Luigi's Mansion (GameCube)
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.
An enhanced port of the game was released on the Nintendo 3DS in 2018.
- 1 Subpages
- 2 Early Mansion Image
- 3 Unused Poisoned State
- 4 E. Gadd's Lab Oddities
- 5 Balcony Oddity
- 6 Lighting up the Mansion
- 7 Key over the Door to the Parlor
- 8 Collision Mesh
- 9 DolphinOS Build Dates
- 10 Unused Textbox Color Variants
- 11 Invisible Furniture
- 12 Unused Speedy Spirits
- 13 Unused Paths
- 14 Spinning Coin
- 15 Inaccessible Blackout Ghosts
- 16 Unused Door Cutscenes
- 17 Internal Project Name
| 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 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.
| 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.
| ADemo Oddities|
Behind the scenes!
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.
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:
| 00BA32FB 08000000|
| 00725BE5 18000000|
|Europe Demo|| 4B7D-244B-9R563
| 00724C0A 18000000|
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):
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)
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.
Lighting up the Mansion
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.
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.
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
Unused Textbox Color Variants
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.
The Twins' Room
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.
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).
The Storage Room
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.
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.
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
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.
This appears to be used for the "observer" objects. (source: SpaceCats)
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.
Inaccessible Blackout Ghosts
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.
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.