List of Luigi's Mansion pre-release and unused content: Difference between revisions
Lu-igi board (talk | contribs) No edit summary |
|||
Line 12: | Line 12: | ||
Also, multiple Boos were seen in several rooms in the E3 presentation, and they continued to come out of the wall like they did in [[Super Mario 64]]. This is a totally different method on how they act. | Also, multiple Boos were seen in several rooms in the E3 presentation, and they continued to come out of the wall like they did in [[Super Mario 64]]. This is a totally different method on how they act. | ||
This game was built with the intention of being in 3D. The GameCube has built in 3D components which can be activated by an unreleased add-on (that would have cost more then the console to buy). | |||
{{media | {{media | ||
|mediafor=Luigi's Mansion | |mediafor=Luigi's Mansion |
Revision as of 09:03, May 7, 2011
These are the beta elements for Luigi's Mansion
Beta Elements
Luigi's Poltergust 3000 was originally supposed to have a heat meter. If Luigi kept his vacuum on for too long, it would burst into flames, causing Luigi to lose HP. There also originally was a pink ghost that would scream behind Luigi causing him to lose 50 HP. The orange ghosts originally were blue, and had a big nose. The pink prototype ghosts closely resembled the final version orange ghosts albeit pink.
There was also supposed to be more interactivity, such as Luigi sliding down a stairway, and a lamp breaking. Originally, the Boo Radar was supposed to show the player where ghosts were, not just Boos. Also, the Game Boy Horror was supposed to show the player what Luigi is seeing without going into first-person view. Originally the mansion also had an RPG type of quality which included real-time changes of rooms and also an underground dungeon-like basement. There were also other cutscenes, such as Luigi looking back and seeing all of the items in the hallway move. The Game Boy Horror also had a clock. In a Nintendo Power Magazine, it was stated that Luigi had to save Mario in 24 hours or else he would be turned into a ghost. The clock is probably there to show Luigi how much time he has left.
There also was a lost graphic. In the first picture below shows the beta parlor. In the room, it had an extra side-table in front of the china cabinet.
There was an unseen gameplay element, where whenever a ghost pops up behind Luigi, the scene will close up on Luigi and has a comic style word scream show up. Luigi will end up crawling on the ground as a result of his fear.
The Dining Room was also accessed through a door to the east rather than a door to the south.
Also, multiple Boos were seen in several rooms in the E3 presentation, and they continued to come out of the wall like they did in Super Mario 64. This is a totally different method on how they act.
This game was built with the intention of being in 3D. The GameCube has built in 3D components which can be activated by an unreleased add-on (that would have cost more then the console to buy).
Gallery
- Luigibusters42 640w.jpg
A prototype screen shot with the heat meter and a different Game Boy Horror. Note: the beta side-table. - Luigiscream.jpg
A lost graphic. This could possibly be for an unused sequence. - Luigis19.jpg
A beta baby room. - Pinkghost.jpg
The pink prototype ghost. - Lmbetathing.jpg
The Game Boy Horror showing what Luigi is seeing without switching to first-person view. - Safari room.JPG
The tiger mats aren't on tables in the final version.