Following today's earlier revelation of an LBP skin for Lumines Supernova (watch it in action above!), Q Entertainment has officially dated the PSN game for "winter." In fact, a press release claims Supernova is "arriving this month" (December), despite another listing, in the same release, suggesting a more general time frame: Winter 2008/2009.
Originally slated for fall, Supernova brings a pair of new modes to the familiar puzzle, Sequencer and Dig Down, along with several "fresh skins" (ew, that sounds kinda gross). While network play has been ruled out, Supernova includes a local 2-player battle mode, and hunting down its Trophies -- confirmed! -- should keep the blocks droppin' and beats poppin' for quite some time.
Reader Comments (20)
Posted: Dec 5th 2008 6:52PM (Unverified) said
Never played Lumines before, so that looks pretty cool. Is there remote play?
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Posted: Dec 5th 2008 6:59PM (Unverified) said
There are at least10 demos you can play.It's cool on the go but I don't know why would you play it in a console instead of I don't know something with a storyline.
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Posted: Dec 6th 2008 4:52AM SoCoolCurt said
this was one of the best games i had for my PSP. ive spent countless hours playing it, it's quite addictive. i certainly recommend it since you can probably find it dirt cheap now (even the second one).
as for a PS3 version, this seems like more of something i would buy when i didnt have anything else to play but seeing as though im not hurting for games right now, i think ill pass until i finish all my new Q4 games. looks fun though.
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as for a PS3 version, this seems like more of something i would buy when i didnt have anything else to play but seeing as though im not hurting for games right now, i think ill pass until i finish all my new Q4 games. looks fun though.
Posted: Dec 5th 2008 7:01PM (Unverified) said
I'm not sure why but the Littlebigplanet skin reminds me of the Animaniacs song of the nations.
http://uk.youtube.com/watch?v=IDtdQ8bTvRc
(In b4 ban.Not for this of course)
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http://uk.youtube.com/watch?v=IDtdQ8bTvRc
(In b4 ban.Not for this of course)
Posted: Dec 5th 2008 7:03PM (Unverified) said
Why'd'ya get banned this time? Don't worry after first five times you'll stop giving a crap...
Reply
Posted: Dec 5th 2008 9:09PM (Unverified) said
There ain't no Mr ESC, kid, never was. Someone in my line of work takes on a variety of aliases. Hell, once I was even a Chinaman for six months. But you've been a sport, so I guess I owe you a little honesty. Name's Frank Fontaine.
Wait what were we talking about again?
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Wait what were we talking about again?
Posted: Dec 5th 2008 7:15PM (Unverified) said
Someone want to explain to me, in basic terms, what the music / rhythm mechanic has to do during the Tetris-like gameplay? I never quite understood it.
And don't supply me with a Wiki link. Be productive to this board.
Reply
And don't supply me with a Wiki link. Be productive to this board.
Posted: Dec 5th 2008 7:33PM (Unverified) said
Each stage in Lumines has a different track, and its BPM is relative to the scanner speed that scans across the tiles to clear it. So say you get a pumping dance beat the scanner moves across quickly giving you a small window to build combos. Get a slow song and you can take your time to rake in the multipliers.
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Posted: Dec 6th 2008 7:10PM Bridget said
Right, and that's the beauty of Lumines. In a game like Tetris, the main variable for challenge is speed. But this variable is constant. The game will get faster and faster until it is impossible to go further. Simple as that.
Lumines, in effect, has two variables. The drop speed of the pieces, like Tetris, and the speed of the scanner. As such, Lumines doesn't present a constantly increasing difficulty. There is ebb and flow, actual pacing of gameplay. It changes from level to level and faster doesn't always mean harder. Indeed, some of the most sinister levels are the ones where pieces fall fast, but the scanner passes slowly.
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Lumines, in effect, has two variables. The drop speed of the pieces, like Tetris, and the speed of the scanner. As such, Lumines doesn't present a constantly increasing difficulty. There is ebb and flow, actual pacing of gameplay. It changes from level to level and faster doesn't always mean harder. Indeed, some of the most sinister levels are the ones where pieces fall fast, but the scanner passes slowly.
Posted: Dec 5th 2008 7:38PM (Unverified) said
Yay to not having to play it with the 360's cacky D-pad.
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Posted: Dec 5th 2008 7:37PM (Unverified) said
Lumines is a great puzzle game that, once learned, you can spend over an hour on in one session completely engrossed in it.
The way they blend music into the game is hard to explain, but I'll attempt it below.
The game gives you pieces that are always just 2x2 squares. Each unit of the square can be one of two different patterns, or colors. The concept is that you want to match four of the same pattern to make a square. By lining up your pieces strategically, you can chain together several squares together and get a lot of bonus combo points.
As the pieces drop vertically, a vertical line moves horizontally from the left side of the screen to the right. This line is kind of like a time-line marker if you've ever used any audio or video editing tools. The line moves to the tempo of the song, and when it reaches the right side of the screen, it starts over again on the left. As the line passes across, it removes and credits you points for any of those squares that you've completed or chained together. When the squares disappear, they play sound samples that go along with the music. In addition to this, whenever you drop your pieces, sound samples also play.
Its a really hard concept to describe, and the game definitely has a little bit of a learning curve to it. If you're an old-school gamer and used to having to work a little to get good at your games, you'll get the hang of it, and realize that its a pretty unique game worthy of being one of the best puzzle games ever created.
Reply
The way they blend music into the game is hard to explain, but I'll attempt it below.
The game gives you pieces that are always just 2x2 squares. Each unit of the square can be one of two different patterns, or colors. The concept is that you want to match four of the same pattern to make a square. By lining up your pieces strategically, you can chain together several squares together and get a lot of bonus combo points.
As the pieces drop vertically, a vertical line moves horizontally from the left side of the screen to the right. This line is kind of like a time-line marker if you've ever used any audio or video editing tools. The line moves to the tempo of the song, and when it reaches the right side of the screen, it starts over again on the left. As the line passes across, it removes and credits you points for any of those squares that you've completed or chained together. When the squares disappear, they play sound samples that go along with the music. In addition to this, whenever you drop your pieces, sound samples also play.
Its a really hard concept to describe, and the game definitely has a little bit of a learning curve to it. If you're an old-school gamer and used to having to work a little to get good at your games, you'll get the hang of it, and realize that its a pretty unique game worthy of being one of the best puzzle games ever created.
Posted: Dec 7th 2008 5:56AM scooterbaga said
Shame they don't bring a shuffle mode to the XBLA version... and some more skins... bastards...
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Posted: Dec 7th 2008 6:59PM (Unverified) said
I'm wondering if this is worth my time/money if I already own it on XBLA.
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