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Lumines Arise

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This page details one or more prototype versions of Lumines Arise.

To do:

  • Check the rest of the text files to see any differences from the final game.
  • Render and write about Egypt hieroglyphs found in "ARISE" stage assets.
  • Check that are the demo stages' assets different from the final game (except the obvious block design change in the "ARISE" stage).
  • Add screenshot showing that the bonus arrow in the demo used a completely different font.

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.

Demo

Final

Demo

Final

Title Screen#

  • A Wish List button was added to the Title Screen, and the Credits cannot be viewed in the Demo.

Demo

Final

  • 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#

To do:

  • Check all of the other stages' sound files in the demo and document them, as some of the sound effects, and music tracks' mixing is sightly different compared to the versions used in the final game.

Demo

Final

  • 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.

Demo

Final

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.

Demo

Final

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.

Demo

Final

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.

Demo

Final

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.

Demo

Final

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.

Demo

Final

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.

Demo

Final

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.

Demo

Final

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.

Demo

Final

DIGITAL HUMAN#

The demo's song cover art does not have blue tint and other coloring present in the final game.

Demo

Final

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.

Demo

Final

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.

Demo

Final

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.

Demo

Final

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

28

A sad droplet head?

31

Probably the most finished looking model out of the rest

33

LuminesAriseDemo_avatar_head_render_33_alt.png LuminesAriseDemo_avatar_head_render_33.png

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

LuminesAriseDemo_avatar_head_render_34_light.png LuminesAriseDemo_avatar_head_render_34_light_base.png LuminesAriseDemo_avatar_head_render_34_main.png LuminesAriseDemo_avatar_head_render_34_main_base.png LuminesAriseDemo_avatar_head_render_34_side_l.png LuminesAriseDemo_avatar_head_render_34_side_r.png LuminesAriseDemo_avatar_head_render_34_recreation.png

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

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

A cloud head with very hard to notice eyes.

38

A leaf head.

39

A candle-like head with fire on top.

41

A clam shell head.

53

Missing

LuminesAriseDemo_avatar_head_render_53.png LuminesAriseDemo_avatar_head_render_53_backpack.png

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

LuminesAriseDemo_avatar_head_render_54.png LuminesAriseDemo_avatar_head_render_54_eyes.png

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

This head only has a disk model and there are no textures for it found.

57

LuminesAriseDemo_avatar_head_render_57.png LuminesAriseDemo_avatar_head_render_57_disc.png

A graffiti-style head. There's also a model of some disk inside same folder but its purpose is unknown.

58

A weird colored blocky head.

59

LuminesAriseDemo_avatar_head_render_59.png LuminesAriseDemo_avatar_head_render_59_alt.png LuminesAriseDemo_avatar_head_render_59_mouth.png LuminesAriseDemo_avatar_head_render_59_eyes_1.png LuminesAriseDemo_avatar_head_render_59_eyes_2.png LuminesAriseDemo_avatar_head_render_59_beak.png

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

01

NORMAL

02

TRICK

03

PENGUIN

04

SMILEY

06

TRANCE

07

WIDE SMILE

09

WONDER

11

BUNNY

12

HORROR

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

01

Removed

"THE DARK" stage themed nameplate.

02

Removed

"NEON STREETS" stage themed nameplate.

03

Removed

"SNOWFALL" stage themed nameplate.

04

Removed

"TIME AFTER TIME" stage themed nameplate.

05

Removed

Early variant of the "SLICE & DICE" stage themed nameplate, without the glow and with different angled apple.

06

Removed

"TROPICAL SURVIVAL" stage themed nameplate.

07

Removed

Early variant of "MIRROR BALL" stage themed nameplate, with red background.

08

Removed

"LOVE ETERNAL" stage themed nameplate, with early unfinished scenery used as a base.

09

Removed

Early variant of "SERPENT CLASH" stage themed nameplate.

10

Removed

"WINDING ROAD" stage themed nameplate.

11

Removed

"ARISE" stage themed nameplate.

11B

The Demo's variant of this nameplate had a slightly darker background.

11C

The Demo's variant of this nameplate had a slightly darker background.

12

Removed

Early variant of "AUTOMATON DIGITS" stage themed nameplate, with the arm rotated differently.

13

Removed

Early variant of "ABYSSALL DEEP" stage themed nameplate, with a shadow on the right side of the image.

13B

The Demo's variant of this nameplate had a slightly darker background.

13C

The Demo's variant of this nameplate had a slightly more pink tone background.

14

Removed

"DUO SOUL" stage themed nameplate.

15

Removed

"GOLDFISH TANGO" stage themed nameplate.

16

Removed

"GLOBE" stage themed nameplate.

16A

The Demo's variant of this nameplate had slightly different particles at bottom left side of the image.

16B

The Demo's variant of this nameplate had a slightly darker background.

16C

The Demo's variant of this nameplate had a slightly darker background.

17

Removed

Early variant of "RISE & FALL" stage themed nameplate, without the lights and taken at a different angle.

17A

In the final game, the girl was moved to the left of the image.

17B

The Demo's variant of this nameplate had a slightly darker background.

17C

The Demo's variant of this nameplate had a slightly darker background.

18

Removed

Early variant of "STEAM AHEAD" stage themed nameplate, with early unfinished scenery used as a base.

18C

The Demo's variant of this nameplate had a slightly more red tone background.

19

Removed

"SEAHORSE SWAY" stage themed nameplate.

19B

The Demo's variant of this nameplate had a slightly darker background.

19C

The Demo's variant of this nameplate had a slightly darker background.

20

Removed

"WINDING ROAD" stage themed nameplate.

21

Removed

"HOPE BLOOMS" stage themed nameplate.

21B

The Demo's variant of this nameplate had a lighter gradient.

21C

The Demo's variant of this nameplate had a slightly more pink tone background.

22

Removed

"AUTUMN FALL" stage themed nameplate.

23

Removed

Early variant of "CANDLELIGHT" stage themed nameplate, with different lighting.

23B

The Demo variant's icons were purple color instead of pink in final game.

23C

The Demo's variant of this nameplate had completely different icons and darker background.

24

Removed

Was later being re-named to match stage ID 41.

24A

There's erroneous seam at the left side of the image which was fixed in the final game.

24B

The Demo's variant of this nameplate used a dark blue background color, instead of gray in the final game.

24C

The Demo's variant of this nameplate had a slightly more red tone background.

25

Removed

Early variant of "TEMPLE BELLS" stage themed nameplate, with early unfinished scenery used as a base.

25A

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

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

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

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.

27

Removed

Early variant of "ISLAND BREEZE" stage themed nameplate, with early unfinished scenery used as a base.

27B

The Demo's variant of this nameplate had a darker background.

27C

The Demo's variant of this nameplate had a slightly darker background.

28

Removed

"STAR ODYSSEY" stage themed nameplate.

28A

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

The Demo's variant of this nameplate had a slightly darker background.

28C

The Demo's variant of this nameplate had a dark red background.

29

Removed

"SPIDER WEBS" stage themed nameplate.

29A

The Demo's variant of this nameplate had seam above the left head's ear. This was fixed in the final game.

29C

The Demo's variant of this nameplate had a lighter gradient.

30

Removed

"CHAMELEON GROOVE" stage themed nameplate.

30A

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

The Demo's variant of this nameplate had a slightly darker background.

31

Removed

Early version of "ZERO GRAVITY" stage themed nameplate, which did not have post-processing yet.

31B

The Demo's variant of this nameplate had a slightly lighter background.

31C

The Demo's variant of this nameplate had a slightly darker background.

32

Removed

"UNDER THE RADAR" stage themed nameplate.

33

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

The Demo's variant of this nameplate copies the one under ID 17, but without a white border.

33B

The Demo's variant of this nameplate had a slightly darker background.

33C

The Demo's variant of this nameplate had a slightly darker background.

34

Removed

Early variant of "TRANCE HORIZON" stage themed nameplate, with early unfinished scenery used as a base.

34B

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

The Demo's variant of this nameplate had a darker background.

35

Removed

Early variant of "CODE X" stage themed nameplate, with a differently placed QR code.

35B

The Demo's variant of this nameplate had a slightly more green tone background.

35C

The Demo's variant of this nameplate had a lighter gradient.

36

Removed

Early variant of "ON EGGSHELLS" stage themed nameplate, which did not have feathers and had lighter background.

36B

The Demo's variant of this nameplate had early cloud icons, and had a darker and more blue tone background.

36C

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

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

The Demo's variant of this nameplate had a slightly darker background.

37C

The Demo's variant of this nameplate had early lighter colored butterfly icons, which oddly had a lower resolution.

38B

The Demo's variant of this nameplate had a slightly darker background.

38C

The Demo's variant of this nameplate had bigger acorn icons.

39A

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

The Demo's variant of this nameplate had a slightly darker background.

39C

The Demo's variant of this nameplate had a slightly more yellow tone background.

41B

The Demo's variant of this nameplate had a slightly darker background.

41C

The Demo's variant of this nameplate had a cyan background instead of blue in final game.

43C

The Demo's variant of this nameplate had a lighter gradient.

44A

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

The Demo's variant of this nameplate had a slightly darker background.

44C

The Demo's variant of this nameplate had a slightly darker background.

45B

The Demo's variant of this nameplate had a slightly darker background.

46A

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

The Demo's variant of this nameplate had a slightly darker background.

46C

The Demo's variant of this nameplate had a slightly more red tone background.

47B

The Demo's variant of this nameplate had a dark grey background, instead of dark blue in the final game.

47C

The Demo's variant of this nameplate had a lighter gradient.

48B

The Demo's variant of this nameplate had a green background instead of cyan in the final game.

48C

The Demo's variant of this nameplate had a lighter gradient.

53A

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

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

The Demo's variant of this nameplate had much lighter icons than in the final game.

54B

The Demo's variant of this nameplate had a slightly more red tone background.

54C

The Demo's variant of this nameplate had a slightly darker background.

56A

The Demo's variant of this nameplate copies the one under ID 33, but without the white border.

56B

The Demo's variant of this nameplate had a slightly darker background.

56C

The Demo's variant of this nameplate had a slightly darker background.

57A

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

The Demo's variant of this nameplate had a slightly darker background and much lighter icons.

58B

The Demo's variant of this nameplate had a slightly more green tone background.

58C

The Demo's variant of this nameplate had a slightly more pink tone background.

59B

The Demo's variant of this nameplate had a slightly darker background.

59C

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.