Jump to content

prophetik music   Judges ⚖️

  • Posts

    9,397
  • Joined

  • Last visited

  • Days Won

    55

Everything posted by prophetik music

  1. COLLABORATORS: Lucas Guimaraes - *Live Saxophone Pixel Mixers - *Mastering # Head empty, brain cells few, (too many projects needing to be done soon. . .) [KISS on THIS] Done for the first Pixel Mixers album I've participated in; originally done for / in collaboration with Lucas for his Golden Sun EP (before it kinda blew up, LOL). :3 Big shout-out to my homeboy, Ridley Snipes for low-key helping me on this one--in wrangling the tracks to be more cohesive with each other. <3 Extra shout-out to Lucas for his wonderful sax takes / retakes for this. ♥ You're a star, as usual, and they were stellar and brought out a lot of the 80s Vaporwave-y feel I wanted to instill in the latter portions of this remix. :D # INSPIRATIONS: Main Theme from the Terminator by John Williams [synths & pads] Perturbator [drum work & low-end] Main Theme from Blade Runner by Vangelis [soundscaping] Vaporwave & Vaporjazz [uh...jazzy 80s bit, haha] VOICE MEDIA: INTRO: "1971 Radio Ad for Army Recruitment", heavily modified and glitched OUTRO: Quote from the movie "Black Hawk Down" turned into text-to-speak & bitcrushed Games & Sources GOLDEN SUN & GOLDEN SUN: THE LOST AGE OST (REMASTERED); Disc 4, Track 17 - Sorrow & Regret; Artist(s): Motoi Sakuraba; Release Date: 2019; Label: Camelot & Nintendo
  2. for whatever reason i never think of this when i think of the best FF7 tracks, but it's such a great original. just comes along too late in the OST, i guess. opens with a huge blurb of non-tonal sound. slowly some spacey bells and a pitchy arp come in. the noise persists underneath as other elements come in to fill in the soundscape. there's a mic pop or rendering error at 1:01. there's an interesting element of time being tenuous through most of this section from 1:30-1:50 as the rumble comes back in a bit. we start to hear some more sustained elements around 2:00 coming in - the phasing on the choir element was neat. there's a string element that comes in around 2:30 that feels out of time because the lower note of the dyad speaks slower - a bit unsettling to me at least. arrangement starts to fill in a bit around the 2:50-2:55 area just in time for the rumble to come back. there's some atonal elements and sfx of celebration here too for a moment before they fade out. the arrangement gets very simple for a while around 3:55, as the rumble comes back and becomes the main thing we can hear. there's another mic pop at 4:46. the track fades out on the non-pitched rumble sfx. this is a really interesting approach, not just because it's so far outside your normal style but also because of the focus on the rumble sfx throughout. i am historically not someone who is super into tracks that feature non-musical elements, and also this original has some really interesting compositional elements that you just toss out the window because they don't quite fit into your scope (and i think that was a good choice here, to be clear). but i really find myself taken with the direct comparison of such a romantic, nostalgic melody line mashed up against an sfx that is clearly intended to be a manifestation of nothingness. i think without your writeup i wouldn't have gotten what's going on. but since i do, i like this one a lot as an art-piece approach to an underappreciated part of a killer soundtrack. YES but i'd love those render pops to be taken care of edit 11/8: mic pops are taken care of, i'm unreservedly a yes now.
  3. really beautiful original. it's so simple but it's such a timeless melody. very long sustained strings to open it. some vocal elements and percussive elements as well. flute part is an interesting case - the tone is great, but there's definitely an uncanny valley in how it's being added into the track. some of the in-between non-chord tones are a little odd and take me out a bit (0:39 is one), and most of those little bits and bobs aren't really in time either which emphasizes them - a more consistent timing would help there. there's a few places where your attacks don't sound realistic (1:18, 1:22 are two), but man that real vibrato is doing work to cover up some of the parts where you don't quite stick the landing. backing elements are simple but work. they don't sound super realistic but they also aren't egregious. there's a transitional section at 1:34, and i don't know if the vocal element really fits the rest of what's going on so far there. this is followed by some brass. this section is just too loud - everything's getting squashed quickly. i love low trombone as much as everything but the blats are taking over. 2:03's a great example - everything's just too loud despite only playing sustains. the organ's low elements are probably a big part of what's causing that to get too big, as it's even a bit louder than the flute in some places. questionable note in the flute at 2:43. there's one more time through the end of the melodic line, and it resolves on a major chord. it's not obvious to me why you didn't play the part if you've got such a beautiful tone - you've clearly got some chops! i think this would be right by the passing line if the flute was actually live instead of, like, half-alive half-robot. there's still some notes to clean up and more importantly some dynamic elements to rebalance so that you're not clipping or overwhelming the limiter, but then i think this is there. the arrangement is certainly good enough. NO edit 3/17: the bar isn't where it was 20 years ago, so referencing that is a confusing statement. i listened again on fresh ears today and really am surprised that the flute's uncanny valley representation isn't bothering the other Js as much as me. the beautiful vibrato on the sustains doesn't matter if the other notes are either not in the key or sound robotic. even if it was live, the balance at the end is overwhelmingly off. so i'm sticking with my vote for now.
  4. opens with wide pads, a growling bass, and some bell-like instruments. whatever instruments are playing up high are doing something that consistently clashes with what's below it, and similarly there's occasionally a growl down low (like at 0:21 and 0:28) that's colliding with the bass. the texture clears up a bit at 0:44 or so, and then moves to the b theme at about 0:59. 1:27's a recap of the original melodic material. this is probably the first time we don't essentially have what's in the original relayed directly with slightly new instruments. the mix is still cluttered and over-dense, but at least it's different. 2:26 starts an outro section. this progresses towards an unresolved bVI chord and then it's done. there's very little arrangement going on here that's not just replacement of the original instruments. separately, the mix itself is pretty dense, with a lot of audible limiter engages and several elements that run into each other. this needs a lot more attention in the arrangement department before it'd be above the bar there, and separately needs some more focus and EQing in the mix to prevent it from being so messy-sounding. NO
  5. opening is heavily filtered. bell instrument that comes in has a ton of automation on it which is pretty neat, although it's a touch loud initially. same with the subsequent chord stack arp. there's a shift at 0:58 that cleans up the soundscape and has some interesting swells under it too. the melody at 1:11 is a bit buried by the arpeggio in the front, and also that instrument just doesn't carry like the arp's synth. there's some neat verb effects at 1:40 under the bell and backing elements. the section after this has a lot of washes of sound - it almost wanders but doesn't quite get lost in there. things start to fade down around 2:45, and we get a transition into a more angular feel at 2:51. this really reminded me of some mass effect soundscapes initially. it noodles through some more expansive synth elements before hitting a hard transition at 4:18 and then slowly dissipating. there's not a ton of source in the second half, so i did a quick review. i hear melodic material from 0:04-0:57, 1:11-2:09, 2:22-2:45, 3:06-3:20, and 4:32-4:35. that is just barely over the 50% line for a track that's 4:47 long - 145s out of 287s. there's a lot more here though since the chord progression is used a lot, so i don't mind that it's so close - the rest of the track is clearly derived from the source, so no concerns there. this is a pretty understated track overall. the subtle variations in backing elements are pretty neat once you pick up on them, and the more ambient approach is refreshing when presented alongside a consistent beat like this one has. it's certainly nothing hugely groundbreaking or wild like some of the stuff michael's submitted in the past, but it's definitely over our bar. YES
  6. version without mic pops in the submission thread comments I think this song might have been the only way I could really communicate something that's been trapped inside me throughout much of my life. There's this impenetrable loneliness that I think we all experience, at least some of the time. For many, human companionship just seems so far away, and all too often that same feeling of isolation heightens during moments of celebration. I believe I composed this song simply to acknowledge that part within myself, who has always wanted to be seen, and yet the emotion was just too "big" to express in words. Almost nothing quite captures it for me like FF7 (particularly this song), and I tried my best to use the components of the remix to explain this "big" feeling: the isolation, the hope, the faith, a distant awareness of community and a simple desire for them (whoever they are) to be loved, and of course grief, tender memories of joy, the suddenness of separation and promise of death, and ultimately the vastness of eternity. Games & Sources Final Fantasy 7 - Interrupted By Fireworks
  7. A haunting melody, the SNES really was ahead of it's time for music. The flute is myself sampled in Directwave for FL studio. I used automation of saturation, volume, and transient processing to fake the "articulations" I wish I could use Kontakt to do this, but I cannot get the root key proper at all, and internet searching has proved fruitless. I chose the name Temporary Tina, as I believe the Terra character is named Tina in the Japanese release. Remix again, in case it didn't insert properly above after the failure of the file upload. Again, the consideration is appreciated. Games & Sources The source tune is Forever Rachel from FF6....and we all know who composed it;)
  8. Arrangement wise, I wanted to make a techno song with sounds that were overall less synth-y and more organic. There's a kick drum throughout, so I obviously couldn't make the whole track into some found sound, ambient adventure, but I do like the extended section in the middle where things start to sound extra incidental. The main lead is just a simple monophonic piano sound with a lot of deep reverb. The bass kind of wobbles back and forth in the stereo field, and also up and down in level, which is maybe a risky approach, but I don't think it's distracting as much as it is interesting. It has a granular send set an octave up to simulate low strings, and that same send effect is also on a few midrange instruments, simulating a middle strings section. I made these strings swell by ramping the send volume up using automation. Lot's of LFOs connected to all kinds of things via (virtual) CV, making constant (sometimes barely audible) changes to timbre and pitch. Different sounds coming and going. 134 BPM. 0:00 - 0:49 in source is 0:00 - 1:11 and 2:59 - 3:50 in mix. 0:49 - 1:47 in source is 1:11 - 2:44 in mix (some of which is the Bond theme but the arpeggios et al. are still there) The last 35 seconds of my mix have some subtle callbacks to earlier in the track as well. Big thanks to everyone who continue to keep OCR going strong. - Mike Games & Sources The source tune here is the Caverns theme from GoldenEye 007, by Graeme Norgate. I always wanted to do something from GoldenEye, and Caverns might feature the most melodic content that isn't the Bond theme - though that song is featured in the source and in my version - making it a suitable candidate for an OCR ReMix. The game's OST is kind of like the original game remix album: Graeme and Grant Kirkhope reinterpreted Monty Norman's classic theme in so many distinct, different styles, and even toward the end of the game, the music never felt repetitive despite the player hearing the same few motifs over and over.
  9. This was made exclusive for the Halloween and it has a dark and spooky mood. Synthesizers used for the cover. You can download the track from the link below, [removed] Games & Sources Game : Blood (1997) Blood is a 3D first-person shooter video game developed by Monolith Productions and published by GT Interactive and developed using Ken Silverman’s Build engine. Music Soundtrack written by Daniel Bernstein and Guy Whitmore. Original track : Fate of the Damned
  10. fun, light, shuffle to start. really nice use of dynamics to focus the ear on the 'different' instruments. the melody of both of these tracks has a lot of sustains, and you do a nice job translating a sustained element to a decaying one in the piano. there's a little time fuzziness around 1:00. 1:15's little sparkling descending line is really nice. 1:23's a nice contrast to the opening voicings of the chords, richer and fuller as you get farther down the keys. rabao's quicker approach has more life to it - stronger left hand, and the melody line is jauntier as well. i think it's a nice play off the difference of the two originals and how they approached similar ideas. 2:35's a nice transition back into battalia at 2:45. i loved the harmonized melody here too - again, a great job translating a more sustained melody to that of a hammered instrument. lovely arpeggiated chord at 3:20. 3:23's lush instrumentation is a great contrast to the earlier section, just beautiful work there. back to the opening shuffle as an outro, with a quirky little final chord to finish it. slam dunk as expected. exceptional use of the different themes to make a unified whole. YES
  11. opens at a more sedate pace, which i like. drums are pretty thin in the mix - cymbals especially are practically just high sizzle, snare's very resonant as well and i don't hear the kick if there is one. there's a nice vibe right away to the track - the extra percussion is a great add. backing keys have a nice tone but probably could have been more active and creative in what they're playing - it's pretty rote throughout. the b part of the theme hits at 0:37 and it's a nice shift. there's a lot going on here tbh - i'm thinking the drums could stand to be a touch farther in the back (and the conga) to help balance it there. the rhythm guitar elements could also be farther back whenever they're playing, they're not a primary element and they're pretty loud. 1:25's a bit of a shift since the rhythm guitar drops and there's a marimba part playing. the marimba part is really not doing anything that's particularly idiomatic to the style - is it just arpeggiating octaves over and over again? - and if you're going to focus on something like that, make it say something interesting enough to stand on its own if it had to. there's another intro and a section recap at 1:49 - if you're going to repeat a section like this, consider mixing up the backing elements a bit to keep it distinct. 2:35's octaves in the marimba sound like what was in the back before. you've got a whole section here with just octaves playing - make it something! marimba solo, reference another track as a cameo, just mix it up a bit. that whole section is a real downer right now. 3:01's one more recap of the a theme, and there's some different guitar parts to mix it up which i like. rhythm guitar here is a touch loud still. one more recap of the intro as an outro with some extra guitar bits, and it's done. i like the overall concept. i think this definitely works, and all the added percussive elements really help make it stay fun. my main complaints are in the volumization of some of the elements (rhythm guitar is a touch loud, etc), the mastering on the drums (they're very high-dominant throughout and the kick is inaudible), how the marimba's used in a few sections (if it's gonna say something, say something interesting!), and some of the repetition like at 1:49. each of these individually is a fairly limited fix though so that's good! i think this definitely has a place on the site, just not yet. NO
  12. opening is really fun with the guitar arpeggios over the synth, and then of course it goes absolutely balls to the wall immediately. obvious plini feel in the glassy arps with extended single-note guitar chugs and drums locked in. i made a stank face at my computer when i heard 1:02 hit, what a great feel right in this section. i love the lead guitar tone as well. 1:32 is a big transition section and a few of the notes in it don't fit the prior section's sustain, which is a bummer. there's a big build into 2:00 which is a pretty wild expansion section of the chord structure and opening arps in the original. i am gonna admit i lost the time signature plot in this section, i'd need it spelled out more to be able to keep track. it felt very free actually though which is a neat homage to the locale in-game. filthy riff at 2:59. the section between this and 3:30 was pretty wild as well but i could feel some outline of the B theme through there. big break at 3:46, which is needed by this point. 4:15's got some plini-style rhythmic elements outlining the C theme before we get a reprise of the A section in a super heroic vibe. there's a final fanfare and it's done. this is nuts, as expected. fantastic representation of a really great original theme. there's a few tiny bits and bobs here and there that i wasn't into but overall this is an incredible achievement. excellent work. YES
  13. opens with some wide synths and bells. i can definitely hear the styx influence initially in the structure. i like the way you handled the original's echoing bass intro around 1:07, that's a clever adaptation. when the guitar comes in at 2:02, i think it's pretty loud there compared to what else is going on, but other than that i liked what was going on in there especially in the backing parts. the transitional parts that follow are kind of noodly and don't really flow super well - for example i felt that the transition into 2:11 kind of just happened (and that that section just was there to take up space), and similarly the transitions starting at 3:24 going from the synth lead to the guitar and then back to the guitar were janky and didn't connect well. there's some more melody noodles and some solo work, and then we walk the chords out the door. throughout the track, i found the kick's room sound/reverb to be pretty noticeable - more than the impact was actually in a few places - and that was not something i cared for. the thin lead synth that often was playing octaves was, conversely, lacking in verb so it came through pretty sharp. other than that, though, i liked the soundscape and approach that you did here. this is a really neat different concept that i haven't really heard much of, and it's fun to hear the proggy roots that you tend to lean towards represented in a new set of sounds. i think i'd have preferred more focus on the transitions throughout and in shaping the track a little more intentionally, but what's here is fun. nice work. YES
  14. classic original. opens with the iconic arpeggio in some glassy synths, and opens up with some harmonic elements and a nice broad synth pad with some automation and interesting cutoffs. some glitching to add complexity as well. the melody comes in soon after and has an exciting drum build under. immediately after that, we get a certified bruh moment: the added guitar work here is nice and the bass has some fun slides on it. there's a nice break with some really cool resonance artifacts in there at 1:47. right after we get a big half-time original section that feels good and mean for a bit, before another break with some more sound design going on until 2:50 kind of gets back to the driving beat. i like the idea of having the bass on sixteenths but the drums on half-time. this whole middle two minutes of chopping back and forth is a great energy driver and feels great from a build perspective. and then we get the payoff at 3:33, and it's hair-raising, just what you wanted after all that up and down. it's really hard not to bob your head in this section. there's some odd choices around chords around 4:01 (but i like the changes to the melody there). 4:20 starts what feels like some descending action, and we truck through some chord progressions - but then it just ends? not prepared, not anything, it honestly feels like there's something wrong or we got an unfinished track. the cymbal crash is even clipped. this was a slam dunk until the last five seconds. there's no way we can post this with this ending. at least give it a sustain or hit the root or do a drum fill into it. what's here sounds incomplete. NO edit 10/25: the last 30s got a rework and there's more of an expected shape to the ending now. it's at least intentional now. it's enough for me. YES
  15. @Chimpazilla @Gario @MindWanderer @Liontamer we got an updated version of this non-project lufia 2 track back in may and i'm sick of it sitting in the submission bin, so i'm doing this =) please update your votes with a quick re-listen of this track. it's changed significantly from what we originally YES'd, so while i don't think it'll get any votes flipped, i'd still prefer to have the updated version listened to before we rubber stamp it. per Docjekyll's submission: "Since my previous submission ~2 years ago, I have been working on improving my mixing skills in particular and I don't believe my previous submission is still a good representation of my best effort. So I'm resubmitting the same remix with generally the same arrangement, but with better mixing, smoother transitions and additional atmospheric elements."
  16. Hello, This track was originally arranged for the Pixel-Mixers album "Djjinstrumentals" - a tribute to the music of Golden Sun, to be released soon. My choice was to remix "On That Night, 3 Years Ago", which is a track i really like. For my remix, i wanted to make something like 'synthwave prog' because a lot of sound choices and design are very synthwave-ish, but most of the track feels more like a prog track, with odd meters and never really 'settling' on a 4/4 groove for long periods of time, and that is not very much synthwave. Added lots of synth layers, to add movement to a source that is very centered around the bass, added guitars and new parts and solos. Insipired by early 80s soft-prog such as Asia (the band, not the continent) and Styx, the final result is something that think can stand on its own, but of course, that is for the judges to decide. :) Source / Arrangement Breakdown. 00:00 - 00:40 - my own parts - inspired by the chord progression 00:40 - 01:07 - my own melody, over the source's intro bassline. 01:07 - 01:27 - source intro 01:27 - 01:47 - variation of the source intro, mixed with my own part. 01:47 - 02:11 - source melody 02:11 - 02:37 - my own transitional part 02:37 - 02:55 - source melody 02:55 - 03:14 - variation of the source intro, mixed with my own part. 03:14 - 03:35 - source melody 03:35 - 04:00 - my own solos 04:00 - 04:42 - my own melody, over the source's intro bassline. 04:42 - 05:14 - source chords as an outro. Games & Sources Golden Sun - On That Night, 3 Years Ago:
  17. updated version in submission thread This is remix started in 2012 for the original version. At that time I wasn't ready to produce proper Drum & Bass but I would periodicaly try my best. I never finished the song but I still liked it for a while. I pretty much don't remember anything precise about inspiration from that year. Fast forward today, I fired up the project in late 2023 to replace all the drum sound with my new knowledge of how Drum & Bass works and how to compress drum properly. I was still on the edge with this one so I completely removed the drumstep bridge in the middle to redo it and cut the last repeat of the song since it was repeating the first verse with nearly no variation. I got my Electric guitar and started jamming on the newly written drumstep part. I also used my new favorite plug-in, Rift, to add some flavour to my synth and expand the soundscape. Also this added various element you would find in a psytrance. After that I went back to the intro, added some more psytrance element and wrote a second bridge that bridges the first bridge and the last part (Yes 2 bridges before the comeback.). And this version sat on my drive for a while. Fast forward again to July-August 2024. I picked my guitar and added those crunchy riff all along and now I was satisfied with the result. Went back and forth in the workshop for some fresh listening of other people and applied the correction needed to this Final version. This remix took a while but the wait made this a really polished song compared to what it was 12 years ago. Never too late to finish a project! I hope you enjoy as much as I do. (By the way, master is loud.) Games & Sources Chrono Trigger - Schala's Theme
  18. This was my entry to Dwelling of Duels' Party Month in September 2024 where it placed 2nd. 🥈 Lineup: * @jnWake - Piano, Synths * Roland N. Laracuente Martínez - Bass * @minusworld - Arrangement, Production, Guitars, Drum programming Technically, Connor Engstrom also provided ~4 bars of arrangement as well - I will comment later whether he wants to be credited. 😆 This is relevant because Connor and I have wanted to do a Plini-inspired epic prog submission to DoD for a while. However, Connor had a month of intense commitments and insane curveballs that kept him from being as involved as he wanted. I was on the hunt each month as DoD themes were announced for a good tune to apply some whacky prog rhythms to, and I finally landed on Space Land from Mario Party 2. The source has an interesting rhythmic backbone with a strong pulse that makes it feel like a 4/4 march, but with subdivisions into triplets for the melodic lines and background arpeggios. Yes, technically this is 12/8, but keeping these dual rhythmic ideas separate made it easier to progify this arrangement. Harmonically the source is in the Mixolydian mode, which makes it easy to (ab)use the VII-I transition, which sounds epic. :) Here's a map of all the ideas I stole... I mean... paid homage to. :') * Intro - [I'll Tell You Someday Intro](https://www.youtube.com/watch?v=p8cGceHp9lU) * A section - [Glass Bead Game](https://youtu.be/V8IVroLfizI?feature=shared&t=94) * B section - Lots of different Plini tunes * C section - [Electric Sunrise](https://youtu.be/Rv_a6rlRjZk?feature=shared&t=79) * A' section - [Macchina](https://www.youtube.com/watch?v=B4UZmc4jeRw) by Sungazer * A'' section - [Salt and Charcoal](https://www.youtube.com/watch?v=N3tjQ8tR7pw&start=32) * Transition - An attempt at copying 😆 [Somervilleans](https://www.youtube.com/watch?v=tHMG1OqNujc) by Poh Hock * B' section - A piano re-harmonization idea from @jnWake * Transition 2 - Dream Theater influences... guess I can't escape it 😛. @jnWake comes in with an awesome spacey synth solo too! * Clean chords - [Inhale](https://youtu.be/BpOJyPdolck?feature=shared&t=28) * Palm mutes - [Glass Bead Game](https://youtu.be/V8IVroLfizI?feature=shared&t=345) * Alternating guitars - [Glass Bead Game](https://youtu.be/V8IVroLfizI?feature=shared&t=166) * A section reprise - just... make it epic Once again, I used kishotenketsu to guide my arrangement, roughly dividing it into four sections: Theme (Intro, A, B, C), Theme Development (A', A'', Transition, B', Transition 2), Twist (Clean chords, Palm Mutes, Alternating guitars), and Theme Reprise (A section reprise). I'm very pleased with how it turned out. I didn't intend for this track to sound like an epic space journey, but that's exactly how it sounded after all the parts fit together! The way I write these kinds rhythms is by improvising rhythmic sequences and refining it if the "pulse" doesn't feel right. For example, I might play 9 eighth notes, 1 rest, then 3, 2 rests, then 5 and so-on; then I may modify it to be 8, 1 rest, 4, 2 rests, and 5 if the first version doesn't sound good. I try not to repeat sequences, or I will have the sequence repeat after a long-ish number of measures. This idea is on display in the A section and Palm mutes (and my FFX Thunder Plains remix, and my Chronopolis remix, and my Mole Knight remix... yeah you get the idea :) ). I've been really digging Sungazer lately and I wanted to work in a nod to their music, which turned into the A' section. The final result isn't as technical as Sungazer's exploration of hypertuplets, but I think it captures a similar vibe and fits the space epic theme well. The "backbone" of this section is the square wave arpeggios which follow the exact same pattern as the A section, but start to get chopped up as the section progresses. Underneath, I wrote an insane bassline which moves the pulse around using a similar idea mentioned in the above paragraph. Roland absolutely slays this part, playing my demented rhythms with ease. 😆 I honestly couldn't tell you what the time signatures are here - in the DAW it's marked as 6/12, which absolutely no notation software would accept. 🤣 I had to notate it as 3/4 at a slower tempo. Effectively, the square wave arpeggios which used to be triplets are now the main beat unit, so when tracking I would count to 12 along with the arpeggios. @jnWakeprovided a lot of ideas, many of which were kept; many of which were scrapped. 😆 Notably the piano arpeggios he sent me for the Intro, and revisited throughout the track, are inspired by the song [Hydra by Toto](https://youtu.be/sPecS5Y8PfY?feature=shared&t=197). He wrote this awesome jazz piano bit over the B section that I really liked, sounded too busy to me over the lower dynamics, so I "compromised" by chopping off the first half. 🤣 He supplied some pads and arps throughout as well. @jnWakealso wrote the B' section, which was an improvised reharmonization of the melody. I liked it and added guitar and bass parts. But his most "important" contribution was the sound clips. We kept joking that some movie quotes would go well in the Clean chords section. Before the deadline he sent me the sound clips and I dropped them in without hesitation. 😆 Of course, @jnWakealso does the epic synth solo in Transition 2 and the synth fills in the A section reprise. Often, I play on his arrangements, so I'm glad we were able to work out another opportunity for him to play on mine! Roland absolutely nails the bass parts in this track, as well as providing some tasty fills throughout. 🤘 I met him during the VGMCon Charity Album Jam in April where I played on some of his Motoi Sakuraba arrangements, so I knew I wanted to invite him to play on my next DoD prog arrangement... which finally happened six months later. 😅 OK, I think that's it from me! I hope you enjoy "In Space, No One Can Hear You Party"! Games & Sources Mario Party 2 - Space Land (https://www.youtube.com/watch?v=Zdort7dA7JE)
  19. Arrangement: Mel Decision Bass: darmock Guitars: Siolfor the Jackal All percussion: DeLuxDolemite This arrangement was created for Dwelling of Duels' Party month in September 2024, and got 9th place out of 24 tracks. This was my first month participating in DoD. I had a bit of trouble figuring out what to arrange—some of my first choices didn't fit all the criteria—and fell back on the first Mario Party on N64, since I'd recently played that with a friend. Yoshi's Tropical Island is a jam, and got me inspired to dive in the prompt. While it's a fairly conservative arrangement, I've taken a more laid-back approach to the piece's beach vibes. This is the kind of party where you sit back and relax with a piña colada in hand or bust out the grill. Collaboration, not competition, you know? I've subbed the steel drums for guitars performed by Siolfor the Jackal, added some additional movement to the bass, performed by darmock, and added a bunch of additional percussion including a full drum kit part, all of which was performed by DeLuxDolemite. DeLuxDolemite also improvised a conga solo for the piece. In place of some of the default percussion from the song, I subbed in some samples from Mario Paint and Yoshi's Story. With the guitars, bass, and percussion, I did more processing of live instruments for this track than I have on any previous track and learned a lot about mixing everything. The drum kit was especially a learning experience; instead of working on one or two midi tracks, I have audio tracks for each section of the kit. This piece also inspired me to go out and buy some additional percussion instruments so I can play some myself in future arrangements. In fact, I've already recorded some for the next DoD prompt. :) Games & Sources "Yoshi's Tropical Island" from Mario Party 1, composed by Yasunori Mitsuda
  20. Hi OCR! Here is a piano arrangement of « Batallia Down » and « Rabao » from FFXI and one extension. I’m a big fan of Mizuta’s work on this universe. After some tests on Batallia’s theme, I’ve thought I could get sthg interesting. Rabao well marry with Batallia, by similar harmony and rhythm. So, I’ve integrated some elements of this theme. Overall, the arrangement came naturally. The main difficulty was to find the good tempo. Indeed, first half with Batallia was thought much slower; and Rabao faster. I’ve reduced the difference to the minimum, but I’ve kept a minor variation of tempo at the transition. I’m not accustomed to play in this style; this arrangement was fun to make :) Enjoy! Guillaume BREAKDOWN Part 1 0’00 : intro Batallia 0 -> 0’34 Part 2 0’20 : Batallia 0’34 -> 2’00 a) 0’20 soft b) 0’50 more rhythm Part 3 1’23 : Batallia 2’00 -> 2’30 Part 4 1’49 : Rabao 0->1’00 & 1’00 -> 1’50 A little faster Transition 2’34 : Batallia 0 -> 0’34 Part 5 2’45 : Batallia 2’30 -> 3’40 More distant to the original, rhythm and harmony variation. And an “improvisation” at 3’10 on these harmonies. Part 6 3’23 : Batallia 2’00 -> 2’30 Arpeggios, harmony variation First tempo Part 7 3’52 outro : Batallia 0 -> 0’34 Similar as intro, but with chord more developed Games & Sources Remixer name: Bluelighter Real Name: Guillaume SAUMANDE Mail: guillaume.saumande@hotmail.com ID forum: 21840 Game & Songs: Final Fantasy XI & Batallia Downs Final Fantasy XI Rise of the Zilart & Rabao Composer: Naoshi Mizuta
  21. opens with a half-time rendition of the melody. 0:22's where it kind of starts to get kicking. the synth guitar isn't super realistic but i like the idea, i think it feels fun. there's another time shift at 0:38 where it's in half-time, and we get another rendition of the first few bars of the start of the melody (pretty sure that's the same as the first time). there's some transitional material, and it runs through the same stuff as the first time through in the same order with the same fills and everything. there's a bit of change on the final ten seconds or so, a few chords to end it, and it's done. this is really short! it's like a minute of music repeated. i don't think there's enough adaptation here to fulfill our guidelines around depth of arrangement. i think the idea's fun - Mario Kart tracks are all so energetic, so i think this is a great idea for an adaptation - i just think that nowhere near enough has been done to make it yours instead of the original composer. from a mix perspective, the rhythm guitar instrument and bass are competing for the same area and it sounds muddy as a result. along those lines, the synth guitar doesn't really stick the landing either in the rhythm guitar department or in the lead. i think that a little more attention there would be needed (and a little less fast vibrato) before that gets closer to par. fun sound test idea! needs some more cooking before it's ready. i recommend the workshop forum or the workshop discord channel. NO
  22. opening is pretty similar to the original. the lead flute never takes a break - their poor lungs! - and there's none of the fun articulations the original has, so that's a bummer. right ear's a bit heavy initially due to where the instruments inhabit the soundstage. there's some more instruments coming in at 0:28 - typical scoring rhythmic elements in the violins and brass. it gets a bit muddy in here with all of the sustains, and this trucks through the melody again a few times before reaching a break at 1:24. the break is a big shift and it's a neat idea - there's a lot more patience and interpretation with the melody here, and the execution is suitably styled so that it fits. we also finally get a section without the melody line at 2:07 or so when the harpsichord analog comes in alongside the bass instrument doing the same pizz from most of the rest of the track. the same violin rhythmic motion and the same brass swells from before come back in (really sounds the same when A/Bing it), and then the same melodic material in the same instrument comes in at 2:59 again. so there's a lot of repetition coming out of the first minute or so. the voice line gets layered in as well for a bit. the ending is just a ritard and then it's done, there's no sustain or wrapping action. i think there's some really fun ideas here. obvious the general concept works well - you've got some scoring elements alongside the very singable melody, you've got a neat bridge section that's very earthy and period appropriate, and the track has a good shape to it. i think however that having almost half if not more of the track being repeated from the earlier section, when that earlier section was highly repetitive as well, is not a great choice. there's not a ton of personalization on the melodic representation in that first or last third either. i think for this to pass, you need the second half not to be a direct copy of the first section. you may wish also to change the melodic representation so that it's not just solid sustains forever, which isn't particularly realistic. you also may wish to do some more work so that each instrument doesn't play exactly the same thing throughout (the bass pizz for example). NO
  23. we talked about this internally and ultimately made the decision to reject this due to the format (six discrete tracks that transition into each other). we've had a few of these where it's a full EP or album submitted as a whole and done this as well. if you'd like to submit your individual tracks, please separate them with normal start/end points and submit them separately. Seven Songs for 7th Saga is an example of this. NO OVERRIDE
  24. definitely more of a darkwave approach than the original. there's no real intro - this is into the melodic content right off the bat. instrumentation is clearly more retro intentionally. the opening minute plus is just the same melodic ideas repeated with some added complexity each time in the backing elements. we get the 'chorus' themes at about 1:13 in a really odd lead that's got some attack modulation on it that makes it feel a little late. this continues to repeat for a while - we're at nearly two and a half minutes of this loop now, i think this is six or seven times through - and we finally get a break in the beat at 2:25. most of the synth elements are the same here and this is just a matter of dynamics. there's finally something different at 2:50 when some of the backing elements start to loop and we get some build elements into the big hit at 3:14. drums are double-time here, and there's some slightly changed backing elements. i liked the acid bass here a lot, and there's a lot of space in the backgrounds in between some of the rhythms which i really liked a lot. this section feels a lot peppier. at about 4:03 the beat backs off and we're back to coasting through the earlier soundscape towards an outro. there's one last chord and that's it. this is a lot of repetition. you've got a few synth lines playing literally the entire course of the song with hardly any changes throughout. that's just too much repetition. the layering build you've got through the first two minutes plus can work, but you need to be very judicious about how you're bringing in elements, what those elements are, and how you focus on them. leaving your synths on autopilot and not even automating volume to bring elements in and out of the texture, let alone automating some movement on really base-level synths, just results in a cluttered texture that feels like we've heard it before. the track is essentially one 24s loop that is initially a bit deconstructed and then repeated a lot. the change at 3:15 was great and really mixed it up, but you need a lot more of that level of change for this to not feel like a sound demo. there's not even an intro or a real ending. from a mix perspective, most of the elements are clear, although i noticed that the voiceover is buried quite a bit (boosting the formant of that audio clip would help it cut). also i noticed that there's not a lot of content over like 1k pretty quickly - this is a very dark, gloomy mix from a freq perspective. i think that works stylistically, but it makes the few elements that do have content up there stand out a lot. balancing that out might make for a more cohesive track. i would need to hear more arrangement and less repetition before i'd be willing to pass this. NO
  25. nice wall of sound up front. the blues riff that forms the basis for the bassline of the course themes sounds really neat next to the really heavy background. there's a bass guitar transition right off the bat, and the vibe at 0:32 really felt like the Terran tracks from StarCraft 1 with how angular the drums and guitar are. i agree that going with Course Selection right away helps a lot. we get a big kick at 1:26 into the main part of the track, the Stage 1 and 2 tracks, and these are more straightforward. there's a much bigger section at 2:35 that's pretty intense, and it drops off right away into a half-time section for a bit to mix it up before hitting the short outro. the track ends fast enough that it's surprising and i think i'd have rather had that be a bit more settled. overall this is a fun romp through several themes from a classic game. i was not initially expecting it to be as cohesive of a medley based on the number of tracks and the length, but it does a nice job outlining the music and adding some new flair to it. YES
×
×
  • Create New...