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Liontamer

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Everything posted by Liontamer

  1. http://snesmusic.org/spcsets/yoshi.rsn - "Castle & Fortress" (yi-10.spc) Been a little while since I closed a vote. Nice change of pace. Ironically just talked with Bev about this piece being on the panel last night. Heard this as part of PRC48, but otherwise hadn't analyzed it. First thing I'm hit with is some nice volume. Swirly pad action going on at :32 that I'm also liking. Tracks lacks clarity from the get-go, so I disagree on the production being solid. Everything sounds muffly and indistinct. Sounds way better on my laptop speakers than my headphones, but on my headphones it's a huge problem. Cool break at :57 with the vox SFX. Really feeling the beats coming in at 1:11 to add some power and drive to the track. You simply mentally remove the reverb here though, and I gotta agree with the others that the texture is lacking. Weird, I'm liking this a lot more than the others, at least on paper, though I'm still put off by the lack of clarity and separation of the sounds. Too dull and muddy. I think you can clean it up and still retain a powerful sound. "Chekan Winter" did a better job on that level. I like the vox at 2:51, but it needs to cut through more. Sounds like Bev given some processing, but I honestly have no idea what it is. Anyway, the woodwind lead handling the source tune arrangement is absolutely buried in the other sounds and doesn't stand out in any way, so that needs to be fixed. Overall, whether it's vox or woodwind, the source melody has a very hard time taking its rightful place in the foreground, so clarity and sound balance both need to be worked on. By 4:03, the track starts dragging. The groove is decent, but variation in the style or beat patterns at some point is necessary to keep things interesting. Like Gray said, for a mix this long, it's pretty weak to just retread the past ideas for such a lengthy period of time without more overt development and evolution. Good stuff in place so far, Bev & Jason, but it needs further work to pass. This one was groove-biasing me nicely though, so I hope you don't call this a done deal. NO (resubmit)
  2. http://www.zophar.net/gym/sor2.rar - "Expander" (StreetsOfRage2-19.gym) Larry judges in realtime: <Liontamer> 1:13 into this SoR2 mix, and still no source tune <Liontamer> 1:30 now <Liontamer> 1:45 <Liontamer> getting dangerous here <Liontamer> 2:00 <Liontamer> what the fuck is this, anyway? <Liontamer> 2:15, still nothing <Liontamer> 2:30 <Liontamer> I'm serious <Liontamer> kind of alluding to something now <Liontamer> 3:00, still nothing overt <Liontamer> hahaha, wtf <Liontamer> 3:15 <Liontamer> I haven't heard shit from Expander yet <Liontamer> 3:30 <Liontamer> hahaha; 3:41, finally something I recognize, but he still hasn't used the melody <Liontamer> 4:00 <Liontamer> This is like remixing a track on fumes <Liontamer> Nothing even remotely Streets of Rage about this <Liontamer> 4:45 <Liontamer> ROFL; a change up at 5:03, about 7 years too late <Liontamer> Doesn't help that I played this game a lot growing up <Liontamer> Very disappointing <Liontamer> NO NO Override
  3. http://www.doom2.net/~doomdepot/music/doom%201%20&%202%20midis.zip - Story Music.mid Thanks a lot to Chris for providing the source MP3, as the source MIDI I was stuck with sounds kinda Yiddish. Especially at 1:23 when things start harmonizing. Wonder why that is? Maybe I'm the only one who feels that way. Cool intro, with the harpsichord though it all sounds kind of lo-fi. Melody coming in at :19 is big on the low frequencies and really buzzy. It's really hard to hear the piano in there proving some embellishments. Pretty much a cover with some organ in there until :58 brings in some industrial sounds. Track still sounds really crunchy and cluttered, as if the bitrate were a lot lower. Brief break from 1:52-2:19 before another iteration of the melody in a higher key. Just a mess of sounds cluttering and distorting together. I can see why Sean isn't co-credited, as it's hard to distinguish his work amongst all of the other sounds. Some synth solo action from 3:03-3:37 was a welcome change of pace and featured some additional creative arrangement ideas. The arrangement is cover-ish per Chris's style, but features enough nuanced additions and alterations to pass with no issues. More power to you for this passing, as I'm sure the production choices here are purposeful and other Js are certainly feeling it, but things just sound lo-fi like this was a 64kbps MP3 and terribly unbalanced to me. NO (resubmit)
  4. http://exotica.fix.no/tunes/archive/C64Music/Cooksey_Mark/Paperboy.sid - Subtune 2/5 Played this on VGF63, but haven't had a chance to critically take a look at it. Ooh, some tense strings to open things. Ha, some cheesy robovoice to open things up. Can't understand a word it's saying. Oh shizzle, there's Navid coming in at :30. So I remember him asking me about the track, and I'm all like "WHERE"S THE BASSLINE?" The project file for this borked, so it wasn't a possibility, but this could have been infinitely pimper. In any case, good bell/percussion stuff at 1:30. Tempo fuckery at 2:00 before some new beats at 2:06. SFX-based breakdown from 2:36-2:46. Where's the source usage admist all that. Anyway, back to the same beats from the first part at 2:46. Where's the variation? The Dead Guys' "Peaperboyah" did a better job using all the parts of the source tune. I'm disappointed you couldn't think of some way to use :46-1:06 or 1:06-1:25 of the source tune anywhere in the entire track as a breakdown or anything like that. I like the lyrics though they make no sense (!) and should sit a bit better with the music. The delivery is fairly good, with the flow occasionally (but only very briefly) being not quite smooth, and the production is pretty nice. After 2:45, I felt like you could have done something to change up the beats rather than retreading them and then using the robovoice stuff too much, IMO. If you had varied the feel a little bit, I'd be more down. Project file may be broken, but I can't quite YES in good conscience, because, aside from the lyrics, it feels like you took 2 minutes worth of ideas and used them for 4 1/2 minutes. Rap mix or not, the repetition detracted from the level of source tune arrangement I felt was needed. Looks to be able to pass, so I don't have any qualms going NO-borderline. No issues with it passing, by the way. Best of luck with the rest of the vote, Navid.
  5. http://www.zophar.net/nsf/metroid.zip - Track 5 ("Kraid") First off, I wanna sincerely complement you for altering the rhythms of the source material. Very groovy and funky and whatnot; I really enjoyed it. Wing pretty much hit it though as to what evil browns like me say. The mix is just too empty. The breakdown at 1:21 was a decent idea, but there was still not much going on, even after the beats came back in at 1:35. NES-style use of the melody at 1:50 was a decent change of pace, but a fairly simple case of swapping out another sound rather than continuing any innovative arrangement ideas. Nonetheless, I did like the way different sounds were used throughout the mix to at least provide some variety on that level, but see if you can involve some additional rearrangement ides for the Kraid melody. I'm down with what's in place so far. All of the sounds are too thin. Just gotta put some meat on the bones via more sounds or effects on the one you're already using. I hope some other Js give suggestions on that level. U so cold, Larry. NO (resubmit)
  6. http://www.tzone.org/~llin/psf/packs2/FFX_psf2.rar - 102 "In Zanarkand" Yeah, I agree with the Override. To note, the guy tried to alter some of the phrasing, and added some slight rhythmical alterations. So he tried to add some embellishments, and not only just swap instruments and add beats, but this was generally the original in new clothes and not substantially arranged. Very inferior to the source tune. Follow the guidelines.
  7. http://www.zophar.net/gym/SK+SONIC3.RAR - 19 Flying Battery Zone 2 Nothing bad about the arrangement at all. Lots of style, personal flair, and geetar kwakery keep things interpretive, even if the structure is pretty straightforward. I like how for each iteration you would play around with the melody in different ways. Awesome idea for that pad from :43-:57 to fill things out and change the feel of the track. Didn't like the idea of flat-out halting the music at :56 though, as it dropped whatever momentum you had, not to mention the drums being so simple when you started back up again. The drum writing is way too plain and unenergetic. There were some good spots, but overall it doesn't drive the track forward and enhance the guitar work at all. Make it way more creative. Decent solo from 1:37-1:49, though the electric guitar sounded rather exposed and dry. Needs more effects on it. Sweet idea for the piano close at 2:04 gradually ending with the fadeout. Pretty sweet. Rather short, and the basic structure/tempo could use more changes, but even for such a short track, it was getting things done on the arrangement. Not superlative, but good ideas nonetheless. The production was a weak spot. Not much in the way of higher frequencies, resulting in a very dulled and quiet sound. Work on production to achieve a cleaner sound, and sequence some more creative percussion. NO (resubmit)
  8. http://www.zophar.net/gbs/pokemonb.zip - Track 24 The sounds are generic, but aren't used poorly, but at the same time, I don't hear the original prominently except in the middle. The saw wave from :26-:33 and repeated several times over until :46 and again from 1:05-1:18 is from :02-:07 of the source. Anyway, while I heard that in there, the use of the melody from 1:37-2:02 was pretty minimal. There's still not enough source tune used in here. Just using that one motif from :02-:07 of the source for most of the track, and only briefly using the source melody. No dice in my book. I will say that the sound balance was excellent here; very well balanced, IMO. Can't help but agree with analoq's and especially TO's conclusions here. Sounds are basic, and the arrangement substance isn't there. NO
  9. Don't sub 3 tracks at once, bro. http://snesmusic.org/spcsets/unir.rsn - "Title" (unir-01.spc) Um...well, it's not often we get submissions from someone named after an American Vice-President (go learn something, kids). Anyway, Uniracers is acually pretty popular with many guitarists in the scene due to already sounding like a rock-style track, so to be honest I've heard way better remixes than this. Stuff from IronMix Challenge, for one. Immediately, you can hear the recording is poor quality. At :14, the cymbals are really loud, and they don't stop, with some gratuitous loud shots. Melody comes in at :38, but the guitar doesn't sounds clear at all vs. the other instruments. The sound balance is legitimately awful, so the production ruins what could otherwise be a decent performance. Sequenced drums just loop like nobody's business. Just a cover, no rearrangement whatsoever. NO
  10. http://snesmusic.org/spcsets/dkc.rsn - "Aquatic Ambiance" (dkc-08.spc) Sounds are all low quality/MIDI-grade. Basically the composition of the original with some weak beats added. Beats change at 2:33. SOme orginal notes at the very end from 4:15-4:17. Bravo. Not anything Overrideable IMO, as he tried to change the feel here, but this did nothing to creatively rearrange the original. Nothing but inferior to the original. NO
  11. http://www.tzone.org/~llin/psf/packs2/FFX_psf2.rar - 407 "Wandering Flames" The pads used in the intro sound like very default sounds, and the sequenced guitar at :12 sounds very stiff and mechanical. The beats brought in at :34 are downbeat, but very default-sounding and looped to no end. I like the little additions here at :57. The way the source tune was handled, you attempted to go the expansion route, though I wish you didn't basically replicate "Wandering Flames" and then add stuff on top, as I'm sure there are ways to even change the arrangement of that. I liked the use of the piano at 2:04 to remix 1:55-2:08 of the source tune. Decent ending. The pad layering throughout the track was decent, though the pads during the fadeout were very exposed for their low quality. The track is put together fairly decently, but the way the pads move doesn't quite sound smooth (hard to articulate, but the way the pads move in the original was smoother), and the guitar and piano both sound defaulty and mechanical, the guitar being much more negatively impactful to me. The beats are too plain-sounding and unprocessed, and I feel they don't blend in well with the track. Needs to sound less defaulty and given more attention to fine-tuning the sounds. As it stands, the samples in play are of an inferior quality to the original, and aren't used as well as they could be. Good stuff so far, Seth, but it really needs polish to make everything more cohesive. NO (resubmit)
  12. 5Y please, since the style is so unorthodox. Don't want anyone coming out of the woodwork late saying they would have NOed.
  13. Thanks a lot to K1 for providing the Genesis MIDIs. Personally, I could only identify the Dr. Grant and Map themes in here, but even just considering those two I felt there was enough arrangement to pass. I would appreciate some clarification mainly on where the Powerstation theme factors in. (2:10-2:36?) Didn't hear the Game Over theme anywhere either. In any case, the first sax squeak from :02-:04 initially made me think this was gonna be awful. The fact that it goes for a whole 1:10 before getting into the meat of the arrangement almost had me preemptively NO it, but I try not vote that way and kept on listening only to find some seriously sweet arrangement going on afterwards. I'd appreciate if other Js didn't impulsively vote. When the sax wasn't squeaking, I wasn't getting the Raptor vibe, but I'll readily admit the intro grew on me as I listened to it more. I'm not hailing it as the second coming on any level, as I don't mean to give this more credit than it deserves. It's not "bad", but frankly it's not that great. But it's a ballsy intro, and I really appreciate it on that level. While all of the sax notes didn't work with the intented Raptor imagery, I liked the concept there. Is the intro here inspired by or mimicking some sort of sequence in the game after you die? Anyway, once we got beyond 1:10, the arrangement really kicked in and it was pretty sweet, IMO. Much more coherent phrasing and structure, not to mention style. The atmosphere really did work much like an anime/film noir hybrid deal, so I was feeling that a lot. The orchestral sampling was done pretty effectively, IMO, and I really liked what I heard there. Butt [sic]...the recording/rendering sounds like crud. For a 160kbps track, it sure sounded like the bitrate was a lot lower. Tons of hiss everywhere, and no high-end frequencies to speak of. If you can fix it up, bro, you get a YES. If not, I gotta say that it's a NO-go. You really need to make sure not to drop this one; it's a great concept. NO (fix shoddy production, resubmit)
  14. The acronym the band uses for themselves is "NES4", as Neskvartetten means "NES Quartet". Smooth work by these bros as usual, you really can't go wrong with them. Glad to see this piece finally make its way to the site, and I'm always looking forward to more.
  15. http://www.snesmusic.org/spcsets/loz3.rsn - "Hyrule Castle" (loz3-14.spc) [:57-1:14, 2:13-2:42, 5:48-6:01] http://www.zophar.net/usf/lozusf.rar - 01 "Title Theme" (2:46-3:30) & 03 "Deku Tree" (4:02-4:35, 4:51-5:48) The Legend of Zelda: The Wind Waker OST - 103 "The Legendary Hero" (1:27-1:52) :00-:46 & 3:38-4:01? Just don't recognize which source tune those parts go to, even though I recognize them as being from Zelda material. I'd appreciate clarification on the source info listed above. Standing Man/FM/Zas, you really gotta pick one handle and stick with it! Played this one just a few days ago on VGF63. Heard it on account of round 3 of Splendid Performance this summer, and it was some nice work. You really did a great job of overhauling the concept here and letting things flow much more naturally here from source tune to source tune. I really can't listen to everything and give the detailed analysis of how all the source tunes were used, so forget that. Offhand, I felt the transition at 1:56 was too abrupt. And on little things, there's a light pop in the right channel at 5:03, a louder pop in the left at 5:16, and the ending abruptly cuts off at 6:01. :'-( That ending really needs a fix if it's posted. In any case, the way the samples were used was pretty strong; much more organic sounding than last time. Some occasional artificial-sounding spots, but nothing significantly impactful as to hurt the track. Beyond using your already strong samples much more effectively, there was just tons more thought and care put into fashioning the arrangement, which is where the real substance was. "Deku Tree" served well as the meat of the track, and I particularly liked your interpretation of the Ocarina of Time title theme. Good work as a whole, and I'm glad you weren't discouraged by the previous decision. An improvement literally by leaps and bounds over the older version, Mike! YES
  16. http://www.doom2.net/~doomdepot/music/doom%201%20&%202%20midis.zip - "E1M2 - Nuclear Plant" & "E3M3 - Pandemonium" Pretty much the same stuff going on here as last time around, re: the intro. Good sounds there. Stuff finally kicked in at :49. Still wish the original on bassline was more of the focal point, because its easy for it to get lost in there. Nonetheless, the production was a lot stronger. Seemed to be some dissonance going on after 2:04 with the way the synth lead, the supporting synth, and the strings were combining; didn't sound good. I did like the source melody being brought up so strongly at 2:11. VERY pimp sounding. Good transition at 2:34 into the next section, though I can totally hear how that one new supporting synth starting at 2:32 that was referencing "Pandemonium (E3M3)" was clashing notes with the other material. Percussion patterns never changed from 2:33-3:37. They work well, but could use some more slight timing variations on the beats, like TO also suggested. NICE section at 3:37, though that final ending at 4:00 was almost too "nice-sounding" and sweet to work as an appropriate ending. Just my opinion, but it didn't seem to fit the style. I agree with TO that there's a lot of good stuff going on here. Like I told you when I PMed you, David, I think this new version sounds WAY better. Very sharp/clear and possessing good power. The arrangement just needs a more direction & focus, the percussion patterns need more variation (but do it subtlely; it doesn't need an overhaul), the clashing notes need to be fixed, and the ending could resolve better (but it's not a major issue). EDIT: LOL! TO told me that the ending was actually a suggestion of his. The whole thing seemed dark and tense, then....flowers. I'd rather it didn't end like that, but I can chock it up to style. This one could definitely be the one, as long as you put a good deal of care into one last resubmission. I'd stress running any major revisions by some people to make sure you're addressing some of these issues. I wanna stress again that this was a MAJOR improvement and you're definitely going in the right direction. If you need to take some time off it before looking at it again, feel free. NO (definitely resubmit)
  17. http://exotica.fix.no/tunes/archive/C64Music/GAMES/A-F/Froehn.sid - Subtune 1/3 Meh. I hate that generic synth lead at :40. Nothing creative in the synth design. Is the track really supposed to sound this cluttered? Maybe it's just me, but I honestly wasn't hearing anything sounding well-balanced. Whoa, 1:20-1:31 was nothing but clutter, before going for another iteration of the melody. Some new stuff came in at 1:43. Heh, the cheesy chipmunk SFX at 1:54. Wow. Another iteration of the melody at 2:05 in a higher key. The clutter is just putting me way off. I'd like to thing there was a way to make something full-sounding and fast-paced without it sounding too smooshed together. The generic sounds and textures weren't helping either. It just prevents the track from sounding unique. Nice transition at 2:39-2:45 going back to the source melody. The melody came back for one last run at 2:45 for the finish. Wish more was going on with the melodic content beyond the speed-up and genre adaptation. A lot more could have been done with it. Too bad too, I've been looking for LMan to submit something for the longest time, but I don't think this is anywhere near his strongest work. Don't wanna take away from Max & Markus doing this fun collab, because what it has in energy and fun and all that, it's just lacking everywhere else. NO
  18. http://www.zophar.net/nsf/megaman2.zip - Tracks 22 (Ending) & 23 (Credits 1) Heh. Cool intro with the occasional SFX. Nice belltone-ish stuff at :18. Still waiting for the source tune after this extended intro. Here it was at :55 with the Ending theme. Source tune is rather low in volume at 1:13, the whole way through, but it's audible and my gripe's more on personal preference. Melody some liberal turns. At 1:33, I unfortunately don't recognize that as being from the game. Nice lo-fi transition at 1:58, though the sounds chosen were kind of thin. Nice work at 2:09 moving to a new section playing the Credits 1 theme on that pad along with that percussion. Still sounding rather sparse, but I'm slowly coming around to Wingless's asessment that there's enough going on. The banjo at 3:23 really wasn't my cup of tea, but it was a good idea to change up the flow. Decent stuff at 3:42 going for a sound that reminds me of COUCOU's Puzzle Bobble mix, "Silver Dragon's Bubbles." Good stuff for the last section closing with the fadeout ending. My vote was a little difficult, because I could always envision more going on here. The percussion patterns in particular should have had more variation, but the other elements were strong and there was always a great deal of evolution in the arrangement. The sparseness is an idea that normally misses, but the atmosphere here was strong. Well put-together and good work, Steve. Glad to see you submit some material our way. Been a fan of Metroid "Drifting in a Kelp Sea" for quite a while. YES
  19. http://snesmusic.org/spcsets/sm.rsn - "Brinstar Red Soil Swampy Area" (sm-20.spc) Sounds weren't too strong on that lead during the intro, but the distortion and atmosphere was good. The HAL 9000 clips at :44 were decently used and have some effects on them to help them sit better in the track, althought they still didn't mesh quite as well as possible, IMO. The source tune came in at 1:09; sounds like it was sampled right from the SPC with the synths built around it. More vox at 1:47 while the lead gets some effects on it. Still waiting for more things to happen. Finally got rid of that SPC-like usage of the melody at 2:12 and just stuck with the rock. Glad for that, otherwise that could have been an issue. The percussion ideas here were basic, but I liked how they were used. They really did a great job of driving the track along. The feel was changed up at 2:38 with some new ideas wrapped around the melody. Then we get some playing around with the rhythms at 3:04 which was good. More Hal SFX at 3:17. Godd transition at 3:53. The arrangement as it were is pretty basic; it really sticks to the idea of the original, but presents a lot of flair and interpretation with the expansion here. Took a little getting used to, but the crunchy atmosphere created here worked pretty well. Really fits into the darker edge that a lot of Metroid rock mix fans enjoy. The Hal SFX was a bit cheesy, but it's not too much of a hit, plus while the arrangement's tempo didn't change much, there was a fair amount of variation in the piece. The production really had the potential to turn into absolute dogshit of a mess with an idea like this, so props for creating something that sounds very full, distorted, and industrial without allowing the track to lose clarity. This is how you do it; maybe it's just me, but I feel a lot of people could learn from this. Track really grew on me. Nice work, Ty, and good luck with the rest of the vote. YES
  20. Just to comment very briefly on your punk Gerudo mix, the synth guitar just sounds tacky and inhuman. The arrangement level though is better than this Saria mix. Not passable anyway, but don't sub more than one track in your letter. http://www.zophar.net/usf/lozusf.rar - 35 "Lost Woods" Hearing pretty generic synth/trance stuff, though I liked that stuff going on at :32. Some bleh oomp-tss stuff was added at :46. I liked the fact that more ideas were being gradually introduced into the track (:46, :51, :59, 1:13, etc.) to give the track a sense of build, even if it had shit to do with the source material. Of course, there's time for that later. Source came in at 1:58 with a really generic lead and a very conservative application. You can already tell it's not gonna get any more creative than this in regards to the melody. Melody's still chugging along at 2:59, applying the same formula of gradually adding in more supporting elements. Some stuff going on with the chorus at 3:30 that at least provided a change of pace. The back to the melody at 3:59 with some new supporting instrumentation to move away from the trance feel. Alright, I definitely wasn't expecting that. More stuff going on with some weird stuff at 4:30. Way too long for what this was. Cut the fat. Good stuff on a basic level, but there's NEVER any melodic interpretation done. Gotta be more innovate than this. Props on a stronger second half, from a creative standpoint, but even there the melody was left verbatim. NO
  21. http://www.tzone.org/~llin/psf/packs2/BoF3_psf.rar - 104 "Casually" I got a hold of Josh to clarify the source tunes here, and it's actually just one. "Casually" is also known as Overworld Theme 1 to some people, but the way the track was listed made it unclear he was referring to the same track, so I fixed the info. The track at times feels a bit empty-sounding on account of the minimalist, bossa nova take here, so it takes getting used to. Good sounds for the intro nonetheless. I like the understated e-piano like stuff at :11, and the piano at :31 was ok. Still mechanical-sounding, which is a hit here on account of it being so prominent. Gray heard some light clipping in places, but it wasn't a bother to me. Better stuff at 1:12 now with the strings providing some light support to help fill things out without getting invasive, though they could have been slightly louder. Would have been much better to have some more overt variations to the percussion pattern sooner, instead of having to wait until 1:33. Synth solo at 1:34 tackles 1:05-1:21 of the source tune and does a great job of expanding it and supplementing it with some original riffs. Very nice stuff with the lead at 2:15-2:33 as well, before moving back to the piano at 2:36 for the close. The piano sounded a lot more natural there as opposed to the beginning. The ending was indeed too quick/sudden, so I would have liked to have heard that given some more time before the fadeout. I liked TO's vote a lot here, as he pointed out issues that, if addressed, would have brought out more potential here. Frankly, I don't think a NO is wrong here, cuz while the piece is quality it does have those nagging issues of the percussion being looped for too long, the piano being mechanical and conservative, and the ending not working well on account of fading out too quickly (though there's nothing wrong with fadeouts in general). I have no problems with this passing, and I think it's a chill and enjoyable piece. The second half being stronger helps this out, but I think some quick tweaking would make the overall package very solid. I'd like to go to 5 votes to get more opinions, please. NO (borderline)
  22. That's called an homage. Wrong in both cases; "Force Majeure" is a legal term, in French, for "act of god". In this case, whoever 409 are simply used the exact phrase - not very creative, but fine by me. I didn't know of their track when I suggested the name to Dan, but they hardly have ownership over using it for music, as I'd imagine it's been done before by someone. The translation is something like "Majestic Force" or "Greater Force", so my idea was to simply to make it "Triforce" instead, as the song itself is rather majestic, and certainly great. The legal concept of Force Majeure is described at http://en.wikipedia.org/wiki/Force_majeure. Hey, you shutup, you.
  23. Never posted in here either for some reason. Great stuff that brings a unique presence to the site. Not familiar with Reich, but anything that inspired this work is bound to be good. Great stuff, Chris, keep it coming!
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