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Hatsune Miku in Sonic Racing: CrossWorlds

MagicalMiku

♡Miku♡
Apr 13, 2018
2,418
Sapporo
Miku will be in Sonic Racing: CrossWorlds, launching on September 25th for all platforms (PC,Playstation, Switch, Xbox)! :miku_ani_lili:
main artwork and official screenshot :miku_ani_lili:
Hatsune Miku will be taking part in the race✨
The all-star racing game, "Sonic Racing Cross Worlds," is set to be released on Thursday, September 25, 2025🌟
Miku and the original machine, "Diva Macchina," will appear in the game in a free update after release.

Race across land, sea, air, space, and time in Sonic Racing: CrossWorlds! Warp through Travel Rings into new dimensions where something new awaits around every twist and turn.
Race across 24 tracks and warp to 15 CrossWorlds with Travel Rings, a unique gameplay mechanic that transports the iconic characters from the Sonic and SEGA universes into new dimensions. Use unpredictability to your advantage as you change the landscape of each race!
- Release Date: 2025/09/25
- Developer: Sonic Team
- Publisher: SEGA
- Available on: PC (Steam, Epic), PS4, PS5, Switch, Switch 2, Xbox One, Xbox Series X-S

 
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MagicalMiku

♡Miku♡
Apr 13, 2018
2,418
Sapporo
here's the official website page about the free extra characters (for now we have Miku, then Joker from Persona 5 and Kasuga Ichiban from Yakuza series), more to be announced soon (and the extra paid will be available as single DLC or in the Season Pass)✨🎈
(I hope some more Crypton characters and also some from Valkyria Chronicles, I think we'll get Kazuma Kiryu from Yakuza and some Monkey Ball and Puyo Puyo characters as well)
sonic-racing.jpg
there is also the official japanese website, that shows Free Update Racers have 13 slots, and the Season Pass is about 15 slots:
 
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MagicalMiku

♡Miku♡
Apr 13, 2018
2,418
Sapporo
SpongeBob and friends included in the DLC Season Pass,it looks so good and fun!:yukari_onn_lili::piko_sakurane_lili:
(if you're wondering why these characters in a SEGA racing game, it's because Sega owns some licenses in terms of characters from various companies for making prize arcade figures, plushies and goods)
 
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MagicalMiku

♡Miku♡
Apr 13, 2018
2,418
Sapporo
special booth at Magical Mirai 2025 in Tokyo exhibition, with also more details about Project ONSOKU, the new songs will be included in the game(●'◡'●)✨🎈
Song and Music Video Release Schedule: Starting next week, Project ONSOKU songs and music videos will be released every Monday on each artist's YouTube channel! Stay tuned!
 
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MagicalMiku

♡Miku♡
Apr 13, 2018
2,418
Sapporo
4Gamer interview about Project Onsoku: :miku_ani_lili:✨ [PART-1]
(translated)
"Project ONSOKU" (hereafter referred to as PJ ONSOKU) is a musical collaboration project between Sega's Sonic series and Hatsune Miku . The announcement of this collaboration today (August 28, 2025) must have surprised many people ( see related article ).
The first song, "Saiai Jinsei Runner," was produced by Kairiki Bear , who has made numerous hit songs . The music video released on his channel has already attracted a lot of attention, and expectations are high for subsequent songs.
https://www.4gamer.net/games/882/G088214/20250826001/

What is "Project ONSOKU"?
This is a special project in which the Sonic series and Hatsune Miku collaborate through music. Starting August 28, 2025, five original songs and music videos by five renowned artists will be released, one per week. The first song will be "Saiai Jinsei Runner," written by Kairiki Bear, and subsequent songs will be released according to the schedule below.
-September 1st: "We Are Pico Pico Hammers!!!!" (Lyrics and composition: cosMo@BousouP)
-September 8th: "Jet Black" (Lyrics and composition: Yunosuke)
-September 15th: "Treasure Garden" (Lyrics and composition: Ponchi♪)
-September 22nd: "Lightning Song" (Lyrics and composition: Camellia)
It has also been revealed that Project ONSOKU's music will be included in "Sonic Racing Cross Worlds," which will be released on September 25th, and can be set as background music during races.

4Gamer:
 Thank you for joining us today. First, let me ask you about what "PJ ONSOKU" is. It's a musical collaboration project between Sonic and Hatsune Miku, but what was the origin of it?

Ken Kobayakawa (hereafter, Kobayakawa):
 I understand. To that end, let me start by explaining the concept of "Sonic Racing Cross Worlds." As the title suggests, this game features various characters coming to Sonic's world, or Sonic and his friends diving into various other worlds.
 As part of this collaboration, we approached Hatsune Miku as one of the characters with Sega roots who will appear as free DLC. When we were considering having Hatsune Miku appear, we considered Miku from "Project DIVA" and "Project SEKAI," but we thought it would be more interesting to have a Miku unique to this game, so we decided to design a Miku unique to this game. Also, since Miku is appearing in a Sonic game, we wondered if we could do something with the music, and that's how the PJ ONSOKU project was born.
1.jpg
Ken Kobayakawa, creative director of "Sonic Racing Cross Worlds." He is also known as KohaD, and has worked on a number of arcade music games, including "maimai," "CHUNITHM," and "Ongeki."
4Gamer:
 So "Sonic Racing Cross Worlds" came first, or rather, it was the beginning.

Kobayakawa:
 That's right. I wrote a proposal and took it to Crypton Future Media (hereafter, Crypton), who understood the concept. Along with Miku's participation in "Sonic Racing," PJ ONSOKU's music project began at the same time. As the project progressed, Crypton also offered various ideas, saying, "Since we've come this far, let's make it a project that's more Sonic-like."

4Gamer:
 So, while "Sonic Racing Cross Worlds" was the beginning, can we consider it a separate project?

Kobayakawa:
 I don't know what will happen in the future, but that's the way it's set up. The songs will be released on each artist's channel, and PJ ONSOKU's activities will focus on the videos we release. I hope to create a new image of Miku from the worldview constructed by Sonic, Hatsune Miku, the music, and the artwork.

4Gamer:
 But the song will be included in Sonic Racing Cross Worlds, right? As background music during races.

Kobayakawa:
 Yes. However, the song itself was deliberately not too focused on being "racing game-like," and instead prioritized maximizing the appeal of Sonic and Hatsune Miku. This is what's so strange about this project, and it's hard to explain (smile).

4Gamer:
 I see... so is there no shared concept for the song?

Kobayakawa:
The concept of "speed" is a common feature between Sonic and racing games . This came about during a meeting with Crypton, and we wanted to musically express Sonic's "speed" and create "the world's fastest Hatsune Miku musical collaboration . "

4Gamer:  
By "speed" here, do you mean in terms of BPM?

Kobayakawa:  
Yes, BPM also covers various "speeds" in music, such as phrases and lyrics. By creating music with an artist who can express a variety of speeds, I think we were able to create a musical collaboration that is truly Sonic-like. ...As an aside, the music I've been making for rhythm games over the years has been incredibly fast. If I were to list the top 10 fastest BPM songs in the world, I think they would all be from rhythm games.

Okuni Kanon (hereafter, Okuni):
 ...After all, a BPM of around 170 is considered a ballad.

Everyone:  (laughs).

Kobayakawa:
 Okuni-kun (-kun is used between colleagues and long-time friends), who is in charge of this project, specializes in creating these fast songs. He joined SEGA through music game development. That's why we asked him to be the sound director for PJ ONSOKU. He has plenty of experience working with Vocaloid producers, so I think he was the perfect choice for this project.
2.jpg
Kanade Okuni of Sega's Sound Development Department. He worked with Kobayakawa on the development of "maimai," "CHUNITHM," and "Ongeki," and was also in charge of sound direction for "Sonic Racing Cross Worlds."
 
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MagicalMiku

♡Miku♡
Apr 13, 2018
2,418
Sapporo
4Gamer interview about Project Onsoku: :miku_ani_lili:✨ [PART-2]
(translated from the original interview:)
https://www.4gamer.net/games/882/G088214/20250826001/

The story behind the creation of "Beloved Life Runner"

4Gamer:

 Now, I'd like to ask Kairiki Bear, who composed the music for "Saiai Jinsei Runner," the first release from PJ ONSOKU. First of all, how did you feel when you received the offer from Sega?

Kairiki Bear:
 Honestly, I was happy. I haven't played that many recent Sonic games, but Sonic the Hedgehog 2 on the Mega Drive was a title I played a lot as a kid. For me, it felt like a reunion across generations, and I was very happy to be involved in the project through work.

Kobayakawa:
 Weren't you confused? I think it was a unique way of being offered the role.

Kairiki Bear:
 I was worried about how to create it. At first, I didn't know what the right answer was. In the end, I felt like I was faithfully expanding on the theme, "The World's Fastest Music Collaboration."

3.jpg
Kairiki Bear began his career as a Vocaloid producer in 2011, and made his major debut with his fifth work, "Kanzen Patsuaku Lolita Complex." In particular, his song "Venom," posted in 2018, has been viewed 60 million times on YouTube, making him extremely popular. His other notable works include "Darling Dance" and "Bug."
Okuni:
 At first, we didn't know what the right answer was either, so we consulted and groped our way through the process. We had meetings with the artist and searched for the answer.

4Gamer:
 By the way, what kind of offer was it?

Kobayakawa:
We asked them to create a song based on the image of a girl we imagined:
 a "Miku, a middle school girl who loves Sonic and likes rock music."

Okuni:
 Kairiki Bear is a very creative person, so we believed that if we gave her a theme like that, she would definitely make it interesting. So when she readily agreed, we were like, "Yes!"

4Gamer:
 What was Sega's goal in choosing Kairiki Bear?

Okuni:
 A big part of it was that Kairiki Bear is an artist who could express a worldview through different catchy characters, but since it was a collaboration with Miku, we also thought that a song featuring her would be best. So it was easy to decide that "Kairiki Bear is the first one!"

Kobayakawa:
 Sonic has a lot of female fans. When we hold events, there are a lot of women in the audience. So we were conscious of creating music that would appeal to women.

4Gamer:
 For example, what kind of audience do you see at Kairiki Bear's live shows?

Kairiki Bear:
 There used to be a lot of female customers, but recently the number of men has been increasing.

4Gamer:
 I see. I listened to the music, and it includes sounds like bouncing and the sound of picking up a ring.

Kairiki Bear:
 That's right. It was Sega's suggestion to include sound effects, but I had always wanted to do that, so initially I just added my own sounds. Later, they provided us with official sound effects, and the final version uses actual in-game sound sources.
4.jpg
Okuni:
 We received suggestions from various artists, not just Kairiki Bear, to use Sonic sound effects and phrases. Some of the songs were born from those ideas, so the approaches were varied. I think the result was a very diverse collaboration.

Kobayakawa:
 At first, we were thinking more about arranging existing songs. Then we shifted our focus to original songs by artists, and we made ample use of familiar Sonic sound effects. Some songs even use existing soundtracks as Easter eggs, which I think will make Sonic fans smile.

4Gamer:
 "Miku, a rock-loving middle schooler who loves Sonic" is the theme of "Seijin Jinsei Runner," right? Are there other songs?

Okuni:
 Right. The other songs are collaborations inspired by specific characters from the Sonic series. Kairiki Bear's songs are actually a bit unique. For example, the comments in this specification were collected by asking Sonic fans within the company about their impressions of Sonic, and Kairiki Bear incorporated these elements into the song.

Kairiki Bear:
 There are Sonic-inspired words sprinkled throughout the lyrics. There are even some quotes from the comments in this specification.

4Gamer:
 The illustration for the music video also has a Sonic motif, and it was created by illustrator Nou , right?

Kairiki Bear:
 Yes. We've been working together for nearly 10 years now, so we decided to team up again this time. However, due to production circumstances, we weren't able to have much contact with Nou this time. Normally, I get rough suggestions from him while I'm composing the song, but this time I asked him to do the illustration after the song was finished. But when I saw the finished illustration, it was perfect, even without any meetings.

Kobayakawa:
 It was perfect, wasn't it? When I watched the video, I felt that.

Kairiki Bear:
 That's right. It was done with the ease of eye contact. I think Nou was able to grasp our intentions well.

4Gamer:
 I'm wondering, all of Kairiki Bear's illustrations for your music use a limited number of colors, and have a unique style. Why is that?

Kairiki Bear:
 It wasn't something I intended at first, but now that style has become like my business card, so it's hard to change. Also, I like that the thumbnails lined up make the channel look nice.

Okuni:
 It's a kind of branding, isn't it? Even if it appears in the recommendations, people will know at a glance that it's Kairiki Bear, and it's easy for them to follow you.

Kairiki Bear:
 That's right. Some people create different images for each song, but in my case, I feel that it's because of Nou's illustrations that I make such a strong impression on listeners.
 

MagicalMiku

♡Miku♡
Apr 13, 2018
2,418
Sapporo
4Gamer interview about Project Onsoku: :miku_ani_lili:✨ [PART-3]
(translated from the original interview:)
https://www.4gamer.net/games/882/G088214/20250826001/

5.jpg
4Gamer:
 Kairiki Bear, were there any points you particularly focused on in the music?

Kairiki Bear:
 Including the lyrics, I was conscious of creating music that evokes the feeling of running rhythmically when listening. There's no particular phrase in particular, but I hope you'll listen to it repeatedly during the game. Also, I'd be happy if you could pick up on the sonic elements in the lyrics I mentioned earlier.

Okuni:
 Just to add a bit more, when we talk about the "speed" of a song, we tend to focus on the BPM, but there are many other approaches. For example, the most distinctive part of "Saiai Jinsei Runner" is the repeated chorus, which is what creates the overall speed of the song.

Kobayakawa:
 The speed of the passages that Okuni mentioned is also well-suited to rhythm games. By arranging the music score—the notes, in other words—to match the passages, you can express the speed in the game. In that sense, I think Kairiki Bear is an artist who is a perfect match for the concept of PJ ONSOKU.

Okuni:
 If you only focus on the BPM, all the songs will end up sounding similar, which is dangerous in itself. PJ ONSOKU's songs don't all have high BPMs. Of course, there are some songs that are over 200 BPM (laughs).

Kairiki Bear:
 Thank you. It was just a coincidence, but I'm glad we were able to create something that followed the order.
6.jpg
Sonic Racing Cross Worlds is packed with musical challenges

4Gamer:

 Now, I'd like to ask about "Sonic Racing Cross Worlds" itself. When will PJ ONSOKU's music play? Does it change depending on the character you're controlling?

Okuni:
 There's a feature called "Jukebox" that lets you play your favorite music on any course, and five PJ ONSOKU songs will be available as selectable songs using this feature.

Kobayakawa:
 "Sonic Racing Cross Worlds" is a racing game where you complete three laps of the course to decide the winner, but at the end of the first lap, two gates actually appear. Beyond the gates is another world—a different world with some kind of concept, like the world of "Minecraft" or "Pac-Man ." The design is such that you return to the original world on the third lap. Also, the placement of items and objects on the third lap is dramatically different from the first lap, so you can reach the finish line in a really exciting state.
Paid DLC for previously announced titles like "Minecraft," "SpongeBob SquarePants," and "Pac-Man" will include characters as well as special courses inspired by the worlds they represent. On the other hand, free DLC titles like "Yakuza," "Persona 5 Royal," and Hatsune Miku will only feature characters and original machines.
 

MagicalMiku

♡Miku♡
Apr 13, 2018
2,418
Sapporo
4Gamer interview about Project Onsoku: :miku_ani_lili:✨ [PART-4]
(translated from the original interview:)
https://www.4gamer.net/games/882/G088214/20250826001/

4Gamer:
 I see. So even a single course changes with each lap.

Kobayakawa:
 Yes. That's what we focused on in this game, and we're taking on a big challenge in terms of sound to match this system. We asked Okuni and the sound team to make the music more emotional to liven up the moment you jump through the gate on the second lap.

Okuni:
 We received a pretty strong request right from the start of development (laughs).

4Gamer:
 What exactly do you mean by "emotional"?

Kobayakawa:
 It's easy to understand once you play the game, but right before the gate appears, there's a performance to hype the player up. A heartbeat-like, bang-bang-bang-bang... sound starts, and once you pass through the gate, the world suddenly switches to the next. At that moment, the background music also switches to that world, and the race in a different world begins.

4Gamer:
 So if you're in the world of "Minecraft," Minecraft music will play. But what happens during the transition when the music changes?
7.jpg
Kobayakawa:
 That was the most difficult part. After much trial and error, we devised a musical arrangement for the entrance gates that would seamlessly transition into the beginning of the second song. The fade-out, the introduction of the next song, and the sudden, sharp transition create a sense of adventure while playing.

Kairiki Bear:
 That's amazing. It's like a DJ.

Okuni:
 As you said, the initial concept was a DJ mix. PJ ONSOKU's music is different, but Sonic Racing Cross Worlds is based on a one-minute lap, and the background music is designed to wrap up all developments within that one minute. So, even when you return to the original world on the third lap, while not particularly hyped, it sounds natural.

Kobayakawa:
 The music itself, the one played on the third lap, was designed with an emotionally stirring and exciting structure. It's arranged like the first lap, with a high-energy melody befitting the finale of the race.

Kairiki Bear:
 That's also an attempt we've never tried before. Normally, wouldn't you return to the same song as the first playthrough?

Kobayakawa:
 That's the last playthrough (laughs). We've prepared two versions of the game's exclusive background music, each with a different length and arrangement, so the sound changes depending on the playthrough. Including the arranged songs, the number is quite large, so if you were asked how many songs there are in total, I'd have no idea.

4Gamer:
 Are the PJ ONSOKU songs also designed to seamlessly transition when switching between them before and after a gate?

Okuni:
 It's not as extensive as the exclusive background music, but we do process them to seamlessly transition. If we were to restrict the music for collaborative works like PJ ONSOKU to one minute per playthrough, it would limit the expressiveness. For those songs, we generally aim for a length of about three minutes per song.

Kobayakawa:
 However, even if they're not fully arranged, we've made them the starting point for the music exclusive to the third playthrough, so you may discover something different in the game than if you listened to them on your pc, smartphone or elsewhere.

Kairiki Bear:
 But it's nice to be able to listen to both the original and the arranged version. I'm a game fan myself, so I get really excited when the original music plays in collaborations. But as a music lover, I also want to hear arrangements. I'm moved when they don't just use the original music.
8.jpg
Kobayakawa:
 We've put a lot of effort into the music in collaborations other than PJ ONSOKU, so please look forward to them. When you win a race with a collaboration character, the background music from that game will play, or, depending on the game, an arranged version will play. The background music patterns change depending on the stage and character, so I think it's fun to not know what song will play next.

4Gamer:
 I'm looking forward to future collaborations even more. One other thing I was wondering: is it up to each individual player to choose which gate to enter on the second playthrough?

Kobayakawa:
 No, it's up to the player in first place at that point. Everyone will be drawn into the world chosen by the top player.

4Gamer:
 Doesn't that create a snowball effect, where whoever gets an advantage first gains an even greater advantage?

Kobayakawa:
 That's certainly true, but in fact, in these types of kart racing games, coming in first isn't all that advantageous. Because of the existence of items, it can sometimes be more effective to tactically avoid coming in first place.

4Gamer:
 Ah... I see (laughs).

Kobayakawa:
 However, personally, I think that kind of strategy takes away from the fun of racing games, so in this game we clearly provided the benefit of coming in first place in the form of the right to choose your gate. It's weird, isn't it? Playing chicken to avoid coming in first (laughs).

4Gamer:
 I understand that very well (laughs).

Kobayakawa:
There's  also a system called "gadgets ," which allow you to customize the game rules, such as increasing the number of items you have or changing the driving itself. Depending on this customization, there will be courses that are only advantageous to you, so if you can get through the gate in first place, you can pull into a field that's advantageous to you. We've included several elements this time that create that kind of strategy.

Okuni:
 When designing the courses, we consciously designed courses where the front or back is strong. Add in random elements like items, and the outcome will be difficult to predict.

Kobayakawa:
 One of the themes of "Sonic Racing Cross Worlds" was to create a game that can be played over and over again in online battles. Racing games where you go around a course tend to have a set course, so the second lap, with its strong random elements, was created to break that down.
 
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MagicalMiku

♡Miku♡
Apr 13, 2018
2,418
Sapporo
4Gamer interview about Project Onsoku: :miku_ani_lili:✨ [PART-5]
(translated from the original interview:)
https://www.4gamer.net/games/882/G088214/20250826001/

The intersection of Vocaloid culture and rhythm game culture
9.jpg
4Gamer:
 This is a bit off topic from Sonic Racing Cross Worlds, but since this is a rare opportunity to speak with you, I'd like to ask you some more in-depth questions. You seem to like games, so I'd like to ask about your gaming history.

Kairiki Bear:
 Speaking of the Sonic series, I played a lot of Sonic the Hedgehog 2 on the Mega Drive and Sonic Adventure on the Dreamcast . I was a kid, but the background music just wouldn't leave my head, and I think it must have had some musical influence on me. It was difficult, though, and I couldn't complete it.

4Gamer:
 What about games outside of the Sonic series?

Kairiki Bear:
 I also like fighting games, and I enjoyed Sega titles like Virtua Fighter , Fighting Vipers, and Fighters Megamix . As for racing games, I played Sega Rally Championship quite a bit.

Kobayakawa:
 Incidentally, the development team for Sonic Racing Cross Worlds was originally the Sega Rally team.

Kairiki Bear:
 Oh, really!?

4Gamer:
 That was the former AM3 Labs (3rd AM Research and Development Department), right?

Kobayakawa:
 That's right. The racing game team at AM3 Labs at the time went through many twists and turns to become the "Initial D ARCADE STAGE" team, and has since evolved into the current "Sonic Racing Cross Worlds."

4Gamer:
 By the way, what about rhythm games?

Kairiki Bear:
 I love playing them. I got into them with "beatmania IIDX," and then I played "maimai" and "CHUNITHM ".

4Gamer:
 ...Are people involved in music also good at rhythm games?

Kairiki Bear:
 I don't think so at all (laughs). I think it all depends on the amount of time you put into it. I also think that people who have been working on it for a long time can create better songs.
10.jpg
Okuni:
 However, I do have the impression that more and more people are discovering their passion for music composition through rhythm games. That's exactly what I did, but paradoxically, there may be people who are good at rhythm games from there. Even when we hold competitions within the company, many of the applicants are former rhythm game players.

Kobayakawa:
 When I ask Vocaloid producers to create songs, I often hear them say they liked that rhythm game. "CHUNITHM" in particular is often mentioned, partly because of the generational connection.

4Gamer:
 Is there a big difference in songwriting between rhythm games and other genres?

Kairiki Bear:
In my case, "Rei Rei," which I wrote for "CHUNITHM," is a song that was very rhythm game-inspired, and I was conscious of including various parts in a short amount of time. I usually keep the composition simple to make it easy to remember, but I packed in melodies and patterns to add variety within the song.

Okuni:
 Rhythm game songs develop very quickly. While a typical song would be 8 bars x 8 bars, in rhythm games it's 4 bars x 4 bars. It quickly transitions to another part, from the A melody to the B melody. The overall length is also determined, and currently it's around 2 minutes to 2 minutes 20 seconds. The maximum length we order is about 2 minutes 40 seconds.

Kobayakawa:
 Until around 2000, the standard length was around 1 minute 30 seconds, but around 2010 it became 1 minute 45 seconds, and with the release of "CHUNITHM," it got even longer. "CHUNITHM" was the most popular rhythm game in the 2010s, so while we were making songs saying, "I want to hear it for 2 minutes," other games also ended up being longer than 2 minutes. Taking these changes into account, the way we order songs changes depending on the time.

Kairiki Bear:
 On the other hand, in the Vocaloid music scene, songs are getting shorter and shorter.

Okuni:
 That's right. Vocaloid songs used to be five minutes long, but now they're three, and rhythm games went from one and a half minutes to two and a half minutes. I get the impression they're getting pretty close.

Kairiki Bear:
 It's a really interesting phenomenon that the lengths of rhythm games and Vocaloid songs are matching up.

4Gamer:
 Is there a reason why Vocaloid songs are getting shorter?

Kairiki Bear:
 I think it's probably the influence of TikTok. People just keep listening to the part of the video they want to hear. If the intro or guitar solo is too long, people will swipe past it, so they start right from the verse.

Okuni:
 That's what's happening in music as a whole. Songs are moving forward overall, and the rest of the song is getting shorter in comparison.

Kobayakawa:
 I really feel there's a trend toward more and more compression in line with the times. PJ ONSOKU's theme of "speed" may be very relevant in that sense. By increasing density, we can create music that young people can listen to.

4Gamer:
 Your music has an up-tempo, pop feel, but the lyrics, when you look closely, tend to have different connotations. Is this intentional?

Kairiki Bear:
 Yes, it is. I think the way you've seen the world throughout your life is reflected in your lyrics.

4Gamer:
 Do you feel like you're expressing what the times demand? Or is it something that wells up from within you?

Kairiki Bear:
 I think there's an aspect of the former. The world may seem pop and peaceful at first glance, but I feel like there are many people living with unspeakable anxieties and conflicts behind it. I want to incorporate the atmosphere of the times into my lyrics. However, recently, I feel like it's just happening naturally, even without me even thinking about it.

4Gamer:
 I see. At first, I thought the lyrics were kind of... I'm not sure if I can call them that, but they didn't have much meaning, but that's not the case.

Kairiki Bear:
 Some songs emphasize rhythm, but I often create them with a strong background story in mind.

4Gamer:
 When you create a song, does the music come first? Or do you start with the lyrics, or the theme?

Kairiki Bear:
 Basically, the music comes first. I just decide on a tentative title, and then I add lyrics to match the music. So I usually write the lyrics in full last.

4Gamer:
 So, do you start with the phrases?

Kairiki Bear:
 I write down my thoughts every day in notes, and when it's time to create a song, I expand on them and incorporate them into the music and lyrics. First, I look for a phrase that I could repeat in the chorus, and then I play a melody on the guitar that fits it. I then fit words to that. After a few trial and error sessions, once I have something solidified, I input it into the software and create the A and B melodies.

4Gamer:
 I'm not particularly knowledgeable about music, but recently, I feel like there's been a lot of negative songs overall. As a producer, do you have any thoughts on this?

Kairiki Bear:
 I think there's been a change. This isn't just limited to Vocaloid, but lyrics from mainstream artists are increasingly speaking out against society about things they normally wouldn't say, or expressing feelings like, "I can't take it anymore." In the past, it seemed like there were more... how should I put it, hit songs weren't as depressing as they are now, but rather songs that encouraged people to have fun together.

Kobayakawa:
 Speaking of Vocaloid, I think there were a lot of positive songs up until around 2008. However, the trend changed around 2010, and I get the impression that more individual artists are using social media to share relatable and provocative lyrics. After that, YouTube became the center of activity, and I think the origins of Vocaloid producers have also changed.

Okuni:
 Looking at TikTok and other platforms, the distinction between Vocaloid and pop music has disappeared, and it's now treated as pop music. Around 2007, there were a certain number of people who criticized it for not sounding like a human voice.

Kobayakawa:
 I think Miku was initially talked about primarily for her cuteness, but that's changed a lot since then.

4Gamer:
 I think SEGA has played a big role in this cultural expansion.

Kobayakawa:
 That's right. Back during the "Project DIVA" era, I think many people were still interested in Vocaloid technology and discovered Hatsune Miku. Now it's "Project SEKAI," and it continues to exist despite changes in times and people. We've had a long relationship with Miku.

4Gamer:
Would PJ ONSOKU be the cutting edge of this?

Kobayakawa:
 I hope so. One thing that's different from previous Miku-related projects is that PJ ONSOKU is strongly focused on wide expansion. I hope that by linking it with Sonic, a character very well-known, it will serve as an opportunity for Miku to take another leap forward.

4Gamer:
 I'm looking forward to it. Could you briefly introduce the remaining four songs from PJ ONSOKU, which will be released soon?

Kobayakawa:
The  next song to be released after Kairiki Bear's will be "We Are Piko Piko Hammers!!!!" by cosMo@BousouP , which is themed around Amy, a female character on Sonic's side. It's an easy-to-understand and fun song that focuses on Amy, who solves everything with her Piko Piko Hammer.

4Gamer:
 I see. So each song focuses on a Sonic character.

Kobayakawa:
 Yes, Yunosuke 's "Jet Black" is a serious and cool song themed around Shadow. It's based on the trailer released at The Game Awards 2024 , and we asked Yunosuke to bring to life a situation, or rather a fantasy, where Shadow interacts with Miku on the eve of a race.
The third song, "Treasure Garden," is by Ponchi♪ , a producer known to all rhythm gamers . It's a cute, fast-paced track inspired by the Chao character from "Sonic Adventure."

Okuni:
 The phrases and BPM are fast, and every move counts, making it a truly rhythm-game-esque song.

Kobayakawa:
 And finally, there's Camellia 's "Denkou Setsuka ." He's also a well-known rhythm game artist, and this song is a straightforward theme song for "Sonic Racing Cross Worlds." The game features not only cars but also vehicles like hoverboards, and I asked to make the song around the image of Miku, Sonic, and a character named Jet racing on one of them.

4Gamer:
 Thank you. I'm looking forward to seeing all of them released.
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Kobayakawa:
 Please look forward to it. While the theme of "speed" is the same, I think we've put together a wide variety of songs, each with its own unique interpretation. These five songs make use of the character-centered music that Okuni and I have cultivated over the past 10 years of working on "CHUNITHM," so although it is a racing game, I'm sure it will appeal to rhythm game fans as well.

Okuni:
 Unlike "CHUNITHM," this time we combined existing characters, but good ideas kept popping up from all over the company, so it was a lot of fun making them.

4Gamer:
 All of this has been fascinating, and it's taken us a while, but could you all give us a final message?

Okuni:
 Sonic Racing X Worlds has many musical twists and turns never before seen in any other game. As the sound team, we hope you'll pay attention to these and play the game to the fullest. Of course, the game itself is incredibly fun, so please give it a try.

Kobayakawa:
 PJ ONSOKU was started with the goal of making it possible for people who like Miku to also like Sonic, and for people who like Sonic to also like Miku. Of course, we'd love for you to play Sonic Racing X Worlds, but even if you don't, we hope you'll enjoy the worldview and characters expanded by the music. And we'd be thrilled if you also came to like PJ ONSOKU content.

Kairiki Bear:
 Today's discussions were all very informative and fun. I hope everyone reading this will continue to enjoy listening to the music and playing games with joy. ...I'll also be performing a solo concert at Toyosu PIT in Tokyo on early October , so if you'd like, I'd be grateful if you could check that out too. Ticket information can be found online , so please do so.

4Gamer:
 Sonic fans, I hope you'll take this opportunity to listen to Kairiki Bear's other songs as well.

Kairiki Bear:
 No, if you just listen to "Saiai Jinsei Runner," you don't have to force yourself to listen to the others (laughs). If you really feel like it, then do so. I hope you'll click on the blue thumbnail.

4Gamer:
 Thank you for today.
 
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MagicalMiku

♡Miku♡
Apr 13, 2018
2,418
Sapporo
hehe yes, there is a playlist feature to choose which songs to play, here is what they said in the interview ^-^
4Gamer:
 Now, I'd like to ask about "Sonic Racing Cross Worlds" itself. When will PJ ONSOKU's music play? Does it change depending on the character you're controlling?

Okuni:
 There's a feature called "Jukebox" that lets you play your favorite music on any course, and five PJ ONSOKU songs will be available as selectable songs using this feature.
 

MagicalMiku

♡Miku♡
Apr 13, 2018
2,418
Sapporo
Sonic Racing Crossworld featured in the SEGA Tokyo Game Show 2025 official website and it will be fully playable at the SEGA booth! :miku_lili:
Also, the official SEGA TGS website is listing 4 "coming soon" titles: one of them should be Stranger than Heaven (from same team of Yakuza series), one maybe Virtua Fighter 6, one maybe from Atlus and the other one..mm.. I always hope a new Valkyria Chronicles, the 4 was soo good. Also, SEGA will announce new title from Nippon Ichi (Sega publishes their games in Japan):utaneuta_smile_lili:

official press release:
 

MagicalMiku

♡Miku♡
Apr 13, 2018
2,418
Sapporo
free demo available on September 17th!✨
(offline mode only, and maybe Miku won't be playable in the demo, since the free character DLC is planned at launch)
 
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