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Liontamer   Judges ⚖️

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Everything posted by Liontamer

  1. Game Info -------------------------------------------------------- Game: Super Mario World Platform: Super Nintendo Entertainment System Song: Castle ------------------------------------------------------- Remix Info ------------------------------------------------------- Remix: Crashing Castle Length: 4'13" Link: ------------------------------------------------------- Remixer Info ------------------------------------------------------- Name: Electric Concerto (AKA DJ E-Concerto) Forum Username: electric concerto E-Mail: Website: http://www.e-concerto.net ------------------------------------------------------- Comments ------------------------------------------------------- Been working on this project for a while, finally happy with the final result. Few details about the song: - I wanted a techno based song, but with the creepy feel that the Castle theme in SMW is meant to produce. I used lead synths with fine pitch bending to help give them that creepy sound. - My favorite part of the song is after the climax in the middle, it drops down to a mellow trans. The e-piano makes it work. - The orchestral instruments used were used because it's my style. I love dumping all kinds of orchestral instruments in all my songs, so I feel it brings more personality into the remix. -- ~DJ Econcerto ------------------------------------------------------ http://snesmusic.org/v2/download.php?spcNow=smw - "Sub Castle BGM" (smw-15.spc) Weird string sequencing during the intro; it tires to sound realistic, but was merely awkward and not very fluid. Some overbearing beats joined in at :15. Use of the melody (and countermelody) at :38 was pretty conservative, and relied on the other parts to carry the track, which they weren't able to do. Decent genre adaptation but you have to roll with something more interpretive. Back to the jerky strings and loud beats at 1:08, with another subtler iteration of the source at 1:24 that faded up at 1:32. Varied up the synth at 1:40 to change the feel for a bit, which was good. The overall groove gets too static after a while; some more varied beat patterns would help. Randomly click anywhere you have beats going on in the track, and they're basically the same. The original being such a sparse track is something you can work to your advantage by writing more creative, evolving parts to fill in the gaps. Some more noticeable interpretation via the woodwind at 2:25 on top of the conservative melody, but the soundfield was really cluttered up until 2:48. The lead synth and woodwind are basically buried under the beats while also competing with whatever pad you had going on there. You really gotta reassess the sound balance. More of the same writing (and clutter) from 3:19-3:42. WAY too jarring of a transition at 2:48 as half the sounds cut out abruptly in one moment; make things smoother. Nonetheless, good original writing based off the progression of the source from 2:48-3:19. What the hell? I complained about a lack of more interpretive arrangement, then you wheel out the ending section at 3:42? Where was this type of creative stuff before, where you really play around with the theme? You need to explore more along this interpretive route with your composition; don't tease the potential like that. Very weak resolution with that crappy string sample at 4:05. Anyway, this has some promising stuff, but you gotta get better with your sound balance, whittle down the more "conservative melody + b33tz" sections in favor of more substantive interpretation, and press on with the more interpretive ideas you had later on. Good potential. NO (rework/resubmit)
  2. OMG MROE CHRONO TRIGGAR?!?!?!?!?!? I love this song. Perhaps my absolute favorite video game piece. Ah...stuff! -Xenon Odyssey -Bobby Keller -xenonodyssey22@netscape.net -OR- xenonodyssey@hotmail.com -I don't have one -10277 -CHRONO TRIGGER -Wind Scene -Heh, like there is anything that hasn't been documented about this game... -Liontamer has that covered -I've nothing to say My credit card number is...wait, I don't have one; nevermind... LINKAGE: should be the only thing on there... UHH...yeah. that's it. BOO SUBMISSION QUEUE LINE! HOORAY BEER! ----------------------------------------------------- Nice intro. The orchestration's thin and dry IMO, but the arrangement possessed interpretation via the changes in the supporting instrumentation. Wish the melody was more substantially played around with early on, though things got more liberal at 1:43. However, the lead and countermelodic writing from 1:43-2:03 seemed meandering and "different for the sake of being different" rather than having much other purpose. Snuck in a "Chrono Trigger" reference at 2:23, I see. 2:03, 2:45 & 3:06 marked some additional instrumentation ideas, and I like how you worked to vary up the instrument choices/combinations the whole way through. But the texture was still way too sparse with the production not compensating for the very synthetic-sounding samples. Everything sounds so dry and upfront, with almost no depth or richness to it. Even with the varied instrumentation, the arrangement structure was ultimately boring, as it just went verse-chorus-verse-chorus-verse-chorus without much of anything else to break the pattern. Throw in some original writing or make the melodic writing more liberal and varied over the course of the track to keep things fresh. Some potential and not a bad concept, but the execution was only part of the way there. Gotta work on production to add more meat and spatial depth to the sounds, plus add more unique flavor to the arrangement by daring to tinker more with the actual "Wind Scene" melody and/or adding some original passages. Keep at it, Bobby. NO
  3. To djpretzel and the judges panel: I am presenting to you my first attempt at remixing. I have no background in music (aside from the eight years I played in my school's orchestra), and have not read a piece of sheet music in over seven years. I'm quite certain that information is irrelevant, but I thought perhaps it might be worth noting when making your judgments. I have been a fan of this site for years now, and have always been impressed by the quality of submissions here. Now I find myself a bit more intimidated, and hoping that my efforts are good enough to be among those worthy of inclusion. When I first started this remix project, I was committed to a single track from Ninja Gaiden (the NES version, of course). However, like most Ninja Gaiden tracks, it was short and repetitive, and needed something more. I ended up remixing three different tracks from the game, and layered them in a way that seemed very complimentary to me. The underlying "melody" of this remix is the Nails of Lukifell song from level 5-3. This is also where the title "Nailed" came from, as you can surely imagine. The accompanying "melody" that appears twice in the song is the Basilisk Mine track from level 4-2. Sadly, because I transcribed all of the game tracks by ear, and also by using just the touchpad mouse on my PowerBook (I don't have a keyboard), I was unable to include all of the Basilisk track because it was just too difficult. The last track I remixed for this song was the Masked Devil theme, which I opted to use as more of a harmony than a melody. In the end, I think all three tracks match well with one another, which I tried to make apparent at 2:24 when I combined all three tracks at once. As for the song itself, given my lack of musical background and knowledge, I can't really comment on things like transitions and phrasing and whatnot. I'm not even entirely sure what sort of genre the song would fit into, but I think I was going for something in the trance/dance categories. In any event, I am happy with the end result, and am proud of myself for actually going through with the whole mess, despite the setbacks of not having a keyboard or a mixing program other than GarageBand. I hope you find the song enjoyable, and I would greatly appreciate any feedback you have. I'm also hoping that this isn't my last remix, so any suggestions you have are well taken. Thank you for your time and consideration. Sincerely, David Greenspan ("G-Speezy") mrdgspan@gmail.com P.S.- I apologize for submitting my song in this particular manner, but since I have no website or hosting mechanism currently, attaching it to this e-mail was the only way possible to submit.
  4. You know when something just pops into your head and it just doesn't wanna leave? That's exactly what happened. Once I was browsing through the Project Chaos thread and I noticed Ice Cap was still free after a long time. The original track just stuck in my mind, and I started to develop some ideas for it. The hardest part actually was to make these ideas into actual music. So, after some time, here's what I got. A piano solo arrangement, a completely different pace from the original, and quick cameos of two other Sonic themes. I hope you enjoy listening to it as much as I did composing it. Link: http://hetcenus.vgpiano.com/TFF.mp3 Remixer Name: Hetcenus User ID: 22065 Real Name: Jefferson Elbert E-mail: hetcenus@yahoo.com.br Website: http://hetcenus.vgpiano.com Song Name: That Freezing Feeling Source Tunes: Ice Cap - Sonic the Hedgehog 3 - Sega Genesis Volcano Valley - Sonic 3D Blast - Sega Genesis Scrap Brain - Sonic the Hedgehog - Sega Master System (soundtrack at http://www.zophar.net/vgm/sonic.zip) Note: This track is part of the Project Chaos. Please, if it hits the panel before the project's release and gets accepted, hold it until the project is also released. LT EDIT (9/10): I had no idea what the formal breakdown of the sources was, so I PMed Jefferson for the info:
  5. Hello there; my remixer name is Sukotto42, and my real name is Scott Hannay(http://www.myspace.com/scotthannay, my original music site), and I've got a track here for you that I did a little while back, and just went over and re-EQed, re-tooled, re-whatever. Anyway, it's a medley from Mega Man 3 for the NES. It goes first from the title screen into Shadow Man, into Snake man, then the boss battle. After that, it goes to the 2nd half of the credits music to close it out. Oh yeah, and it's all crunchy prog-rock. I chose to do this because the first MIDI work I ever did was transcribing all the music from the game note-for-note, like 5 years ago or something. Kind of a labor of love! Thanks for your time! -Sukotto42 Scott Hannay
  6. Remixername: AeroZ Real name: Sebastian Freij E-mail: Homepage: www.soundclick.com/aeroz Original Track: Megaman 2 - Heatman's Theme Remixname: Too Hot For Heatman Comments: Made this one during my vacation on the coast. Brought my laptop and this is the result. / Best Wishes Sebastian
  7. Recording quality is bad, but the arrangement/performance is decently executed. Picks up later on, at least. - LT * Remixer name: Man_of_Curry * Real name: Conner VanderBeek * Email: Paahthepancake@hotmail.com * Game of remix: Sonic the Hedgehog 2 * Name of song: (I don't know, but it's the final boss song.) * Additional information: The game is for the Sega Genesis! * Link to ost: Zophar's Domain? * Comments: This is my first official remix, so don't be light on me. I'm 13, so if accepted, I MIGHT be the youngest remixer on the site. I've been taking piano since February of 2000. The method of recording was using a red box (a Fostex Digital Multitracker MR-8 aka a red box). The inspiration was... I don't know. The first major theme with the octaves in the left hand just happened and the rest was through some remixes on the site (such as JigginJonT's remix of Big Blue) and my own personal style. I've been composing for a while, so remixing was close enough to composing. The sound quality I hope is acceptable, as we didn't record in a studio; we recorded with a red box at my house. Enjoy. ------------------------------------------------------ http://project2612.org/download.php?id=37 - "Final Boss" So yeah, the recording is awful. Lots of hiss, clicks, pops, and artifacts to be found. Yeah, pretty bad. Now that that's been established... The performance at the very beginning was VERY rough. As the track moved on, things got noticeably more fluid, although you simply need more practice playing the piece for a smoother performance, as things sounded rough the whole way through. JJT and zircon would have more specific tips in terms of refining your technique. Though the arrangement gets a bit repetitive, a top-flight player could further embellish upon this and get this arrangement passed. At your current skill level however, Conner, it's just not happening, and that's not taking into account the production as well. NO
  8. link (best i could do): --Remixer Details-- Remixer Name: NocturneDeMorte Real Name: Thomas Stiegler Email: UserID: 47318 --Remix Details-- Game: Chrono Trigger Name of Song: The Day the World Revived --Comments-- Song written in FL Studio 5 using: -A couple of drum samples for the hiphop style beat and the marching snare -Vanguard for the deep bass pad -Zeta+ for the muffled supersaw synth -Piano Soundfont for the piano (duh) -Edirol Orchestral for the strings and the orchestra percussion. -Rain Effect
  9. Shadow at the Falls http://burns212.googlepages.com/Mega_Man_III_Shadow_at_the_Falls_OC_ReMix.mp3 (It's GooglePages... no need to remove the link) This is a house/breakbeat (what else?) rendition of Shadow Man's stage from Mega Man III for the GameBoy (The GameBoy version included 4 levels from MM3 for the NES and 4 levels from MM4 for the NES). This has been a long time coming, and I am glad it is finished because I am sick of it Here is the gbs file: http://www.zophar.net/gbs/megaman3.zip Tracks covered: 3: Shadow Man's stage 24: password theme (short) 23: title theme (short) I know everybody knows this song from the NES version, but I've only played the GB version. The songs are virtually the same, but there are a few minor differences. Also, I modeled one of the synths to sound like the GB lead. You guys decide which game to put it under (if you pass it, that is). remixer info: real name / remixer name: Patrick Burns email: userid: 21406 (I just copied that # at the end of my profile url) website: burns212.googlepages.com ^ Check out my Revisiting the Ruins WIP (my resub of sorts for Raindance in the Ruins). I'll be sending it in about 3 weeks from now I guess. -Patrick Burns PS I'd be more than willing to adjust any of the levels if it be desired. ---------------------------------------------------- http://www.zophar.net/gbs/megaman3.zip - Tracks 3 ("Shadow Man Stage"), 24 ("Pass Word") & 23 ("Title") As far as I'm concerned, you were inspired by the Game Boy version, thereby the GB version would be the credited game. Opening is rather flat, but the bubbly synth at :08 has some spice. Nice effect fading in at :14 and :22 before the arrangement kicked in. I'm rather skeptical on using the Game Boy-style lead; makes the melody seem rip-ish, but it's alright. Good bassline though and nice supporting instrumentation, though a lot of the rhythms on everything seem completely cribbed from the original (like the more belltone-ish part from :39-:55). Chorus at :59 was pretty lame for a few seconds with just those weak claps proving the background. That thin/flimsy stuff won't do. Even trying to layer them from 1:07-1:15 didn't prove to be enough; gotta beef it up. New iteration of the melody with some different synths to change up the flavor at 1:28; FL, eh? Reminds me of DarkeSword's "The Father of All". Percussion was a little on the thin side, though reasonably well-produced. IMO, poor segue into the "Pass Word" theme from 2:19-2:35; the theme somehow manages to sound completely out of place within the rest of the composition. It's also a little disappointing on the arrangement side to hear you basically 1-for-1 that source tune, except now with a bassline added. Percussion also lacks energy, particularly the snare tone. "Title" theme was woven much more seamlessly and creatively into the arrangement at 2:35. Nice job gradually fading out the supporting instrumentation from to 2:54 to 3:07. "Title" theme was referenced again at 3:08, but the lead synth seemed to be carrying too much of the sonic space without enough support in the background, leaving 3:08-3:47 feeling very vacant. Pause at 3:38 probably didn't have to drop all the way out. Lead synths for the last section sounded a bit flat, and the percussion needed to be stronger than those claps. Ending at 4:13 was too simple (and dry; at least use some light delay during the fade for a bit better resolution to the piece). The attempt to personalize the arrangement approach was clearly there, but the execution could have been stronger. Ultimately, I think you played the arrangement too straight for this genre adaptation. With the melody and countermelodic source elements used conservatively, the expansionist writing here generally wasn't filling out the space sonically enough or creatively enough to compensate; gotta flesh the sounds out more and realize the potential energy here. Everything on the arrangement and production side could be developed a bit more, but this was a good start bro. NO (resubmit)
  10. This is a cover of "Dead Beat" from the Castlevania 3 project I'm working on. It's the first song I've done in awhile that's short enough to submit! Thanks, Chris
  11. Mixer Name: EccoBlackfin Real Name: Timothy Masters E-mail: moonblade777@gmail.com No forum ID ~ReMix Info~ Game Name: Kirby 64-The Crystal Shards Original Title: Ruins Game Info: The composers were Jun Ishikawa and Hirokazu Ando. I'm not exactly sure which one made this song, but Jun's name is in the ID3v2 tag of the song so I used him as the composer. Original soundtrack link: Original song link: Remix link: Comments: I used to listen to this song frequently on console, leaving it on overnight at times. I found it as a MIDI someplace, and basically thought, "Hmm, how hard could it be to make a real and decent version of this song?" Intending at first to give it an 'underwater' feel, I recently found that what you originally intend on doing and what the finished product is are usually quite different. After 13 1/2 months(first time actually making a full song), this is what I created, and I'm rather proud of it. Enjoy! ----------------------------------------------------- So you've managed to give the original more of an underwater feel; that's certainly good, but where's the rest? The arrangement's basically a genre adaptation that's just as repetitive as the original. Right down to adapting the supporting instrumentation; there's nothing unique about adapting all of the parts nearly verbatim to another genre. Some pads came in at :58, and that was about the only (subtle) change in dynamics the whole way. No big deal, but the fadeout at the end didn't actually fade out, leaving the track to cut out abruptly at 3:32. Interpretation and variation, plz. The source tune submitted as an OC ReMix wouldn't pass. Using the same formula in a conservative arrangement wouldn't fare any differently. I may seem harsh here, but that's just holding up the track to the standards. Nothing wrong with taking those initial baby steps, but now you gotta get more creative on the arrangement side. Sorry, bro; better luck next sub though. NO
  12. Hello. Kriko here! Here's one of my latest recordings. It's from the game Transport Tycoon. Since I play the piano, I've always loved this tune, so I put together a little recording of it. Remixers name: Kriko Game remixed: Transport Tycoon Link: (Rapidshare) ----------------------------------------------------- http://users.tt-forums.net/jfs/14-sawyers-tune.mp3 - 14 "Sawyer's Tune" Didn't even name the track anything different from the source tune. Always a bad sign. Firstly, the bitrate's too big... If the track's actually played, it's likely played out on MIDI keyboard but without the tedious refinement of hand-editing the notes for the performance to sound more organic. Along with the piano, the drumkit was really thin as well, leaving the soundscape pretty sparse, relatively speaking. A lot of the elements here could have been beefed up and further humanized for a much livelier sound. But onto the more important part, the arrangement... Read it, learn it, love it. The piece is a little expanded with some new parts, but that's about it, and it definitely doesn't constitute meaningful interpretation. NO Override
  13. Please include the following links if/when this gets to the Judges' Panel forum (so everyone can have a listen ) Song download link: http://rapidshare.de/files/27229661/Legend_of_Legaia_At_World_s_Rim_OC_ReMix.mp3.html Song stream link: http://media.putfile.com/Legend-of-Legaia-At-Worlds-Rim-OC-Remix Title of song: Legend of Legaia At World's Rim OC ReMix Game remixed: Legend of Legaia Songs remixed: 'Conkram' and 'Rim Elm' Composer: Michiru Ohshima System: Playstation Original soundtrack link (zophar): http://www.zophar.net/psf/LoL_psf.rar Remixed song links (vgmusic): Conkram and Rim Elm Year published: 1998 This song was heavily inspired by the "Pirates of the Caribbean" soundtracks, especially the first. I had always wanted to remix Legend of Legaia (considering the huge esteem I hold for it), and I decided this was as good a time as any to do it. The title is a play both on the suspected title of the third PotC movie, "At World's End", as well as the source tune 'Rim Elm'. The song itself narrates a ship's (and her crew's) journey from the relative comfort of charted waters, then an unexpected passage through strange terrain to a mystical forest-type land inhabited by natives. It continues on its way, eventually meeting with some tribal resistance, more and more frantic, until some strange force seems to overtake the crew and the song comes to an end, reality fading, the vessel no longer in this world. Sorta cheesy, I know, but whatev. Admittedly, a lot of the song is original material, but it's almost all based around the source tunes. Here's a more detailed breakdown of the arrangement, so you don't have to dig through the 5:00 of music a dozen times to figure it out. 0:00-0:22 - the five-note-at-a-time piano portion of 'Conkram' makes up the melody here 0:23-0:45 - the main melody of 'Conkram' is used 0:46-0:57 - the third portion of 'Conkram' comes in 0:58-1:08 - the last three notes of the original five-note-at-a-time portion are extended and played 1:09-1:31 - the same three-note motif continues 1:32-2:28 - almost all original material, though the viola stabs were inspired by the brass underpinning of 'Rim Elm' (revamped, yes, but it's still true) 2:29-3:13 - mostly original material, but the harp line from 'Rim Elm' plays throughout 3:14-3:55 - the main melody of 'Rim Elm' dominates 3:56-4:14 - original material 4:15-4:27 - the harp line from 'Rim Elm' reenters, double-time 4:28-4:47 - the brass portion of 'Rim Elm' is introduced by the low strings, slightly altered 4:48-5:00 - again, original material/ending A lot of the time I see critiques on the panel for not enough interpretation, but I hope you think I haven't given you too much. I guess I should just let the song speak for itself, eh? Hope you enjoy. ~.C.S.~ ---------------------------------------------------- http://www.tzone.org/~llin/psf/packs2/LoL_psf.rar - 041 "Juno's Funeral" & 016 "Rim Elm" Cool soundtrack; should have looked more heavily into it the last time I judged from it. Thanks for the source breakdown, although the originals (IMO) are memorable enough (yay!) where I didn't have much trouble picking up the connections. Ooooh, opening is REALLY rigidly sequenced and doesn't flow smoothly at all. Same with the strings brought in at :26 as well. Good idea layering the woodwind and string, although everything sounds rather inadvertently dry; the space is filled up moderately well, but the background definitely feels empty most of the way through. So yeah, the sample articulation is pretty bad, and the track needs more meat on the existing sounds as well as the addition of something in the back to pad out the piece. Drums from 1:30-2:10 repeated for way too long; probably wouldn't have been a problem if the track had been full enough to keep me from focusing on them. Decent transition at 2:29 into "Rim's End," though the string movements were exposed too many times. I hate to cut the eval short, because the arrangement is fairly interesting and thorough, and is creatively strong enough. But the soundfield feels relatively dry, the sequencing is really inhuman and jerky for the most part, and things don't sound organic at all (the sounds or the performance, the latter being more important). Some instrumentation, like the brass and percussion, sounds markedly better than others, like all of the strings and the female vox. I'm glad, Andrew, that this isn't a case where a creatively bankrupt track has great sounds and an excellent performance. But you've really gotta hone in on these issues, get all the feedback and advice you can from the forums, and use your spare time to bolster your execution. Hope some other Js have more specific suggestions they can offer your way. NO (resubmit)
  14. "Casting Out Demons" - Your ReMixer name: nepsus Your email address: nepsusocremix@aol.com Name of game(s) ReMixed: Demon's Crest Name of individual song(s) ReMixed: "Beyond The Colosseum," "Memorial Of The Fallen Ones," "Dance Of The Snowy Barrens" Link to the original soundtrack: http://www.zophar.net/zsnes/spc/dcrest.rar Comments: I liked the soundtrack to this game a whole lot more than the game itself. The main melody always impressed me as being perfect for a 6/8 metal tune, but it took forever to work up the resolve to actually attempt it. I hope I did it justice here. -------------------------------------------------- http://snesmusic.org/v2/download.php?spcNow=dc - "Beyond the Colosseum" (dc-06.spc), "Memorial of the Fallen Ones" (dc-24.spc) & "Dance of the Snowy Barrens" (dc-16.spc) "Memorial of the Fallen Ones" is basically the same as "Beyond the Colosseum" for whatever it's worth. Cool soundtrack; need to check out more of that Ghosts'n Goblins series stuff anyway. Interesting piano intro, somewhat liberally inspired from "Beyond the Colosseum". Synth from :17-:33 is really rigidly sequenced. Same with the piano, but there's some decent attention paid to velocities. Nice combination of the piano and harpsichord for a very beautiful texture. Some light strings faded in and hovered in the background to help pad the track out. The atmosphere seemed slightly muddy, but was certainly fine. That odd synth returned from 1:08-1:26, but you needed something to sounds more organic and realistically performed. Serviceable transition to the rock section at 1:26, but the synth guitar parts in here had awful tone and were rigidly sequenced. The sounds also kind of bled into each other, though that wasn't a significant hit; possibly a bit heavy in the midrange, but the others would know better. Connection to the source material after 1:28 felt a bit liberal and tenuous, but perhaps someone else will make a better connection. Guitar synths at 2:48 were really flat; rather a shame about the sample quality and production, as the arrangement seems fairly creative. Bad transition back to the intro section initially repeated verbatim with the piano at 3:34. Sounded more like the beginning of the track had merely crossfaded into the (seeming) ending. At least you changed up the instrumentation of the melody and had the string pad out the background, but I'd change the tone of the piano as well to really create a different feel for that ending. Promising arrangement, but too rough in the execution. Work on making some of the transitions smoother. I'd research like a madman to find more serviceable guitar synths, and use the ReMixing forums to see what you can do to bring out a more realistic sound to synth guitar in both tone and sequencing/performance. I realize it's tough, but a stronger result is definitely possible. NO
  15. Hi, a friend told me about your website some weeks ago. Maybe you like my first remix. It's completely orchestral. ReMixer name: Terraprisma real name: Klaus Büttner email address: terraprisma@larmetal.de website: http://www.terraprisma.info.ms user id: (I don't know how to find out, but I am registered) Name of game remixed: Metal Gear Solid 2 Name of song remixed: Metal Gear Solid Main Theme Name of the remix: Emma's Last Breath Comment: I don't think it's too long. I don't wanna cut it. Thank you very much and have a nice day, Klaus -------------------------------------------------- Metal Gear Solid 2 OST - 01 "Metal Gear Solid Main Theme (MGS2 Version)" Heh. No one says you have to cut the length on this, but at least go for a VBR encoding to maximize the quality of the sound. Opens up with some rather dry, rigidly-timed woodwinds, though the strings and percussion sounded a bit better. Didn't make a any connection to the source during the first part (the first 1:36) of the intro, but there's lots of leeway for originality in a nearly 8-minute track. Anyway, things were going on decently, then some very fake and exposed cymbals came in at 1:59. Moving over into the next section at 2:22 was a jarring quality disparity. Everything sounded admirable, but very synthetic and roughly sequenced. The familiar MGS theme finally came in at 2:56 panned VERY hard right and sounding way too far away, before switching off to some stuff panned hard left at 3:07; glad that idea didn't stick around long, because it wasn't pulled off well. Instrumentation/atmosphere was still rather thin, but the quality picked up a little bit better at 3:18. That piano at 3:40 though sounded too rigidly sequenced, and the string samples first at 3:59 at were super-dry and fake-sounding (moreso at 4:35 when you placed all the focus on them). That familiar part of the source at 4:51-4:58 (and again at 5:56-6:04) just sounded weak; I hate how the instruments decayed so unrealistically quickly. Rest of the track basically continues in a similar vein. There's decent enough arrangement and obviously the effort put into having the piece develop, but the execution is really spotty. At its best, the sounds were used half-decently, but at its lower points the track sounded very fake. You definitely need more work at producing the best work possible with these samples. The ReMixing forum can help you along those lines, before you post stuff into the Works forum to get feedback before submitting to the site in the future. NO
  16. Terribly sorry about it being an attatchment, but I hope it will be worth the wait. Enclosed is a Remix of the wonderful Tifa theme from Final Fantasy VII (I know, GASP, how original!). It stays pretty true to style and sound, but I love the way it is. This all was recorded with three things: A Fantom-S 61, Cakewalk Sonar Producer 3, and my bare hands. I'm proud of her, so please, not too harsh, eh? Here's my stats: ReMixer: Austin Allen Real Name: Austin Allen Email: turtlecagerecords@gmail.com Website: erm... www.myspace.com/allenbros Mix Info: Mix Title: A Song For the Love-Torn Fighter Game: Final Fantasy VII Song: Tifa's Theme Comments: This is my first submitted ReMix here on OCReMix. Not to say that it is my first ever made, but my first I've considered good enough to be submitted here. It's a pretty true-to-self rendition of the original Tifa Theme, but with just a little more heart than was originally put in I like to think. Nothing too fancy, but definatly not dull. This is one song I just felt that didn't have enough ReMixes; It's a gorgeous, wonderful ode to the woman who just so happens to kick a ton of shit out of baddies. --------------------------------------------- http://www.tzone.org/~llin/psf/packs2/FF7_psf.rar - 105 "Tifa's Theme" Thematically, this is way too similar to the original, only given lighter/more genteel instrumentation, instrumentation which itself also felt very similar to the FF7 version. It sounds better than the original, sure, but the arrangement (like your letter alluded to) isn't interpretive in the least. I look forward to hearing you submit something with more compositional and instrumental interpretation. Not getting the full agreement on a NO Override, but you still deserve the block o' text from the... NO
  17. Hi, Here is a new submissal for you guys, ive tried very hard to equialize my tracks a bit better, i hope i landed it this time. Ok now before you auto-reject this all vocals are outside of copyright and are within your submissal guidelines. Remix Title: Tetris Acid Dreams Reborn Original: Tetris Main Theme (Theme A i think) Genré: Original Neon (Uber breakbeat D&
  18. Remixer Name: DJ SymBiotiX Real Name: Fernando Chorney E-mail: djsbx@hotmail.com Website: http://www.djsbx.com User ID: I believe its 42156 Game Remixed: Dance Dance Revolution -Max- 6th Mix Song Remixed: Max 300 Info: It was made by Naoki Maeda under the Omega psudonym. He created it as a new "boss" song for the 6th mix of Dance Dance Revolution. Link to the original: http://www.djsbx.com/othermusic/MAX%20300.mp3 Link to the remix: http://www.djsbx.com/musics/Max%20300%20-Glitch%20Mix-.mp3 (Could you keep the link to my remix in the judging page?) Comments: Well, after my last attempt at remixing a DDR song for OC ReMix, I decided to go in to a different direction and do something that has never been done before. I believe that my remix of Max 300, is one of the most original remixes of it out there. I took the original, slowed it down and created a glitchyish version of Max 300. I of course use some melodies from the original max 300, but most of the rest is original stuff, giving this remix a completely different sound than usual max 300 remixes. Enjoy!
  19. [Contact info] Remixer name: chan-chan Real name: JC E-mail: JC8701@aol.com [Remix info] Game: Street Fighter 2 The song: Chun-Li's theme Link to the remix: (I uploaded it to a host where you can stream the song and or download it) Comments: I originally intended to do Magneto's theme from X-Men VS Street Fighter, but it gradually materialized into Chun-Li's theme. I did the drums first and then the main melody. The NES style synth actually happened by accident. I intended to have a Koto, but I came across this synth and liked the NES vibe it had. I'm glad I didn't go for the Koto as it's a predictable and obvious instrument to have for a Chun-Li theme. ----------------------------------------------------- http://snesmusic.org/v2/download.php?spcNow=sf2 - "Chun-Li Stage" (sf2-10.spc) I love it. Beats repeat too much, and the sounds aren't complex, but I'm feeling the groove bias and the writing of the beats is still excellent. They're creative enough where the repetition doesn't ruin the track. Too bad the treatment of the melody is relatively conservative. Despite the beats never changing, the piece actually develops well and has some interpretation there. I love how all of the synths and pads work alongside the melody, rather than sounding like you pasted the Chun-Li theme on top of a wholly original piece. Good harmonization of the theme from 1:15-1:35 with that bubblier synth fading in. While the original ideas here are nice (love that bassline first used at 1:11 and the glassy stuff at 2:07), the Chun-Li theme could be developed and interpreted more substantially. The production is also fairly fine but could be improved with some minor touches. The beats dominate over the track without ruining it, but the melodic content could still stand to be a bit louder without completely upsetting the balance. The glassy stuff starting at 2:07 should get louder at some point, either at 2:07 or 4 bars later at 2:23 to provide some contrast. It's so low, I feel like it can't be appreciated as much. But really all those are minor suggestions that don't impact the vote strongly. If you can figure out ways to further use (and more importantly rearrange/interpret) the Chun-Li theme and then integrate it into the track, I'd be a solid YES on this. Groovilicious shit so far, JC. I'm definitely keeping this. NO (refine/resubmit)
  20. Hello! This is one of my two tracks in "Project Chaos", the Sonic 3 & Knuckles arrangement project. I included both songs in this mail for your convenience. I would like to share some info on the two songs that maybe can be posted when they get released. These are writeups for Project Chaos, anyways, i thought id share them in case there are any use for them... Robotnik Radio: As Project Chaos was closing to be finished, it turned out that boss 2 was free and i was nearing the end of iMushroom, so i said, hey i'll give it a try. Unfortunately i accidentally began working on boss 1 (s3&k) instead! But i made a pretty nice WIP anyway because i was in the zone. The intro is a little garage-jazz style, but after about one minute, the beat comes in. If you're observant you'll hear a number of samples from the Sonic games. Some people have complained about not recognizing the source, but all i really did was replace and restyle the chord progression to something more spicy. Special thanx to; Binster, Dryer Lint, Azar and Sindra for helpful feedback. Best regards// Steve Remixer name: GaMeBoX Real Name: Steve Olofsson Email: djdolber@gmail.com Game remixed: Sonic 3 & Knuckles Songs remixed: "Boss 1" (S&K version) Name of remix: Robotnik Radio
  21. Hello! This is one of my two tracks in "Project Chaos", the Sonic 3 & Knuckles arrangement project. I included both songs in this mail for your convenience. I would like to share some info on the two songs that maybe can be posted when they get released. These are writeups for Project Chaos, anyways, i thought id share them in case there are any use for them... iMushroom: This is a solo-heavy song with a nice funky feeling. I started working on the song over one and a half year ago, so youll notice the song evolves technically as it progresses through time. There are some really cool stuff that were cut off. One of those was a rippin synth/guitar solo, but it ended up sounding too much like castlevania so... Heavy creds to my brother (chillalot), who helped me funk up the last section's drums! I also would like to thank everybody that commented on this song through the long creation-time; Ichitootah, Dryer Lint, Binster, voh, link12584, unrheeyl, vilecat and Antipode. Best regards// Steve Remixer name: GaMeBoX Real Name: Steve Olofsson Email: djdolber@gmail.com Game remixed: Sonic 3 & Knuckles Songs remixed: "Mushroom Hill", "Knuckles theme" Name of remix: iMushroom LINK
  22. vapor_trails (Hotmail doesnt have a font colour option) Charlie rabid_demon@hotmail.com - 29e22071906731p07 ( I believe it is) Legend of Zelda 64 Majora's Mask Ending Theme Koji Kondo is the composer and its for N64 This song is what is played after you complete the game. At the end of the game, a title screen appears that says "Dawn of a New Day" and i thought I'd use that text for this song as it seemed appropriate. I played the game and thought this song needed orchestrated music at the beginning instead of the singing Zora.
  23. Greetings, I have completed a remix for your review (128kbps MP3): REMIXER NAME: bonfire REAL NAME: John Fuego EMAIL: fuego96@hutchcity.com (or the one above) WEBSITE: http://www.acidplanet.com/fuego96 USERID: 47018 NAME OF GAME REMIXED: Silent Hill 2 NAME OF THE INDIVIDUAL SONGS REMIXED This "Collage Mix" fuses three main songs from Silent Hill 2, namely "Apartment Background Music 014" (aka the SH movie theme song), "Hotel Background Music 009" which is heard after James Sunderland finishes viewing "The Video Tape" and last but not least, "A Letter From The Dead" (heard right at the start of the game after James exits the public toilet). All of which were originally composed by Akira Yamaoka (sound designer and music composer of all Silent Hill game series) COMMENTS ABOUT THE MIX This was originally just self indulgence. However, since everything from piano, drums, the over-compression etc. was recreated from scratch, played live and/or transcribed by ear -- absolutely no MIDI files from external sources were used. The melodies rearranged according to my style and although this remix had gone through several iterations which sounded fairly sophisticated, but the tough thing about keeping it "Silent Hill" was making it sound (and feel) exactly the opposite. So, a minimalistic, moody and solemn approach was used so as not to deviate (too much) from the original spirit -- by adding a big load of "new and original" melodies (just wouldn't be right). It is not to say that there aren't any newly composed melodies. There are, but done in a way that hopefully blend in well with the original. Percussive elements such as drums were sliced, diced, bit-destroyed and treated to sound muddy and low-bitrate'ish. This was mainly inspired by Akira's (also muddy) effects treatment toward drumlines. Sound effects were pulled directly from the Silent Hill 2 game to (hopefully) form a virtual collage in the listeners mind as they listen to the mix. Let me know if there are problems with my submission or downloading the mix. Best Regards, John Fuego ----------------------------------------------------- Sorry for not being familiar with Silent Hill 2's soundtrack, but when a soundtrack is not readily available in some form, with consistent tracknames no less, the onus is on you to connect us to the source material. Looking at both the official CD and an unofficial game rip with 75 tracks, I don't see any sources with the names you gave, and I'm not going to bother looking. If the arrangement is out of whack, hopefully someone else will recognize. Decent piano intro, though I dunno why it's panned so heavily into the right channel. Beats at :35 were really simplistic and boring. The track's atmosphere doesn't seem too empty only because the poor encoding adds a lot of hiss and artifacts here. String joins in at 1:10 for some cool counterpoint. Piano kept riffing from 1:25-1:59 with some cheesily-added SFX in there, before the beats changed up a bit and the piano and string duet again. Moved over into just the piano with some cooler thicker effects from 2:24-2:47, before going back into the piano + beats formula. Really not feeling how these beats aren't gelling with the rest of the instrumentation. Ultimately, you've got some decent ideas on riffing on the source with the piano, but don't explore the theme enough or interpret it as substantially as you could have. Most of the energy level is stuck in one place with the "piano and/or strings + beats formula", and the fact that the sound quality is so poor and that the textures don't click together did nothing to help. Not bad for a beginner, but you really need to work on dynamics, production, and textures. NO
  24. Remixer Name: DrumUltimA Real Name: Doug Perry Email Address: DrumUltimA@comcast.net Website: http://www.peabodypercussion.com (my personal site is offline) Forums userid: 5728 Game Remixed: Cave Story Individual Songs Remixed: Moonsong, Balcony Game information: Cave Story (or Dokutsu Monogatari) was a freeware game for PC (and/or Mac, but it was made for PC first) entirely created by Daisuke Amaya, or as he goes by, Pixel. He started Studio Pixel, and used it to demonstrate his game projects. Pixel did not collaborate with ANYBODY. He single handedly programmed the game, drew the graphics, wrote the plot, wrote the music, and programmed the format of the music. Original Soundtrack: http://doukutsu.rdy.jp/stored/up0031.zip Comments: Hey guys, thanks for considering this one. This is my first submission to OCR! At least, I think. I'm hoping you never got the MIDI type thing I sent years ago ;D This remix was my first project in sonar (or any digital music program) ever. I'm gonna try to refrain from saying too much about it to keep this from turning into an interview piece (i.e. a piece that sounds better while the composer/arranger is talking about it). When I got to the part of the game where Moonsong was playing, I was totally blown away by the level of atmosphere I was faced with. I suppose this would happen when every aspect of the game is coming from the same mind. So I really wanted to make something with it. The synth sounds were chosen really to keep rooted in the original, while the rest of the arrangement is what the themes presented in the original meant to me. Balcony came into play kind of as a fluke, but I kept the idea because in Cave Story, Balcony and Moonsong are the only two songs that play when you are outside. The arrangement is based really on what the melodic and harmonic themes mean to me. There's not much more to say other than that. The other thing I like about this is how the gradual crescendo of the peice itself is kind of representitive of how much I learned while making this. It was a blast There are a bunch of other outside influences that I draw upon as well, I'll leave you to recognize them if you do ;D Oh yeah, there's some live playing in this as well. Flute is performed by myself, violin and viola are performed by my mother. If you feel that her performance in this is enough to qualify her as an additional remixer, please cite her as "MomUltimA". If not, then don't worry about it! Here is the link: Oh, one last thing! If you choose to reject this, please keep the link posted. Thanks a bunch for considering this one. See you all around -Doug "DrumUltimA'' Perry
  25. Hi attached is remix I have done of Mario 64 of the hazy maze cave level. The remix is a headphone mix (so hopefully not too muddy, headphones is all I have) I got the urg to remix this track when I first got the software trilogy (made by spectrasonics) a lovely bass programme and the sound of the bass was so good I found myself playing the mario underground theme, and thought yeah a remix would be great and got to work, I spent about 8 hours on it well hope you enjoy all the best Mike
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