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Title Screen theme
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天影戦記 〜 Playing soldiers
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{{{titleEN}}}
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OPの曲。
シリーズをプレイして下さってる方々をビックリさせたいが為に作った曲。
連縁っぽくない曲だねぇ〜
面食らってくれたかなぁ?
まぁゲームのお話は今までと同じノリだから、
結局いつもどおり、ガッカリ
タイトルだけカッコつけてます
カッコつけれてない
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The opening theme.
I made this theme because I wanted to surprise veteran players of the series.
It's not a very Len'en-esque theme, is it...?
I wonder if you were taken aback?
Well, the game's story has the same feel to it as previous entries,
so, in the end, it's just more of the usual. Bit of a let-down.
The title screen's the only part that tries to look good.
But it can't, really.
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押っ開かれた火蓋 〜 Slow Starter
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{{{titleEN}}}
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一面とかの闡裡神社参道の曲。
いつもの
相変わらず殆どがコピペで構成されてる曲です
よくもまぁ飽きずに作るもんだ
あと1回だけだから、ガマンしてね
スプリーング! びよよ〜ん
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Senri Shrine Road theme (around stage 1).
The usual.
It's a track mostly composed by copy-and-pasting, the same as ever.
The nerve of me, making another one without getting sick of it.
It'll only be one more time after this, so hang in there.
It's spriiiiing! Boyoyoing.
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Stage 1 Boss (Brilliant) - Mitsumo's theme
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ナイトメアシンドローム
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{{{titleEN}}}
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一面ボス、照雲の曲です。
勢いだけで一気に作った曲でした
怪しさ満点、可愛さ半減な感じだね
一面ボスっぽくはない、けどコイツけっこう悪い奴だしね
こんな曲が似合うんでしょう、たぶん
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Mitsumo's theme (stage 1 boss [Brilliant]).
I composed this theme in one shot, with only momentum to go on.
It gets full marks for ominousness, but only half the marks for cuteness.
It doesn't seem much like a stage 1 boss theme, but they are seriously bad news, after all.
This theme fits them quite well, maybe.
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Stage 1 Boss (Haze) - Souko Shirami's theme
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花よ散れ 〜 Consumed with JEALOUSY!
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{{{titleEN}}}
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一面ボス、蒼枯の曲です。
今作ではまだマシな価値観をもったほうの人です。
曲もなんか王道な感じですね、
ぶっちゃけよく分かんないけど。
戦乱に巻き込まれ、苦しむのは
いつの世も善良(?)な市民である。
この无現里でもね。
けどまぁ平和なもんですよ。
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Souko's theme (stage 1 boss [Haze]).
They're one of the characters in this game who still has a normal set of values.
Their theme conveys a kind of royal feeling, too.
Although honestly, I don't really understand it myself.
Wherever you go, the virtuous(?) citizens are
the ones who are dragged into war and suffer.
It's no different here in Mugenri.
But, well, it's still pretty peaceful.
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Stage 1 Boss (Neutral) - Kurohebi's theme
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メイドインブラック 〜 Double Snake
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{{{titleEN}}}
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一面ボス、烏蛇の曲です。
第一作目の曲のちょこっとアレンジ。
相変わらず噛ませ犬。
活躍の場はまだこない。
存在感が薄いのはきっと能力のせい。
そんな曲でした。(小並
同じ蛇なのに他の蛇さんと接点が無いね、そういえば
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Kurohebi's theme (stage 1 boss [Neutral]).
A slightly arranged version of a theme from my first game.
They're a total underdog, as usual.
Their time to shine still hasn't come.
Their lack of presence is surely the fault of their ability.
It's that kind of theme. (Small and average)
Come to think of it, they're a snake too, but they've got no connection to our other snake friends.
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Stage 1 Boss (Neutral) - Jun Amanomiya's theme
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韓紅に水は括る 〜DYE〜
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{{{titleEN}}}
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一面ボス、潤の曲です
鏈縁蛇叢釼で使用した曲のちょいアレンジです。
相変わらず曲とは裏腹に威厳のない奴です、古参のクセに
これに限らずアレンジ曲の大体は元の曲と
たいして変わってません、変える気もないですしね。
理由は、僕はあんまりアレンジセンスがないからってのと、
あと面倒くさいから
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Jun's theme (stage 1 boss [Neutral]).
A slight arrangement of the theme used in Earthen Miraculous Sword.
As before, they're not very dignified compared to their theme. Despite being a veteran, too.
Besides this one, most of the remixed themes here hardly deviate
from the original themes either. I didn't intend for them to, after all.
The reason for this is because I don't do very good arrangements.
Also because it'd be a pain.
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いざ進まん人の道、妖の道
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{{{titleEN}}}
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二面道中とかで聞ける、戦線となる川の曲です。
第一考目があまりにも例の神主っぽかったので、
頑張って「っぽさ」を失くしてみました。
前に進んでいく感じが強い曲ですね〜、
作曲者はいつも後ろ向きなのに。
相変わらず静かな曲が作れないだよね。
盛り上げちゃう、ごまかしちゃう。
ま、いっか。
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Frontline River theme (stage 2, etc.).
The first draft was altogether too Kannushi -esque,
so I worked hard to get rid of the "esque" part.
It's a theme with a strong feeling of moving forward!
Although its composer is always looking backwards.
As usual, I just can't manage to make a subdued theme.
I wind up making it exciting, covering up its true nature.
Eh, whatever.
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Stage 2 Boss (Brilliant) - Medias Moritake's theme
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エンペラーロード 〜 So cute!
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{{{titleEN}}}
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二面とかにいるボス、メリヤスの曲です。
今作1〜2位を争う異端な見た目のキャラ。
けど中身は真面目な子なんです。
ふざけてないんです、信じてあげてください。
曲のほうはとってもテンションあげあげな感じですね〜
元気になっていく感じ、がんばろー
所詮雑兵だから頭は良くないんだろうなぁ・・・、
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Medias' theme (stage 2 boss [Brilliant]).
They're competing for the top spot as "weirdest-looking character" this time around.
But on the inside, they're a very diligent person.
I'm not kidding, please believe me.
This theme is really gonna get your spirits high!
It'll make you feel good. Give it your all!
They're just a common soldier in the end, though, so they're probably not that bright...
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妖は患い俯く 〜 Outbreak
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{{{titleEN}}}
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二面以降、迷えずの森の曲です。
勃発した戦争ごっこ
无現里の住民はとある"病"を患い、このような事態になっているのですが、
その病の正体はなんなんでしょうかね?
悪酔いかな?
ま、そのうち誰かが教えてくれるでしょう
物好きが多く住む国ですから
ダブルミーニングっ!
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Unlost Woods theme (stage 2 onwards).
The war games have begun.
The situation seems to have been caused by Mugenri's residents falling under a certain "illness",
but just what is the true nature of that illness?
Are they just really drunk?
Well, someone will probably spell things out soon.
The land has a lot of curious people in it, after all.
Double meeeaning!
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Stage 2 Boss (Haze) - Kujiru Kesa's theme
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スラグエージェント
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{{{titleEN}}}
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二面あたりのボス、袈裟クジルの曲です
ナメクジっぽい妖怪は以前に登場しましたが、
今回はキチンとナメクジしてる妖怪です。
ヌメヌメしてそうね、
アサガオの葉っぱとかにくっついてるの、キモい。
ナメクジはアメフラシと違って食べるのには向いてないようで。
まぁ食べたいとも思わないけどね。
おい、曲の感想。
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Kujiru Kesa's theme (stage 2 boss [Haze]).
A slug-like youkai was introduced before,
but Kujiru here is an actual land slug youkai.
They seem very slimy.
They'll stick to the leaves of a morning glory, and it's gross.
Unlike sea hares, slugs aren't very edible.
Not like I'd want to eat either of 'em, though.
Hey, talk about the actual theme, will you!
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Stage 2 Boss (Neutral) - Aoji Shitodo's theme
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青嵐 ~ Plastic Vortex
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{{{titleEN}}}
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二面らへんのボス、蒿雀の曲です。
第一作目の曲のちょこっとアレンジです、
二年前なのにすっごく懐かしく感じるわ〜
だいぶこの世界に慣れてきたって感じの曲ですね(?)
二面ボスだけど実際はすげぇ強いんですよ、この子
まぁゲーム内でも強いけどね
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Aoji's theme (stage 2 boss [Neutral]).
A slight arrangement of a theme from my first game.
It was only two years ago, but it's still so nostalgic...
Aoji's theme gives off the feeling that they've finally used to this world (doesn't it?).
They're only a stage 2 boss, but they're actually super powerful in practice.
Well, they're also powerful in the game too.
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Stage 2 Boss (Neutral) - Shou Amanomori's theme
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アクト・ザ・フール 〜 HAHAHA
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{{{titleEN}}}
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二面ボス、ナメクジじゃない奴の曲です。
前々作の曲をアレンジしたものです、
たいして変わってないけど
今作では生粋のナメクジも登場しますんでね、
キャラが被らないように頑張ってるようです
アメフラシなのに、海にいない。
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The one who isn't a slug's theme (stage 2 boss [Neutral]).
This is an arrangement of a theme I made some time ago,
but it hasn't really changed at all.
In this game, a genuine slug makes an entrance.
It seems they're working hard to make sure their characters don't overlap.
Even though they're a sea hare, they're not in the sea.
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Stage 2 Boss (Neutral) - Tsugumi Umatachi's theme
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レッツエンド号 ~ to run away!
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{{{titleEN}}}
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二面ボス、ツグミの曲です。
元々ノリのいい曲からノリの部分だけを取り出したら
とんでもないノリになった曲。
まぁ馬(牛)だったのがロケットになったんだから当たり前か
前回はナス、今回はカボチャ
もし次回があるとしたら、何にしようかな・・・
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Tsugumi's theme (stage 2 boss [Neutral]).
I only used the upbeat parts of a theme that was already quite upbeat,
so it ended up becoming an unthinkably upbeat theme.
Well, they went from riding horseback (on a cow) to a rocket, so I guess that's to be expected?[lower-alpha 1]
They were on an eggplant last time, and they're on a pumpkin this time.
Assuming there's a next time, I wonder what I should make them ride...?
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海峡は今日もただ凪ぐ
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{{{titleEN}}}
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三面以降の道中、夢幻堤防の曲です。
幽暗海峡にあるとんでもなく長〜い堤防です。
それに負けず劣らず横にも縦にも
長〜い橋が建設されつつあります。
今作ではこの幽暗海峡が話のキーの一つでもありますよ!
さりげなく、柄にもなく、
曲にSEが入ってるね。
海っぽさがあるような、ないような
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Fantasy Seawall theme (stage 3 onward).
It's a super looong embankment in the Gloomy Straits.
There, a bridge every bit as looong in both length
and width is undergoing construction.
In this game, the Gloomy Straits are another key part of the story!
I casually and uncharacteristically
put some sound effects in this track.
It has somewhat of an "ocean" feel to it. Or not.
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Stage 3 Boss (Brilliant) - Kunimitsu Ooya's theme
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キリングスペリオル 〜 Giant killing
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{{{titleEN}}}
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三面ボスとかの都光の曲です。
僕が作った曲としてはなかなか珍しいタイプの曲ですね。
サビがどこか分からん。
実はこれ、テイク2なんです。
初めの曲は長すぎてボス戦に収まりきらなかったので、
急遽何パートか消し飛ばしました。
だからなんか曲の繋がりが変になってるかも、
いつか修正するかもね。
あんな刃渡りの長い剣で神速の抜刀、納刀をする都光は、
どう転んでも凡才ではないわな。
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Kunimitsu's theme (stage 3 boss [Brilliant]).
For something I composed, this theme's certainly unusual.
I don't really know where the hook is.
Truth be told, this was my second attempt.
The first one was too long, so when the theme was still going
even after the boss was defeated, I hastily cut away some parts.
So that's why the parts might feel a bit disconnected.
I might fix that sometime.
They can sheath and unsheathe their sword with lightning speed, even though
the blade's so long. They're clearly not an amateur by any measure.
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軍靴が響く幻聴
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{{{titleEN}}}
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三面らへんの前哨陣地の曲です
おぉ〜、僕にしては珍しく落ち着いた感じの曲!
道中っぽい道中っぽい! ・・・・よね?
蜻蛉軍の前哨陣地、ここから先に進めば
物語の真相にも近づくことになります。
その緊張感が表現できてるかな〜?
なかなか小奇麗にまとまった曲なんじゃないかな。
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Outpost Base Camp theme (around stage 3).
Woah! A subdued track like this is pretty rare for me!
It's totally fitting for the stage portion! ...Right?
This is the Dragonfly Army's outpost camp. Continuing further
will bring you closer to the truth of the story, too.
I wonder if that sense of tension is obvious enough...?
Don't you think this one's put together nice and tidily?
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Stage 3 Boss (Haze) - Kaisen Azuma's theme
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酔狂の舞 〜 This drunkard!
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{{{titleEN}}}
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三面とかのボス、海仙の曲です。
初めて三拍子に挑戦してました。
三拍子での作曲そのものが初めてなので、
どうも大変な事になっております。
酔狂っていうより泥酔してる感じの曲だね、
なんだかお酒が呑みたくなってきたぞ。
酔狂者の拳法は酔拳になるのかな?
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Kaisen's theme (stage 3 boss [Haze]).
For the first time, I challenged myself to make a theme in 3/4 time.
Since it was my first time doing so,
it probably sounds a bit weird.
It conveys less of an "eccentrically drunk" feeling, and more just a "totally sloshed" feeling.
I... I kind of want to have a drink now!
Would an eccentric drunk's martial art style be Drunken Fist, I wonder?
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Stage 3 Boss (Neutral) - Lumen Celeritas's theme
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プリズミックドライブ
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{{{titleEN}}}
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三面、アホ偉人の曲です
第二作で使用した曲の微アレンジです
相変わらずアホっぽい曲です、
元の曲もアレンジもノリだけで作ってます
それだけ、言うことなし!
門松ささっとるがな、このアホ
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The Great Idiot's theme (stage 3 boss [Neutral]).
Yet another arrangement of a theme from my second game.
As usual, it's a theme that sounds totally idiotic.
Both the original and this one are simply upbeat and not much else.
That's all that can be said!
They've got a bunch of New Year's pines stuck on 'em, the idiot.
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Stage 3 Boss (Neutral) - Sese Kitsugai's theme
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ネクロマスター
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{{{titleEN}}}
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三面ボス、ホネっ子セセの曲です
これも例によってアレンジですが、
セセの曲は2曲あるんで、それらを混ぜ合わせたものになってます
節操ない。
ちょっと成長した骨。
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Sese the Bone Kid's theme (stage 3 boss [Neutral]).
As expected, this is another arrangement, but
since Sese has two themes, I tried mixing and blending them.
It's not very consistent.
Their bones have grown a little.
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幽霊うごく波と風 ~ not steady body
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{{{titleEN}}}
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三面ボスの伊代真の曲です。
前回も今回も結構重要キャラなのにいまいちパッとしない
それはきっと三面ボスだからだよ
ポジション的には四面とか五面ボスとかにしてあげたかったけど
ボスの人数バランスの都合には勝てなかったよ...
曲名はダジャレですが、なにか?
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Iyozane's theme (stage 3 boss [Neutral]).
They're an important character, in this game as well as the previous game, but something's lacking...
It must be because they're a stage 3 boss.
I really wanted to make them either a stage 4 or stage 5 boss,
but I just couldn't win against the demands of balancing such a large number of bosses...
The title's a bad pun, but so what?
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濃霧呑む昼夢
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{{{titleEN}}}
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四面以降とかで行ける幽暗海橋で聞ける曲です。
霧の立ち込める幽暗海峡を覆うようにして建設された橋。
その橋も当然濃霧に呑みこまれてしまい、
視界は悪く常に薄暗い雰囲気。
そんな希薄さを表現できてるといいな、って曲なのだ!
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Gloomy Sea Bridge theme (stage 4 onward).
This bridge was constructed in an attempt to cover the fog-bound Gloomy Strait.
Naturally, it ended up being covered in thick fog,
leading to poor visibility and a constant gloomy atmosphere.
It would be good if this theme could convey such sparseness!
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Stage 4 Boss (Brilliant) - Kaoru Kashiwagi's theme
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死に至る絢爛 ~ Toxic gem
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{{{titleEN}}}
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都サイド四面ボス、薫の曲です。
時代の流れによって自分が率いる組織が解体寸前と、
色々と不憫なキャラですが、薫自身は結構強いのよね。
弾幕もちょっと異質なものになってます。
不憫な奴の為だけに専用の処理を作ってやった制作者の優しさ。
作ってから気が付いたけど、あの曲に似てるなぁ~
ま、いっか!
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Kaoru's theme (stage 4 boss [Brilliant]).
Though Kaoru is a pitiful character whose organization is on the brink of
collapse due to the passing of the ages, they're actually really strong.
Their danmaku is a little different than usual.
In my kindness, I created the danmaku especially for them. It's special treatment reserved for only pitiful fellows.
You know, I didn't realize this until after I composed it, but their theme really sounds like that theme, doesn't it?[lower-alpha 2]
Oh well!
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生える石垣、動く城
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{{{titleEN}}}
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四面以降で城の方面で聞くことができる曲です。
蜻蛉の城は空を飛んで移動ができる城なんですが、
地に降り立ったとき、自動で城郭が生えて城を囲むんですよね
ちょーべんり! 一家に一台ほしい!
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Castle side transition theme (stage 4 onwards).
The Dragonfly Castle can move by flying through the air,
but when it lands on the ground, walls automatically sprout to enclose it.
How convenient is that?! I want one in every household!
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Stage 4 Boss (Haze) - Garaiya Ogata's theme
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ヒーロー見参!!
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{{{titleEN}}}
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城サイド四面ボスのガライヤの曲です。
普段の謙虚な口調や態度とは裏腹に、
ガライヤの激しい英雄願望・英雄崇拝の思想が伺える
いい感じな曲に仕上がりましたね、好き。
本来は4面ボスなんかで収まるような実力じゃないんですが、
まぁ色々事情があってこんなところにいます。
途中なんかプロレスラーが入場してきそうな感じな曲調ね
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Garaiya's theme (stage 4 boss [Haze]).
You can really hear Garaiya's fierce heroic desires and hero worship in this theme,
which contrasts with their normally humble tone of voice and bearing.
Their theme has a great feel to it, and I like it a lot.
They don't really have the power to be a stage 4 boss, but, well...
lots of things happened and they ended up there.
It's the sort of theme that, midway through, feels like a pro wrestler has entered the scene.
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Stage 4 Boss (Neutral) - Hooaka Shitodo's theme
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オーバーヒートダウン
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{{{titleEN}}}
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四面ボス、頬赤の曲です。
なんかすっごく懐かしく感じるわ
一応いままでも登場だけはしてたんだけど、
ボスとして出てくるのは結構久しぶり。
戦乱の空気を読んで暑苦しい曲となっております。
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Hooaka's theme (stage 4 boss [Neutral]).
Aah, this feels really nostalgic!
They've at least shown up (more or less) up until now,
but it's been a while since they've appeared as a boss.
Fitting the war-like atmosphere, this theme is sweltering hot.
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見切り千両、目玉万両 ~ MONEY GAME
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{{{titleEN}}}
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四面ボス、ヒバルの曲です。
もともとメロディのパターンがすくなかったので、
なかなかアレンジしずらかったのですが、
なんか随分とポップなアレンジになっとりますな。
ヒバルさん、何者なんですかね?
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Hibaru's theme (stage 4 boss [Neutral]).
Their theme doesn't have many melodic patterns,
so it was really difficult to arrange.
Even so, this arrangement ended up becoming surprisingly pop-like.
Hibaru, who are you, really?
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開かれた瞳 ~ Mono EYE
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{{{titleEN}}}
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四面ボスの蛇穴丸の曲です。
EXボスから四面ボスへ値下げですよ奥さん!
お買い得ですね!
実際はボスの人数合わせのために四面ボスになったのですが、
実力的には打倒なところかも?
元が長い曲だから短くするのが大変でしたよ
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Saragimaru's theme (stage 4 boss [Neutral]).
This one's a bargain ma'am;
they went from an extra stage boss to a stage 4 boss!
Really, they became a stage 4 boss to match with the number of bosses,
but based on their true strength, it's only natural, isn't it?
Shortening an originally long theme was quite the challenge.
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Stage 5 (Brilliant) - Devanagara's theme
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鉄と油の理想郷
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{{{titleEN}}}
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帝都、デーヴァナガラにて流れる曲です。
多くの人は都がこんなメトロポリスだとは
想像してなかったんじゃないかな?
この都が赤いもやで包まれているのには理由があるのでござる!
都では緊急警報などが発せられたとき、視覚的にも分かりやすいように
4面ボスの力で色つきの霧が立ち込めるのです。
赤い霧は外出禁止を伴う戒厳令を意味し、
都に敵部隊が進入したために発せられました。
まぁそんなこまけーことはいいんだよー
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The imperial capital, Devanagara's theme.
Most people didn't guess that the capital
would be such a metropolis, did they?
I assure you, there is a reason why the capital is shrouded in a red haze!
Basically, when the capital is in a state of emergency,
colored mists hang over it through the power of the stage 4 boss.
Visually, this makes things easy to understand.
The red mist means that going outside is forbidden, which is accompanied by a state of martial law.
It was released because enemy forces entered the capital.
That's way too specific, though...
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SILVER
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{{{titleEN}}}
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都サイド五面ボス、讃良の曲です。
曲名通り「銀」をイメージした曲となっています。
妙にキラキラテカテカした金属的な曲に聞こえるかな?
カッコイイ感じに仕上がったと思うけど、
都会でメカニックな感じを表現できてるといいなぁ
狙い打つぜ
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Sanra's theme (stage 5 boss [Brilliant]).
As the title implies, I composed this theme with the image of "silver" in mind.
I wonder if it sounds like an unusually shiny, gleaming, metallic theme?
I think I made it pretty cool,
but I hope I was also able to express the city's mechanical feel...
Ready, aim... FIRE!
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陽炎の城 ~ Phantom ROAD
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{{{titleEN}}}
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蜻蛉乃城、城内にて流れる曲です。
終盤っぽく勢いのある曲でいいですね~
テンションあげあげー
前作をプレイしていただいたことのある方なら、
「おっ」ってなるフレーズに気付いてもらえるかも?
このステージの最大の敵は背景かもしれない
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Dragonfly Castle theme.
It's such a forceful theme, suitable for the endgame!
So tense!
I wonder if those of you who played the previous game will be able to
recognize a particular phrase in this theme. It will make you go "ah!"[lower-alpha 3]
The most formidable enemy in this stage... is probably the background.
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Stage 5 Boss (Haze) - Para's theme
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ミクロコスモス ~ Homunculus nightmare
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{{{titleEN}}}
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城サイド五面ボス、パラの曲です。
体は元ホムンクルス、魂は現ホムンクルスなので、
とある新皇志願者のときと同じく、
バイオテクノロジーっぽさ表現したかった曲です。
まぁそのとある新皇志願者の曲とまったく同じ
フレーズがありますけどね~
それとは別になんか懐かしいフレーズもありますねぇ~
消えていく知識のなか、人間不信になりつつあるパラは
口と態度が悪いのです
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Para's theme (stage 5 boss [Haze]).
Their body was formerly a homunculus, and their soul is currently a homunculus,
so I wanted to express their biotechnological nature through this theme.
I had the same experience with a certain other candidate seeking the position of the new Emperor.
Well, Para's theme contains some phrases that are identical
to that certain other candidate's theme...
It also has some other somewhat nostalgic phrases in it, too.
Para's knowledge is slowly slipping away, and they've continued to become more distrusting of humans.
They have a bad mouth and a bad attitude.
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Stage 5 Boss (Neutral) - Kuroji Shitodo's theme
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ルームザヒストリー
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{{{titleEN}}}
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五面ボス、黒巫鳥の曲です。
また貴方ですか
もう書くことないねん
SPAAAAAAACE!
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Kuroji's theme (stage 5 boss [Neutral]).
You again?
I've got nothing left to say.
SPAAAAAAACE!
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Stage 5 Boss (Neutral) - Sukune Katano's theme
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スーパーハニーワ ~ NEXT FORM!!
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{{{titleEN}}}
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五面ボス、宿禰の曲です。
ずいぶんと元気ハツラツで、
宿禰にはピッタリなアレンジになったかもしれません。
今回作った弾幕のなかで、
ある意味では一番作ってて面白かったかもしれない
面白かったのは弾幕の部分ではないのだけれども
超人合金究極埴輪、スーパーハニーワ!
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Sukune's theme (stage 5 boss [Neutral]).
This arrangement is full of energy,
so I suppose it suits Sukune perfectly.
Out of all the danmaku patterns I made this time,
I think I enjoyed myself the most (in a sense) making theirs.
Having said that, the danmaku wasn't actually the part that I enjoyed.
Superhuman-Ultimate-Alloy-Haniwa... SUUUUPER HANIWAAAA!
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月には届かぬ手 ~ Moon Child
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{{{titleEN}}}
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五面ボス、文門の曲です
この曲も元々フレーズが少ない曲だったので
アレンジにかなり苦戦しました。
バイオテクノロジーっぽさがなくなって、
和風要素を追加したので少しは気品が出たかな?
本人も見習ってほしい。
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Fumikado's theme (stage 5 boss [Neutral]).
The theme also had very few phrases to begin with,
so arranging it was a hard struggle.
Rather than focusing on the biotechnological side of things,
I added in some Japanese parts. I think that might have made it a bit more elegant...?
I want Fumikado themselves to follow that example!
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天の頂 ~ Brilliant Pagoda
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{{{titleEN}}}
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都側、ラストステージの曲です。
めっちゃ高い塔ですぜ、雲のさらに上まで伸びてまっせ。
内部を通ると登るのが大変な塔も、外を飛べば簡単に上まで登れる。
そんなズルを建築者が想定していたのか、
内部を登らねば真の意味で天上陵にはたどり着けない
そんな仕組みになっています。
けど実力で登ろうと、ズルをしようと、見える景色は同じなんだなぁ
皮肉めいてるね
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Stage 6 theme (Pagoda route).
It's... such a tall pagoda! It reaches even higher than the clouds!
Though it's hard to climb pagodas by passing through the inside, it's easy to get to the top if you're flying outside.
Perhaps the architect had such cunning people in mind,
because unless you climb it from the inside (in the true sense of the word), you won't be able to reach the Heavenly Emperor's tomb.
That's how it was constructed.
But whether you climb it with your true strength or cheat your way up there, the landscape you can see from the top is the same, isn't it?
How cynical.
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大天 ~ Spirit of nagara
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{{{titleEN}}}
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都サイド最終ボス、壬鳥の曲です。
大苦戦した曲です。
珍しく1日以上かかってしまいました。
どこまでも上に、どこまでも遠くまでいってしまいそうな、
そんな曲になってるといいです。
ステキな曲なので、また違った風にアレンジしてみたいですねぇ
名前に鳥が含まれている皇帝。
このキャラが今後どういう立ち回りをするのか楽しみです。
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Mitori's theme (stage 6 boss [Brilliant]).
I had a hard time composing this theme.
It took longer than a day, which is a rare thing.
I hope I was able to make the sort of theme that feels
like you've gone higher than anything else and further away than anything else...
It's a fantastic theme, so I'd love to arrange it in a different style.
The character for "bird" (鳥) is incorporated in the Emperor's name.
I'm looking forward to how they'll conduct themselves from now on...
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影の頂 ~ Haze Castle
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{{{titleEN}}}
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城ルートの最終ステージの曲です。
妖しい城の城内の妖しい道を超えた先には妖しい空間。
明らかになにか秘密がありそうな城だけど、
ストーリー内ではほとんど明らかになってないのよね。
けどひとつだけハッキリしてるのは、
すごく座り心地が悪そうな椅子だってこと
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Stage 6 theme (Castle route).
After passing through a suspicious path inside the suspicious castle,
you end up in a suspicious room.
Though it's clear that the castle is hiding some secrets,
not much is made clear about these secrets throughout the story...
But there's one thing I'm going to make clear:
Those seats look really uncomfortable to sit in.
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亡き月の王
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{{{titleEN}}}
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城サイド最終ボス、蝶鬼の曲です。
僕にしては珍しくすっげぇカッコイイ曲だね!
実はいままで和楽器を酷使する事は敬遠してたんです
曲風が極端に和風に傾いてしまい、
なんか表現の幅が狭まってしまいそうな気がしていたので
けどちょっと気分転換で使ってみたら、いやー楽しい楽しい
調子のって作ってたらなんか異次元な曲になっちった
久しぶりに三味線弾きたくなってきた、へたっぴだけど
テンポ速い曲ってメロディ増やさないと曲の長さ稼げないから、大変よね
しかも6面は戦闘時間長い・・・
メロディが浮かぶまでは苦戦しましたが、
一度方針が決まった後は一気に作り上げられましたね。
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Chouki's theme (stage 6 boss [Haze]).
This is a really cool theme, which is rare coming from me.
To be honest, up until now, I've done my best to avoid overusing Japanese instruments.
I felt that if I overused them, the themes I compose would end up becoming extremely Japanese in style,
constricting my expressive freedom.
However, I decided to use some Japanese instruments for a change of pace, and it was so much fun!
I composed this theme whilst riding that mood, and it ended up becoming something from another dimension! Or something like that.
I also wanted to play the shamisen for the first time in a while. Well, I'm pretty bad at it...
When it comes to fast pieces, if you don't increase the amount of melodic material you use, it's really hard to make them longer.
It's a challenge. When you add to that the long time you spend fighting stage 6 bosses...
I had a tough time until I thought up the melody,
but once I decided on my plan of attack, I was able to finish the theme without stopping.
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Stage 6 Boss (Neutral) - Yabusame Houlen's theme
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常軌の外に飛ぶ羽 ~ Eleven-dimensional
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{{{titleEN}}}
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6面ボス、藪雨の曲です。
常識の通用しない子供のわがままを貫き通した感じの曲です。
前に作ったときも思ったけど、全然主人公曲っぽくないよね。
もう1人の主人公もそうだけど
不気味さと幼さを両立させた不可解な存在。
まさに藪雨らしい曲なのかもしれない
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Yabusame's theme (stage 6 boss [Neutral]).
This theme gives off the impression of piercing through the selfishness of children who are immune to common sense.
I had the same thought when I was composing Yabusame's theme last time, but this theme doesn't sound like the theme of a protagonist at all.
It's the same for the other protagonist as well, though...
This is a mysterious theme, one in which eeriness and childishness coexist.
Perhaps those traits make it resemble Yabusame...
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Stage 6 Boss (Neutral) - Tsubakura Enraku's theme
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アナザーマインド
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{{{titleEN}}}
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六面ボス、玄鳥の曲です。
僕のアレンジ曲としては珍しくメロディの追加をしてます。
っとは言っても元のメロディを少しいじっただけですけど
もう1人の主人公に比べて落ち着いた冷徹さが垣間見え、
複雑な心情とかも表現できてればいいな~
玄鳥は今までもずいぶん苦労してますが、
これから先も苦労することになるでしょう、ごめーんね
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Tsubakura's theme (Stage 6 boss [Neutral]).
I added in more melodic material this time, which I don't often do when I'm arranging themes.
Well, I say that, but all I really did was tamper with the original melody a bit.
Compared to the other protagonist, I hope I was able to show you the chinks in Tsubakura's cool-headedness,
showing the complex emotions that lie beneath.
Tsubakura has suffered a lot up until now,
and I bet they'll suffer some more in the future. Sorry!
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Stage 6 Boss (Neutral) - Clause's theme
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エターナルパワー ~ BIG STAR
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{{{titleEN}}}
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6面ボス、クラウゼの曲です。
特にコメントはありません。
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Clause's theme (stage 6 boss [Neutral]).
I don't really have anything to say here.
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薙ぎ払われた繋がり
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{{{titleEN}}}
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6面ボス、八尾呂智の曲です。
元々が一本の流れで出来上がってた曲だったので
アレンジするのが難しかったです。
ストーリに関係ないボスなので
あまり壮大にしたくなかったし
色々と大変でした。
今回は自機じゃなくて残念だったね。
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Yaorochi's theme (stage 6 boss [Neutral]).
The previous version of this theme was intended to be a single stream of music,
so arranging it was difficult.
Yaorochi isn't related to the main story this time,
so I didn't want their theme to sound too grand.
It was challenging in a bunch of different areas.
It's such a shame they weren't a playable character this time...
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Stage 6 Boss (Neutral) - Shion's theme
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百の命と一つの縁 ~ Chimera soul
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{{{titleEN}}}
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六面ボス、シオンの曲です。
非常にアレンジしやすい曲でした。
テーマがハッキリしていて素直な曲調だったからかな?
リズムとかは奇妙だけど。
玄鳥の魂を食べて以前より強くなっちゃってるけど
闡裡神社大丈夫かぁ?
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Shion's theme (stage 6 boss [Neutral]).
This theme was really easy to arrange.
Perhaps it's because the main motif is clear and the melody is quite upfront...?
The rhythm is a bit strange, though...
They're stronger than they were before they ate Tsubakura's soul.
Will the Senri Shrine be okay?
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Stage 6 Boss (Neutral) - Tenkai Zuifeng's theme
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決壊オーバーフロー
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{{{titleEN}}}
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6面ボス、天堺の曲です。
前回に比べて若干落ち着いたアレンジになりました。
テンポが遅くなって発狂ピアノが聞きやすくなったね!
色々と裏の事情を知っている結界師。
まだまだ謎な部分が多いですが、
今回の自機化で、天堺のキャラが
よりハッキリしたのではないでしょうか?
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Tenkai's theme (stage 6 boss [Neutral]).
This arrangement is somewhat more subdued when compared to the original theme.
It's slower, so the mad piano antics are easier to hear now!
Tenkai is the barrier builder who knows various bits of secret information.
There's still a lot of areas about them that are shrouded in mystery,
but wouldn't you say that their appearance as a playable character this time
made their personality clearer?
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Stage 4-6 (Neutral) - Senri Shrine Road (far) theme (stage 3 in the demo version)
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小鳥達の黒羽焚き
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{{{titleEN}}}
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闡裡神社参道の後半曲です。
参道を真っ直ぐ進む場合、同じ曲だけじゃ飽きると思って作ってみました。
この曲、実は昔に玄鳥の曲として作ったものなんですが、
なんかボス曲っぽくないなぁ、ってなわけでボツにした曲なんです。
今回ようやく日の目を見ることができました、よかったよかった。
何か怪しい祭りとか、儀式とか、そんな感じな曲。
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Senri Shrine Road theme (stage 4-6).
I thought one would get sick of the same song if they kept going along the Shrine Road, so I made this one.
I actually composed this track in the past as a theme song for Tsubakura,
but I thought it didn't sound all that boss-ish, so I scrapped it.
This time around, it's finally seen the light of day, and all is well with the world once again.
It's a song reminiscent of some kind of suspicious festival or ritual.
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Demo Version (partial)
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闡裡神社参道の後半曲です。
本来は四面以降の曲なんですが、
体験版限定で三面にも流れるようにしました。
真っ直ぐ進む場合、同じ曲だけじゃ飽きるでしょ?
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Senri Shrine Road theme (stage 4-6).
It's supposed to be played from Stage 4 onwards,
but for the demo version, I had it play on Stage 3.
If you're just going straight forward, you'd get bored of the same old song, right?
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MO-NA-D-2 〜 記憶偽筆
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{{{titleEN}}}
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ストーリー裏ボス、國主 雀巳の曲です。
これまた珍妙な曲が出来上がりました。
不気味さと不安定さを醸し出しまくってます。
新しい試みをたくさん詰め込んだ曲ですが、
意外と短時間で作ったものなんですよね。
遊びまくってたらいつのまにか完成してたって感じ、
だからメチャクチャなんだね
やろうと思えば歴史を改変することさえできる雀巳。
過去に藪雨と玄鳥を苦しめまくったコイツは、
この无現里にて何をしでかすんでしょうかね?
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Suzumi Kuzu's theme (story mode secret boss).
I've completed yet another weird theme.
It turned out sounding quite ominous and eerie.
Although it's a theme I tried cramming lots of new ideas into,
it took me an unexpectedly short time to compose.
It always seems stuff gets done faster if you're screwing around,
but that in itself is pretty messed-up, huh?
Suzumi can change history itself if they put their mind to it.
They've been one to seriously plague Yabusame and Tsubakura in the past.
But really, what kind of mess are they making in Mugenri?
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進まねばならぬ道
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{{{titleEN}}}
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EXステージの道中曲です。
ストーリーモードをクリアしたばかりの人は
色々とモヤモヤしながらこのEXステージを
プレイしてることだと思います。
それでもプレイを続けるのです、さぁ
未知なる恐怖を求めて
既知なるスリルを求めて
進まねばならぬのです
それにしても闡裡神社の参道ってなっがいねー
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Extra stage theme.
I think people who've just completed the story mode
will play through the extra stage
feeling a bit doubtful.
Even so, continue playing!
You must walk down this road
in search of unknown terrors
and well-known thrills.
At any rate, the road approaching the Senri Shrine sure is long!
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永劫模倣演舞 ~ Spell Collector
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{{{titleEN}}}
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EX面ボス、牌示の曲です。
"アレンジ"ではなく"模倣"というものを表現するのに頭を悩ませました。
その結果
「自分の曲のなかに他人の曲のメロディをそのまま持ち込む」
という曲を思いつき、作ってみました。
鶴喰の曲のメロディをそのまま自分の曲に取り入れたものの、
完全に模倣することはできずに破綻し、
結局は自分の曲にもどってしまう。
そんな曲をイメージしてみました。
他のキャラの曲にも似てる気もするけど、そんなことはない。
いい具合にキャラを表現できていて、結構気に入ってます。
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Haiji's theme (extra stage boss [Brilliant])
Conveying that this theme is a "forgery" rather than an "arrangement" made me rack my brain.
As a result,
I tried to make this theme embody the idea of
"a character copying someone else's melody into their own theme".
However, though they were able to incorporate Tsurubami's melody into their own theme,
they couldn't pull off an exact forgery,
and ended up returning to their own theme.
That's the sort of piece of music I had in mind.
It feels like it resembles another character's theme, but it doesn't.
I was able to express the idea of this character well, so I'm pleased with this theme.
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道を打つ刃金 ~ Cyclops Tech
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{{{titleEN}}}
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EX面ボス、ヤゴの曲です。
槌を叩くような力強さとちょっとした哀愁を漂わせた
ヤゴを良く表現できた曲だと思います。
隻眼の鍛治の神、天目津金の名を持つ者、ヤゴ。
神ということでは一面ボスの蒼枯と同じなのですが、
ヤゴは无現里では非常に重要な役割を担っている神なので、
神格が全然違うのです。
古参キャラがまた増えてしまった~
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Yago's theme (extra stage boss [Haze]).
I think the theme ended up fitting Yago quite well,
with the striking power of a hammer and a bit of sorrow mixed in.
The one-eyed blacksmith deity with the name of Ametsukana. Yago.
Being a god, they're of the same class as the stage 1 boss Souko,
but Yago is a god bearing a super-important role in Mugenri,
so their divinity is completely different from Souko's.
The senior characters just keep piling up!
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ロストジャックポット
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{{{titleEN}}}
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EXステージのボス、ゼノアの曲です。
ずいぶんと面白い曲になったと思います。
個人的にはEXボスらしい気がする。
チート能力を持ったこのキャラも
色々と謎やら隠し設定やらがあるんですが
ここで語るにはコメント欄が狭すぎる!
またいずれゲーム内で語られるでしょう、たぶん
途中で曲調が一度一変しますが
ジャックポットでフィーバーってわけです(?)
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Xeno a's theme (extra stage boss [Neutral]).
I think it ended up being a surprisingly fun theme.
Personally, I feel like it's very extra boss-like.
This character with a cheating ability also
holds various secrets and hidden backstory elements,
but there's no way I could fit them all into this comment box!
I might tell you about it in another game. Maybe.
The melody changes completely at one point.
That's because you've hit the jackpot and reached fever time. (Really?)
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壊れかけの永劫舞踏機関
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{{{titleEN}}}
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裏EXボス、鶴喰の曲です。
連縁シリーズをプレイしてくれている人なら
たぶん一番登場に驚いたボスではないでしょうか?
より怪しく、より機能的で、よりカッコよくアレンジできてればいいなぁ
似た曲がもう一つあるので、そっちとの差別化が難しかったですね。
すぐ上にあるその曲ね。
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Tsurubami's theme (secret extra stage boss).
I suppose players of the Len'en series would have been
the most surprised by the appearance of this boss, right?
I hope I was able to make this arrangement more ominous, more mechanical, and cooler than the original...
There's another theme that sounds similar to this one, so it was hard to differentiate the two.
I'm talking about the theme directly above this one.
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MO-NA-D-1 〜 記憶追蹤
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{{{titleEN}}}
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裏EXボス、雀巳の曲です。
とにかく不気味な曲です。
しかし、ただ不気味で怖いだけの曲なら簡単に作れるのですが、
それだけでなく、その中にカッコ良さや設定を組み込むというのは
結構難しかったです。
雀巳の弾幕は異質なものが多く、始めは面食らってしまいますが、
原理が分かれば避け方も分かる、そんな仕組みになってます。
そういったところが雀巳の能力を表現できてるんだと、
ぼくはおもいましたマル
お前はー!?
お~れだよ、とっつぁ~ん(ビリビリビリ
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Suzumi's theme (secret extra stage boss).
At any rate, this is an ominous theme,
but it would have been easy to compose if it was just ominous and scary.
Incorporating a sense of coolness as well as a sense of Suzumi's backstory on top of all of that
was quite the challenge.
The danmaku used by Suzumi includes a lot of strange elements, so you'll be confused to begin with.
Still, I constructed their danmaku so that once you understand the theory behind it, you'll know how to dodge it.
To think that such danmaku can express Suzumi's abilities...
well, I had that in mind from the beginning. Totally.
You...?!
Yeah, it's me, pops! Rat atatatatatat[lower-alpha 4]
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Ending theme
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祭りの後の沈黙
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{{{titleEN}}}
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EDの曲です。
相変わらずEDは楽して作ってます。
それでもちゃんと曲になるんだから大したもんだ。
今回はEDの絵の数が多くて描くの大変だったわ
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The ending theme.
Like always, I made this theme with ease.
Still, it's a proper piece of music, so it's important.
This time, the endings contain a lot of images, so it was a challenge to draw them all.
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Staff Roll theme
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三つの道、三つの未来 ~ Triple VISION
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{{{titleEN}}}
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スタッフロール曲です
ここも相変わらず短~い曲です。
だってスタッフ少ないんだから仕方ないじゃない、
人間だもの。
長くなることはあるんですかね・・・?
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The staff roll theme.
Like usual, this is a really short theme.
Well, there are only a few staff members involved, so it's inevitable.
I'm only human.
I wonder if there are times when it can be extended...
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