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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


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

Hmmm...
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
  • DolphinOS build date for "Luigi's Mansion (USA) (Demo) (Kiosk, Interactive Multi-Game Demo Disc - October 2001)" is "Sep 28 2001.15:48:38" at 0x217438.
  • Off screen objects/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.

Subpages

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-Goldghost.png
Unused Text
Everything from developer comments to straight-up unused text strings.
SoundIcon.png
Unused Audio
E. Gadd and Luigi just won't shut up.
LM-map00.png
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, accessible with Action Replay codes UH8N-EMX9-5BXTY GYXM-ZBFW-F4RDC (PAL) or 4W86-70XA-WTN2Y MWC5-2BBB-FXB7E (NTSC-U/J), although the Japanese text will not display correctly unless you're playing the Japanese version.

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

Choking/Poisoned Animation

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:

F5HC-5TPP-9FXCD
KHWK-6VN2-KMZ4J
ZU4Y-G8FC-CV1U8
RWW2-RV33-5BYXF
(Source: Ralf@GC-Forever, Catley/SoapyLemons)

Deleted Animations

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

  • RearSadness
  • SquatStart
  • Squat
  • SquatEnd
  • SquatLookUp
  • SquatWeaponStart
  • SquatWeapon
  • SquatWeaponEnd
  • SquatTurnLeft
  • SquatTurnRight
  • SquatWalk
  • SquatRollLeft
  • SquatRollRight

E. Gadd's Lab Oddities

Hmmm...
To do:
Video is being re-recorded.

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, Luigi will act as if he is in a cold environment.

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)

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

Lighting Up the Attic

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:

5E7F-UGPX-TFF9R
Z10K-V6AW-ZRY8C
0XVZ-NM7M-QRQCW
XDC4-7H87-QDMPU
(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

Luigis-Mansion-Unused-Collision-Map9.png

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 European Version (and 1.01)
 August 28 2001 03:09:59
September 24 2001 14:49:49
Dec 17 2001 18:46:45
(Source: ItsEasyActually & Catley)

Invisible Object in The Twins' Room

Invisible object being interacted.

On the wall where the camera is in The Twins' Room, there is an invisible object that Luigi can interact with by pressing A.