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 Unused Color Variations
- 17 map1.szp
- 18 map2.szp
- 19 Duplicate Data
- 20 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 the only folder in the games files that's unused.
A very odd looking model considering the art style doesn't fit with Luigi's Mansion. This particular model is strangely located within the effect folder. The model comes in two different formats; MDL and BMD. There is a copy of the texture used on the door's frame called doorVAC_BODY_ITA4.
/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 effect. It also contains an animation.
/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 cut scene 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 cut scene 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 - Idling animation.
- idor - Another idling animation.
- taiki - Translates to standby.
- tojo - Translates to appear.
Early Bogmire (shadow)
|Early (shadow)||Final (bfire)|
/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.
The model's true purpose is unknown, but it may have been involved in a boss battle or a bonus feature, as indicated by the "b-" prefix in its file name. It is also possible that it could have been part of a scrapped multiplayer mode indicating the fact it contains copies of Luigi's animations, or just a developer in-joke. 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/
It's Luigi's game play model, right? The used Luigi model is in game_usa/data/model while this one is unused, sitting in the models archive. It also has early animations, same as what bmario has.
According to the entries list, this model, named tomato, was added 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 prerelease screenshots. In game.szp, the model is replaced by the bowling ball 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/
/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 has an entirely different purpose compared to Star. Ball has skewing animations, while Star is a static object. Ball also has a number of textures for diversity, whereas Star only has one texture. Ball was originally seen in the E3 2001 trailer, just bouncing around doing ghost things.
/beam.szp/1.1/Mon Mar 26 04:41:23 2001/-kb/
net01.szpA spider web. While all of the spider web models/graphics are located in game_usa.szp (or game.szp if its 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 map on the Game Boy Horror. It seems identical to the original model, however it resembles the mansion layout from the E3 2001 demo. There is an extra room on the left side of the Balcony on the third floor.
The early version of a locked door. It uses a red outline instead of the door hole symbol.
Same as g_d1x.bin except its for the double doors in the Foyer/Parlor.
Oddly enough, its the same as the final version.
Same as above except for the double doors.
The key model.
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 icon. It definitely would have added a bit more of variety.
Action Replay Code (NTSC-U):
0433BA28 00000049 0033BA31 00000002 0433BA38 00000001
While the ghostly Shy 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. They can also be brought into the game with AR codes, but it doesn't seem to work right.
Mice can appear in different colors like blue, purple, and in some situations gold. However, there's also a pink colored mouse texture that goes by the name rat_3 that's completely unused.
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. However, 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.
Unused Area 3 Upper Hallway
Found in Iwamoto\map2\room_15\room.bin At first glance, this looks the same as the final Area 3 upper hallway. The two biggest differences are the rug at the door and have triangle accents on the walls, likely indicating where doors would go. This seems to be a very early version, most likely a similar scene as seen in the E3 trailer. Also, it seems a bit odd this would be seen so early in the order the levels are laid out.
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, they seemed to forget to remove the original vase model in the process. However, it can be seen in the background in the Kitchen on the shelf, in the fridge and in the cupboard and in the Butler's Room on the high-up shelf. Also, 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.
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.
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 Technically this isn't unused, but it could just be leftover duplicate data since there's no fitting place for it in Clairvoya's room. It is alsod in 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.
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, leaving this version both unused, and unseen. It's purpose is currently unknown.