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Everything posted by Liontamer
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Despite being from 17 years ago, I'm sorry for the exclusively negative comments I gave you way back; quite the banner example of how not to give feedback; zircon's was so thorough that I'm confident I let his heavy lifting excuse my frustration at the level of arrangement interpretation not being there. Even for a cover, I'm sure there was something positive I should have highlighted to offer you encouragement, since it was a great source tune choice. I'm glad you didn't let my douchey feedback stop your musical journey. Ever since being introduced to the soundtracks by Quinn Fox and djpretzel's arrangements, I'm always happy to hear OG-Phantasy Star stuff get treatment, so it's a cool creative focus, and unique relative to what others are doing in the scene. Though I've known PS4's intro theme since being a newcomer OCR fan, I've never heard "The Age of Fables" until now, so we'll see what we've got. Right from the opening, the piano sample sticks out; there's some body to it, but it's so blocky and sounds very unrealistic. The synth handling the melody at :13 sounded extremely vanilla and defaulty. I disagreed with MW's assessment that the production quality was good; the samples, as they're currently used, aren't getting it done, and unfortunately make this less energetic and driving than the original song. On the plus side, the countermelody that was briefly there from :40-:54 had a very nice yet understated tone to it; very low-key but a strong part in terms of improving the texture. At 1:06, the texture was filling out more, and I do realize that there's 7+ minutes on the clock, but the relatively empty texture isn't working. At 1:46, some defaulty-sounding warbling synths at least add some energy, even if the sound isn't sophisticated. The drum sampling and drum writing at 2:00 were very underwhelming; lots of volume, and certainly writing flourishes there, yet it still sounds extremely plodding and metronome-like because of the snare ("one-TWO-one-TWO"). Skip around almost anywhere from 2:00-6:14 and you'll see how long the beat pattern plods on; it needs a more interesting pattern as well as more variation in how it's presented. Riding this out until about 3:15, the texture is still very simplistic and empty despite everything going on. Because the sequencing/timing feels so blocky and there's not adequate warmth to any sounds or some sort of padding to help glue it together, you hear every individual part firing off, but the overall flow and synnergy isn't there. The brief transition writing to "The Age of Fables" three seconds before 3:46 felt like a bare mininum idea to stitch the two themes together. It'll sound like I'm saying you need to drastically overhaul the mood of the piece; the change in source tunes was a good opportunity to, for example, slow down the tempo, change the instrumentation, drop out the beats, or briefly change the genre. It could have served as more of a break in the established mood, which would then refresh it if you went back to it. Even with the lead-in to the "The Age of Fables", there could be allusions to that melody in the background while "The end of millennium" was still in the foreground. Right now, it's the same kind of vanilla synths, blocky piano, and plodding beats, but no meaningful change in the dynamics or textures, so there's no reset. I'll quote MW again, because he said it very well: "You don't need to play an entire loop with one sound palette for the listener to get the idea, and that's especially so when the differences between two loops aren't massive, and you don't need to play through an entire loop verbatim every time. You have spans of several minutes where the drum loops or piano arps are unchanged, which causes a lot of listener fatigue." 4:48 finally began to interplay the two themes together; that could come much earlier. Very repetitive feeling to things, with a dropoff finally happening at 5:56; agreed with the others that these sections go on too long without evolving. 6:24 iced the main beats and started the final section for a big flourish, or so I would have thought. The ending at 7:04 wasn't bad, but it was relatively abrupt, including the final fadeout. prophetik really dove into what's not clicking here and spoke to various way to handle it; I didn't read his vote before making mine, yet we're simpatico on what's not working here. I appreciate these source tunes, and the effort is there to expand them. TL;DR - the sound design needs drastic improvement, the timing needs humanization, the core beat pattern shouldn't plod and coast, and the lack of dynamic contrast can't justify the indulgent track length. It would take lots of effort to revise this in a way where it could pass; you can do it, it would just take a lot of personal growth and an aggressive approach to soliticing critiques and improving the sound design (which doesn't require pricey software/gear). Though I can't give you hyper-targeted, actionable advice (NOT a musician here), the OCR community is a wonderful place to run your ideas by people and get detailed feedback, which is often difficult to get from YouTube and even pro-audio communities. I'm glad you're in our Discord and joining the Game Set Mash!! compo, Sébastien. Stick around here and extract everything you can! Surrounding yourself with other experienced artists can help break you out of some habits and obtain valuable outside critique and recommendations on how to improve the cohesiveness and interest of your concepts. I'm looking forward to your next submission and hope you'll continue on with us. NO
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OCR04558 - *YES* Yoshi's Island DS "Sunny Side Up"
Liontamer replied to Liontamer's topic in Judges Decisions
The opening strings definitely strained for realism, but are OK. Small thing, but you hear a breath at :14 at the end of the flute. The piano from :16-:29 felt off-key with the bass the first time I heard it, even though it's repeated again at :36 and seems fine in the background; it's fine once I got used to it. Melody kicked in with brass at :36. The realism of the instrumentation's not great in some places (bowed strings, piano at 1:32) but are more than enough to get the job done. There was a banjo line in here too with good writing, but it was buried; a shame. Felt like a cut-and-paste of :36's section at 2:28, but not a big deal overall with the level of interpretation, and 2:47 raised the energy for a big finish. I can understand why MW had a problem with the mixing. It's not a dealbreaker to me, but it feels like it's clipping; very loud part with the flourishes at 2:14 and 2:48, among many, many other places. If we couldn't get another version, I'd lean toward keeping it, but I can 100% understand how this version as is could put someone off with the way this is mixed. The arrangement carries this beyond the mixing and sample realism issues for me. Proper mixing of this track without the shrillness would have made this an easy call. Very spirited interpretation the overcomes a few unfortunate drawbacks that had nothing to do with the writing. YES (borderline) EDIT (11/4): 2:14's still unpleasent, and 2:51-3:00's not great. Still, less shrill equals less borderline. YES -
OCR04521 - *YES* Final Fantasy 8 "For a Few Draws More" *PROJECT*
Liontamer replied to Liontamer's topic in Judges Decisions
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 -
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
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OCR04565 - *YES* Final Fantasy 8 "Witches Be Witches"
Liontamer replied to Liontamer's topic in Judges Decisions
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 -
*NO* Castlevania "The Dungeons of Castle Dracula"
Liontamer replied to Liontamer's topic in Judges Decisions
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 -
OCR04505 - *YES* Super Mario World "Koopalings"
Liontamer replied to Liontamer's topic in Judges Decisions
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 -
Remixer: LXE Name: Alexis Gelinas Email: Website: instagram.com/lexadex_yo 38753 -- Super Mario World Koopalings Koopalings (aka Castle Boss) Jazz flute? I dabble...
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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
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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.
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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
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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)
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OCR04566 - *YES* Mega Man 3 "Large Hard Man Collider" *RESUB*
Liontamer replied to Liontamer's topic in Judges Decisions
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 -
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
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*NO* Deus Ex "VersaLife (Nanotech Upgrade Mix)"
Liontamer replied to Liontamer's topic in Judges Decisions
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 -
OCR04516 - *YES* Final Fantasy 8 "Time Will Compress" *PROJECT*
Liontamer replied to Liontamer's topic in Judges Decisions
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 -
*NO* King's Quest 6 "Girl in the Tower (King's Chill Mix)"
Liontamer replied to Liontamer's topic in Judges Decisions
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) -
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
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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
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What did you think? Post your opinion of this ReMix.
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*NO* NieR Replicant ver.1.22474487139... "The Forest of Roc"
Liontamer replied to Liontamer's topic in Judges Decisions
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) -
OCR04636 - *YES* Metroid Prime 2 & Super Metroid "Black Ice Mire"
Liontamer replied to Emunator's topic in Judges Decisions
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 -
OCR04646 - *YES* Final Fantasy 6 & 9 "The Parallax Effect"
Liontamer replied to Emunator's topic in Judges Decisions
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 -
OCR04620 - *YES* Gunman Clive 2 "High Clive"
Liontamer replied to Liontamer's topic in Judges Decisions
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