Luigi's Mansion (GameCube)
Also known as: Luigi Mansion (JP)
This game has unused animations.
This game has a prerelease article
This game has a bugs page
This game has a Data Crystal page
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.
- 1 Sub-Pages
- 2 Unused Textbox Color Variants
- 3 Unused Paths
- 4 Unused Bone
- 5 Inaccessible Blackout Ghosts
- 6 Ghost Nose Bones
- 7 Early Ghost Shading
- 8 Unused Door Cutscenes
- 9 Obscure Language Select Screen
- 10 DolphinOS Build Dates
- 11 CVS Files / Internal Project Name
- 12 Removed Files
- 13 Save Data Version Info
- 14 References
| 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.
| Unused Code
Warning! contains poison.
| 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.
| Oddities and Oversights
The E3 2001 coins! They're here- under the floorboards!!
Unused Textbox Color Variants
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.
There's a lot more. Consider moving this section to its own page.
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 Paths
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.
Speaking of the Graveyard, there were plans for it to contain a fourth Mr. Bones. The corresponding path file, skul_16_4 ("16" is the Graveyard's room number), is undefined as it doesn't have an entry in map2's railinfo. In the final game, only three Mr. Bones are present in the Graveyard.
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.
Unused Roof Ghosts
The mansion's 60th room, the Roof, has quite a lot of unused paths associated with it. To start off, three pairs of Ghost Guys, as well as two Flashes, are found on the Roof in the final game. The three Ghost Guy duos each have their own paths: heypo_60_1, heypo_60_2, and heypo_60_3. Curiously, there are unused paths that are numbered from 4 to 12, implying more Ghost Guys were planned for the Roof.
Another unused Roof path is poo_60_1. poo is the internal name for the Flying Fish Ghost, but no Flying Fish Ghosts appear on the Roof in the final game.
The hut in the intro has an unused bone on the door that could have allowed it to rotate open.
Inaccessible Blackout Ghosts
The Sitting Room and Guest Room have blackout ghosts, but these rooms 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.
Ghost Nose Bones
The Purple Puncher and Blue Twirler ghosts used to have noses in the E3 2001 demo, but were removed from the final game. However, these ghosts still have a nose bone leftover.
- Nose bones are red and enlarged for viewing.
Early Ghost Shading
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". Where is the left-hand imagefrom?
The opaque version of the ghost shading used in E3 version(s) still exists in the final game, and can be forced using the codes below.
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.
Aug 28 2001 03:09:59
Sep 24 2001 14:49:49
|Interactive Multi-Game Demo Disk
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.
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.
- Ajioka\situji (situji means butler)
Save Data Version Info
document how the save data format differs between game versions
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.