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Luigi's Mansion: Dark Moon

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Title Screen

Luigi's Mansion: Dark Moon

Also known as: Luigi's Mansion 2 (JP/EU)
Developers: Nintendo SPD Group No. 3, Next Level Games
Publisher: Nintendo
Platform: Nintendo 3DS
Released in JP: March 20, 2013
Released in US: March 24, 2013
Released in EU: March 28, 2013, March 27, 2013 (UK)


DevTextIcon.png This game has hidden development-related text.
MusicIcon.png This game has unused music.
RegionIcon.png This game has regional differences.


NotesIcon.png This game has a notes page

Luigi's Mansion: Dark Moon is the sequel to the popular GameCube game Luigi's Mansion. Going for a cartoonier slapstick comedy style this time around, it kicked off the Year of Luigi in ghost-busting style.

Hmmm...
To do:
  • There's unused cutscene music/audio, as well as an unused boss ghost capturing theme for the old clockworks boss ghost (which ends up just reusing the capturing theme from the first boss ghost instead).
  • Can we decode the game's model/animation format? Are there any unused models?
  • Add a Bugs page, as there are a few that can be mentioned.
  • A StreetPass folder can be found in art/streetpass, with a ton of models. Examine these.
  • There's a TON of debug references in the code and assets. Can the debug mode be enabled?

Subpages

Blank.png
Regional Differences
"Footbrawl" versus "American Footbrawl". Guess which is the European name.

Unused Music

Nursery Rhyme Music

This song's melody sounds similar to a certain nursery rhyme...

(Source: CM30)

Faster Big Boo Music

A faster-paced remix of the Big Boo boss music is found in the game files.

(Source: CM30)

Uptempo Music

This music is very up-tempo. It is unknown what it would have been used for.

(Source: CM30)

Configuration Files

Located in \ini are four files which seem to contain settings for the game, as well as general ROM information.

buildinfo.ini

Has what would likely be the last build time and date.

Current Changelist = CL 319042
Build Date = Feb 14 2013 - 13:06

releasetweakfilter.txt

Possibly the most recently used development and debugging software.

Most Recently Used
Animation
Audio
Camera
Effects
Engine
FE
Gameplay
GameplayConfig
Memory
MP
Network
NCL_Tweakers
Presentation
Profiling
Rendering
SDCard
Zones

rominfo.ini

Contains the game serial and the unique ID.

CTR ProductCode = CTR-P-AGGE
CTR UniqueID = 0x0055F

user.ini

Appears to contain flags used during development of the game for debugging purposes. Unfortunately, it does not work if the flags are set to true, or the comment sign is removed.

Show Smiler = false
Warn When Too Fast = false
Colour Effects On Out Of Memory = false
#Always Unlock All Missions = true
#Skip SaveLoad = false
Show Low Memory Warning = false

Unused Text

The following text in art/fe/english.data is related to debugging.

Wrong Version
Unlock Missions
100% Completion
FE Only Mode
Equipment Override
Debug Settings
POCS
Debug Menu

Interestingly, "Debug Settings" is replaced with "Debug Settings 13/12.2" in ukenglish.data (which contains all of the European English game text).

Oddities

"Pixelporter"

The device called the "Pixelator" in the North American version and the "Pixelshifter" in the European version is referred to internally by the game as the "Pixelporter".

The original name actually snuck into the final game text in a single line of dialogue (string ID 9065DC2E), but only in the North American version:

North American Quote European Quote
We need to track h__ down.
I'll pix__port you back so we
c_n regroup.
We need to track h__ down.
I'll pix__shift you back so we
c_n regroup.

This line can be seen in the game at the end of mission C-2 ("Underground Expedition" in the North American version, "Underground Trek" in the European version).


Font Colors

A few space characters in the game's text have markup explicitly coloring them #FFFCFC (a slight off-white), a color not used for any visible game text (except in the Japanese translation, but hold that thought). Of course, this cannot be seen during gameplay. The colored spaces are marked below (as they appear in the North American version):

Those big-brained ghosts█sure
put up a fight!
Remarkable!
A ghost█that can possess other
beings!
I've triangulated the powerful
paranormal█signal, and it's
coming from...the Cellar.
Luigi, my boy!
What a fight!


You really used your noggin to teach
that ghost█a lesson!

The European English version also has colored spaces in the same places. Other translations do not.

The Japanese translation, however, is the only one that uses that font color (#FFFCFC) for any visible text. This only happens in one line (the color is represented below with an underline):

North American Text Japanese Text
(Player name)'s ScareScraper (Player name)のグループ

Unrelatedly, some other text in the game includes seemingly redundant font color markup:

North American Text European Text
Why don't you check the
{clr:FF9754}W{clr:pop}{clr:FF9754}{clr:FF9754}ater Supply{clr:pop} {clr:pop}on the roof?
Why don't you check the
{clr:FF9754}water supply {clr:pop}on the roof?

Rewriting font color markup as parentheses, the North American text is equivalent to "Why don't you check the (W)((ater Supply) )on the roof?". Since the European text works correctly without the complicated markup, it's a mystery why it is present in the North American version.