These sudden transitions are pretty lame; you really need to make them more seamless so that the flow of the track isn't broken so badly. The textures here were fairly thin (with the drums being the only exception), most of the samples were really thin and fake-sounding, the sound balance was off, and the arrangement development was minimal. Good base, but there's no attention paid to the details that count. NO
  4. djpretzel, My name is Matt Keller, but I go by the name SuperiorX for song remixes. This is my first submission to the site, although the remixes I made are actually from around mid-2004. I was cleaning through my old laptop the other day and I found these lying around, so I figured what the heck, I'll see if they're good enough for OCremix! This one is from Mega Man 7 and it is a remix of Shademan's zone. It's titled "Translucent Darkness". Thanks! -Matt ------------------------------------------------------ http://snesmusic.org/v2/download.php?spcNow=mm7 - "Shade Man Stage" (mm7-14a.spc) Theme kicked in on some faux strings and piano at :37, sounding too loud. Some basic drumloops arrived in at 1:14 while the rest of the melodic stuff continued. Nothing particularly interpretive with the treatment of the theme, though the piano supplementing things in the back was a decent touch. Otherwise, most of the melodic and countermelodic stuff is basically the same structure as the original. Changed up the instrumentation combinations at 2:27 to create some good dynamic contrast, but the first section was essentially repeated wholesale now with different sounds and less supplementary activity...all the way until 4:18. This was dragging out badly. Tempo got upped at 4:20 and repeated 1:13's section verbatim at the faster pace until the fadeout close. On the interpretation side...where's the beef? NO
  5. Contact Info: * Remixer Name: PSPACE * Real name: AG II Remix Info: * Game: Phantasy Star * Song ReMixed: "Intro". * ReMix Title: Opening Solemnity * Original Song: * ReMix Location: * Comments: This mix takes the original motif and changes it, building on the solemn drama and adding sweeping orchestral sounds. My mix of the opening song actually inspired a novel for me to write, and so I made it my own. The percussion is very important. I took cues from the Phantasy Star Online music in this regard. ------------------------------------------------------------------------------ http://www.zophar.net/vgm/phanstar.zip - "Intro" Hahahahaha! Not the most melodious source tune I've ever heard. No offense to Bo, but it's almost hard to see why Phantasy Star, as a franchise, didn't simply die based off that "Intro". Use VBR for your encoding, so it doesn't sound so lossy. Interesting opening, but the instrumentation was noticeably sparse. Would have been nothing killer here *if* it didn't hold onto that sparseness for so long, but after a few minutes there was still no meaningful development or contrast. The note movements for the brass were awkward in places, the drumwork in particular was spartan, and the textures were too thin. The track finally picked up in a more major way at 4:06, but the textures were still pretty hollow. Some of the military style drumming seemed off-time, and the brass had no power behind it. Escalated even further at 5:47 (did that drum transition clip???), but the soundfield still didn't fill out. You're trying to go for delicate and measured, and it just ends up sounding very thin and empty. The arrangement drags, the performance sounds hollow. Kills off any emotion you're trying to convey. NO
  6. Remixer Name/Forum Name: Shraker Nops Original Composer: Nobuo Uematsu Game songs remixed: Final Fantasy I - Matoya's Theme Remix Name: My Little Black Mage File: (sometimes link doesnt work, so try again) (also email attchment, just in case) Contact: If you have any questions reguarding this mix you can message my personal email address at (remove this email adress afterwords please) Info: I finally got around to playing this game. It came out before I was born so what can I say? The interesting thing about this song though, is that I actually learnt this song on piano before I really knew anything about the Final Fantasy series. I was searching the net for game midi files for listening to (before I learnt about OCR and chiptunes) and came across this song. I really liked it, and transcribed to piano. Skip forward a year or so and I have Cubase and VSTis galore. So what song do I naturally remix? The song that I can play 4x the original speed on the piano, of course! Little breakdown of the Tracks I used: (The Track Numbers I'm referring to are from the Final Fantasy I chiptune from your site.) === Intro: 0:00 - 0:40 Track 1. Changed chord pattern to that of Track 10s to fit with the rest of the song. === Section A: 0:40 - 2:15 Track 10. === Section B: 2:16 - 2:48 Track 10 is playing, but with a bunch of very liberal melodies from other Final Fantasy leading. In order of appearance: Track 6, Track 3, Track 4, Track 5 === Section C: 2:49 - 3:18 Track 10 === End: 3:19 - 3:26 Track 22 === Additional notes: - The pretty cool intro came when I was practily done the mix and was trying to figure out a way to lengthen the song. - For the longest time I couldn't figure out an ending. Then it hit me. Right when you rest your characters in the inn it played a little song. It fit together with the song pretty well, but unfortunately it makes for a sudden ending. Final words: Enjoy, hope you like it. ------------------------------------------------ The bitrate ceiling is 192kbps, so none of this 224kbps stuffz. Watch the encoding. http://www.zophar.net/nsf/ff1.zip - Tracks 1 ("Prelude") & 10 ("Matoya's Theme") Hahaha! You got me interested off that intro, bro. Nice alteration of "Prelude" to lead up to "Matoya's Theme". Interesting lead choice, and I also liked the percussion fading in at :15 and the saw-ish dealie fading in at :24; very interesting textures. Kinda lost it with the cheap cymbals at :31, but not a huge deal. Matoya's came in at :39, but the lead was really shrill along with the harmonies. The drums (first used at :43, more active at :55) were also flimsy and the writing on them was boring. Added a more prominent bassline at 1:12, but it's way too loud vs. the other sounds. You need better separation of the parts here. Those saw-type sounds practically blast one's ears off; tone some of that down. The arrangement of "Matoya's Theme" was noticeably very by-the-numbers and uninterpretive, which was a disappointment after the alteration you did for your "Prelude" intro; figured more interpretation was due, and it didn't happen. 2:16 featured some bubbly lead giving passing references to several different FF themes, mentioned in the sub letter. The concept was OK, but the writing wasn't melodious or interesting and sounded more appropriate for the background rather than the foreground. I'd scrap it entirely anyway, as you honestly can't even recognize the themes you referenced with the rigid timing and monotone lead. And from a production perspective, I also hated the paste-on-top approach of inserting it into the mix. That writing just shows up LOUDLY over the top of the existing music, then when that's done at 2:47, the rest of the music just continues on as if nothing ever happened. So those other FF references aren't integral to the piece and sound like a poor attempt at spicing up a completely retreaded section. Poor resolution at 3:20; too sudden and I-give-up-ish. Even you know this, so don't stick with something like that. You gave details on what you did with the arrangement, and that's cool, but it's still not particularly interpretive at the heart of it, i.e. the "Matoya's Theme" melody. The additional parts and little scratches and embellishments you've added are in the right direction but aren't enough to carry the track. On top of the melodic arrangement being uninterpretive, the track isn't going anywhere dynamically. Look at how you described your sections: "A through E". No, bro, what you should have said was "A through C", because :40-3:18 was basically the same stuff over and over again. You just happened to have that weird crud on top on an iteration of B from 2:16-2:47. Rethink some of the weaker and/or needlessly cluttered sound choices, spice up the percussion writing, and get more interpretive and varied with the arrangement. I may have cut this one down, but don't be discouraged; you show more potential and initial skill than most submitters. NO
  7. Yo OC Remix, Remixer Name: Tim French Real Name: Tim French Email: tenacious_t134@yahoo.com Don't have a website Don't have userid Game: Super Metroid Song: Red Brinstar Info.: I think you got everything down pat on your site. Link: You've already got it. Comment: First work so I decided to try to tackle a simplier piece and I enjoyed doing it. I hope you guys can enjoy it just as much as I did. As you can hear I'm a big fan of filters.
  8. LULZ IT'Z TEH BRAMBLES *ahem* Anyway, mad props to my good bud mr. Red Tailed Fox for helping me fine-tune it. -Xenon Odyssey -Bobby Keller -xenonodyssey@hotmail.com -http://xenonodyssey.googlepages.com -10277 -Donkey Kong Country 2 -Stickerbrush Symphony -lol -you've got one -Umm...well, over at OLR, we had the idea for a DKC2 project. Then a week later people in teh ReQuests forum here (OCR) say "Hey! You know what would be a really cool idea? A DKC2 PROJECT! OH YEAH!!" But that's besides the point. I was browsing through the songs (even though I had already picked one), and decided to listen to the infamous Brambles which is on the list of "Most Remixed Songs" with the likes of Ice Cap and Wily's Stage. It dawned on me that "whoa, this could be a really chill mix," and thus, I began to work. The project file says I finished it in little less than a month...whatever i'm rambling If the link doesn't work, please take the time out of your busy judging schedules and go to my page and click the the appropriate link (it's labeled) and yes, i'm re-vamping Lava Passion...it's getting a massive overhaul --------------------------------------------------------------------------- http://snesmusic.org/v2/download.php?spcNow=dkq - "Stickerbush Symphony" (dkq-17.spc) The pads opening things up were fairly flimsy, and I felt like the opening was really close to the original. The instrumentation was well varied in the intro to at least offer a slightly different feel, though I'm feeling like there's not enough personalization for this cover to stand apart enough from the original. All the way until 2:21, the structure is so similar, albeit slowed down. Though the first few minutes still hit me the wrong way, luckily the interpretation from 2:21 until the end significantly offset those issues. The first time the sax came in seemed markedly improved versus your past performances. The tone of the drum and rim hits starting at 1:16 didn't mesh well with the rest of the instrumentation at all, IMO, creating a really bland texture. The mixing was such that the drums and snare were comparably too loud to the other sounds. The airy pads being used didn't fill up the space at all, leaving the sax, woodwind, and drumwork to carry the load; overall, an empty atmosphere. This didn't help your more arranged sections fare any better at 2:21. Still empty, and ultimately the track seemed like it was falling flat dynamically. You're going for chill; good goal, mind you. But especially with the background textures (drums/pad) being so thin, repetitive and samey (every 4 bars for those drums is a bit much), the track dragged out all the way until 3:27. Some more interesting cymbal work helped offset the other repetitive percussion during the sax-lead portion at 3:38. Delivery on the sax was better, as mentioned earlier, though it could still be smoother and stronger; other Js like JJT or Vigilante will have better advice on that level once again. Good base, Bobby, but it needs more agreeable/fuller textures, and better dynamic contrast over the long haul. As an arranger, you continue to move in the right direction. NO (resubmit)
  9. Hi, i am a new remixer named "Alex Wyler." I've noticed that there is a lack of Super Mario 2: 6 Golden Coins (for gameboy) remixes! What a shame. So, I decided to rework the star world theme. The end result is entitled "Star Dance." Enjoy. PS: in case you are unfamiliar with the origianal, i have attached it as well (starworldtheme(original).wav) -Alex Wyler -------------------------------- http://www.zophar.net/gbs/sml2.zip - Track 29 There are several variations of this theme in the soundtrack, but this one's the primary source tune, as noted from the attachment by the submitter. I'll say this much, it's got a good groove. The arrangement has some good ideas, like altering the rhythms of the melody. At only 2:08-long though, it's almost a lock that this isn't a developed enough idea to pass. The textures are basic but headed in the right direction. Right now though, there's just not enough complexity or sophistication behind 'em. The melodic and harmonic instrumentation are pretty flimsy (along with those claps) and the beatwork, while somewhat beefy, is pretty repetitive and simplistic. Cap it off with the arrangement ending before it had a chance to develop, and you're left with a lot of things that show promise but could use a lot more development. NO
  10. It won't even make it to the panel. I know, because I just sent you the letter saying it won't. It sounds like a MIDI or SPC rip with different sounds and a different balance among the parts. If that isn't literally the case, it might as well be given that the structure is essentially verbatim. If this were more interpretive, it would have at least made the panel to get some additional feedback.
  11. Bah, I've got too much stuff going on here to be able to swing by. Damn, I've missed free opera stuffs. :'-(
  12. Contact Info * Your ReMixer name: TSVOS * Your real name: Alexandra Hajdu * Your email address: alex.hajdu@gmx.at * Your website: www.tsvos.sub.cc (musicproject) www.chrishuelsbeck.likesmusic.de (retroproject) * Your userid (number, not name) on our forums: My activation id was 14681275 if that is asked. Otherwise i just remember that i used TSVOS. ReMix Info Name of game(s) ReMixed * Name of individual song(s) ReMixed: TuRRican I - Titlesong * Additional information about game if it has not yet been added to the site, including composer, system, etc.: Everyone should know the game TuRRican on serval systems such C64, Amiga, Pc, Atari, etc.. back in da 80s. And one of my biggest idols was & still is Chris Hülsbeck who was responsible for the finest game-soundtrack i've ever heard on my beloved machine amiga (meant Tfmx/ingame music plus his Cd/studio-versions). U can still order his cds on www.synsoniq.com To people who realy don't know TuRRican i want to refer to http://en.wikipedia.org/wiki/Turrican * Link to the original soundtrack if it is not one of the sound archives already available on the site: * www.synsoniq.com / www.huelsbeck.com * Your own comments about the mix, for example the inspiration behind it, how it was made, etc.: As above-menationed i'm a big fan of Chris & as my brotha asked if iwould have time & interest making a remix together with him i of course agreed. A longnite listening-session followed & has finally brought the decision to choose the wellknown titlesong from TuRRican I because of it's excellent foundations as a hardrock song. Of course we could have picked any other leveltunes aswell. People, pls.. forgive us. The Song was made, in rewire-mode, with Fl-studio & Reason. In Reason 3.0, i've programmed some FX & also the famous arpeggiator, that u hear right from the start in the orginal Tfmx-tune aswell, with Malström. In Fl i've treaten all guitarsamples, the synthbassline (programmed by Hülsbeck on Quadrasid) as also the choir (taken from Korg M1). The next sound that i had to program by myself was the chordsound (with Firebird). My Brotha played on his Ibanez while Guitarrig recorded his parts. For the orientiations sake he used a programm called Guitarpro. Guitarpro allows u to import midifiles then to convert it into tabular data. Thanks to this he could let show Guitarpro how to play certain parts on a displayed fingerboard. So that's how the remix became reality...everyone had to spent alot of hours until we felt satisfied with the result. The basic idea of the remix, to have a hardrock feel in on & in the other hand a nostalgic dejavue is absolutely intended. So expect this & we hope u enjoy our contribution. It took us 1 month & it should be worth. =) Cya ! Music: www.tsvos.sub.cc - Retro: www.chrishuelsbeck.likesmusic.de www.fanpageforum.here.de - Fun-project: www.popmusic.at/vinylmasta - Other: www.lautas.sub.cc - - - ----------------------------------------------------- Interesting opening. The drums introed at :12 sound like overly looped samples. There's definitely not enough work put into filling out the background, and, with the way this is mixed, all you hear is mainly the guitar lead and drums until 1:34. Some vox and a new electrosynth on lead arrived at 1:34, but everything sounded REALLY lo-fi & cluttered upfront. That stuffed dropped out and lead back to another empty section at 1:55 with drums & guitar, before another really distorted guitar entered over the top briefly from 2:05-2:15. Really nice changeup at 2:15, and the guitar lead there was the best work yet compared to everything else. Guitar performance from 2:56-3:16 was really stiff; gotta work on letting it flow more smoothly. Ending was a little cheesy for my tastes, but still fine. There were several good changes in the energy level and instrument combinations. However, the execution was flat and the production was a mess. All the guitar playing was too rigid. The drumwork needs to be much more interesting, as you just use the same drum snap over and over and over, only varying the frequency of hits when you wanted more energy. And after finally reinstalling DeliPlayer on my comp... http://www.exotica.org.uk/tunes/archive/Authors/Game/Huelsbeck_Chris/Turrican.lha - mdat.title The overall spareness of the original worked for the limitations of the Amiga, but you gotta do more for OCR. Doing a cover of the original with little-to-no interpretation is cool for a tribute project, but not with OCR's guidelines. You can't just adapt a piece for a different set of instruments. All the positives of this piece stem from Hülsbeck's writing talent, and all of the negatives are a result of your lackluster execution in copying it. NO Override
  13. It's mentioned on http://bt.ocremix.org: http://www.ocremix.org/info/ReMix_Changelog has specific info.
  14. Sample quality is really poor, but the arrangement at least has some spirit - LT Remix: Contact Info * GMerriment * Rob Cain * gmerriment@gmail.com * www.rrpresents.com (unrelated to remixing) * Don't know my userid ... sorry? [ edit] ReMix Info * Game remixed: Megaman 3 * Remix of: (Medley) Snakeman's Theme, Hardman's Theme, Shadowman's Theme, Protoman's Theme, Title Theme * Comments: I wanted to try a treatment of the Snakeman theme that resembled Duke Ellington's swing works, and a medley ensued... from nowhere, ideas for other songs fell into place and gave the piece depth and movement. My favorite is still the Shadowman section that slows the whole thing down quite suddenly. Some parts were very tricky to iron out as large numbers of brazen instruments can easily become muddy without the proper EQ settings... notably the bass in the Hardman section was a big problem. But all in all I think it is quite easily my best piece of instrumental music yet, and I hope you enjoy! * Note to The Pretzel: When I finished this song it turned out to be 5.96mb, which is just under your limit! I was so happy... then I uploaded it and it turned out to be 6.25 on the server! Please listen to the song before you auto-reject it based on size, I can't shrink it any or the quality is dramatically reduced... I don't have the tools to compress losslessly. If it's not possible to make an exception, I'll see what I can do but please please please listen to it first. I waited for 2 years for Dangerous Dungeons to make it and it got auto-rejected every time. Please listen to this one! Thank you! -- Rob Cain --------------------------------- http://www.zophar.net/nsf/megaman3.zip - A lot of 'em For the record, tracks aren't auto-rejected based on the site's size limit. They're auto-rejected based on our submissions standards. If a track was good enough, we could always ask the artist in question for a <6MB version. The volume was noticeably too loud. Not a huge deal, but some of the fuller parts got pretty blistering. The sample quality and lackluster textures tend to kill this off no matter how good the arrangement was. Unfortunately, the arrangement wasn't that strong either, but I'll get to that later. Everything's too thin and overly loud. The snare writing was boring, even though you had those hats crazily ticking away. Track changed dramatically at 2:05, but again most of the sounds were thin and ugly. Sequenced plucked strings at 2:20 sounded horrible in particular. Ending at 4:08 was "I-give-up"-ish; sounded like a 10-cent attempt at a ship's horn blowing, it sounded that cheap. You need better sounds, stuff not so MIDI-grade and default-y. I like how you tried to weave different themes together occasionally, but the way the track transitioned from theme to theme so spastically meant that nothing was getting developed on the arrangement side. Everything just moved from theme to theme like this the whole time. On top of that, there's little-to-no consideration given to how the various parts/instruments sound together. You gotta understand, just because they're playing together busily, it doesn't automatically get the job done. There's no synergy, just that which is called "clusterfuck". Snakes & Clusterfuck. NO
  15. Yes, it's an M4A. Pretty beginner-ish, but some observable rearrangement ideas worth some feedback - LT Hi, this is TheBoggart submitting a remix of Icecap Zone from Sonic The Hedgehog 3. ---------------------------------------- We don't take submissions in M4A format, only MP3. Please keep that in mind when submitting. http://project2612.org/download.php?id=61 - IceCap Zone 1 Opened up with some basic beats. Decent energy there, but the beatwork was pretty sparse, repetitive, and vanilla-sounding. Still a decent opener. Good unexpected shift in dynamics at :59; whereas it seemed like the energy was going to ratchet up, things calmed down to the synths and keyboard and escalated again reaching the IceCap melody at 1:28. Too bad there was no meaningful interpretation of the IceCap theme once things kicked in. Some nice ideas for the supporting instrumentation, but nothing creative on that level with the melody. Goes back to the liberal stuff from 1:58-2:25. Very repetitive A-B-A-B (original-arrangement-original-arrangement) structure from section to section; things never picked up on the interpretive side after 1:28. You need more involved beatwork and comprehensive textures, plus you need to do more with the melodic arrangement to distinguish it from the original. Though not close to the bar, this isn't bad for a first try. NO
  16. As far as I know, our first legit submission from an established Japanese doujin VGM arranger since U-ji - LT Nice to meet you. I manage the Music Lion'Otozisi' Web site in Japan 'Ryo Lion'. name⇒Ryo Lion E-mail⇒  spfw64k9@biscuit.ocn.ne.jp Web site⇒ http://musiclion.web.fc2.com/ English is translated. Can you read?(^^) I want to submit this music to 'OC'. An original tune is 'Chrono', and those who compose are Mr. Mitsuda. The sounds of the guitar are all midi. Composition machine⇒EASTWEST COLOSSUS&Cubase SX 3 I hope^^ -------------------------------- http://snesmusic.org/v2/download.php?spcNow=ct - "Chrono Trigger" (ct-1-02a.spc & ct-1-02b.spc) Though your instrumentation is distinctly sequenced, there's a lot of personality and flavor behind the sequencing and delivery. Excellent percussion and bassline writing, and I loved the subtly panned acoustic guitars in the left channel from :37-:56. The textures here are all pretty slick; lots of synergy in terms of the sounds working together. The lil' vox embellishments first used at 1:15 sounded REALLY cheap; way too dry-sounding and terribly exposed first from 1:18-1:19. Aside from that, I liked how the percussion writing and other sounds continued to evolve, the sexy panned guitar returning at 1:34. Got a little worried at 1:48 with the arrangement possibly falling back on a conservative Zeal adaption, but at 1:57 Ryo instead referenced back to the original writing from the intro and then greatly expanded on it for a nice guitar solo section until 2:37. Retread :52's section at 2:37, but finished it off a little differently at 2:57. Switched over to a more exposed string-focused section at 3:00, which was a weak point, but the percussion joining back in at 3:21 offset that a bit. 3:36 reached the conclusion based off the source tune. That last note from the lead at 3:57 decayed too quickly and made the ending ultimately feel underwhelming. It should have resonated much longer for a stronger close. In any case, some damn fine sequencing, and an interpretive but easily recognizable take on "Chrono Trigger". Very stylish. I wish more Japanese amateur game music arrangers knew about OC ReMix and would be willing to submit their music here. There are so many great doujin arrangers that the community-at-large has never heard of. Must be a language barrier issue, I don't know. But hopefully through Ryo Lion, we can get the word out to more talented artists from across the ocean. YES
  17. Hello again OCR, When last we met i barely knew how to use Reason and the material i sent you was... obviously not up to par. Things are probably a little different now, as i've got some live performances under my belt and plenty of experience using said program. This remix is the title screen theme of the MSX personal computer classic Metal Gear 2: Solid Snake. I produce a lot of drum 'n bass/jungle, and there are some heavy breakbeat elements present in this mix. Most of the patches and samples used I made myself or found from various sources online. The codec beeping in the intro and heard throughout the rest of the song was taken directly from MGS. In any case, perhaps this submission won't get instantly shot to pieces this time, and I do hope you enjoy it and decide to put it on your site. Cheers fellas Pwnicus ------------------------------------- Bah, can't find the source tune anywhere. I don't like having to guess at a track's arrangement level, so I won't try. Try and provide a copy of your source next time if it isn't easily found. Cool usage of the SFX for the opening. Beats coming in at :29 were alright, building things up. A synth in there at 1:13 helped build things up further and gradually became more and more audible, again a nice sense of build. Wish the groove wasn't so repetitive, staying the same over 2 minutes in, but there was still the other 2/3rds of the track left. Still nothing major in terms of direction even as the beats gradually dropped out around the 2:30 mark. The various textures evolved for a couple minutes afterward. Could have been the encoding, but everything after 4:55 when the drums came back in sounded lossy. The claps were pretty cheap, but were decent enough until exposed so badly at 5:55 towards the ending. I'm familiar with groove-based arrangements that don't focus on or majorly develop a melody. TO's actually got a nice mix like that ready to go for his upcoming Doom 2 project. But if that's (seemingly) the case here, you're gonna need tighter production to get the most out of your sounds. Right now, you've got a decently evolving groove with lackluster production and simplistic textures. I'd be glad to revisit this after hearing the source, but all things considered, it's still a NO.
  18. Hey OCR- This was my contribution to the Bad Dudes EP, a remix of "Fuse" from Xenogears, and probably one of my favorite Yasunori Mitsuda pieces. I've always wanted to do a mix of this, but had never gotten around to it although I've done my fair share of Mitsuda mixes. This is definitely a fun song to perform and I had a good time playing it. I found myself looking for an excuse to rewind and replay the parts, so most of this is live takes of the respective instruments. By the end of the song I was literally banging on my synths, squeezing out every last drop of velocity and expression data. I tried to have some restraint and leave out the piano comping that I love to do, but I couldn't resist - so if you listen carefully to the last half, you can hear me happily comping along. I called this mix "On a Short Fuse Lately" anyway, good times. Thanks, Dale North dale@dalenorth.com ---------------------------------------------------- http://tzone.org/~llin/psf/packs2/Xenogears_psf.rar - 109 "Shattering Egg of Dreams" & 114 "Fuse" Nice opening and close referencing "Shattering Egg of Dreams"; I love how it bookends the track. The thin percussion at :25 didn't mesh as well with the beefy orchestration as compared to "Fuse" and some of the swells felt too loud. The tone of the new drums settling in at 1:50 didn't sound good when it was doing its beatkeeping stuff; it meshed better with the rest of the instrumentation during the (awesome) fills. Minor criticisms in the bigger picture. The kicker for me was the arrangement being too conservative, not feeling markedly different than the original aside from more powerful instrumentation and the key change. The structure, tempo, and instrumental textures don't stand apart enough from the source tune. As a known proponent of "if it ain't broke, don't fix it", I can't knock it that you like the original that much, but it needs more substantial interpretation as far as OCR goes. NO
  19. Original Decision: http://www.ocremix.org/forums/showthread.php?t=4451 Shaun Wallace avaris.studios@gmail.com avaris Metroid Prime 2: Echoes Intro Theme 88369 Midi: http://www.vgmusic.com/music/console/nintendo/gamecube/index-gr.html Remix: Well here's the resub on my Metroid Prime 2 mix. I almost sent it back late last November, but luckily some people gave me some really good critiques and encouragement. (James George, Splunkle, BGC) So I stepped back from the mix for awhile and came back to it. Compared to the last submission, there have been some major changes. I got the echo on the piano in the first section using Spektral Delay to put delay on only certain frequencies. Also pretty much 75% of the instruments have been changed. Alot of people have asked me what i used for the sustained airy like synth in the breakout section. It's actually a shakugachi flute soundfont that I processed out the yang. Besides that I used Absynth and Sytrus for everything except the piano. Anyways hope you guys n gal enjoy. ~Shaun
  20. Sounds rippish to start, but some new ideas were definitely observed later - LT Contact Info: ReMixer Name: ylwsub68 Real Name: Jon Nelson Email: ylwsub68@gmail.com ReMix Info: ReMixed Game: Super Metroid ReMixed Song: Maridia Rocky Underwater Area ReMix Name: Super Metroid Classical Maridia OC ReMix Comments: A classical rearrangement of the original, even sadder and more depressing. Link: ------------------------------------------------ Heh. What kind of mixer name is that? j00 makin' no sense! http://snesmusic.org/v2/download.php?spcNow=sm - "Maridia Rocky Underwater Area" (sm-24.spc) Well, the arrangement is rather conservative and doesn't stand apart from the original enough in terms of the tone or structure. It's denser, sure, and I like your choice of instrumentation, but overall that's about it so far. As I alluded to in my off-the-cuff comment up top, it might as well be a MIDI rip with how verbatim the delivery was. However, you came back from the brink and steadily kept moving upward. Some simple but good countermelodic stuff on the low strings came in at 1:19. Again, aside from that, the structure was still the same. Some good new writing at 2:13. Initially returned to the structure of the original at 2:53 with some noticeably thin strings, going in a new direction however with some nice lil' string runs derived from the source. Great idea there. Nice idea at 3:50 for the accompanying strings under the melody. The ending at 3:56 was a letdown and not a strong resolution. The overall production was good with me. The roominess and density a piece like this needed were there. I gotta say though Jon, after a shaky start on the arrangement/interpretation front, you introduced and successfully weaved a lot of subtle but original new ideas with the source material. I dunno how you're gonna fare with the rest of the panel, but I feel like you ultimately took the source, kept the mood intact, but added enough original ideas and personalization in the arrangement to carry it home. Not many tracks that hit the panel cause such a swing in my perception from start to finish. Good luck on the rest of the vote. YES
  21. Contact Information ReMixer Name: Wynd Balduram Real Name: Alex Huff E-Mail: WyndBalduram@comcast.net Website: http://www.phoenix-rock.com ReMix Information Game: Final Fantasy: Mystic Quest Song Remixed: Battle Theme Link: I actually did my "first remix" of this song a few years ago, when I was just learning how to play guitar and record songs on my computer. Needless to say, the first few versions didn't sound all that great, but they were definitely useful learning experiences, as was this one. After about 3 years of trial and error, recording songs for my band, and reading what materials I could concerning amatuer music production, I got better at recording and mixing. So, I finally decided to record a more polished version of the song I loved to play, to see if I couldn't add my own song to the collection of OC ReMixes I knew and loved. I used Fl Studio and FXPansion's BFD to lay down the drum track and mixed it down to a Wav file. I imported the drums into Ableton Live to record the live instruments, dry. Afterwards, I imported the dry instruments back into FL Studio to do the mixing. I ran the most of the instruments through Line 6's Gear Box Plug-in to get more authentic guitar tone, and, after several unsuccessful attempts to get everything to mix together and sound decent, I took a break. I came back to it again, about three days later, and, taking a fresh approach, finally got it to sound the way I wanted it to. My main inspiration for the arrangement of the song spawns from, of course, playing the game for the first time when I was very young. It was one of the first RPGs I ever played, and led me to play most of the other great platform RPGs, such as FF4, FF6, FF7, Chrono Trigger, Lunar, Grandia... The list goes on... But I've babbled enough. I hope you enjoy the ReMix. Alex Huff
  22. For Viggy!~ - LT HI! CONTACT INFO ReMixer Name: ElVale Real name: Jose Granados Email address: josedgv@yahoo.com Website: none Userid: 19420 REMIX INFO: Name of the game: Skyblazer Name of the original song: Tower of the Tarolisk Name of the remix: Tower of Joselisk Additional info about the game: http://www.rottentomatoes.com/g/super_nintendo/skyblazer/overview.php Additional screenshots: http://www.juegomania.org/snes/1816 System: SNES Composer: Harumi Fujita Link to soundtrack: http://www.zophar.net/zsnes/spc/skyblaze.rar (spc format) Comments: This is my first submission to OcRemix. After long being a videogame music fan and after following the site for several months I decided to take a saturday afternoon to make my first remix and here it is. Instead of going for something famous, I decided to go for something less known. This game haunted me when I was a kid and this is my tribute to it. Many elements from the original composition were preserved but also there are many original arragements as well. Thanks!
  23. Contact Info - Remixer Name: MasterCactaur Real Name: Sean Moore Since this is my first submission, I'll apologize right now for any mistakes I might make during the process. This mix is based on the Bonus Level music from the SNES platformer, Cool Spot. I always thought that the game had a few nifty tracks that would sound great if someone took the time to rework them into a more accessible format. When I was recently given a copy of Reason to tinker with, this was the first song I wanted to try out. If anything sounds out of place in the mix (like the bass guitar), it's probably because I'm fairly new to the program. After I finished engineering all the synth tracks and drums, I had my friend Grahame come in and record electric guitar for the second half of the song. Overall, it was an enjoyable experience and the song shaped itself quite well as I went along. --------------------------------------------- http://snesmusic.org/v2/download.php?spcNow=cspot - "Bonus Level" (cspot-09.spc) Haven't heard that source tune in quite a while. I like the energy and feel of the intro. Bassline joins in at :45 arranging the source, though that and the organ at :52 are kind of stiff. Hard to make an organ sound stiff AND flat, but you did. I liked what was going on, then BLAH, a generic dance-trance lead comes in at 1:15 with some run-of-the-mill effects on it. Aw, nah. :'-( Then the lead has no meat on it working alone at 1:30. Some drums were brought in at 1:38; the writing on 'em was good, but the tone was very weak. The melody also was switched to an electric guitar-type lead, but it was way too quiet and got buried under the other instrumentation; adjust the sound balance there. Switched the lead again at 2:00, and I was really liking the potential of the textures there thanks to that lead; the background really needs filling out with additional instrumentation, but I can't put my finger on what would help it click together. Moved over into some really awful cluttered stuff at 2:29. The countermelodic stuff on electric guitar (and on I what I guess sounds like light piano chords) had tons of clashing notes with the melody. The guitar upfront at 2:43 was OK, but could have used more power behind it. Nice idea at 2:58 for the guitar and drums with those last trailing blips, for a strong ending at least. The concept is admirable, but the execution is all over the place. On the arrangement side, more interpretation would be good. Right now, this thing is a conservative but personalized approach; still, more overall interpretation would be beneficial. So repeating myself in short, this needs better balance among the parts, fleshed out textures, strong drums, and no clashing crud. Lots of work needed. NO
  24. I can't tell if that's sarcasm or not. :'-( (i.e. everyone make Pictionary mixes, dammit)
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