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OCR01532 - *YES* Seiken Densetsu 3 'At First Innocence'
Liontamer posted a topic in Judges Decisions
title: At First Innocence remixer: zyko game: Seiken Densetsu 3 (Secret of Mana 2) released: 1995 by Square composer: Hiroki Kikuta system: SNES remix of the track, Innocent Sea enjoy. ------------------------------------------ http://snesmusic.org/v2/download.php?spcNow=sd3 - "Innocent Sea" (sd3-1-14.spc) Opened all weird for the first few seconds, with the woodwinds sounding like random flubs at first. Source came right in at :09 on da geetar with some nice harmonization shortly after. Trippy weed vocals around :47 before some SNES-style melodic instrumentation came in at 1:04. The mix of organic and synthetic elements worked nicely, and the arrangement built off the flexible base of the original very nicely as well. The simplicity of the source allowed weed to go in a lot of directions with this one. The woodwind sounded synthetic, but not bone dry, which helped it blend better with the other instrumentation. The time/tempo change from 3:39-3:46 felt really awkward, but otherwise moved back into another nice iteration of the original, closing out with some brief vocals. Good expansion and evolution of the source with the arrangement here. Hard to come to grips with on the first listen due to seeming so unorthodox and meandering, much like ktriton's Wild ARMs 2 mix, for example. Yet, much like Kunal's work, this was well-made and engaging. YES -
tekcoh_top Michael Lee Games Remixed: a little of "On That Day Five Years Ago" (FF7) + mainly "Suteki Da Ne" (FFX) 39222 haha i was feeling sad when i did this one 2 nylon guitars (takamine!)
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FTPed sub http://rapidshare.de/files/31763684/Chrono_Cross_Dream_of_Another_World_OC_ReMix.mp3.html yeah, sorry that I had to use rapishare which is a true pain in the ass for certain, but good free webhosting is impossible to find these days. Anyway, I am a new mixer, though hardly new to composing/rearranging (which hopefully this remix will show). I'm rather satisfied with this song and I think you will be very glad to have it exclusive to ocremix, maybe someday it'll be up there with "Terra in Black" and all the other great stuff you have on the site (we call this "dreams of grandeur" in the industry). Hope to contribute many more to your fine site ReMixer name: Space-Dye Vest Real Name: Steve Reid email: markbellhornsux@usa.com website: apos.greatnow.com forum userid: 49316 Name of game(s) ReMixed: Chrono Cross Name of individual song(s) ReMixed: "At the Dream Shore" comments: Well, this has been a long time in the making. I guess the big inspiration behind it stylistically is the music of Harry Gregson-Williams (of Metal Gear Solid 2/3 fame) and the dark, depressing song by Dream Theater that my ReMixer name just happens to be. I think it's pretty good, anyway, and it's kind of a triumph in that no real big-time programs such as Reason, Logic, etc. were used in its making - only Fruity, the best soundfont patches I could find on hammersound.com, and some very complex automation/programming. ----------------------------------------------------- http://www.tzone.org/~llin/psf/packs2/Chrono_Cross_psf.rar - 107 "Dream of the Shore Bordering Another World" Opens up with some mechanical-sounding piano, and some clicks and pops, before bringing in some out of place drums at :18. I appreciate the effort to vary up the percussion writing, but the tone on the percussion is all wrong and is way too impactful and overbearing when the rest of the instrumentation you're using is more genteel. Sequencing continued to be mechanical, and the various changeups in the instrumentation had no flow (e.g. 1:10, 1:21). Just continues on like this for the rest of the track. Tempo and key change at 2:23 made no sense at all, before changing key again at 2:37. A mess of poorly structured ideas and no sense of continuity or texture. You've got the right idea in terms of trying to interpret the source material, but you need a lot more experience to figure out how to create balanced, humanized, pleasing sonic textures. This is just too unwieldy and unfocused. NO
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Original Decision: http://www.ocremix.org/phpBB2/viewtopic.php?t=61494 Revisiting the Ruins (You can leave the link to my site if you want; I've got it posted there. This particular file has all the OCR tags on it. Here is my resubmission (kind of) for my previous attempt at this tune. Most of this was completed in feb/mar of this year. It's Latin/techno pop, and I hope you like it. I'd be more than willing to adjust any of the levels if it be desired. Here is the gbs file: http://www.zophar.net/gbs/dkland.zip Tracks covered: # 6: Underwater Ruins theme. I wish I knew whether Dave Wise or Greame Norgate composed this. It's got some similarities to Aquatic Ambiance (which is also on this soundtrack, btw). remixer info: real name / remixer name: Patrick Burns email: burns212@gmail.com userid: 21406 (I just copied that # at the end of my profile url) website: burns212.googlepages.com -Patrick Burns attn: DJP. My forum account has been locked for a while. I changed my email address a while back and it never sent me a reactivation letter (php debug error, could not send email type thing). help please ---------------------------------------------------- http://www.zophar.net/gbs/dkland.zip - Track 6 Been a fan of this track, or at least what can be done with it, even since I heard PxFury's "Flash Flooded" over at VGMix. You still have this really cool old-school OCR vibe with the electronic sounds chosen. It's shown in your previous subs and continues to show here. Opening synth felt a lil' flat, but was pretty cool; nice usage of the bird SFX as well. Tasteful use of percussion and pads to beef this up at :15 before moving into some swanky bass, beats and geetar at :31. And you transitioned to it with a TASTEFUL cymbal swell the blended into the pads as it faded down. Hahaha, you be on fiah! The modulation going on with the lead synth at 1:02 was a little out of place for my personal taste, but no big deal there, plus it provided some contrast before and after the guitar verses. Sounds were balanced pretty nicely on the whole. Xylo/vibes/wuteva-type percussion fading in at 1:41 ultimately got too loud IMO around the 1:53 mark and could have been pulled back a little. Ha, a little cheesy SFX at 2:02 with the splash, though I loved how the sound changed to reflect how your hearing would change in the water. Sounds completely sampled, but you might surprise me later. Decent changeup in style at 2:08 focusing on the mallet percussion providing the arrangement. The overall production was a bit too pristine; something that sounded less clean and more spacious would have been stronger, as the lead sounded really loud and piercing. Nonetheless, the arrangement here was swanky and sweet with loads of energy and flair. Use of the water SFX, ultimately coming out of the water at 3:23 was a nice idea, though it doesn't quite fit the theme of the track in the big picture. If you integrated a watery atmosphere into the track more prominently, say in how the sounds were processed from section to section, the SFX usage would have connected better. For example, the first section would be pretty clean-sounding, the second section after the SFX falling into the water at 2:02 would sound murkier, then the third after 3:23 would be clean again for the close. It sounds like you "kind of" went there with that idea, but the production differences from section to section seemed negligible. I'm interested in hearing your thoughts. Good ideas at 3:24, although the way the guitar note faded out completely at 3:30 only for the music to come back loudly at 3:32 was a bit abrupt. Don't fade that guitar note at 3:30 down as drastically so that the ending flows a bit better. I love how you altered the rhythms and progressions of the source here. Though I thought the drums were a bit bland, you placed them in the back nicely during the fuller sections. The bass writing/arranging was also notably well done. All things said, I think the production was a bit too trebly and squeaky clean, and the theme seemingly established with the water SFX wasn't followed through all the way. But the arrangement here was all sorts of fun. Very creative, very unique, and an enjoyable ride. Your future subs may be hit or miss, but it's obvious your skills have been improving steadily. Keep up the progress, Patrick, and continue improving! Welcome! YES
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Finally got some new material to throw at you all Took a while to get setup again after moving, but I'm back now. I decided to go back to DKC2 again this time. I started listening to the soundtrack in my car and fell in love with the music again. This time it's the Lava theme, with lyrics. ReMixer name: Darangen Email: darangen@hotmail.com Website: www.darangen.com Remix URL: Name of game: Donkey Kong Country 2 Track Remixed: Lava Lyrics: what are you feeling? you're sinking in the doubt that you are living in blinded by darkness you think that you will never see the end you're going under you feel that there's no way you'll ever see this through so captivated you're lost and you just don't know what to do look out the window you'll finally see He's always been there in all your need He's always there by your side just lay your head down and rest tonight 'cause in the morning you'll see the Light the Light that comes from above the Light that shows you His love you feel Him moving you can't explain it you can't express the way it feels uncomprehensive you question Him and wonder if it's real.. just like the waves coming from the sea He's whispering to you in the breeze He'll never leave your side just lay your head down and rest tonight 'cause in the morning you'll see the Light the Light that comes from above the Light that shows you His love in the ocean of open dreams i hear Your voice calling out to me "I'll draw you here to my side just lay your head down and rest tonight 'cause in the morning you'll see the Light the Light that comes from above and I will show you My love" ---- Hope ya like it. -Darangen ----------------------------------------------------- http://snesmusic.org/v2/download.php?spcNow=dkq - "Hot-Head Bop" (dkq-14.spc) Finished strongly in the DoD August Free Month with 3rd place, so congrats. Good intro with the acoustic geetar + beetz. Vocal delivery sounds noticeably beginner-ish, but like I said with "Falling Back", it's good that Mike's unafraid to do vocal mixes and at the same time hone those skills for the future. The chorus's vocals felt odd with the possibly wavering pitch, but the "he's always there by your side" line 1:23 was a good way to cover for a lack of vocal strength by instead using delay and fadeout to extend that last note. Overall though, the delivery on the chorus vocals was, IMO, weaker than the delivery on the verses. The actual instrumental portion felt sparse with the instrumentation. The vocals bled into the instrumentation, and felt drowned down most of the time. Nice changeup in the arrangement at 3:14, though the drums brought in at 3:34 didn't mesh well with the other sounds; sounded completely pasted on top. The tone sounded a bit too synthetic/unrealistic. Might make it, might not make it, but I'm gonna be a stickler on this one. I'm aware that we're an amateur community, and I'm not expecting pro-level vocals. But after hearing Mike do such a great job with producing "Falling Back's" vocals to compensate for not being a strong singer, this is definitely a step down in terms of the performance. The backing instrumentation did changeup every few minutes, but still felt too samey with the arrangement ideas; not a big negative, but a negative to me just the same where the song tended to drag along. To me, those issues undermided the overall creativity of the genre change here. I liked most of the other ideas here, but there were a lot of smaller issues that ultimately added up for me. Stronger delivery on the chrous's vocals alone would push this over for me. As is, NO (borderline). Best of luck with the rest of the vote.
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Artists/Remixers: DragonAvenger, Retlaf Real Name: Retlaf: Andrew Willman (don't know DragonAvenger's, nor am I sure if she wants it posted) Email: Retlaf: neowneow@gmail.com (again, not sure if she wants it posted; guess I should have asked :/ ) Website: Retlaf: http://neowneow.googlepages.com/ DragonAvenger: http://www.acidplanet.com/artist.asp?songs=372657&T=8049 Userid: Not sure about this one. Game: Chrono Cross Song: Dream of a Shore Near Another World Remix Name: Hallucination of Another World Comments: I don't *think* she's sent this in already. Figured I'd give it a shot. I remember reading awhile back something about leaving links posted upon request (so others are able to see what the judges are commenting on). If this is still possible, I wouldn't mind it. If not, it's not an issue. http://neowneow.googlepages.com/Chrono_Cross_Hallucination_of_Another_World_OC_ReMix.mp3 ~Andrew ------------------------------------------------------ http://www.tzone.org/~llin/psf/packs2/Chrono_Cross_psf.rar - 107 "Dream of the Shore Bordering Another World" Rather surprised pixietricks didn't get to this one first. She could offer the best specific advice on the vocals, though "practice, practice, practice" is always sound on a general level. Decent dual pianos introing the arrangement; it simplifies the source a bit (making room for vocals), but takes care to rearrange the theme a bit; the ideas in place so far are alright. The piano playing the source at the foundation of the piece does need to get more interpretive and/or varied; add more ideas there. It's relying too much on the embellishments of the second piano to provide the interpretation. First hear the vocals lightly at :12, though the effects are cheaply applied. Note how her voice cuts off at :17 and :23. Then some audible hiss comes in at :23 when the main vocals arrive. Was lame to simply use the first 10 seconds of vocals lightly in the intro at :12 when you can tell they're from the same recording at :23. Vocals are decent, certainly bolstered a bit by the delay employed on 'em. Delivery's not very strong though (e.g. :58-1:08, 2:09-2:16), and some of the word pronunciation should probably be breathier to flow better; some of the syllables are crammed together and enunciated too much in the haste to fit them according to the source melody's timing. Bad skip in the hiss on the recorded vocals at 2:26, then audibly hearing the hiss trail out at 2:38 as the vocals ended leaving an entirely pristine soundscape sounded really cheap. Gotta get a better recording on those vocals or better eliminate the hiss. Keep working on this, y'all. NO
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Hey its been a long time sense I've submitted but, here it is! http://vickscornatto.tripod.com/Files/UniRacers_Unified_OCRemix.mp3 It's from Uniracers on the SNES. A cult classic that was made to counter the sonic the hedgehog craze. I hope you enjoy it! Oh, and if you didn't figure it out from my email, my remixer name is Vicks Cornatto, and my actual name is Paul Corey. And I need to change my Bio, because it is very out dated. Here's the new one. Being in bands through most of his young adult life, recording several albums, Paul always enjoys being able to sit back and just have fun some times. He has not submitted much material in a long while, but he plans to change this trend as time passes by. -Paul C (Vicks Cornatto) --------------------------------------------------- http://snesmusic.org/v2/download.php?spcNow=unir - "Demo Race" (unir-02.spc) Hey, really cool to see you subbing something after such a long time away from the community Paul. Good to see something from a more overlooked game like Uniracers get some love. Opening was decent, but lacked power with the drum kicks coming in at :08 and the synth and the keyboard w/effects :20. The energy picked up more at :42 with some solid drumwork. The keyboard sequencing sounded too rigid with the timing. Cooler stuff at 1:25 with the sequenced electric guitar-like sound. Good change in dynamics at 1:46 going back to the keyboard while having a different background. I was notably disappointed once I compared this arrangement to the source though, as this wasn't much more beyond an enjoyable sound upgrade. The instrumentation ideas weren't different enough compared to the original and the song structure was too similar. One part I loved about the mix here was the bassline, only to realize it was basically retained verbatim from the SNES version. You tried to personalize the approach, but IMO the interpretation factor was too low to pass, while the timing on some of the synths was too rigid. Enjoyable track, bro, but you need to do more to make it yours. NO
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Your ReMixer name: "Drule" Your real name: "Daniel Norström" Your email address: "drulorn@gmail.com" Your website: " http://www.drule.net/" Your userid (number, not name) on our forums: "49449" "Mystic Magic Heroes of Might and Music" Name of game(s) ReMixed: "Heroes of Might and Magic II" Name of individual song(s) ReMixed: the title of the original song I guess would be 'Grass' or 'Grass theme' Additional information about game if it has not yet been added to the site, including composer, system, etc.: - Composer(s): "Rob King", "Paul Romero". - Copyright: "New World Computing" - Year: "1997" - System: "PC" Link to the original soundtrack if it is not one of the sound archives already available on the site: - " http://www.vgmusic.com/music/computer/microsoft/windows/HoMM2Grass.mid" (a MIDI from vgmusic.com) Your own comments about the mix, for example the inspiration behind it, how it was made, etc: - "I basically set out to create a techno tune based on this Heroes of Might and Magic II in-game theme, but I ended up getting a nicer sound than I had first intended so I decided to submit it to OC ReMix as a first-time OC ReMix composition. It is pretty swell if you ask me." ------------------------------------------------------ http://www.vgmusic.com/music/computer/microsoft/windows/HoMM2Grass.mid - "Grass" Thanks for providing the source. Nice atmosphere for the intro with some personalized expansionist ideas compared to the original. A stock drum flurry at :33 signaled the beetz coming in at :39. Once the melody kicked in at :52, the melody and countermelodic writing was unfortunately basically used verbatim from :15 of the source. Woodwind sample used for the lead was alright, though piercing. The countermelodic stuff didn't cut through the beatwork at all. Orchestral stabs from 1:19-1:22 were completely cheesy and sounded completely glued into the mix; didn't sound like it was remotely in the same soundscape, causing a drastic disconnect. Then repeated the same stuff as before with some additional stuff in the background. Soundfield was getting pretty crowded and piercing up until 1:49. The last section was decent, but merely a placeholder for a poorly executed fadeout. You had a lot of instances where there was too much treble going on and things were crowded and loud; gotta revisit the sound balance. Arrangement was too brief and underdeveloped, the beatwork itself just repeats over and over for the entire track once it comes in, and most of the instrumentation was pretty flat. Needs a lot more substance, but a good first try that shows potential. NO
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Hi! Here comes my first Oc'Remix Contact Info: Remixer Name: SpaceVision Real Name: Topi Porkka Email: topi.porkka@gmail.com website: http://www.mikseri.net/spacevision Userid: t.porkka ReMix info: Game: Gradius 1 ----------------------------------------------------- http://www.zophar.net/nsf/gradius1.zip - Track 3 Hey, another Mikseri user, like Mark Vera; coo. Some standard spacesynth beats enter at :14. Arrangement seems pretty straightforward. Production is a little murky, but nothing negatively impactful. Gradius source kicks in at :44 with some simplified, verbatim coverage. Definitely not out to reinvent the wheel here. Verses repeat a couple of times before we get to some original writing from 1:28-1:58, then go right back into the previous arrangement ideas from 1:58-2:42 for the rinse-and-repeat. 2:42 retreads the original writing again. 3:11 drops out most of the elements for a decent, airy close. Underdeveloped and repetitive. Not much interpretation done beyond the genre adaptation, not much complexity in the writing, and once you had a minute of ideas, you simply cut/paste those ideas for another minute rather than doing anything new. NO
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Name: Ice Cold Remixed From: Sonic the Hedgehog 3 - Ice Cap Zone Remixer Name: C-DUBS This is my third submission. I know i'm not as good a remixer like the others who can make it, but here it is. At least listen to this one (and give me a review for once). There has been a lot of remixes from Sonic 3's Ice Cap Zone, but why not one more? Not much to say really except I hope I pass! See ya 'till next submission.
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Mixer: DJBren Real name: Brendan Bennett Email: knightz@optonline.net ID: Bren Game remixed: Space Cadet Pinball I couldn't find the composer of the track, unfortunately, because I no longer have the game on my computer. Anyway, as a lot of you may or may not know, my style is to try to stay true to the original track, and add my own flavor to the mix...whether or not this is acceptable is up to the judges. Anyway, this mix has gone through several stages, and if you dont think it's ready, Im up for all suggestions. For judges who choose NO, please give me some constructive criticism as to what you would like to see in a newer version. ---------------------------------------------------- A copy of the source tune would be nice. The game's too obscure and I've got no clue what you're mixing. Give us a clip next time. Piano introing things was a lil' bit fakey, but alright. Writing sounded similar to a section of BGC's debut FFA OC ReMix. Not sure how I feel about the synth coming in at :21. Beats entering at :38 didn't really seem to mesh well into the piece, were really tame, and didn't drive the song along. Get more active with that snare. Oh noooo, I hear it at :48, some FL Slayer-ish lead in there! Alright, I'm just busting your chops, as that guitar synth luckily isn't trying to function like a real guitar, but the synth is pretty rigidly sequenced and unexpressive. The texture got a little better after the changeup at 1:07, especially thanks to that bassline. The Slayer stuff fit a bit better at 1:25, with some notable energy until 1:45 went back to the rigid lead playing 16th notes. 1:45-2:43 essentially retreads both of the previous sections, before amping it up a tiny bit with a louder guitar synth from 2:43-3:23 for the finish. Everything's too rigid in one way or another during the track, hampering the energy level. When it isn't the rapid 16th notes, the percussion is exposed and playing a really bland pattern. Ironically enough, the percussion patterns are more creative while they're nearly obscured. Not enough dynamic contrast to speak of either, though there's a bit in there. Ultimately though, the track's too repetitive and static given the length. I know you're asking for more specific suggestions as to what to do, but I gotta leave it up to the others as to throw ideas out as to where to go from here. More could be done with the arrangement besides rinsing and repeating, and the production needs to deliver more energy. Good base so far, Brendan. NO
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alright, dave, this is the last time i'm going to attempt to send this file. it seems to have gotten lost the other four times i've sent it, so... Song Name: A World Without Sin Remixer Name: The Prophet of Mephisto Original Song: To Zanarkand, from FFX, by Nobuo Uematsu. When I first heard this song, I was impressed by its overall simplicity, as well as the pure, beautiful sound that it featured the whole way through. I decided to remix the song for full orchestra. After putting it into 4/4 time (which i felt better emphasized the chord structure and subsequent mutilation I did to it), I went through and arranged it first for strings, then for the full group. I really feel that the work that I did with this does the fantastic chord structure and emotive content as a whole justice, as it really is a beautiful song. My school orchestra might be performing this at the end of the year, actually, as part of their student composer series. The original file took seven days to write, with two months of organizing in Reason until I was comfortable with it. It sat for a month, I changed two things, and it sat for another four. Sorry for the delay. This song's been sitting on my desktop for five months, since its been four other times that the file got lost, so far. I'm hoping it doesn't again - I really feel this remix does the piece justice. I used Reason 2.5 (if you couldn't tell from the lackluster string samples), and the only non-Reason samples I used was the Florestan French Horn soundfont, a solo cello sf (same as the one I used in my previous remix here, actually - I believe it's BHCello), and a high flugelhorn sample that makes the high trumpet more bearable. And the single-shot snare drum sample - I'm pretty sure it's from the ken ardency soundfont.
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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