7.06.2007

Bjørn Lynne in 5.1

I got my first exposure to Bjørn Lynne's material from Song of the Week, a piece of in-game music from Spin Jam for the PlayStation. He's got some really creative, dynamic material, as evidenced by other tracks of his I've heard, including "Jooli's Song" (which I encountered from Song of the Week as well).

Lynne makes the rounds via his MySpace page, pimping the latest developments on his site to those on his friends list. If you're up for a 14-minute experiment of sorts, give his latest message a look!
I hope you don't mind me taking this opportunity to let you know that produced a brand new music track in 5.1 SURROUND which is now available to download from my web site, for free, in WMA (Windows Media Audio v10) and in AC3 (Dolby Digital) surround music format. The track is a 14-minute ambient rock space journey that sounds pretty cool in surround audio, and I hope you'll enjoy it!

Download the track Voyager in 5.1 surround from my free surround music page.

PS, you can also hear it in regular stereo format (no surround speaker system required for that) on my blog

All the best,
--
Bjorn Lynne
www.lynnemusic.com

7.04.2007

Why I hope my marriage is like Super Mario Bros. 3: A long improvised-essay

OC ReMixer and former OC ReMix judge Antonio Pizza just posted an essay at the OverClocked ReMix forums likening his upcoming marriage to Miss Robin to Super Mario Bros. 3. But for better or for worse? Or for both?

For posterity's sake, we reproduce the entire essay in full:


Why I hope my marriage is like Super Mario Bros. 3:

an improvo-essay by Antonio Pizza



On Monday, February 12, 1990, Super Mario Bros. 3 was released in the United States. I don't know when I got my copy, but I do remember the anticipation leading up to it. I remember seeing the trailers for The Wizard; I remember hearing from a classmate that it was at "The Fun Factory", the local mall's arcade in a Playchoice-10 machine; I remember the brilliantly effective hype commercial with thousands of kids all across North America grouped in different colored shirts chanting "Mario! Mario!" until the camera pulled back into outer space revealing that the kids had formed Mario's smiling face upon the face of the earth. I was hyped, I was eager, I was amped. The classmate (Jeff Kraak, if you're out there somewhere, what's up?) told me magnificent things about the game such as not reverting directly to small Mario if you were injured as Fire Mario, a frog suit(?!), and (get this) the ability to fly! Oh! I had to have it! Everyone knew and loved Mario 1, and Mario 2 was, though not identically, equally loved and adored. How I asked for it, I don't recall. How I convinced my mother to buy it, I don't remember. When we went, I couldn't tell you. What I do remember was travelling to The Crossroads Mall in Portage, Michigan with her and purchasing Super Mario Bros. 3 from K.B. Toy Store for $55.

What I remember next disturbed me at the time and disturbed me in later retrospect, but now I recognize it as an important life lesson. We walked out of the mall and I had Super Mario Bros. 3 in my hands. Finally! I could get this weird "frog suit" and "teddy bear suit" (Tanooki Mario) that I'd heard about. I could try and get the whistle just like Jimmy Woods did in The Wizard, I could do better than Moira Grissom who stupidly fell and died in World 1's first miniboss castle, and I whoop the snot out of the evil and arrogant Lucas and his crony Toby Maguire. I could see if "Wart" was coming back!

I could finally do what I'd been waiting so long for. But the strangest feeling washed over me on our way back to the car.




I didn't want it anymore.




The excitement, the fever, the hype, the rush... all of it had vanished. I wanted to take the game and just throw it away. Not because it disgusted me, but I just didn't want it anymore. It was taking up precious space in my hands. Though nine-year-old me couldn't articulate it at the time, twenty-six-year-old me can say that it wasn't the game I desired most. It was wanting the game that I desired most. And as soon as I had it, my need had been fulfilled and I felt extremely disappointed at what I now had. Keep in mind, this is before I ever got home. This is still on the way to, and in, the car. Of course I hid this from my mother who had just shelled out $55 on something she had not the slightest interest in. I feigned excitement and contentment as well as a nine-year-old could in 1990. The inevitable logical question arises: "Why on earth would you desire for your marriage to emulate that?" Follow me and I'm going to bless you...



I'm not much of a gamer. The Legend of Zelda came out in 1987, Super Mario Bros. came out in 1985. I didn't beat either of them until 1996. I don't know how long it was until I beat Mario 3 but I'm sure it was well into the 90s as well. But that didn't stop me from playing it over and over again. Initially disappointed, I took the game (since I had it now and dare not even attempt to conjure up the notion of maybe suggesting that it should possibly be returned to the store), played it, eventually embraced it, and grew to love it. My next door neighbor and I would have all night Mario 3 sessions in the summer to see how far we could get without warping before we finally fell asleep (he always fell asleep by Water Land, I usually got tired around Level 7 or 8 ). I mastered the timing to hit the star at the end of every level. I could line up the Starman in Toad's scrolling extra lives game every time without trying. I memorized patterns in the N-card memory game. I discovered other whistles, I'd hunt the mysterious coin ships and blue Toad houses, I'd hoard P-Wings and Lakitu clouds until Dark World. Above a bachelor's, but not quite a doctor, I had mastered SMB 3 except for one part... I couldn't beat the freakin' thing. Getting through Dark World was hard enough, but throw in Bowser's castle plus the fact that I had no initial idea on how to beat him and it wouldn't be rare for me simply to get to Dark World and turn the game off. I wasn't unfulfilled, but I wasn't at a level of skill where I could face what was facing me. This wasn't, nor is, a matter of disappointment for me as Super Mario Bros. 3 ranks as one of my top 5, if not number one, favorite video game of all time. This isn't necessarily for matters of excellent construction or graphics or challenge, but because when I think of joy I've experienced when playing a video game, Mario 3 is at the forefront of my memory. I associate Super Mario Bros. 3 with pleasant memories and experiences. And though I have no difficulty breezing through the game today and stomping Bowser in the mud (or letting him stomp himself rather), it still brings me great pleasure despite it being 17 years old.


What I mean to say is that on the sixth anniversary of the party by the pool thrown by Flowerguy, I will become a married man and I have great expectations, hopes, and dreams. Admittedly, there are a few anxieties that I would not call cold feet, but merely recognition of the tasks and responsibilities that lie before me. I do not take what I am about to embark upon lightly. I am very excited but I hope that my excitement isn't quick to wear off in the eventual normalcy of everyday life. Keep in mind, I never imagined that upon walking out of the store in 1990 that I would no longer want what I'd been fiending for for weeks on end. But the redemption in that (besides a true calling from the Lord for me to marry this woman and my own personal desire and love to do so) is that my own life has revealed a wonderful precedence. What began as intense desire became, through time, hard work, passion, and zeal, a timeless and lasting experience. I get a kick every time I play Mario 3. It's as much fun now as it was in 1990, '98, and '06. I couldn't beat it at first, but by not giving up on it and sticking it through I eventually mastered it and began discovering fun new elements all the time (like getting all the coins in World... 2-2 I believe, makes a blue Toad's house appear). Yeah I'd throw the controller in disgust at times, and of course I'd angrily hit the power button on the NES and declare "I DON'T WANNA PLAY THIS NO MORE!" but rash statements can't quench a love of the game that easily. Of course I had to try again. I'd had too much fun to give up on it forever.


People say marriage is no picnic, but I youthfully disagree. Having been in the relationship with my fiancée for an adequate number of years, I know that it takes actual work to build on what you started with and to keep the two of you growing together. And if you and your honey want to go on a picnic, it takes work. Food must be bought and prepared. Decisions must be made on what to bring. An agreement must be made on when the time to have the picnic is available and where the two of you are going to go. How much is being brought? What is being brought? Is anyone else coming? Someone has to carry the stuff and if your locale is far off someone has to drive, be it you, your honey, the bus driver, the cab driver, or your grandma. The site must be set up and cleared of debris. But once all of that has taken place, you and your mate can literally enjoy the fruits of your labor. I'm not going into Dr. Phil mode, but I submit unto you folks in relationships; when was the last time you and (s)he went on a picnic?


Just as I'd heard and seen so much about Mario 3's fun (and difficulty via
The Wizard) without ever having played it, I have high hopes that my inital eagerness and excitement about my upcoming and only marriage will mature into a lasting love and appreciation upon which I can fondly reminisce in 17 or, God willing, even 71 years from now. My father once wrote a poem about how we do not desire the sunshine, but desire the desire for sunshine. Immaturely, I fell into that trap as a 3rd grader in mid-1990 (and again when DKC 2 for the SNES came out) but now I realize that the desire for the desire can occasionally confirm that what you were chasing after was your true treasure after all. You didn't enjoy the desire of Mario 3, you actually wanted Mario 3 the whole time. You just didn't know it. You were merely sidetracked, but time can correct and redirect the course of that river. Have I stretched and exegied too much out of my illustration? Possibly. Does any of this make a lick of sense to someone out there? Possibly. Could it impact someone for the positive? Hey, anything could happen. That was not my inspiration for this improvised essay, but instead one of those quick 1½ - 2 second thoughts in which is compacted and compressed an entire day's worth of meditation and verbal dialogue. Nonetheless, I fancied it an interesting simile worth sharing and figured that if it could be appreciated anywhere, it would be on a videogame webforum.

If you read all of this, I thank you. If you're a Christian, we'd appreciate your prayers for our marriage. If you're not a Christian, I still would still love to cheerfully accept your well wishes. We need all the support we can get. And if you're like one of those types who has been on the forums since I first joined but still have yet to grow or mature any in the past 6 years, your immaturity, bitterness, snide attitude, and anger at the world is cause for great sadness. There is a world outside of your computer. The sunlight doesn't hurt. Embrace it occasionally. I beg you, turn away from Dustin Diamondism. I don't say this to whore out congrats for myself, but I believe in the prayers of the saints and would love their prayers for my marriage. However I recognize that everyone does not believe what I do and I don't want to deny a well meaning person the opportunity to say "ur gettin' /\/\4rr13|)??!!!11~ omg kewl." So I leave you on a positive note. Buy yourself an ice cream sandwich, fire up your NES if it still works, and play through all of Super Mario Bros. 3 (with the one you love if you can convince them) without warping, and beat the game.


Till next time, peace out, God bless, and may the force be with you.



-ap




P.S. But if you really want to show us you're happy for us, we want a Wii. :)

Xoc back at it with Kirby's Adventure & Gremlins 2 tribute albums

Jason "Xoc" Cox has has plenty of arrangements, side projects and concept albums come out since the ultra-popular Super Mario World tribute "SMW", but the spiritual successor to "SMW" finally arrived a few weeks ago with the Kirby's Adventure tribute album "What's Pink and Sucks?"

Go for it now. You're bound to find something that you like within the album. It's over 30 minutes of Jason at his best, making creative use of a cavalcade of instruments and coming up with some great results. I don't have any nostalgic ties to the Gremlins 2 NES game (that's never stopped me), but Jason's arranged that as well, so you should know "G2EP" is worth the download.

Introducing yet another blogger at VGF

Whozzat? Sum n00b?

I know. You don't know me, therefore I'm not as interesting as the mighty Larry Oji. But it's okay. I'm still going to write stuff here from time to time. Let me give you a brief introduction to the man that is Another Soundscape.

My name is Mattias Häggström Gerdt. It's a strange name because I'm from Sweden. You know the ever-neutral country up north? Where Gecko Yamori is from? Yeah, that's the one. I am one of those new ReMixers that haven't really made it on the big scene yet. I am also one of the small percentage of new ReMixers who's still here, still trying, after rejections.

I do have some merits though. I have two finished songs for the FF7 project (schh, it's a secret) and I'm also a part of some other projects, including Larry's own Dirge for the Follin. I make all of my music in Reason 3.0 as it is now (you back there, yeah you FL user, stop booing) and I enjoy tweaking sounds beyond recognition and acoustic drums and percussion mixed with synths. When I'm blogging here I'm going to tell you about many things, including: OCR as a beginner, OCR as a European, ReMixing, video game music I enjoy, video game music in general and other more or less relevant stuff. Now, that's enough introduction for me. Let's get it on!

So it's 4.30 PM and I recently got home from work. All sweaty and tired, I get down to my computer and start iTunes. Since I'm such an impulsive fellow I usually have iTunes set to 'shuffle'. I clicked the VGM playlist and there it was. "Voiceless Poem" from Atelier Iris: Eternal Mana, composed by Ken Nakagawa, Daisuke Achiwa and Akira Tsuchiya (probably just one of them but I don't know who to credit).

Atelier Iris is one of those series of RPGs that hasn't really made it here in Europe, I don't know about the USA but in Japan this series, produced by Gust, is a long-runner. The first game in the series (that I know of) is Atelier Marie: The Alchemist of Salburg, released in 1997 for Sega Saturn. Atelier Iris: Eternal Mana on the other hand is for the PS2 and was released in mid-2004. Thinking it was a Disgaea rip-off (hey, 2D graphics in PS2 games isn't THAT common), I bought the game about a year ago and boy was I surprised. It's a classic 2D RPG with all elements you may and may not expect. Charming characters, incredibly smooth 2D graphics and the kind of plot that makes you think "ooh, the 90s". On top of this we have the soundtrack. Man, the soundtrack.

When the song "Voiceless Poem" was first heard in the game I thought to myself "this is one cozy track. It's got the melody and mood so right it's incredible. It's piano, it's synth pads and plucked stuff. Yum." And then out of nowhere comes an analogue, sharp, bouncy kickdrum. It could've been sampled right out of any psytrance song out there. Together with some 909-style hi-hats, the once so mellow tune goes downbeat-breakbeat, and I love it. The soundtrack is filled with those kinds of surprises. We have the regular Motoi Sakuraba-influenced songs, some sad themes and loads of the classic that's-the-funny-person-in-the-game-themes.

Although in Atelier Iris: Eternal Mana, all the tunes share an experimental and interesting approach to this. With loads of ethno instruments and bells joining hands with analogue-type synths, beats and strange FX, the composers created a soundtrack that is really interesting to listen to, especially as a composer or remixer. You don't even have to play the game to enjoy these tunes. Sometimes the soundtrack suffers from some low-quality instruments, not in the bad-MIDI-way, but in the this-is-like-SNES-and-PSX-but-cooler-way. So do yourself a favour, pick up the soundtrack. Or even better, get the game at a game outlet near you. It's pure pleasure.

6.29.2007

virt experiences wet dream, scores Contra 4

As CHz reported over at ThaSauce, arrangement scene old-schooler turned professional game composer Jake "virt" Kaufman was outed in the current issue of Nintendo Power as being the composer for Konami's upcoming Contra 4 for the Nintendo DS. (Here's hoping they at least stick with Contra IV/4 in the title, and don't drop that in favor of just a subtitle.)

While unable to comment much beyond confirming his role on the upcoming shoot-them-motherfuckers-up (loosely translated, "schmup"), Jake backs up the Ninty Power interview and assures us that we'll be rocked by new themes as well as rearrangements of classic themes from the Contra series.

I personally can't wait until Jake has a chance to score another console game a la 2005's Legend of Kay, but congratulations to Jake on a dream project that's a major footnote in his growing career.

OneUp Studios: The Extra B Stands for BYOBB

OneUp Studios recently hosted their latest BBQ, marking the event's 5th anniversary. I was invited by Mustin to the 3rd (honored, to be perfectly honest), and ever since then it's been open invitation. I :'-( every year I can't make it to Arkansas for the festivities. One day though...

Be sure to check out the OUS forums for information on how everything went. The OneUps themselves (OUS's cornerstone band) have been given new life since all but calling it quits last year, and will be performing at this year's Penny Arcade Expo (PAX).

Nice new OUS gear, by the way. Remind me to buy a black medium-size shirt.

6.26.2007

Dale muses on "Fail"

OneUp Studios co-founder and OC ReMixer Dale North has a new post up at Destructoid on America's history of crappy video game art and animation. Clearly the Mega Man series is in there. The video accompanying the post is tough in some cases (EarthBound? It's different, but what's wrong with that one?), but the gist of it is that Japanese art that's much more relevant to games is passed up for oftentimes non-sequitor art, usually resulting in cases of "fail."

Best moment of the video for me:
An iconic picture of Pac-Man is shown midway through the video: "Oh man! How are they gonna fuck that up???"
Seconds later, the Atari box art: "Dear LORD!"

Oof. I also don't believe I've ever seen anything as comparatively anti-septic and bland as the American box art for Breath of Fire III after the vibrant Japanese art.

And say what you will about the US-based cartoons being poor. You still watched them. Never ever heard of that DarkStalkers cartoon until now. Don't forget though that the Super Mario Bros. Super Show cartoon segments and Mario 3/Mario World cartoons by DiC were really strong all things considered.

One thing that could be noted for the present is that, with the foothold that manga and anime have on pop culture nowadays, a lot of the showcased art deemed unpalatable to American consumers back then is significantly more permissible. It remains to be seen what that'll translate to for future releases, but hopefully the days of Mega Man I's American box art are basically behind us.

A long-time gamer, Dale's been really active at Destructoid, so be sure to check out his regular updates.

Composer Spotlight #1: Hiroyuki Iwatsuki

Hiroyuki Iwatsuki is the master of the generic beat 'em up track. What does that mean? Well let's find out!

Works featured in this post:

  • Choujin Sentai Jetman (NES)

  • Ghost Sweeper Mikami: Gokuraku Daisakusen (SNES)

  • Ninja Gaiden Shadow (GB)

  • Pocky & Rocky (SNES)

  • Shin Kidoesenki Gundam Wing - Endless Duel (SNES)

  • Spanky's Quest (GB)

  • The Ninjawarriors (SNES)



full list of works

~~~~~~~~~~~~

One thing to note about Iwatsuki is that it's hard to get his "sound," so to speak, because he frequently collaborated with other Natsume sound team members, most notably Iku Mizutani and Haruo Ohashi. However, four out of his six chiptune works were solo ventures, so from these we can get some insight into the man's usual style.


"Area E"
Choujin Sentai Jetman (NES)



"Stage 1"
Ninja Gaiden Shadow (GB)


We can already see some similarities in the structure of the songs. Each loop has three basic sections: an intro, main body which ends in an upward sequence, and high conclusion. Both songs also have a driving bassline and percussion too. We'll see the tripartite structure and backbone in the next two co-composed samples from the SNES.


"Crazy Woods"
Ghost Sweeper Mikami: Gokuraku Daisakusen (SNES)
co-composed with Kinuyo Yamashita



"Last Boss"
The Ninjawarriors (SNES)
co-composed with N. Tate


I've been hand-picking tracks on purpose to reinforce the first sentence in the post, that Iwatsuki is the master of the generic beat 'em up track. All four games featured so far are side-scrolling/platforming beat 'em ups. More important, though, is how similar these songs are; the games Iwatsuki has worked on are chock full of songs just like these that grab you and yell out, "Beat up enemies to me!"

However, what I like about these soundtracks are just how eminently listenable they are. "Generic" does not automatically mean a song is bad; despite the four songs I picked being mostly interchangeable with one another (discounting the synth qualities of the three platforms), each track has its own decent melody and hooks, variety, and development. If these types of tracks are up your alley, then you should definitely check Iwatsuki out, because there are lots more tracks just like these.

Now that I've talked about how his music is all the same, let's look about some of his work that actually does sound different!


"Staff Roll"
Spanky's Quest (GB)



"Haunted House"
Pocky & Rocky (SNES)



"Airport"
Shin Kidoesenki Gundam Wing - Endless Duel (SNES)
co-composed with Haruo Ohashi


So in addition to beat 'em up tracks, we also have almost Kirby-like ^___^ness, almost RPG dungeonness, and almost technocrapness. I used "almost" and "-ness" in all three of those "genres" because each track does manage to still retain a little bit of the Iwatsuki flavor. Staff Roll and Haunted House have pumpin' basslines, and Airport still gets you ready to kick the crap out of something. Iwatsuki has a consistent style in his works that just rocks.

6.24.2007

A plug for "Music from SSX Blur"

The Song of the Week competition (Week #98) currently has an entry from Tom "Junkie XL" Holkenborg from Nettwerk/Electronic Arts' recent Music from SSX Blur album, the track being "Wanlong Mamoth".

All I can say is that, after hearing it, I'm really disappointed that I didn't have a chance to attend the Washington, DC part of the album release tour at GLOW on April 21st. That was back before I had my current (and thoroughly enjoyable) job, so all of my attentions had been going towards job hunting.

Nonetheless... :'-(

Great track, and I'll definitely be checking out the rest of the album.

6.21.2007

Dhsu Presents: Doujin Spolight

Hey guys, it's your friendly neighborhood Dhsu here: ReMixer extraordinaire and Asian debonaire. My job is to familiarize all you gaijin with video game arrangements made by our friends in the Land of the Rising Sun. These arrangements are commonly referred to under the umbrella term "doujin" (i.e. amateur or fan) music, and are closely linked to Japan's large "DTM" (or "DeskTop Music") community. The recently-posted "Dignity Ark" by Ryo Lion is but one example of what the majority of Western ReMix-lovers are missing out on.

There are a number of factors that contribute to the relative inaccessibility of doujin arrangements: in addition to the obvious language barrier, the doujin community doesn't have (at least to my knowledge) the equivalent of dedicated, centralized submission sites like OCR or VGMix. The closest thing would probably be sites such as CREATOR BACKER that keep track of the myriad personal sites run by the artists. Also, like their American counterparts, Japanese arrangements aren't all good, so it's a task in itself to sort through all "bleh" stuff. What's worse, the arrangements that actually turn out to be amazing are often available only as part of albums sold on the artists' websites.

But hey, that's what I'm here for! I'll be your tour guide of sorts to the wonderful world of doujin music, sharing sites and various other finds that I've come across during my own travels. I did a Doujin Spotlight feature at ThaSauce too a while ago, so the 2 whole people who ever went there will know the drill. ;)

As I close this post, I do have a small confession to make: namely that I typically only check arrangements for games or sources that I'm familiar with. Since I'm a bit of a Squaresofgt, that means mostly Final Fantasy and Chrono Trigger. Although that's pretty much the only thing Japanese people remix anyway, aside from Touhou and hentai games. :P Oh yeah, and the Ys series, but nobody's ever played those.

6.17.2007

Other people besides Liontamer might post here too sometimes

Apparently I've been given the ability to post here. I'd better make the most of it before Larry fires me for making fun of his stench (like that of an African elephant) or pubefro (no modifiers needed). D:

I'm CHz, sometimes known as 'Ili Butterfield. I'm one of the folks who runs Song of the Week. Spiel:

Song of the Week (or SotW, for short) is an online, ongoing, weekly event. The purpose of this event is to promote the proliferation of quality video game music that is seldom heard amongst the society of VGM fans.


I just updated the site with this week's winners about two hours ago, so check Week 97 and all the previous weeks out and see if you like what you hear. Maybe even participate if you have the time.

But anyway, why am I here? Well, since the scope of this blog is not just video game remixes, Larry wanted contributions from people who know more video game music than just a couple of tracks from whatever lame 2D fighter they played ten years ago. Since I owed him a lifedebt for saving me from a Nicaraguan death squad, I agreed to help him out with this "VG Frequency" thing.

So what can you expect from me? I don't know either! Presumably something about video game music! My original ideas were composer spotlights on lesser-known guys who aren't totally obscure (like, say, a Motoaki Takenouchi vs. a Nobuo Uematsu or Nobuo Ito) and looks at overlooked works by big-name composers, like the Hanjuku Hero series or DynamiTracer by Uematsu. But I'm not that organized, so I might end up just making things up off the cuff, kind of like this post!

I've gone on far enough here without any actual content, so I'm just going to end this post with a song I really like. It'll give me a chance to test this cool Flash MP3 player dealie. It also could be a preview of my next entry...?!


"Energy Generator Lab (Stage 5)"
Mighty Morphin Power Rangers: The Movie (SNES)
Hiroyuki Iwatsuki

6.13.2007

How a Russo-Nigerian Stallion Found Video Game Music, Part 6: Joining the Establishment

The coolest aspect by far of working at OC ReMix has been the job of helping select which tracks are posted. Especially as a listener/non-musician judge, being invited on board the Judges Panel validated the extent of my fandom for the amateur video game music community. Getting into the stories of my time on the panel will be cool for those insterested enough of the inner workings of the site, so I might as well lead off with how I ended up joining them.

Dain "Beatdrop" Olsen had recently stepped down from the panel after his second go-round, again for a lack of time. Long-time judges Ari "Protricity" Asulin and Binnie "Digital Coma" Katti were pretty merciless in pointing out that they thought he was a shitty judge for being so inactive at the end of both of his stints. I wouldn't know firsthand, but their complaining was probably a significant reason that pressure came down on Beatdrop to step down.

Myself having been on the panel for almost 3 years, I can tell you that the collective mindset of the panel never dwells on a loss. When someone resigns or is removed from the panel, it's unfortunate, but the gears immediately spring into motion for selecting a replacement. At the time Beatdrop left, several people were immediately brought up. JigginJonT likely would have been invited had he had the free time to join, but told whomever asked him about the opportunity that he didn't have the time. In the end, the two serious candidates brought up were Jack "Adhesive Boy" Ryerson and myself.

If you ask me, Adhesive Boy got a raw deal when he was nominated. If you listen to his material, you'll find that he's an A-grade arranger that's come out with some really impressive and creative pieces. By the time of his second posted ReMix, Treasure Hunter G 'Linoleum Stalactites', I had felt that he was on the road to making it onto the panel if he continued on that level, as he was only bound to get better.

When it came down to him or me, I ended up winning out, but at the same time, the potential to simply take on two new members was there, so AB and I weren't in any direct competition. After I joined though, I learned that close to the end of the selection process, the panel collectively decided they didn't need two people (which would have put the panel size at a then-unheard of 12 members). On top of that though, two mainstay judges felt AB made calls that nitpicked details and missed a lot of the big picture, and unfortunately that was it.

I was nominated by Protricity after a brief AIM conversation. From the looks of it, he had read the summer music reviews I had maintained for VG Frequency as he told me that he had the impression that I was enthusiastic about the community's music, but was able to call and spade a spade and be honest about when something was weak. I'd never find out that he was actually the one who nominated me outright until I joined.

Because I had always gotten along well with Gray "GrayLightning" Alexander, and he was my main source of communication as to what was going on in the judges panel, I had assumed that he had been the one who put my name forward. In actuality, he had reservations about me because I was already devoting so much time to college and the VG Frequency radio show there; he was wary of a someone coming on board who wouldn't make the panel something of a priority.

Digital Coma had bigger reservations about my objectivity but was ok enough to give me his support. I wouldn't know it until years later, but a long vote on one mix in my third day on the job caused him to go on a rant in the private judges chatroom on how I ended up being a terrible choice.

Vigilante intially had a bad vibe about my objectivity as well, but after he got a hold of me on AIM and gave me some test songs, I ended up with his strong support. Paraphrasing him, he could tell that I was capable of giving critical opinions and not trying to figure out what he wanted me to say. I forgot the other songs I listened to, but my first vote was one of the test batch songs Vig asked me about, Koelsch1's Valkyrie Profile 'Blind Eternity'. I figured it was worth it for my first vote to be a submission I would remember. My first YES vote went to a young up-and-comer by the name of Andrew "zircon" Aversa, for his very first passable submission Chrono Trigger 'Calamitous Judgement'.

When I was finally selected for the panel, djpretzel messaged me that night and made the official invitation. While I was secure in my skills, I was ecstatic that I was selected. As a non-musican, the fact that I had won the support of a very talented and selective group of musicians was especially gratifying.

Five hours later, after talking with djpretzel about the responsibilities of the job, getting congratulated by my new collegues, and reading through all the old topics and policy debates in Judges Discussion, I was ready to go. In my first four days, I had voted on everything there was to vote on, which was around 35 submissions.

After seeing my opening flurry of voting, Gray immediately warned me about working too hard and risking burnout. I dunno if he had ever seen anyone come in and annihilate the queue like that. And as soon as djpretzel posted the next flood of submissions a few days later, I voted on all 20 of them in 16 hours. There's no way I could do that nowadays, but my overall work ethic remains the same to this day. If a submission comes through the panel, I've voted on it 99% of the time.

Working these past three years evaluating OC ReMix's submissions has been almost nothing but fun. There have been plenty of internal squabbles, bouts of panel ennui, emo artists, ignorant assumptions by outsiders, and straight up crappy subs to weather. Depending on how forthcoming I am, you'll get to hear bits and pieces of all of that stuff if you stick around the blog. At the end of the day however, I'm currently one of only 10 people on earth who decided what you hear at OC ReMix. It's an envious job if you have an open mind and really, really love video game music.

And ever since I found it, I've really, really loved video game music.

Let's talk about someone other than me now.

5.28.2007

How a Russo-Nigerian Stallion Found Video Game Music, Part 5: Scintillating Data Entry

If someone had told me back in 2002, when I first found OverClocked ReMix, that I'd end up handling much of its day-to-day operations I'd be surprised. But not too surprised.

It doesn't happen at the drop of a hat, but when I'm passionate about something, I invest a lot of personal time in learning everything I want to know. When I first started choosing ReMixes to keep at OCR, I researched tons of information like the artists' real names and websites, the original composers, and the source tunes. One other byproduct of that passion is the desire to befriend the people involved and offer my assistance if needed.

From 1999-2001, I spent a lot of time around LatestWrestlingNews.com, a now-defunct pro wrestling news site that had a reputation for only posting hard news. After establishing myself as someone who could present their point of view articulately and getting to know site creator Derrick Flippin, he offered me a position as an opinion columnist. After proving myself as being dedicated, I moved onto posting news, providing show coverage, handling discussion moderation, and handling some limited administrative duties, and we talked on the phone a good deal.

Derrick closed down the site in 2001 to focus on his music (and he's a great musician; at the time he was friends with artists like Pearl Jam, Lisa Germano & Neil Finn), and I haven't heard from him in a while, but working for him and with him was one of my first experiences on the web learning everything I could about a site I cared for, befriending its head honcho & joining the staff, and amassing more and more responsibilities over time.

After finding OCR and becoming very familiar with the material there, I private messaged djpretzel in January 2003 hoping to help fill out the vastly empty OC ReMix informational database. I'm not sure how much flack djp received at the time, but aside from the strong core of the database actually existing, there was virtually no complete information for anything. Given the amount of work involved, I can see how it wasn't a priority vs. evaluating and posting new material. Nonetheless, games frequently has no composer listing, no release year, and no publisher. The major majority of ReMixers had no information filled out as to their real names, websites, email addresses of forum profiles. With the actual skeleton of the database there, it was up to someone else to flesh it out and realize its potential.

Back then, I worked through an Excel spreadsheet to amass the data, focused on game information (year, publisher, composers), but in retrospect it was a pretty cumbersome task as djp would have to transfer all the Excel data into SQL query strings he could use to add the information. I would never actually get to hand over that Excel information as my laptop at the time fried in the middle of my work. After recovering the data a few weeks later, I didn't revisit the project until 2004 after I had officially joined the staff as a judge.

My largest projects have involved populating the site database with information on the games, composers & source tunes, and details on the ReMixers, with most of the work as well as research acumen already cultivated by the years my own personal interest. Being able to collect and (finally) apply that information to the site itself is arguably something that would have otherwise taken a team of people to accomplish.

In case you don't know, by far the most important aspect of OCR are the ReMixers who contribute their material. Even on the sidelines, I was disheartened by the lack of readily available information about them in the OCR database. Again, djpretzel is only one man. But, to me, empty information meant that fans would have fewer resources for learning more about the artists themselves, as well as what other works they created. One thing that's obvious over time is that people are inherently lazy. I don't even mean that in a bad way. But in terms of information, most want it at their fingertips; they don't want to dig around the internet the way I did. Then you have the contingent that don't even know they want the information, but end up appreciating it once they find it available.

Thus, the first major improvement to the database was filling out the ReMixer information fields, of which the major majority was done from 2004-2005. I ended up having to redo about a third of the work after that aforementioned laptop disaster, but I was able to retrace all of my steps and discover some new information.

Back around 2003, OC ReMixer Zac "Psychrophyte" Brier also spearheaded a community effort to fill out the nearly empty source tune information fields in the database, which I was a small part of. Much of the work done amounted to cataloging the original songs from popular games, amounting to about 300 added and associated tracks. After taking over and continuing the effort in 2005, I've updated incorrect and unofficial track names for existing songs and added over 700 other songs. In short, if a ReMix on OCR is associated with an original song, you probably have me to thank about 80% of the time.

Those initiatives explain much of the development of OC ReMix into a more useful tool for promoting the knowledge of both original video game music and the ReMixers who make it all happen at OCR. To the average person, however, that stuff is all pretty cumbersome, all unsexy research and data entry. The real fun of joining OCR's staff was being invited to join the site's judges panel. To be given a say in deciding what music actually makes it into OCR...that'll take us to Part 6...

5.19.2007

How a Russo-Nigerian Stallion Found Video Game Music, Part 4: VG Frequency (The Radio Show)

After a semester of my "(Insert Name Here)" radio show, split between my favorite mainstream tracks and tracks from the amateur VGM arrangement community, I realized that most of my listening audience stuck around for the video game music. Having promoted my show more thoroughly on OverClocked ReMix's message boards, I managed to secure a tight-knit group of listeners who I'd gather up on AOL Instant Messenger in a chat room. Among them were Scott "SeattleOverCoat" Porter (later just "OverCoat", my first regular listener), a.p. "analoq" matthews, Candy "Juverna" Bullard, and Danny "SuperGreenX" Adler (now "SGX").

I honestly don't remember if any specific track prompted me to also follow the original music that amateur VGM arrangers made. Having done a great amount of personal research on the artists' homepages, I was able to familiarize myself with the fact that many of them also had original works on MP3.com or personal homepages.

As far as I recall, it was around the end of the 2002 school year when I decided to do an episode of "(Insert Name Here)" exclusively featuring original tracks by artists in the OC ReMix community. Mixers who had already heard of my show quickly turned out, so I ended up with material from all the names mentioned prior. SGX's stuff in particular was very impressive (and continues to be to this day). I was also excited to receive material from top names like Disco Dan, Ailsean, Injury, DarkeSword, Protricity, and Star Salzman.

One particular thing I remember in preparation was that I printed notes on each musician and track to reference for the introduction of each song. Not to sound egotistical, because my shows were both very loose and tongue-in-cheek, but I'm impressed at the degree of seriousness that I gave to the subject matter at the time. I was able to note real names, music competitions that they had recently taken part in, as well as previous works and relevance to the community. There was no moment where my audience went "Damn, he respects the community. He knows his stuff," but I feel those things were inherent and unspoken to those from the VGM arrangement community who tuned in.

In the summer of 2003, I finally made the move to focusing on video game music and the amateur VGM arrangement community entirely. After being stuck on a name for weeks (the best I could initially come with was VGM: Very Good Music, which I allowed Steve "D-Lux" King to steal years later), my friend Joe bantered out a few radio sounding words, including the word "Frequency." As soon as I put "VG" in front of it and said it aloud, I knew I had a very strong name for the show.

Looking back to my first episode's playlist from VGF, I'm certainly astonished by a few things:

*I forgot about my penchant for inserting songs into my playlists on the fly when requests popped up; my first track of the show was a request for Gröûp X.
*Just friends at the time, "The Lady", Paige, called into the very first show. Though basically a hater (you'll hear more from her when the time comes), she was impressed by the music of Jared Hudson and Quinn Fox.
*My selection was nowhere near as deep back then. Most of the tracks were favorite OC ReMixes.

It would take too much time to go through all the various developments in the show that were very important to me at the time. The ball started rolling with people I had known beforehand, and soon enough I was joined by people I didn't know well but knew of the show. The show clearly became more important over time as ReMixers started going out of their way to catch it, started providing me with audio bumpers, tracks to play (many times, before anyone else had heard them), works-in-progress to provide feedback to or interviews, and started treating the show's chat room as a important place to be to interact with lots of community members.

Memories of those 3 years, in shorthand:

*The headache that was streaming in RealAudio
*Commercials for Zwings 'n Things ("Miss the old days when a wing was a wing?", which Spencer Koch later admitted he had no idea how he came up with that when recording the ad)
*Bubb Rubb during all of the early aftershows
*Coining the term "e-penis" while interviewing KyleJCrb and reading the chat room window contents over the air; if you've ever heard the term anywhere, I somehow invented it
*The Wingless explains the meaning of bukkake
*The Valentine's Day shows
*Being saved in a big way by 5 interviews when audio from my computer was a no-go one week
*Interviewing Protricity, the arrival of Jim Holland and newly being able to record the shows myself, leading to jump in popularity once show MP3s became available every week
*Having friend, Emory student, WMRE DJ, and old-school OC ReMixer Electron on board as guest host
*The yearly "Best of the Best" episodes capping off each year's run
*Interviewing OC ReMix founder, David "djpretzel" Lloyd
*The surprise return for one more season after graduating from Emory University in 2005

VG Frequency certainly was a memorable experience that fueled my love for broadcasting to this day. The radio show kept me in tune with the goings-on of the amateur VGM arrangement community for quite a long time in an Internet age where people move fast and events move faster. The casual fan misses out on the high quality, diversity and vast selection in arrangements outside of OC ReMix and especially original works from artists' homepages. It made me respect the community's musicians even more, and bringing those tracks awareness they may have otherwise not received is something I'm proud of doing.

Though I served an unconventional role in the community as a radio DJ, the role was one that provided me not only the opportunity to observe the community's contributors, but ultimately the ability to actively shape the community's direction in my own small way. After doing community music reviews during the summer of 2004, I entered a few people's radar as a serious candidate for a position on the OverClocked ReMix Judges Panel. That'll take us to Part 5...

5.01.2007

How a Russo-Nigerian Stallion Found Video Game Music, Part 3: Discovering OverClocked ReMix

When Matt Kertz mentioned to me to check out remix.overclocked.org in early 2002, I was definitely interested, but never became a hardcore fan of the site until the following summer. The first newly posted track I remember being interested in back then was DarK PurPLe's Super Mario Bros. 2 "The DarK Underground."

When I first browsed OC ReMix, I only downloaded and kept about 30 tracks. All were from games I was familiar with, including Super Mario Bros. 1-3, Super Mario 64, Sonic the Hedgehog 1-3, Streets of Rage 1-2, F-Zero, Street Fighter II and Mega Man X (which I had downloaded a ROM of). Any other games I had played had no mixes at the time, and I only played a limited number of games growing up. I quickly added enjoyable tracks from OCR to my radio show playlists, impressed at the sound quality and creativity of guys like McVaffe (Mike Vafeas). Even as a newbie, I could instantly tell the guy was treated like a huge deal there.

The advent of torrenting years later would make OCR's catalogue much more accessible than when I first arrived. But in retrospect, what's funny to me is that I initially treated the site rather nonchalantly, armed with downloading habits I'd chastise newbies for having nowadays. In that sense, I wasn't there broadly looking to find good music, I was strictly there for nostalgia. My attitude wasn't rude or dismissive, but other mixes on OCR might as well have not existed; they simply weren't on my radar.

Even when I got my first taste of ReMixes that were from games I didn't know, my horizons weren't broadened at all. I simply downloaded the new tracks that I liked and did no further exploration. My roommate back then, Dave Share, managed to download Chris J. Hampton's Chrono Trigger "New Zeal" and McVaffe's Castlevania Adventure "CV2k" (since removed from the site, no thanks to me) searching for cool stuff himself once I told him of the site. When he played those tracks on his comp, they were so catchy that I asked him what they were from and was surprised that they were also from OC ReMix. You'd think I would have learned to check out everything, but then again the task of amassing every mix back in 2002 was time-consuming and potentially not worth the returns.

Some n00b things I remember about my earliest days:
*Before realizing he was the site creator, wondering how egotistical djpretzel was for being the only person using the first person in the ReMix writeups
*Visiting VGMix shortly after learning about the ReMixer Exdous, downloading several mixes there, realizing most of the tracks sucked and subsequently never visiting it again; they had no quality control system in place at the time, and it showed
*Severely disliking Super Mario World "Flat Goom Beat" (also since removed) for being uncreative
*QuasiKaotic & Jade Gemini

Luckily I passed on the good word about OC ReMix onto my best friend, Joe Mauri. If Matt Kertz was the one who guided me to OverClocked ReMix in the first place, then Joe was the one who's actions ended up making me a hardcore fan. Back in the days when bandwidth was costly and speed was inconsistent, OCR's downloading policy strongly discouraged people hitting the site hard and snagging lots of tracks within a short period of time. About a week after telling Joe about OC ReMix however, he had unabashedly downloaded everything, the site having around 600 songs by that point. He was there for nostalgia, but he was also broadly looking to find good music.

The summer of 2002, Joe came to stay with my family during summer break, which was great for both of us. One of the most influential activities of mine that summer was taking three days to sit down and listen through all of the nearly 700 ReMixes he had, starting from the letter A and working my way down through Z. It was definitely a rewarding experiencing, as I ended up keeping about a third of the mixes, becoming familiar with lots of the artists there, and becoming indirectly familiar with a lot of popular game soundtracks. I didn't know Mega Man II's "Dr. Wily Stage 1" or Final Fantasy VI's "Terra" beforehand, but I definitely knew them now. From that point forward, OC ReMix was a daily visit. Once I lurked the forums, I decided my best approach for becoming a community regular would be to post a handful of mix reviews first to have some posts to my name; you can still see those archived posts today.

Much like my habits with mainstream music I liked, I meticulously tagged the OC ReMixes I held onto. While the framework was good, OCR's informational database was really lacking back then as it was only as complete as djpretzel's spare time or interest could manage. Thus, my curiosity had me researching the source tunes of the mixes at Zophar's Domain, original composers, ReMixer real names, email addresses and homepages; whatever wasn't readily available, I worked hard to track down out of my own personal interest.

My burgeoning interest in OverClocked ReMix quickly led to me altering the divided focus of my radio show singularly to the amateur VGM arrangement community. That'll take us to Part 4...