ScreamPark

ScreamPark is a multiplayer mode in Luigi's Mansion 3 similar to ScareScraper. It is available from the start of the game and can be played before the player even begins Story Mode. ScreamPark can be accessed at any time from the title screen or in Professor E. Gadd's lab. Its name is a play on the term "theme park".

Like ScareScraper, ScreamPark can be played with up to eight players, divided into two teams: a team of Luigis and a team of Gooigis. Up to four players can be on each team. The colors for the different Luigis and Gooigis are green, blue, orange, and pink.

There are six game modes in ScreamPark: Coin Floating, Ghost Hunt, Cannon Barrage, Tricky Ghost Hunt, DodgeBrawl and River Bank. In Coin Floating mode, players must collect coins in a pool while dodging falling explosives. In Ghost Hunt mode, players must catch ghosts in a graveyard to earn points. In Cannon Barrage mode, players must fire cannonballs at targets to earn points. Meanwhile in Tricky Ghost Hunt players have to catch ghosts in a casino to earn points, while in DodgeBrawl they have to defeat the other team by knocking out everyone on it with fruit. Finally, in River Bank, players need to collect coins on a river while avoiding the bombs, spikes and waterfall to earn points.

In every game mode except DodgeBrawl, the player or team with the most coins or points at the end wins.

Coin Floating


In Coin Floating mode, players must collect falling coins in a hotel pool while avoiding falling explosives. Each Luigi and Gooigi is in a floaty which is controlled with Poltergust G-00 controls. If one of their floaties hits a spike ball or bomb, it pops and they are thrown out of the pool, dropping all their coins into the water. They must then blow up another one by pressing repeatedly to get back in. The Luigis' floaties look like swans, while the Gooigis' floaties look like dragons. The player or team with the most coins at the end wins. Each round lasts two minutes.

Occasionally, a Super Star appears and bounces around in the pool. If a Luigi or Gooigi grabs it, they become temporarily invincible and are safe from explosives. While invincible, players can also ram into players on the other team to pop their floaties to send them out of the pool.

Ghost Hunt


In Ghost Hunt mode, players must catch ghosts in a graveyard to earn points. Goobs, Hammers, and Golden Goobs appear and can be captured. Goobs are worth one point each, Golden Goobs are worth three points, and Hammers are worth twelve points. Golden Goobs can be found in glowing gravestones. The player or team with the most points at the end wins. Each round lasts two minutes.

Usually, the gates are locked, but they will unlock automatically after a while or if someone finds the hidden key in one of the gravestones. When the gates are unlocked, more ghosts start appearing, including Hammers.

Cannon Barrage


In Cannon Barrage mode, players fire cannonballs at targets to earn points. Regular targets are worth one point each, while golden targets are worth three points. The player or team with the most points at the end wins. Each round lasts three minutes.

Players must load cannonballs onto their team's cannon by vacuuming them up, placing them into the cannon, then pressing near the cannon to fire the cannonball at a target in time. Rare golden targets sometimes appear and move behind regular targets, making them harder to hit. Sometimes Goobs will appear holding cannonballs. Players can also steal cannonballs from other players by using a Suction Shot.

Tricky Ghost Hunt
In Tricky Ghost Hunt mode, players must catch ghosts in a casino style room to get points. Goobs, Hammers, Slinkers and Golden Goobs appear and can be captured. Goobs are worth one point each, Oozers are worth two points, Golden Goobs are worth three points, Slinkers are worth four points, and Hammers are worth twelve points. Golden Goobs can be found in glowing gravestones. The player or team with the most points at the end wins, and each round lasts three minutes.

Unlike the normal Ghost Hunt mode however, this version adds in electric panels that shock the player if they're on them when they activate. These randomly pop up on the floor as the game goes on, and can be demonstrated in the game's intro cutscene.

Additionally, Polterpup also appears here. If Luigi flashes the Strobulb at him in game, he'll drop a power up for Luigi, usually the Super Poltergust. This only lasts about 20 seconds here, and will need to regotten via the same means after it runs out.

There is also an event where all the panels flip over at once, which summons multiple Golden Goobs for the players to battle. This event usually happens near the end of the game, when only 10-20 seconds are left on the clock.

DodgeBrawl
In DodgeBrawl, players must shoot fruit at members of the other team to win, with the goal being to knock out all of the rival team by hitting them three times. However, because they're unable to leave their side of the arena, and because said fruits fall apart after bouncing too many times, good aim is cruicial here. Players also need to be aware of any falling bombs that appear too, since they'll explode after a short time and damage any players nearby.

Any players that get hit three times fall unconscious, but can be revived by a teammate in the same way as in the ScareScraper. Each round lasts a maximum of 3 minutes, but can end sooner if everyone on one team is defeated.

If Practice Mode is selected here, the player will be pitted against a team of four Gooigis. However, these Gooigis don't move, nor do they do anything to dodge their attacks or fight back. The player can still lose by getting hit by the bombs though, making this the one game where the rival "team" can technically win in single player.

River Bank
In River Bank, the players must collect falling coins on a river, while avoiding the falling logs and bombs in the process. If they get hit by said bombs, hit the spikes on the left or right of the river or fall over the waterfall, their floatie will break and all coins will be lost, forcing them to inflate it and try again. The team with the most points at the end wins, and each round lasts 3 minutes.

PuckStravaganza
In PuckStravaganza mode, players must push pucks (such as by Burst) in a hockey stadium into the opposing team to earn points. Each puck is represented being worth one, three, five, and twenty points, and each of them being harder to push respectively. The player or team with the most points at the end wins, and each round lasts 3 minutes.

A Super Poltergust appears a few times during each round. If the player collects one, their moveset will be similar to the Super Suction ability, allowing them to push pucks further. The item will last for about 15 seconds upon being collected.

A glowing pole also appears a few times during each round. If the player either on Luigi or Gooigi's team collects one, the pole will appear in middle of their team's goalpost, protecting it from nearby pucks. The item will last for about 15 seconds upon being collected.

In Practice Mode, the player can lose if at least one puck was pushed into the player's own goal, making it one of the two modes where the rival "team" can technically win in single-player.

Floaty Frenzy
In Floaty Frenzy mode, players must race through three laps in floaties across three nautical-themed racetracks, avoiding mines and bumpers while doing so. If the player got hit by said mines, they will have to wait until they restart in the same place where they got hit. Points are gathered from highest to lowest based on the order of players who finished one of the races. When the player finishes the race first, other players will have 10 seconds left to finish. If the timer expires before at least one player could finish, they disappear and will not get any points. The player or team with the most points at the end wins.

Players can cross a rainbow line in the races to either grant them a Super Star to become invincible for a short time, or drop a mine in the track for a short time.

Desperate Measures
In Desperate Measures mode, players on both sides must match the designated weight by putting sand, weights, and even team members on the weight scale to earn points. Points are distributed depending on how close the weight match is: 6 to 4 scale numbers close to the designated weight are worth two points, 3 to 2 scale numbers are worth five points, and 1 to even scale numbers are worth ten points. The player or team with the most points at the end wins, and each round lasts 3 minutes.

Weights can be used to double the points gathered from a successful match, but they can explode over time if a match was failed. This effect can be recovered by making back a successful match.

Bombs are occasionally dropped on each side, exploding nearby players and sand back. Players can use this to advantage by throwing bombs into the other team. Goobs and Hammers also sometimes appear on each side.

Additionally, a POW Block can be used to create a shockwave, which sends sand outside of the weight scale for both teams.