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Luigi's Mansion (GameCube)

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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. (2018-10-25 note - Cately is no longer active)
  • There is more unused text, some of which needs translating.
  • There are more unused sound effects.
  • A bug page needs to be added.
  • There are some more hidden graphics (source: Shesez)

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.

An enhanced port of the game was released on the Nintendo 3DS in 2018.


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?
LM-Animation subpage.png
Unused and Unseen Animations
The ghosts could've been terrifying.
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 Modes
There's a lot more than the Simple Debug mode.
LuigiMansion ADemo SubpageIcon.png
ADemo Oddities
Behind the scenes!

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 Poisoned State


Luigi has an unused "poisoned" state in which he moans, loses health (and coins), expels purple heart particles, plays a wobbling sound and uses an unused animation called DOKU_LP (POISON_LOOP) in which he dances between each foot and holds himself while choking. In the animation he also uses the otherwise unused sad eyes texture and puffs his cheeks out. At the end of the animations he slaps his face.

To activate it, enter one of the following Action Replay codes and then press B + D-Pad Up:

Version Encrypted Decrypted
00BA32FB 08000000
4A4CAFD0 00000208
323A2B84 00008050
423A2B84 09A44320
Europe F5HC-5TPP-9FXCD
00725BE5 18000000
4A4B8590 00000208
3238FDE4 00008050
4238FDE4 09A44320
Europe Demo 4B7D-244B-9R563
00724C0A 18000000
CA4BA890 00000208
323920E4 00008050
423920E4 09A44320
(Source: Ralf@GC-Forever, Catley/SoapyLemons)

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.
  • There are two doors, neither of which can be opened since its part of the room geometry and not as a separate door. 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.
  • 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 on or 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 environment, 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)

Balcony Oddity

Not the meaty kind of stake!
A close-up view of the stake in the balcony model.

A stake can be seen in the Graveyard in prerelease screenshots, and in the simplified version of the area used for the Balcony view (room_11). In the final version of the game, this stake does not appear in the playable Graveyard room, leaving it unaccessible.

  • The model is located in Iwamoto\map2\room_11\a_kui_1.bin.
  • There is also an unused duplicate in the Boneyard (room_16) itself.
  • The unused duplicate can also be found in the 3DS version.
(Source: Catley)

Lighting up the Mansion

The Basement Hallway, lit up.

By using the Action Replay code below, it's possible to turn on the lights in areas where they never turn on. Since hallway sections only become lit after the area's boss has been defeated, the basement hallway and 3rd floor hallway lights never turn on due to their boss being the final boss which ends the game once defeated.

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.

Version Build Date
Aug 28 2001 03:09:59
North American
Sep 24 2001 14:49:49
Interactive Multi-usage Demo Disc
October 2001 (USA)
Sep 28 2001 15:48:38
European (and European 1.01)
Dec 17 2001 18:46:45
Interactive Multi-Game Demo Disc
March 2002 (Europe)
Jan 21 2002 09:28:46

(Source: ItsEasyActually & Catley)

Unused Textbox Color Variants

Gold Ghost Bowser Mario
Lm color2.png Lm-color5.png Lm color7.png

The unused icons have a place for the listed boxes. The first one is dialogue for the Gold Ghost seen in prerelease versions, second is Bowser's, and third is Mario's. The Mario one ended up being used in the 3DS remake.

(Source: luigim1)

Invisible Furniture

The Twins' Room

Invisible poster being interacted with.

On the Twins' Room's fourth wall, there is an invisible piece of furniture that Luigi can interact with by tapping or sucking. It seems to act as a drawer/cabinet by default. It has a scanbox that shares the same positions as the model's, and it seems to be the same size of a poster scanbox - although nothing happens when it's scanned.

The Roof

In the doorframe on the roof, there's a piece of invisible furniture that can be interacted with and scanned. However, when scanned, Luigi only speaks the first line of text from the furniture scan event's (event77) dialogue file since no scan ID was assigned to the furniture. This also applies to the other furniture scanboxes on the rooftop since none of their scan dialogue was assigned either. This invisible furniture is also present on the King Boo/Bowser fight arena (map9).

Invisible furniture on the roof. (scanbox visible)

The Storage Room

Now that's spooky.

In the Storage Room, there's an invisible pole where the fake wall is. Attempting to interact with it freezes Luigi and displays him saying "Huh...?". It can also be interacted with the Game Boy Horror, but the same results are given. The Game Boy Horror scanboxes are shown for reference. Oddly enough, there is also a Conservatory poster out of bounds. Nothing happens when it's scanned as well.

(Source: luigim1)

Unused Speedy Spirits

The game actually was meant to have 25 Speedy Spirits, but only 15 of those are used (iyapoo1-15) - the other 10 (iyapoo16-25) were scrapped. Apparently, only types 16-20 still have their actors intact; interestingly, they also don't seem to use the behavior code section commonly used by Speedies (named EnItemObake.) Types 21-25 seem to have had their actors deleted and only parameter files / DOL actor entries remain for them, which means they cannot be spawned into the game at all. Types 16-20 which still have theirs can be spawned - although they seem 100% broken from a first glance, using the GBH's scanner to see them (or editing their enemyinfo's invisible property to 0) reveals they're using the fuyu animation on the background, and they also have hearts; however, they can't be interacted with in any way.

(Source: LMFinish)

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 ghosts 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

Luigis Mansion Manual Grabber.png

obake_8_1, the path used for the Kitchen's Flash ghost, has an identical duplicate under the name topoo_8_1; "topoo" is the internal name for the Grabbing Ghosts and "8" refers to the 8th room in the mansion's room archive data, the Kitchen. A screenshot from an earlier build of the game in the Instruction Booklet (page 17) suggests that this path was named as such because of a scrapped red Grabber Ghost that also used to be in the Kitchen.

Spinning Coin

To do:
This appears to be used for the "observer" objects. (source: SpaceCats)
Spinning Coin

Far out of the mansion's bounds, active in every room is a single floating coin. 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. However, it appears to be used for the "observer" objects, relative to some models position. It has no collision and triggers/does nothing when interacted with.

(Source: Inkstar)

Inaccessible Blackout Ghosts

Luigi's Mansion Unused Blackout Ghosts.png

The Sitting Room and Guest Room have blackout ghosts that are inaccessible during the blackout, effectively making them unused. The Sitting Room has four Temper Terror ghosts while the Guest Room has two Temper Terror ghosts and two Garbage Can Ghosts. This could imply these rooms were accessible during the blackout in early versions of the game.

(Source: LMFinish)

Unused Door Cutscenes

In Luigi's Mansion, there are certain doors blocked by force fields that lead to the next area. These doors have cutscenes for Luigi trying to open them while locked. Although, the force fields on these doors won't disappear until Luigi has the keys for them, leaving those cutscenes unused.

Internal Project Name

Luigi's Mansion is named project1 internally, according to the CVS files located in the CVS folder. It shows Nintendo's server for working on the game and it shows the main programmers, Hiroki Sotoike, account accessing it.

(Source: luigim1)