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Luigi's Mansion (GameCube)/Unused Graphics
This is a sub-page of Luigi's Mansion (GameCube).
Contents
- 1 hakko.bti (Early Ghost Glow)
- 2 Luigi's Hand
- 3 Game Boy Horror Clock (E3 2001)
- 4 Early Ghost Designs
- 5 Dialogue Icons
- 6 Daisy
- 7 Depressed Eyes
- 8 Ending Graphics
- 9 Sosite.bti
- 10 Hand
- 11 GameCube Texture
- 12 Unused Game Boy Horror Camera Icons
- 13 Title Cards
- 14 "From The Beginning"
- 15 Unused Font
- 16 Ship in a Bottle
- 17 "Spaceworld 2000 Controller Demo" Carpet
- 18 Unused Mirror Portion
hakko.bti (Early Ghost Glow)
- A black background has been added so the graphic is easier to see.
An unused, pre-E3 2001 variation of the ghost glow graphic. Although subtle, this one is clearer while the used one has a fuzzier glow. The used graphic is located in the Game folder while this one in the Effect folder is unused.
/hakko.bti/1.1/Fri Mar 30 06:18:23 2001/-kb/
Luigi's Hand
The door models used for door opening cutscenes contain a texture of Luigi's hand. Even though there is a reflection on the door knob, this graphic can't be seen.
Game Boy Horror Clock (E3 2001)
Found in the newtime and 2dsub directories under the folder Kawano (named for Masahiro Kawano, another programmer), inside the files game.szp and game_usa.szp are the image files for the Game Boy Horror timer that was cut out of the game. These numbers were also used for the similarly cut heat meter. When the timer runs out at 6:00, it merely resets back to 0:00.
The border around the clock.
The border was at one time animated, as it once was a radar that could track the direction of nearby ghosts. The image files for this can be found in the newtime folder, like the Game Boy Horror clock.
The clock radar can be viewed with either of the following Action Replay codes, depending on the game's region:
Version | Action Replay Code |
---|---|
EU | 0403E9C0 480000D8 044C5B3C 000000?? |
EU Demo | 0403DABC 480000D8 044C7E44 000000?? |
NA | 0403D544 480000D8 044D846C 000000?? |
NA Demo | 0403D5BC 480000D8 044DA98C 000000?? |
JP | 0403D10C 480000D8 044A0FE4 000000?? |
Where "??" is one of the below:
00 - Void
01 - Timer & Radar
02 - Eye Camera
03 - E. Gadd's Camera
04 - Money Stats (default)
Early Ghost Designs
-Obake01 -Obake02
Leftover in the Obake01 (Gold Ghost) and Obake02 (Purple Puncher) folders are these two images, depicting early designs for the ghosts. These designs are either the same as or very close to the ones seen in the original Spaceworld 2000 trailer. While this blue ghost lacks a nose, the blue ghosts seen in the trailer have varying facial structures (ex: eyes are higher/lower), so it's possible this is just one of the variations created. These two ghosts are the only ones with these leftover images.
Dialogue Icons
Leftover in another folder of game.szp and game_usa.szp are some unused dialog icons. There is an icon of Green Toad, an unused type of Toad. Mario's icon was probably planned to be used when he says "Get me outta' hereee!" at the Bottom of the Well, as an equivalent icon is used for that exact scene in the 3DS remake. The Gold Ghost icon may have been used with the unused intro text, or when the paintings were taunting Luigi in the parlor. Nana's could have been used when Luigi hit her with one of the yarn balls.
Daisy
Found in game_usa.szp is an icon of Daisy, who doesn't appear at all in the game. This is a cropped portion of the official art of Daisy from Mario Tennis for the Nintendo 64, as it was one of the most recent images of her during 2001. The file was found in game_usa.szp in the folder kt_static; her graphic is called Test.bti. The icon was probably a test for the posters you vacuum off the wall, as it is grouped with the graphic files for the posters.
Depressed Eyes
An unused texture of Luigi's "depressed eyes". The unused "poisoned" animation, and an unused ending graphic use this texture.
Ending Graphics
These renders of Luigi can be found in the files for the ending. These are early versions of the final painting graphics seen in the final build of the game. The Entries file in the CVS folder notes that these images were built a little over a month before the final game's release.
/luigi_b.bti/1.2/Fri Jul 13 06:34:35 2001/-kb/ /luigi_g.bti/1.2/Fri Jul 13 06:34:35 2001/-kb/ /luigi_V.bti/1.1/Sat Jul 28 11:39:41 2001/-kb/
luigi_b.bti was most likely meant to be used when achieving the lowest possible rank.
luigi_g.bti was probably meant to be used when achieving a good ending. Could have been for partially completing the game.
luigi_V.bti was most likely meant to be shown for the best ending, most likely after collecting everything.
Sosite.bti
- A black background has been added so the graphic is easier to see.
Translates to "And... a present from the doctor!". The file, sosite.bti, is located in the Ending folder where all the ending and mansion rank graphics are stored. The file was removed in the European version, presumably being cleaned up during the addition of the French and Spanish localised ending graphics.
Hand
- A blue background has been added so the graphic is easier to see.
This creepy hand graphic named hand1.bti is exclusive to the Japanese version and is not only found in Game\game.szp\data\kawana, but also in its own archive called res_kwnx.szp in the Kawano directory. "kwnx" likely stands for "Kawano X".
GameCube Texture
This texture of a GameCube is loaded with the scenes for bosses, such as Chauncey and Bogmire. It is likely a placeholder graphic for the trippy background, as it only gets used for a moment. Interestingly, the faceplate on the GameCube has a translucent portion, which was how it looked in an early prototype design of the console, as it was seen at Space World 2000.
Unused Game Boy Horror Camera Icons
Found in game_usa.szp\kawano\base\timg\gb_sight_ob_key.bti and gb_sight_ob_teresa.bti; as the filenames indicate, they could have probably been used for the Game Boy Horror's camera when scanning a chest/scanning a furniture which a Boo is hiding in.
Title Cards
Underground Lab
Japanese | English | French |
---|---|---|
German | Italian | Spanish |
The entrance to E. Gadd's laboratory has its own nametag in the roomname folder, and also got translated for all international versions of the game. If using the Action Replay codes "Always Able to Move" and "Map Modifier", you can see these graphics on the Game Boy Horror. Note how only the first letter is capitalized - this was a very common trend to see in pre-release versions, including the E3 demo. Most rooms had direct translations and were probably done hastily in time for the E3 demo. Seeing as they never properly updated this graphic means exploring the lab was likely scrapped early on.
Ghost Portrificationizer Room
Japanese | English | French |
---|---|---|
German | Italian | Spanish |
A title card meant for the Portrificationizer room in E. Gadd's Lab. As with the main room, this graphic is never seen because the area is not playable during regular gameplay. Despite this, the graphic was still translated in localizations. Unlike with the Underground Lab card, the first letter of every word is properly capitalized.
Duplicate Title Cards
Oddly, the English versions of Luigi's Mansion has two duplicate title cards for the Roof and Butler's Room, respectively called e_roof.bti and e_kyukei.bti. The used .bti files are called e_r1 and e_wait. No equivalents of e_roof and e_kyukei exist in any other language.
"From The Beginning"
- A blue background has been added so the graphic is easier to see.
This leftover was found in &&SystemData\.dol\staticdata_usa.arc\res_titl.szp\timg\begin.bti and was once meant to be an option in the E3 Demo's title screen along with "Skip Intro" which was unfortunately deleted.
Unused Font
Located in \system\system.arc, is an unused font. Its purpose is unknown, presumably used for an early debug mode.
Ship in a Bottle
In E3 2001 builds and earlier, many furniture pieces that have modeled interiors used a texture instead. The Ship in the Bottle found in the Study is one of many.
Located in \Iwamoto\map2\room34.arc\bin34_1.bin
"Spaceworld 2000 Controller Demo" Carpet
Texture 6 in Iwamoto\map0\test_01.bin. Can be seen in the Spaceworld 2000 Controller Demo.
Unused Mirror Portion
To do: Check the other mirror model |
Texture 0 in Iwamoto\map2\room_17\mirror.bin and Iwamoto\map2\room_42\mirror.bin. The mirror part of the texture isn't mapped to the model, as that's where the "live reflection" is rendered.