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Liontamer   Judges ⚖️

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Everything posted by Liontamer

  1. Hmm... certainly a good sound as far as the genre transformation... At :12, there's almost a soft pop; same at :21 but softer, seemingly tied to way the whistling was recorded; not a big deal. My favorite sections from an arrangement perspective were 1:12-2:16 and 3:06-4:41; it's a fascinating transformation to the spaghetti Western style. The build-up from 3:14-3:24 was an epic transition. 3:24's section was shrill; not sure what part was doing that, but wasn't a pleasant sound. There were other areas where the highest frequencies felt potentially piercing, even with the whistling, but it's not significantly hampering the experience. Amazing concept by Brendan and crew! YES
  2. Cool source tune choice, and I also liked the PSP arranged version. I hear the dated aspect of the sounds, and none of that would be a problem here given how cohesively they're used, so an arrangement in a similar vein of instrumentation realism (again, coupled with cohesive execution) would be fine, IMO. Back when Slightly Dark was a thing, this track may have been included in one of their winter/snow music compilations; there's certainly a touch of faint familiarity to it, at the very least. Watch the end of the bow movements of the strings at :11 and :20, which was exposing the sample as too dry compared to the other parts. :39 felt dissonant, but it was brief. 1:12 was pretty clearly dissonant, and I'm definitely not understanding what's going on here as far as the energy and flow of the composition. 1:43 went for a more genteel sound, but dynamically, there wasn't huge intensity to 1:12's section before that, so the subtle contrast isn't effective, IMO. No idea what the line at 1:30's doing either; it doesn't have a bad tone, but there's no synnergy to what it's doing and how it fits into the rest of the texture. Still quiet by 1:59's section; yeah, this approach is confusing, because it's been so quiet without enough dynamic contrast, then there's more dissonance/clashing from 2:17-2:36. 2:54-3:01's brief lead doubling was thin, exposed, and unfortunately felt like a flea playing a violin; there's too much of quality disparity there with how inorganic it sounded compared to everything else. Not gonna lie, when I heard the light tapping start up at 3:14, I busted out laughing; it's legitimately a great sound, no issue there, but as far as this composition goes, there's working within a narrower dynamic curve, and then there's staying too narrow. Is there no substantial contrast employed here? Is there no arc? The closest analog I can think of is something like Quinn Fox's "Orange October", which has more dynamics: https://ocremix.org/remix/OCR00796. OK, the taps drop out at 3:41, and there's a quiet reprise of the theme. And then more dissonance around 4:04 with the glassy lead for the finish. Like prophetik, I didn't get much melodic material from the original at all in this either. There's genuinely interesting sound design potential, Sean, and I actually wasn't bothered by the panning, but if sections of writing aren't in the same key without you realizing it, it's unfortunately a non-starter. These soft and subtle dynamics may click better when the writing's all in the same key, so if that can be done, I'd be down to hear another version. NO
  3. Always love the pointilist melodic style used in the opening, so I'm certainly ready to follow along. The way the piece brightened up with the SID-like line at 1:19-1:38 was awesome. Also love how vibrant these beats are until the dropoff at 1:38. VQ vocals hop in at 1:47 and added a brief break section before even more textural trickery capped off the finish. I didn't have any issue with how this was produced; good sounds, good grittiness in places that was totally intentional and added character, loads of great sound design that'll no doubt inspire others down the line. He's got enough polish to where this didn't feel like a WIP in any way; very cohesive realization of the vision with a very interpretive rendition of this theme. Fun to see Zack say this was a burnout track; him dropping his defenses and not overthinking the process led to a heightened, speedier state of creativity and productivity! YES
  4. Opens up very slow. Looking forward to hearing how this develops, because this intro's got me intrigued. The vox timing seems a little off, but the mood is good. Drums enter in at :55, sounding pretty fake, but serviceable. 1:23 gets slowed down and dissonant, and I'm awaiting where the transition's going to go; Still slow at 1:54 and it felt like there could have been more a pivot there. 2:25 drops out the drums entirely in favor of an organ, and pushes the countermelody way up for a different feel. The organ line rises nicely over time to start become overbearing (in a good, contrasting way) by 2:47. The synth line drops out at 3:00 as things start getting more subtractive. At 3:36, the organ drops out, and we're left with the opening pattern until the finish. It's a different approach that Onrik Dreamer's recent piece, which was groove-based, but the overarching strategy isn't too different, i.e. stick with the theme the whole time and provide variations through textural evolutions. If you focus on the melody or the countermelody's instrumentation, both of those change over time. This totally would have flown in a huge way back in ye olden days, which isn't to say that it fails today's standards. Where's Children of the Monkey Machine when we need him on the panel? It is a limited & repetitive source tune, sure, so I can understand how slowing it down and working with it in this way could be viewed as droning/boring or feel too repetitive. The arrangement value comes from these textures never staying in one place, even though you may think they are. To me, Justin does a nice job dropping lines in and out, and varying the textures to have a piece that just morphs around over time, never settling into any one mood for too long, while having a dark vibe throughout. Loop this some and you can appreciate the subtles ways the soundscape evolves on a greater level. IMO, the other Js are underselling the positives of the arrangement; it's tough to get mileage out of this, and Draconiator's been completely short-changed so far. I also didn't feel the mixing/production did this concept a disservice; it's dark, ghostly, gloomy, and unsettling; it could absolutely fit in a next-gen Castlevania with a mood like this and morphing textures that aren't cut-and-paste loops. I may not be able to win the day here, and that's fine. To me, these NOs didn't step back to appreciate how transformative the theme treatment was, and undersold the low-key textural changes over time. We shouldn't be turning this down, and I think it's a shame to tell Justin it needs a major overhaul when it's a creative approach to begin with. YES
  5. Brief arrangement, but a short and sweet treatment of a relatively brief theme; could be more, but doesn't need it. Lots of flute vamping loosely inspired by the source over the bass and simplified melody of the original. The piano was blocky, which fit the style fine, but sounded way too exposed during the fadeout, which made for a weak finish at 2:13. That said, very transformative treatment with enough subtle textural variations. Good bass presense, fun percussion, and a bouncy, jazzy take! Nice work, Alexis! YES
  6. Remixer: LXE Name: Alexis Gelinas Email: Website: instagram.com/lexadex_yo 38753 -- Super Mario World Koopalings Koopalings (aka Castle Boss) Jazz flute? I dabble...
  7. ReMixer name: Spad3s Email: Website: https://www.youtube.com/channel/UCI3yrh11iHUTDdFx3ePAbdw Userid: 37731 Submission: link in case the attachment doesn't work: Game arranged: Super Mario World 2: Yoshi's Island Name of arrangement: Yoshi Madness Song arranged: Athletic Theme FL Studio, Serum, Kontakt, Vital Second time submitting here, this song was unsurprisingly stuck in my head for a while so I thought the best way to get it out would be to make a Jcore remix at 201 bpm
  8. Totally agreed with folks about the lack of full frequencies here. For me, if Parker was unable to redo this, I still think it's passable as is, even if it could be improved. Just noting that I relistened with the NOs in mind but am comfortable with my vote.
  9. The beats and lead synth at :28 were on the bland/generic side, though the other stuff surrounding it was good. I thought the leads should have been more upfront compared to the percussion and guitar, but it's a stylistic thing, and the pumping until :54 created some nice dynamic contrast after it stopped. Really tepid beats at 1:12; where's the beef? I liked the beats from :54-1:12, but not from 1:11-1:29. Lots of cool glitching from 1:55-2:12; awesome dropoff here. Man, just underwhelming beats again at 2:13; it sounds like a WIP where the writing's laid down and it's awaiting the full & final production seasoning; too tame given the driving energy of the arrangement. There's some density, so it's not as if the beats aren't registering, I think they could still sound more spaciousness and give off a bigger energy. Would love to hear another pass at this with denser beats; hell, try going over the top with it, at least to try it out, then pull things back accordingly. The level of interpretation in the arrangement's obviously creative enough where I wouldn't say send this back, but the overall levels should be louder, I'm hearing where DarkSim was coming from there. More volume actually helps the dynamics of the arrangement shine through more. Nitpicks aside, Trevor, digging this a lot. You really took the melody and rode with it; lots of strong, varied ways of presenting it, with effective dynamic contrast throughout the piece. YES
  10. Opened with some very fake-sounding orchestration. Strings entered in at :26 and to me it doesn't make sense that the beats are so much louder, or that the guitar chugs are so soft. Bowed strings at :57 sound super rigid, and the brass accents sounded flat. Man, everything about the first 90 minutes feels very work-in-progress, as in needing some sort of production touch ups to flesh out and humanize the sounds. The "Within the Giant" chorus on guitars at 1:42 sounds expressive and strong, even though the drumkit felt too subdued; I liked the subtle glassy/metallic accents in the background. 2:06 had a cameo of the FF7 battle theme before going back to "Within the Giant". Guitars from 2:52-3:13 were too loud and crowding out other instruments. Brass from 3:14-3:38 was a great concept, just a very exposed sample. It's a great arrangement, and the two sources piece together well; the writing & structure don't need to be touched. This doesn't need live players, but the sampled instrumentation's too exposed throughout, and this could benefit from some mixing tweaks. Perhaps other Js feel this is on the right side of the line, feel the samples are servicable enough, and/or would say YES when questioning what if the source files were gone. I think this sounds like a tremendous sketch where all the compositional components are in place but the final production refinements have yet to be put into place. If this doesn't make it as is, it's a very strong resubmission candidate. NO (resubmit)
  11. Another case of a PsyNES track where there are piercing frequencies and the volume's loud, but I can move past it. I didn't hear the original version that got the form letter, though it's safe to say this is well beyond that level now. After the track ramps up and the melody kicks in at 1:19, the textures feel cluttered and busy for me, just not in enough of a way to hold this back. The arrangement's very vibrant and sprited, that's for certain. Good dropoff at 1:59 with a change in the sound of the leads and some different filtering effects and sweeping sounds to color things. 2:29 had different types of supporting instrumentation bouncing around underneath the melody to keep that presentation fresh. I couldn't get granular on how to rein in this mixing or make it sound less messy, but it's not a strong knock against this as much as it's saying there could be tweaks done to make this sound more cohesive. Solid reprise of the "Hard Man" melody for the final section at 3:25. Not sure what could have held this back, but I'm all aboard with this version for sure. Nice work revisiting this, Jari, and for having a don't-give-up attitude; it's paid off nicely with this one! YES
  12. Definitely has some shrill sounds to open up, and then the pulsing beat is also too loud, IMO. I can look past it, even if it's too much. Interesting beats at 1:02. The bassline is arranging the Air Man melody, but it's mixed in a way where you can't hear the differing notes well enough, so, functionally, it doesn't really count; anyway, that was brief until the main melodic line arrived at 1:14. IMO, the mixing's needlessly abrasive with these saw leads, but not to a point where I'd reject this. Nice brief dropoff at 2:20. Not a melodious break section at 2:27; the writing could have been more melodious and more interesting, but it's not very long and the melody fades back in at 2:49 to pair together with it. 3:15 has some different original writing that briefly references the source until winding back with the main melody at 3:42. Very nice dropoff at 3:59 to ice the pads and leave some cleaner textures fronted by chiptune, which was an awesome changeup in the feel of the track. Nice job layering up the chiptune lines at 4:24-4:37 to fill things out before simplifying the textures again; VERY cool dynamic contrast for these final sections heading towards a ramp up for the finish. Heard the DD2 cameo again at 4:56, and I liked the subtle vox-like padding added in there as well. The mixing's not ideal, and I felt the writing of the 2:27 wasn't catchy, but those are two lesser issues within an overall strong arrangement. I could see some Js wanting another mixing pass at this; the way I look at it, if the source files were gone, this arrangement's strong and needs to be included. This is going to sound as if I thought this was a borderline call; this gets way more right than wrong. I'm fully on board; nice work, boys! YES
  13. From VQ today: So it's on hold for now. EDIT (12/21): New version's up top from the new submissions system. Good to go!
  14. Yeah, it's a pretty high bar in terms of the level of interpretation and personalization. You can check out the Deus Ex arrangements currently on the site as good examples: https://ocremix.org/game/574/deus-ex-win. This doesn't pass our arrangement standards, mainly part 2. This sounded like you took the original audio and made minor modifications. I should have compared the source tune more closely. If you ever decide to go a more interpretive route, Douglas, holler. NO Override
  15. Not that I would have been able to articulate it like prophetik, but I also noticed the string issue as well, even though it wasn't a dealbreaker issue. The beats for the 3:01 section were also super tame and low energy; they needed a fuller sound. Those are the nitpicks. Love your arrangement approach, Zack, very cerebral! Strong transition at 4:05 into more intense textures heading toward the delicate closing reprise of the melody. Digging it! YES
  16. Opens up with a conservative, but beautiful sound upgrade. Whoa, changes up at :31 into synthwave-type stuff, but the mixing's very muddy, coupled with a piercing lead line. It'll sound like I don't understand the genre convention with this mixing; I'm with this arrangement style, but the sound is too indistinct, IMO. At 1:36, a countermelodic synth gets added in that's bouncing around the stereo field, but it's mixed in such a way that it barely registers; I'm mainly picking up on it because I was in active listening, waiting for something about the textures to change up; I could see a casual listener not noticing that supporting part was there, not noticing a meaningful difference. Same with the different countermelody from 1:55-2:27, which registers more but was still functionally buried here. At 2:27, we got a cut-and-paste of 1:36's section; 2:47 repeated 1:55, 3:50 repeated 2:27. I was waiting for something to change up the dynamics of the piece and wasn't getting it. Right now, the groove gets established, the genre adaptation is there, and then there aren't any new/major ideas introduced after 1:55; the groove coasts along, the patterns don't change up. Once you get to 1:55, you've heard the entirely of the ideas; this approach does mimic the repeating structure of the original song, so it's not inherently wrong. It should go without saying that all VGM arrangements aren't required to be hugely interpretive (or made with OCR in mind), and can be appreciated for what they are. At OCR, we're looking for a further level of development and personalization beyond the genre adaptation though. I really enjoyed the concept of beefing this theme up in a chillwave style, Jon Paul. It's a strong source tune choice and a strong cover. I did say at the start that the mixing sounded too muddy; while I would like to hear that adjusted some for a less washed out sound, I could still approve a super interpretive and developed arrangement with the mixing done this way. IMO, some combination of refining the mixing and developing more writing ideas and variations for dynamic contrast for the arrangement side would make this more likely to be approved for OCR's arrangement standards. If you're open to revisiting this, see what more you can do, otherwise, I'm definitely hoping you'll continue submitting arrangements and adding more of your musical personality and interpretation into them. NO (resubmit)
  17. Hello, Here is a new Elrinth & PsyNES collab remix, it has been a long time since the previous one! If this gets submitted to the site, it will be an OCReMix exclusive, never released anywhere else! Probably later on my youtube/soundcloud too, but not in a while. Contact Information Your ReMixer name - PsyNES Your real name - Jari Your email address - Your website - https://soundcloud.com/psynes Your userid - 20309 Submission Information Name of game(s) arranged - Mega Man 2 Name of arrangement - A Breath of Fresh Air Name of individual song(s) arranged - Air Man Stage Your own comments about the mix, for example the inspiration behind it, how it was made, etc. This remix was started by Elrinth back in 2013 I think. Elrinth made a really good start for the remix and I thought we could finish this pretty quickly... but here we are, 10 years later We had big plans back then, but all fell apart I guess. We were supposed to make a Mega Man 2 remix album, and I was planning to do a Mega Man 3 remix album myself (both may still happen, but who knows when). Sadly the collaborations work got slower and slower for various reasons and in the last few years it's been only me trying to finish the unfinished remixes we started and this is one of them. In the intro part there's some double dragon mixed in there by Elrinth, but not enough to actually take over the airman-part. It also comes back later around the 2 minute mark. I think the first version of the remix Elrinth sent to me was already like 2 mins long. After that it's been mostly me remixing the tune, adding effects and length etc. There were a few times Elrinth still added some stuff, but can't really remember what. The 04:40+ part is actually taken from my first PsyNES Mega Man 2 Air Man remix that I made back in 2009! Holy poop, it's been a long time. Elrinth just actually said that it's his favorite part of the remix. Oh well, that was some comments and history about the song/our collaborations. Hope you all enjoy the tune! Love from Elrinth and PsyNES! Renoise still rocks
  18. Resub from a form rejection in 2015 -LT Hi, Here is a resubmit of this old remix. "Fun fact" the name of the remix is a pun of "The Large Hadron Collider", I don't know if anyone has catched that, should probably just change it. The arrangement hasn't changed that much from the previous version, but I hope it still passes. I think mixing stuff has improved a lot or either I am really bad at mixing and deaf. - Jari
  19. What did you think? Post your opinion of this ReMix.
  20. It's capably put together and there's some inherent personalization in performing it, though not a ton in the big picture. There's some more personalization with some of the additive ornamentation and guitar flourishes in the 2:08 section. 2:40 loops the intro material for the close. Yeah, MW's right that this is essentially a same-tempo cover with rock instrumentation. Agreed that it sounds good; it does need further aspects of interpretation involved for OCR's arrangement standards. Good for what it is; if there's openness to further developing this, Matt, we're all ears. NO (resubmit)
  21. Greg's wind accents here were a beautiful touch for the intro. I didn't really get any "Phendrana Drifts" vibes from this at all, not that I minded. To me, the fadeout ending, including the direction of Sirenstar's vocals, felt unresolved; while it could have had another measure to give more finality to this it wasn't a big deal. Overall, you get some familiar sounds coupled with a good rise in the energy level here compared to the original piece. YES
  22. Ramped up at :45 and the soundscape felt kind of distant, lacking some highs; nothing holding this back, as it's going for a darker, synthwave-inspired style, even if I do like my sharpness. Very cool fusion of the themes; if you weren't familiar with these themes, you'd assume there was only one source tune with the way everything connected so seamlessly together. I particularly enjoyed the guitar work throughout, which added loads of herbs and spices here. Nice job, team! I love team! EDIT (10/23): Had no problems with the previous version, and this one sounds good too. YES
  23. How very un-Western this Gunman Clive source is. Alright, that caught me off guard, not gonna lie. Mega Man/"Get a Weapon"-style blips at :11? Alright, that caught me off guard, not gonna lie. Nothing's making sense around here. Brass from 1:12-1:18 was a slight weak link in terms of realism, though the way it danced around the stereo field was a nice touch that also mitigated the realism issues. A ding against the strings in here (e.g. 2:49-3:00) as well. Nice job taking those opening riffs from the original and keeping them in play for most of the first 2/3rds, which also kept the solo section grounded in some reference to the original. Awesome rock/synth fusion by jnWake & minusworld that brought entirely new dimensions to this source tune! YES
  24. Loads of fun dynamic contrast, and I was impressed by the different styles that arose from the different sections of the title theme. String sequencing from 1:46-2:07, 2:53-3:21 & 4:31-4:52 exposed the sample too much, the attacks and sustains are suss :-D; pretty much any time that sample was present (though less of an issue at 1:46 due to the lower volume), there was a quality disparity with the other strong instrumentation. The only chink in the armor here. Aside from that, you can just sit and listen to the bass, the drums, the guitars, the piano, whatever you want to fixate on, and enjoy the detail work behind everything. This never stays in one place too long; interesting changeups at 3:32 & 4:52 in particular. So much strong musicianship on display here from TheMan, Zach & Joe! YES
  25. ReMixer Name: Pixels & Paradiddles, Hemophiliac Real Name(s): Seph and Josh Brown Email Address: Game Arranged: Final Fantasy VII, Final Fantasy IV Name of Arrangement: Psycho Giant Names of Individual Songs Arranged: Crazy Motorcycle Chase, Within the Giant Link to Submission: (.mp3) (.wav) Comments: Submitted for Round 1 of DarkeSword's Game-Set-Mash!! Final Fantasy arrangement competition, pitting Team SNES vs Team PSX to mash together a source from the SNES era Final Fantasy titles and a source from the PSX era titles. This week paired "Within the Giant" from FFIV with "Crazy Motorcycle Chase" from FFVII. Seph and I leaned hard on our symphonic metal approach for this one, taking inspiration from ...And Justice for All era Metallica (sans the inaudible bass) and contemporary Mastodon. Hemophiliac contributed an organ riff transitioning the A section of "Within the Giant" into the A section of "Crazy Motorcycle Chase." Conceptually, we married a scene BGM from one game with a cutscene/minigame BGM from the other and turned them into an epic battle sequence. May the best mix win for the compo, but in the meantime, thanks again for checking out our work! ~Paradiddles (Josh)
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