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東方実在相 ~ Dream Logical World/音乐
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标题画面曲 | The Fantastic Logic of the Lost Season | VYCM | |
The title screen theme. A piece that I wanted to encapsulate the journey ahead. I went with a driving techno beat to emphasize that reality is shifting and things are really about to happen, but also included some melodies and instruments that hint at the more emotional aspects of the story. | 标题画面的主题曲。 我期望将前方的旅途浓缩在此曲之中。 为了强调现实在变动、异变在迫近的感觉而使用了强劲的techno节拍, 不过也加入了另一些旋律与乐器,来暗示故事更加感性的一面。 | ||
1面道中曲 | Awakening of the Dream-logical World | VYCM | |
The stage 1 theme. This theme is meant to capture the surreal beauty of the diamond tree grove, with a fast-paced beat that screams "Let's go! It's the start of the adventure!" We haven't yet delved very far into what's gone wrong with the world. That comes later. You know it's a dream-logical world because in a normal world no one could actually play the piano that fast. | 一面的主题曲。 这首曲子意在捕捉钻石树的丛林的超现实之美,使用了快节奏的拍子, 像是在说“走吧!冒险开始了!”。我们还没太感受到异变的影响,那将在之后才揭晓。 在平常的世界里,没人能以这样的高速弹奏钢琴,所以这自然是在梦逻辑世界了。 | ||
1面BOSS-雪村布返主题曲 | Discernment ~ Trial of the Pure Heart | VYCM | |
Nunokae Yukimura's theme. After the fast-paced introduction the stage 1 theme gives you, I thought it'd be sort of a letdown if the first boss's theme wasn't similarly upbeat, so this came out. Despite the similar tempo, it's more mellow and delicate to fit a character who seeks out kindness. Incidentally, while Nunokae has some things in common with the crane featured in "Tsuru no Ongaeshi", she isn't the same one. | 雪村布返的主题曲。 在快节奏的一面主题曲之后,继以一首不那么欢快的Boss曲多少会让人沮丧,这么想着,我创作了这首曲子。 虽然速度相近,不过这首曲子要更温柔平和一些,正适合一位找寻善意的角色。 顺便,虽然布返与“鹤的报恩”的故事里的那只鹤有所共通,但她并不是那只鹤本人哦。 | ||
2面道中曲 | T.N.G. of Autumn | VYCM | |
The stage 2 theme. A piece that compliments1 the stage's story by being calm and melancholy, but a little tense. T.N.G. stands for "The Netural2 Girl". The abbreviation makes it all minimalistic and mysterious and stuff. To get some inspiration while working on this game, I played through all the official Touhou games again, including the Extra stages, which I'd previously considered above my pay grade. Here I was thinking I'd cleverly illustrated Tetsuko's lonesome personality by reintroducing the PC-98-style bullets from nowhere, only to find out they've been in Perfect Cherry Blossom this whole time. Oh well, I still like it. | 二面的主题曲。 与本关的剧情故事相衬,是一首冷静、忧伤,但又有些许张力的曲子。 T.N.G.代表 在游戏制作的过程中,我为了收获灵感而重新游玩了所有的东方官作,也包括原本我觉得力不能及的Extra关卡。 我本觉得在这里重新引入旧作风的无源发弹3来表现铁子的孤独很是机智,然后发现妖妖梦里早就复用过了。 嘛,但我还是挺喜欢这里的设计的。 | ||
2面BOSS-夜花铁子主题曲 | Erica Arborea in the Breeze | VYCM | |
Tetsuko Yoruhana's theme. Composing something melancholy and wistful, but with enough drive to fit as a boss theme, was an interesting challenge I hadn't quite tried before. My first idea was to do something with a really unconventional time signature, but I couldn't get it to sound right. My second attempt came out way too lighthearted. Finally I came up with this, and I'm quite satisfied with it. I wonder if she attaches new twigs and leaves to her dress when they decay and crumble? | 夜花铁子的主题曲。 对我来说,制作一首忧伤、哀婉,但作为Boss曲又要有足够的动力的曲子,是我少有尝试的挑战。 起初我想使用很不传统的拍号,但听着总不太对。 第二稿的曲子太过欢快了。不过最后这首总算让我很是满意。 铁子裙上的那些小枝与树叶,要是折落或是凋枯了,她会不会缀上新的呢? | ||
3面道中曲 | Delineated Existence ~ Material Fear | VYCM | |
The stage 3 theme. Doing a 180 from the mellow and mysterious encounter with Tetsuko, I cranked up the dark techno to let you know the world has become a dangerous place. I think the middle section in particular sounds like a crazy, evil merry-go-round. I hope it gets your adrenaline pumped up. Also, don't tell anyone, but I stole the main section's chord progression from Nicki Minaj's "Hey Mama". | 三面的主题曲。 与铁子战舒缓奇妙的氛围相比来了个180°的转弯,多加入了些dark techno的成分,来表明世界已经变得危机四伏。 我觉得中段听起来尤其像是一架疯狂而邪恶的旋转木马。 希望能让你的肾上腺素加速分泌。 对了,偷偷告诉你,主乐部的和弦进行是从Nicki Minaj的《Hey Mama》里拿来的,不要跟别人说哦。 | ||
3面BOSS-埃塞托塔主题曲 | Undead Malevolence | VYCM | |
Acytota's theme. It's kind of a weird song, but the theme song of a sentient supernatural creature created from the idea of a biological particle that commandeers living cells to create multiples of itself probably should be weird. Just like Acytota switches her demeanor and tactics on a dime, her theme switches back and forth between heavy percussion and absent percussion, eerie violin and mischievous xylophone. | 埃塞托塔的主题曲。 有些奇怪的曲子。不过对于一位从“一种控制活细胞来对自身进行复制的微粒生命”的概念中诞生的超凡知性生命体的主题曲来说,或许奇怪才是恰如其分。 正如埃塞托塔自如地变换她的举止与行为策略,这首曲子也在重打击乐与无打击乐,瘆人的提琴与活泼的木琴之间来回切换。 | ||
4面道中曲 | Oneiric Fallacy | VYCM | |
The stage 4 theme. A weird, dreamlike forest that serves as the turning point in the game's story. It's a fairly short song to fit a short stage portion. I didn't add Theme of Eastern Story because that would give it away. | |||
4A面BOSS-灵梦&华扇主题曲 | Eternal Flower Threshold | VYCM | |
Reimu and Kasen's theme. A mash-up of "Eternal Shrine Maiden" and "Battlefield of the Flower Threshold". Eternal Shrine Maiden, specifically the MIDI arrangement from ZUN's website, is one of my all-time favorite Touhou songs, so of course that's what I went for when choosing which of Reimu's themes to include. You might feel that there's a dominant theme in some of the stage 4 boss tracks, including this one, but Flower Threshold does shine in a few places. Listen to the cello playing the low notes near the beginning and at the end. | 灵梦&华扇的主题曲。永遠の巫女和華狭間のバトルフィールド的混曲。 永远的巫女,具体来说是ZUN网站上的MIDI版4,是我一直以来最喜欢的东方曲之一,所以理所应当地我从灵梦的主题曲中选了这首。 或许你会觉得有几首四面Boss战曲目是以一个主题作为主导,包括这首,但华狭间的战场在有些地方还是很突出的。听听前奏和末尾大提琴的低音吧。 | ||
4B面BOSS-魔理沙&幽香主题曲 | Faint Dream ~ Dimensional Dream | VYCM | |
Marisa and Yuuka's theme. A mash-up of "Dimensional Dream" and "Faint Dream ~ Inanimate Dream". Three instances of the word "dream" across two song titles. There wasn't a more fitting pair. Doing arrangements of songs from the PC-98 era is something I always find interesting. Dim.Dream is a pretty simple song, so I tried fleshing it out with some additional voices. This is where I was supposed to say "As you may have heard for yourself, I did the same thing with plenty of tracks in Return of Eastern Wonderland", but it turns out the real RoEW was the friends we made along the way. Oops. | 魔理沙&幽香的主题曲。Dim. Dream和幽夢 ~ Inanimate Dream的混曲。 两首曲子提到了“ 重编PC-98时代的东方曲总让我觉得有趣。Dim. Dream是首简单的曲子,所以我试着添加了一些声部来充实它。这里我本该说:“正如你可能听过的那样,在《东方封魔返》5的许多曲目中,我也是如此处理的。”不过,似乎真正的封魔返是我们一路结交的朋友。67哎呀。 | ||
4C面BOSS-咲夜&铃仙主题曲 | Lunar Clock ~ Invisible Full Moon | VYCM | |
Sakuya and Reisen's theme. A mash-up of "Lunar Clock ~ Luna Dial" and "Lunatic Eyes ~ Invisible Full Moon". Flowering Night seems to be Sakuya's most popular theme, and I considered using that one, but Lunar Clock fit better in terms of both composition and title. As well as combining the stage 4 bosses' theme songs, I also merged elements from their danmaku styles. But I also wanted to give each team a unique identity for this game beyond just combining their pattern styles from the official games. I think all of this shows pretty well in a fight with two characters whose official patterns are fairly gimmicky. | 咲夜&铃仙的主题曲。月時計 ~ ルナ・ダイアル和狂気の瞳 ~ Invisible Full Moon的混曲。 Flowering Night似乎才是咲夜的主题曲里人气最高的,我本来也打算用那首,但月时计在作曲和曲名上都更为合适。 在结合四面的两位Boss的主题曲的同时,我也融合了她们的弹幕风格。但在本作中,我更想给每组Boss作一个独特的设计,而不仅仅是把她们在官方作品中的弹幕样式相结合。这两人在官作中的弹幕设计就充满机制,这场战斗在各个方面的表现也都相当不错。 | ||
4D面BOSS-早苗&正邪主题曲 | Faith is for the Permanent People | VYCM | |
Sanae and Seija's theme. A mash-up of "Faith is For the Transient People" and "Reverse Ideology". Two rather different songs for two very different characters. I mashed them up, though, somehow. My friend said he thought this song sounded sort of melancholy. Maybe that can represent each character's different motivations for solving the incident and their confusion, or maybe frustration, at trying to see through the dream logic?...Yeah, that's it. That's definitely the deep symbolic allegory I planned from the start. | 早苗&正邪的主题曲。信仰は儚き人間の為に和リバースイデオロギー的混曲。 两首相当不同的曲子,两位相当不同的角色。不知怎的我就把她们组合起来了。我的一位朋友说这首曲子听起来有点忧郁。也许这能够代表两位角色出发解决异变的不同动机,以及她们在试图识破梦逻辑时所遭遇的困惑,或者说挫折?…对,就是这样。我准是在最开始就埋下了如此深有意味的寓言。 | ||
4E面BOSS-妖梦&恋主题曲 | Hartmann's Youkai Girl Shoots a Strange Bird | VYCM | |
Youmu and Koishi's theme. A mash-up of "Hiroari Shoots a Strange Bird ~ Till When?" and "Hartmann's Youkai Girl". I'm sure you'll instantly recognize the main gimmick of the battle if you've played a game that begins with "東方海恵堂" and ends with "Marine Benefit". All the playable teams have a symbol representing their team name, in this case a Venn diagram. Logical categories, bullets that switch on and off...it seemed logical to me. I wanted their theme to have sort of a puzzley sound to fit the idea as well. | 妖梦&恋的主题曲。広有射怪鳥事 ~ Till When?和ハルトマンの妖怪少女的混曲。 只要你玩过一个主标题是“东方海惠堂”,副标题是“Marine Benefit”的游戏,你肯定能立刻认出这场战斗所用的主要机制。每组自机都有一个代表了组名的象征物,妖梦&恋是维恩图。逻辑的范畴,开关弹…不也挺逻辑的吗。我希望这首主题曲也能有那种与之相配的迷惑的听感。 | ||
4F面BOSS-文&小铃主题曲 | Girls with Deciphering Eyes | VYCM | |
Aya and Kosuzu's theme. A mash-up of "Wind God Girl" and "Bibliophile with a Deciphering Eye". Kosuzu's in a game! I came up with the concept for DLW and decided on most of the playable characters between the releases of Impossible Spell Card and Urban Legend in Limbo. For a while there, I was wondering if I'd have to compose my own themes or use fan-made themes as a base for Kasen and Kosuzu. But it just so happened that between then and the moment I actually started working on the stage 4 boss pieces, both of them got their own official themes! | 文&小铃的主题曲。風神少女和判読眼のビブロフィリア的混曲。 小铃参战游戏!实在相的构想产生于弹幕天邪鬼和东方深秘录的发布之间,大部分的自机人选也在那时决定。那会我拿不定主意,到底是自己给华扇和小铃作曲,还是以她们的同人主题曲为基础进行改编。但刚巧,在我开始制作四面Boss的曲子时,她们都有了官方的主题曲! | ||
5面道中曲 | A Pruning Saw on the Tree of Aspects | VYCM | |
The stage 5 theme. I composed the songs in pretty much the order they appear, but this is an exception because it's the first thing I ever made for the game. I got an image in my head of a surreal, impossibly large tree representing the aspects of existence, which I knew would be the setting of stage 5, and tried to write a song that captured the feeling it gave me. It's based on variations of a short phrase, and there are a few parts where the same melody is played at different speeds at the same time, my way of representing the branching, fractal-like aspects of existence. | 五面的主题曲。 我基本上都是按曲目在游戏中的出现顺序创作曲子的,但这首曲子是个例外,它是我为这游戏作的第一首曲。当时,我的脑海中浮现出一幅图像——一颗超现实的、大的不可思议的树,代表了存在的各个相位。我觉得这准会是五面所在的场景,于是就试着写了一首曲子,将它给我的感受捕捉了下来。这首曲子以一个简短的旋律的变奏为基础,在部分段落,相同的旋律以不同的速度同时演奏,藉此来表现分枝长蔓,如同分型一般的存在的各个相位。 | ||
5面BOSS-天白鹭剪世树主题曲 | Thoughts of the Aspects of Existence ~ Stream of Consciousness | VYCM | |
Kiseki Amashirasagi's theme. When writing boss music, I try to consider both the attributes of the boss themself and the context in which the battle takes place. The mood is tense and uncertain because the girls of Gensokyo are facing an unusual enemy they haven't quite seen the likes of before. In terms of structure, it's a musical representation of a stream of consciousness. Specifically, that of the final boss. I pulled out several stops I'd never tried before for this one, including unstable time signatures and even the legendary microtones. You might not notice the latter until you've listened carefully, though, because that kind of power can be dangerous if wielded irresponsibly. | 天白鹭剪世树的主题曲。 写Boss的曲子时,我尝试着将Boss自身的特性和战斗发生的情境两者都纳入考虑。这里的气氛是紧张不定的,因为幻想乡的少女们正面对着一个不同寻常、前所未见的敌人。就曲子的结构来说,这是意识流的一种音乐表现。具体地说,是终Boss的意识流。 我尽了自己的全力,拿出了几个在之前从未试过的要素,包括不稳定的拍号甚至传说中的微分音。不过在仔细聆听之前,你可能注意不到后者。毕竟,滥用这种力量的后果很危险。 | ||
6面道中曲 | Pruning and Growing, Waiting and Hoping | VYCM | |
The stage 6 theme. Including a segment of the final boss's theme in the directly-preceding stage theme always felt cool to me, and since this game takes place chronologically between Double Dealing Character and Legacy of Lunatic Kingdom—the first two official games to do that—it was an obvious choice. Sophietta provided the distorted voices you hear. They're reciting some specific quotes from Aimi. | |||
6面BOSS-灯笼坂爱美的主题曲 | Eastern Aspects of Love and Beauty ~ Existential Humankind | VYCM | |
Aimi Tourouzaka's theme. Another song where both the character and the situation come into play. I wanted it to be fittingly emotional for Aimi's backstory and motivation, and also grand and epic to suit the climactic battle for the fate of Gensokyo. I typically finish one song before starting the next, but this theme was started early on and gradually pieced together over the course of development, with several revisions along the way. I tend to overthink things, so this was probably the best way to put a lot of care and effort into it. | 灯笼坂爱美的主题曲。 另一首同时考虑了角色与情境的曲子。我希望它能足够抒情,以契合爱美的背景故事和动机;同时也要宏大而史诗,来配合这场关系幻想乡命运的高潮一战。 我通常都要先作完前一首曲子再去开始作下一首。但这首曲子开工很早,随着游戏的开发逐渐拼合,还经过了多次修改。我常常过度思考,所以大概这样才是尽心尽力地完成这首曲子的最好方式。 | ||
6面BOSS-灯笼坂爱美Last Spell的主题曲 | Reclamation of Eastern Story | VYCM | |
Aimi Tourouzaka's final spell theme. In one corner, Theme of Eastern Story, representing the protagonists. In the other, Aimi's theme. TLBs have been common in recent fangames, so you might've been expecting it at this point, but like the stage 4 playable-character boss fights, I felt this was just a perfect game to do it in. By the way, Aimi's name, design, danmaku style, and story were mostly-finalized in 2015. Just in case you were thinking of a certain avian magician also named Aimi. Or a certain other final boss who also uses geometric shapes. Or a certain other brown-haired, green-eyed girl who also bends reality and changes people's personalities to make someone fall in love with her and escape a confined life. | 灯笼坂爱美的真终符的主题曲。 一方面,这是代表了主角们的Theme of Eastern Story。另一方面,这也是爱美的主题曲。 顺带一提,爱美的名字、设计、弹幕风格还有故事,在2015年就基本定型了。这是以免你在想某位名字同样读作 | ||
结局画面曲 | Waking Up from a Waking Dream | VYCM | |
The ending theme. An appropriately long song for a set of lengthy endings. Just like the main game, you can put the events of the endings in chronological order by following context clues. I mean, if you want. You don't need to do that to unlock the Extra stage or anything. | 结局画面的主题曲。 一首长得恰好的曲子,为一组相当长的结局剧情而作。就像主流程那样,你也可以根据行文线索,把发生在结局的事件按时间顺序排列。当然,前提是你愿意。不是非得那样才能解锁Extra面之类的。10 | ||
Staff画面曲 | The Nostalgic Ending of the Dream Season | VYCM | |
The staff roll theme. The title theme was one of the first songs I made for the game, so it was super-nostalgic rearranging it for one of the last songs I made. Maybe you'll feel a similar going-back-yet-also-going-forward feeling while you watch Gensokyo's landscape transform back to normal as the credits roll. | Staff画面的主题曲。 标题画面的主题曲是我为这个游戏最先创作的曲子之一,所以把它重编进我最后创作的几首曲子之一里,实在是让我倍感怀念。在职员表滚动时,看到幻想乡的景色重回正常11,也许你就能感受到相似的亦进亦退的感觉吧。 | ||
EX面道中曲 | Accelerated Metaphysical Winter | VYCM | |
The Extra stage theme. Moving into a new phase of life, uncertain of what the near future will bring, but knowing that things will change quickly and looking forward to seeing it unfold. That's the feeling I tried to capture. It's a feeling you might not experience as often as you get older, but change is inevitable. And I think there's almost always something you can do to make it happen, even if it's small. Picking up a new interest, going somewhere you've never gone before, reading a new book or playing a new game. These are all things that can get new thoughts flowing. Just like the new ones flowing through Aimi. I first listened to Last Remote during one of those times. That song provided a lot of inspiration here. | Extra面的主题曲。 进入生活的一个新阶段,不确定不久的将来将会发生什么,只知道事情将会很快变化,并期待看到它的揭晓。这就是我想表现的感觉。随着年龄增长,你可能不常感受到这种感觉,但变化同样不可避免。况且,我觉得你总能做些什么来引起这种感想,即使它何其微小。培养新的兴趣,去你从没去过的地方,读一本新书,玩一个新游戏。这些都是能让新思想涌出的事情。就像那些从爱美心中涌出的新思想。 我第一次听Last Remote,就是在某次这样的经历中。那首曲子在这里也提供了很多灵感。 | ||
EX面BOSS-青草实夕主题曲 | Colorful Canvas of Love ~ Romantic Apricity | VYCM | |
Miyu Aokusa's theme. Even though Aimi is the most important character in the story, Miyu is the one who gets to share a kanji in her name with the game's title. Maybe that's because in the end, Miyu really was the true partner for Rikuto. Or maybe not. It's all up to your interpretation. I'll say something else about Aimi, though. During the religious war a while back, Aimi was thrilled at the chance to watch Gensokyo's heroes duke it out, and she witnessed their battles at the Human Village and Myouren Temple. If you can somehow get ahold of a record of those events, maybe you can recognize her from the outfit she's wearing in this game's Extra stage. | 青草实夕的主题曲。 尽管故事中最重要的角色是爱美,但实夕才是那个名字里的汉字在游戏标题出现的人。也许是因为最终,是实夕成为了陆斗真正的伴侣。或者并不是。这取决于你的理解。 但我还得说些关于爱美的事。在不久前的宗教战争期间,爱美很高兴能拥有看到幻想乡的英雄们一决高下的机会,还亲自观看了发生在人类村落和命莲寺的战斗。如果你用某种方法拿到了这些事件的录像带,也许你就能根据爱美在Extra面的服装认出在观众席的她12。 | ||
得分画面曲 | False Awakening | VYCM | |
The Game Over theme. The usual game over song, with an added dream-logical touch. Try and try again. With enough practice, you’ll be able to see through even the thickest dream logic. | 结算页面的主题曲。 在传统的疮痍曲上,稍稍加上了一点梦逻辑的感觉。 一直尝试下去,只要练习足够的话,那么哪怕是最深层的梦逻辑,也能够看穿的吧。 | ||
Last Word主题曲 | Euphoric Danmaku Festival | VYCM | |
The Last Word theme. What do we do with Last Words in a game filled with gimmicky and outlandish patterns? Why, make them even more gimmicky and outlandish, of course. Some of them, anyway. There are a few more normal ones. I hope you enjoy them all the same. | Last Word的主题曲。 在这个已经充满了机制和出格的弹幕设计的游戏中,Last Words又会如何呢?当然是更多机制、更加出格的弹幕啦。不过,这只占了一部分,还是有些比较正常的弹幕的。希望它们都能让你玩得愉快。 |
注释
- ↑ 原文如此,是complement(s)的误写。
- ↑ 原文如此,是neutral的误写。
- ↑ 指封魔录、幻想乡和怪绮谈三作Boss战前(除幻想乡Extra以外)的无敌机发弹的弹幕,发弹点为全屏分布,弹幕类型常为自机狙或固定弹
- ↑ 即东方幻想的音乐版本。
- ↑ 曾用名“东方封魔再录”。原本预计于2017年发布,但最后中断开发多年,至实在相正式版发布后重启开发。
- ↑ 据官网所说,这是个把AnalogueReverie的人们聚在一起的项目。
- ↑ 这里套用了耳熟能详的“Maybe The Real Treasure Was the Friends We Made Along the Way”(真正的宝藏是一路上结交的朋友)的成句。这一成句的言外之意是,在旅途的最后,故事的主人公并没有找到宝藏。因此,这里的言外之意大概也就是:《封魔返》本该在《实在相》以前完成开发并发布,然而并未如愿以偿。
- ↑ 本游戏制作人员之一。
- ↑ 指游戏《心跳文学部》中的角色莫妮卡。
- ↑ 在同人STG东方白尘记中,玩家需要通过剧情线索推理不同线路的时间顺序与异变真凶来解锁Extra关卡。
- ↑ 即播放Staff时的背景演出。相之树上空的行星和海洋消失,相之树消失,竹林的彩色树枝/叶消失等等。
- ↑ 参见东方心绮楼场景背景角色中,在“人类村落”和“命莲寺”场景出场的村民K。
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