the cutting room mirror

Oddities and Oversights

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

Early Mansion Image#

Title Screen

Spaceworld 2000

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#

Watch on YouTubeFull 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

Luigi's_Mansion_Roof_Invisible_Object.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#

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#

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

Luigi's_Mansion_Stake_Close-Up.png

(Source: Catley)

(Source: Original TCRF research)

Spinning Coin#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Does the Spinning Coins code here suggest that there is leftover spinning behavior for all the actual coins?

Spinning Coin

Watch on YouTubeFar 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#

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#

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

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

(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 Portrait Ghost. The filenames for the name cards jump from 19 to 21, skipping over 20. This numbering oddity is also present with the filenames for the portraits themselves.

Fortune-Teller's Room#

Careful, you'll lose an eye.

This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

Rooms that are lit during Area 2 are colored blue on the GBH map, while Area 3 rooms are colored green. In the Japanese version, the Fortune-teller's Room is colored blue even though it can't be lit until Area 3, although technically, you gain access to it in Area 2. This was fixed in international versions.

Also, the door to the Fortune Tellers Room lacks a door mat unlike others in the same hallway. The door itself isn’t lined up with the doorframe correctly. There is a black texture between the doorframe and the door itself.