<![CDATA[Kotaku: lumines]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: lumines]]> http://kotaku.com/tag/lumines http://kotaku.com/tag/lumines <![CDATA[What's Keeping Lumines Off The PlayStation Network]]> The original Lumines and its sequel took advantage of all the PSP had to offer. You'd think that the puzzle music game would be penciled in for new Sony portable, the PSPgo. You'd think.

Q Entertainment's Twitter feed explains why the game isn't available on the PlayStation Network Store — and in turn, the digital download only PSPgo.

"We would love to bring Lumines/Lumines II to the PSN store," the Q Entertainment Twitter reads, "but there are complications, music licensing, was published by Namco, etc." That was followed up with a: "That said, we're obviously looking into it. :)"

News : Publisher, music issues keep Lumines off PSP Go [PSP] [GamePro]

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<![CDATA[Lumines To Shine On The iPhone]]> Trips to the restroom will increase exponentially in length next month, as Q Entertainment brings the musical puzzler Lumines to Apple's iPhone.

The news comes by way of 1UP, as verified by Q Entertainment producer James Mielke's Twitter page. The iPhone release will include brand new skins and music, distancing it a little from the versions already released on Xbox Live Arcade, the PlayStation Network, PSP, and PlayStation 2. The release is part of a big Lumines marketing push, which will also include price drops for Lumines Live on XBLA and Lumines Supernova on PSN.

There's also great news for those of us who can't get Genki Rockets' "Heavenly Star" out of their heads. September will also see a re-release of the Heavenly Star and Breeze packs on Xbox Live, with Q pondering porting the Genki Rockets content to the PSN version of the title as well. I don't need either version, as at this point "Heavenly Star" is the default background noise in my head.

Look for all of this Lumines stuff to hit mid to late September, early October latest.

Q Entertainment Bringing Lumines To The iPhone [1UP]

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<![CDATA[What Is Tetsuya Mizuguchi Doing These Days?]]> Well, not much with N3: Ninety-Nine Nights II, apparently! According to the upcoming issue of Famitsu, Tetsuya Mizuguchi (Rez, Lumines) isn't that involved in the game.

Makes sense as the previous title was co-developed with Korean dev Phantagram doing most of the heavy lifting — and with Mizuguchi doing the interviews.

Announced last year at Microsoft's TGS press conference, N3 II will supposedly be developed primarily by Microsoft development arm Feelplus. No word if Mizuguchi will be wrangled in for press junkets.

So, what is Mizuguchi doing these days? It seems he's working on a project with Atari. Atari? But wait, think about it. Phil Harrison is at Atari. SingStar boss Paulina Bozek is now at Atari. (Hello head hunting!) This could actually be interesting. Almost as interesting as that hat he's wearing.

[Pic]

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<![CDATA[Lumines Supernova Review: Still Shinin']]> Q Entertainment's sound and lightshow-cum-puzzle game Lumines was one of the breakout hits for the PSP. It has since been ported to everything possible, including the PlayStation 3. Does Lumines Supernova bring anything new?

Fortunately, yes. While the color-matching, Tetris-like gameplay is unchanged, a few new modes make Lumines Supernova a worthwhile entry in the series of ports. Like its high-definition predecessor Lumines Live!, Supernova builds upon an already strong gameplay foundation, piling on new modes and features.

Is it worth another trip?

Loved
New Modes: Dig Down mode and the Sequencer add fresh gameplay options to the Lumines experience, thankfully, considering that the core experience is the same one we've been playing for years now. What these two options add are new ways to look at the same gameplay, with the Sequencer simple to use, easy to edit and quick to enjoy. When you're done completing the missions, puzzles and unlocking everything, the stock Challenge Mode still provides a thrill.

Still As Addictive As Ever: Lumines was a great game in 2005 and somehow still remains to feel fresh. It's been hard to pull myself away from the game to write up this review, frankly. The tactics aren't the deepest, but there's still plenty of worthwhile challenge in Lumines Supernova.

Hated
No Online Multiplayer: What happened to the online multiplayer mode present in the Xbox 360 version? There's still plenty to do here, but to have this option taken away stings. Fortunately, the PlayStation Network version at least feel less like a nickel and dime cash grab.

While Lumines superfans may not find much in Supernova to warrant yet another fifteen dollar purchase, for those of us who skipped an entry or two, there's still plenty to like about the PlayStation 3 version. If you've never had the opportunity to try the game out on any platform, it's absolutely worth your time.

Lumines Supernova was developed and published by Q Entertainment, released on Dec. 23 for PlayStation Network. Retails for $14.99 USD. Tested all modes.

Confused by our reviews? Read our review FAQ.

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<![CDATA[Official Lumines Game Hits LittleBigPlanet [Update]]]> You've seen enough "game within a game" things for LittleBigPlanet to make you ill. Gradius, Tetris, whatever, it's been done. But you haven't seen Lumines, especially one that comes from Q Entertainment.

Yes, Q, the creators of the original, have teamed up with Media Molecule and Sony to launch an official version of Lumines within LittleBigPlanet. It's due sometime this "winter".

UPDATE - Lost! In! Translation! Turns out this is just a LittleBigPlanet skin for the upcoming Lumines Supernova. Still cool, just not as cool. Sorry for the confusion!

今冬配信の『ルミネス スーパーノヴァ』が『LBP』とコラボ [Dengeki Online]

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<![CDATA[Lumines Supernova At TGS Is Like Lumines Everywhere Else]]> With something like a billion versions of Q Entertainment's Lumines published on various platforms, we won't fault you for having but a single grain of enthusiasm for the PlayStation 3 version. We dredged up enough on your behalf, waiting a full thirty seconds in line to go hands on with Lumines Supernova. Unfortunately, the things that make Supernova stand out from the Lumines pack were nowhere to be seen.

No access to the new "Dig Down" mode, no access to the enhanced Synthesizer features, and too little time to survey new skins make for a very 2005 experience. The fact sheet notes that Lumines Supernova has offline only play and no Trophy support, so we're thinking what we've played at TGS will be what we'll have played forever.

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<![CDATA[Tetsuya Mizuguchi Is Making New IP]]> Tetsuya Mizuguchi is best known for Rez, Space Channel 5 and Lumines. He's made lots of Lumines spin-offs like Lumines Live! and Lumines II. Key words: Lumines. We haven't seen a new game from Mizuguchi for a while, but he confirmed to Kotaku that, yes, he's working on a new IP. Says Mizuguchi:

Yes, I'm working on a new IP.

We've heard from sources that it may be an Xbox 360 title. Wonder what it is...

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<![CDATA[What's Q Bringing To TGS?]]> Two of 2005's better portable puzzlers, retooled with 2008 fidelity, as Q is wont to do. Lumines Supernova and Meteos Wars, two games you loved when they were known as Lumines and Meteos in simpler times, will be on-hand at Tokyo Game Show this week. The former will be playable at Sony's booth, the latter at Microsoft's, bringing balance to the Makuhari Messe show floor.

Is that it, Q Entertainment? No Peggle DS? Guess we'll have to wait until the dust has settled from everyone's TGS keynotes to see if Mizuguchi and crew have anything else up their sleeves.

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<![CDATA[Lumines Gets Steamy]]> Q Entertainment and Valve have announced that henceforth the brilliantly addictive puzzle game Lumines shall be available for purchase via Steam. Much like the Xbox Live version of the game, Lumines is available as a base pack for $9.95, with an Advance Pack containing 21 new challenge mode skins, 60 puzzles for puzzle mode, and 35 stages for puzzle mode setting you back an additional $7.95, or you can grab the whole thing for $14.95, which is a much better deal, especially when you factor in the extra 10% you get if you purchase the game before Friday April 25th. I wonder if it will have the Heavenly Star stage? Just thinking about it makes me want to listen to the song 200 times in a row.

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<![CDATA[Tetsuya Mizuguchi on Rez HD, Game Design, the Future]]> lumines_live.jpg Gamasutra has an interesting (if spotty at points) article up with Tetsuya Mizuguchi, the man behind Rez and Lumines (Lumines Live! is one of those games I have to be careful about playing, since I find it oh—so—hard to put it down), talking about proper vibrator placement while playing Rez, the future of Dadaist games, and emotional depth in games:

I think most dramatic and thematic games exist, and it's really hard. This is for an example: it's really hard to cry if you play a game. You can cry when you watch movies. I have, and everyone has that kind of experience. This is an emotional movement, very strong. But we can't cry when we play a game. This is a different catharsis. This is a physical reason. This is like a basic instinct. I think the game is designed as an experience. It's designed as a catharsis experience.

You have some accomplishments all the time, but accomplishment is a very strong keyword. It's a very strong factor of the game. I think in our 40 year history, we may [continually] redesign this, maybe. But in the last five years, you can get the resolution. This kind of resolution makes you have a very effective emotional possibility, with music, effects, hi-def movie effects. I think there can be growing, growing, and growing. There's some games coming in that class.

Well worth a read through, though be prepared for more talk from the interviewer than usually shows up in interviews.

Expressing The Future: Tetsuya Mizuguchi [Gamasutra]

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<![CDATA[Lumines Whored Out To PCs Today]]> We've known that Lumines is most assuredly coming to PCs for a few weeks now. What we didn't know was how, exactly, it would make its way to the platform. Today, Q Entertainment and its partner announced that it would come to the WildTangent Network, the online game provider famous for Penguins and Polar Bowler. Yeah! Those guys. *crickets*

The PC version comes with the now standard stuff, including Skin Edit, Puzzle and Time Attack modes. Lumines is available to Windows users on a pay per play basis, free with a healthy does of advertising or for download at $19.99. It's also available on just about everything else.

PC Release of 'Lumines' Brings Music Mayhem to the WildTangent Games Network

WildTangent and Q Entertainment Deliver Game's PC Debut to Online Gamers

Redmond, Wash. - December 3, 2007 -WildTangent, Inc., the fastest growing online game property in the U.S., today announced the PC launch of Q Entertainment's award-winning puzzle game, Lumines, on the WildTangent Games Network. The PC version of Lumines comes packed with the challenges and excitement from the console version, and now makes its online debut exclusively on WildTangent at www.wildgames.com.

WildTangent is rapidly adding console-quality games to its catalog of more than 450 games from nearly 200 developers. Lumines indulges the fusion of puzzle play, stylish visuals and upbeat music from a variety of genres that is dynamically synched with gameplay. The player must maneuver falling blocks to create 2x2 squares in the same color or pattern as the vertical timeline wipes away the squares to allow more room on the playing field. The addictive title, which was originally released on the PSP (PlayStation Portable) and later on the PlayStation 2, Xbox LIVE Arcade and mobile devices, offers up to 40 different skins and five single-player modes to keep players coming back for more. While providing audio and graphics on par with the enthusiast category, Lumines for PC is easy to learn and can be played with a simple mouse click.

Additional key features of Lumines include:
• Skin Edit Mode: Customize your Lumines experience by creating your own play list with your favorite skins that you have unlocked
• Time Attack Mode: Test your skills and see how many blocks you can erase in a given amount of time and compete with your own record
• Puzzle / Mission Mode: Twist your brain and strategic thinking to create specific shapes (such as a dog, heart, or number) using the blocks
• Detailed play history: Analyze your play style with detailed play history such as the number of erased blocks, highest scores and more

"We continue to focus on bringing console-quality games, like Lumines, to the PC in an ad-supported model that offers gamers unmatched choice in how they play the games they love," said Alex St. John, CEO of WildTangent. "Lumines is one of many console-quality, enthusiast game titles we will be offering our customers in the weeks and months to come."

Consumers can purchase the game for $19.99, pay on a per-session basis using the company's innovative WildCoinsTM arcade-style payment system, or play for free when sponsored by one of WildTangent's advertisers. Lumines is rated "E" for Everyone by the Entertainment Software Rating Board (ESRB). To play Lumines, visit www.wildgames.com.

About WildTangent
Founded in 1998, WildTangent is the fastest growing online game property in the world with 11.5 million
unique monthly gamers (comScore - July 2007) offering hundreds of the most popular online and
downloadable games from the world's top developers and publishers including its own WildStudios which
publishes Polar Bowler, Penguins, Fate and many more.

The WildTangent Games Console ships directly on the desktops of leading PC manufacturers including
Dell, HP, Gateway and Toshiba, representing more than 25 million new consumer PCs annually in North
America. Gamers of all ages and demographics play more than 250 million game sessions a month across the WildTangent game network.

For more information visit www.wildtangent.com.

About Q ENTERTAINMENT, Inc.
Formed in 2003, Tokyo-based Q ENTERTAINMENT, Inc. creates, produces, and consults in digital entertainment content across multiple game consoles, PC broadband and mobile units. It is best known for their critically acclaimed music and luminary action puzzle game series "Lumines," which was released
worldwide in 2004/2005 for the PSP® system (PlayStation®Portable) and has now developed into mobile
("Lumines Mobile"), Xbox Live Arcade ("Lumines Live!") and PlayStation®2 ("Lumines Plus") platforms.
Q ENTERTAINMENT's impressive line-up also includes the action puzzle title "Meteos" for the Nintendo
DSTM and fantasy action title "Ninety-Nine Nights" for the Xbox 360TM.

Founded by principal game creator and Chief Creative Officer Tetsuya Mizuguchi ("Sega Rally" franchise,
"Space Channel 5," and "Rez") and industry veteran and Chief Executive Officer Shuji Utsumi (Sony
Computer Entertainment America, Sega, Disney), Q ENTERTAINMENT is comprised of experienced
designers, programmers, and producers. Q ENTERTAINMENT collaborates with other creators, artists and development studios in Japan and overseas. With a large network and enthusiasm, Q ENTERTAINMENT is always on the "Quest for the future entertainment," anticipating the trends and changes in times to come and brings new value to the game industry with fresh new content. More information can be found on the Internet at http://www.qentertainment.com.

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<![CDATA[Yoko Ono and Mizuguchi Together. At Last!]]> Yup, that's Rez creator Tetsuya Mizuguchi with Yoko Ono. Miz is hosting a two hour radio program called "Imagine ~A Message from John and Yoko~" on Friday, December 7th. That's a day before the anniversary of Lennon's assassination. Back in October, Mizuguchi met Ono in Iceland at the unveiling of Imagine Peace Tower. The tower, which Ono designed, will be lit every year between Lennon's birth on October 9th and his death on December 8th. Ringo Starr and Sean Lennon were also in attendance. Says Miz:


Going to meet Yoko Ono was inspiring for me.

Paul McCartney wasn't in appearance, because he and Yoko totally HATE each other.
Imagine [Miz's Blog]]]>
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<![CDATA[Lumines Coming To Windows, Too]]> A new rating for Q Entertainment's Lumines has appeared on the Entertainment Software Ratings Board, revealing that a Windows version of the musical puzzle game, originally released for the PSP, is in the works. When we contacted the developer about the listing, it confirmed the title's existence and promised that details will be announced within the next few weeks. Wait, what? Confirmation? That was... easy. Almost too easy.

Please note the picture above is from the Xbox Live Arcade version, Lumines Live.

ESRB Game Ratings

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<![CDATA[Lumines Live! Gets Cheaper]]> We don't know how we missed this yesterday, but good news if you still haven't picked up a copy of Lumines Live! The game is now 400 points cheaper, running 800 points on XBLA. Personally, I found the title a major letdown that failed to rekindle the magic of the original PSP version. But who knows, you may love it! Since Every Extend Extra Extreme also came out this week, you can have a duo of Miz for under a Jackson—the means $20 for you who are not hip with the low budget lingo.

Lumines Live Price Drop
[via xboxdomain]

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<![CDATA[Space Invaders Extreme Hands-On Impressions]]> Taito's Space Invaders Revolution didn't quite reinvent the archetypal arcade series for a new generation as its titled promised, but the company is giving it another go with Space Invaders Extreme. Like the previous Nintendo DS game, Taito adds new power ups and weapons to the formula, but takes the shooting action in an entirely new direction. Focusing on combos, rhythmically driven gameplay and fast paced, more Galaga-like invader formations, many may look at the game and assume it's developed by Lumines creator Q? Entertainment. In fact, it seems to follow the Q? design formula so closely, others may call it a rip off.

Not unlike Q?'s Gunpey and Every Extend Extra, Space Invaders Extreme adds layers of trippy effects, filling the screen with an excessive amount of visual noise. Even more suspect, your shots will trigger sound effects that I could swear were ripped straight from Rez.

Gameplay-wise though, it does add a handful of fresh elements to make the constant shooting a bit more exciting. You'll get bonuses for destroying invaders by column, by color, by shape, or by row and be rewarded for doing so with points and alternate stages. There's a Fever Mode that's essentially a point grabbing free for all and a Roulette Shot that awards you with extra lives.

With the slight sketchiness of latching on to the Q? schtick of success, it may seem like Space Invaders Extreme is a me-too gimmick filled attempt at bringing relevance to a 30 year old arcade game. It was enjoyable for the first fifteen minutes, but it's unclear whether this simple enjoyment will last beyond that. We'll know more when the game hits early 2008.

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<![CDATA[Lumines Live! Holiday Pack Details]]> Nothing says Halloween like Lumines. Or Christmas. Or summer vacation. On October 17th, Q Entertainment will be releasing a "Rockin' Holiday Pack" of 20 new Lumines Live! skins for Challenge Mode. Usual Q cohorts like Keiichi Sugiyama (Rez, Area 1) and h ueda (Every Extend Extra Extreme) collaborated for this upcoming pack. Snowflakes and autumn leaves — so festive!

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<![CDATA[Live Arcade Coming To Windows, Too]]> 1UP is reporting that, at Gamesfest 2007, unspecified sources have revealed that Live Arcade support will be added to Games For Windows Live developer tools before the end of the year. No word from 1UP or Microsoft on whether this will mean current Xbox Live Arcade titles will make their way to PCs running various Windows OS flavors, but it seems like a safe bet. Yet another platform on which to play Lumines? Yes, please and thank you.

Gamefest 2007: XBL Arcade on PC by Holidays [1UP]

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<![CDATA[Miz Makes His Own Second Life]]> Now that Rez creator Tetsuya Mizuguchi is hopefully finished doing the umpteenth reiteration of Lumines, he's ready to do something different, something virtual, something Second Life. Miz has agreed to create a virtual Tokyo for the pc game, and so far he envisions his creation a "museum of Japanese culture." What's more, he adds:


My work all these years has been to entertain people through video games, but this virtual Tokyo concept could be the next step and path... The Tokyo we are trying to create is based on the image of city. How do people in Tokyo perceive the city? How about foreigners? That's what we want to express.

That's nice and all Miz, but what about the flying penises and the furry fucking?
Lumines Creator Creates for SL [1Up]]]>
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<![CDATA[Yet, Another Lumines Clone]]> And the Lumines clones don't stop! Earlier, we brought word of Luminator, a Lumines copycat made by Germans. That's not all. Already out in stores is Got Game's Puzzle Scape, which looks and sounds a helluva like Lumines. A description from the company's website:


Escape to block-busting puzzles and pulsating beats in this exciting new puzzle game for your PSP® (PlayStation®Portable) system! Be entranced by brilliant, interactive evolutionary backgrounds from cells to dream-like landscapes in four unique themes over 40 levels.

Geez, doesn't Lumines creator Tetsuya Mizuguchi have lawyers or something?

Puzzle Scape [Got Game via GameSetWatch]

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<![CDATA[Lumines Exploit Runs PSP Homebrew]]>

Want to play homebrew something on your PSP, but also like to keep up with your firmware updates? Buy Lumines! The game features a recently discovered exploit that will allow for the running of homebrew code with a simple press of the Start button following the load of a modified game save. The new avenue for emulation enthusiasts, despicable pirates, and homebrew coders will surely turn into something magical for PSP owners looking to get more out of their systems than what is legally and officially available.

Obviously, anyone looking to run homebrew code on their PlayStation Portable will do so at their own risk, voiding warranties and running afoul of copyright law doing so. There may also be some finger waggling aimed in your general direction.

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