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Everything posted by Liontamer
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File location: Remixer Name: BoxxMann Website: www.myspace.com/boxxmann I remixed the track "Heavy Arms" from the Game "Gundam Wing: Endless Duel" I created this mix because i wanted to remix something high energy and as a fan or the game i think that the original was a great track to begin with. That's all I can really say. ------------------------------------------------------- http://www.snesmusic.org/v2/download.php?spcNow=gwed - Airport (gwed-04.spc) Opens up with some stock electronica textures. Melody comes in at :15 on some fairly well-sequenced synth strings. The mess of beats and synths here is so muddy and indistinct, the drums were flimsy but tended to get swallowed up into the beats. The beats tended to take up too much of the space so that the string work and melodic content were too much of an afterthought. I liked the string writing from 1:39-2:02 followed by whatever synth that was until 2:15, but all of it struggled to be heard. As the song continued, the variations tended to be too samey. At 2:16, we get another verse of the source, but it's the same synths and the ideas basically retread for a while. When the synth tones finally start changing at 3:18, there's no new writing, and the groove you laid down alternates between 2 repetitive patterns that both dragged. The last section was decent, though that last hanging string exposed the sample pretty badly. You've got a good groove here, but your sound balance is a mess, and the arrangement doesn't evolve much despite your best efforts. The arrangement itself compared to the original isn't very creative and sounds more like a sound upgrade than an interpretive arrangement. It's not a cover, but the instrumentation, beatwork, and section-to-section changeups are so similar to the original that you don't deserve much credit on the interpretation side. NO
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avaris Shaun Wallace avaris.studios@gmail.com or swallace21@hotmail.com http://avaris.studios.googlepages.com/home 41548 Lufia and the Fortress of Doom song remixed: Lufia http://www.vgmusic.com/music/console/nintendo/snes/luf1lufia.mid I was playing this old classic game and I decided just to make a cover of Lufia's theme just for fun. Mmmmm bubbalicious…One thing lead to another and I ended up remixing it also. The hardest thing about this whole mix was rearranging the melody. It seemed like every time I tried to add or take away anything from the melody it just sounded off. Well after hours of working with that melody you got the arrangement you see before you. Hope you dudes enjoy this softy track, not my normal style, as a lil break from all the house and techno. As usual I gotta give a shout out to all my cronies down in the WIP forums with this one especially Prometheus. To any noobs who might stumble across this message you need to go and post your mix in the WIP forums if even have a doubt it won't get accepted. BTW…there are parts that have a small amount of clipping on my blown out speakers, previous versions were worse but after redoing some of the mastering no one else in the WIP noticed anything so I am submitting this version. If you guys notice any please let me know right away with a PM and I can throw on some more mastering techniques to try and get rid of anymore clipping whatsoever, and have the new version to you in a day or two. Thanks! EDIT (UPDATED VERSION): ----------------------------------------------------- http://snesmusic.org/v2/download.php?spcNow=ed - "Pulifia Flowers" (ed-09.spc) Nice piano intro. Not quite authentic, but had some effects to give it some depth. Percussion joining in at :35 doesn't fit at all. Sounds REALLY clean and nowhere in the same space as the piano; the drum tone doesn't fit, the patterns are on metronome-level cruise control (boooooooooo), plus the kit sounds pasted in and buried underneath the piano and woodwinds anyway. I see you said that changing the melody wasn't working when you tried to do it, but the near-verbatim woodwind stuff isn't interpretive or at least meaningfully personalized by altering the tempo, rhythms, etc. The piano embellishments are a nice touch. In the original version of this mix, the strings were barely audible and as a result essentially contributed nothing until 1:59, so the sample and balance change here helped you out a lot more. Still, this ultimately needs work on sound balance and textures. Scrap this particular drum pattern for something more creative & fitting to get it sounding like it's occupying the same room, and get the woodwinds sounding less rigid. Better stuff until 2:16, when those lame beats wandered back in. The arrangement was at least getting bolder and more expressive, though it was too late in the game. Not a bad foundation, Shaun, but it needs a lot of work. Hopefully the other Js can give some other good crits, as well as some advice. Keep working toward improvement. NO
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Hello I wish to submit the following remix for inclusion on Overclocked ReMix: This is my first submission. My remixer name is P.M. Edwards; just a contraction of my real name, by I prefer to use the initials like that. I think the ID3v2 tags are complete, but I'm not entirely sure. I edited them in Winamp, which seems fairly limited for the purpose. The source game is the arcade shooter Raiden. The track this remix is based on is Gallantry, which played over stage one of the game. The remix title is "Gallantry - PME Symphonic". I created it from scratch using Cakewalk Home Studio 2004 and EastWest/Quantum Leap Symphonic Orchestra (Gold Edition). I hold a full commercial license for all samples used in this track. Let me know if you need any more information. I look forward to hearing from you. Regards Paul Edwards daigohji@hotmail.com ---------------------------------------------------- http://www.voidaudio.net/audio/midi/Rdn1stg1.mid - "Gallantry" The sounds aren't poor, but the overall creativity isn't that hot. The percussion for the first 33 seconds was spartan, seemed to have a few minor issues with the timing, and didn't fill out the track well enough. The arrangement as a whole was pretty underdeveloped and repetitive, especially rehashing the first section again (with embellishments) at 1:34 for a mere 2:10-long arrangement. More substance, please. Good ideas so far, but there needs to be more of 'em. NO
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Hey, Sorry but i dont know what the original of this is called since i pulled the tune direct from the TV while playing it but this is a remix of "something" from Legend Of Dragoon i have dubbed Polarity (You will know why when you listen) I classified this as Jungle techno but im not really sure what to catagorise it as, either way its a heavy hitting electronica style track. Hope you enjoy it - DJ Liquid Neon ---------------------------------------------------- The Legend of Dragoon Original Soundtrack - 38 "Boss Battle 3" That's a fairly good source tune. Rather surprised there's no PSF set out for the game. Some basic but solid dNb beats from Liquid to open things up, though a pretty unexpressive and dry synth joined in at :20. Things finally kicked in at :40 with some further flat synths followed up with a synth electric guitar at :49. Hate to say it, but all these synths are so bland and unexpressive, and the texture is crowded without being spacious. Some chipmunk vocals come in from 1:10-1:31 saying "polarity, polarity, etc." but they just further crowd the soundfield. The arrangement has some potential, but the synths (especially the lower ones) just drone and sap all the energy right out of it. It's rather disappointing. Given more complexity, and better production & synth design choices, this could be a high-energy winner. Instead, it's a fairly straightforward genre conversion with too little going on harmonically. You need to expand your répertoire and branch out of the formulas you're comfortable with. NO
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Remixer name: Madcore. Real name: Rosmen Alvarez. Email: madcore@gmail.com Website: http://madcore.nn45.com Game remixed: Metal Gear Solid Song remixed: MGS Main Theme Remix name: Snake Beater (take on MGS main theme) Remix link: This is my first game remix. The main inspiration behind this remix is simply one: How would Metal Gear Solid main theme sound if it were recorded for a commercial movie? After ear some Propeller Heads and Chemical Brothers tunes, I use that hard big beat style mixed with orchestral sounds generated by myself. This is one of my best works, because I only use samples to generate drum loops. All the orchestral sounds, and the rest of sounds, are been generated with softsynths. I hope you like it.
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Remix: Syrup's Secret Stash Contact: ReMixer name: Maxo Real Name: Max Coburn Email: maximum28@aol.com Website: www.myspace.com/maxoelectronic Remix Info: Game: Wario Land II Song: Skull Castle Add. Info.: by Kozue Ishikawa / System: Gameboy Link: Comments: I still play this game, and consider it the best Wario game to date, and I especially loved the soundtrack. It shows how much can be done with just crappy lo-fi gameboy sounds. I chose the song Skull Castle because it was probably the most different of all the songs on the soundtrack. Also it was in the weirdest level, a complete platforming test in the weirdest of ways. When I started making it, I decided to turn in into a funk tune in the main section. I eventuall ended up adding 3+ different solos, with different chords for each, which, I think, keeps it interesting. Like all of my other remixes, I made it on Garageband, which is actually an amazing program if you know how to use it right. Overall, it took a lot of re-doing, touching up, and general improving, but in the end I think it turned out pretty well. ----------------------------------------------------- http://www.zophar.net/gbs/wario2.zip - Track 51 (Skull Castle) Man, that original is pretty bland during the intro, but it finally picks up at :47, then at :59 & 1:14-1:44 with some actual content, so be sure to check that out in order to make the comparisons. Interesting opening. Fairly conservative, but expansive, personalized and well-produced. Picks up at :43 with some synths and a simple-but-effective bassline, before F-ing around with some distorted stuff from 1:12-1:21 and transitioning into a funk arrangement. It unfortunately got a lot weaker on the instrumentation side at 1:22, as the samples were pretty flimsy and synthetic-sounding. It's similar to something analoq could write, except with a lot less body and spaciousness to it. Percussion and bassline were thin, and the brass was really thin and inhuman-sounding. The basic support comping going on at 2:30 didn't gel with the lead, the lead itself being creatively written but empty-sounding. Picked up a little bit with the new synth lead at 3:08 with some Shnabubula-esque textures. Nice writing for the lead as well as keeping the source tune integral to the supporting instrumentation. Loved the lil' beeping-style effects thrown in there late in the game at 3:37. There's a bit of quality disparity with the various sounds from section to section, but the arrangement otherwise evolved very nicely. The arrangement is pretty damn creative, but the production is pretty empty. Everything just needs a lot more meat on the bones, and you need to not get lazy with the drum programming. The drums dragged significantly due to sheer repetition of the patterns (1:21-3:47); you achieved a decent groove, then left it on cruise control and forgot about it most of the way. I would ask some top mixers for their advice in the Works: OCR forum and also see what production advice the ReMixing forum has to offer. I'd love to hear another J point out specifics on how to help flesh this out, 'cuz you clearly have the right ideas here on paper. Nice stuff that you should continue working on, Max. NO (resubmit)
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Remixer Name : Prometheus Real Name : John Randolph email adress : yesterdaygeneration1750@hotmail.com website : None yet Games Remixed : Final Fantasy IX Songs Remixed : Black mage village theme (you can hear it here http://www.vgmusic.com/music/console/sony/ps1/Final_Fantasy_9_Blk_Mage_Village.mid) Comments about the mix: Took some inspiration in baroque music, mostly in JS Bach style, but also add part of my own creation and style. Parts of the mix, such as 0:44 to 1:23 and others are from my own invention. You will realize that the first and the last chorus are in E minor,while the second one is in D minor. I guess i love to play with modulations. i worked on the mastering and in the realism of the instruments, so i think there won't be a problem there. Well, enjoy the mix. It's one of my best creations so far. You can download it here: http://www.megaupload.com/?d=K90482H6 Please, if this is rejected i would like the link not to be deletted. Thanks.
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May have to request a better encoding just to vote on it, current encoding is weak. - LT Your ReMixer name: The Megas Your real name: Greg Schneider Your email address: aurazvid@yahoo.com Your website: http://www.themegas.com Your userid (number, not name) on our forums: not sure about the number, but my user id is Aura-Z. Name of game(s) ReMixed: Mega Man 2 Name of individual song(s) ReMixed: Air Man We (the Megas) are a 4-piece rock band currently working on translating the soundtrack to Mega Man 2 into rock songs with lyrics. The song I'm submitting is The Annihilation of Monsteropolis, which is our version of the Air Man stage song. I have included the track as an mp3, or it is available at http://www.myspace.com/themegas as well. Hope you enjoy! ----------------------------------------------- http://www.zophar.net/nsf/megaman2.zip - Track 7 ("Air Man Stage") I even went to The Megas' homepage hoping to get a better encoded version of this mix only to get stung with the 96kbps/22kHz weakness again. I need to check out their interview with Game Music Radio soon, as I'm a big fan of the live/cover bands in the scene; we need more. The opening was decent, although the drums sound too plain/timekeeping. They're not interesting or creative enough to drive the song along, which wouldn't have been as much of a negative if that snare wasn't mixed so loud and the other perc parts weren't so quiet. Feeling the harmonized lyrics at :16; good flow and nice lyrics. Production on them was a little dry, and they clearly suffer from the poor encoding also. The lead guitar work handling the Air Man theme was alright, though I wish you could hear the countermelodic guitar work more when it's the main thing supplementing the lyrics, e.g. 1:07-1:31. Arrangement looked like it might have been repeating too much at 2:07 if y'all had kept the same structure, but at 2:19 y'all did a decent segue into the spoken word section. Nice work gradually building up the tension with the guitars leading to 2:45. Cool interplay with the harmonized vocals and spoken word from 2:44-3:09 heading back into the chorus for the close. Track seemed to cut off at 3:36 a fraction of a second too fast; regardless, I liked the idea for the ending. The mixing was pretty rough, coupled with the crappy encoding and ho-hum percussion, which undermined a lot of the creative energy here. Get more creative with the snare while making sure the other percussion stuff isn't so lo-fi and drowned down. Do that, refine the production, and give it some love with at least a 128kbps/44kHz encoding, and you'd be golden. Nice work so far, and I hope y'all take the criticism in stride and spruce this up. A stronger version of this track would no doubt win you even more attention. NO (refine/resubmit)
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Original Decision: http://www.ocremix.org/phpBB2/viewtopic.php?t=88495 (FIRST RESUB VERSION) (NEW RESUB VERSION w/ CORRECTED DRUMS) Game- Zelda: Oracle of Seasons Title: Dragon Funk Remixers- Koelsch1, DrumUltimA, Warfreak2 I made a mistake in the last discription. DrumUltima recorded the solo on a midi keyboard, not midi vibe. Cleaned up some stuff, cut down the reverb, fixed some of the mixing stuff. ------------------------------------------------------ http://www.zophar.net/gbs/zeldaoos.zip - Track 21 EDIT (11/7): Ironically enough, listening to the corrected drums version, 1) the overall recording quality now sounds significantly worse and 2) the bassline now sounds WAY offbeat from 1:21-1:35. You ever gonna be able to fix one problem without causing others? Unfortunately, the production gaffe pushes it to NO (borderline) after the fact. You really need to back up your master tracks, or you really may wanna consider trying (again) to get parts re-recorded. Make sure you don't further sacrifice sound quality in the attempt to address other issues, bro. I was a hardass about similar issues with your Jurassic Park mix, so ultimately I feel that if you improve the piece more, you'll be able to pass regardless of my support, so hopefully you'll not be discouraged.
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Metroid Kraid-Metalic-Zero OC ReMix Artist : BLiÑÐChRiS Composer : Hirokazu "Hip" Tanaka Orig. Artist: NES Copyright : Nintendo. URL : http://athenis.c.la
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Hi, This is my second try at remixing. This time I am remixing music from the pc game Doom. This remix is comprised of three different themes from both Doom and Doom 2. I am calling this a remix from the first Doom because 2 out of the 3 themes are from the first Doom. Enjoy, and have fun picking out the themes. If that link doesn’t work, go to: http://cpl64.dmusic.com/ Scroll down and download the song entitled “Beginning of a Nightmare” Remixer name: cpl64 Real Name: Chris Lindsay E-mail: max_payne_1123@hotmail.com Game: Doom Songs: E1M5, E1M7 (Doom) Map 9 (Doom 2)
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lets get the the stuff out of the way name: zerolives real name: Matthew Knighten e-mail: zerolives000@yahoo.com url: don't have one( the files are attached to the e-mail) user id: i need your help i'm locked out of the system my user name is zerolives but it says my acct. hasn't benn activated so i can't log in and stuff get opinions on the music i write b 4 i submit it please help in that area game: Sonic and Knuckles & Sonic 3 original song title: Hydrocity Zone 2 i have also attached the gym file for the original this zone was my favorite musicly like a jazzy thing was playing i would just play to this level and let the charicter sit and listen to the music now that i can write a little bit i thought it would be cool to remake this song but i wanted to make it kinda like a chilledout techno or trance"ish" but that was a bit more tougher than i thought it would be there are three parts to the original and i wanted to put all three of them in my song the layout of the original is 1,2,3 mine is 2,3,1 the 2nd section didn't need a lot of changing but the 3rd and 1st did thats why i started with the 2nd section so the song would be mixed or remixed better it came together ok and i'm pleased i chill out to it let me know if its the same for you guys thereand what you think i know its a little long i didnt realize it was that long till i cut it to a wav file and played it but i let it write itself to me its worth a listen see if you can hear emotion in it don't know where it came from. thank you for reading the longest run on sentance in the world i hate grammar holla back-Matthew Knighten(zerolives) ----------------------------------------------------- http://project2612.org/download.php?id=61 - "Hydrocity Zone 2" SEGA vox in the intro was rather cheesy, but the intro was otherwise promising. With 8:17 in the song, you certainly had a lot of time to develop something substantive. Some generic claps and beetz came in at 1:00 with some delay. Though the keyboard work was rather thin, the writing was interesting. The next section at 1:32 was supposed to get more intense, but the background had 0 meat on it with those basic claps and soft beats. The tempo and energy of the synth writing seemed to dictate something more correspondingly energetic for the background. 2:7 briefly switched the techno beats up into a very flimsy drumkit, again with no meat on it. Sounded like you were playing very lightly next to me in the same room. "Second phase" vocal may have been cheesy, but the transition there was good anyway. Nice clean arpeggiated synth work at 3:07 along with some bubbly supporting notes, only to be joined once again by those sparse beats/claps at 3:22. 3:49-4:45, the melodic content was really muddy and indistinct. Couldn't tell what you were doing in terms of arranging the melody at all, though form what I heard; it didn't sound anything like Hydrocity, so it may have simply been an original section. 4:45-4:59 kept things original, moving into the "final phase" at 4:59, which also seemingly had little to do with the source tune beyond some really liberal connections to the bridge; I could kind of hear them, but they were pretty far out there. The sounds were just indistinct and imbalanced with no real melodic focus, which is somewhat critical when trying to do a tribute track to a piece of game music. Some overt usage of the Hydrocity melody reappeared at 7:44, almost like lip service to the original after not having it overtly there for three minutes. Needs better sound balance, less liberal arrangement connections, a more focused and comprehensive arrangement of the source material, and beefier production. NO
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Contact Info * Nathan Black, Damocles * Nathan Albert, David MJ * nathanusblackus@gmail.com ReMix Info * Name of game(s) ReMixed - Disciples: Sacred Lands * Name of individual song(s) ReMixed - "Golden" * Disciples: Sacred Lands is a medieval real-time strategy game for the PC. Unsure of composer. * Link to "Golden" - http://www.openomy.com/download/NathanBlackOfDamocles/077_MGOLDEN.mp3 * This piece was first simply a rearrangement of "Golden" for a friend as part of a CD of personal theme songs I was writing. Some time later, another friend of mine (Damocles) picked up the file and started messing with it. In the end, this remix of a rearrangement was born. I did the the initial work in Fruity Loops Studio, but Damocles works in Garage Band. He liked the staccato string riffs, and figured they'd make a nice hip-hop remix. I think he was right. The underlying piano, timpani, and strings are from the original, while the breakbeat hip-hop percussion is all Damocles. The styles meshed surprisingly well, and the syncopated rhythms layered pleasingly with the original rearrangement's beats. All-in-all, I think this is a nice jam. * LINK TO REMIX - Thanks, Nathan Black and Damocles ----------------------------------------------------- Disciples: Sacred Lands - (077) "Golden" Thanks a lot for providing the source here. It's not my cup of tea, but once I honed in on the vox, I understood where you derived everything from. Opened with some drums, strings (I'm guessing), and beats. Strings sounded pretty fake with the unrealistic sustains and note movements. Piano at :42 was worse in that the sample was dry and the sequencing was very rigid. Strings upfront at :54 were so jerky and unrealistic-sounding; nothing human about the performance at all. Worse with the mechanical and thin-sounding piano from 1:24-1:47 where it sounds like one key's being pressed at a time at quartz-precision intervals. A little better from 1:47-2:28 thanks to some effects, but overall no depth to the sound, no realism in the performance, no fluidity to the track at all. Arrangement seemed completely cut-and-paste recycled from 2:50-3:33, but now with the beats underneath. The beatwork pattern was decent, but ultimately looped too much. Some new lower strings at 3:33 seemed to suggest the tension was being upped, but the track immediately petered out at 3:54. The beats were alright, and the arrangement showed some promising and creatively interpretive ideas, but the execution was definitely on the lackluster side. Keep at it, bros. NO
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Thank you for considering my latest mix: The original midi is posted at http://www.rpgamer.com/games/wa/wa/wamid.html The orchestration is deliberately minimalistic, except for the mid-section. Creating it was mostly a learning experience for me with my new hardware and software. I hope to create more complex mixes in the future. I think one WIP member used the word "intimate", which I think is the best description so far. Again, thank you for your consideration. If you do post this mix: Could you guys update my old mix "Rachel's Gift" (FF6) from Maestrodeclure to James George. I would greatly appreciate it. Thanks! ------------------------------------------------- Wild Arms Original Game Soundtrack - 08 "A Sister's Thought" You couldn't have at least thrown that name change request out there before OCR01500? Short and sweet, it seemed liked it wasn't gonna be too interpretive at first, but once James changed the rhythm up substantially at :52, I saw he was indeed planning on putting his own unique spin on the source. Loved the small orchestra setting. You definitely achieved the intimate sound you were going for, with a nice full soundscape despite the small amount of instrumentation going on. Fairly organic-minded presentation overall; even when some of the samples weren't overly realistic sounding, t hey're sequenced and produced for a very natural result from the performance side. Great job on this one James; good to see you back with another release here after so long. Beautiful atmosphere, sophisticated dynamics, and a very creative arrangement of Naruke's original material. Some people thought this sounded aimless. Some people also just don't get it. YES
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ReMixer name: LoopyThePirate Real name: Darrell Reconose E-mail address: Website: http://www.myspace.com/loopythepirate Game remixed: Final Fantasy VII Song remixed: Highwind Takes to the Skies Link to song: Comments: This is my little rock + orchestra version of the Highwind theme from FF7. I got inspired by Dream Theater performing Octavarium with an orchestra on their new "Score" DVD. There's a bit more that I had started from that same inspiration, and I may be sending them in the near future as well. Hope you enjoy! -Darrell
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Kabbizzle Kurtis Anthony Brown Kab3181@gmail.com Megaman X2 Magna Centipede Snes Galbadia Hotel - Video Game Music & Anime Soundtracks List I hope u like this mix it was fun makin. ------------------------------------------------------- http://snesmusic.org/v2/download.php?spcNow=mmx2 - Red Alert ("Magna Centipede Stage") [mmx2-12.spc] Recognize this source tune from its usage in the amped up Joshua Morse's MMX2 medley "SigMatic" from VGMix. Man, how Prot hated that track. Opened up with some generic synth textures, though the strings were used pretty nicely, albeit quietly. Bears mentioning that the quietest claps in the world came in at :12. Even I recognize that drumloop at :21. Hey, I liked it when Freemind used it! I'll admit though, it fits pretty well within the track. The strings were jerky and badly exposed from 1:02-1:13, and those crappy clappys weren't filling out the track in the slightest. Good job though in at least changing up the instrumentation slightly from verse to verse, though I heard a rinse-and-repeat of 1:14's section at 2:11. You didn't quite change the dynamics enough to prevent the energy level from feeling static, but the effort was there. The transition to the close at 2:36 was abrupt, but the writing there was excellent. While praising some of the subtle changeups in the instrumentation, the drumloop-based groove, however, was WAY too repetitive throughout the track. You need to provide more varied beatwork so that the groove doesn't get stale; learning to write more of your own beats/percussion will help you immensely. The arrangement here wasn't bad, but it also wasn't developed enough. On the production side, for some reason, everything sounded so distant and imbalanced here. The beatwork was at a good volume level, but the melodic and supporting writing was too quiet in comparison and didn't stand out. Nice first sub though. Use our ReMixing forum to learn more about arrangement and production, and get some critique from community members in the Works forum before submitting in the future. NO
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My remixer name is Kant Predict and my real name is Patrick Dent. The name of the game is Zelda II: Adventure of Link and the song remixed is 'Hyrule Temple'. I produced this remix exclusively with Reason, although I did use ReCycle to produce the needed SFX loops. I have released this track on my album (which has yet to sell at all) although many people like the tune.
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Original Decision: http://www.ocremix.org/phpBB2/viewtopic.php?t=84566 Game- Ninja Turtles 3 Title= Ninjazz Remixers= Koelsch1, Zyko, DrumUltimA So a few months ago, I was reading something Zircon wrote about inverting waves to cancel out parts of songs. I applied this, and managed to remove the sax parts from Ninjazz. It also helped that I found the drumless version zyko had sent me. So I re-recorded the sax, and had DrumUltimA lay down some stuff. Then I wrote up a keyboard part.
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Hi DJP and Judges, It's been a real long time since I submitted anything here... sorry I've been busy with other stuff :\ Well I did this for a little orchestration/sequencing practice, and I thought I'd pass it along to you guys. I hope you enjoy it. -J LINK: (Sorry, don't have any better hosting than that right now) Contact Info * ReMixer name: Jaroban * Real name: Jared Banta * Email address: jrban138@hotmail.com * Website: http://www.soundclick.com/jaredbanta * Forum userid: 1861 ReMix Info * Name of game(s) ReMixed: Zelda, A Link To The Past * Name of individual song(s) ReMixed: Dark Mountain Forest, Dark World, + several others ----------------------------------------------------- http://snesmusic.org/v2/download.php?spcNow=loz3 - "Overworld" (loz3-04.spc), "Dark World" (loz3-12.spc), "Dark Mountain" (loz3-13.spc) Definitely awesome to hear something from Jared after not having a chance to hear his work for so long. Some nice tense strings in the background going without being exposed, though I dunno how long they could be played like that; they carried for 42 seconds, then abruptly cut out during their fadeout at :42, which was sloppy. (EDIT: Fixed in the mastered version.) Loved the light percussion at :22. The samples here sometimes strained for credibility. After the 1:51 mark when things escalated, some of the more lacking samples, like the brass, were pretty exposed. Definitely made all the more noticeable at 2:24, though the layering at 2:39 for the "Dark Mountain" section worked pretty well. Brass sounded pretty fakey here, and the arrangement was a bit too conservative. Some of the orchestral embellishments helped, but overall it stated off like a simple orchestral conversion at the outset. It took until 3:27 for something more interpretive to be thrown into the picture, so no problems there. Fairly decent textures, although the overall soundscape wasn't spacious at all; some effects are in place, but the piece still sounded way too dry. For the casual listener, this sounds pretty full and energetic, but to me these sounds weren't used at their best and came across as rather flat and hollow. The arrangement was pretty good, if not a bit underwhelming. The instrumentation feeling flat helped me form that opinion moreso than the quality of the writing. I'm liking the concepts, but the execution could be better. Collectively, this could be an easy pass, but my gut's going NO (refine/resubmit), hoping that you touch up the instrumentation to flesh this track out more and get it sounding fuller and less synthy. I don't intend to sell the arrangement short, but the production was bland and IMO negatively impactful enough where I have my reservations. (EDIT: Vote changed with revisions; see below.) Best of luck with the rest of the vote, Jared. No matter the outcome, it's awesome to have you creating and submitting mixes once again.
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Salutations, djpretzel and the Judges! Contact Info: Your ReMixer name: Splunkle Your email address: Splunkle@gmail.com Your userid (number, not name) on our forums: 33072.... I think. The name is Splunkle, anyways, and I don't change names ReMix Info: Name of game(s) ReMixed: Star Control 2 Name of individual song(s) ReMixed: uhhhh... as far as I'm aware, the original was called "UR-QUAN.MOD". Its the Ur-Quan theme, the one that plays when you are talking to them. The original can be found at the precursors website, http://www.medievalfuture.com/precursors/music/modules/UR-QUAN.MOD. Linky to ReMix: Your own comments about the mix, for example the inspiration behind it, how it was made, etc.: Well, Mark Vera's most excellent Hyperspace remix got me onto star control 2, which is still immensly playable regardless of its age. While playing, I was blown away by the imperialistic domination of the Ur-Quan theme - so I knew I had to see what would happen if it was all organy. One thing lead to another, and soon enough I had this little track, which I hope catches not just the rage of the Ur-Quan, but also their immense anguish. It is a little soft, so you may have to turn up your speakers a bit. I don't want to compresses it too much more, because I think organs sound best with room to move, but if its a big major issue I'll run it hotter. This was all put together in FLstudio - the synths are Sytrus and 3xOsc, the drums are FPC, and the organs, bells and strings are all soundfonts. I hope you guys enjoy it! Oh, you might also want to check out the precursor's remix of the same track - http://www.medievalfuture.com/precursors/remix.php?remix=23 -Splunkle
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Contact Info * ambient * Alex Gventsadze * dnbient@yahoo.com * amb.siamey.com ReMix Info * Chrono Cross * People Seized with Life What's up guys and a lady! Finally, decided to submit my new Chrono Cross remix. This remix took me an unprecedented amount of time - I actually started working on it about the same time when I started working on Chronodyne Marine. The mix has undergone numerous revisions and the only thing remaining from the very first version is the main arp (which took me hours upon hours to write, and months to find the right synths for). When I first started working on it, I didn't know much about how to put trance together, but gradually I was inspired and learned from blind's and siamey's work. So, everything from beats to textures to arps took alot of time and thought. While I was working on it, MaZe got interested in the source tune, and actually made and submitted his trance take on the theme. Why People Seized with Life? Well, I remember Miguel kicking my ass in the game, and the music was quite fitting. Anyways, I hope you guys like this trance remix. I know trance remixes usually fight an uphill battle, but I think my rearrangement factor is strong, which is usually the main downfall of trance submissions.
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Devon Press DevonPress@Gmail.com Final Fantasy 6 "Kids Run Through the City Corner" Hello, Attached is a remix of the song "Kids Run Through the City Corner" from Final Fantasy 6. It was recorded with mostly real instruments including guitar, bass, glockinspiel, wood block, finger cymbals, autoharp, harmonica, violin, tambourine, claves, shaker, cha cha rattle, feadog tinwhistle, banjo, and few other things all played and recorded by me!! It was a lot of fun to do and I think you'll find it interesting. Hope you like it!! Thanks, Devon
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Contact info Sixto Sounds Juan Medrano forgotten_imp@yahoo.com Remix Info Tales of Phantasia (Summoning of Spirits Project) Summoned Without Reason (The 2nd Act) This remix was started several months ago, if not a year ago, for the Summoning of Spirits Project. I wanted to try something that wasn't another guitar instrumental and this is what I came up with. Still, you know me. I had to fit some guitar solos in there somewhere. This is also my first attempt at a violin solo, so sorry if it sounds a little weird. ----------------------------------------------------- http://snesmusic.org/v2/download.php?spcNow=top - "The Second Act" (top-138.spc) Opens up with a high-energy cover of the original with some good expansive writing ideas especially during the chorus. Certainly made sense given Juan's traditional approach, though I was definitely looking forward to something more interpretive coming up. Nice subtle variation of the chorus when it came up the second time at 1:17, and then the same for the verse of the source at 1:30 to already address those concerns. Good variation of the drum patterns throughout the song to keep the energy level high and the overall feel fresh. Some really nice guitar stuff from 1:44-1:17 as a lead in to the total solo wank over the basic source progression from 1:58-2:39. At 2:25, the wank arguably became a bit much, if only because it sounded like it was over and then suddenly continued EVEN LONGER. Excellent violin writing from 2:39-2:52 with a beautiful crossfade segue into the synth lead. The guitar writing from 3:05-3:32 was also really...mature (as I struggle to grasp for a more descriptive word). Sixto finally retread the beginning of the track at 3:32. Good to hear a track where a section is repeated more for the sense of coming full circle and not merely because the artist didn't bother developing the arrangement in the first place. My only big gripe with the writing was that the ending at 4:13 came about way too quickly. I don't think I'll be the only person that felt it came abruptly out of left field. Something more gradual would have clicked more and signaled to the listener that the end was near. In any case, pretty badass. Honestly, this is the first mix I've heard from someone on this side of the scene that sounds a lot like J-rock. If you told me some doujin arranger made it, I'd believe you. When I read the part about the violin solo, I threw it on the panel just for some feedback on that level. But make no mistake, this is a thorough piece of work, well-arranged and well-executed per Juan's usual. Another strong contribution to KyleJCrb's "Summoning of Spirits." YES
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Contact Info * ReMixer name: TheoConfidor * Real name: Silas Reinagel * Email address: slr_handbell@comcast.net * Website: http://www.theoconfidor.com * Userid (number, not name) on our forums: Don't know ReMix Info * Name of game(s) ReMixed: Brainwave * Name of individual song(s) ReMixed: Intro, Scenario 3 * Additional information about game: Game is developed by Dexterity Software (http://www.dexterity.com/) for the PC, AFAIK the programmer/composer/graphic artist is Steve Pavlina. * Link to the original soundtrack: Entire soundtrack not available. The two songs I remixed, I ripped from the game (they were a form of midi) and you can download them here: and * Comments about the mix: Even since I played the shareware version of this at a friend's house when I was 8 or 9, the melody of the intro music has been stuck in my head. For Dwellings of Duels free month, I decided to remix the intro track, and after messing around with it a bit, I added the music for Scenario 3. Mostly it's a pretty straight-forward cover, with some added sections and richer instrumentation. All the leads are played live by me, using keyboard and guitar. This piece was really difficult to master, because of it's dynamics, so I asked zircon to help me out with mastering it, and he did a great job! Link to the remix: ---------------------------------------------------- Brainwave OSV - Intro & SC3 Thanks for hosting the sources. Nice intro here. Beats added in at :51 were pretty plain and didn't fit the rest of the tone here. Wish the balance among the instruments was more distinct. The lead and supporting synths hardly sounded out versus the beats. Especially during 1:45-2:01, I felt most of the synths were pretty bland/flat. Solid enough transition at 2:25 to the next section, though that more distorted-type synth pattern backing the track up until 3:05 sounded slightly out of synch the whole time. Good energy though changing up the supporting synths at 3:05 for a tenser atmosphere before going more minimalistic at 3:37. Loving how the arrangement constantly evolved, with the track building right back up over the next minute or so, finally reaching the guitar-driven portion at 4:25. The guitar was unfortunately drowned down too much in its supporting role; simply sounded like a very loud guitar performance was muted after the fact, rather than being played with less intensity. The transition at 4:57 was ultra-sloppy with the rapid fire drums cutting out abruptly and the new beats starting up just as abruptly with a cymbal smash. The clean, upfront, syrupy synth lead also ended without fanfare to be replaced by a melancholy electric guitar on lead that sounded very distant. Something should have been done to make the switch more gradual and logical. The beatwork was REALLY flimsy and the tone out of place for the quasi-wailing guitar work starting up at 4:57. The crossfade transition into the solo piano for the close was a bit too fast (in this case, notice how the drums seemed to cut out), but the arrangement there was pretty solid. Gotta fashion some better textures for the mix and achieve a better balance among your sounds. The arrangement's pretty good, but your sounds are holding you back. Ironically enough, this has got to be the third track in this batch where that's been the case. Most times, we hardly ever get a track where the arrangement is pretty strong, but the recording quality is subpar or the production is weak, yet we're getting more. In any case, I always enjoy your arrangements, Silas, but now you gotta improve your hand at the other half of the equation. zircon in particular may have some suggestions you can use, since he's familiar with the track. NO (resubmit)
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Contact Info: ReMixer name: about:blank Real name: Chris Bouchard Email address: ReMix info: Name of game ReMixed: Earthworm Jim Name of individual song ReMixed: Butville - The Descent ReMix title: Acrophobia This is my first submission to OCR. Initially, I tried to go for an acoustic take on the source material, and ended up recording a small portion of the song live with an acoustic guitar and an electric bass. However, the pickup in my acoustic suddenly ceased to function, causing me to stop working on this for a couple weeks. Fortunately, I soon started working on this again, and ended up with something a bit different than my original intention. I put about two or three months into the making of this, and, at one point, had to completely start over from scratch. I've learned a lot in the process of making this, and also had a lot of fun. The WIP and ReMixing forums have been especially helpful, and this ReMix wouldn't be half as good as it is now if it weren't for all the advice that I recieved there. All in all, I enjoyed making this, and I hope you all find it interesting.