hen Tetsuya Mizuguchi left Sega and created Q? Entertainment, he already had established quite a following. Games like Rez and Space Channel 5 rocked the hardcore gamers’ worlds, and ever since then when you got your hands on a Mizuguchi title, you knew you were in for a very unique experience. Since then, his relatively new company has developed two intriguing, fun, and very different puzzle experiences for Sony’s PSP and the Nintendo DS.
Lumines
At first glance, Lumines looks like a psudeo-Tetris clone, but after about 5 minutes of play, you’ll realize it’s a very different beast. Lumines is a collaboration effort between Q? Entertainment and the music of Japanese artists Mondo Grosso and Eri Nobuchika. What resulted is a combination of puzzle, music, and visual artistry that is highly addictive, challenging, and very difficult PSP game to put down.
The object of Lumines, much like Tetris is to clear blocks. In Lumines, however, you’re given a 2x2 grid of small blocks each time, which are made up of either one of two colors, or a combination of the colors – white or red, white or green, etc. The object in Lumines is to get groupings of the same color derivations of a 2x2 blocks, which could also be 2x3, 2x4, 4x4, etc. You can also build onto each of the squares and rectangles that you make to create combos. The blocks only get erased by a moving timeline, which moves across the screen from left to right, and wipes away the 2x2 groupings you’ve created, dropping any blocks that you have piled on top. There are also special blocks which are noted by a small gem in the middle of the block. By creating a 2x2 grouping with the special block, any same colored blocks that are touching the 2x2 grid will also be erased once the timeline goes over them. You score points by clearing blocks, and your game ends when you’re blocks go over the top of the playing screen.

Challenge mode is the real meat of the game, each game level has a different look, or skin as their referred to in the game, as well as an accompanying song from either Mondo Grosso, or Eri Nobuchika. When you transition between each level, the blocks, backgrounds, and sound effects, all change. Plus the speed of the timeline as well as the block drop speed will either get faster or slower. Each level progressively gets more difficult, and with the change of the music, you know you’re about to change your strategy to survive. While when I started playing the game I would mainly focus on clearing blocks as fast I can, but now I build patterns to maximize clearing by using special blocks more strategically.
Puzzle mode changes up the rules a bit, and you’re goal in this mode is to create a shape that is designated in the beginning of the level. You may have to create a box, a diamond, or even a large X. This mode is extremely tricky, and while the first few puzzles aren’t overly difficult, once you get about 5-6 in, you’ll be in for a real challenge. Couple the fact that this mode is timed, you’ll have your work cut out for you.
Lumines also features a Versus mode so you can play either against the CPU or wirelessly against another person who has a PSP and a copy of the game. Versus initially splits the screen down the middle, and that’s the landscape you get to work within. As you play, the player who clears more blocks faster gains more landscape, giving their opponent less room to clear blocks. It’s a veritable tug-of-war in which the line goes back in forth as each player does better or worse until, inevitably someone’s blocks reach the top and they lose. Wireless multiplayer works incredibly well, and it’s a shame that there’s no Infrastructure mode for online play. Versus CPU gets ridiculously difficult after the third opponent, but it’s crucial to play through to unlock all of the skins, and character icons.
What brings me back to the game every time is the game’s soundtrack, and Mondo Grosso’s and Eri Nobuchicka’s techno dance tracks are highly contagious. From the game’s initial track Shinin’, to the drum heavy Shake Ya Body, or the infectious I Hear The Music In My Soul, Lumines features one of the best soundtracks yet. While it has yet to be confirmed if there will be an official Lumines soundtrack, after playing this game some may be scouring their indie record stores for albums from either artists.

Overall, Lumines was the game that got me to import a PSP from Japan, and it’s a game that I honestly play every day. Now that I’m reaching the higher levels, it takes me around 30-40 minutes to play through one game on the Challenge mode. To me, Lumines is Sony’s answer to Tetris. Unfortunately, since the PSP’s speakers are rather sub par in my opinion, if you want the most from this game I suggest using headphones. While there’s a number of really solid PSP games at launch, Lumines is a definite must have game for anyone who is a puzzle game fan.
Meteos
Today we just received the Japanese version of Q? Entertainment’s new Nintendo DS puzzle game, Meteos. While it officially hasn’t been announced for North America, we’ve recently heard that Nintendo is picking the game up for release some time this Spring. This time around Mizuguchi-san is teaming up with Masahiro Sakurai, formerly of HAL Laboratory – the makers of Super Smash Brothers, and Kirby Air Ride. While this won’t come as a shock, it’s another interesting take on the puzzle genre, and takes good advantage of the Nintendo DS touch screen.
Since the game is all in Japanese and we’re a little unaware of the story at this point, gameplay-wise Meteos combines elements of Bejeweled and Tetris. In the main mode of the game, different color blocks fall from the top of the screen, and you need to make either vertical or horizontal lines of 3 or more blocks. Once you do so, these lines rocket to the top of the screen, pushing any blocks on top. Any blocks that get pushed beyond the top of the screen are erased, and any blocks remaining will float back to the bottom. You can create combo by creating lines with the blocks that are floating back down. With the stylus and touch screen, you can drag blocks only up or down to create lines, but you can only move blocks vertically. Add a multitude of power-ups to the mix, and Meteos gets pretty crazy. While I would still consider myself a rookie, games are real quick, and last a few minutes since the blocks drop at such a rapid pace.
Meteos has got the same addictive quality as Lumines, but you can see the Sakurai influence in the game within the menus, music, unlockables, and character design. While we still have a lot to learn about the different modes, Meteos should most definitely be on the radar for Nintendo DS owners. We’ll have more on Meteos in the future once we get our hands-on the US version of the title.
Recently we had a chance to chat with Tetsuya Mizuguchi about Lumines, Meteos, and his next project which will be exclusive to Xbox 2.
Game Informer: Are you excited that you’re bringing Lumines over to North America and Europe?
Tetsuya Mizuguchi: Sure, sure.
GI: You’re keeping everything intact from the Japanese version? Nothing is changing?
TM: The Japanese version took a long time in loading the game, so that’s getting shortened. We wanted to fix everything for the North American version that we wanted to fix in the Japanese version. We basically optimized the game more.
GI: But the soundtrack is the same?
TM: Yes.
GI: Since the game has a lot of J-pop songs, and features music with a lot of Japanese lyrics – even though there is some English lyrics too – what do you think people are going to think of the music choices in North America and Europe? Does that make you nervous, or are you excited about that?
TM: I don’t know. I don’t have any idea. It’s a challenge, so I want to have fun. What kind of reaction we can get. The first three tracks from Mondo Grosso is a mixture of dance. The music from Eri Nobuchick, it’s pretty mellow.
GI: Why did you choose these artists to compliment your puzzle game?
TM: The music, called Shinin’. I love that music personally. The concept of Shinin’ is the same concept of Lumines. The stars getting bright. When I went to Okinawa, the southern island in Japan, a very beautiful place, I watched the stars and saw music. It’s kind of the image that the stars bring – it’s music – like Rez. I wanted to use this music in Lumines, and I mentioned it to Mondo Grosso, and he’s really excited about it, with the collaboration with the interactive game. So he said, “Okay, let’s do that!”
GI: How’d you come up with the concept of Lumines? It’s very different. You always seem to make very different games. The first time I saw Lumines, I said it’s kind of like Tetris, but it’s not.
TM: Have you played Rez?
GI: Yes.
TM: Basically it’s the same concept. The sounds and the music, and the visual effects are in concert with the music. Everything deals with the music. But Rez is a very deep experience. When I heard about the concept of the PSP, I thought that this is like is an interactive Walkman, or Ipod – but visual. I wanted to make a more casual, not only deep, but casual, visual, sound, music, interactive game. What kind of game do I want to play? For me? Or for everybody? My image was a very simple game. The rules should be very simple and easy to understand. Okay, so let’s make a puzzle game. So you make squares with the same color. 2x2, 3x3, 2x4 – any style, and then erase your work. We wanted to combine some music elements, so we decided to make the bar moving with the music. Put block, and erase – put block and erase. The music, with the visuals, and the changing going on, it’s a nice feeling. It’s like a chemical reaction by the sound and the visuals.
GI: It’s obviously a simple concept, but it’s not a simple game. Lumines ramps up in difficulty kind of quickly. Did you ever think about adding an easy mode to the game to give people a chance to get to all the songs? The music is what initially drew me to the game.
TM: No. (laughs) Because, when I first played Lumines, it wasn’t easy for me. But I knew I could change and get better. The next day, I’m getting better, and the next day I’m getting better. The next morning I can get to the next stage. Ask everybody, and they have the same experience. Sometimes I can’t overcome the level, but sometimes I can get to the next level. It’s fun. (laughs)
GI: The versus mode, and playing against the CPU also gets really difficult. I can get about 4-5 levels in and I’m toast.
TM: Yeah, yeah, I know. (laughs) Maybe it’s too difficult.
GI: How about a shuffle mode so people can get to hear all of the music?
TM: No, not in this one, but maybe in the future. Maybe that would be fun.
GI: What was the team size that created Lumines?
TM: Internally 5 people. We got help on the Mondo Grosso side, and Eri Nobuchicka for the music. But 5 internally. One artist, one programmer and game designer, one level designer, one director and producer, and one music and sound director. 5 people.
GI: That’s incredible. Team sizes are expanding across the board in games. You have companies like Electronic Arts that are throwing 200 people at making a game, and you’ve created this with only five people. Do you think you’ll be able to make next generation games with the same team size?
TM: It depends on the game. Most of the team came from Rez, the art director, and programmer, so it was very easy to share the concept very quickly. But for next generation, if I want to make an action game or an adventure game it would be impossible to make that game with a team size of five to six people.
GI: So what’s your high score in Lumines? You’re probably very good.
TM: (smiles) A million.
GI: What’s your favorite song in the soundtrack?
TM: The first song, Shinin’. It’s the same concept of the game. The shining stars, and it’s getting dark going from day to night. The game is sort of like that – moving to the midnight party. So then you play the last song, Lights. Lights is like after Midnight and the party. The sunrise and the morning. It’s kind of like a midnight dream.
GI: Would you ever consider releasing a soundtrack in Japan, or North America?
TM: Yeah, maybe. The game is kind of a soundtrack that you can listen to. We added some sound effects, like the sound of the block disappearing, with a wave, or a seagull.
GI: You mentioned that you initially developed the game on PC, would you ever like to bring the Lumines to another console?
TM: Not yet, but I don’t know about the future. Maybe in the future, like maybe to the mobile phone.
GI: How did you meat Sakurai-san, and get together for Meteos?
TM: I left Sega at the same time he left HAL Laboratory. We were good friends, and sometimes we’d discuss ideas. The game is a very simple game, and another puzzle game and we can make the game with a small team and in a short time. I gave him some basic concepts, like multitask play, like a Missle Command type idea. We should use the sound effects – very emotional. I told him that we could have multiple blocks falling down at one time, and you could touch them all with the touch screen. He came up with a further idea of not only having blocks falling down, but adjust the color, texture, and launch the blocks up, like a space shuttle, or something. That was a brilliant idea. So we made some prototypes, and that was definitely fun, so we decided to create the game. That’s the story. We really enjoyed collaborating with each other.
GI: Do you plan on doing future collaborations with people, and do you enjoy collaborating with people for games.
TM: Yes. I hope to.
GI: What does the Q? in Q Entertainment stand for?
TM: The day I established Q? Entertainment, was October 10th. You know – 1 0 1 0. This industry is digital. You know 1 0 1 0 - binary. So I wanted to combine the one and zero. So how about a Q? Very simple. So let’s make a Q. The meaning is – we like to travel around the world and challenge new things, so it’s sort of like a Quest; a Quest for the future entertainment world and future games.
GI: What about the ((QB))?
TM: Well that’s for Q and Bandai. (laughs) It’s also for Quest Beat.
GI: It was announced recently that you would be working on future Xenon or Xbox 2 titles. Why do you want to work on Xenon and what excites you about that platform?
TM: Microsoft talked to us about a year ago, and I heard about the future concept of Xenon, so we discussed the possibilities. We had many, many meetings.
GI: There were three Japanese companies announced to be working on Xenon, Q? Entertainment, Mistwalker, and Game Republic. That’s pretty good company to be in with don’t you think?
TM: Yes it is. I know Okamoto-san well, I know Sakaguchi-san well. We’re all pretty independent developers and people trying to create new things with the new platform. You know, from scratch. I don’t know what the reaction is from the public.
GI: After what J Allard said about Xenon at GDC, with some of the new Xbox Live concepts, with the customized soundtracks, and with the 16x9 format, I was thinking Lumines would be perfect for Xenon. You could have custom soundtracks, since the game is music based. You could play online against people, and I don’t know if this would be possible, but you could trade music. Would that be something that would interest you?
TM: Maybe, yes. But my new title isn’t a music game. It’s a new genre for me. But it’s not a music game.
GI: Will music play a part in it, since music plays a big part in most of your previous games? Can you say anything more you can say about your next project?
TMI: No, but maybe soon. Maybe E3 time? Maybe. (smiles).