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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 Sub-Pages
- 2 Oddities
- 3 Hidden Objects and Geometry
- 4 Unused Multiplayer Mode
- 5 Early Ghost Shading
- 6 Unused Poisoned State
- 7 Unused Luigi Fear States
- 8 Vacuum Overheat Shake & Skipped Meter Write
- 9 Unused Textbox Color Variants
- 10 Unused Speedy Spirits
- 11 Unused Paths
- 12 Inaccessible Blackout Ghosts
- 13 Unused Door Cutscenes
- 14 Obscure Language Select Screen
- 15 DolphinOS Build Dates
- 16 CVS Files / Internal Project Name
- 17 Removed Files
- 18 Save Data Version Info
Sub-Pages
| Prerelease Info |
| 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. |
| Version 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
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.
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 |
Early Ghost Shading
| Please elaborate. Having more detail is always a good thing. Specifically: Technical details, which version was it used in. "Note: For this to work you need to have changed the ghost parameters to have mAmb set to 0,0,0" |
| Early | Final |
|---|---|
The opaque version of the ghost shading used in a/the E3 version(s) still exists in the final game.
| Japan | 040575F4 38E00040 04057604 39200002 |
| USA | 04058278 38E00040 0405828c 39200002 |
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 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 |
| USA |
040B6220 38000064 |
| Europe |
040B95AC 38000064 |
Vacuum Overheat Shake & Skipped Meter Write
At 800B8660, there's code which sets up a shake effect for the Poltergust. Such effect appears to be very similar, or identical, to the shaking seen while the vacuum was overheating at E3 2001 and earlier builds of the game. The intensity of the effect always reads zero, so it's never seen, even when sucking up an explosive Spark ghost. The Action Replay code below sets its intensity to 1. When it's active, a boxing explosion-like sound is heard constantly. Additionally, on the same area at 800B8654, there's some never-accessed code which writes directly to the unseen Ghost Counter's number. It originally writes 10 (0x0A), but it can be changed to other values. This segment of code could have been from when the meter kept track of heat level and reached its maximum.
| Version | Activate shake | Set Ghost Counter to 10 |
|---|---|---|
| USA | 040B8678 C0029C98 | 040B8650 60000000 |
| Europe | 040BBA78 C00DBA38 | 040BBA50 60000000 |
Unused Textbox Color Variants
| Gold Ghost | Bowser | Mario |
|---|---|---|
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.
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.
Unused Paths
Unused Training Room Functions
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.
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.
Obscure Language Select Screen
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. Most first-party GameCube games seem to just default to English if the system language is not available in-game.
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", 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
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)
Save Data Version Info
| 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.
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