Lumines: Puzzle Fusion
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| above = Lumines: Puzzle Fusion
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| label2 = Developer(s) | data2 = Q Entertainment
| label3 = Publisher(s) | data3 = Template:Vgrelease
| label4 = Director(s) | data4 = Template:If first display both
| label5 = Producer(s) | data5 = Template:If first display both
| label6 = Designer(s) | data6 = Tetsuya Mizuguchi
| label7 = Programmer(s) | data7 = Katsumi Yokota
| label8 = Artist(s) | data8 = Template:If first display both
| label9 = Writer(s) | data9 = Template:If first display both
| label10 = Composer(s) | data10 = Takayuki Nakamura
| label11 = Series | data11 = Lumines
| label12 = Engine | data12 = Template:If first display both
| label13 = Platform(s) | data13 = PlayStation Portable, mobile phone, Windows, PlayStation 2, Nintendo Switch, Xbox One, PlayStation 4,
| label14 = Release | data14 = Template:Collapsible list
| label15 = Genre(s) | data15 = Puzzle
| label16 = Mode(s) | data16 = Single-player, multiplayer
| label17 = Arcade system | data17 = Template:If first display both
| data30 =
| below = Template:EditOnWikidata
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Template:Nihongo foot (pronounced as "Loo-min-ess")<ref name="pronounce" /> is a 2004 puzzle game developed by Q Entertainment and published for the PlayStation Portable by Bandai in Japan and by Ubisoft elsewhere. The gameplay tasks players to arrange descending two-colored 2×2 blocks to create 2×2 squares of matching color. A vertical line called the "time line" sweeps across the field, erases completed squares, and awards points. Each stage has a skin that affects the background, block colors, music, and the speed of the time line.
Lumines: Puzzle Fusion is the work of video game designer Tetsuya Mizuguchi, who had worked at Sega. Katsumi Yokota contributed to the graphic designer and assisted Takayuki Nakamura with music composition. Mizuguchi originally wanted to make a music-heavy Tetris-style game, but licensing issues prevented this so he created a new concept for Lumines. Mizuguchi was inspired to make a music game on the PSP, one of the few handhelds on the market with a headphone jack. The game was released as a launch title for the PSP in Japan in December 2004, North America in March 2005, and Europe in September 2005. It was later ported for mobile phones, Microsoft Windows, and the PlayStation 2 (PS2); a high-definition remaster was made for the PlayStation 4 (PS4), the Nintendo Switch, the Xbox One, Windows, and Amazon Luna.
Lumines: Puzzle Fusion sold over half a million copies in North America, Europe, and Japan, and was awarded "Best Handheld Game of 2005" by multiple media outlets. Several publications recognized it as one of the top games of 2005 and one of the best-ever launch titles. It was praised for its music and gameplay; multiple reviewers described it as addictive and drew comparisons with Tetris. The ports received less praise than the original version; critics commended the mobile phone version for its new features but criticized its poor sound quality, while the PS2 port was criticized for omitting some songs present in the original. Reviewers complimented the remastered version for enhancing the quality of sounds and visuals but were disappointed that an online multiplayer mode was not included as a new feature. The game spawned numerous spin-offs and sequels for multiple platforms, becoming the first entry in the Lumines series.
GameplayEdit
Lumines: Puzzle Fusion is a falling block puzzle game.<ref name="LPF-1UP-review" /><ref name="LPF-IGN-review" /> The objective is to arrange grouped blocks descending from the top of a 16×10 grid playing field to create single-color squares once they have landed.Template:Sfn Grouped blocks have a 2×2 shape and vary between two colors.<ref name="LPF-1UP-review" /> Players can rotate the descending grouped blocks, move them left or right, or drop them straight down.<ref name="LPF-1UP-review" /><ref name="LPF-IGN-review" /> When part of the grouped blocks hits an obstruction, the remaining blocks separate from the rest and continue to fall.<ref name="LPF-GS-review" /> A single-color square is created when grouped blocks form a 2×2 shape of matching color. Additional blocks of matching color can be used to create larger shapes.<ref name="LPF-GS-review" /> The game ends when the blocks pile up to the top of the playing field.<ref name="LPF-IGN-review" />Template:Sfn
A vertical line known as the "time line" sweeps through the playing field from left to right, erasing any completed single-color groups of blocks it touches and awarding points for each group.Template:Sfn<ref name="LPF-GS-review" /> If a square is created in the middle of the moving time line, only ones the time line touched are cleared, and no points are awarded.<ref name="LPF-IGN-review" /> Players earn increasing score multipliers by repeatedly clearing squares on consecutive time line sweeps.Template:Sfn Additional score bonuses are earned by clearing the playing field or reducing the remaining blocks to a single color.<ref name="LPF-GS-review" /> The maximum score is 999,999 points.<ref name="PG-interview" /> Blocks with embedded gems are known as "special blocks"; if these are used to create squares, they allow the time line to eliminate adjacent blocks of the same color.Template:Sfn Each stage has a skin that affects the background's appearance, the blocks' color scheme, the music track, sound effects, and the speed of the time line.<ref name="LPF-GS-review" /> Stages with fast tempos make it more difficult to create large combos and stages with slow tempos may cause the playing field to fill more quickly while players wait for the time line to sweep across the screen.<ref name="LPF-IGN-review" />
Lumines: Puzzle Fusion has five modes: Challenge, Single Skin, Time Attack, Puzzle, and Versus. Challenge mode is the main mode and cycles through skins in a fixed order of increasing difficulty.<ref name="LPF-GS-review" /><ref name="LPF-IGN-review" /><ref name="Remastered-PCMag-review" /> Single Skin mode allows players to select one skin to play for the entire session.Template:Sfn In Time Attack mode, players have a limited time to clear as many blocks as possible.<ref name="LPF-EuroG-review" /> Puzzle mode challenges players to arrange blocks to create pictures.<ref name="LPF-IGN-review" /> In Versus mode, players battle against A.I. opponents or against other players via wireless connections. The Versus mode begins with the playing field divided in half; the goal is to clear successive squares, which shrinks the opposing player's space.<ref name="LPF-GS-review" />Template:Sfn
Later ports and remasters added modes such as Arcade,<ref name="E3 2006-mobile" /> Mission,<ref name="LPC-Gamezebo-review" /> Shuffle,<ref name="E3 2006-mobile" /> and Skin Edit mode.<ref name="LPC-Gamezebo-review" /> Arcade mode is designed for mobile phone ports; players complete a total of 10 stages with CPU versus battles serving as Boss stages after a certain amount of stages are complete.<ref name="E3 2006-mobile" /><ref name="mobile-EuroG-review" /> Arcade mode adds blocks that can explode, a third color block within certain stages, and new grouped block shapes such as S-shaped or three-block-wide rectangles.<ref name="mobile-EuroG-review" /> Mission mode tasks players with challenges such as clearing the stage in a certain number of moves or clearing a specified number of columns.<ref name="LPC-Gamezebo-review" /><ref name="Remastered-NL-review" /> Shuffle mode creates game sessions with randomized order of stages.<ref name="mobile-EuroG-review" /> Skin Edit mode allows players to customize their game session by selecting the order of unlocked skins.<ref name="LPC-Gamezebo-review" /><ref name="Remastered-NL-review" />
Development and releaseEdit
Lumines: Puzzle Fusion was the first game developed by Q Entertainment with Tetsuya Mizuguchi as the designer.<ref name="PG-interview" /> Mizuguchi was part of the studio's founding following his departure from Sega after they dissolved United Game Artists, Mizuguchi's previous venture.<ref name="Departure" /><ref name="2005 interview" /> It was developed by six people in a year.<ref name="eg rez" /><ref name="PG-interview" /> The game was 75% complete when it was announced at the Tokyo Game Show 2004.<ref name="TGS-04" /> When he first learned about the PlayStation Portable (PSP), Mizuguchi was inspired to make a puzzle game with music for the device, which he described as an "interactive Walkman".<ref name="usgamer"/><ref name="eg rez" /> He considered it ideal for his game because it was one of the few handheld consoles to have a headphone jack and high-quality sound.<ref name="eg rez" /> To attract casual players, Mizuguchi wanted his new game to be less daunting to play than his earlier titles Rez and Space Channel 5.<ref name="usgamer" /> Originally, he wanted to make a music-heavy Tetris-style game but problems with licensing led him to create a new concept.<ref name="Tetris-verge" /> Mizuguchi did not consider developing games for the PSP difficult and began working on the game before any PSP software tools were provided.<ref name="2005 interview" /> The game's title was derived from "Lumine", meaning to illuminate.<ref name="Gspy-interview" /> The subtitle "Puzzle Fusion" is intended to reflect the mixture of music and gameplay.<ref name="usgamer" />
The prototype was initially developed on a personal computer (PC) running Microsoft Windows with the specifications of the PSP in mind.<ref name="eg rez" /> During the prototype's development, Katsumi Yokota was mainly a graphic designer and illustrator and considered himself an amateur music composer. He purchased several PC software packages, including FruityLoops and Cubase to assemble loops of electronic music, and Adobe Photoshop to create the visual graphics. Yokota learned about using sound effects while working on Rez, which led him to focus on making sound effects to supplement music for the prototype. He experimented with rhythms that synchronized with the game's time line bar.<ref name="KY_and_TN_interview" /> When deciding Lumines: Puzzle FusionTemplate:'s mood, Mizuguchi felt something was missing from the soundtrack and looked for extant external music. While on a mid-year camping trip in Okinawa, he discovered the song "ShininTemplate:'" by Shinichi Osawa. The discovery motivated him to ask Yokota to implement a mode synchronizing music and visuals. Mizuguchi requested Osawa to include four tracks sequenced with the theme of a party beginning at sunset and ending at sunrise.<ref name="PG-interview" /><ref name="Verge-interview" /> Osawa contributed the songs "ShininTemplate:'", "Shake Ya Body", "I Hear the Music in my Soul", and "Lights".Template:Sfn
Yokota initially thought the game's soundtrack would be limited to techno and dance music, and worried the project lacked musical variety.<ref name="KY_and_TN_interview" /> Takayuki Nakamura joined the project as the lead composer after the prototype was completed with Yokota assisting.<ref name="KY_and_TN_interview" /> He overcame this problem by constructing a variety of songs that were based on an understanding of the game's design and considered the final product to be reminiscent of ambient music.<ref name="usgamer" /><ref name="KY_and_TN_interview" /> Nakamura primarily used Reason and Ableton Live software to compose the songs.<ref name="TN_interview" /> His goal for the background music was to feel complete and enjoyable to listen to despite it changing during gameplay.<ref name="usgamer"/> The music and skins were simultaneously developed; the music had to be completed before the skins were finalized. Exceptions were made for the tracks "The SPY loves me" and "Japanese Form", which were directly influenced by Yokota's design.<ref name="KY_and_TN_interview" /> Due to the playing field being 16 columns wide, Nakamura implemented strict rules for the songs to follow [[Time signature|Template:Music time signature]] for them to be synchronized with the time line, resulting in two bars being completed for every time line sweep. He made an exception for the song "Big Elpaso", which alternates between time signatures Template:Music and Template:Music, resulting in an average of a Template:Music.<ref name="KY_and_TN_interview" />
On December 12, 2004, Lumines: Puzzle Fusion was published by Bandai and released in Japan as a launch title for the PSP.<ref name="JP-release" /> For North America and Europe, the game was published by Ubisoft and was released on March 23 and September 1, 2005, respectively.<ref name="NA-release" /><ref name="EU-release" />
PortsEdit
Lumines: Puzzle Fusion was ported to multiple platforms, each with its revisions. In September 2005, mobile game publisher Gameloft announced it would release Lumines for mobile phones. Lumines Mobile was released in North America on March 12, 2006, and Europe on May 30.<ref name="NA-mobile" /><ref name="EU-mobile" /> Mobile phone ports exclude Versus mode between players while introducing Arcade mode and Shuffle mode.<ref name="mobile-EuroG-review" />
By the time ports for additional platforms were released, several sequels and spin-offs had been made available and incorporated new music and gameplay features from those games. Buena Vista Games released a port for the PlayStation 2 (PS2) that was published as Lumines Plus in North America and Europe on February 27 and March 9, 2007, respectively.<ref name="Plus-NA-missing" /><ref name="Plus-EU-release" /> Lumines Plus added nine songs from Lumines II (2006) but omitted "Shake Ya Body", "I Hear the Music in my Soul", and "Lights" from the original game.<ref name="Plus-NA-missing" /><ref name="plus-features" /><ref name="Plus-EuroG-review" />
A version for Microsoft Windows was released on November 28, 2007, via WildTangent, and on April 18, 2008, via Steam's network.<ref name="Lumines-WildTangent" /><ref name="Lumines-Steam" /> The WildTangent and Steam versions included Mission and Skin Edit mode, previously introduced in Lumines Live! (2006).<ref name="Lumines-Live-IGN" /> The Steam version contains 21 unlockable skins with a sampling of stages for Time Attack, Puzzle, and Mission modes. An "Advance" pack was made available on the same day adding 21 skins, 70 puzzles, and 35 missions to the base game.<ref name="Lumines-Steam" />
Lumines RemasteredEdit
In March 2018, Mizuguchi, under his new company Enhance Games, announced Template:Nihongo foot with the Japanese studio Resonair as the developer.<ref name="Remastered-reveal" /> It was released later that year on June 26, 2018, for Microsoft Windows, the Nintendo Switch, the PlayStation 4 (PS4), and the Xbox One.<ref name="Remastered-date" /> Physical versions for PS4 and Nintendo Switch platforms were distributed for a limited time between April 26 to May 10, 2019, via Limited Run Games.<ref name="LR-Physical" /> The game was made available for cloud gaming on the Amazon Luna streaming platform on October 20, 2020.<ref name="LR-Luna-date" />
Lumines Remastered has enhanced visuals and support for high-resolution systems.<ref name="Remastered-changes" /> It includes the original, Nakamura-composed, high-bitrate music that had been downsampled for the PSP version.<ref name="usgamer"/> Some blocks and visual effects were redesigned. Game director Eiichiro Ishige considers it a remake rather than a remaster.<ref name="Remastered-breakdown" /> The game retains the game modes of the original with the exclusion of Single Skin mode and includes Mission, Shuffle, and Skin Edit mode introduced in later releases.<ref name="Remastered-NWR-review" /><ref name="Remastered-HG-review" /> Mizuguchi did not want to re-release Lumines: Puzzle Fusion unless new features could be implemented. He decided to remaster it after learning about HD Rumble on the Nintendo Switch's Joy-Con game controller and said haptic gameplay features would add something new to Lumines.<ref name="usgamer"/>
The game introduces Trance Vibration, a feature that enables additional controllers in a single-player game.<ref name="Remastered-HG-review" /> The feature is capable of using up to eight Joy-Con for the Switch, eight Xbox Wireless Controllers for the Xbox One, four DualShock controllers for the PS4, and additional Bluetooth controllers for Microsoft Windows.<ref name="Remastered-HG-review" /> According to Mizuguchi, the additional controllers provide players with a sense of synesthesia: players can place the controllers on their bodies to experience vibration feedback during gameplay.<ref name="sony-interview" /> The vibrations of the additional controllers are synchronized to the rhythm of the game's music.<ref name="sony-interview" /><ref name="Remastered-fam" />
SoundtracksEdit
Two soundtrack albums based on music from Lumines: Puzzle Fusion were produced. Takayuki Nakamura released a remix album, titled Lumines Remixes on June 9, 2005, on his label Brainstorm.<ref name="LRemix-date" /> The first disc of the two-disc set has 21 tracks and the second has 19 tracks.<ref name="LRemix-date" /> The second album, Template:Nihongo foot<ref name="LR-OST-titled" /> was released digitally on June 26, 2018, as part of a limited-release bundle for PS4 and Steam versions of Lumines Remastered.<ref name="sony-interview" /><ref name="GW-interview" /> Limited Run Games made double LP copies available for a limited time on June 26, 2019, as part of a bundle with physical editions of the game for PS4 and Switch.<ref name="LR-Physical" />
ReceptionEdit
Original releaseEdit
Lumines: Puzzle Fusion received "generally favorable" reviews, according to review aggregator Metacritic.<ref name="Lumines:PF-MC" /> Multiple reviewers praised its combination of music and visuals. GamePro complimented the combination of music and colors, calling it "a mini rave in your hands".<ref name="LPF-GPro-review" /> GameSpot praised the way the game's sound and visuals correspond to the actions performed.<ref name="LPF-GS-review" /> PALGN commended the game's graphic design, saying the menu design and avatars make it distinct. Although PALGNTemplate:'s reviewer did not enjoy the game's music genre, the website still gave a positive review to its soundtrack.<ref name="LPF-PALGN-review" /> Eurogamer deemed the audio superior to the visuals, praising the way the player's actions build the musical elements to a crescendo, and described it as "the real star of the show".<ref name="LPF-EuroG-review" /> IGN gave an unenthusiastic response to the sound and visuals, saying they do not have enough interactivity to allow players to feel an impact.<ref name="LPF-IGN-review" /> Game Informer reviewer felt they reached a trance-like when they felt challenged to find precise and broad tactics.<ref name="LPF-GI-review" />
Reviewers gave the gameplay a positive reception.<ref name="LPF-1UP-review" /><ref name="LPF-GS-review" /><ref name="LPF-PocketG-review" /><ref name="LPF-PALGN-review" /> Pocket Gamer complimented the single-player mode, comparing the quality of the game to class A drugs.<ref name="LPF-PocketG-review" /> IGN praised the gameplay, noting they were attracted to the game design and addicted to unlocking background skins.<ref name="LPF-IGN-review" /> Computer and Video Games found enjoyment in deciphering ways to place blocks and setting up combos.<ref name="LPF-CVG-review" /> Edge considered the first playthrough hypnotizing, but found later playthroughs to be sleep-inducing. Edge further praised the additional game modes for strengthening the presentation.<ref name="LPF-Edge-review" /> G4tv, 1Up.com, GameSpot, Computer and Video Games and PALGN also used the word "addictive" to describe the gameplay.<ref name="LPF-1UP-review" /><ref name="LPF-GS-review" /><ref name="LPF-PALGN-review" /><ref name="LPF-CVG-review" /><ref name="LPF-G4-review" />
Lumines: Puzzle Fusion was frequently compared with other tile-matching video games by critics, particularly Tetris.<ref name="LPF-1UP-review" /><ref name="LPF-GS-review" /><ref name="LPF-GPro-review" /> USA Today described the game as a techno-beat Tetris with remix music and flashy graphics.<ref name="LPF-USAtoday-review" /> GamePro considered the game as addictive as Tetris and Bejeweled.<ref name="LPF-GPro-review" /> According to 1Up.com; "Q Entertainment has used the Tetris template to duplicate a lightning-in-a-bottle feeling equal in brilliance and addictiveness to the puzzle classic".<ref name="LPF-1UP-review" /> GameSpot praised Lumines: Puzzle Fusion as "the greatest Tetris-style puzzle game since Tetris itself".<ref name="LPF-GS-review" />
Later releasesEdit
The mobile phone port Lumines Mobile was also well received by critics.<ref name="mobile-EuroG-review" /><ref name="mobile-1UP-review" /><ref name="mobile-IGN-review" /><ref name="mobile-GD-review" /> IGN considered it better than the original version because of the new features.<ref name="mobile-IGN-review" /> 1Up.com, also praised the new features and considered it almost a sequel, and Eurogamer said the new features helped place it among the best mobile games.<ref name="mobile-1UP-review" /><ref name="mobile-EuroG-review" /> GameDaily called it one of the best puzzle games ever made and said it almost perfectly complements the original.<ref name="mobile-GD-review" /> Multiple reviewers responded negatively to the sound quality but most said the game's overall quality outweighed it.<ref name="mobile-EuroG-review" /><ref name="mobile-1UP-review" /><ref name="mobile-IGN-review" /> GameDaily praised the music but criticized the way it operates independently of the gameplay.<ref name="mobile-GD-review" /> Pocket Gamer criticized the on-screen visuals obscuring the background artwork and concluded the sound does not do justice to the Lumines concept.<ref name="mobile-PocketG-review" />
Lumines Plus for PS2 received "mixed or average" reviews according to Metacritic.<ref name="Lumines-Plus-MC" /> GameDaily complimented the game, stating that it retained its predecessor's addictive play.<ref name="Plus-GD-review" /> Game Informer thought the visuals were less vibrant and noticed five seconds of silence between level transitions. The magazine concluded it was the least-impressive title in the Lumines series.<ref name="Plus-GI-review" /> 1Up.com also criticized the intermittent silence between stages and expressed disappointment that songs from the original were missing. However, they praised the addition of skins from Lumines Live and Lumines II, calling it a "Lumines greatest hits".<ref name="Plus-1UP-review" /> IGN was disappointed by the absence of new features, and said the "Plus" moniker is misleading, and would have preferred it to have the animated backgrounds and game modes introduced in Lumines II.<ref name="Plus-IGN-review" /> Eurogamer criticized the absence of songs from the original and said the new track selections make the game too arduous to play.<ref name="Plus-EuroG-review" /> GameSpot also noted the missing tracks but said the remaining Japanese tracks compensate for their absence.<ref name="Plus-GS-review" /> GamePro did not deem the game fun and said the music distracts from the gameplay.<ref name="Plus-GPro-review" /> Computer and Video games shared similar complaints to IGN and Eurogamer and called attention to the unused portions of the television screen, however, they considered the audio infinitely better than the original and almost makes up for their grievances.<ref name="Plus-CVG-review" />
For the PC ports, Gamezebo praised the WildTangent version for its simple gameplay and for not adding too many new gameplay power-ups.<ref name="LPC-Gamezebo-review" /> PC Gamer UK complimented the game for being free but not for requiring to watch an ad before playing. PC Gamer UK found some levels ugly and didn't enjoy replaying from the beginning to unlock more skins.<ref name="LPC-PCGUK-review" /> When reviewing the Steam version, IGN criticized it for being split into two paid packages and was disappointed for not adding an online leaderboard or online functionality to multiplayer and considered those features vital to a PC release.<ref name="LPC-IGN-review" /> PC Zone had complaints about select stages having backgrounds indistinguishable from the blocks and did not consider Advance Pack downloadable content worth the purchase.<ref name="LPC-PCZone-review" />
When reviewing Lumines Remastered, critics reacted positively.<ref name="Remastered-NWR-review" /><ref name="Remastered-GS-review" /><ref name="Remastered-PCMag-review" /><ref name="Remastered-EuroG-review" /> PCMag complimented the game and said it is as addictive and hypnotic as the original.<ref name="Remastered-PCMag-review" /> Nintendo World Report noted the Trance Vibration feature working as advertised and called it "genius".<ref name="Remastered-NWR-review" /> Hardcore Gamer praised the music as enjoyable.<ref name="Remastered-HG-review" /> GameSpot noted the Nintendo Switch version of the game looks better than prior handheld releases due to its cleaner animation but said it is not the best-looking game in the series.<ref name="Remastered-GS-review" /> Eurogamer called the Switch version "euphoric", comparing the rumble feature to Mizuguchi's previous endeavor with RezTemplate:'s trance vibrator.<ref name="Remastered-EuroG-review" /> Nintendo Life said the songs vary in quality and that each is catchy in their way. The reviewer also complimented the visuals for being vibrant and full of animation without detracting from the gameplay.<ref name="Remastered-NL-review" /> Despite having an overall positive response, some reviewers were disappointed in the absence of introducing an online multiplayer feature.<ref name="Remastered-NL-review" /><ref name="Remastered-NWR-review" /><ref name="Remastered-HG-review" /><ref name="Remastered-GS-review" /><ref name="Remastered-PCMag-review" />
Sales and awardsEdit
Lumines: Puzzle Fusion won several awards, including the 2005 Spike TV Video Game Award for Best Handheld Game, GameSpotTemplate:'s 2005 PSP Game Of The Year, and Electronic Gaming MonthlyTemplate:'s 2005 Handheld Game Of The Year.<ref name="SpikeTV-best" /><ref name="Gamespot-best" /><ref name="EGM-awards" /> IGN awarded the game for Best Puzzle,<ref name="IGN-best-puzzle" /> Best Artistic Design,<ref name="IGN-best-art" /> and Best Original Score.<ref name="IGN-best-score" /> It was awarded for Best Audio at the 4th Annual G.A.N.G. Awards.<ref name="GANG-award" /> Lumines: Puzzle Fusion also appeared on Game InformerTemplate:'s "Top 50 Games of 2005" list" and <ref name="GI-top50" /> Play ranked it the second-best PSP game in its "2005 Year in Review".<ref name="Play Best" /> GamesRadar+ ranked the game as the sixth-best launch game of all time and Paste ranked it 12th-best.<ref name="best-launch" /><ref name="Paste" /> The mobile phone version was nominated for the Edge Mobile Awards at the 2006 Edinburgh Interactive Entertainment Festival.<ref name="EIEF06" /> During the 9th Annual Interactive Achievement Awards, the Academy of Interactive Arts & Sciences nominated Lumines for "Outstanding Achievement in Gameplay Engineering".<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>
In 2005, Tetsuya Mizuguchi reported a sale of 180,000 units in Europe, 300,000 in North America, and 70,000 in Japan, totaling over half a million sales.<ref name="gamespot_sales" /> On June 23, 2007, Amazon sales of the game increased by 5,900% within 24 hours<ref name="engadget" /> due to hackers discovering a bug within the game, allowing them to install any program onto the PSP, including homebrew software.<ref name="Joystiq" /> Sony released an update to prevent the exploit six days after its discovery.<ref name="repair" />
Sequels and follow-upsEdit
{{#invoke:Labelled list hatnote|labelledList|Main article|Main articles|Main page|Main pages}}
Lumines: Puzzle Fusion was followed by multiple spin-offs and sequels, becoming the first entry in the Lumines series. The first set of sequels, Lumines II and Lumines Live!, were developed at the same time.<ref name="GI-interview" /> Lumines Live! introduces Mission Mode, Skin Edit mode, and an online multiplayer feature.<ref name="Lumines-Live-IGN" /> It was released digitally on Xbox 360 via Xbox Live; its distribution began in Europe on October 18, 2006.<ref name="Live-EU-release" /><ref name="EU-release-confirmed" /> Lumines II includes the new features introduced in Lumines Live!, Sequencer mode, and music videos from Black Eyed Peas, Gwen Stefani, and Hoobastank. It was made available for the PSP in North America on November 6, 2006.<ref name="L2-release" />
The games were followed by Lumines Supernova, which adds a Dig Down mode but excludes online multiplayer. This game was released for PlayStation 3 via the PlayStation Network on December 18, 2008.<ref name="Supernova-JP-release" /> An iOS game called Lumines: Touch Fusion was made for touch controls; it has the same features as the original except for the Versus modes. It was released on August 27, 2009.<ref name="TF-release" /> A follow-up called Lumines: Electronic Symphony was released on the PlayStation Vita in Japan on April 19, 2012. This version renames some of the modes and adds new features.<ref name="LES-date" /> The latest entry in the series, titled Lumines: Puzzle & Music, was released on July 19, 2016, for iOS and Android.<ref name="PM-JP-release" />
NotesEdit
ReferencesEdit
- Bibliography
- Citation
External linksEdit
- Official Bandai website archived from the original
- Official Lumines Mobile website archived from the original
- PC Version website on WildTangent Games
- Official Lumines: Remastered site