Magical Girl Yusya-chan and the Labyrinth of Lust Original Soundtrack
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Magical Girl Yusya-chan and the Labyrinth of Lust Original Soundtrack - Liner Notes
I’m Ara, the composer behind the music.
When this project first came my way and I heard it was a roguelike RPG, I accepted almost instantly. Opportunities to compose for an RPG don’t just manifest through a musician's effort alone. I was incredibly grateful and replied on the spot: "I’d love to do it!"
Now, to figure out what kind of music would fit, I took a close, thorough look at Yusya-chan. Hmm, she’s quite cute. And, if I may be so bold, she seems to have a few screws loose. While she definitely has the makings of a hero, she also appears helpless against temptation. I see, I see...
Alright, let’s make sure the music doesn't get too serious. But what about the gameplay feel?
When I actually jumped into the playtest, it turned out to be surprisingly hardcore. Contrary to its playful appearance, it's a true roguelike that demands sharp, tactical maneuvering.
Right around that time, I had just released an 8-bit sound album. The Director had listened to it, which led to a slip of my tongue:
"Should we go with FM synthesis?"
Game music production is, quite literally, a full-game-sized "adventure."
FM synthesis is an ancient technology, a beautiful aesthetic that has long been lost to time. While I’ve worked with it a few times in my career, it had been so long that it took me a good two months just to get my groove back. I even ended up rewriting all the tracks I’d already finished, turning the production process into quite the grand adventure itself.
While it doesn't strictly follow actual hardware limitations, the configuration is inspired by the classic PC-88: 6 FM channels + 3 SSG channels. Since I didn't need to account for sound effects this time, I designed the concept around maxing out all 9 channels simultaneously.
The verdict? It was an absolute blast.
FM sound chips have a distinct "gaming vibe." It’s a strange thing, but just listening to them instantly makes you feel, "Yeah, I’m playing a video game!" Game music nowadays is universally gorgeous, but there are certain nutrients you can only absorb through FM synthesis.
Working on this project made me realize that all over again.
Track Commentary
Title theme
This was the very first melody that came to me when I started composing, and it became the main theme throughout the game. It’s less of a theme for Yusya-chan and more the "Labyrinth Theme." Using a flute-like tone, it flows into a gentle waltz. Elegant yet nostalgic—that’s the main theme for you.
OP
A track that kicks off with a spirited fanfare, only to immediately devolve into total klutziness. It properly integrates the main theme, and if I had kept building it seriously, it probably would’ve turned into a fine, grand piece—but hey, this is Yusya-chan we're talking about.
Forest 01
The theme for the first dungeon players will likely dive into. I decided early on that all the dungeon tracks had to sound cool, since in a roguelike, you spend the most time listening to them. I composed this with the image of a forest that isn't too dark. Upbeat, so you can breeze through.
Forest 02
Captures the vibe of stepping deeper into the woods as things grow darker. The melody deliberately feels a bit like it's getting lost.
Home
This is the actual "Yusya-chan's Theme." And boy, is it carefree (laughs). No matter what awful things happen to her, she never loses heart. That is truly her heroic talent.
Puzzle
The puzzle track. I absolutely love this style of music. Light, playful tracks like this are actually harder to pull off than cool ones, but I think this one turned out beautifully.
Ruins 01
The ruins theme. I brought back an old FM synthesis technique called "track delay" for the first time in ages. I’ve always loved the sound of FM bells, and they pair wonderfully with the flowing, viola-like tones here.
Ruins 02
This is where various musical elements start blending together. Retro game enthusiasts might start catching onto my references around here. Personally, I think this is the coolest track in the entire game.
Ice 01
I got incredibly obsessive and spent way too much time crafting the perfect "icy" sound. You know, when a slow-tempo track plays in a roguelike, it actually adds a layer of dread.
Ice 02
Envisioned as a dungeon filled with breathtaking ice formations. It’s beautiful, somewhat melancholic, and evokes the feeling of something ancient sealed away in a deep slumber.
Volcano 01
The volcano. Our FM-synth predecessors taught us that a volcanic stage must feature bubbling sound effects. I'd say I pulled it off well.
Volcano 02
The second volcano track. The bubbling sounds are still alive and well here. I’m particularly fond of how the kick and snare turned out—they have a very progressive rock finish.
Temple 01
A calm track highlighted by ringing bells, though by the time you're hearing this, the monsters are bound to be brutally tough. By layering and detuning the SSG sounds, you can craft exactly this kind of atmosphere.
Temple 02
A quiet dungeon track appearing past the mid-game always carries an ominous sense of impending difficulty.
Castle 01
Despite this not being an action game, the track has an undeniable groove. A true staple of traditional FM music is the driving, rhythmic "chugging" bassline. I followed custom and used it here. There are nutrients you just can't get without this specific bass style.
Castle 02
The only dungeon track in the entire game with a distinct, defined "intro." It really gives you that "final stretch" feeling. If the cowbell sound makes you smirk, we’re officially friends.
Last Floor
A track you (hopefully) will only hear a handful of times. It’s an arrangement of the main theme—something I desperately wanted to do, so I asked nicely and got permission to make it. I gave it a festive, climactic energy.
Clear
The BGM for when you make it back alive. I’m very satisfied with how I managed to capture that sigh-of-relief, deflating "pwaaa~" sound.
Failure
The BGM for when you fail. It feels like a gentle "goodnight."
Gacha 01
What's it gonna be? What's it gonna be?
Gacha 02
The visual of something being born!
Gacha 03
A gacha track. Peak anticipation and hype!
Ero 01
The BGM for when you get surrounded in the dungeon. Initially, there were no plans to change the music here, but because the dungeon tracks were so cool, it just didn't fit. So, I created this intentionally lewd BGM. Crafting the melody's synth patch alone took two full days.
Ero 02
BGM for quieter scenes. Well, less "quiet" and more "spaced out" or floating on a fluffy cloud.
Comical 01
Slapstick BGM. I absolutely love this style of music, so even if it's not on the schedule, I'll sneak one in whenever there's a gap.
Comical 02
Another comical track. I love sound design and had a massive stockpile of funny sounds I'd made; I was incredibly happy to use a whole bunch of them here.
Monster House
A track that the developers absolutely fell in love with. I managed to blend the comical elements with a genuine sense of urgency. The feeling of being cornered comes through perfectly.
End 01
"Yusya-chan's adventures will continue!"—I composed this ending track when that line was literally all the context I had. Filled with love, hope, and dreams!
End 02
The theme for a less-than-happy ending, but it somehow ended up sounding strangely upbeat. Tuning the sounds was a massive pain, but making bizarre sounds is always a good time.
End 03
The bad ending. Unlike the rest of the soundtrack, this one is considerably dark. I just really wanted to see Yusya-chan with the light drained from her eyes!
Screenshots
System Requirements
PC
Minimum
Minimum: Storage: 60 MB available space Storage (high-quality audio): Additional 500 MB available space Additional Notes: macOS のディスク空き容量 500MB