Luigi's Mansion

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 Maps
In the disc's "Iwamoto" folder (named after Daiki Iwamoto, one of the programmers) are four unused maps. These maps can easily be loaded using Action Replay codes.

Test Map (Map0)
Can be accessed by Action Replay code. 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 painting of Mario after Bowser and King Boo are defeated (which does nothing when you get close to it), Shivers the Butler (if you haven't already captured him on the save file you're using), Toad (who does nothing), and King Boo without his crown, submerged into the floor. The fire in front of Luigi can be put out with water element shots (use an element modifier code since there's no water elements around), 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.

A room to the right contains another King Boo. However, walking in front of him will immediately crash the game; this probably can only be repaired by a hard reset. If King Boo is removed from this room, the event for when Luigi finally confronts him in the Secret Altar will play, albeit with a crash right before the final battle should start. Inside the room to the front of Luigi are a bunch of tables. He can walk through most of the tables, meaning that the collision maps were never finished in this area.

Leftover Early Gallery (Map5)
Accessible by Action Replay code, 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.

When using an Action Replay code which replaces the original gallery with this one, there were a few missing ghosts. They are the Clockwork Soldiers, Biff Atlas, Slim Bankshot, Sir Weston, Bogmire, Uncle Grimmly, Vincent Van Gore and Boolossus.

Leftover Early Gallery #2 (Map7)
This map can be accessed by Action Replay code. This looks relatively similar to the other early gallery, except for one major difference: it is much longer. 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, all ghosts are present.

Even Earlier Gallery (Map8)
This map can be accessed by Action Replay code.

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 room with the King Boo painting is the same from its appearance in the other galleries (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 version of the Gallery and was 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 ghosts Vincent Van Gore and Boolossus are not present.

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Debug Mode
9hruJZ52FkI A simple debug mode is present in the game, accessible by using the Action Replay code (EU) or  (US/JP). However, the Japanese text will not display correctly unless 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 boxes on objects that can be scanned by 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.

Turara


Some sort of crystal, its original purpose is unknown.

Door (Effect Folder)


A strange model. Unlike other models, door isn't in model but in the Effect folder. It also exists in two file extensions; MDL (MoDeL) and BMD (BinaryMoDel). The MDL is not the same as the other MDL models used in the game (such as in the model folder). The BMD file, however, is in the same format as later models in other games are.

There is a copy of the texture used on the door's frame called doorVAC_BODY_ITA4.

Elh
The model elh is a tall, faceless, twisting creature. According to the entries, it was compiled a month after the Luigi's Mansion appeared at E3. It has six animations, including some related to water and fire. It has no textures, nor any UV maps that would support textures, meaning it either relied entirely on shaders, or never reached the texturing phase.

Early Bogmire (shadow)
The model shadow is an earlier version of Bogmire that was compiled a few weeks before the other three Bogmire models were added to the game. The textures are the same, but the appearance is remarkably different. It has longer arms with skinnier "fingers", a defined lower lip or chin, and a visibly sorrowful expression. It also has a typical wavy ghost bottom, whereas the final Bogmire has a blob bottom, and is a tad bit smaller in size.

bmario
The file bmario is a second model of Mario, stretched to Luigi's proportions and equipped with back straps for the Poltergust 3000. The geometry of the model is simpler than Mario's final in-game model, containing fewer polygons. It has many of Luigi's animations.

The model's true purpose is unknown, but it may have been involved in a boss battle, as indicated by the "b-" prefix in its file name. It is also possible that it could have been part of a scrapped multiplayer mode.

Tomato
According to the entries list, this model, named tomato, was added on May 23rd, possibly making it the earliest model in the list. However, this isn't the case as most models had several revisions from February to August. The tomato was likely left out because it has no other place.

This appears to be the same model that the "Chef Ghost" is holding in one of the prerelease screenshots. Interestingly, this model is actually overwritten by the bowling ball in game.szp.

Flag


A white flag that has an unknown purpose.

Early Poltergust (v_body)


The original Poltergust 3000 model as seen in the E3 2001 build.

Water Nozzle (wpwater)


The water nozzle was briefly seen in the E3 2001 presentation. It was used to showcase the fluid simulation for the water element and it was only seen in the presentation copy of the game. It would have replaced the normal vacuum nozzle when pressing the L trigger.

Unused Shy Guy Ghost Colors


While Shy Guy Ghosts appear in a number of colors, none of them are blue or cyan. The textures for these colors are the last two in the list.

Meteor Ghost Ball


It appears in the Observatory but has no official name, and its file name is simply ball. You can't normally see its face due to its yellow glow. At E3 it had a different appearence, it was white and you could see its face, and it was found in the Nursery, as seen here. It comes in four colors: blue, orange, purple, and pink. The model used in the Observatory is actually a duplicated model called star.

Choking/Poisoned Animation
dIj0B5ve254 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

Deleted Animations
These seem to only have names left, the actual animations do not work.
 * RearSadness
 * SquatStart
 * Squat
 * SquatEnd
 * SquatLookUp
 * SquatWeaponStart
 * SquatWeapon
 * SquatWeaponEnd
 * SquatTurnLeft
 * SquatTurnRight
 * SquatWalk
 * SquatRollLeft
 * SquatRollRight

Bogmire Grave Cutscene
Only a second of this track is heard; when the big grave gains its "aura" after the last Skeleton Ghost has been sucked up, just before the Bogmire fight.

Drumbeat
A little drumbeat with an unknown purpose.

Mario Fanfare
A nice little jingle.

Space Room
Doesn't seem to fit anywhere.

Total Score
Same as above.

Totaka's Song
Totaka's song, except played on a piano. Melody would've played it.

Unused Sounds
The majority of these are too ambiguous to infer their original purposes.

E3 2001 Title screen sound. Used only for the demo and then never saw the light of day ever again.

A low quality version of the sound that plays when you fail a minigame.

Some kind of instrument. Maybe a "minigame failed" sound effect?

Possibly a ghost, or maybe some kind of radio.

A screech of some sort. Quite unsettling.

An electronic-sounding whizzing noise.

More electronic whizzing?



...Sounds like a lot of croaking.

Some sort of rumbling.

Some sort of laughter.

Partially Unused
This sound effect is used in the ending when Mario is face-first on the ground after being released from the portrait. However, only the first three seconds are heard—shortly after the start of the second "yee" sound, it is interrupted by another of Mario's voice clips.

E. Gadd's Lab Oddities
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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:


 * 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 reads "Training room". You can guess where it would lead to.
 * Behind E. Gadd is a ladder. It might look like a decoration, but it can actually be climbed. Unfortunately, it merely leads to a black area.
 * 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.
 * The game considers the room to be cold like in some areas of the mansion.

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



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.

PAL code: 5E7F-UGPX-TFF9R Z10K-V6AW-ZRY8C 0XVZ-NM7M-QRQCW XDC4-7H87-QDMPU

Event 02 (E. Gadd Intro)
Waggawaggawagga!

Would have been displayed right when the trio of orange ghosts appears, given the location of the text.

Event 03 (Melody Pianissima)
In the section of text reserved for Melody's piano guessing game, there's a few pieces of text that are never used.

Tataketo's theme

Tokeketa's theme

Totakeke's theme

By the way...I wrote that song. Do you know what it is called? Totaka's Song was probably supposed to appear in the guessing game, instead of the controller style select menu. 6nSEDuiylRo

The event data that would show these strings and play Totakeke's theme is actually present and fully functional in the event file, but it's dummied out by being left out of the random jump that plays either of the two used versions. Totakeke's theme can be made to play by forcing the game to jump to case3. Unlike the other songs this one does not lower the volume of Luigi's shuffling noises.

You can force it to play with this PAL Action Replay Code: 04005020 88030088 04005024 2C000070 04005028 40820010 0400502C 38000033 04005030 98030005 04005034 9803000C 04005038 387F0000 0400503C 480626D8 04067710 4BF9D910

Mode Text
Koga::MissionMode

This string appears in the game's executable. Another, similar string, "Koga::GameMode," heads a section that seems to hold pointers to various pieces of code that set up the main game after a file is selected from the File Select screen. This suggests that "Mission Mode" was some kind of alternate game that could be played. The pointers in the "Koga::MissionMode" section, however, have been deleted.

There was originally going to be a multiplayer mode in Luigi's Mansion, similar to what was finally implemented in Luigi's Mansion: Dark Moon. "Mission Mode" could possibly have been this feature, or it could have been another mode altogether.

Error Log
[main] jmpconvert 2945 (0) exception: trapped! [main] jmpconvert 2945 (0) exception: code 0xC0000005 at 0x4111D2 [main] jmpconvert 2945 (0) exception: ax 0xA09B0F4 bx 0xA09B138 cx 0xA09D5C8 dx 0x0 [main] jmpconvert 2945 (0) exception: si 0x4 di 0x253ED70 bp 0x253EE90 sp 0x253EC6C [main] jmpconvert 2945 (0) exception: exception is: STATUS_ACCESS_VIOLATION [main] jmpconvert 2945 (0) stack: Stack trace: [main] jmpconvert 2945 (0) stack: frame 0: sp = 0x253EA80, pc = 0x6100A2C3 [main] jmpconvert 2945 (0) stack: frame 1: sp = 0x253EABC, pc = 0x77F87AD6 [main] jmpconvert 2945 (0) stack: frame 2: sp = 0x253EAE0, pc = 0x77F799AB [main] jmpconvert 2945 (0) stack: frame 3: sp = 0x253EB6C, pc = 0x77F6640A [main] jmpconvert 2945 (0) stack: frame 4: sp = 0x253EE90, pc = 0x40C121 [main] jmpconvert 2945 (0) stack: frame 5: sp = 0x253F0B0, pc = 0x4059F7 [main] jmpconvert 2945 (0) stack: frame 6: sp = 0x253F150, pc = 0x4079D7 [main] jmpconvert 2945 (0) stack: frame 7: sp = 0x253F3A0, pc = 0x4059F7 [main] jmpconvert 2945 (0) stack: frame 8: sp = 0x253F440, pc = 0x40694E [main] jmpconvert 2945 (0) stack: frame 9: sp = 0x253F660, pc = 0x4059F7 [main] jmpconvert 2945 (0) stack: frame 10: sp = 0x253F700, pc = 0x404B53 [main] jmpconvert 2945 (0) stack: frame 11: sp = 0x253F7D0, pc = 0x445B63 [main] jmpconvert 2945 (0) stack: frame 12: sp = 0x253FF10, pc = 0x61004402 [main] jmpconvert 2945 (0) stack: frame 13: sp = 0x253FF88, pc = 0x61004420 [main] jmpconvert 2945 (0) stack: frame 14: sp = 0x253FF94, pc = 0x45BE82 [main] jmpconvert 2945 (0) stack: frame 15: sp = 0x253FFA4, pc = 0x40103A [main] jmpconvert 2945 (0) stack: End of stack trace (more stack frames may be present)

These strings can be found in map2.szp/path/jmpconvert.exe.core. They appear to be part of an error log output by the program Nintendo used to convert the path files into their current format.

Developer Comments
These strings are from comments inserted among the commands for some of the game's events. Takahashi probably refers to H Shinya Takahashi (Ending Design). There is nobody called "Nakashima" in the credits, but probably refers to Souichi Nakajima (Debug Support).

event44
This is the event that runs the beginning of the Blackout. The short exchange seems to be about a  tag, which sets the flag to make the two optional phone conversations available for the player to see.

event64
This is the intro to the battle with Chauncy.

"This" in this context refers to the pause menu.

Refers to turning the collision of the boss's model off.

Comes right after a  tag.

Title Screen
The game is called Luigi Mansion in Japan. To accommodate the removal of katakana text, the words were spaced closer together in localization.

Hidden Mansion
The PAL version of Luigi's Mansion has an entirely different Hidden Mansion mode. Everything is mirrored left to right, it's much, much darker, some ghosts that appear later in the game will now appear earlier in the game, Boos have more health and are more difficult to be sucked up by the Poltergust, enemies and bosses have generally been made harder;


 * Chauncey's rocking horses are harder to avoid, since they are larger, zig-zag towards Luigi and travel faster than in the Normal Mansion.
 * During the Boolossus battle, when trying to 'pop' him, there is a small cutscene where Luigi hops on the Poltergust and you must ride around on it, making controlling Luigi harder.

Woah!
Luigi makes a different sound when he takes damage in the Japanese version, compared to the international versions. His grunt is the same as it was from the E3 2001 demo. It is still present in the international versions' soundbanks.



Portrait Ghost Music
In the Japanese version, Portrait Ghosts share the same type of music as when normal ghosts are vacuumed by Luigi. If the area has unique background music, the same soundtrack continues to play.

Sound Clip of Boss Defeat
After a boss is sucked in Luigi's Poltergust 3000, a sound clip of Luigi's victory is played; this sound clip is different in the Japanese version.

Whimpering
At the start of the battle with King Boo and False Bowser, Luigi slightly whimpers in the Japanese version, but does not in the later versions of the game.

Miscellaneous
Differences in the Japanese version from other versions include the following:


 * The music sometimes does not load, resulting in a haunting silence.
 * The main menu does not include the "View a Pikmin™ Movie" option.
 * The sound used for the rocking horses flying toward Luigi during the battle with Chauncey is different from the one used in the international versions.
 * The music that plays when Luigi fights the Shy Guy Ghosts is not present; the room doesn't even have background music at this time.
 * The 'panic' music that plays when Mr. Luggs gets angry with Luigi is not present.
 * The music in the Observatory is different.
 * Luigi whistles in the Secret Altar, which he does not do in later versions.
 * In the ending when Mario shoots out of the Ghost Portrificationizer and hits Luigi, there is a sound effect absent shortly after the impact before Luigi says "Mamma-mia" which is present in later versions.

Differences in the PAL version from the American version include:
 * Boos have different HP, and forty-five Boos are required to reach the Secret Altar, the final room of the game.
 * There are fewer health pickups.
 * The normal mansion's light level was increased, though the Hidden Mansion's light level is more or less identical to the US version's regular mansion.
 * It is impossible to get an A Rank in the regular mansion since money distribution has changed.