List of Luigi's Mansion pre-release and unused content

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It has been requested that this article be rewritten. Reason: it's poorly worded, not sourced properly and needs to be organized as indicated on MarioWiki:Pre-release and unused content

This is a list of pre-release and unused content for the game Luigi's Mansion.

Early ideas[edit]

Different kinds of houses were proposed for the game, including an apartment complex, a dollhouse, a "ninja mansion", a Japanese-style house, a prairie, and a desert level using a Mario theme. The game was originally conceptualized to resemble the Mario series more closely, but strayed when the haunted western mansion concept took priority.[1] The idea of multiple, Mario-esque themed houses would later be used in the game's sequel.

Luigi's Mansion was developed with stereoscopic 3D compatibility. The Nintendo GameCube was built with 3D components which could be activated by an unreleased add-on.[2] This add-on was never released as its price would have been far greater than the console. Another unreleased add-on would have allowed the Game Boy Advance to be used as an external controller in conjunction with the game.[3] The game's remake and sequel both support stereoscopic 3D, as they were released for the Nintendo 3DS.

Early iterations[edit]

Concepts for Luigi's Mansion, such as character designs, were being planned during the Nintendo 64's lifetime.[1]

The game was first revealed at Nintendo Space World in 2000 as a Tech demo, designed to show off the graphical capabilities of the Nintendo GameCube.[4][5]

Nintendo then decided to make Luigi's Mansion into a full-fledged game, and was later showcased at E3 in 2001, with notable changes to the design of the disc.[6][3]

Early builds[edit]

Old issues of Nintendo Power (pictured below) contain details of early elements in screenshots and descriptions.

Poltergust[edit]

In earlier builds, the Poltergust 3000 originally featured a pressure meter ranging from one to ten, and was slightly bigger.[6] If the pressure meter reached ten, the vacuum would backfire and burst out flames, causing Luigi to fall over and lose health, his HP eventually raises back up slightly after a while.[6] Earlier versions of the game allowed Luigi to spray water infinitely.[3] The Poltergust 3000 also had different nozzles depending on what element was being used.[7]

GUI changes[edit]

Luigi's total remaining health was shown as a fraction.[3] Coins also had their own meter.[3] Early builds reveal that Boos captured would be displayed by a whole number.

Early Game Boy Horror.

Originally, the Game Boy Horror had an LCD border, which would function as a red flashing radar to show Luigi the locations of both ghosts and Boos within a room, and had a clock function.[3] One clip shows that once the clock reached 1:30 on the E3 Nintendo Booth version, E. Gadd would contact Luigi and send him back to the title screen.[8] Early gameplay images reveal that instead of showing Luigi his current gold total, the Game Boy Horror would always display a first-person view camera, giving the player two perspectives in a room at once.

Early ghosts[edit]

Chef ghost
  • There were ghosts in earlier versions that were similar in appearance to Gold Ghosts. They would attack Luigi from behind by going "BAAHHHHH!", causing Luigi to scream, crawl backwards uncontrollably, and lose a large amount of HP, while the denominator of his health guage changes to 50. Luigi's HP raises back up after a while and his heart would beat fast on his health gauge.[3]
  • In earlier versions of the Kitchen, a ghost resembling a chef would have appeared while holding a tomato.[9]

Other[edit]

  • The game had a different main menu, giving the options to "Skip Intro" or play "From The Beginning".[3] E. Gadd also had different dialogue.[3]
  • The cutscene showing Luigi walking to and opening the door to the mansion was slightly different.[3] The door was also designed differently.[3]
  • Ghosts had a different sound effect when appearing upon from behind the player, instead of the final scary, loud scream from behind in the final. Ghosts also didn't startle Luigi upon appearing.
  • The Gallery had a different design than the final game.

Unused data[edit]

Unused models[edit]

This is the unused phonograph model. It comes with two animations.

There are three renders of Luigi left in the code for the ending, each with a varying degree of happiness. The renders are a depressed Luigi holding a flower (worst), a pleased Luigi with a peace sign (good), and another pleased Luigi with two peace signs (best).[10] An unused model for Mario, labeled "bmario", is stretched to Luigi's proportions and given the backstraps for his Poltergust 3000, possibly suggesting that multiplayer was originally planned.[7]

Cyan and blue-colored Ghost Guys are also in the game's data.[10]

In the game's data is also the unused Poltergust 3000, along with two unused nozzles; one of them is labeled "wpwater".

Other[edit]

  • There were two unused early ghost designs:[10]
    • A blue ghost, Obake01 (thought to be an early Gold Ghost)
    • A green ghost, Obake02 (thought to be an early Purple Puncher)
  • There were four unused dialogue icons:[10]
  • There were four unused text strings suggesting that E. Gadd's Lab was once explorable (the Gallery is explorable, although its associated area text seen upon entrance in the final is unused):
    • Underground lab
    • Gallery
    • Training Room
    • Ghost Portrificationizer Room

Media[edit]

Audio.svg Main Theme - A recording, or recreation of an early version of the main theme.
LMBetaTheme.oga
1:03
File infoMedia:LMBetaTheme.oga
Help:MediaHaving trouble playing?
Audio.svg Room clear theme - A recording, or recreation of an early version of the room clear theme.
Luigi 39 s Mansion - Beta Room Clear theme Remake .oga
1:02
File infoMedia:Luigi 39 s Mansion - Beta Room Clear theme Remake_.oga
Help:MediaHaving trouble playing?
Audio.svg "Nice doggy!" - A recording, or recreation of an unused "Nice doggy!" sound clip, which is used in its remake.
UnusedNiceDoggyPhrase.oga
0:03
File infoMedia:UnusedNiceDoggyPhrase.oga
Help:MediaHaving trouble playing?

Gallery[edit]

Artwork[edit]

Screenshots[edit]

Nintendo Space World 2000[edit]

E3 2001[edit]

Game Boy Horror build[edit]

Other builds[edit]

Scrapped features[edit]

Models[edit]

Unused Dialogue Icons[edit]

Text strings[edit]

Scans[edit]

Trivia[edit]

  • The Japanese version of the game kept Luigi's early or cut hurt sound, while U.S. and European versions didn't.
  • The Game Boy Horror's timer and first person view is still in the game's code for all regions and has been found and made into Action Replay codes.

References[edit]

  1. ^ a b Calderon, Anthony (January 21, 2005). The Making of the Game - Luigi's Mansion. N-Sider. Retrieved November 29, 2014.
  2. ^ Edge Staff (July 7, 2010). Hideki Konno Discusses The 3DS. EDGE. Retrieved November 29, 2014.
  3. ^ a b c d e f g h i j k Luigi's Mansion E3 2001 Tech Demo Show Off. YouTube. Retrieved November 29, 2014.
  4. ^ Nintendo Gamecube, SpaceWorld 2000. YouTube. Retrieved November 29, 2014.
  5. ^ Space World 2000 GameCube Movie Reel. YouTube. Retrieved November 29, 2014.
  6. ^ a b c Luigi's Mansion E3 2001 Trailer - IGN. YouTube. Retrieved September 1, 2018.
  7. ^ a b Luigi's Mansion/Unused Models. The Cutting Room Floor. Retrieved November 29, 2014.
  8. ^ Luigi's Mansion E3 2001 - Nintendo Booth. YouTube. Retrieved November 29, 2014.
  9. ^ Prelease screenshot of the mansion's kitchen.
  10. ^ a b c d Luigi's Mansion/Unused Graphics. The Cutting Room Floor. Retrieved November 29, 2014.
  11. ^ https://www.youtube.com/watch?v=qh2bzCk4WfE&t=37s
  12. ^ https://topics.nintendo.co.jp/c/article/d94cf5a2-aab2-11e8-b123-063b7ac45a6d.html
  13. ^ Luigi's Mansion Official Nintendo Instructional Booklet, page 17.
  14. ^ a b c Luke Dzamonja. (May 17, 2015). Unused LM BETA & Unused Content (With some hacks)., YouTube. Retrieved May 24, 2015.

External links[edit]