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Also known as: Luigi Mansion (JP)
This game has unused animations.
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.
- 1 Subpages
- 2 Debug Mode
- 3 Early Mansion Image
- 4 Unused Animations
- 5 E. Gadd's Lab Oddities
- 6 Lighting Up the Attic
- 7 Key over the Door to the Parlor
- 8 Collision Mesh
- 9 DolphinOS Build Dates
- 10 Invisible Furniture
- 11 Unused Paths
- 12 Spinning Coin
| 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 and Luigi just won't shut up.
| 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 loading the two debug info display and the scanboxes, accessible with Action Replay codes. The Japanese text will only display correctly in the North American and Japanese versions.
|NTSC-U Demo|| 91RG-P6Y1-M2ZDZ
| 00BA1C62 08000000|
| 00BA03AD 08000000|
|PAL Demo|| KDVP-X29V-2ZGF1
| 00721751 18000000|
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.
Some of the ghost enemies have unused animations.
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 holds himself while choking, showing an unused depressed eyes texture, Luigi's cheeks are slightly fatter, and he slaps his neck at the end of the animation. 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:
| 00BA32FB 08000000|
|PAL Kiosk|| 4B7D-244B-9R563
| 00724C0A 18000000|
| 00725BE5 18000000|
Turn these into individual gifs
These were found, functioning on BMario's model.
- Act 01
- Biku 2
- No Name
- Turi05 (Early Ver.)
- Turi09 1
- Turi09 2
- Turi09 3
- Wait1 (Early Ver.)
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 development.
- 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 he will act as if he's in a cold evironment, triggering his cold animation.
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
Key over the Door to the Parlor
If the key to the Parlor is obtained while in possession of the Game Boy Horror, a key icon will appear over the door to the Parlor like any other key. However, this is normally not visible since the key is obtained before the player has access to the Game Boy Horror.
Map9, the arena on the mansion's roof where Luigi battles King Boo and Bowser, has an unused collision mesh floating far above the ground, out of reach. It appears to follow the outline of the two chimneys and the elevator room, suggesting that it was a barrier to keep things from going out of bounds. The reason it was dummied out is unclear.
DolphinOS Build Dates
The OS build dates for all three versions of the game are present within start.dol. The Japanese build date is located at 0x20A438, the US build date is located at 0x215158, and the European build date is located at 0x20A438
|Japanese Version||North American Version||"Interactive Multi-Game Demo Disc - October 2001" Demo Version||European Version (and European 1.01)|
August 28 2001 03:09:59
September 24 2001 14:49:49
Sep 28 2001.15:48:38
Dec 17 2001 18:46:45
The Twins' Room
On the wall where the camera is in The Twins' Room, there is an invisible poster that Luigi can interact with by pressing A, it acts as a furniture by default. It's Gameboy Horror scanbox appears to be associated in the same position with the object, the scanbox is the same size as a scanbox for the posters. Nothing happens when scanned.
In the doorframe on the roof, there is an invisible furniture that also can be interacted with. It's scanbox appears to be a small box. It can also be scanned but it defaults to only the first line Luigi says on the furniture.
Unused Skeleton Ghost Path
There are two unused paths for the main mansion, called skul_23_1 and skul_23_2. "skul" refers to the skeleton ghost called Mr. Bones, while "23" refers to the 23rd room in the mansion's data, the Courtyard. There are similarly-named path files for the Mr. Bones ghosts that appear in the Graveyard and in the Telephone Room, but no Mr. Bones appear in the Courtyard in the final game, rendering these paths unused.
Unused Kitchen Grabber Path
Among the path files is a specific one named topoo_8_1; "topoo" is basically the internal name for the grabbers and "8" refers to the 8th room in the mansion's room archive data, the Kitchen. A screenshot from an earlier build in the Instruction Booklet (page 17) suggests that this path was once used for a red Grabber Ghost in the Kitchen, when it and other ghost types still originally had 30 HP.
In every single map, there's a coin floating far away from the rooms' bounds. It is believed that the coin was once the one used in the E3 2001 build's coin counter, as it uses a rotating animation practically identical to the one the coin was seen using in the E3 2001 build. It has no collision and triggers/does nothing when interacted with.