YTread Logo
YTread Logo

Beta64 - Luigi's Mansion [Revisited]

May 30, 2021
ah, welcome, this way, enjoy the movie Luigi's Mansion is one of those rare Nintendo games. I can't believe I said that. Oh hello fellow ghost luggage - a very special episode of

beta64

where I bring you a video back from the dead. specifically my first video about Luigi's Mansion back then, we didn't really have a clear idea about the development of the game and especially didn't have many ways to see the archives of these interesting finds in those days. Back in the day, all those days of death rumors hanging on a t14 rating, we now have science to refute them and plenty of early footage and tons of smart people have been able to reverse engineer much of the game and found some things. twisted elemental ghost that would have attacked Luigi a fully functional multiplayer mode with Luigi and a Mario model for the second player, so let's sit back, grab a box of cheese snacks and the history of the development of Luigi's Mansion.
beta64   luigi s mansion revisited
Our story begins in late 1999, when the Nintendo 64 disk drive had just been released in Japan, a Nintendo CEO who went and developed several disk drive titles decided that they wanted to create a new game, a game that would end up being Luigi's Mansion, but in This point was simply the brainstorming stage of the project and although the game was beginning its creation on the Nintendo 64, it wasn't exactly planned to be on the n64 per se, more like whatever console could support it once it was released. began development and over time would become It was evident that the n64 couldn't handle what they really wanted to do, so it was only natural to begin development on Nintendo's new, yet-to-be-revealed Dolphin console project, later called Gamecube, but I'm sure everyone is curious about what ideas.
beta64   luigi s mansion revisited

More Interesting Facts About,

beta64 luigi s mansion revisited...

Did it occur to the team during this brainstorming stage that led them to develop the Gamecube? Well, let's start from the beginning, when the game wasn't about Luigi or Mario or anything like that back then according to the rules of the game. director, was much more similar to the dungeon crawling segments in Legend of Zelda, more specifically, it was an exploration based game set in a huge apartment complex, but that didn't last long as they eventually moved out of an apartment complex to a Japanese style ninja. The house and eventually that ninja house was also changed and transformed into what the team called an American-style doll

mansion

with a European front bar with Mario as the main character.
beta64   luigi s mansion revisited
In addition to this

mansion

idea, there were also other tests going on with the idea of ​​desert levels that Mario could explore, but they kept coming back to the idea of ​​exploring a dollhouse. It felt so natural because in real life, when you look at a dollhouse, you do so through an imaginary fourth wall, much like Luigi's Mansion, so they decided to scrap the desert and go ahead with the idea of ​​this mansion. and deciding early on that I would have three floors and a basement to explore, all in a cool Western style. According to the director of Luigi's Mansion, there was also a plan to add some sort of role-playing game, as he put it. system in the game where completing certain actions would cause the room to change, something like pressing the button in the storage room moves the wall, but this would have been much more frequent, but around that same time they had the idea to include a vacuum cleaner. in the game and eventually became the players' tool to affect the world, of course at this point in development they needed more than just ideas, they needed a prototype and the team got to work creating a mansion that you can actually explore. .
beta64   luigi s mansion revisited
While designing this, they also wanted to test different lighting styles just to see which one fit best in this interior space and during this experiment, someone decided to try turning off those very low lights, which caused the place to be filled with darkness, deep shadows and en that moment was when they decided to do the place but of course Mario wouldn't fit well in a haunted house, he's a hero, he's a brave guy, they wanted a main character who would get scared and Mario just wouldn't. I didn't fit the bill, they needed a character who didn't mind being a little coward and someone being the Legion and fun fact, even though they wanted the protagonists to be scared silly, they actually had no plans to scare the player.
Little Andrew, who had nightmares about the ghosts of Luigi's Mansion, like I said before, experimenting with lighting is basically what led the team to go for that spooky atmosphere, but it's also the reason why they decided to skip the Nintendo 64 and be developed for Gamecube turns. As you'd probably expect, you get that kind of dark, gloomy atmosphere complete with full dynamic lighting. Chris's shadows would be quite a challenge to achieve on the n64, so they decided to focus their attention on Project Dolphin and since it was being developed alongside Luigi. Mansion were also able to make quite a few requests for the system, such as for the graphics chip to handle shadows in real time and how they interact with the environment, and the Dolphin team was more than happy to include that in the system along with many other requests such as The GameCube controller itself at that early point in development, the controller hadn't even been designed yet, so the Luigi's Mansion team asked for a few things, like having two analog sticks, and it turned out that they wanted to have this kind of control scheme. from the beginning, specifically having one. one lever for movement and the other for directional control, which turned out to be for Luigi's flashlight and vacuum cleaner later due to the more complex controls on the levers;
After all, dual stick controls weren't exactly a common concept for consoles at the time the team decided to ditch the buttons, they didn't want to confuse gamers too much, but once the controller started to take shape with all those glorious x, y, z buttons, they decided to map them to the Gameboy horror and in the end ended up using every button on the controller, but there was definitely some deliberation about which buttons did what, like the a button for example, the team noticed that it would be difficult for the player to use the a button while using the c stick, which I mean, normally they would.
It won't be that big of a problem, but originally the six-four moved in Luigi you would use the c-stick on this bill to move on the control stick for direction, which makes reaching for the lucky a button more difficult, so they decided to have the vacuum control with the R button in the step a ends up being deep and oh yeah, but now I remember that some people playing back then thought what was the point of Luigi calling Mario. I have a whole button dedicated, something doesn't even have a purpose, well actually there was a reason for it and it wasn't just to use all the buttons on the controller but it was added after a staff member suggested it can be used to reinforce the idea that Luigi is looking for Mario.
I mean, aside from some minor dialogue throughout the game after the intro, Luigi's goal of rescuing Mario isn't mentioned much, so they decided to have the Ouija scream when pressing the a button just to remind the player what what are you doing. In this horror and ultimately creepy mansion, you can tell that a lot of care was put into this game to make it easy to play and understand, but of course they want it to be too easy, the team wanted to achieve this balance, making the game be more replayable and shorter. experience focusing on exploration rather than item gathering and scavenging quests, although I mean you do do a bit of that with the fortune teller, but it's more of a background thing and you can easily find the items just by exploring, so for that random bird. house where Mario's letter is, plus he's supposed to know it was there, why would the letter be in the bird house still, even then, the team was smart and put these flying ghost fish at his around, that way when you inevitably decide what I want? suck them, the void will shake the bird house well, the Kadesh move and will make the card fly away without the player having to think about it, but it still gives them the feeling that they found it themselves, you know what else They were smart.
By adding two different control schemes, the team had a lot of discussions about this dual stick game that director Kona wanted with the team, even creating several prototypes with different control schemes only to test them all as using only one stick, but Kona I was adamant about wanting these dual-stick controls, even if they would make the game more challenging for beginners; In fact, that's one of the reasons why the final game isn't particularly difficult because the controls themselves were designed to add a layer of challenge, but in the end, Kona relented and the team decided to add a control scheme option. standard to the game instead of just the originally intended side controls, but even if no person on the face of this planet used side controls, that dual-stick control scheme actually helped design the game.
The GameCube controller itself, many of the testers who played using that control scheme said it was awkward to use with the little C Stick, as they remember at the time you used it for Luigi's movement, meaning you're on that C Stick throughout the game, so with that. Taking the feedback into account they decided to make the C controller a little larger, what I mean is it's hard to imagine this being any smaller but a few prototype versions of the controller have come out over the years and yes, It looks like an ad for a smaller C. and a huge control stick, plus the Z button has given me anxiety so let's move on because the Luigi's Mansion team pretty much fulfilled all your wishes on the Gamecube and they could really focus on making the game something truly unique so they did everything the possible.
I'm talking about real-time shadows on each object. I'm talking about realistic environmental effects like water, fire, ice and I'm talking about dust. I'm talking about realistic dust. Have you seen the dust in Luigi's Mansion? Responds accurately to activity in the room. and that's because it took six months to program the dust into this game. I know it's dedication and this is the reason I called you here is because of this debug counter which is the dust counter, when you suck it it actually increases the counter but it doesn't. just a constant increase, it actually depends on how much dust is in the room, so it stops counting, but if I release more dust, it will start counting again, that's a good program now, with that freedom of creativity, They really had the ability to experiment with things in this game, while a programmer was working his dust for six months, Quano decided to try something more in 3D without glasses, basically what the 3DS has, but for home consoles, Kona remembers having configured your definition kit with the secondary 3D display to test this.
However, due to the low resolution of the Gamecube and the high cost of a 3D panel at the time, it simply wasn't worth implementing the technology with Luigi's Mansion, but I hoped that in the future the technology would advance enough to make it worth the effort. pity and he did, kono, even if you never worked on salary mansion again, the dream of Luigi's Mansion one becoming 3d finally came true in 2018. I'm talking, I'm talking like I'm dead, okay , he actually helped produce 3 and himself. technically he turned his own wish into reality, good for you man, now at this point everything we talk about here has been happening behind the scenes, the public had no idea what was going on with Luigi's Mansion at the time, in fact , the first time I ever got to see the game was in Space World 2000 during the Nintendo reel and wow it was scorching hot, we had a ton of new Gamecube reveals like Pokemon Wave Race, Zelda, Perfect Dark Metroid, so good and of course we all sat in Luigi's Mansion, which despite being only a few scenes were actually running on the Gamecube hardware when they recorded it to show the power of the system and it turns out this short video is not the only place where we can see these scenes, a couple of them even at MIT in the finale.
The game, believe it or not, I like this quick clip of ghosts playing cards, it's a little hard to watch, but luckily a site known as Gamer Web uploaded a higher quality image, oh that's much better, it turns out that you can find this exact scene in the ghost's portrait. Iser fication right there I see that it's not a perfect match, although there is something else here that might be more like wait, wait, come back, that's all, the texture in Shanaya's portrait of the ghost of a juror is literally exactly the same. same texture as this TV, but that's not the only thing about the trailer that snuck into the final game to show you,let's press pause and go to the end game let's press pause it literally looks familiar yes the end game uses a leaked screenshot of this screen from the space world 2000 trailer I just couldn't pass up the same thing after all the lighting and The effects are simply beautiful.
More than just this teaser was shown at Space World, although other clips were sent to the press during the show, this time featuring Luigi's actual audio. and to suddenly mention that this is all still pre-rendered stuff, no gameplay was shown at Space World mm, so we don't get to see these crazy ghost designs in action, not entirely true, actually, there is a place more where these ghosts were shown and that's when Miyamoto was demonstrating the GameCubes controller, the presentation starts with the trailer lobby and then focuses on this queue of games on the table, at this point it switches to game mode with Miyamoto controlling the ghost on the screen with your controller, you can smash it, rotate it and do it. grow things and burp and he can make the ghost crash so you can hear an early version of what the ghost would have sounded like, I'm not going to lie, it sounds more like the sun gull having ghosts but, and you know, this one was just the first skin for the spooky spirit, the next time we'll see them will be at e3 2001, so why don't we fast forward a few months and check it out now?
It turns out that there were two different bills that were shown in the e3 trailer. The first was obviously the rebuild, but the second was something called the Nintendo Difference Bone because it was first shown in an ad campaign showing the Nintendo Difference. You can tell if that bill is because it lacks the coin counter unlike the playable demo in shell 43, not all of this was included, although these strange scary sequences with this strange border were not included and I honestly can't tell if Was it part of the game or just a clever video editing trick, but I mean it was probably part of the game because why would you try to edit a border under you?
Seems like a lot for a video editor anyway, why don't we start our e3? journey by first looking at the e3 2001 trailer. Now I didn't accidentally show some of the space world 2000 trailer. This footage was actually still being used for promotional purposes even at e3, but don't worry, that's just for the beginning of the trailer after. In this short review, we switch to the first ever gameplay of Luigi's Mansion and if you add the images taken from the playable demo from the showrooms, there are quite a few images to see and of course there are many changes, as always in the version beta.
The Comparison Club took great care in searching through every inch of the footage and if you want to see all of their finds, both big and small, head to the link below, but as for this video, we'll look at some of the bigger and less fascinating ones. creepy changes that occurred in the 2001 ether version first in the game, which at this point doesn't even mention that the point of Luigi being here is to rescue Mario, but is instead like, hey, why not have fun exploring this mansion within the time limit? Something very demo they could do in this version: the player had until 1:30 a. m. to explore the dark hallways of the creepy building, after which Egad would call Luigi and say something we don't know because the text box was too bright and blooming. in the footage, oh well after that the players just exited to the title screen and then the demos ended ready for the next person in line, but Andrew, how about I dare say it?
Zombie Luigi, the one from the game's original sequence, is done, no, actually. Wasn't that infamous creepypasta-inducing scene? It was not on this ship in the game or in any version of the game. It was only in the E3 trailer, so it wasn't a Game Over screen. It had nothing to do with the story. none of them Mario didn't disappear causing Luigi to become depressed, it was simply a teaser to attract people to play the game that's all, now there are a few more gameplay elements in the game that were scrapped and not just because it was just for a demonstration.
They were all planned to be in the final game, but were scrapped for one reason or another, such as the Portuguese, whose design changed between e3 and release, as did the mouthpiece, which is larger in this initial version, and the hose. connected to it every time it sucks. a ghost would have this large bulbous mass pass through it to show that you have successfully captured a specter along with all of this, the lantern was also larger in this build and funny thing is different in another way too, it can't be turned off. and wasn't even playing, until the end of development, when Miyamoto requested that the player have more control over Luigi's actions and therefore used more buttons on the controller, so the idea that came up was to make a new flashlight that could be turned off with the B button, allowing the ghosts to get closer and allowing the player to be more strategic in how they handled capturing ghosts.
Going back to e3, there's one more thing that PO: Gus used to explode while he vacuums this meter at the bottom. The part of the screen would build up and then BAM, it would explode in flames. This, of course, was scrapped before release, but the meter below was eventually repurposed as a fire water and ice meter and the number was replaced with icons for each depending on what it is. It is curious, however, in this version that Miyamoto plays on stage, which by the way is special with cheese because he is a cheater. He can use the full water ailment with his own unique nozzle that was discarded, but the meter at the bottom, yeah, it's not there.
It doesn't seem like it at all, so basically the overheat meter literally changed purposes today, limiting items and making the vacuum unlimited instead of the other way around, talking about the HUD. There are also a few more changes here, like the coin counter that was designed to count all of these firsts. The coins spill all over the floor and spin, but even if they were discarded, both the coins and the counter are still in the final game, the coins are out of bounds without any functionality other than their spinning animation and the counter code It was recently discovered by a YouTuber. grumpy circle, although sadly the counter is considered a lost cause as much of the code was overwritten when it was assembled for release.
A Luigi's Mansion modern who goes by the name elam Finland managed to rework the final money counter to look like e3. compilation, but technically it is still not the original code, it is a mod. Next up is the hard counter which, although obviously capped at a hundred, also has a tag written for the player, but it turns out that in this build it's technically points. where you don't have a limit of one hundred, all thanks to these guys known to fans of the game as attackers, here they fulfill the same function as the bowling ghosts in the final game, a small, easy-to-absorb ghost that appears exclusively in the Los hallways, actually even in previous bills of the game, such as Nintendo's difference bill, they were seen in the bedroom and also had a different color in the e3 version, although they were only seen in the hallway and were always purple and their only form of attack was to sneak.
If you look at Luigi while he is invisible and then talk to the guy, this would cause the poor guy's maximum health to drop to 50 and him to sneak away after getting up. Fortunately, he increases back to one hundred, but the health points still remain at fifty or at least one level. Have Miyamoto turn off his game genie so that at worst it takes away half of your health and theoretically at best it doesn't hurt you at all as long as your health is already is technically below fifty, although Nintendo's setup difference is different here than its single. he took thirty health points and Luigi didn't fall to the ground and crawl away, normally he was scared anyway, although this seems really unfair to Luigi.
I mean, I was wrong, you can't even see the guy until he's right on top of you. Well, you know, except for that bit about what Specter Juice does. I don't know, that's where the Gameboy horror came in handy, although people didn't know that's what he was called back then because he was further down the screen. A small light at the top was to let you know that a ghost was nearby and that's how you would know if an attacker was approaching, but it turns out that this radar not only reacts to attackers, but also activates to normal ghosts. which highlights another change originally, these quote normal gos could also appear in the hallways, although in the final game only the special ghosts can like the bowling ghosts I mentioned above, honestly I'm really glad they only used the horror of Gameboy detecting alcohol because it would have been really annoying after being here for basically more than half the game and by the way, speaking of alcohol, they appear on this e3 ticket in a different way.
Originally, they acted just like flying ghost fish, simply floating around until they were finally absorbed. up by Luigi now I should note that flying fish also appear in this bill in the bathroom, specifically coming to battle in the bathroom or sorry, in this build it's called a laboratory and actually technically it shouldn't have any ghosts in it absolute, since in the final game, you just talked to a toad to turn on the lights. Those flying fish were probably a good reason why the momentum changed. After all, they worked pretty much the same, except now you can also make the booster stop moving when you shine your flashlight on them.
I think so, why is there booing even in the devil's room and the final books of the game are supposed to be the only annoying thing here, not little ghosts, but the person who played this demo was able to overcome them, he captured the dad who only had 50 health points? instead of a hundred and he was rewarded not with a key and pearls but with an explosion of coins from an open ghost chest. I mean, it looks slightly transparent, so I guess it's an undead ghost chest. Wait, have I already talked about the controls? I mean I guess he did a bit the control sticks are still flipped on this ship and used the dodge control scheme exclusively not to mention the Z button does something completely removed from the final game Crouching, yes Luigi originally could crouch to dodge attacks , but no one on the show really knew you could do squats, so luckily we got lucky and someone just pushed it by accident.
What about Oh music, jeez, Louise? Well, this demo has a very strange track list including a very strange rendition of the Luigi's Mansion theme. It's not orchestral at all. all synthesized, so listen up, turns out that's not the only interpretation of this theme, there's also a special track that plays when Luigi cleans a room, they use bells instead of Luigi's whistle and it turns out that a user named Effie managed to recreate the track using sounds from the final game because it turns out that the instruments that were used in this version of the theme are still in the final game and last but not least we have the IGA laboratory which is completely different from the final game and unfortunately we dont have it.
We don't have a high quality copy and we don't have a high quality recreation so we just have this reduced mid noise quality that was made by this server now that we've gone through all these major changes to the game why don't we review ? See how the story changed and yes, it actually changed a little since E3. First, on the title screen of the demo, there were a couple of options that allowed you to skip the intro or play from the beginning, so instead of skipping this time, let's see what. the intro has to offer us something good from the beginning, the intro scene is different starting with the different angle on the trees and then it looks a bit like the endings going back to the mansion scene but it definitely doesn't look anything like the finals. intro with Luigi looking at the map, in particular the egads laboratory is not here and there is a reason why we will learn why Luigi enters the mansion here, you will notice that he is holding the flash with both hands instead of one, which actually it can be. replicated in the final game by altering a parameter in RAM apparently Luigi has eight hold methods in the final game, the first being the two-handed one from e3 and the last being used in the final game.
Now let's take Luigi upstairs so they can interact. with the door and once Flags have been placed, go down the stairs to see a different colored ghost ready to do the spooky thing with this creepy key, except Luigi isn't scared at all, he's just standing there, unlike the final game , andlike you. You've probably already noticed that all ghosts, not just the one in this introduction, are different colors compared to the final equivalents and the reason is that originally any ghost could be any color, there were no such specific colors for Ghosts like in the end game, there are body types and then there were colors and they could all be mixed and matched, depending on how the developers were feeling that day.
Oh, the ghost is gone and now Louie has the key, you know, cinematic. but yeah, you know it's okay, now we can see what's beyond that door and it turns out it's a creepy kid, Luigi says, unlike the final game where he just screams, ugh, the creepy kid says and comes back. Both were eliminated from the finale. game, as well as when the three ghosts at the end say boo when Luigi and Egad run away. Sorry, in this version his name is dr. Elvin gat with one D instead of two, he really likes it too, he actually gets angry at Luigi saying that he is intruding on his house since apparently in this version of the game he has been living inside the mansion for quite some time thinking that It was empty and being a ghost.
Researcher, he was perfect for his studies, perhaps this is the reason why the laboratory was not outside; After all, he has been living inside the mansion, so maybe just maybe in this construction his laboratory is also somewhere under the mansion, it would be a very interesting idea. but of course that's all speculation. I wish he would have told us where it was, but instead he continues talking about the mansion and mentions that it is actually famous for being haunted, which contradicts the final story where the mansion is simply an illusion that just appeared one day, but didn't. , here in this construction, is a tourist destination where an old man lives.
It still sounds pretty creepy to me after talking to Egad for a bit, we head back to the mansion and back to where we would have been if I just skipped the intro, but now that we have the full scope of the mansion, no one bothered to close any doors properly, except two doors, the main door in the hall whose keys are obtained from Chauncey's room and the hallway upstairs which can be unlocked with the key from the living room other than that, although everything else is unlocked, let's see which rooms they've changed. The bedroom is a good place to start with a different layout with two beds instead of a double bed and there is Lydia in the end game.
Drawing a curtain to creates a breeze and makes it move, but in this build there is a bed in the way, so that won't happen. Here we just sit and wait for him to turn around and bam! The battle starts with only 50 health points instead of 100 like Neville and after capturing his parents against them, we go visit his son in the boy's room. Interesting name for a daycare now, but it looks like Chauncey isn't here to give us that epic boss battle, so I guess we'll move on to The Bathroom Has Downstairs, this little joke was met with a lot of laughter, someone showing the Press what you can imagine in this construction, although when you open the curtain, the petunia is not there waiting for you, instead, there is nothing, what about the old man?
Dining room, what does he have to offer? Actually, first, this door was replaced by the cabinet I used to hide behind because I was too afraid to fight Mr. Handles because those damn fireballs are really scary, plus that fire was apparently originally a grandfather clock whose texture of the sphere was later used as part of Iser's holiday portrait. It's good to see it being put to good use. What else? Well, there are chairs on both sides. of the table in this construction and there are red flames on the candle instead of violet ones and mr. Lux is nowhere to be seen since she is not here, there are no waiter ghosts and in her place there are other normals and fighters and she is going to die, yes, so she died, okay, and I guess our new journey with the ether it ends here and that's probably a good thing.
I'm starting to get nervous about all those three creepy changes, I honestly feel like there's something out there, it's like seeing something that wants me to talk about it, some kind of ghostly rumor that finally needs to be silenced. Okay, this is Safari. ghost or should I say a deviant our drawing of the Safari is called nibbled at zero-zero nine-one now who is this guy bullet Klee dashing spirit? Well, it all comes from issue 149 of Nintendo Power where there is this image of one of the first safari rooms. is displayed along with the message when your objective breaking quest takes you to the trophy room, proceed with caution if you encounter the ghost of a hunter, you will want to add Luigi to his collection at this point.
I think it's time to say that this is a made-up story, it's a total fabrication, this was made up by a writer, it's not real, they never made it up, I mean this issue of Nintendo power came out a month after the release of the game in Japan, if it were real, it would have fact been in the Japanese version of the game or at least in its files, which they are not, and technically according to the game files, the Japanese version was actually finished on August 28, 2001, specifically at 3:00 in the morning, that is, almost two months before. release of this antenna power issue and the writers of this article would have been well aware that this ghost did not exist, so no, the ghost was not removed to prevent the game from getting a teen rating, all those rumors arose.
Simply because a Nintendo Power writer wanted to make a funny joke, how it turns out to be fair, what really confused people was the fact that this article uses a lot of early promotional material even though the key artists of the final version still used in the first ghosts here and all the screenshots from an early version too, it's nice because they show a completely different set of changes from the e3 2001 version in May and the retail version released in September as a first person camera in Game Boy horror and this ghost counter looks eerily like a repurposed overheat meter.
Turns out this meter is still in the finished retail bill item I mentioned before actually cheaply coded for it to reappear in the final version of the game and it's fully functional - it can only count up to 10 ghosts and after that the meter remains. full until you enter a new area or the reset ghost command is used, such as when Luigi finishes training at IGA. Laughs, it's interesting, you know, when I first made my video. I guess eight years ago this page on the cutting room floor was incredibly clever. I mean unzipping the files in Luigi's Mansion and especially seeing the models, it was unheard of, but over the years people discovered it and now this page has exploded, there are mods in use. animations and even now recently found in the unused multiplayer mode that still works, so why don't we check out some of the most interesting unused finds in Luigi's Mansion?
Now, the first thing I want to talk about is the internal name of the game over the years. We've heard some interesting ones before, like Mario Galaxy being called SMR after Super Mario Revolution, but for Luigi's Mansion, the root file and the game just refer to the game as project one, huh? Let's start the game and go to the game lab. egads. here, with the help of an action replay code, we can walk around the place, something that is not possible when normally playing the game. There's a lot more to see in this lab, besides the beautiful egads bending, there's actually a whole area here on the right where you can't see in the final game, well technically you can see it as a pre-rendered background behind Egad when he calls you in Gameboy Horror.
Now, what part of these rooms exactly, while the sign on this door says training room? I assume that's the training room, although I suppose it doesn't particularly matter because there's nothing behind any of these doors and they were never able to open because they were modeled on the environment which is fortunately the letter on the left. usable, you can actually climb to the top, but once you reach it, you will fall back onto egad and start shivering because apparently egad is cold as ice right now, why do they bother making this lab so big if you can't ? look at the middle, turns out you were originally supposed to be able to walk around it.
You could have used the doors to enter different rooms and climbing the ladder would take you back to the mansion using the Gameboy Horror here, which is once again impossible in the normal game, it will show you the map of the room with Luigi as well as an unused text that says underground laboratory at the top. Notice how Ellen's lab is not capitalized, this gives us a clue as to when it was created. probably sometime around e3 since, like in the demo, the second word is never capitalized, probably because it was rushed into translation before the show.
I mean, look, the master bedroom in this demo is literally called bedroom one and it's a lot like the underground lab they made. Don't even bother capitalizing the second word room either no cheats or cheats you can still open this training room map in the gallery just with different rooms highlighted with Luigi in it but if we know what these are three rooms, which one is this? Turns out it's the ghost porch of Iser's vacation room, and based on the son's usage map model highlighting the room, it would have been accessible as well. There's even an early model of that room that wasn't used, called H underline 0 to save, it's incredibly similar to the e3 version. and it even has a little door sticking out here, which isn't in the final version of the room because, while the player wouldn't exactly need a door, it says here that they can't walk through the room normally anyway, according to the map Yes, the door.
They have led to the underground laboratory, but for some reason, instead of there being a door here leading to the gallery, there is a pile of dirt, so at this point it doesn't look like the porch of the hyzer occasion room had actually been opened. connected to the gallery, which is strange because according to the map it means there would be no way to get there, maybe before there was a door connected to the gallery through the training room, but that's all speculation, so For all we know, things could have been planned to be wildly different than this map. shows that by the way it was edited up to two months before e3 2001 around 1:00 a.m. and it was not modified again after that it turns out that this is not the only map in use in the widgetts mansion, there is another one that covers the entire mansion and includes this interesting

luigi

doll that would have functioned as

luigi

's marker in this room .
It turns out that this unused map, you know, is functionally the same as the final game, but it is the layout of the e3 demo, so now you can actually watch the e3 demo in its entirety with the help of an easy-to-use map. see, so let's take a look. Well, the first thing you will definitely notice are all these boarded up doors that were designed to prevent players from accessing unfinished parts. of the game such as the anteroom, the twin room, the ballroom, the billiard room, the laundry room, the fortune teller's room and the stairs to the basement, not to mention that sometimes there are boards blocking your way , but rather huge piles of boxes like these that prevent the player from reaching. the recreation room and the second and third floors of the mansion, but not only are there boarded up doors to show you that there are also some additional doors for that art in the final game, such as a new door to the greenhouse directly in front of the bathroom, but it is also I bricked up the door leading to the greenhouse in the final bill, it would have been here but it isn't and it turns out to be one of the few doors that weren't in the e3 build and were added later as the left door to the courtyard and the Doors in the hallway lead to stairs in the dining room.
There is also another block door that should be there. We saw it earlier in the video, but now we know where it leads based on this map, which it turns out to be. the screening room which in the final game can only be reached through the pool room and moving towards the dining room there is another door that was scrapped before the launch that would have led you back to the hallway and in front of that door is another waste door that would have connected the dining room to the pool room unlike the retail bill where they never connect, it seems like having multiple doors to the same room was a very common thing in the e3 version of the mansion, I mean look Even the kitchen had a proper door. to the laundry room, although like many of the others, eight is blocked due to all those blocked doors, that's all players could see in the e3 demo that was on the show floor, but thanks to this map we can see what other secrets that one hasMansion. he maintained that the players in 2001 couldn't document us as an additional door on the second floor to the cloakroom, which is actually a big problem because it means the entire second floor would have been connected and you wouldn't have had to go. to the hassle of going all the way down from the second floor hallway to go back up some stairs in the foyer to finally reach the cloakroom, everything was connected, heck even this hallway door led directly to the second floor of the foyer The third floor also had a bunch of scrap doors, in fact, originally those doors connected each of the rooms to each of the surrounding rooms and hey, look, I see an extra room here that was scrapped before launch, no.
I know exactly what it was, but it's still pretty good. The last one is the basement, which is surprisingly almost the same, except that the switch room is connected through the left hallway instead of the one below, meaning the door was on the left side instead of the. The wall closest to the player turns out that break room is still in the game files under the wonderful name b1 underscore C underscore 67 look at that door on the left side it's a perfect match and remember how I said the stairs to the basement They were locked in the demo, well that's true, in the showroom there were TVs playing Luigi's Mansion videos that showed things that were not available in the demo and in one of those videos we get a glimpse of a small break room that was not was used or at least a similar version, it looks incredibly similar, but there is no door in the wall, no pipes either, but the rest looks eerily similar, unfortunately we cannot date this model as there is no archive of entries that indicate your last build date. so it's unknown in this unused room if it's before e3 or after, but since this version has more stuff than 83, I'm going to assume that after 2001 there will be more stuff left for me in the game files, like this image with text saying from the beginning that you probably remember from the title screen, the showroom demo, the Game Boy horse timers also in the files, and fully functional to boot using a cheat code, except it doesn't end a 1:30 and me until 6:00.
A.M. before resetting to zero using the same trick with a different parameter, you can also recover the first-person camera that we saw in Nintendo Power magazine and there is also the water nozzle that we saw in the Miyamoto game presentation, as well as another model unused which is exactly the same except the red one, which was going to be used for spraying dust, aka when you press L without any items, the previous version of the Poltergust from e3 is also here, as well as a tomato, remember, tomato, no, i guess. I forgot to mention that in this initial screenshot of the kitchen given to the press around the III moment when we get the only time to see the ghost of the discarded chef and this tomato, it is unknown exactly what he would have done, but the ghost would probably have used it . attack Luigi at some point, but we're not done with this whole e3 thing yet, we still have this early used vase that later found its way into the background of Pour All and this white ball that can be seen here in the trailer for the e3, but technically, although this model, its functionality and all these colors were not used, a duplicate of the model was reused in the final game.
Can you guess where the stars in the observatory are? Actually, in the 1930s version they are called glowing ghosts. but back then they looked like shooting stars, so we called themshooting stars, even the model itself is called a star, so it's almost like they originally tried to hide the fact that it was once a ghost and instead made it pass for a star, and speaking of stars, check out this unused star door that, according to the ads, the game would have taken Luigi to the twins' room. There is also an unused heart-shaped door in the game files that would have been for the daycare, both of which were only seen for a brief period of time between III 2001 in Space and 2001, at which time the game was basically In the final version, there is actually an incredibly early door design in the game files: simply called a door, it comes in two different model formats, which is strange for the game and was last released on February 23, 2001. , about six months after the game's reveal at space world and almost three months before e3 and while we're on the topic of space world and these first designs, did you know that these incredibly early designs of ghosts that haunt these halls are not used in the final game as two icons, unfortunately there is no model? but we were a bit lucky because, although these early ghost models are no longer here, some of the early animations are specifically from the e3 version of the game, there are animations that appear early, as well as attack animations that have been carried over by the game developers to all just one of these ghosts there is a scary beater, beaters that miss, beaters that get caught in a lantern, the worker even has an extra e3 animation so the others don't land hit early, but you know What else, it has a punch animation and the end game. the spinner never hits, that's safer, well the hitter goes and gets the golden ghosts.
Also take a few hits to make this animation unusable for the worker. Also, all of these ghosts have one more unused animation in common that is shuffling, which originally would have been an early animation for when they escaped Luigi's void, but that's not all, oh no, no, we also have early variations of animations not used for the ghosts that grab them, such as spawn, scare, and miss, and the ceiling ghosts also have wait, which never happens because they immediately scare the catch. which also never happens because since he has zero HP and is immediately frustrated, which would play every time he failed to blow up Luigi and he disappeared upwards, that's weird, they're called ceiling ghosts for a reason, they hang from the ceiling, no. it makes sense to fly up as it was later replaced with this swinging animation, which makes a lot more sense unless originally it didn't always fall from the ceiling, and also the bowling ghost has some similar unused animations, like chasing even though it never move and capture even though he has zero health now there are a few more animations that I still want to talk about, one is for Lydia specifically the one from e3 where she turns around and becomes vulnerable and the rest are for Luigi, although it is not the model that was used in the game, but an unused Luigi model that honestly doesn't look that different, we'll do some interesting ones since all of these early animations that it includes, some of them are actually from the mm space world, but most of them are from e3 like squatting walking while squatting a barrel rolling and two different tantrums, a small one and a demon exorcism now of course this is not actually a Demian animation this is just a joke you don't need to write no creepy pop, okay, but you know there's another creepypasta type animation in the game. although it's more than just an animation, it's more like a poison state for Luigi, yes, let me show you that by using an action replay code we can actively poison Luigi, causing him to move and radically lose coins and health, and at the end of the animation. will slap her face to return to normal, yes this animation uses an otherwise unused eye texture and the current consensus is that she was originally going to be activated by a poisonous mushroom, there are seven of us, she would have died, but now You know.
Those sad eyes of Luigi's pain also appear elsewhere in the game. These unused early edition graphics that would have probably appeared at the end of the game depending on the rank you obtained. These images were created on July 13, about a month after the games released, so they're actually not that old. Additionally, in that final folder you also have the Sochi Day file, which is unused and translated as and is now a gift from the doctor with a doctor referring to Professor Egad as the Japanese name he uses. the same honorific here is pronounced pakusa which means doctor or expert remember how in the final game egad uses the treasure that Luigi steals, I mean mom does steal to give him a new house well, taking that into account it doesn't seem so strange that originally there would be a texture that said "hey, the teacher gave you a gift", it wasn't so nice of them to pay for it with your own money, and since we're on the topic of unused graphics, why don't we check some out first? placeholder textures like this render of Daisy from Mario Tennis for n64 simply called test and was used as a placeholder for the posters you vacuumed off the wall or how about this GameCube texture that was probably a placeholder for the backgrounds Boss psychedelics like Chauncey and fun.
In fact, the Gamecube in this texture is an early design that includes a transparent cover to show the disc spinning. This is the same initial design that was used in the Super Mario 128 demo and honestly, it seems like I talk about this tummo every time I make it. a video and hey, if you're interested in this demo, why don't you check out my video on Super Mario Galaxy that we talked about in its entirety with Scott the Waze wink. There are also a lot of icons used for a couple. of them are the ones that would have been shown when scanning objects with Gameboy Horror: it's this key and this boo, the key was probably due to scanning a chest and the boo, it would probably have been shown when scanning furniture with boos hidden in them, if that it's true.
It means that originally you wouldn't have to use your radar to find them, all you would have to do is scan every object in the room, how fun, but that's not all the icons we have, we also have some that would have been shown in windows of dialogue like Bowser Mario, a golden ghost, Nana and a green toad, these three even have their own colored dialogue boxes, one I used for this one is pretty obvious, where Bowser would have been used it would have been in the final boss, the ghost golden. It was probably from the discarded dialogue in the intro to hugging on Boo.
Mario was from when he screamed during the pot timing once and was actually used later in the game's 3D sport. Nana probably came from being hit with the string balls and the green. The toad is from when toads had color variations, not all red in the final game, with the help of some cheese you can make the toad green to match the scrap dialogue icon. Some other unused color variations are also available for ghosts, such as shy ones and mice. and those aren't the only unused ghosts we can find in the game, check out this early bog complete with a stunning bottom lip.
It was compiled on July 13, so a month and a half before the final version of the game, now this is cool and modern. and all that, but what about the ghosts that were completely removed from the game, not like an older version, but something we've never seen in the game? Well today is your lucky day viewer because we have what is called the textualist monstrosity complete with animations to appear in motion, attack and get hurt, as I mentioned before it has no textures, in fact it doesn't even have a UV map to begin with to put textures on it, so it never went far enough to texture it or it was just going to be colored. by shaders or particles and speaking of particles it has some that probably would have been used for attacks like fire and ice it even has these things called 3 cores in fact one for each element in the game so it seems like something else originally It would have been an elemental.
The boss used to attack Luigi with every item in the game, but in the end, within minutes, it was unfortunately discarded. This boss was built about a month after e3 2001. Now, of course, there are some more simplistic and less interesting news models left in Luigi's Mansion. that with the power of video editing I will make appear now we have a golden table a ladder for the study a bathroom drawer a two-seater sofa for billiards early photos an early medicine cabinet a baby mobile as I have learned it is pronounced a phonograph with a functional animation and last but not least, room 0 1a, which Ellen actually finished and brought into the game.
It could have just been an evidence room or perhaps an earlier version of the seeker room, but we're not too sure because it's too simplistic. However, there is an actual test room left in the game along with other removed rooms that are very creepy in the business, so this is the test map, yes this creepy room, this room comes complete with a floating portrait of Mario. The crying toad. an arm of Luigi for the scenes he is simply hanging in the air, some light the butler's candles tohalf the floor and King Boo himself without his crown, but this isn't the only room here, as you can probably guess by seeing these doors by opening the left door as you walk through. through it, which also works, it will take you to the floating world of mail.
Linda, who never exposes her heart because she misses her true love or, more specifically, her spinning dance object. The door at the back of the main area leads to a bunch of tables with collision mapping. only on his legs so you can partially walk through them, all of which may seem a little boring, Doug T, but it turns out that on the invisible plane of existence there is a generator here intended to generate an object that the developers choose, it does not activate them. so nothing happens, but it turns out that the reason is the developer's fault.
Seeing that the asset here in this room has the wrong name for the generator it's supposed to activate, renaming the actual generator in the room causes Goldratt to appear every time Luigi enters like he was supposed to, since this room was designed to test the rat running under tables and as a fun fact, what tells the rat where to move is called a path and there are even more passes here than there are objects to use gives us an idea of ​​what was tested in This test map, things like standardized skeleton ghost waiters and there are even six additional paths to the world.
Linda, unfortunately these paths no longer work and speaking of not working, let's move on to the room on the right, which once again includes the hallway stairs as well as some stairs for testing purposes, not to mention King Boo he's back, but stay away because getting close to him causes the game to crash because he triggers this cutscene with Luigi at the altar and he warps. him to very specific coordinates, however, those coordinates are outside the boundaries of this room and the game, in an effort to keep Luigi in the room, will lock the game. Instead, it looks like Luigi won't be leaving here anytime soon, the other three unused maps turn out to be There will be very different versions of the gallery, we have map 5 which includes the unicorn statues on the balcony instead of the boos on the balcony. the Angels and the King.
Rube is incredibly lackluster compared to the ending, not to mention this version the gallery seems a little small. Turns out it actually is and if you replace the final gallery with this mechanical soldiers Biff Atlas Slim shot Sir Weston's uncle grimly Vincent van Gorp bog simple delicious bull asses literally since I was a kid I always called boo losses boo Alicia, I have no idea why they aren't in this gallery anyway. Moving on, we have another version of the gallery here that is very similar to the previous one, except it is much longer, even longer than the final version of the gallery, could this mean there is more?
The ghosts were originally planned, maybe it's plausible, but it could also be that they were playing with the room abilities to see what would work best and this one turned out to be longer, you never know, the latest version of the gallery looks very different that matches the style. of the training room rather than the finals gallery perhaps the gallery was originally supposed to have the same underground appearance as the rest of the IGA laboratory. There's nothing here that's actually functional, although the only thing here that would have done anything is an event that could have been triggered by talking to egad but it no longer works and has since been replaced by the developers with the event where Lydia says "God mine", such a draft for our last topic.
I've saved a very interesting recent find in Luigi's Mansion and it all has to do with this unused Mario model that has been stretched to have the same proportions as Luigi and to be honest it really weirds me out. For years, we had no idea what the purpose was, except that maybe it could have been playable. character or maybe for a scrapped multiplayer mode and it turns out they were actually right, there is a scrapped multiplayer mode still working in the Luigi's Mansion files and it was all discovered by Kirby Mimi, a friend of mine called swanky. box released a video about these finds recently, so be sure to check out the video linked in the description, but for now let's just give a synopsis of the finds directly from the users of the Luigi's Mansion modding discord server to get this.
To work, all you need is a little repeat action code to make a second Luigi appear controllable with the second controller. It's not perfect, of course, that Luigi appears without his vacuum cleaner and is invisible, so both problems needed to be fixed manually before playing. As you play, you should make sure that Luigi does most of the work, as Luigi also has some other problems, such as difficulty opening doors, but all of this is much more than simply spawning a second Luigi; There is also a smart split screen feature where the screen would split in two when players were far enough apart and come back together when they were close enough.
Honestly, it's amazing that all of this is still here and still partially working. Fahd is that unused Mario model we saw before. He was supposed to be the second player, but the mode was scrapped before he was put into it. I'm not going to lie, I think everything was stretched. Mario rescuing Mario with Luigi is a little strange, but maybe they had plans to fix the problem that there is an unused ring in the game that mentions a mission mode, so maybe something like that was planned, but it ended up happening. discarded. Hi, I'm still here, we still have some unused music and sounds to listen to and some of them haven't even been documented yet.
Take these unused Luigi voice clothes, for example. I made you stay with Mario Luigi. You sounded a lot more like Waluigi, to be honest, anyway, we have a couple more sounds to look at. The first one is actually from e3 when ouija was. Scared by an attacker and then there's this one that was actually later used in the Nintendo 3ds ports commercial for the game. Listen to it. Next we have some real songs. The first one, well, I guess it's pretty much a song that was used. on the title screen of the e3 demo, listen to the creepy thing.
Next up is baby room, which as you can probably guess has something to do with Chauncey and turns out to actually be an unused part of the ending song that happens when you talk to Chauncey during The first time next is the Totaku song, which I know it's already in the game on the control selection screen in the training room, but this is a different interpretation with a real purpose, besides being an easter egg, it was to be part of the tunes. In fact, the quiz can come back into the game with a bit of cheating, so why don't we try it ourselves?
I guess I'd love to hear it. I wrote that the answer is the topic of the Totaku Kick case, well that was fascinating. and creepy and creepily fascinating, now there's a little more left with his latest and new songs like this drum beat and this remix of the Mario Bros. theme. This remix is ​​called Ted s, a demo two for some reason or another, can you guess it ? What is a Ted demonstration turns out to be the music for when boos are thrown around the mansion in the final game. So to be honest with you, I have no idea anyone would call back unless of course it was like a second scene with boos where this remix. it would have been played, but perhaps it was also removed from the game.
Next we have a song that is not used twice, the first is called Space Room and the second is actually a shorter version called Total Score, now something that may have been used. by eliminating all the ghosts in the room, but I have a different theory, it's called total score right, so I'm thinking maybe it was supposed to be played every time you see the total cash of the players, something like this margin that I did. I don't know why I did that. I just want to give me a video that I didn't challenge at 4:30 in the morning last minute, but not least, we have some of these creepier sounds that weren't used in Luigi's Mansion and you know.
The best thing is that we have no idea what they were used for, that makes it even more mysterious, so let's get a little more atmospheric now, listen to some of the strangest and creepiest asagna sounds from Luigi's Mansion played over some spooky material. footage I found on page 3 of Google, this podcast page, let's listen to it, well, congratulations on finishing the whole video and as a little gift, the view was left at the end. I want to tell you about Elam finishes. Luigi's Mansion mod called Luigi's Mixed Collection, which aims to accurately recreate the e3 demo we saw so much in this video, has been in the works for over four years and will be released in early 2020, so if any Maybe you wanted to play the e3 demo like me, be sure to check it out.
Elam ends the channel for updates and I also want to go ahead and watch all the channels that I have listed below to thank all the people who made this geek casserole reality video Luigi and LM ended up helping with the research qumu Blu brew music pan. man 14 is scruffy for the amazing remixes and of course thank you to all the patrons who help support the show and if you are interested in becoming a patron please know that you can get a free beta 64 sticker if you are an active patron of any amount by the end of 2019.
Well, I hope everyone has an amazing day. Thank you all very much for watching them.

If you have any copyright issue, please Contact