If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

Luigi's Mansion (GameCube)/Oddities and Oversights

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of Luigi's Mansion (GameCube).

Early Mansion Image

Title Screen Spaceworld 2000
The title screen background image, sans logo.
Lm-prerelease-sw01.png

The title screen appears to use the mansion's Spaceworld 2000 design, which was simpler overall and lacked chimneys. The early design for the mansion's front door can also be slightly made out. This implies that the title screen was created very early on in development.

E. Gadd's Lab

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

Invisible Furniture

  • Scanboxes for the furniture have been made visible.
The Twins' Room The Roof The Storage Room The Storage Room
LM InvisiblePoster.png
Luigi's Mansion Roof Invisible Object.png
LM Invisible Pole.png
LM OOB Poster.png
On the Twins' Room's fourth wall, there is an invisible piece of furniture that Luigi can interact with by tapping or sucking. It acts as a drawer/cabinet by default, has a scanbox that shares the same shape as the model, and is around the size of a poster- though nothing happens when it's scanned. In the doorframe on the roof, there's a piece of invisible furniture that can be interacted with and scanned. When scanned, Luigi only speaks the first line of text from the furniture scan event "event77" since no scan ID was assigned to the furniture; much like the other furniture on the rooftop which was not assigned scan dialogue either. This object is also present during the King Boo/Bowser fight. In the Storage Room, there's an invisible pole where the fake wall is. Attempting to interact or scan it freezes Luigi and displays him saying "Huh...?". Also in the Storage Room; there is also a Conservatory poster out of bounds- though nothing happens when it's scanned. (Left in the screenshot.)

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.

Removed Boneyard Stake

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.

Model Render In-Game
LMStake.png Luigi's Mansion Stake Close-Up.png
(Source: Catley)
(Source: Original TCRF research)

Spinning Coin

Hmmm...
To do:
Does the Spinning Coins code here suggest that there is leftover spinning behavior for all the actual coins?
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.

ADemo

Ajioka/ADemo contains cutscenes of Luigi entering the mansion, with or without the Poltergust 3000, and E. Gadd punching on the Game Boy Horror. There are some interesting stuff happening outside the shot.

Hidden Luigi Distorted Poltergust 3000 Straps Unseen Gate Cubic Skybox
LuigisMansion ADemo UnseenLuigi.png
LuigisMansion ADemo PolterGustStrap.png
LuigisMansion ADemo ForestGate.png
LuigisMansion ADemo Skybox.png
In the cutscene dodb.szp, it shows E. Gadd waving. If we zoom out a bit, we can see there is a Luigi with the Poltergust 3000 out of view. It shows him sneaking slowly towards the mansion. In the same cutscene, there is a distorted Poltergust 3000 strap bouncing up and down out of view. In the cutscene opwf.szp, out of view is a gate and a big hole. There is gravel in the place of E. Gadd's lab and leading to the mansion gates. The cutscenes in the ADemo folder are the only time the skybox is a cube, while every other skybox is in the shape of an ovoid.
(Source: luigim1)

Parlor Poltergust 3000

The Poltergust 3000 can barely be seen behind the cabinet in the back-left of the Parlor when it's unlocked; stored for the cutscene where Luigi encounters E. Gadd.

Unlocking the Parlor (grey under cabinet) Hacked camera
LM-Poltergust3000Cabinet.png LM-PoltergustBehindCabinet.png
(Source: Inkstar)

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)

Missing Portrait Ghost

Filename Portrait Ghost
e_ad_ghostname_01.bti Neville
e_ad_ghostname_02.bti Lydia
e_ad_ghostname_03.bti Chauncey
e_ad_ghostname_04.bti Mr. Luggs
e_ad_ghostname_05.bti The Floating Whirlindas
e_ad_ghostname_06.bti Melody Pianissima
e_ad_ghostname_07.bti Shivers
e_ad_ghostname_08.bti Madame Clairvoya
e_ad_ghostname_09.bti Spooky
e_ad_ghostname_10.bti Bogmire
e_ad_ghostname_11.bti Biff Atlas
e_ad_ghostname_12.bti Nana
e_ad_ghostname_13.bti Miss Petunia
e_ad_ghostname_14.bti Slim Bankshot
e_ad_ghostname_15.bti Henry & Orville
e_ad_ghostname_16.bti Uncle Grimmly
e_ad_ghostname_17.bti Boolossus
e_ad_ghostname_18.bti Jarvis
e_ad_ghostname_19.bti Vincent van Gore
e_ad_ghostname_21.bti Sue Pea
e_ad_ghostname_22.bti Clockwork Soldiers
e_ad_ghostname_23.bti Sir Weston
e_ad_ghostname_24.bti King Boo

The files used for the results screen hint at a possible removed Portait Ghost. The filenames for the name cards jump from 19 to 21, skipping over 20. This numbering oddity is also present with portraits themselves.