The creator of Lumines sits down with us to chat about puzzle games and all things mobile.
by Robert Workman on Wednesday, June 07, 2006
Tetsuya Mizuguchi has to be one of the most influential game producers in the industry. He takes a trail off the beaten path normally run by commercialized efforts and instead produces titles that seem to appeal on a completely different level, one that appeals to the visceral senses. His resume reads off plenty of hit games, including Sega Rally, Space Channel 5, and Rez, but now he's broken off with his own team, Q Entertainment, the team that brought us the likes of Meteos and the forthcoming Ninety Nine Nights.
But probably the most memorable game that's come out from that company is Lumines, a wildly imaginative take on the puzzle genre with incredibly good music, a vivid visual presentation, and addictive gameplay that sits alongside the likes of Tetris. That game was a big hit on the PSP, and now it's arrived on the mobile circuit, receiving many positive reviews (including one from us). We had a chance to sit down with Mizuguchi-san and talk about the game.
Thanks for joining us today.
Sure
How did the concept of Lumines come about? Was it easy to put together the gameplay formula and the style surrounding it?
When I heard about the concept of the PSP, oh, this is an attractive machine, with sound and visual using the headset. I believe it's the first console using the headset. It gave me a big inspiration. What kind of game should we make? What kind of game would people want to play? Not a big game, not a long game, easy to play within minutes, with the visual, sound, music. It's kind of the experience we did on Rez a few years ago, with the music, so that kind of experience helps in creation.
So are you surprised with the success of the game, what with the sequel coming to PSP and all?
Yeah, big surprise. (laughs)
Let's talk about the mobile version. How were you able to take the experience that was on the PSP originally, and put it into a mobile formula? DId it take a lot of work?
We had a discussion with the Gameloft people first, and they know about the mobile phone technology. There's a big audience that owns a mobile phone and a PSP. Mobile is a bit different than PSP technology. Determined, we decided that Lumines Mobile should be much more fun than playing a puzzle, with music. With new features in it. Lumines uses two color set-up, while Lumines Mobile uses three colors, new shapes. It slightly changes the aspect of Lumines, and its experiences.
Are there new skins you can unlock in Lumines Mobile?
Yes.
How were you able to carry over the great music from Lumines?
The folks at Gameloft did a great, great job, and they're very passionate. I got some great ideas from them about the skins and the music. Lumines had to have this kind of music to go with the experience.
Are there any downloads coming with the game, like leaderboards?
The skins are unlockable in the game already. No leaderboards.
Finally, if Lumines Mobile is a very successful game, do you see other Q Entertainment releases coming to the mobile circuit like that?
Yes, definitely.
On a side note, Rez Mobile would be nice.
Yeah. (laughs)
Lumines Mobile is available now.
Lumines Mobile
Lumines
Lumines II
- GenrePuzzle
- Release Date09/01/2006
- PublisherDisney Interactive Studios
- DeveloperQ Entertainment
- ESRBE - Everyone
GameDaily



