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Luigi's Mansion

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Title Screen

Luigi's Mansion

Also known as: Luigi Mansion (JP)
Developer: Nintendo EAD
Publisher: Nintendo
Platform: GameCube
Released in JP: September 14, 2001
Released in US: November 18, 2001
Released in EU: May 3, 2002
Released in AU: May 17, 2002

AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
CopyrightIcon.png This game has hidden developer credits.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.

PrereleaseIcon.png This game has a prerelease article

To do:
  • Notify Catley when the upload wizard is fixed, so the unused audio can be uploaded.
  • There is more to the debug mode.
  • These notes from the Data Crystal
  • Off screen objects/graphics (Source: Shesez)
  • There is more unused text, some of it needs translating.
  • There is still some unused/unseeable graphics
  • There is still some unused sound effects.
  • Include dates from CVS\Entries for certain discoveries.
  • A bug page needs to be added.

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.


LM door.bmd doorSS04 Texture.png
Unused Graphics
Unused chat heads, ending graphics, and the original GBH timer.
LM Tomato Render.png
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.
Lm hiddenmansion international.png
Regional Differences
You're telling me that Europe got the most difficult mode?

Debug Mode

Debug mode in-game.

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.

Version Encrypted Decrypted
00BA1C62 08000000
403A4FE4 001325CB
00BA03AD 08000000
403A2B84 001325CB
00721751 18000000
403920E4 001325CB
00725D6D 18000000
4038FDE4 001325CB

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.

(Source: Beta64)

Early Mansion Image

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

Unused Animations

To do:
Some of the ghost enemies have unused animations.

Choking/Poisoned Animation


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:

Version Encrypted Decrypted
00BA32FB 08000000
4A4CAFD0 00000208
323A2B84 00008050
423A2B84 09A44320
PAL Kiosk 4B7D-244B-9R563
00724C0A 18000000
CA4BA890 00000208
323920E4 00008050
423920E4 09A44320
00725BE5 18000000
4A4B8590 00000208
3238FDE4 00008050
4238FDE4 09A44320
(Source: Ralf@GC-Forever, Catley/SoapyLemons)

BMario Animations

To do:
Turn these into individual gifs

These were found, functioning on BMario's model.

  • SquatStart
  • Squat
  • SquatEnd
  • SquatTurnLeft
  • SquatTurnRight
  • SquatWalk
  • SquatRollLeft
  • SquatRollRight
  • SquatWeaponStart
  • SquatWeapon
  • SquatWeaponEnd
  • Act 01
  • Biku 2
  • No Name
  • Cow1Wait
  • Turi05 (Early Ver.)
  • Turi09 1
  • Turi09 2
  • Turi09 3
  • Turi11
  • Turi12
  • Wait1 (Early Ver.)
  • Walk1
  • Walk2
  • Yusei

(Source: TheHappyFaceKing)

Deleted Animations

These seem to only have names left, the actual animations do not work.

  • RearSadness
  • SquatLookUp

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):


Map Modifier (for E. Gadd's Lab)

044C578C 00000001
Full view of the lab.
(Source: Ralf@GC-Forever)

Lighting Up the Attic

To do:
  • There are other rooms that also never get turned on, but they still have unused lights.
The Attic Hallway, lit up.

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:

(Source: Ralf@GC-Forever)

Key over the Door to the Parlor

Luigi's Mansion Parlor Key.png

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.

Collision Mesh


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
(Source: ItsEasyActually & Catley)

Invisible Furniture

The Twins' Room

Invisible poster being interacted with

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.

The Roof

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.

Invisible furniture on the roof.

Unused Paths

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.

Spinning Coin

Spinning Coin

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.