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Luigi's Mansion (GameCube)
| Luigi's Mansion |
|---|
|
Also known as: Luigi Mansion (JP)
|
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 was released for the Nintendo 3DS in 2018.
To do:
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Contents
- 1 Subpages
- 2 Oddities
- 3 Hidden Objects and Geometry
- 4 Unused Multiplayer Mode
- 5 Unused Poisoned State
- 6 Unused Luigi Fear States
- 7 Unused Textbox Color Variants
- 8 Unused Speedy Spirits
- 9 Unused Paths
- 10 Inaccessible Blackout Ghosts
- 11 Unused Door Cutscenes
- 12 Unused Language Select
- 13 DolphinOS Build Dates
- 14 CVS Files / Internal Project Name
Subpages
| Unused Graphics Unused chat heads, ending graphics, and the original Game Boy Horror 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! |
Oddities
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.
E. Gadd's Lab
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 they're part of the room geometry and not as separate doors. 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)
044C578C 00000001
Removed Boneyard Stake
| Model Render | In-Game |
|---|---|
A stake can be seen in the Boneyard in prerelease screenshots, but not in the final game. However, it still exists in the simplified version of the area used for the Balcony (area2/room_11) and the same model file as used for that (a_kui_1.bin) exists unused in the actual Boneyard (area2/room_16). In the 3DS version, a remade model can be found in the Balcony files, but it isn't actually placed and the model doesn't exist in the Boneyard files anymore.
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.
PAL code:
Y970-HDFY-NQC38 NXD6-Z2PH-5N185
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.
Bogmire's Internal Name
Bogmire's model archive is called bfire.szp. Given that the names of its intro and battle tracks are prefixed with "Blue", it's possible that Bogmire's internal name is "BlueFire".
Hidden Objects and Geometry
Invisible Furniture
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.
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 (event77)'s 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.
Spinning Coin
| To do: 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.
Unseen Training Room Wall
The back wall of the Training Room is modeled, but you still can't see behind you because you can't use the Game Boy Horror in this area. It's also modelled in the 3DS remake.
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.
Unused Multiplayer Mode
An unused two-player splitscreen can be activated with a simple Action Replay code. When the code is activated, a second Luigi will spawn and it will bind the second controller port to it. When both Luigi are near each other, only the first player's camera is shown; moving further away causes the game to go into splitscreen mode. The second Luigi may act a little broken, since you can't properly stun ghosts as well as enter rooms that the first Luigi isn't in. Doors will take a while for the second Luigi to enter through, and captured ghosts by the second Luigi won't actually count.
Unused Multiplayer Mode:
| Version | Decrypted |
|---|---|
| Europe (Revision 2) | 044C5770 00000001 040058FC 483739E4 043792E0 7C0802A6 043792E4 90010004 043792E8 9421FFF0 043792EC 38600098 043792F0 4BE589D5 043792F4 38800001 043792F8 906D011C 043792FC 4BE61695 04379300 38210010 04379304 80010004 04379308 7C0803A6 0437930C 4E800020 04075560 800D011C 0400CA40 60000000 0400CAA0 60000000 0403FE58 60000000 |
| USA | 044D80B0 00000001 04005894 483829CC 04388260 7C0802A6 04388264 90010004 04388268 9421FFF0 0438826C 38600098 04388270 4BE46495 04388274 38800001 04388278 906D011C 0438827C 4BE4F01D 04388280 38210010 04388284 80010004 04388288 7C0803A6 0438828C 4E800020 040726D8 800D011C 04079EB4 60000000 04079E6C 48000010 040B943C 3003FFFE 0400BBC4 60000000 0400BC24 60000000 0403E7D8 60000000 04079574 60000000 |
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 |
|---|---|---|
| USA | CYZJ-HD1Q-DVHH3 J3U2-9UWV-YBCPR UE09-PJ70-E6U18 UTKZ-60UJ-4PAB0 |
00BA32FB 08000000 4A4CAFD0 00000208 323A2B84 00008050 423A2B84 09A44320 |
| Europe | F5HC-5TPP-9FXCD KHWK-6VN2-KMZ4J ZU4Y-G8FC-CV1U8 RWW2-RV33-5BYXF |
00725BE5 18000000 4A4B8590 00000208 3238FDE4 00008050 4238FDE4 09A44320 |
| Europe Demo | 4B7D-244B-9R563 420U-FF3R-QEQR9 V7WB-NKKZ-9TU68 W0T0-NJJU-CDNVX |
00724C0A 18000000 CA4BA890 00000208 323920E4 00008050 423920E4 09A44320 |
Unused Luigi Fear States
The game holds three more unused modes for Luigi, which consist of a near-identical replica of the crawl sequence used when the purple ghosts (nicknamed by fans as "Bashers") scared him in the E3 2001 demo, the pink ghost scare attack from the Nintendo Difference build, and an otherwise-unseen "alert" mode.
The first has Luigi's health limit be capped to its half, 50 HP, while he crawls uncontrollably across the room he's in, in a very similar fashion to E3 2001. It should be noted that, despite the similarity to the earlier build's crawl sequence, this routine seems to have been updated with a couple of features such as a sweat particle effect which is used in Toad's crying animation on the retail build, and the way he crawls automatically - control stick input only changing his direction - and much faster in comparison. There are unused ghost animations associated with this.
The second routine caps his health to 70 HP, as happens with the pink ghost's scare seen on Nintendo Difference. However, Luigi's movement speed is lowered and his head is locked to a looking-down position; although that's apparently the maximum extent of this state, the game is actually attempting to make him play an animation that is not defined properly, so it defaults to 00 (Wait/Standstill) instead.
The third, interestingly, only seems to trigger on lit rooms. When in this state, Luigi enters a frightened/scared state, which plays in place of his normal idle animation, and the engine plays one of his "uneasy" voice clips. He also tiptoes instead of walking during movement.
Start crawl routine upon damage:
| Version | Decrypted |
|---|---|
| Japan |
040B4990 38000064 |
| USA |
040B6220 38000064 |
| Europe |
040B95AC 38000064 |
Unused Textbox Color Variants
| Gold Ghost | Bowser | Mario |
|---|---|---|
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 is used in the 3DS remake.
Unused Speedy Spirits
| To do: this is a bit unclear |
The game was once supposed to have 25 Speedy Spirits, but only 15 of those are used, iyapoos 1 to 15. The other 10, iyapoos 16 to 25 went unused or have been deleted. Iyapoo is the internal name for these ghosts, the "i" prefix meaning item = treasure ghost. Types 16 to 20 still have their actors, so they can be spawned into the game. However, they default to a basic behavior which prevents them from moving or doing anything and leaves them invisible. They can be modded to act normally though by making them use the default Speedy Spirit behavior via a hardcoded list on the game's executable. Unfortunately though, 21 - 25 have had most of their required data deleted, making it effectively impossible for these 5 to return to the game.
Unused Paths
Unused Training Room Paths
| To do: this is a bit unclear |
The Training Room only ever makes use of a single path in order to spawn the ghosts during the entire practice sequence, named mg_path0, leaving 2 paths named mg_path and mg_path1, made for the same purpose, unused. Additionally, map3.szp still contains 3 unused practice Gold Ghost spawns on its generator data, all of which make use of mg_path1. They are named mg_gene1, mg_gene2, and mg_gene3 respectively, different than the final generators. However, what is most interesting about such paths is that they contain coordinates for ghosts to spawn from the wall. This means that, trying to activate these leftover ghost generators and/or use the paths will actually open the normally never used wall gates, with ghosts coming from them, just like the floor gates!
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.
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.
Unused Language Select
In the PAL version of Luigi's Mansion, there is an normally unused language selection screen. The following AR code will make the game transition to this language select screen instead of the normal entering the mansion cutscene. This selection screen is fully functional as one can select a language from this screen and it will update the language used in the game after transitioning back to the title screen. This is normal not used because the Gamecube autodetects the language. This screen can be accessed another way, by setting the console language to Dutch, a language that is not added in Luigi's mansion. The user would then select from one of the present languages in the game, and the game would continue as normal.
PAL AR code:
0400fa0c 38600008
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 |
|---|---|
| Japanese | 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 |
CVS Files / Internal Project Name
Most (or all) directories and sub-directories (except those contained within archives) contain the CVS files "Entries", "Repository", and "Root". According to the "Root" files, the game's internal project name is "project1". In the "Root" files, you can also see Nintendo's server for working on the game and the account of the "Main Program" staff member, Hiroki Sotoike, accessing it.
:pserver:sotoike@piren:/home/cvsproject/project1
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