Luigi's Mansion (GameCube)/Unused Models
This is a sub-page of Luigi's Mansion (GameCube).
- 1 Effect Folder
- 2 Unused Doors
- 3 Elh
- 4 Early Bogmire (shadow)
- 5 bmario
- 6 luige
- 7 tomato.szp
- 8 Flag
- 9 Early Poltergust (vbody)
- 10 Water Nozzle (wpwater)
- 11 Air Nozzle (wpair)
- 12 Ball
- 13 beam.szp
- 14 net01.szp
- 15 gidemap.szp
- 16 guidemap.szp
- 17 Unused Color Variations
- 18 map1.szp
- 19 map2.szp
- 20 Duplicate Data
- 21 Unseen Models
The effect folder isn't what you expect, rather a mix of an unused door, some weird blue effect, and the ghost glow used in the game. It's one of the only folders in the game's files that's unused.
A very odd looking model considering the art style doesn't fit with Luigi's Mansion. It is an early door model for the unlocking door cutscene since the animation syncs up with the final one. This particular model is strangely located within the Effect folder.
The model comes in two different formats; MDL and BMD. There are also two identical animations, one for each door model labelled "door.bck" (for the BMD model), and "door.key" (for the MDL model). There is a copy of the texture used on the door's frame called doorVAC_BODY_ITA4.
/door.bck/1.1/Fri Feb 23 06:45:09 2001/-kb/ /door.bmd/1.1/Fri Feb 23 06:45:09 2001/-kb/ /door.key/1.1/Fri Feb 23 06:45:09 2001/-kb/ /door.mdl/1.1/Fri Feb 23 06:45:09 2001/-kb/
Some sort of blue warp effect. The effect partially spins around along with the "fog".
/effect.bmd/1.1/Thu Feb 8 01:36:59 2001/-kb/ /effect.btk/1.1/Thu Feb 8 01:36:59 2001/-kb/
There are three unused door objects within the game.
|Heart Door||Heart Door being unlocked|
This door is pink and features heart designs. Early footage of the game showed that this door was originally intended to lead to the Nursery, the room where the first area's boss is found. It has a unique cutscene for being unlocked, showing the heart-studded door instead of the normal door model. The heart door model has an ID of 07. There are four unused models for the cutscenes when trying to open it while it is locked and unlocking it, they are codemo07.szp, nodemo07.szp, oodemo07.szp, and hodemo07.szp.
|Star Door||Star Door being unlocked|
A blue door featuring stars. Early footage of the game reveals that this was originally the door that led into the Twins' Room. Like the heart door above, a unique unlocking cutscene is present for this door that uses a highly detailed version of the star door rather than the model for the normal doors. The star door model has an ID of 08. There are four unused models for the cutscenes when trying to open it while it is locked and unlocking it, they are codemo08.szp, nodemo08.szp, oodemo08.szp, and hodemo08.szp.
Ghost Machine/Gallery Door
The lab door seen in the Portificationizer and Gallery rooms has a dedicated cutscene model. However, it just appears to be a placeholder since lab exploration was removed earlier in the game's development. The metal door has an ID of 05. There are four unused models for the cutscenes when trying to open it while it is locked and unlocking it, they are codemo05.szp, nodemo05.szp, oodemo05.szp, and hodemo05.szp.
|Gallery Door||Gallery Door being unlocked|
The model elh is a tall, faceless, twisting creature. According to the entries, it was compiled a month after Luigi's Mansion appeared at E3. It has six animations. It has no textures, nor any UV maps that would support textures, meaning it either relied entirely on shaders, particles, or never reached the texturing phase. Elh has four particle effects dedicated to itself.
elh.szp/1.10/Tue Jun 19 01:22:48 2001/-kb/
- attack - Attack.
- damage - Damage.
- idol - Translates to move left.
- idor - Translates to move right.
- taiki - Translates to standby.
- tojo - Translates to appear.
Early Bogmire (shadow)
|Early (shadow)||Final (bfire)|
The model shadow is an earlier version of Bogmire. The textures are the same, but the appearance is remarkably different. It has longer wings with skinnier flabs of ectoplasm hanging down, a defined lower lip or chin, and a visibly sorrowful and eerie expression. It also has a typical wavy ghost bottom, whereas the final Bogmire has a blob bottom.
/shadow.szp/1.5/Fri Jul 13 03:00:44 2001/-kb/
|Unused (bmario)||Used (dmario)|
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. The model shares the same early animations that luige uses. It possesses a functional actor; when spawned in-game, it appears under a transparent ghost-like shader and makes use of an oversized hitbox, making direct contact impossible. It's worth noting clones of the equipment actors exist assigned with the same B- prefix and ghost shader, possibly putting them and bmario under a same category.
While the meaning of the prefix isn't clear, the player-like animation set, shader and other oddities could suggest some sort of scrapped doppelganger -- or otherwise its usage in multiplayer mode. It was recompiled again during major changes to the designs and content in June.
/bmario.szp/1.3/Sat Jun 16 08:23:34 2001/-kb/
The E3 2001 demo version of Luigi's gameplay model. The used Luigi model is contained in game_usa/data/model. Similar to bmario, this model goes unused and includes early gameplay animations + cutscene animations as well as a slightly different facial structure.
According to the CVS data, this model, named tomato, was last commited on May 23, 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 pre-release screenshots. The model is replaced by the bowling ball, identically named tomato.arc, when game.szp is loaded into RAM.
It has two animations: wait and rot. Wait is it being stationary, while rot is it rotating.
/tomato.szp/1.3/Wed May 23 08:31:30 2001/-kb/
A white flag that has an unknown purpose. Its only one animation, wait.key, which is the flag waving around.
/flag.szp/1.1/Tue Jun 19 10:56:31 2001/-kb/
Early Poltergust (vbody)
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 E3 prototype. It would have replaced the normal vacuum nozzle when pressing the L trigger.
|E3 2001 Presentation||Game Screenshot (with AR)|
Air Nozzle (wpair)
The air nozzle would have replaced the normal vacuum nozzle when pressing the L trigger if you didn't have any elementals in your inventory.
Technically, these are seen in the final game; except they are under a different model name called "star.mdl". Ball had an entirely different purpose compared to Star. Ball was originally seen in the E3 2001 trailer just bouncing around. Ball still has the skewing animations which were used to give the creature a bounce effect, while Star is a static object. Ball also has a number of textures for diversity, whereas Star only has one texture.
Presumably, the beam effect seen at E3 2001. What's odd is that it's not in the game's .pcr particle format.
/beam.szp/1.1/Mon Mar 26 04:41:23 2001/-kb/
A spider web. While all of the spider web models/graphics are located in game_usa.szp (or game.szp if it's the Japanese version) under the .bin format, this spider web model is located in the models folder and is under the .mdl format. It is never loaded.
/net01.szp/1.2/Thu Apr 26 13:05:27 2001/-kb/
Iwamoto/map2/ is an unused folder containing an early version of the map and other nonsense.
There is a very peculiar Luigi model. It holds Luigi's classic color scheme, along with looking like a creepy Matryoshka doll. It is an early version for the model of Luigi's head that appears on the Game Boy Horror's maps.
It's the early version of the mansion map on the Game Boy Horror. It seems similar to the original model, however there are various differences which resemble the mansion layout from the E3 2001 demo, plus unseen areas.
In BF, it seems the Breaker Room was originally accessed from the main hallway instead. In 1F, the Butler's Room and the Hidden Room were connected by a doorway; E3 doors are present. In 2F, aside from the scrapped Foyer Area 3 door, a similar shortcut door existed in the Wardrobe Room. In 3F, it appears both sides of this floor were connected through doorways, while in the final game you have to cross the balcony. A completely removed room can be seen to the balcony's left side.
The early version of a locked door. It uses a red outline instead of the door hole symbol.
Same as g_d1x.bin except it's for the double doors in the Foyer/Parlor.
Oddly enough, it's the same as the final version.
Same as above except for the double doors.
The key model.
Located in the dol (executable) file in the USA and Japanese versions, and in Game/sdata_X in the European versions are four identical Game Boy Horror maps of the Underground Lab. Each model has a different point of origin, and slightly highlights a unique room to determine which one Luigi is currently in while checking the map. Two of these maps are rendered unaccessable as Luigi can only check the Game Boy Horror map while in Training, or the Gallery.
This map highlights the entrance to the Lab.
This map highlights the Portrificationizer room.
Unused Color Variations
Some models in the game were intended to have alternate textures.
|Unused (Green)||Used (Normal)|
There is an unused texture that replaces Toad's red dots and turns them into green dots, and co-exists with a similar green-capped dialogue box icon and spawnable actor named kinopio2. It definitely would have added a bit more of variety.
Action Replay Code (NTSC-U):
0433BA28 00000049 0033BA31 00000002 0433BA38 00000001
While the Ghost Guys appear in a number of colors, none of them are blue or cyan. The textures for these particular colors are the last two in the model's texture list. Unused parameter files for these variations remain named heypo9.prm and heypo10.prm.
Mice can appear in different colors like blue, purple, and in some situations gold. However, there's also an unused, pink-colored mouse texture which goes by the name rat_3 coupled with an unused pink mouse actor called rat2. It can still be generated like other mice types.
Found in Iwamoto\map1\h_01.bin.
This is an unused version of E. Gadd's lab main room. There is no difference besides one stand used for one of the robotic arms. It was used in the E3 2001 build.
/h_01.bin/1.3/Fri Apr 27 01:22:00 2001/-kb/
Found in Iwamoto\map1\h_02.bin.
This is an earlier version of the Ghost Portrificationizer Room, presumably used in the E3 2001 build. There is a "door bump", indicating that the room may have been accessible instead of warping there. A ball of dirt is in place of the door leading to the Gallery. It was last modified on March 9th at around 1 AM. Two months before E3 2001.
/h_02.bin/1.2/Fri Mar 9 01:00:08 2001/-kb/
Found in Iwamoto\map2\room_04\otuku.bin. The Mirror Room has a lack of furniture minus the drawer at the right end of the room. While there is no indication where it would have been located in the room, it may have been in the middle or a corner of the room.
Area 2 to Courtyard Hallway Dupe Data
Found in map2\room_07\room..bin.
This seems to be a very simple naming mistake, as this is identical to the room.bin that ends up getting loaded.
Billiards Room Loveseat
Found in Iwamoto\map2\room_12\isu12_1.bin.
It seems that the Billiards Room was going to be a bit more expansive and have more furniture. It fits in well with the stool seen at one of the corner tables.
Found in Iwamoto\map2\room_13\chiku.bin.
Not a whole lot can be said for this particular model. It might have worked in conjunction with the projector or as a second sort of activation method to make the ghosts appear.
Found in Iwamoto\map2\room_24\bat.bin.
While it was never seen in E3 2001 gameplay or any trailers, it is possible this was an earlier addition judging by the style of the mobile. It would most likely function the same as the mobile in the Twins' room.
Found in Iwamoto\map2\room_29\tubo30_1.bin.
Seen in multiple areas in E3 footage, Area 1 used to also have the same small tables seen throughout the mansion. The trap doors replaced the original tables, but the developers seemed to forget to remove the original vase model in the process. However, it can still be seen in the background in the Kitchen on the shelf, in the fridge, and in the cupboard in the Butler's Room on the high-up shelf. Additionally, the model was later repurposed in Super Smash Bros. Brawl's Luigi's Mansion stage, alongside the regular vase.
Found in Iwamoto\map2\room_34\hasi34_1.bin.
A ladder which would have been very fitting for the theme of the room. Quite a shame it goes unused.
Earlier Medicine Cabinet
Found in Iwamoto\map2\room_42\tana42.bin.
While this particular version of the Washroom does not have a medicine cabinet that can be opened unlike Area 2, it does have a similar medicine cabinet which is a much simpler model with no animation for it to open.
Unused Bathroom Drawer
Found in Iwamoto\map2\room_20\tana.bin.
This drawer might've been cut due to the space it occupied. It has an animation for opening and will work as such with the correct furniture move type.
Found in Iwamoto\map2\room_34\pic34_1.bin and pic34_2.bin.
According to footage, it seems like these were included late in development when the Game Boy Horror worked as a first person camera, and got cut from the game shortly after around the time the money counter was implemented, nearing release. Considering their simple design, they were most likely scrapped in favor of the more artistic portraits.
Found in Iwamoto\map2\room01A.bin.
This map only fits as either an early version of the mansion's Secret Room, or as another test room. It reuses textures from the foyer, and the rug to the right indicates that a door originally went in place there.
/room01A.bin/1.4/Wed Feb 21 07:44:20 2001/-kb/
Found in Iwamoto\map2\room̜_67\b1_c_67.bin.
This is an older version of the Breaker room. In comparison to the final room, this version has the door on the left wall rather than the front wall, and is generally less detailed. For example the frame of the mirror is missing, and the wall has a less accurate UV map. It's also worth noting that the frame of the door doesn't have any texture but uses the same geometry as the final doorframe.
|This page or section needs more images. |
There's a whole lotta words here, but not enough pictures. Please fix this.
Guest Room Lamp
Found in Iwamoto\map2\room_28\lamp1.bin.
The guest room does have a small table, but a clown doll sits on top of it.
Found in Iwamoto\map2\room_03\pic10.bin.
While not technically unused, it could just be leftover duplicate data, since there's no fitting place for it in Clairvoya's room. It's also in other rooms, such as the Parlor.
Found in Iwamoto\map2\room_17\pic10.bin.
Same as Clairvoya's room. Must have either been planned, or a simple leftover from a different room.
Found in Iwamoto\map2\room_65\break.bin.
This isn't unused, but it's most likely just a leftover import.
Found in Iwamoto\map2\room_30\chest.bin.
It's an identical copy of the drawer seen in one of the Foyer's corners near the double heart door.
|This needs some investigation.|
Discuss ideas and findings on the talk page.
A primitive icicle that's loaded with the Cold Storage room. While icicles are present in the room, those icicles use the model Map\map2\j3d_effect\k09-tsurara_s. While this model is technically loaded, its purpose is currently unknown.