We just released a Feb. 5 '89 prototype of DuckTales for the NES!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!

Luigi's Mansion (GameCube)

From The Cutting Room Floor
Jump to navigation Jump to search
Featured article

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.
CodeIcon.png This game has unused code.
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

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.

Hmmm...
To do:
  • A Bugs page needs to be added.
  • Some codes to activate unused stuff by LMFinish (https://cdn.discordapp.com/attachments/469445229179699200/716141771079286879/Finish_Codes.txt)
  • Ghosts have unused nose bones from when their models had noses (source: TheHappyFaceKing)
  • Unused Portrificationizer Ghost Models (source: Super Xnot)
  • Jarvis may have an unused animation called "damage"
  • There's supposedly an unused (mansion) painting in the F2 washroom
  • Might be worth noting how the game folders are named after staff members
  • Compare difference between "Yay0" szp files in dol between vers
  • beta64 lists some more unused stuff not on tcrf in his "revisited" video on the game
  • US demo was build after the US retail version, but the dol is larger than US retail, it has sound leftovers from the japanese versions and some CVS files contain earlier dates (source: Squid_Tailbash)

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info


LM door.bmd doorSS04 Texture.png
Unused Graphics
Unused chat heads, ending graphics, and the original Game Boy Horror 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.
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.
Luigi's Mansion-Hidden Mansion-Europe.png
Version Differences
You're telling me that Europe got the most difficult mode?
LMDebugScreenshot.png
Debug Modes
There's a lot more than the Simple Debug mode.
LuigiMansion ADemo SubpageIcon.png
ADemo Oddities
Behind the scenes!

Oddities

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.

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

Removed Boneyard Stake

Model Render In-Game
LMStake.png Luigi's Mansion Stake Close-Up.png

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.

(Source: Catley, Hiccup)

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:

Y970-HDFY-NQC38
NXD6-Z2PH-5N185
(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.

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".

(Source: Original TCRF research)

Hidden Objects and Geometry

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 (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).

Invisible furniture on the roof. (scanbox visible)

The Storage Room

Huh?
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)

Spinning Coin

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 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. Additionally, within the game's internal coding, this coin serves as a base to control the behavior and attributes of all existing coins in Luigi's Mansion although it features no collision and triggers/does nothing when interacted with.

(Source: Inkstar)

Unseen Training Room Wall

LM (Gamecube) Training Room Forth Wall.png

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.

(Source: Br123 T T)

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.

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
(Source: KIRBYMIMI/LMFinish)

E3 Shaders

Luigi's mansions unused shaders most similar(or identical) to the ones used in the E3 version of the game. (Requires mAmb in the ghost parameters in the files to be set to 0,0,0)

Japan 040575F4 38E00040
04057604 39200002
USA 04058278 38E00040
0405828c 39200002
(Source: Tuxedo Mask, ScaredLuigiWalking, Squid Tailbash)

Unused Poisoned State

Luigis-Mansion-Choke-Animation.png

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
(Source: Ralf@GC-Forever, Catley/SoapyLemons)

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 unused purple ghosts scare 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
040B7A88 38800000

USA

040B6220 38000064
040B9314 38800000

Europe

040B95AC 38000064
040BC72C 38800000

(Source: Laser Crusader)

Unused Textbox Color Variants

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

There are unused textboxes leftover in the game which also make use of scrapped character icons. The first one is a Gold Ghost box (ID 2, color #F0C810), which has likely been updated since the E3 demo, second is Bowser's (ID 5, color #D70000), and third is Mario's (ID 7, color #FF6464). A close replica of the Mario box is used in the 3DS remake.

(Source: luigim1)

Unused Speedy Spirits

Luigi's Mansion used to have 25 Speedy Spirits, however only 15 Speedy Spirits are used. The first five of these unused Speedy Spirits are invisible and do not move by default, but they are recoverable through adjustment of the game's internal coding. However, the others have been completely erased from Luigi's Mansion's internal coding.

(Source: LMFinish)

Unused Paths

Unused Training Room Functions

Luigi's Mansion Unused Wall Gates.png

The Training Room contains two unused ghost path files named mg_path and mg_path1. Additionally, the Training Room hosts 3 unused ghost generators named mg_gene1, mg_gene2, and mg_gene3. Curiously, the unused paths feature coordinates that pertain to the outer walls of the area, making the ghost generator panels on the wall release Gold Ghosts, much like their floor panel counterparts.

(Source: LMFinish)

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.

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.

Obscure Language Select Screen

UnusedLanguageSelectScreen.png

In the European version of Luigi's Mansion, this screen appears in-between the Nintendo logo screen and the title screen, if the system language is set to Dutch. It works as you would expect.


(Source: CyrusTheHedgehog)

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
(Source: ItsEasyActually, Catley)

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", although this may just be a generic folder name. 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
(Source: luigim1)

Removed Files

Two leftover CVS files, both called Entries.Log which are unique to the Japanese version, list some unused folders. They are located within the main root\CVS directory and root\Ajioka\CVS.

  • Koga
  • Kohno
  • Sato
  • demo
  • movie
  • sotoike
  • Ajioka\Data
  • Ajioka\ADemo0
  • Ajioka\ADemo1
  • Ajioka\ADemo2
  • Ajioka\ADemo3
  • Ajioka\ADemo4
  • Ajioka\J3D_data
  • Ajioka\Test
  • Ajioka\fly
  • Ajioka\luigi
  • Ajioka\situji (situji means butler)
(Source: Original TCRF research)

Save Data Version Info

Hmmm...
To do:
document how the save data format differs between game versions
LUIGI_MANSION_SAVEDATA_v3

The save data's internal name contains what seems to be save data version string. It doesn't differ between versions of the game. Note that the save data format itself *does* differ between the Japanese and USA versions of the game, at least.

(Source: Original TCRF research)