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[Music competition 2011] Deep Space Battle by Killian
Posted: Sat Mar 26, 2011 10:32 pm
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Deep Space Battle
Original VGM composition |
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Posted: Wed Apr 06, 2011 1:32 am | |||||||||||||||||||||||||||
HW usage: 8 - detuning... >_@ just because you can... doesn't mean... something...
Lyricality: 7 Flow: 7 Scope: 6 --- Overall: 7 Criteria: HW usage: Scoring for limited-channels chip synth is not like scoring for an ensemble. Knowing how to milk the capacity of the chip and use all the channels all the time (within creative intent) without one stepping on another is a science. Knowing how to make the chip sound like it has more channels than it does is an art. Lyricality: The difference between that vintage console background theme that's stuck in your head 20 years later and the full orchestral next-gen PC soundscape that is amazing but which you can't quite remember 10 minutes later. Does the groove- the heart- the core of the piece stick in your head? Could you reduce it to a memorable sequence of single notes on a piano or square wave? Flow: Is there variety, or is the track one constantly looped phrase that gets stale? Do sections with various flavors connect smoothly and feel like part of the same piece? Scope: How much content is there, and for how long? Where does it sound like you were aiming when you made the track? A 30-second loop of cheap BGM, or a piece of performance art? |
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Posted: Sat Apr 09, 2011 9:42 pm | |||||||||||||||||||||||||||
The pitch bends sound awful at first. As the tune progresses we get a bunch of mitigating interesting other parts going on, and the percussion is done very authentically - something a lot of entries fall down on. But those dissonant tones are like having the whole thing played with a bagpiper next to you, albeit one who moves slightly further away as the song progresses. Maybe in context in a game it'd match well to some sort of chaotic/distorted theme. | ||||||||||||||||||||||||||||