This game has unused areas.
This game has a prerelease article
Luigi's Mansion is one of the launch titles for the GameCube. After foolishly believing that he's won a mansion from a contest he never entered, Luigi arrives to find that Mario has already been taken inside. Now it's up to Luigi to find and pull Mario out of this mess, while the ghosts who own the mansion try to scare him. Unfortunately, his only line of defense is a vacuum cleaner.
| Unused Graphics|
Unused chat heads, ending graphics, and the original GBH timer.
| Unused Models|
An influx of models. Ranging from cosmetics, all the way to Mario! Wait, what?
| Unused Text|
Everything from developer comments to straight-up unused text strings.
| Unused Audio|
E. Gadd spews even more gibberish?
| Unused Areas|
It may be hard to get your art in a gallery. It might be hard to get your gallery in a game.
| Regional Differences|
You're telling me that Europe got the most difficult mode?
A simple debug mode is present in the game, accessible with Action Replay codes UH8N-EMX9-5BXTY GYXM-ZBFW-F4RDC (PAL) or 4W86-70XA-WTN2Y MWC5-2BBB-FXB7E (NTSC-U/J), although the Japanese text will not display correctly unless you're playing the Japanese version.
The debug mode brings up an info display in the top-left corner of the screen:
- The first line is a counter of how many milligrams of dust are in the Poltergust 3000 (lowered by exhausting dust).
- The second is labeled Aura or "Spiritual Energy" and displays the number of ghosts captured (including both portrait ghosts and normal enemy ghosts).
- The third is labeled Water, and the fourth is labeled Heart.
While the debug mode is active, you can also see scanboxes for the Game Boy Horror.
Early Mansion Image
An earlier design for the mansion can be seen in the background image used on the title screen. In the cutscene played at the beginning of the game, chimneys can be seen on top of the mansion; they are not present on the title screen's background. This implies that the title screen was created before the mansion's design was finalized.
Within Luigi's animations appears to be a variation of the same animation used for when Luigi is being held by the Grabber Ghosts. It is also interesting to note that the choking animation is internally called 'poisoned' and that he slaps himself while choking. It is quite possible this was the original animation used when he came in contact with a poisonous mushroom.
To activate it, enter the following code (PAL only) and then press B + D-Pad Up:
F5HC-5TPP-9FXCD KHWK-6VN2-KMZ4J ZU4Y-G8FC-CV1U8 RWW2-RV33-5BYXF
These seem to only have names left, the actual animations do not work.
E. Gadd's Lab Oddities
Using an Action Replay code, it is possible to control Luigi in the main room of E. Gadd's Lab. The room is larger than it appears to be, and several things suggest it was once a playable area, rather than merely part of a cutscene:
- It is recommended to start a new save file if the code is active. The code will not execute if you have a save occupying a file slot.
- There are two doors, neither of which can be opened. One can barely be seen normally, while the other is never seen. The unseen door leads to the Training Room, which ended up being an option on the menu.
- If using an animation editor on Luigi, one can press the A button and Luigi will become stuck with either door. One could theorize that the coding for the doors is residual and was removed very late in developent.
- Behind E. Gadd is a ladder. It might look like a decoration, but it can actually be climbed to a certain extent. Once you hit the apex of the ladder, you will fall down and land close to E. Gadd.
- E. Gadd's Lab has a minimap, normally visible from the Game Boy Horror in the same manner as the one for the mansion. The only two places you can view it from are the Training Room and the Gallery, since you don't have control of Luigi in the other parts of E. Gadd's Lab.
- If Luigi lands on E. Gadd's head, Luigi will act as if he is in a cold environment.
Always able to move (PAL):
BV1G-B860-3B94T JCEB-UN00-JFWR1 RFR6-B8FK-HEAKU QFHV-4N0A-ZB4PR F0T7-QDZ1-UXE0K JWXU-J20T-FXZ5T HY2M-9M2Q-8V9R1
Map Modifier (for E. Gadd's Lab)
Lighting Up the Attic
By using an Action Replay code, it's possible to turn on the lights in the Attic. In the final game, hallway sections only become lit after a boss of the area has been defeated – in this case, is the game's final boss. As such, the light there never turns on. There is a lamp on the third floor, near the Safari Room, that never gets turned on in the game.
5E7F-UGPX-TFF9R Z10K-V6AW-ZRY8C 0XVZ-NM7M-QRQCW XDC4-7H87-QDMPU