This page details one or more prototype versions of Lumines Arise.
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To do:
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Before Lumines Arise was released, Enhance released a free downloadable limited-time demo of the game for Steam and PlayStation 5 for general feedback and multiplayer network testing. This demo has a lot of unused and unfinished content not seen in the final release in its files and is notable for lasting for 3 months until the full game's release on November 11, 2025.
General#
PlayStation 5 Menu#
- The game has "DEMO" added to the game's PlayStation 5 menu icon and startup banner.
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Demo |
Final |
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Demo |
Final |
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Title Screen#
- A Wish List button was added to the Title Screen, and the Credits cannot be viewed in the Demo.
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Demo |
Final |
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Main Menu#
- Journey and Multiplayer can be playable in this Demo. Other modes (Playlists, Missions and Loomii-Pon) are not available.
- The Options menu can be accessed like the final game.
- You are given a pre-set Loomii avatar, and nameplate when you play for the first time, as Loomii customization is not in this Demo.
- Along with the Wish List button, a Feedback button was added to the Main Menu, as pressing it will bring up the ending splash screen.
Journey#
- When you start Journey mode in this Demo, you will be taken to the Tutorial (which can optionally be skipped). In the final game, there is an Area Select menu.
- When starting an area's stage in Journey mode, a short cutscene plays in the final game. This is not seen in this demo, as your Loomii drops onto the ground when starting stages.
- The following stage skins and their music are played through in order in this Demo:
- "ARISE" / "Arise (feat. Krysta Youngs)" (Area 01: Dissonance - Skin 1 like in the final)
- "DUO SOUL" / "Lighthouse" (Area 01: Dissonance - Skin 2 like in the final)
- "CHAMELEON GROOVE" / "Dreamland" (Area 02: Buzz - Skin 4 in the final)
- At the end of the game, when you top out or clear all three stages above, the results will be shown. You will then be taken to the ending screen.
Multiplayer#
- The Astronaut Weekend Loomi-Live event is available like in the final game, except without its rewards.
- Burst Battle mode is available in this Demo. As there was no option to customize your Loomii and select your battle stage, Burst Battle is set to play only two stages: "ARISE" on 1st Round and "CHAMELEON GROOVE" on 2nd Round. The "Tie-breaker" last round uses the same stage as the final.
Audio Mixing#
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To do:
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Demo |
Final |
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- The BGM in the "ARISE" stage has slightly different mixing compared to the final's in this demo.
- In all phases, the mixing of the instruments in the BGM is different.
- At phase 2, Krysta Youngs' vocals don't play until after the first four timeline sweeps, and there's no echo effects in Hydelic's backing vocals in the demo version. These were added in for the final game.
- At phase 3, the synths were louder than they were in the final version, and an additional section of music was added in the final, which did not exist in the demo.
- At phase 4, the section that leads into "Only Human" was longer in the demo. In the final game, it was shortened to reflect the added music section in phase 3.
Unused Graphics#
Early Save Data Icon#
There's an unused save data image in "Lumines Arise Demo\LuminesAriseDemo_Data\StreamingAssets", showing an early logo for the game that was never seen or used. This early logo used Serpentine Bold font like in most of the games in the series. The early logo for Lumines: Electronic Symphony also used this classic font.
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Demo |
Final |
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Unused Burst Result Popup#
(Source: +Revenant+)
There are four leftover sprites for an early Burst result popup in "Assets/Lumines/InGame/Zone/ZoneAsset.asset", made in the style of the Tetris Effect: Connected Zone result popup. All four sprites are completely the same.
Early Stage Cover Arts and Block Designs#
All stages' song cover arts had a white outline around them in this Demo, but the images were the same as the final game's ones. Some of the stage song covers are way more different from the final ones, and a few stages' blocks were changed between the demo and final release to address the block visibility issues. Despite only five of the stages files are present in the demo, all stages' blocks preview sprites (used in Burst Battle's stage select customization screen) are still there, which gives a look at how different the demo and final game's blocks were.
SLICE & DICE#
The Demo version used a completely different block preview sprite, which has red apples and limes as blocks. The final game features broccoli and bell pepper blocks instead.
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Demo |
Final |
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BEYOND#
The most changed between this demo and final game's song cover art is the one for "BEYOND", the final Journey mode stage. The demo's one is way more colorful and has more particles used, and is an unfinished one as it contains some visible leftover UI text.
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Demo |
Final |
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The blocks' preview sprite is also different. The demo's variant has a quite low resolution render of the white blocks. This was fixed in the final game.
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Demo |
Final |
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ARISE#
The demo version's blocks in this stage were much darker than the final game's ones, which is reflected in their preview sprites as well.
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Demo |
Final |
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DUO SOUL#
The demo version's blocks preview is rendered slightly different from the final game's one. Purple blocks are lighter and circles are off-centered, and the white blocks looked more like metal rings.
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Demo |
Final |
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RISE & FALL#
The demo version's song cover art has the stick figure appearing pixelized, like it actually appears in the stage. The final game's version removes the pixelization.
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Demo |
Final |
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TEMPLE BELLS#
The demo version's song cover art has a different landscape with trees and a lake in the background, a lot of yellow particles, and some glow at the bottom of the image. The particles, lake and glow are gone in the final game.
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Demo |
Final |
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ZERO GRAVITY#
The demo version's song cover art has some leftover lines seen at the left of the astronaut. This was fixed in the final game.
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Demo |
Final |
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DIGITAL HUMAN#
The demo's song cover art does not have blue tint and other coloring present in the final game.
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Demo |
Final |
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TRANCE HORIZON#
The demo's song cover art has some erroneous reflections of the blocks on the lake. This was fixed in the final game.
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Demo |
Final |
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The blocks' design was slightly different. On the Demo's preview sprite, the car blocks were rendered at a different angle, so this was fixed in the final game.
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Demo |
Final |
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CODE X#
There's different purple square-shaped blocks in the Demo's preview sprite. The final game has a pink cross with a walker instead.
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Demo |
Final |
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Unused Loomii Bodies#
(Source: +Revenant+)
Originally, you were able to change the body type of the Loomii in the customization menu. In final game, all Loomiis use the same body type, and it's not changeable. Only 5 models of body types are left in "Assets/Lumines/Avatar/Body/FBX/" folder, and they all are drastically different from final Loomii's body design.





Unused Loomii Heads#
(Source: +Revenant+)
In directory "Assets/Lumines/Avatar/Head/Keep/OLD_Suteru/" there are several very early Loomii head models. Unlike in the final game (where all head models have a blank color and no other details, so you could stick your own face and color to it), all early head models feature their own textures, eyes, and sometimes even complete faces. Those models were used only for prototype purposes, as having preset eyes and textures on the heads' models would've seriously limited customization capabilities of Loomiis. There's also a ton of skipped ID's in the early head models' file names, which suggest that there were more models made than left in the demo files.
ID |
Texture |
Model |
Notes |
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28 |
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A sad droplet head? |
31 |
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Probably the most finished looking model out of the rest |
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33 |
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This head has two models accociated with it's ID. One is a rectangular one for which the texture was originally made, and the other one consists of multiple smaller cubes and is an intended model for this head type. The UV map of second model is unfinished, so it's head texture doesn't match with it. |
34 |
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This head model consists of multiple smaller models, but their position (offset) and scale data isn't stored properly so it's impossbile to rebuild the full model as intended. Last image is mockup recreation of how it would've looked like based on smaller models file names. |
35 |
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This model also consists of multiple smaller models, but this time their offsets and sizes are almost correct, allowing to easily rebuild the full model. Unfortunately texture doesn't match created UV maps, but it's possible to move/resize UV's into their intended regions and get correctly textured model. |
36 |
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A cloud head with very hard to notice eyes. |
38 |
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A leaf head. |
39 |
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A candle-like head with fire on top. |
41 |
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A clam shell head. |
53 |
Missing |
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An astronaut helmet head. There's also a backpack model in the same folder, so selecting this head also put a little backpack at the Loomii's spine. This head would be later revisioned into "ASTRONAUT" head which exists in final game. |
54 |
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A football-like head model. Eyes consisted of three different smaller models, but unfortunately due to missing position/rotation/scale data it's impossible to put eyes on the head correctly to recreate full model as intended. |
56 |
Missing |
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This head only has a disk model and there are no textures for it found. |
57 |
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A graffiti-style head. There's also a model of some disk inside same folder but its purpose is unknown. |
58 |
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A weird colored blocky head. |
59 |
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This head has two base models and a lot of smaller models, from which full model was build. One base model is a much simplier ghost model, and the other looking more like an octopus. The texture fits both models, but the octopus one's UV touches yellow region of the texture making some erroneous coloring at the back of the model. Yellow region was intended for a beak, but it's unknown to what the base model's beak was supposed to be attached. There's also two different eye models, which doesn't fit any of the existing base models and one mouth model, in which the supposed base model to be attached on is also unknown. |
Unused Loomii Faces Animations#
(Source: +Revenant+)
There's differences in some Loomii faces' graphic animations between the demo and the final game. Most of these had much more grotesque animations in the demo, and a few even had a motion blur effect. In the final game, most of the animations were toned down and a few were removed completely.
ID |
Name |
Demo |
Final |
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01 |
NORMAL |
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02 |
TRICK |
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03 |
PENGUIN |
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04 |
SMILEY |
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06 |
TRANCE |
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07 |
WIDE SMILE |
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09 |
WONDER |
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11 |
BUNNY |
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12 |
HORROR |
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Leftover Unused Game Modes Assets#
(Source: +Revenant+)
There are more leftover unused game modes' assets left in the demo files. For information about these unused game modes, check the game's primary page.
Game Mode Progress UI Icons#
There are two UI icons in "Assets/Lumines/InGame/Result/P_ResultManager.prefab" in a similar style to the Burst Battle rank icon, which were supposed to display progress or rank in the two removed multiplayer game modes: Color Battle and Survival Score Attack
Color Battle#
Enemies/Bosses Icons
There's still icons in "Assets/Lumines/InGame/Result/P_ResultManager.prefab" for all the enemies and bosses which would've been present in this unfinished game mode. Some of the icons depict completely different animals from what their file names suggest.
Chameleon enemy icon |
Crocodile enemy icon |
Elephant enemy icon |
Flamingo enemy icon |
Leopard enemy icon |
Macaw enemy icon |
Serpent enemy icon |
Toucan enemy icon |
Color Blocks' Icons and Other Graphics
This game mode used four block colors and there're icons of those blocks in "Assets/Lumines/InGame/GameModes/ColorBattle/ColorBattleAsset.asset". These icons may had showed up during some unknown popup. There's also some ink, an ink ball, a plus and color ring that served some unknown purpose.

Survival Score Attack#
There is a danger sign image left out of this game mode's files in "Assets/Lumines/InGame/InGameUI/SurvivalScoreAttack/P_InGamePlayerUI_SurvivalScoreAttackMain.prefab". It probably showed up with an alert sound effect playing, which is still present in the final release, in the stage intended for this game mode.
Also in same prefab there is an red cross icon, which served unknown purpose.
Team Score Attack#
The Demo's files also have a graphic from another removed multiplayer game mode in "Assets/Lumines/InGame/BlockAttachments/P_BonusBlockAttachment.prefab". It's an image of a chinese kanji 高 ("gao") which means "high", "tall", "superiour". Guessing by the folder and prefab name, this graphic should've been attached to some bonus block or square. No other info about this scrapped game mode is found, but would had been used in the final game's graphics for LOSE and WIN texts (which appear at the end of Burst Battle), though still containing this game mode's name in their file names.
Unused Nameplate Designs#
The Demo's files contain lots of early and unfinished nameplate designs in "Assets/Lumines/Menu/Resource/Resource/StyleBoard/". Most of them were prototypes, as they use unfinished stages' sceneries as base. The table below will contain both completely removed nameplates and ones which have differences from the final game's variant. Most of these have quite odd ID's, since at first they were numbered in the order of their creation and those ID's are occupied by prototype ones, but later in development all nameplates (like others related to the stages' assets) had got their ID's assigned to the reflected in nameplate stage ID. The developers decided to not remove the prototype nameplates when they were finalizing their nameplates' designs and just added A to the end of their plate ID if it had collision with an already taken by prototype nameplate ID.
ID |
Demo |
Final |
Notes |
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01 |
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Removed |
"THE DARK" stage themed nameplate. |
02 |
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Removed |
"NEON STREETS" stage themed nameplate. |
03 |
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Removed |
"SNOWFALL" stage themed nameplate. |
04 |
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Removed |
"TIME AFTER TIME" stage themed nameplate. |
05 |
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Removed |
Early variant of the "SLICE & DICE" stage themed nameplate, without the glow and with different angled apple. |
06 |
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Removed |
"TROPICAL SURVIVAL" stage themed nameplate. |
07 |
Removed |
Early variant of "MIRROR BALL" stage themed nameplate, with red background. |
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08 |
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Removed |
"LOVE ETERNAL" stage themed nameplate, with early unfinished scenery used as a base. |
09 |
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Removed |
Early variant of "SERPENT CLASH" stage themed nameplate. |
10 |
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Removed |
"WINDING ROAD" stage themed nameplate. |
11 |
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Removed |
"ARISE" stage themed nameplate. |
11B |
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The Demo's variant of this nameplate had a slightly darker background. |
11C |
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The Demo's variant of this nameplate had a slightly darker background. |
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12 |
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Removed |
Early variant of "AUTOMATON DIGITS" stage themed nameplate, with the arm rotated differently. |
13 |
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Removed |
Early variant of "ABYSSALL DEEP" stage themed nameplate, with a shadow on the right side of the image. |
13B |
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The Demo's variant of this nameplate had a slightly darker background. |
13C |
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The Demo's variant of this nameplate had a slightly more pink tone background. |
14 |
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Removed |
"DUO SOUL" stage themed nameplate. |
15 |
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Removed |
"GOLDFISH TANGO" stage themed nameplate. |
16 |
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Removed |
"GLOBE" stage themed nameplate. |
16A |
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The Demo's variant of this nameplate had slightly different particles at bottom left side of the image. |
16B |
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The Demo's variant of this nameplate had a slightly darker background. |
16C |
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The Demo's variant of this nameplate had a slightly darker background. |
17 |
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Removed |
Early variant of "RISE & FALL" stage themed nameplate, without the lights and taken at a different angle. |
17A |
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In the final game, the girl was moved to the left of the image. |
17B |
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The Demo's variant of this nameplate had a slightly darker background. |
17C |
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The Demo's variant of this nameplate had a slightly darker background. |
18 |
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Removed |
Early variant of "STEAM AHEAD" stage themed nameplate, with early unfinished scenery used as a base. |
18C |
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The Demo's variant of this nameplate had a slightly more red tone background. |
19 |
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Removed |
"SEAHORSE SWAY" stage themed nameplate. |
19B |
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The Demo's variant of this nameplate had a slightly darker background. |
19C |
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The Demo's variant of this nameplate had a slightly darker background. |
20 |
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Removed |
"WINDING ROAD" stage themed nameplate. |
21 |
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Removed |
"HOPE BLOOMS" stage themed nameplate. |
21B |
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The Demo's variant of this nameplate had a lighter gradient. |
21C |
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The Demo's variant of this nameplate had a slightly more pink tone background. |
22 |
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Removed |
"AUTUMN FALL" stage themed nameplate. |
23 |
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Removed |
Early variant of "CANDLELIGHT" stage themed nameplate, with different lighting. |
23B |
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The Demo variant's icons were purple color instead of pink in final game. |
23C |
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The Demo's variant of this nameplate had completely different icons and darker background. |
24 |
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Removed |
Was later being re-named to match stage ID 41. |
24A |
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There's erroneous seam at the left side of the image which was fixed in the final game. |
24B |
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The Demo's variant of this nameplate used a dark blue background color, instead of gray in the final game. |
24C |
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The Demo's variant of this nameplate had a slightly more red tone background. |
25 |
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Removed |
Early variant of "TEMPLE BELLS" stage themed nameplate, with early unfinished scenery used as a base. |
25A |
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The Demo's variant of this nameplate depicts an early version of the BEYOND stage, with early light model and prototype Loomii models of several body types. And the Loomiis used a different from final release random nickname generator (which did not add numbers at the end of their nickname), and was also able to generate Japanese nicknames, unlike the final game, where only English nicknames are generated. |
26 |
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Removed |
Early variant of "RAIN STEPS" stage themed nameplate, with early unfinished scenery used as a base. And there were Coca Cola™ and Nike™ adverts in the background at some point of development. |
26A |
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The Demo's variant of this nameplate was dimmer than the final version and had the light going all the way up into the left side of the image, which is painted black in the final game. |
26B |
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The Demo's variant of this nameplate used completely different icons of the letter A. In the final game, the letter A icons were replaced with metaball icons, and a lighter background was used. |
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27 |
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Removed |
Early variant of "ISLAND BREEZE" stage themed nameplate, with early unfinished scenery used as a base. |
27B |
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The Demo's variant of this nameplate had a darker background. |
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27C |
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The Demo's variant of this nameplate had a slightly darker background. |
28 |
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Removed |
"STAR ODYSSEY" stage themed nameplate. |
28A |
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The Demo's variant of this nameplate had erroneous seam at the center of the image, and an differently placed and scaled fish formation at the right side. The seam was fixed in the final game and the fish formation was moved up and scaled down. |
28B |
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The Demo's variant of this nameplate had a slightly darker background. |
28C |
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The Demo's variant of this nameplate had a dark red background. |
29 |
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Removed |
"SPIDER WEBS" stage themed nameplate. |
29A |
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The Demo's variant of this nameplate had seam above the left head's ear. This was fixed in the final game. |
29C |
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The Demo's variant of this nameplate had a lighter gradient. |
30 |
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Removed |
"CHAMELEON GROOVE" stage themed nameplate. |
30A |
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The Demo's variant of this nameplate had a cyan colored background at the left side of the image. In the final game, it was painted black. |
30B |
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The Demo's variant of this nameplate had a slightly darker background. |
31 |
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Removed |
Early version of "ZERO GRAVITY" stage themed nameplate, which did not have post-processing yet. |
31B |
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The Demo's variant of this nameplate had a slightly lighter background. |
31C |
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The Demo's variant of this nameplate had a slightly darker background. |
32 |
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Removed |
"UNDER THE RADAR" stage themed nameplate. |
33 |
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Removed |
Early variant of "DIGITAL HUMAN" stage themed nameplate, which like the song cover art lacked the blue tint and some additional coloring in the Demo. |
33A |
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The Demo's variant of this nameplate copies the one under ID 17, but without a white border. |
33B |
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The Demo's variant of this nameplate had a slightly darker background. |
33C |
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The Demo's variant of this nameplate had a slightly darker background. |
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34 |
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Removed |
Early variant of "TRANCE HORIZON" stage themed nameplate, with early unfinished scenery used as a base. |
34B |
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The Demo's variant of this nameplate had a dark blue background, and the wheels icons had more spokes than in the final game. |
34C |
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The Demo's variant of this nameplate had a darker background. |
35 |
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Removed |
Early variant of "CODE X" stage themed nameplate, with a differently placed QR code. |
35B |
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The Demo's variant of this nameplate had a slightly more green tone background. |
35C |
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The Demo's variant of this nameplate had a lighter gradient. |
36 |
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Removed |
Early variant of "ON EGGSHELLS" stage themed nameplate, which did not have feathers and had lighter background. |
36B |
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The Demo's variant of this nameplate had early cloud icons, and had a darker and more blue tone background. |
36C |
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The Demo's variant of this nameplate had the same colors and butterfly icons as the "HOPE BLOOMS" theme nameplate does in the final game. It seems that at some point, the "WINDING ROAD" stage had something related to butterflies. |
37A |
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The Demo's variant of this nameplate had erroneous seam at the left side of the image. This was fixed in the final game. |
37B |
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The Demo's variant of this nameplate had a slightly darker background. |
37C |
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The Demo's variant of this nameplate had early lighter colored butterfly icons, which oddly had a lower resolution. |
38B |
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The Demo's variant of this nameplate had a slightly darker background. |
38C |
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The Demo's variant of this nameplate had bigger acorn icons. |
39A |
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The Demo's variant of this nameplate had more red color tone, and erroneous seam at the left side of the head. The color tone was changed, and the seam was fixed in the final game. |
39B |
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The Demo's variant of this nameplate had a slightly darker background. |
39C |
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The Demo's variant of this nameplate had a slightly more yellow tone background. |
41B |
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The Demo's variant of this nameplate had a slightly darker background. |
41C |
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The Demo's variant of this nameplate had a cyan background instead of blue in final game. |
43C |
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The Demo's variant of this nameplate had a lighter gradient. |
44A |
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The Demo's variant of this nameplate had an leftover city crop at the bottom-center part of the image. This was fixed in the final game. |
44B |
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The Demo's variant of this nameplate had a slightly darker background. |
44C |
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The Demo's variant of this nameplate had a slightly darker background. |
45B |
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The Demo's variant of this nameplate had a slightly darker background. |
46A |
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The Demo's variant of this nameplate had a white dot at the left side of the image. This was fixed in the final game and the sphere was moved slightly up. |
46B |
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The Demo's variant of this nameplate had a slightly darker background. |
46C |
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The Demo's variant of this nameplate had a slightly more red tone background. |
47B |
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The Demo's variant of this nameplate had a dark grey background, instead of dark blue in the final game. |
47C |
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The Demo's variant of this nameplate had a lighter gradient. |
48B |
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The Demo's variant of this nameplate had a green background instead of cyan in the final game. |
48C |
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The Demo's variant of this nameplate had a lighter gradient. |
53A |
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The Demo's variant of this nameplate had light blue lighting on top of the astronaut, which was removed in the final game. The astronaut was also moved slightly left in the final game. |
53B |
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The Demo's variant of this nameplate had a slightly darker background and different astronaut icons, which had the helmet's glass area filled with color, unlike being transparent in the final game. |
53C |
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The Demo's variant of this nameplate had much lighter icons than in the final game. |
54B |
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The Demo's variant of this nameplate had a slightly more red tone background. |
54C |
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The Demo's variant of this nameplate had a slightly darker background. |
56A |
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The Demo's variant of this nameplate copies the one under ID 33, but without the white border. |
56B |
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The Demo's variant of this nameplate had a slightly darker background. |
56C |
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The Demo's variant of this nameplate had a slightly darker background. |
57A |
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The Demo's variant of this nameplate had some leftover blur at the left side of the image. This was fixed in the final game. |
57C |
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The Demo's variant of this nameplate had a slightly darker background and much lighter icons. |
58B |
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The Demo's variant of this nameplate had a slightly more green tone background. |
58C |
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The Demo's variant of this nameplate had a slightly more pink tone background. |
59B |
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The Demo's variant of this nameplate had a slightly darker background. |
59C |
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The Demo's variant of this nameplate had a slightly darker background. |
Internal Stage Names#
(Source: +Revenant+)
"Assets/Lumines/System/MessageData/NM_Stage.csv" has internal/early names of all the stages in the game, which were replaced with more better frontend names in the final game. There's internal names of all unused stages after the final game's stages, which gives a hint of what they would've looked like if they were finished. This table below describes all these stages technically existing in the game and known info about them.
ID |
Internal name |
Frontend name |
Song name |
BPM |
Notes |
|---|---|---|---|---|---|
011 |
DARK |
THE DARK |
Sky Falls Down (feat. Luma) |
82 |
"THE" was added to the stage's name for the final game. |
012 |
AGEHA (Unused) |
Unknown |
Unknown |
65 |
Ageha is the Japanese word for a swallowtail butterfly, so this stage would have had something themed with it. |
013 |
SHANGHAI |
NEON STREETS |
Bass Cycles |
130 |
|
014 |
SHANGHAI (Unused) |
Unknown |
Unknown |
126 |
Early version of the "NEON STREETS" stage with one blank asset left in the files. It's music would have also had 126 BPM, rather than 130. |
015 |
THREAD (Unused) |
Unknown |
Unknown |
82.5 |
This stage would have had something to do with thread. |
016 |
SNOW |
SNOWFALL |
Snow Murmur |
80 |
"FALL" was added to the stage's name for the final game. |
017 |
TIME |
TIME AFTER TIME |
Moments |
115 |
"AFTER TIME" was added to the stage's name for the final game. |
018 |
COOKING |
SLICE & DICE |
Table Conductor |
108 |
The stage's song was originally titled "Conductor of the Table" before being re-named to "Table Conductor". |
019 |
JUNGLE |
TROPICAL SURVIVAL |
Run It Up (feat. Jamell Patten & Krysta Youngs) |
146 |
|
020 |
LAS VEGAS (Unused) |
Unknown |
Unknown |
146 |
This stage was going to be Las Vegas-themed. |
021 |
SEXY |
MIRROR BALL |
1999 |
132 |
Yes. This is the real internal name of this stage. |
022 |
GEMS (Unused) |
Unknown |
Unknown |
90 |
Would have had a stage with colored gems as blocks, in a similar vein to Capcom's Super Puzzle Fighter II Turbo. This stage's internal name is still hidden within the final game's files. |
023 |
INDIA |
LOVE ETERNAL |
Losing It (feat. Honey-B-Sweet) |
72 |
|
024 |
SNAKE |
SERPENT CLASH |
Two Drops |
100 |
|
025 |
DESTINY |
BEYOND |
Only Human (feat. Krysta Youngs) |
110 |
|
026 |
VOICE |
ARISE |
Arise (feat. Krysta Youngs) |
110 |
The stage's song was originally titled "Arrivals" before being re-named to "Arise". |
027 |
MECHANIC |
AUTOMATON DIGITS |
Mark I: Awakening |
120 |
|
028 |
FISH |
ABYSSAL DEEP |
Swarm Within |
78.5 |
All of this stage's assets are in a stage under ID 994 for some reason. |
029 |
HUMAN |
DUO SOUL |
Lighthouse |
124 |
|
030 |
KINGYO |
GOLDFISH TANGO |
Tender Bloom |
99 |
Kingyo is the Japanese word for goldfish. The stage's song was originally titled "Bloom of Tender" before being re-named to "Tender Bloom". |
031 |
SPHERE |
GLOBE |
Shuffles |
61.5 |
|
032 |
BIRD (Unused) |
Unknown |
In Black and White |
146 |
Early version of the "ON EGGSHELLS" stage, with the song's initial BPM. |
033 |
ELEVATOR |
RISE & FALL |
Sleepless Awakeness |
100 |
|
034 |
TRAIN |
STEAM AHEAD |
The List |
135 |
|
035 |
GRAVITY |
SEAHORSE SWAY |
Echoes in the Dark |
78.5 |
|
036 |
WEATHER |
WINDING ROAD |
Amber Song |
117 |
|
037 |
HAPPINESS |
HOPE BLOOMS |
Bloom Pulse |
86 |
|
038 |
NUTS |
AUTUMN FALL |
Remembrance |
98 |
The stage's song was originally titled "Remembrance Winds" before being re-named to "Remembrance". |
039 |
CANDLE |
CANDLELIGHT |
Home Glimmer |
152 |
"LIGHT" was added to the stage's name for the final game. |
040 |
CURTAIN (Unused) |
Unknown |
Unknown |
90 |
There would had been a stage with curtains. |
041 |
IBIZA |
SUNSET BEACH |
Two Lost Stars (feat. Luma) |
90 |
|
042 |
Unknown (Absent) |
Unknown |
Unknown |
Unknown |
This stage is completely absent, as the folder for it doesn't exist in the demo or final game's files. |
043 |
MYANMAR |
TEMPLE BELLS |
Not Alone (feat. Sean Christopher) |
64 |
Myanmar is a country in the South Eastern area. |
044 |
LONDON |
RAIN STEPS |
Wash Away (feat. Kymara) |
134 |
London is a city in the United Kingdom. |
045 |
SANTORINI |
ISLAND BREEZE |
Find Myself |
95 |
Santorini (or Thira officially) is an island in Greece. |
046 |
GALAXY |
STAR ODYSSEY |
Love (feat. Lindsey Sweat) |
75 |
Due to an oversight or featured singer wish, in the playlist entry for this stage "(feat. Lindsey Sweat)" in the song name is absent. |
047 |
HELL |
SPIDER WEBS |
L.O.M. |
140 |
|
048 |
CHAMELEON |
CHAMELEON GROOVE |
Dreamland |
138 |
"GROOVE" was added to the stage's name for the final game. |
049 |
PASSION (Unused) |
Unknown |
Unknown |
120 |
Was there going to be a stage themed around passion? |
050 |
Unknown (Absent) |
Unknown |
Unknown |
Unknown |
This stage is completely absent, as the folder for it doesn't exist in the demo or final game's files. |
051 |
ARASHIYAMA (Unused) |
Unknown |
Unknown |
120 |
Arashiyama is a district in Kyoto and a so-called mountain near it. This stage probably took place around that area. |
052 |
NOISE (Unused) |
Unknown |
Unknown |
120 |
This unused stage still has two placeholder squares sprites leftover inside it's files. |
053 |
ASTRONAUT |
ZERO GRAVITY |
Ancient Scales |
126 |
|
054 |
STAR |
UNDER THE RADAR |
Lost in Lights |
128 |
|
055 |
EGYPT (Unused) |
Unknown |
Unknown |
120 |
This stage was going to be Egypt-themed, similar to "Pharaoh's Code" in Tetris Effect. |
056 |
TEST |
DIGITAL HUMAN |
Silent Bell |
130 |
|
057 |
TRANCE |
TRANCE HORIZON |
Better End |
127 |
"HORIZON" was added to the stage's name for the final game. |
058 |
ELECTRO |
CODE X |
Reboot |
138 |
|
059 |
BIRD |
ON EGGSHELLS |
In Black and White |
170 |
The stage's song was originally titled "Black and White Play" before being re-named to "In Black and White". |
100 |
Unknown (Unused) |
Unknown |
Unknown |
128.8 |
This stage only has data texts with BPM info inside them. |
101 |
Unknown (Unused) |
Survival Score Attack stage |
Bass Cycles |
130 |
This stage was used in the removed Survival Score Attack game mode. It's stage files still have the 3 sign models used in the final "NEON STREETS" stage. |
102 |
Unknown |
Burst Battle stage |
Unknown |
144 |
This stage's files contain all of Burst Battle's background assets, game mode unique SFX and soundbank used in the third ("tie-breaker") round of the battle. |
103 |
Unknown (Unused) |
Color Battle stage |
Run It Up (feat. Jamell Patten & Krysta Youngs) |
73 |
This stage was used in the removed Color Battle game mode. It's stage files still have "TROPICAL SURVIVAL" stage assets and SFX, and a few leftover textures related to that game mode. |
104 |
Unknown (Unused) |
Unknown |
Unknown |
126 |
This stage has a tiger sign used in the final "NEON STREETS" stage. |
105 |
Unknown |
Digdown stage |
Bass Cycles |
130 |
Re-uses "NEON STREETS" stage visuals, sounds and music. |
106 |
Unknown |
Time Attack stage |
Bass Cycles |
120 |
Re-uses "NEON STREETS" stage visuals, sounds and music, though the BGM is a slowed down version due to the lowered BPM. |
300 |
Unknown (Unused) |
Unknown |
Unknown |
123 |
A test stage containing blocks from the Lumines Remastered "Shinin'" skin. |
900 |
Unknown |
Tutorial stage |
Unknown |
126 |
Blocks from this stage are re-used in the Burst Battle stage under ID 102. |
991 |
Unknown (Unused) |
Unknown |
Unknown |
130 |
|
992 |
Unknown (Unused) |
Unknown |
Unknown |
82 |
|
993 |
Unknown (Unused) |
Unknown |
Unknown |
135 |
|
994 |
Unknown (Unused) |
Unknown |
Unknown |
78.5 |
Contains all of the graphical assets used in the "ABYSSAL DEEP" stage. |
|
The Lumines series | |
|---|---|
|
PlayStation Portable |
Puzzle Fusion • II (Demo) |
|
Xbox 360 |
|
|
Adobe Flash |
|
|
PlayStation 2 |
|
|
Windows |
Puzzle Fusion • Remastered • Arise (Demo) |
|
PlayStation 3 |
|
|
PlayStation Vita |
|
|
iOS, Android |
|
|
PlayStation 4, Xbox One, Nintendo Switch |
|
|
PlayStation 5 |
|
|
See also | |
|
Every Extend • Gunpey • Meteos |
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