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

This is a list of beta elements for the game Luigi's Mansion.

Early Ideas
Different kinds of houses were proposed for the game, including an apartment complex, a dollhouse, a 'ninja mansion', a Japanese-style house, and a prarie and 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.

Luigi's Mansion was originally built with the intention of being in stereoscopic 3D. The GameCube was built with 3D components which could be activated by an unreleased add-on (that would have cost more than the console to buy). Another unreleased add-on would have allowed the Game Boy Advance to be used as an external Game Boy Horror in conjunction with the game, however, the Game Boy Advance wasn't concrete enough that the developers could utilize these ideas. Concepts from this second add-on were reworked into the Nintendo GameCube-Game Boy Advance link cable, which allowed the GameCube and the Game Boy Advance to establish connection and play games. It is not compatible with Luigi's Mansion, as the cable was developed after the game was released.

It was also said that the game was going to be rated T.

Early iterations
Concepts for Luigi's Mansion were being planned during the Nintendo 64's lifetime. The game was originally planned to release for the Nintendo 64, while it was at the end of its lifespan, but was later moved to the GameCube due to hardware limitations.

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.

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. A newer version of the game, more closely related to the final version, was later revealed at Nintendo Space World in 2001.

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

Poltergust
In earlier builds, the Poltergust 3000 originally featured a pressure meter ranging from one to ten, was slightly bigger and supposedly heavier. If the pressure meter reached ten, the vacuum would burst out flames, causing Luigi to fall over and lose health, his HP eventually raises back up slightly after a while. Luigi did not stun ghosts to expose their heart, merely shining the flashlight on them for an extended time was enough. Earlier versions of the game allowed Luigi to spray water infinitely, since the elemental meter might have not been thought of yet. The Poltergust 3000 had different nozzles depending on what element was being used.

GUI changes
Almost all of the meters in the game have gone through slight changes. The ghost meter was originally much more similar in design to the elemental meter, showing how many ghosts the player has captured instead. The Boo meter was shown as a whole number and the amount of health remaining was shown as a fraction and then written inside of the heart. In later revisions, the heart is shown as a whole number positioned outside of the heart, and the Boo meter is shown as a fraction. Interestingly, coins had their own meter that was removed in later stages of the game's development.

The Game Boy Horror also had features that aren't present in the final game. 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. It is a possibility that the clock is a time keeper, when the game was a tech demo, like most tech demos have. One clip shows that once the clock reached 1:30 on the E3 Nintendo Booth version, that E. Gadd would contact Luigi and send him back to the lab. Minor changes include the design of the menu icons (earlier designs depicted icons that were cartoon-like) and that the Boo Radar's signal emitted a different sound. Early game play images reveal that instead of showing Luigi his current gold total, the Game Boy Horror would always display the first-person view, giving the player two perspectives in a room at once. This is not possible during normal game play. It was also stated that to summon Madame Clairvoya, Luigi had to check the crystal ball with the Game Boy Horror. In the final build, Luigi uses his flashlight instead. The Game Boy Horror was originally a Game Boy Color.

Model Changes
Different models were left unused. There were three sprites of a Luigi, with a depressed Luigi holding a flower, a pleased Luigi with a peace sign, and another pleased Luigi with two peace signs. It was thought that these were used for the game's early ending, with Luigi with two peace signs being the best, the Luigi with one peace sign being good, and the depressed Luigi being the worst. Mario had a different model design as well. Mario was originally going be close to the same height as Luigi. The model for Mario also had straps for the Poltergust 3000 probably for an unused multiplayer mode.

Room changes
A playable demo revealed many room layouts that differed from the final version. The Mansion had three top windows, no visible chimneys and no grave stones. A broken horse-drawn carriage resided outside the gates of the Mansion. E. Gadd's Lab was notably missing, along with the front yard being bare.
 * Decorative vases and candles were colored blue, instead of red. Oddly enough, a blue vase appears in the Luigi's Mansion battle arena, in Super Smash Bros. Brawl.
 * When a room is completed, spinning circles of coins would pop out of a treasure chest, without the need of a key. In the final game, the coins are stationary and flat on the ground.
 * The Foyer was originally called the "Entrance", and the door to Area Two was not locked and featured a different texture. The mirror in the Foyer had no cloth covering it, a different carpet, lamps, and Toad was missing.
 * The Parlor was called the "Living Room", and its furniture was arranged differently. After beating the room, a treasure chest with coins is awarded. The room had an extra side-chair pulled out in front of the china table (which had cloth on it), the paintings on the wall were ghosts (in the final game they are humans), and the door to Anteroom was boarded up and differently textured and design. The table to the right had no tablecloth, but a lighted candle on top of it. One sofa was positioned at the left of the room and two other sofas were seen to the far right. Blue ghosts were seen playing cards, featured their own cut scene, and could be battled. An image of blue ghosts playing cards appears near the Ghost Portrificationizer in the final game, whereas the ghosts themselves are missing.
 * The Wardrobe Room had a green treasure chest.
 * In the Study, the chair next to where Neville sat, had a table, with a lamp on top of it.
 * The Master Bedroom was originally called "Bedroom 1". It had two twin beds horizontally from each other, instead of one, with a shared drawer between them two. A wardrobe was positioned at the far left of the room that is not there in the final game. There's two paintings on the wall to the left, instead of one and no drawer to the right of the room.
 * The Nursery was originally called the "Child's Room", and Chauncey was missing. Instead, the room was filled with ghosts. A stuffed rabbit and two teddy bears were to the far right on a shelf and the different styled crib and mat were further away from the wall. After beating the room, coins and a normal key would appear out of a treasure chest, as for what door uses that key is unknown. It's unlikely it would of been for the Area Two door, but possibly not, as the door was accessible from the start.
 * The first floor's hallway is more narrow.
 * The Washroom was called the "Lavatory", and had a Gold ghost.
 * Many doors were originally boarded up. Doors leading to the basement, Ball Room, Laundry Room, Nana's Room, Sealed Room, and Fortune-Teller's Room were boarded up.
 * The Dining Room was accessed by another door beyond the Area Two door, in its own hallway. The Dining Room had many beta ghosts residing in it and did not include Mr. Luggs. The doors to the Billiards Room and the Projection Room were boarded up and a china cabinet was positioned between the two.
 * The Kitchen had many ghosts, including an unseen chef-like ghosts. Had a different array of pots and pans above the stove. Two bottles on top of the sink, to its left.
 * Skeleton Ghosts did not appear in the Boneyard. Orange Punchers and Flying Fish were originally present. The yellow sign was missing. The area where Bogmire resides was missing.
 * The Bathroom had only small Boos residing in it.
 * The Area Three door featured a different design.
 * The second floor was blocked by stacked boxes.
 * The Rec Room's ladder and mirror in the back, were switched up for unknown reasons. Its windows had protectors, along with plants.
 * The Conservatory had a saxophone and a French horn hanging on the wall, a staircase that Luigi could climb, and a blocked door.
 * Nana's Room had the yarn spinner at the back of the room instead of in the front.
 * The hallway after the Area Three door lacked Flying Fish.
 * The Telephone Room had gold mice.
 * The Breaker Room featured a different layout and Flying Fish. The switch was absent.
 * The table in the Sitting Room had no cloth on it.
 * The Safari Room didn't have three tiger mats on the floor, but two on the tables.
 * Ceiling Surprises, Purple Bombers, and Bowling Ghosts did not appear in most hallways.
 * The Gallery had to go through many changes:
 * First Gallery: The first gallery had no angel statues, was shorter, had a wall texture similar to that of the Training Room, and had an underground look to it.
 * Second Gallery: It had unicorn statues instead of angels and was a bit longer than the first one.
 * Third Gallery: It was the same as the second one, but was a lot shorter and was linked to the final gallery room.

Early ghosts
The playable demo also revealed early ghost behavior and locations (possibly including an "Area Select" option like most Tech Demos do) as well as beta ghosts.
 * The demo and versions of Nintendo Power featured a ghost species that is unseen in final versions. These ghosts were similar in appearance to Gold Ghosts and were named 'Purple Bashers'. Purple Bashers would attack Luigi from behind by going "BAAHHHHH!", causing a cut-scene to play showing Luigi crab-walking backwards on the floor, screaming and losing HP, Luigi's HP raises back up after a while. It is unknown why they were removed in the final version.
 * The issue also makes note of an unused Hunter Portrait Ghost who would have wanted to add Luigi's head to his collection of other heads. This Portrait Ghost would have appeared in the Safari Room and may have been removed due to the fact that his dialogue would have frightened younger children.
 * In earlier versions of the Kitchen, a ghost resembling a chef would attack Luigi by throwing a tomato at him. This method of attacking may have been recycled into the Hiders from Luigi's Mansion: Dark Moon.
 * Orange ghosts were white/light pink (similar to the Grabber Ghost's color) and had smaller eyes, fangs, a row of teeth, and different shaped heads.
 * Blue Twirlers had a purple color, fangs, teeth, small eyes and a big nose.
 * Boos had a basic design, lacking tongues and having more teeth, were more common, and easier to capture since they have no HP.
 * Gold Mice and Bats were colored white to resemble ghosts.
 * All Portrait Ghosts had 50 HP and gave out coins instead of HP orbs. Upon defeat, the player was rewarded a green treasure chest filled with coins.
 * Neville was significantly easier to capture.
 * Lydia did not use a mirror and looked at the player directly. Other ghosts had to be captured before Lydia.
 * Spooky's personality was different.
 * Nana did not cry while being vacuumed.
 * Flashes were silvery ice in color and behaved like Purple Puncher ghosts.
 * Chauncey and Bogmire were missing, as the Area system was not present.
 * Mr. Luggs was missing, as were numerous other Portrait Ghosts.
 * The demo ended with the player fighting Boolossus, thus all Area 4 Ghosts were unseen. Boolossus was smaller and had no tongue.
 * King Boo's design changed drastically. His original design resembled a Big Boo and did not wear a crown.
 * In the game's original plans, there were 6 more portrait ghosts: Biff Atlas' "admirer", a wizard, the safari ghost, a knight, a squire, and a plumber; with clothing akin to Mario's.
 * Purple Punchers had an orange color, similar to the Gold Ghost, they had the same eyes too. The variations are different fangs, and a large nose.

Other

 * The game had a different main menu, saying "Skip Intro From The Beginning". E. Gadd said different stuff, then having three options to choose from.
 * The cut-scene showing Luigi walking to and opening the door to the mansion was slightly different. The door was also designed differently.
 * Originally, the mansion had an RPG-type quality which included real-time changes of rooms and also an underground cave-like basement.
 * There was a 8-bit techno like tune while walking in the hallway.
 * Luigi had more of a chubbier, big headed, big blue-eyed look during cut scenes, a different scream, facial expressions, and held his flashlight with two hands. Luigi had a different flashlight and vacuum. Luigi also had a bright green hat and shirt and grey-blue overalls.
 * Luigi would sometimes crouch down, as if he was scared.
 * There is an unused cut-scene with Luigi being surrounded in circles by blue ghost in the Parlor, similar to how Boolossus' minions did.
 * When Luigi is sucking up a ghost, he says, "Eheee!"
 * When Luigi gets a key from the treasure chest, he doesn't do his normal peace sign routine.
 * If Luigi's HP is low, the normal hallway tone is played with a deeper tone than when he has more health.
 * After finishing any room, a Christmas-like tune would play. If this tune is speed up, it sounds much like the final Luigi's Mansion hallway tune, but in a more lighter melody.
 * In most rooms, small, early versions of Boos, would bounce on the floor.
 * 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.
 * In the game's coding, there are many unused graphics, maps, 3D models, textures, animations, music, sounds, and text.
 * There was meant to be a timer which tells you how much time you have to save Mario from King Boo, and the Timer finishes would result in a Game Over, but was scrapped for unknown reasons
 * There were two unused early ghost designs:
 * A blue ghost
 * A green ghost
 * There were four unused dialogue icons:
 * Bowser
 * Green Toad (which is present with Action Replay)
 * Gold Ghost
 * Mario

Trivia

 * The Japanese version of the game kept Luigi's beta hurt sound, while US and European versions didn't.
 * The Game Boy Horror's timer and first person view is still in the game's code and has been found and made into AR codes.
 * The PAL version of the game contains the most left over beta elements.