The series began with Lumines: Puzzle Fusion.
The game was the first game developed by Q Entertainment and was a launch title for the PlayStation Portable.
The game was developed with an estimated amount of 4 or 5 people for over 1 year.
Mizuguchi was inspired by the PSP when he first learned about the technology.
He described the PlayStation Portable as an "interactive Walkman" and "Dream machine" due to the system being one of the few video game handheld consoles with a headphone jack, allowing the game to be played at any time, any location, and any style with good sound.
After choosing the PSP as the next console to work with, Mizuguchi was inspired to make a puzzle game with music.
Mizuguchi stated he wanted it to be an audio-visual puzzle game for the challenge, but he also wanted to make something that was less daunting to players compared to his previous titles Rez or Space Channel 5, so that it would attract casual players.
Originally, Mizuguchi wanted to make a Tetris game with music but due to various issues including licensing, it was not possible at the time and the concept of Lumines was used instead.
His original hopes would eventually come to be when, in 2018, Tetris Effect was released for PS4.
Lumines' subtitle "Puzzle Fusion" reflected that the game's music was essential to the game itself.
Katsumi Yokota implemented strict rules for the series that the songs would follow  time signature, with the exception of "Big Elpaso".
This was due to the playing field being divided into 16 rows, and the Time Line needing to match the tempo of the music and in sync with the beat.
By using  time signature, it allows a total of sixteen eighth-notes to correspond to two bars precisely.

After the game was released, three titles were being developed simultaneously: Lumines Plus, Lumines II, and Lumines Live!
for PlayStation 2, PSP, and Xbox 360 respectively.
Tetsuya Mizuguchi wanted to achieve different things for each game.
Lumines Plus was intended to be a direct port of the original Lumines: Puzzle Fusion with additional songs and skins.
For Lumines II, Mizuguchi emphasized he wanted the game to have its own original atmosphere and stylistic experience, different from the original.
In addition, licensed songs from famous artists such as Gwen Stefani, Black Eyed Peas and The Chemical Brothers were incorporated into the game's soundtrack.
Mizuguchi described Lumines II as a  party and described himself as a party organizer to make the biggest party experience on the PSP.
For Lumines Live!,
Mizuguchi developed the game with the concept of customizing music and choosing and downloading new songs.
The goal of the game was to use everything that was happening during the time and make it available through DLC.
Mizuguchi compared the game to a TV channel where they feed what the next thing will be.

Originally development of Lumines: Puzzle Fusion, audio had to be completed before finalizing the skin's design.
Yokota decided to do a different approach with Lumines II and Lumines Live!.
Instead, skin designs took priority in order to provide more concrete suggestions for the audio.
Yokota stated this made greater variation possible for the music tracks.
The series began with Lumines: Puzzle Fusion. The game was the first game developed by Q Entertainment and was a launch title for the PlayStation Portable. The game was developed with an estimated amount of 4 or 5 people for over 1 year. Mizuguchi was inspired by the PSP when he first learned about the technology. He described the PlayStation Portable as an "interactive Walkman" and "Dream machine" due to the system being one of the few video game handheld consoles with a headphone jack, allowing the game to be played at any time, any location, and any style with good sound. After choosing the PSP as the next console to work with, Mizuguchi was inspired to make a puzzle game with music. Mizuguchi stated he wanted it to be an audio-visual puzzle game for the challenge, but he also wanted to make something that was less daunting to players compared to his previous titles Rez or Space Channel 5, so that it would attract casual players. Originally, Mizuguchi wanted to make a Tetris game with music but due to various issues including licensing, it was not possible at the time and the concept of Lumines was used instead. His original hopes would eventually come to be when, in 2018, Tetris Effect was released for PS4. Lumines' subtitle "Puzzle Fusion" reflected that the game's music was essential to the game itself. Katsumi Yokota implemented strict rules for the series that the songs would follow  time signature, with the exception of "Big Elpaso". This was due to the playing field being divided into 16 rows, and the Time Line needing to match the tempo of the music and in sync with the beat. By using  time signature, it allows a total of sixteen eighth-notes to correspond to two bars precisely.
After the game was released, three titles were being developed simultaneously: Lumines Plus, Lumines II, and Lumines Live! for PlayStation 2, PSP, and Xbox 360 respectively. Tetsuya Mizuguchi wanted to achieve different things for each game. Lumines Plus was intended to be a direct port of the original Lumines: Puzzle Fusion with additional songs and skins. For Lumines II, Mizuguchi emphasized he wanted the game to have its own original atmosphere and stylistic experience, different from the original. In addition, licensed songs from famous artists such as Gwen Stefani, Black Eyed Peas and The Chemical Brothers were incorporated into the game's soundtrack. Mizuguchi described Lumines II as a  party and described himself as a party organizer to make the biggest party experience on the PSP. For Lumines Live!, Mizuguchi developed the game with the concept of customizing music and choosing and downloading new songs. The goal of the game was to use everything that was happening during the time and make it available through DLC. Mizuguchi compared the game to a TV channel where they feed what the next thing will be.
Originally development of Lumines: Puzzle Fusion, audio had to be completed before finalizing the skin's design. Yokota decided to do a different approach with Lumines II and Lumines Live!. Instead, skin designs took priority in order to provide more concrete suggestions for the audio. Yokota stated this made greater variation possible for the music tracks.
Lumines