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Chimpazilla

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Everything posted by Chimpazilla

  1. ReMixer name: Tuberz McGee Real Name: Callum Kennedy Email: My Website: tuberzmcgee.bandcamp.com My userid: 4416 Submission Information Games Arranged: Final Fantasy V, Final Fantasy VI Name of Arrangement: "She Stole His Heart... Then His Wallet" Name of individual song(s) arranged: Lenna's Theme, Locke's Theme This was my first round mix for the Final Fantasy Crystal Clash and I finally decided to submit it because I doubt myself when I first release stuff and then people tell me it's cool and I start to believe them and then I sub it and subsequently write horrible run on sentences. Regardless, I got pretty crazy with my Neapolitan 6ths in the Orchestral sections. This was a lot of fun to make, and I want to really thank Brandon Strader for holding the compo. It was a lot of fun, and I hear the guy who took first place is a real babe. <3 https://www.youtube.com/watch?v=yV6yJIJ7DXw
  2. Omg... ok I can actually see this vote getting split quickly into YESes and NOs. Dayum, it's creative. I might even say this is Sofa King creative. I absolutely adore the ideas here. So much yes based on that alone. But I'm afraid I have a boatload of mixing crits. Stream of consciousness: There's some kind of rendering pop at 0:02 after the opening synth bit. The bass used at 0:03 does not really fit with the concept, oddly it works really well, maybe because it cuts through the mix perfectly (which is needed because this is one heck of a busy mix). The synth at 0:11 is very plain sounding and almost abrasive. It does NOT need more reverb, and it cuts through fine, I guess I just don't like it (I like it better in the section starting at 1:07, so don't change it just for me). The whole intro (ok the whole track) is drowning in reverb but it works. Pad is too loud. The filtered-in drums are great. Buildup to the drop at 0:53 is great. DAT DROP. At 1:07, the wide sidechained synth sounds too loud and dry, it is taking too much attention away from the lead. The sfx are awesome but they are too quiet and buried, could have more impact a little louder. Wubs at 1:39 are fantastic, they sound great and the panning is just right. Nice transition at 1:59! Pad beginning at 2:12 is too loud. Screaming lead at 2:20 is super great. At 2:35, I think the pad needs to be quieter, it is competing too much with everything in that section (this section sounds really busy, but I think the lowered pad will fix that). At 2:59 I can barely hear the low lead synth over the loud pad. 3:30 is another dynamite drop, love it. At 4:00, the lead writing and timbre are the same as at 2:20, but everything around it is different so it's fine, but again the wide sidechained saw is too loud. I love the varied drumming throughout the track. Dat trance/step kick, it's just fine. Ok so I just listened to this six times. Ok, to summarize, I love this. But I'm gonna be a hardass and toss it back for some mixing and balance cleanup. It's too good to not be even better. I can see this getting yesses as it is though. For me, when this is cleaned up, it's going in my favorites folder. (That said, if I'm the only NO, I'll switch.) edit (later that same day): Nah, aw heck. Too good to even kick back for small changes. Going with YES (But my crits still stand, please use for next time) (and now I've listened ten times)
  3. Contact Information: Remixer name: "B-laze" Real Name: Kenneth Nordsveen Email: Userid: 51675 Track information: Game remixed: Super Mario world SNES Name of arrangement: Psy Castle Name of song arranged: Castle SMW Original soundtrack: https://www.youtube.com/watch?v=R0aoqbDNKaA Comments: This is a Electro/Club remix of smw castle theme. I have a few custom melodies in there, and the "drop" is a anti climax drop. I find the original soundtrack very unique and mystic so i decided to do something clubby out of it.
  4. The 30 second intro is just as stiff as before, but it sounds better with the more synthetic timbre. Still, it is too stiff. At 0:32, the instrument combination is about the strangest and least cohesive soundset I've ever heard. Let me see if I can identify it all: electric guitar, oboe, xylophone, orchestral bass, rock drums, and a very flat flute. Wow, that doesn't work at all. At 0:58, the synth timbre added helps a bit, but now the flute sounds utterly awful and so flat. At 1:25, there is some very dry and plain sounding choir added, and it isn't helping, especially since it stops and starts rather abruptly. 1:50-2:15 just sounds like a mess to me. At 2:15, I hear a machine gun kick, indicating that this track still wants to be metal but the metal is almost apologetic underneath the orchestral instrumentation. From 2:39-3:13, what the heck is happening here, I'm so sorry to say but that whole section sounds very messy. At 3:40, after two seconds of total silence, the soundscape switches back to the stiff opening synth writing. I'm so sorry to say this, but I don't think this concept works well at all! NO
  5. Awesome source to remix! I absolutely love the instrument set and this arrangement. The bass is a touch too loud in the mid-lows but other than the bass, I'm finding things mixed well. The piano sounds somewhat rigid, but it doesn't bother me too much since there is such varied instrumentation. Flute lead starting at 1:04 is too quiet. Overall I'm finding this mix cute, charming, well performed, and so creative. Any little crits I might have don't hold this back for me. YES
  6. previous decision (Resbmission) ReMixer name : Fxsnowy real name : Adrian Bureu email address : website https://soundcloud.com/fxsnowy userid : 25684 Name of game(s) arranged : Mario Bros 2 Name of arrangement : Shiitake Kingdom Name of individual song(s) arranged : Player Select Your own comments about the mix: I think this is the first ReMix I ever tried making, about 3 or 4 years ago. Decided to rework on it and resubmit with great help from the forums. I used instruments such as the Erhu, Chinese Guzheng and Japanese koto to create the oriental soundscape. Hope you guys enjoy.
  7. previous decision Remixer name: Bluelighter; Tuberz McGee; XPRTNovice ID forum: 21840; 25576; 27705 Real name: Guillaume SAUMANDE; Callum Kennedy; Joe Zieja Arrangement: Bluelighter Guitars (rhythm and lead): Tuberz McGee Flute and clarinet: XPRTNovice Game & Songs: Saga Frontier 2 & Thema - Missgestalt Composer: Masashi HAMAUZU Link: Thema: http://www.youtube.com/watch?v=CXzrulChJXs Missgestalt: http://www.youtube.com/watch?v=i8NFIE30jpA Hi OCR! This arrangement was initially thought in rock symphonic metal. Thanks to Callum, this version is nearer than my first vision on this mix, in symphonic metal (without electronic sounds to replace guitar). I’m impressed by its performance, notably on the solo and the quick parts. He really understood what I wanted . I thank also Joe for his collaboration. His recordings give a good freshness to this mix. In response to your precedent feedbacks: - Drum completely reworked - Better transition at 1’50, with adding of rhythm guitar - Piano of intro and outro replaced by a synthe that sounds delicate and sad - Cello deleted (sound was not clear enough) and replaced by bassoon in part 5 (whose sound is clearer IMO) - Better sample for choirs - Adding of choirs at 3b, to get something more homogenous with part 5 Plan: 1. 0’32 : intro 2 .0’32 -> 1’50 : thema a. Melody A in flute and clarinet in 2nd voice b. Melody B in clarinet and guitar lead 3. 1’50 -> 2’38 : Missgestalt a. Melody A in bassoon, a lot dissonance in harmony b. Melody B in clarinet and choirs 4. 2’38 -> 3’10 : thema A, in sinister version and different harmony a. melody in pizz, accentuatewd by brass accents b. restart in higher key, adding guitar solo 5. 3’10 -> 3’38 : thema A in higher key 6. 3’38 -> end: outro - thema B (follows intro): return in first key Enjoy
  8. I think the mixing issues have been addressed. I still find the writing somewhat directionless, but it's not really bothering me as much this time around. The mix has the industrial/crazy feel of the game, the portals to everywhere and nowhere, and Cave Johnson with his insane rants about lemons. I'm actually going YES this time.
  9. previous decision ReMixer & real name: Eino Keskitalo e-mail: forum id: 20708 Names of game arranged: Portal 2 Name of Arrangement: Motion Sickness Names of song arranged: Reconstructing Science MP3: FLAC: Source: http://www.youtube.com/watch?v=-W921jTlBeI This is a tweaked & resubbed version of my PRC220 entry. (http://compo.thasauce.net/rounds/view/PRC220). I got lots of great feedback from the competition, judges panel and in the workshop, especially Gario, Rozovian and timaeus222. Fun side note: I did music for a game jam game just before the round (https://www.youtube.com/watch?v=4WXTr0qGfaE) and used that piece as a template to get the compo submission done quickly. Polishing the mix to this point took the usual two, I mean three years, though. Arrangement-wise I've taken the basic 8-note melody/figure and based the bassline on it (I've "shifted" it to the offbeat, rhythmically) and built from there. I introduced a bit more obvious/conscious source connections thanks to Gario's workshop mod review. The title is a bitter one, I would love to play Portal 2 (co-op!!!), but I get motion sickness from the game. Some source breakdown follows. Here's the bits I've used from the source: 0:51-1:05 "half-time" main riff 0:00-0:07 "fast" main riff; the variation/ending at 0:05 is only referenced once at a bg melody. 0:29-0:36 background stuttering melody-ish support bleep 0:22-0:29 bassy line 0:00-0:08 revving up, no source 0:08-0:23 stutter support bleep 0:24-0:53 bass line made from the half-time main riff, stutter support bleep, 0:41 the saw also plays the same figure as the bass line 0:53-1:08 bass line made form fast main riff, slow square wave bleeps use half-time main riff, saw uses that also 1:08-1:23 half-time bass line with original lead & bits and pieces of the source in the support writing secondary melody based on the fast main riff (from 0:02 and 0:05) 1:23-1:25 the quiet "ticking" is based on the fast main riff 1:25-1:40 square wave lead plays the half-time main riff 1:40-1:47 in addition, the ticking plays the fast main riff 1:47-1:55 in addition, the filtered saw lead is based on the bassy line from source 1:55-1:57 it's the ticking! 1:57-2:26 the fast bass line + the half-time riff on the square lead; original leads, ticking & stuttering from source in the background 2:26-> the ticking.. THE TICKINGGG Yeah. Cheers!
  10. I remember this one, and this version is significantly different from the first submission. I like this one much better. It's a great concept, and it gels much better in this iteration. And I hear more fairy fountain. Intro goes on too long for my taste. The piano tone works for me, and the playing is realistic enough. I like the acoustic guitar a lot. Shaker is too loud and dry. I love the other drumming, the djembe, timbale, etc. The bass is boomy and out of control, needs to be eq'd down in the mid-lows. Also, the bass has that one boomy note problem I often mention (usually it is an F or G, and it is too loud at 100Hz, a narrow-ish eq notch at 100Hz will fix this, and I like to follow this correction with some compression) Listen to the track with an instance of SPAN open, you'll see how the bass spikes at 100Hz when the notes get loud. My other issue with this track is that I hear a LOT of dissonance, lots of notes out of the key signature. Is this a stylistic choice or just error, I'm not sure. Is this a thing in salsa to which I am unhip? This is much closer for me to a pass than the last version, but I still hear issues. Other Js? edit 9/16/15: My little grudges aside, this is quite a creative take on this source. I'm cool with passing it. YES
  11. previous decision Your ReMixer name: MrKyle Your real name: Kyle Raub Your email address: Your website: http://eiravaein.com Your userid: 22266 Name of game arranged: The Legend of Zelda: Ocarina of Time Name of arrangement: "La Gran Fuente De Salsa" Song Link: Name of individual song(s) arranged: Great Fairy's Fountain Additional information about game including composer, system, etc. (if it has not yet been added to the site): All there Link to the original soundtrack: already on site Mix Comments: This slightly renamed resub (was "La Gran Manantial De Salsa") has had some notable overhauling done to it since the first submission, though the basic arrangement is still intact. Electric guitar work was removed and an acoustic performance was added. Percussion, piano, and synths were all reworked. A new intro and outro have been added, and finally, the sound bytes were removed. I put the mix through the workshop several times and made further tweaks per discussions there. Source coverage starts in the intro and eventually fills out around 75%, so things are solid on that front as well. The whole piece has taken on a salsa/tango/Latin jazz feel that I am really enjoying. I am looking at this and future submissions to OCR as opportunities to challenge myself with new concepts that I personally haven't attempted before or writing/arranging ideas that can be more difficult to execute. Being the prior in this case, this genre is (was?) honestly outside of my comfort zone, but I have enjoyed creating the track immensely and have taken on a whole new appreciation for a flavor of tunage that I was aware of, but wasn't aware of, ya know? I hope the listening goes playfully well. Cheers, Kyle (MrKyle) Raub
  12. I like the idea of doing this track with a live band! I like the lyrics and vocals. The mixing and mastering is grungy and not too modern, sounds pretty flat to me but I love the ideas. Idunno, what do you think, other judges?
  13. Hello, We're The Blast Processors and we create remixes of SEGA music in the form of lyricised rock. We'd like to submit our remix from Super Hang-On, "We Ride". A 192kbps encoded MP3 is attached, and the submission information is below. Please don't hesitate to reach out if you have any questions! Contact Information Remixer Name: The Blast Processors Real Names: Julian Spillane, JP Stringham, Orie Falconer, Nick Springthorpe, Chris Baragar Email Address: Website: http://www.blastprocessors.com UserID: 52460 Submission Information Name of Game Arranged: Super Hang-On (Sega Arcade, 1987) Name of Arrangement: "We Ride" Name of Song Arranged: "Theme of Love" Additional Info: Original Platform: Arcade Release Date: 1987 Composers: Katsuhiro Hayashi, Koichi Namiki, Sachio Ogawa Comments: this was a single from the album we released earlier this summer (http://blastprocessors.bandcamp.com) and was written in the style of a driving 80's synth rock movie theme. Playing those old AM2 games always made us feel like we were part of an action film, and so when we decided we wanted to cover something from Hang-On, that's the direction we wanted to take. We took inspiration from songs "Sunglasses at Night", "In a Burning Heart", "Danger Zone", and "Push it to the Limit" when we were arranging the track, and drew on our band's fictional mythos for the lyrics. All of the synthesizers used on the track are vintage hardware synths, including a sequenced Yamaha DX7 for the arpeggiated bell, and a Roland JP-8000 for the solo. Sequencing was mostly hand-played and then tweaked in FL Studio, and all guitar was recorded as a direct line-in and then virtually amped. We also filmed and produced a music video for the track, also drawing heavily on 80's visual tropes: . Thanks again for the opportunity to submit and do let us know if you have any questions about the submission! Best, Julian aka Master System The Blast Processors (note from Chimpazilla: this track appears in the game Hang-On and not in Super Hang-On, afaict)
  14. This is short and conservative, yet full of energy. Guitar performances are good. When the accordion comes in at 1:07 though, it's a mess. The accordion is too loud and everything is competing for attention. The accordion at the end works better, it is quieter and not competing. The track is very short and the ending is abrupt, seeming to just run out of steam. I could probably deal with that, but that accordion section (1:07-1:29) needs to be reworked. It needs to be mixed so that the accordion is the focus and not just added noise. The accordion is really cool! Just... not like this. NO (resubmit)
  15. Contact Info: Remixer Name- Careless Juja Drums and mixing by Brandon Strader Names: Careless Gorodetsky, Paul Mella email: Website: CarelessJuja.com or facebook.com/CarelessJuja Submission Info: Game - Final Fantasy VI Arrangement name: Devil's Lab Song arranged: Devil's Lab Composer - Nobuo Uematsu Release on the SNES, PS1, and GBA OST: Comments: This was a piece Helios and Careless originally arranged as/for Random Encounter, but never used. After about 6 years we're finally recorded it as Careless Juja. Drums are by Brandon Strader, guitars and bass are by Juja, accordion, keys, and the metal clang sound are by Careless. The metal sound was made by hitting a slab of iron with a 2 handed construction mallet.
  16. Cool, funky mix with a bit of a Latin flair! I love the brass and guitar work. The low end (kick and bass both) feels a little heavy and out of control, bordering on boomy, it's definitely taking up a lot of frequency space. When the glitch hop drops at 1:11, the snare is too loud and just a bit on the mid-heavy, boxy side, it obscures a lot of the wonderful details. Transition at 1:47 is very abrupt. The kick is exposed during the transitions and breakdown and I think the kick is too heavy in the lows. The structure of this track is basically ABABA, where the As are nearly the same (with the exception of some variance in the writing near the end of the second iteration, and the third iteration turns into an outro) and the Bs are super similar too (with the exception of more ear candy and sound bites added in the second iteration). The two transitions between both A and B sections are the same. The breakdown at 1:47 is the most unique with some noodling going on. I love the glitch sections, clearly a lot of time and effort went into them. The track does end up sounding repetitive with this structure, though. I'm going to see how others vote on this. edit 8/28/15: Listening again. I still find this structure repetitive, but the ideas are creative and very well executed and it's a fun listen. YES
  17. Hello guys, Sir_NutS here with another sub. This is a remix of Marble Zone (Genesis) from Sonic the Hedgehog of course. For this one I went out of my comfort zone to create some Glitch funk. This song has many genres and influences woven into it. It's Funk first, of course, but has a bit of a Disco flair as well. Of course, being a Glitch Hop song, it has that swing beat and snappy snare the genre is known for when it reaches the drop. Speaking of the drop, had tons of fun with this one. Most sounds are of my own making as always, but there are some vocals samples there, as well as sonic's own voice. For the glitchy funk approach I opened a separate project where I could construct several different funky loops with brasses and guitars and the like. Once I had those built up I bounced them to .rex and imported them back into this project to be mangled and cut into the catchy riffs that drive the song. Pretty fun stuff. As far as arrangement goes I took many liberties with the original, but every section of the song has something recognizable there. This one goes to my main man Joel, master of all jives, and all things sonic as well. Thanks for teaching me to always keep it funky.
  18. Brandon's source use checks out, and this mix sounds great, very interesting and cohesive, emotional and moody. I wanted to DP it and the only reason I didn't is because of it's medley-like structure. I'm open to moving this to DP if the structure checks out (Larry?), otherwise this is a no-brainer YES
  19. Hi! Game: Beyond: Two Souls (PS3, 2013) Composer: Normand Corbeil, Lorne Balfe Source: Jodie's Suite, Beyond, The Party Revenge 1. https://www.youtube.com/watch?v=D25KtIKxcwA 2. https://www.youtube.com/watch?v=4hNerJjSCm4 3. https://www.youtube.com/watch?v=ottrMThNUW4 Title: Vengeful Spirits Link: Breakdown 0:00 - 1:08 = Jodie's Suite (from start) 1:08 - 1:41 = Main Theme? https://www.youtube.com/watch?v=rp03vYL3WlY at 0:53 I couldn't find which source on the actual OST this is from, but that's what the rhythm guitars and staccato string/celeste melodies are based on here under the solo 1:41 - 2:16 = Beyond (at 0:10) 2:20 - 3:26 = Beyond (at 1:50) 3:26 - 3:51 = The Party Revenge (at 0:08) 3:51 - END = The Party Revenge (at 0:24) I'd like to dedicate this mix to Normand Corbeil, who I miss and am saddened that we won't hear more of his music in future Quantic Dream games. I'm also quickly becoming a fan of Lorne Balfe for both his work on this and Assassin's Creed. On paper this looks like a medley, but the soundtrack is made in such a way that the sections flow together so smoothly. It's a really creative, beautiful and cohesive soundtrack. The game has a pretty haunting story and setting and I'd wanted to remix it for months and finally got the chance for the album Danse Macabre 3, something I've been a part of for the past 2 Halloweens. But apart from sounding spooky it has no real connection to Halloween at all. Also, the female voice is Shevannai library. Sounds pretty good to me -- I like how the fake sounding held out notes sometimes sound ALMOST like a vocaloid..... that's vocal VSTs for you! Adds an interesting character to it, I think. Instead of tastelessly putting a guitar solo at 2:53, I opted for some female vocal melody. Thanks! https://youtu.be/rp03vYL3WlY?t=53s
  20. No doubt plenty of Lavender source here. Nice idea to make a metal mix! Drums sound pretty good. Bass sounds muddy and indistinct. The theme gets repetitive with almost no variation on it. I like the guitar chugs, but I'm not sure about the mixing, as the guitar chugs are mixed very upfront as if they were the lead when they are playing (at 0:56 and 1:44). So, my issues are theme repetition and mixing of the chugs. NO (resubmit)
  21. Remix Name: Lavender, Flower of Sadness Original Title: Lavender Town System: Gameboy Game: Pokemon red/blue Genre: Progressive metal (odd time signatures) Remixer name: Stubz1989 Account Id: u= 54118 Notes: This track is all recorded mixed and mastered by me, From the ground up scratch, drums programmed of course, recorded via pod farm for guitars. This is one of many songs im trying to get accepted by OCREMIX. More of a simple loop, than alot of changing, kind of to stay true to the eerie feel of lavender town. i plan on doing the pokemon silver and gold version eventually or a combination of the two. Being a lover of both prog metal and this eerie tune , i just had to record this.
  22. Nine year necrobump, wow. Well obviously I never heard the original version. Interesting intro, slow burn, cool but I'm not sure how much source is there. When the drums hit at 0:54, it's a cool groove but the kick sounds thin and meatless. Perfectly horrible crash hit at 1:12. Very generic saw beginning at 1:26 (personal pet peeve against generic saws, sorry) and again at 1:53 and again at 2:27. The track seems to not have been mastered, as the levels stay at or below -3db most of the time. Best part of the track for me starts at 2:12 where there are some really creative sounds used, but briefly. Ending is quite abrupt. I hate to say it but I think the OCR standards have gone up quite a bit since 2006 and this track isn't making the grade in a number of regards. I can see from the previous vote that there was an issue with the bass, and that seems to have been corrected because I don't hear any issues with the bass, but there are lots of other issues holding this one back for me. NO
  23. previous decision Contact Information Your ReMixer name: MrNESBit Your real name: C. Daniel Your email address: Your website: http://www.soundcloud.com/mrnesbit Your userid (number, not name) on our forums, found by viewing your forum profile: 54103 (waiting for mod approval at the time of this email) Submission Information Name of game(s) arranged: Command and Conquer (PC, 1995) Name of arrangement: Mechanized Name of individual song(s) arranged: Mechanical Man Additional information about game including composer, system, etc. (if it has not yet been added to the site): NA Link to the original soundtrack (if it is not one of the sound archives already available on the site): http://www.youtube.com/watch?v=V-nNchLkej0 Your own comments about the mix, for example the inspiration behind it, how it was made, etc. This is an arrangement of "Mechanical Man" from the first Command and Conquer game. I had submitted this to OCR years ago (see link below) and although it came close to passing the judges panel, most of the judges were concerned about an issue with the bass. I was unaware of this at the time of submitting due to the basic sound system I had back then. Recently I decided to clean this up and the track now has a much better production quality than the original submission. So, I'm resubmitting it. Here is the original panel thread: http://ocremix.org/forums/showthread.php?t=4525 ------------------------------------------
  24. Wow this sounds great right away. Very cool disco feel achieved, I'm not familiar with Italo Disco but I'll take your word for it! I love the vocoded "Live-A-Live" bits. There are some balance issues, I'm finding some of the percussion mixed rather quietly (other than the kick which is beefy!). I can barely hear the fun brass stabs. The leads are thin and quiet. My biggest issue with this track is that it sounds very repetitive. There are some areas of copy pasta, 2:27-2:44 is identical to 0:20-0:35 for example. The same backing pattern/timbre plays throughout, and there isn't much variation in the timbres used. Starting at 1:28, there are some notes that I'm not sure are working in the key signature of the track. Even with all these crits, I'm still leaning toward yes but honestly I can see this getting some NOs based on repetitiveness in writing/soundscape and I may change my vote too after I see other votes. edit 9/30/15: Listening again. The repetitiveness doesn't bother me as much this time because it fits the style, but those disharmonic notes are bugging me. The other judges have also given some very good advice. Please fix and resub, thank you! NO (resubmit)
  25. Hello guys, Sir_NutS here with another remix. I guess the remix's title ruins the surprise, but this is a remix of Live-A-Live's "Megalomania" theme, done in Italo Disco Style. (think Laserdance, Proxyion, Hypnosis, etc.) I've been very good friends with Ryan Hussey (F4T4L) for quite a lot of time now (maybe a decade?.. hmm) and we both share a passion: 80's style electronic music. He also loves Live-A-Live, he says it's his favorite RPG soundtrack. I've never played the game, despite everyone giving it such high praise. Anyways, we were talking about the game, and he told me he wanted a remix of this theme, but couldn't think of a style that would fit it. I instantly thought it would be perfect for Italo Disco as soon as I heard it. I heard those synth brass stabs and catchy melodies that the genre is known for in this theme, it just needed expanding upon. He agreed and so I went on to remix it. For this remix, I went outside of my comfort zone when it comes to music-making, and decided to make the whole track in reaper, using free vsts. I needed the vst emulations of legendary hardware like the prophet 5, the juno 106, etc, (vstis like tal-u-no, synth1, gtg 44 S, gtg jp-7 among others) to make this track as authentic as possible. It was a bit of a pain but I managed to complete the track and in the end I think it was worth it because as a result I obtained the most authentic Italo Disco song I've made to date, but also has a slightly modern sound to it too. As far as arrangement goes, I expanded upon the original while keeping the base motifs around. There's not a lot to say in this regard, as it wasn't a complicated arrangement to remix. I tried to expand upon it introducing new melodies and also variations of the originals, as well as keeping the beat fresh by varying the rhythm at key places. There's a lot of call-and-response in this genre so I also introduced that aspect. There was a bit of improvisation on my part with some of the "solos", which went fairly smoothly and just needed a bit of quantization. After a few takes I had all the material I needed. I think I was very inspired for this one. And well, I won't bore you guys anymore with this. The links to the remix and original tracks are below, enjoy!
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