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Debate topic for next Tuesday: Are cannons truly valid instruments for an orchestra? Or should they be replaced with something safer, like Tesla coils?

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Site News / Re: Update, Wednesday 24th of November 2021
« on: November 25, 2021, 05:25:49 AM »
Thanks so much, you guys! I'm really happy the site can have this wonderful OST in its entirety, and your encouragement means the world to me.

Aaaaand great update, everyone! Some real nice stuff in here, from GCN Rainbow Road to more Hades music.

In addition to the other Dr. Mario sheet, I decided to do a non-replacement sheet from the game too. This one was a bit of trouble to transcribe due to all the time signature changes and stuff like that, but overall, it was a fun sheet to make!

Dr. Mario - "Endings" | PDF | MIDI | Sources: "Low Difficulty" "Hi/Med Difficulty"

Ha, imagine you spend all that time practicing and finally manage to beat it on Low Difficulty, and all you're treated with is... that.

Joking aside, good stuff, my man! Glad to see some Dr. Mario love. (Maybe we can work on Dr. Mario 64 together?)

As usual, I'll be showing off (and possibly explaining) my latest submissions today!

0th - 40th? (Re-Write)

[NES] Mega Man 2 - "Boss"


It's been so long since I last touched this one! But in the five years since I arranged it first, no one else has given this one a go, so now that the original game is finally done, we're moving on to the next title in the series. Next up: either "Flash Man Stage" or "Dr. Wily Stage 2", or maybe neither of these, idk... there's lots of options here. Cheers!


[PS2] Silent Hill 3 - "Never Forgive Me, Never Forget Me"


This sheet is certainly the black sheep compared to the rest of my output. Why on earth, you may ask, would I decide to arrange this song, from a survival horror game on the PlayStation 2?

This is why. Don't judge me.

Will I arrange more Silent Hill sheets? Probably not, but hey, it was fun while it lasted.

For my next PA update, you can expect the first sheet for this year's "12 Days of Sheet-Mas" series, taken after Maelstrom's tradition. I'm in the process of arranging all of them ahead of time, so you need not worry about me making it through—I've got it this time! I'll see you all on the 14th of December, and don't forget to enjoy!

Submissions / Re: [NES] Mega Man 2 - "Boss" by
« on: November 25, 2021, 02:04:40 AM »

The Mega Man grind continues...

Not having that inner voice for m. 1 - 4 is a bummer, and I also had to bump the entire LH down an octave for ease of playing. But other than that, I think this turned out alright.

Song That Might Play When You're Coerced Into Sympathizing With An Otherwise Irredeemable Character

-You could hide the second layer rests in bars 2 and 4 if you want to and stem the first layer normally on beat 4-5.  My reasoning is that this is a practical rest rather than something that's actually happening in the piece so you can tidy it up if you want to.
-The RH part in 9-12 is kind of weird.  It's kind of hard for me to make out the first beat of each bar (i.e. the first two notes) but it kind of sounds to me like the first two notes should be the other way around i.e. C# -> F# down a fifth.  I'm not super sure though because it seems very quiet.  It also seems like the part you wrote in is too high compared to the original, particularly these really high notes in bar 12, but again it's kind of hard for me to make it out perfectly.

- good point, I'll fix those
- (Libera and I talked over this on Discord, this is what the notes were changed to:)

le screenshot

Talked with Bloop over Discord DMs, he agreed to the glissando, and I agreed to change the last few measures' slurs to this:

Files should be ready to go now.


Good choice for an arrangement, I love this take on the original from SMB3.

Anyway, nice work on the sheet! For the glissando in m6, I think I'd prefer something written out rather than a glissando. The glissando either implies a black key glissando, which would just be G# and A#, or a white key glissando, which would include Gn, An, Bn and Cn. Both of these are easier if played normally than with a glissando.
If we're going to write something out, you could also make a chromatic run sextuplet (instead of 32nds like in the original)

It's quite fast, but still playable at speed.

While I appreciate the effort you put in to come up with this, I think for readability's sake I'll leave it as a glissando, so that the interpretation can be left up to the performer, according to their skill level. This will also be good for consistency between our original Mega Man sheets, as slides like this come up multiple times.

Other than that, I don't have any drastic stuff! The only thing I could say is some optional stuff about the slurs:
-In m3, 5 and 9, you could also start the slur at the C# on beat 4 of m2, 4 and 8. In m7 you could maybe start it at the stat of the chromatic run in m6 beat 3, or just at the F# in m7 beat 1.
-In m11, you could start the slur at beat 1.
-In m15-16, you could slur these phrases the same as in m11-12 (so m15b1 or m15b2.5 to m16b1 and m16b2.5-m17b1)

I'd also like to respectfully decline these changes as well. My slur contours are quite deliberate here; you'll notice I prefer to start them when the rhythmic activity picks up, and end them on longer notes:


So if it's okay with you, I'll leave these as they are, too.

Huh, interesting development. They look perfectly normal on the PDF but on Finale it's a different story. Maybe it's just my version of Finale then.

Do you mind showing us a screenshot of how it looks on your version of Finale?

Just the slurs and ties. They seem really far apart from the notes. Everything else looks good though!

Nothing's been changed, the presets on my template are the same as everyone else's. I've no idea why they appear spaced out to you, but this is the way I always make my sheets.

Thank you for going over my sheet, though, Ike.

PC / Re: How long to beat Days Gone?
« on: November 02, 2021, 01:37:17 PM »
On average, about 50-55 hours, Google says. But since you say you're a slow player, it could take plenty longer than that, and it also depends on whether or not you plan to use a guide.

Site News / Re: Halloween 2021 Update
« on: November 01, 2021, 02:58:53 PM »
Thanks to everyone for their contributions towards the update! This looks fantastic.

(Are we using [SW] or [SWITCH] for the Switch console tag?)

Probably the only thing I have to say is that the 8va in m. 16 and the 8vb in m. 17 both start too far to the left. I think we've talked about this before, but the beginning of the marking should hover over the first note it applies to, very slightly left if there's an accidental or something. The current placement of the (8va)/(8vb) is a good reference for where to start the marking.

Moved these slightly to the right, thanks for pointing that out.

The MUSX file on Dropbox should be good to go now.

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