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Luigi's Mansion

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Title Screen

Luigi's Mansion

Developer: Nintendo EAD
Publisher: Nintendo
System(s): Gamecube
Released in JP: September 14, 2001
Released in US: November 18, 2001
Released in EU: May 3, 2002
Released in AUS: May 17, 2002


AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
DebugIcon.png This game has debugging material.

Luigi's Mansion is one of the first 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...

Contents

Unused Maps

In the disc's "Iwamoto" folder (possibly named after Daiki Iwamoto, a programmer of Luigi's Mansion), there are four unused maps in the directory. These maps can easily be loaded using Action Replay codes.

Test Map (Map0)

Test Map

This map can be accessed by Action Replay code VW2Q-7RAM-0QWEN Z5GB-DQ0V-FFE37. From the looks of it, the first room is heavily based upon an early version of the Foyer. There is a room to the left of Luigi, containing one of the Floating Whirlindas. Scanning his heart will freeze the game, however, and you can't capture him, as he doesn't appear at all. In the main room is the ending painting of Mario, which does nothing when you get close to it. Shivers the Butler, if you haven't loaded the test stage from a save after capturing him. Toad, who does nothing, and King Boo without his crown. The fire in front of Luigi can be put out with the element modifier code, as it's the same fire used to block the exit from the kitchen. The room looks like a cheap replica of the first room in the main game. I think the stairs were used to test the "hitting ground from great hight" animation. A room to the right contains another King Boo. However, walking in front of him will immediately crash the game, which can only be fixed by doing a hard reset. Inside the room to the front of Luigi, are a bunch of tables. Luigi can walk through most of them, showing that the collision maps were not finished.

Leftover Early Gallery (Map5)

Early Gallery

Accessible by Action Replay code AVBN-5Y5T-JFACD UE63-D6EX-YPA7J. This map has no light at all. One of the main differences clearly evident with this map is the Unicorn Statues, which look almost exactly the same as the ones where you fight Boolossus. However, their horns are smaller than those of the statues in the final. Also, the room where King Boo's picture hangs is much more dull and bland, compared to the final. Unlike the regular Gallery, this one is actually shorter than the final version's Gallery.

Using a replacement Action Replay code, which replaces the original gallery with this one, the ghost numbering was different. Here is the list of ghosts in order.

  1. Neville
  2. Lydia
  3. Nana
  4. Chauncey
  5. Melody Pianissima
  6. Miss Petunia
  7. Madame Clairvoya
  8. Shivers
  9. Sue Pea
  10. The Floating Whirlindas
  11. Mr. Luggs
  12. Jarvis
  13. Spooky
  14. Henry and Orville

Leftover Early Gallery #2 (Map7)

Longer Early Gallery

This map can be accessed by Action Replay code K9WM-N4B1-B973A EHVN-PJW2-JG6RY EP6Q-M8T6-KYG96 2MXP-MFK6-NNQXB 086K-B3N9-CUZZD Q91V-15K5-JQ1ND This looks relatively similar to the other early gallery, except for one major difference. It is much longer than that gallery. This could have meant that at one time they may have had more portrait ghosts planned, which would have made the game longer. The doors, however, seem to be in the same position as the previous map, despite this map having its own file for objects.

Using another replacement code to replace the original with this gallery, the ghost numbering is found to be different. Here is the list. (The first few ghosts are the same numbering as the ones above, so this list will start with the ghosts after the list above)

15. Clockwork Soldiers

16. Biff Atlas

17. Slim Bankshot

18. Sir Weston

19. Bogmire

20. Uncle Grimmly

21. Vincent Van Gore

22. Boolossus

Even Earlier Gallery (Map8)

Unused Early Gallery

This map can be accessed by Action Replay code 9E9Q-3356-9PDKQ EHVN-PJW2-JG6RY 6H2X-YMGT-AZ97D 2MXP-MFK6-NNQXB NG04-GRD6-F2QNE Q91V-15K5-JQ1ND This is perhaps the earliest version of the Gallery leftover on the disc, even earlier-looking than the other early galleries accessible via Action Replay, or "Map7". The textures are massively different. This gallery is a slight bit longer than Map7's gallery, and no statues are present in the room, unlike the Boolossus unicorn statues that are in the two previous leftover gallery maps. Surprisingly E. Gadd appears in this map, but you can't talk to him, as he does nothing. What is very strange, is that E. Gadd does not appear when using the Action Replay code. The doors are in the same position as the last two maps and the King Boo room is the same as Map7 and Map5. Because of the lanterns and the texture of the wall, this map might originally have been intended to have more of a crude and 'underground' look, rather than bright and flashy. Some of the textures, such as the brown wall, can be found in the training room. That could mean the training room was made around the same time as this beta gallery and never changed. The model of the holes with dirt inside them, not shown in the photo, is also found in the training room.

Using another replacement code to replace the original with this gallery, the ghost numbering is different. The ghost numbering is the same as the ones above, except that the last two ghosts, Vincent Van Gore and Boolossus, are not present.

Debug Mode

Debug mode in the game. The top counter is the dust one.

A simple debug mode is present in the game. To gain access to it, use the code UH8N-EMX9-5BXTY GYXM-ZBFW-F4RDC (PAL).

The debug mode has an info display at the top left, showing how many ghosts were caught, both normal and portrait. This might imply that catching the small ghosts could once have had a bigger role in the game. What's also kept in the info display, is the Dust counter.. You can lower the number by exhausting dust. While the debug mode is active, you can also see objects' Gameboy Horror scanning boxes.

Japanese debug info text from NTSC Debug Mode.

When the above code was converted to NTSC, what was found was Japanese text that, when translated, reveals that the first counter says "Dust". It could measure how many mg (milligrams) of dust are in the Poltergust 3000. The second counter says "Aura," or "spiritual energy," perhaps measuring the amount of ghostly energy you've caught. The third counter says "Water." Lastly, the fourth item reads, "Heart."

(Source: LBP08, for converting the PAL code to NTSC)
Hmmm...
To do:
Discover what the last counter means. While messing with the game, I could get one of them to show 14ml, but I don't know how

Early Images in Game

The title screen background image, sans logo.

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 here. This implies that the title screen was created before the mansion's design was finalized.

Unused Graphics

E3 Game Boy Horror Clock Leftovers

The timer as it was in the prototype

Found in the "newtime" and "2dsub" directories under the folder "Kawano" (possibly named after Masahiro Kawano, a programmer of Luigi's Mansion), inside the files "game.szp", and "game_usa.szp" are the image files for the Gameboy Horror timer that was cut out of the game. These numbers were also used for the similarly cut heat meter.

GBH Clock Radar

LM-radaranimation.gif

The border was at one time animated, as it used to be a radar that could track the direction of nearby ghosts. The image files for this can be found in the "newtime" folder, as well.

The clock radar is viewable with this Action Replay code:

RRPR-CXDW-6QVPA
HJDP-U816-94X21
52ZQ-66U0-ZY4UV
X6XP-TKVY-QFATX
9V1K-UVJ9-4DJAW 
6K04-TJ5Y-XBZ7R 
5YZP-0VNN-TE32U 
V3VU-120Y-M1MWK 
PJWC-75MX-FB2GC 
RW4J-0HTH-FCJQ2
Timer Revealed.png
Hmmm...
To do:
See if when the timer runs out, the E3 ending animation appears.

Early Ghost Design Leftovers

LM-obam1.png LM-obam2.png

Leftover in the Obake01 (Gold Ghost) and Obake02 (Purple Puncher Ghost) SZP files were two strange ghost design images; these are different from both the Final Gold Ghost, and the early Pink Ghost that once took its place. Either these could have been early designs for both ghosts, or these were new ghosts not seen in the final or the E3 version. These can be found by decompressing the SZP files, then going into the "bti" folder. These two ghosts are the only ones who have these leftover images.

Unused Dialogue Icons

LM-Greentoad.png LM-Goldghost.png LM-Bowser.png

Leftover in another folder of "game.szp" and "game_usa.szp" are some unused dialog icons. None of the above characters have lines in the game. It's presumed that at one point these guys had lines of dialogue in the game. Bowser's may have been for the Bowser costume King Boo used, or it may have been that Bowser was originally meant to be the main villain, and not King Boo.

Unused Daisy Icon

Daisy.png N64 Mario Tennis Daisy art with the icon in LM on the top.

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 on the N64, as it was one of the most recent images of her at the time. The file was found in "game_usa.szp" in folder "kt_static" called "Test.bti". The icon was probably a test for the posters you vacuum off the wall, as it is grouped with all the bti files for the posters.

Unused Ending Graphics

The ending has some unused artwork. These do not show up at all in the ending, but were meant to at one time. These were found in the files for the ending.

LM-Endingbad.png

This was to be used when you get Rank H (the lowest possible rank). Or certain ranks, perhaps. There may be some connection to the "bad ending" from the E3 demo.

LM-Endinggood.png

This was meant to be used when getting a better ending, like Rank C, or B.

LM-EndingrankA.png

This was obviously meant to be shown for the best ending, Rank A.

Unused GC Graphic

LM - GCN.png

This texture was ripped using Dolphin texture dumper during Bogmire's boss fight. This image is of a PAL GC as shown by the partially see-through lid. This might have been used as "working" graphic. Meaning, because of the incredible amount of Bogmires on the screen at one time, the GC might not have enough RAM to play at full speed, in which, this graphic would appear on a corner of the screen. This might have been scrapped because they reduced the amount of Bogmires or where able to reduce the RAM usage.

Unused Rank H Ending Music

There is an unused song that would be used if one achieved the "H" ranking at the end of the game.

Hmmm...
To do:
Rip this song.
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