Beta64 - Luigi's Mansion [Revisited]

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[Music] ah welcome right this way enjoy the film Luigi's Mansion is one of those rare Nintendo games I can't believe I've actually said that oh hello there fellow spook luggage - a very special episode of beta64 where i bring a video back from the dead specifically my first ever video on Luigi's Mansion back then we didn't really have a clear picture on the development of the game and we especially didn't have a lot of ways to view the files for these cool on these findings those days are in the past all those days of rumors of death hanging in a t14 rating we have science now to disprove them and a lot of early footage and tons of smart people have been able to reverse engineer a lot of the game and they found some things elh the twisting elemental ghost that would have attacked Luigi a completely kind of functional multiplayer mode featuring Luigi and a second player model of Mario so let's sit back grab a box of cheese nips and developmental history of Luigi's Mansion our story begins in late 1999 back when the Nintendo 64 disk drive had just recently released in Japan a Nintendo EAD 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 at this point it was simply the brainstorming stage of the project and even though the game was beginning its creation in the air of the Nintendo 64 it wasn't exactly planned to be on the n64 per se more like whatever console could support it once it started its development and as time went on it would become apparent that the n64 couldn't handle what they really wanted to do so it was only natural to start development on Nintendo's brand-new yet to be revealed console project dolphin later called the Gamecube but I'm sure you're all curious what ideas did the team come up with during this brainstorming stage that led them to develop on the gamecube well let's start at the very beginning back when the game wasn't about Luigi or Mario or anything like it was going to become back then according to the game's director it was much more like the dungeon exploration segments in the 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 move from an apartment complex to a japanese-style ninja house and eventually that ninja house was also changed and morphed into what the team called a European forward slash American style mansion dollhouse with Mario as the main character alongside this mansion idea there was also some other tests going on with the idea of desert levels that Mario could explore but they just kept going back to that idea of exploring a dollhouse it just felt so natural because in real life when you look into a dollhouse you do it through imaginary fourth wall much like in Luigi's Mansion so they decided to scrap the desert and move forward with this mansion idea deciding pretty early on that it 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 in a sort of as he put it RPG system into the game where completing certain actions would cause the room to change kind of like how pressing the button in the storage room moves the wall but this would have been a lot more prevalent but around that same time they had the idea to include a vacuum in the game and it eventually made it as the players go-to tool for affecting 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 making a mansion that you can actually explore while designing this they also wanted to try out some different styles of lighting just to see what would fit best in this indoor space and during this experimenting someone decided to try turning down those lights real low causing the place to be filled with darkness deep shadows and at that moment right there was when they decided to make the place but of course Mario wouldn't be a good fit for a haunted house he's a hero he's a brave boy they wanted a main character who would be spooked silly and Mario just didn't fit the bill they needed a character that wouldn't mind being a little cowardly and that someone was the Legion and fun fact despite the fact that they wanted the protagonists to be scared silly they actually had zero plans to spook the player tell that to little Andrew who had nightmares about the Luigi's Mansion ghosts now as I said before experimentation with lighting is basically what led the team to go for that spooky atmosphere but it's also the reason they decided to skip out on the Nintendo 64 and develop for the Gamecube turns out as you would probably expect getting that kind of dark shadowy atmosphere complete with full dynamic lighting Chris shadows would be a bit of a challenge to accomplish on the n64 so they decided to turn their attention to project dolphin and since it was being developed alongside Luigi's Mansion they could also make quite a few requests for the system like having the graphics chip handle real-time shadows and how they interact with the environment and the dolphin team was more than happy to include that with the system along with many other requests like with the GameCube controller itself at that early time in development the controller hadn't even been designed yet so Luigi's Mansion team asked for a few things like having two analog sticks turns out they wanted to have this kind of control scheme from the beginning specifically having one stick for movement and the other for directional control which turned out to be for Luigi's flashlight and vacuum later on because of the more complex controls on the sticks after all dual stick controls wasn't exactly a mainstream concept for consoles at the time the team decided to lay off on the buttons they didn't want to confuse the players too much but once the controller started being formed with all those glorious x and y and z buttons they decided to map them to the gameboy horror and in the end ended up using every single button on the controller but there was definitely some deliberation on what buttons did what like the a button for instance 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 wouldn't be that big of a problem but originally the six-four flicked in Luigi you would use the c-stick in this bill to move around in the control stick for direction which makes reaching the a button of luck more difficult so they decided to have the vacuum control with the R button in step a with a ending up being deep and the oh yeah but now I remember some people playing the game back then thinking what was the point of having Luigi call out Mario I have a whole button dedicated something doesn't even have a purpose well there actually was a reason for it and it wasn't just let's use all the buttons on the controller it was added in after a staff member suggested can be used to reinforce the idea that Luigi is looking for Mario I mean besides some minor dialog throughout the game after the intro Luigi's goal of rescuing Mario isn't really mentioned all that much so they decided to have the Ouija scream out when pressing the a button just to remind the player of what they're doing in this horror finally spooky mansion you can tell a lot of care went 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 strike this balance making the game more of a short replayable experience focusing on exploration rather than item collecting and fetch quests though I mean you do do a little bit of that with the fortune teller but it's more of a backburner kind of thing and you can easily find the items just from exploring so for that random bird house where Mario's letter is plus I mean he's supposed to know that was there why would the letter be in the bird house still even then the team was smart and they put these flying fish ghosts around it so that way when you inevitably decide I want to suck them up the vacuum will shake the bird house well the Kadesh move and cause letter to fly out without the player really having to even think about it but it still gives them the feeling that they found it themselves you know what else they were smart about adding two different control schemes see the team had a lot of discussion about this dual stick gameplay that director Kona wanted with the team even creating several prototypes with different control schemes just to try them all out like one that used just one stick instead - but Kona was adamant about wanting these dual stick controls even if it 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 to it but in the end Kona caved and the team decided to add a standard control scheme option to the game instead of just the original intended sidestep controls but even if zero people on the face of this planet used sidestep controls that dual stick control scheme actually helped design the GameCube controller itself many of the testers who played using that control scheme called it uncomfortable to use with the small C stick since remember at that point you used it for luigi's movement meaning you're on that C stick the entirety of the game so with that feedback in mind they decided to make the controller C stick a bit larger which I mean it's it's hard to imagine this being any smaller but some prototype versions of the controller have appeared over the years and yeah it does look like an ad a smaller C stick and a huge control stick also that Z button has given me an anxiety so let's move on because Luigi's Mansion team pretty much had their every wish fulfilled on the Gamecube they really could focus on making the game something truly unique so they went all out I'm talking real-time shadows on every object I'm talking realistic environmental effects like water fire ice and I'm talking dust I'm talking realistic dust here have you seen the dust in Luigi's Mansion it responds like accurately to activity in the room and that's because it took six months to program the dust in this game I know it's dedication and here's the thing the reason I called you here is this debug counter right there that is the dust counter when you suck it actually increases the counter but it's not just a constant increase it's actually dependent on how much dust is in the room so it stops counting but if I release more dust it'll start counting again that's good program now with that freedom of creativity they really had the ability to experiment with things in this game while that one programmer was working on his dust for six months quano decided to try something else out glasses-free 3d basically what the 3ds has but for home consoles Kona recalls setting up his def kit with the secondary 3d display to try out this technology with Luigi's Mansion however because of the low resolution of the Gamecube and the high cost of a 3d panel at the time it just wasn't worth implementing but he had hoped in the future that the technology would advance far enough to make it worthwhile and it did kono even if you never worked on the wages mansion again the dream of Luigi's Mansion one becoming 3d finally became a reality in 2018 I'm talking I'm talking like he's dead he's he's fine he's actually helped produced 3's himself and so he technically turned his own wish into reality good for you man now at this point everything that we talked about here has been going on behind the scenes the public had no idea what was going on with Luigi's Mansion at the time in fact the first time that we ever got to see the game was at space world 2000 during the Nintendo sizzle reel and boy was it sizzling 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 Luigi's Mansion which despite just being some cutscenes was actually running on gamecube hardware when they recorded it to show the power of the system and it turns out this short sizzle reel isn't the only place we get to see these scenes a couple of them even MIT into the final game believe it or not like this quick clip of ghosts playing cards it's kind of hard to see but thankfully a site known as gamer web uploaded a higher quality image of it oh that's much better turns out you can find this exact scene on the ghost portrait fication Iser right there see it's not a perfect match though is there anything else here that might look more like wait hold on go back that's it the texture on the ghost portrait a Shanaya juror is literally the exact same texture as this TV but that's not the only thing from the teaser that snuck his way into the final game to show you let's press pause and going to the final game let's press pause literally look familiar yeah the final game uses a filtered screenshot of this screen from the space world 2000 teaser they just couldn't let the same go after all the lighting and effects are just beautiful there was more than just this teaser shown off at space world though some other various clips were sent to the press during the show this time with the actual audio of luigi going and to mention suddenly all this is still pre-rendered stuff there was no gameplay shown at space world mm so we can't see these crazy ghost designs in action is not entirely true actually there's one more place where these ghosts were shown and that's when Miyamoto was demonstrating the GameCubes controller the presentation starts with the foyer from the teaser and then focuses on this game queue on the table at this point it switches to gameplay with Miyamoto controlling the ghost on screen with his controller he can squish it rotate it make it grow things and burp and he can make the ghost lock to so you can hear an early version of what the ghost would have sounded like not gonna lie it sounds more like the seagull from sunshine that have ghosts but and you know this was just the first design for the spooky spirit the next time we would see them is at e3 2001 so why don't we move forward a few months and check that out now it turns out there were two different bills that were shown off 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 off in an ad campaign showing off the Nintendo difference you can tell if that bill because it lacks the coin counter unlike the playable demo on the shell 43 not all of this was included though these strange scare sequences with this weird border weren't included and honestly I can't tell if it was part of the game or just a clever video editing trick but I mean he's probably was part of the game because why on earth would you try to edit a border underneath you I just seems a little much for a video editor to do anyway why don't we start our e3 journey by looking at first the e3 2001 trailer now I didn't accidentally show part of the space world 2000 teaser this footage was actually still being used for promotional purposes even at e3 but don't worry that's only for the beginning of the trailer after this short refresher it switches over to the first ever seen gameplay of Luigi's Mansion and if you add in the footage taken from the show floors playable demo there's quite a bit of footage to look through and of course there's a lot of changes as always the beta compare club took great care searching every inch of the footage and if you want to check out all their findings both big and small head over to the link below but as for this video we're gonna be looking at some of the biggest most fascinating least spooky changes that were in the ether 2001 build first off the gameplay which at this point doesn't even mention the whole point of Luigi being here is to rescue Mario instead it's just like hey why not have fun exploring this mansion within the time limit a very demo thing for them to do in this build the player had until 1:30 a.m. to explore the dark hallways of the spooky building after which egad would call Luigi and say something that we don't know because the text box too bright and bloomed out on the footage oh well after that the players simply kicked out to the title screen and then the demos over ready for the next person in line but Andrew what about dare I say it zombie Luigi the one from the original game over sequence no actually it wasn't that infamous creepypasta inducing scene wasn't in this boat of the game or any build of the game for that matter it was only in the e3 trailer so it wasn't a game over screen it had nothing to do with the storyline none of them Mario didn't disappear causing Luigi to get depressed it was simply a trailer to entice people to play the game that's all now there are some more gameplay elements in the game that were scrapped and not just because it was only for a demo these were all planned to be in the final game but were scrapped for one reason or another like the Portuguese whose design itself changed between e3 and release as did the nozzle which is bigger in this early build and the hose attached to it whenever it sucks up a ghost would get this big bulbous blob thing running through it to show that you've successfully captured a Spectre along with all of this the flashlight was also bigger in this build and fun fact it's different in another way too it can't turn off and it wasn't even playing - until the end of development when Miyamoto requested that the player have more control over Luigi's actions and thusly used more buttons on the controller so the idea that came up with was to make a new flashlight one that could be turned off with the B button letting ghosts get closer and effectively allowing the player to be more strategic on how they handled their ghost capturing going back to e3 there's one more thing that PO - Gus used to do explode as you vacuum this meter on the bottom of the screen would build up and then BAM it exploded engulfed in flames this of course was scrapped before release but the meter down there was eventually repurposed as the fire water and ice meter with the number being replaced with icons for each depending on what you it's funny though in this build that Miyamoto plays on stage which by the way is special with cheese because he's a cheater he can use the water ailment complete with its own unique nozzle that was scrapped but the meter on the bottom yeah it's not there it doesn't appear at all so basically the over heat meter literally flipped purposes nowadays limiting the elements and making the vacuum unlimited instead of the other way around speaking of the HUD there's some more changes here too like the coin counter which was designed to count all these early coins spilling out all of the floor and rotating about but even if they were scrapped both the coins and counter are still in the final game the coins being out of bounds with no functionality other than its spinning animation and the counters code was recently discovered by youtuber grumpy circle though sadly the counter is considered a lost cause since so much of the code was written over when it was assembled for release a Luigi's Mansion modern who goes by the name of elam Finnish managed to rework the finals money counter to look like the e3 build but technically that's still not the original code it's a mod next up is the hard counter which despite it obviously being capped at a hundred has a label there too spelled out for the player but it turns out in this build they're technically are points where it isn't capped at a hundred all thanks to these guys know by fans of the game as bashers here they serve kind of the same function as the bowling ghosts in the final game a small easy to suck up ghost that appears exclusively in the hallways well actually in even earlier bills of the game like the Nintendo difference bill they were seen in the bedroom and were also a different color in the e3 build though they were only seen in the hallway and always purple with their only form of attack being sneaking up on Luigi while he's invisible and then spoken the boy this would cause the poor boys max health to drop to 50 and him scurrying away after standing up luckily it increases back to a hundred but the health points still remain at fifty or at least a would have Miyamoto turned off his game genie so at worst it takes away half your health and theoretically at best it doesn't hurt you at all as long as your health was already below fifty technically though the Nintendo difference build is different here to their bachelor's only took thirty health points and Luigi didn't fall on the ground and crawl away he was just normally spooked either way though this seems really unfair for Luigi I mean I've wrong you can't even see the guy until he's right up on you well it's you know except for that little what is that does Specter juice I don't know that's where the Gameboy horror came in handy though people didn't know that was what it was called back then because it was lower on the screen see that little light on top that was to let you know that a ghost was near and that's how you would be able to tell if a basher was approaching but it turns out this radar doesn't only react to bashers it also goes off for normal ghosts too which highlights another change originally these quote-unquote normal gos could appear in the hallways as well though in the final game only special ghosts can like the bowling ghosts I mentioned earlier honestly really glad they only used the gameboy horror for detecting booze because it would have been really annoying after here for basically more than half the game and by the way speaking of booze they make an appearance in this e3 bill to just in a different way originally they acted the same as flying fish ghosts just floating around until they eventually got sucked up by Luigi now I should note that flying fish do appear in this bill too in the washroom specifically coming battle to the toilet or sorry in this build it's called the laboratory and actually technically shouldn't have any ghosts in it at all 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 boost changed after all they pretty much functioned the same except you can cause boost to stop moving when you shined your flashlight on them also now that I think about it why are boos even in devil's room and the final game books are supposed to be the only annoying thing here not small fine ghosts but the person playing this demo was able to get past them captured daddy who only had 50 health points instead of a hundred and 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 talked about controls yet I mean I guess I did a little the control sticks are still flipped in this boat and used the sidestep control scheme exclusively not to mention the Z button does something completely removed from the final game Crouch yeah Luigi could originally squat down in order to dodge attacks but no one at the show really knew you could squat so thankfully we got lucky and someone just pressed it by accident now what about Oh music jeez Louise well this demo has very strange song list that includes a very weird rendition of the Luigi's Mansion theme it's not orchestral at all is all synthesized so take a listen [Music] [Music] [Music] [Music] [Music] turns out that's not the only rendition of this theme there's also a special track that plays when Luigi clears a room they uses bells instead of Luigi's whistling and it turns out a user by the name of Effie managed to recreate the track using sounds from the final game because it turns out the instruments that were used in this version of the theme are still in the final game [Music] [Applause] [Music] [Applause] [Music] and last but not least we have IGAs lab which is completely different from the final game and sadly we don't have a high quality rip and we don't have a high quality recreation so we just have this medium noise reduced quality that was made by yours truly [Music] now that we've went through all these major gameplay changes why don't we check to see how the story changed and yes it did actually change a bit from e3 first off at the demos title screen there were a couple of options that allowed you to either skip the intro or play from the beginning so instead of skipping this time let's see what the intro has to offer us okay right off the bat the intro cutscene is different starting with the different angle in the trees and then it kind of sort of looks a bit like the finals returning to the mansion scene but it definitely looks nothing like the finals intro with Luigi looking at the map notably egads lab isn't here and there's a reason for that which we'll learn what's Luigi enters the mansion here you'll notice he's holding the flash' with both hands instead of one which can actually be replicated in the final game by messing with a parameter in RAM apparently Luigi has eight holding methods in the final game the first being the two-handed one from e3 and the last one being used in the final game now let's take Luigi upstairs have them interact with the door and once that Flags been set head back downstairs to see a different colored ghost ready to spookily we do with this spooky key except Luigi isn't scared like at all he's just kind of standing there unlike the final game though and as you've probably already noticed by now all of the ghosts not just the one in this intro are all different colors compared to the final counterparts and the reason for that is because originally any ghost could be any color there weren't these specific colors for specific ghosts like it is in the final game there are body types and then there were colors and they could all be mixed and matched it will depending on what the developers felt like that day oh the ghost left and now Louie she's got the key you know cinematic but yeah you know it's fine now we can check out what's beyond that door and it turns out it's a spooky boy ah says Luigi unlike the final game where he just screams ugh says the spooky boy and returned both of these were cut out from the final game as well as when the three ghosts at the end say boo when Luigi and egad run away I'm sorry in this build he's called dr. Elvin gat with one D instead of two he also like really actually gets mad at Luigi here saying that he's intruding on his house since apparently in this version the game he's been living inside the mansion for quite some time thinking it was vacant and being a ghost researcher it was perfect for his studies perhaps this is the reason why the lab wasn't outside he's been living inside the mansion after all so maybe just maybe in this build his lab is also somewhere below the mansion it'd be a very interesting idea but of course that's all speculation I wish he guy would have told us where it was at but instead he continues to talk about the mansion and mentions that it's actually famous for being haunted which contradicts the final storyline where the mansion is simply an illusion that just appeared one day but no here in this build it's a tourist destination lived in by an old man still sounds pretty spooky to me after talking with egad a bit the we do returns to the mansion and we're back where we would have been if we just simply skipped the intro but now that we have full range of the mansion since no one bothered to lock any doors well except for two doors the main door in the foyer whose keys you get from Chauncey's room and the upstairs hallway which can be unlocked with the key from the living room other than that though everything else is unlocked let's see what rooms have changed the bedroom is a good place to start featuring a different layout with two beds instead of one double bed and a there's Lydia in the final game you have to pull back a curtain to create a breeze and cause her to move but in this build a bed is in the way so that's not gonna happen here we just sit and wait for her to turn and bam the battle begins with only 50 health points instead of 100 just like Neville and after capturing both their parents against their well let's go pay their kid a visit in child's room interesting name for a nursery now but it seems like Chauncey isn't here to give us that epic boss battle so I guess we'll move on to the bathroom have lower there this little gag was met with lots of laughs someone who has shown off to the press that's you can imagine in this build though when you pull back the curtain petunia isn't there waiting for you instead there's nothing what about the old dining room what does it have to offer a lot actually first off this door was replaced with the cabinet later on that I used to hide behind because I was too scared fighting mr. lugs because those gosh dang fireballs are freaking scary also that fire was apparently originally a grandfather clock whose face texture was later used as part of the portrait vacation Iser good to see being put to good use what else what else well there are chairs on both sides of the table in this build and they're red flames in the candle instead of purple and mr. Lux is nowhere to be seen since he's not here there's no waiter ghosts and in their place are feisty normal ones and he's going to die yep then he died okay all right and I guess our ether new journey ends here and that's probably a good thing I'm starting to get all jumpy from all those spooky three changes honestly I feel like something out there's like watching something that wants me to talk about it some sort of ghostly rumor that just needs to finally be put to rest all right this is the Safari ghost or should I say a deviant our drawing of the Safari goes by the nibbled to zero-zero nine-one now who is this guy bala Klee dashing spirit well it all stems from Nintendo power issue 149 where this image of an early safari room is shown along with the message when your goal busting mission takes you to the trophy room proceed with caution if you meet up with the ghost of a hunter he'll want to add Luigi to his collection at this point I think it's about time to say it's a made-up tale it's a total fabrication this one was invented by a writer it's not real it never was they made it up I mean this issue of Nintendo power came out a month after the game released in Japan if it were real it would have been in the Japanese version the game or at least in the files of it which it is not and technically according to the game's files the Japanese version was actually finished on August 28th 2001 specifically at 3:00 in the morning that was almost two months before the release of this antenna power issue and the writers of this article would have been very well aware that this ghost didn't exist so no the ghost wasn't removed to keep the game from getting a teen rating all of those rumors came to be simply because a writer at Nintendo Power wanted to make a joke funny how that happens to be fair what really got people confused was the fact that this article uses a ton of early promo stuff despite the fact that the key artists from the final version they still used in early ghost here and all the screenshots from an early build as well it's nice though because they do show off a number of changes completely different from the e3 2001 build in May and the retail build released in September like a first-person camera on the Game Boy horror and this ghost counter looks strangely like a repurposed overheat meter turns out this meter is still in the retail bill elem finish who I mentioned before actually made a cheap code to have it reappear in the final version of the game and it's completely functional - it can only count up to 10 ghosts and after that the meter just stays full until you warp into a new area or the ghost reset command is used like when Luigi finishes training in IGAs laughs interesting you know when I first made my video around I guess eight years ago this page on the cutting room floor was incredibly smart I mean decompressing the files in Luigi's Mansion and especially viewing the models it was unheard of but over the years people figured it out and now this page has exploded there's on use mods animations and even now just recently found in the unused multiplayer mode that still functions so why don't we check out some of the most interesting unused findings in Luigi's Mansion now the first thing I want to talk about is the game's internal name over the years we've heard some interesting ones before like Mario Galaxy being called SMR for super mario revolution but for Luigi's Mansion the root file and the game simply refers to the game as project one huh let's boot up the game and head over to egads lab shall we here with the help of an action replay code we can walk around the place something not possible when playing the game normally turns out there's a lot more to see in this lab besides egads gorgeous flection there's actually a whole area over here to the right that you can't see in the final game well you do technically get a view of it as a pre-rendered background behind egad when he calls you on the gameboy horror now what part of these rooms exactly while the sign on this door says training room so I'm gonna guess that one's the training room though I guess it doesn't particularly matter because there's nothing behind any of these doors and they were never able to be open either because they were modeled into the environment the letter to the left thankfully is usable you can actually climb all the way to the top but once you reach it you'll fall right back down onto egad and start shivering because apparently egad is cold as ice now why do they bother making this lab so big if you can't see half of it well it turns out originally you were supposed to be able to walk around it you could have used the doors to enter different rooms and climbing up the ladder would take you back to the mansion using the gameboy horror here which once again is impossible in normal gameplay it'll show you the map of the room with Luigi in it as well as some unused text that says underground lab on top notice how the Ellen lab isn't capitalized this gives us a hint as to when it was made likely sometime close to e3 since much like the demo the second word is never capitalized probably because it was so rushed to get translated before the show I mean look the master bedroom in this demo is literally called bedroom one and much like the underground lab they didn't even bother to capitalize the second word room either without any hacks or cheats you can still pull up this map of the training room in gallery just with different highlighted rooms with Luigi in it but if we know what these three rooms are what's this one turns out it's the ghost porch of vacation Iser room and according to son use map model highlighting the room it would have been accessible too there's even an early model of that room that went unused called H underscore 0 to bin it's incredibly similar to the e3 version and even has a little door jut out here which isn't in the final version of the room because while the player wouldn't exactly need a door here says they can't walk around the room normally anyway according to the map the door would have led to the underground lab but for some reason instead of a door being here that leads to the gallery there's a dirt pile so at this point it doesn't seem like the porch of occassion hyzer room would have actually connected to the gallery which is weird because according to the map means there would be no way to get there maybe earlier on there was a door connected to the gallery via the training room but that's all speculation for all we know things could have been planned to be wildly different than this map shows which by the way was edited up until two months before e3 2001 around 1:00 a.m. and it wasn't messed with again after that it turns out this isn't the only on use map in the widgetts mansion there's another one that covers the entirety of the mansion and it includes this interesting luigi doll that would have functioned as the luigi's in this room marker it turns out this unused map you know is functionally the same as the final game but it's the layout of the e3 demo so now we can actually look at the e3 demo in full with the help of an easy to view map so let's take a look shall we well the first thing you'll definitely notice is all these boarded up doors that were designed to keep players from accessing unfinished parts of the game like the anteroom the twins room the ballroom the billiards room the laundry room the fortune tellers room and the stairs to the basement not to mention sometimes it's not boards blocking your path it's huge piles of crates like these that kept the player from reaching the rec room and the second and third floor of the mansion but there aren't just boarded up doors to show you there's also some additional doors to that art in the final game like a new door to the conservatory directly across from the bathroom but it's also boarded up the door that leads to the conservatory in the final bill would have been right here but it's not and happens to be one of the few doors that weren't in the e3 build and were added in later like the left door to the courtyard and the doors in the hallway is the led to the stairs in the dining room there's also another block door which should it be there we saw it earlier in the video but now we know where it leads according to this map which turns out to be the projection room which in the final game can only be reached through the billiards room and moving further down the dining hall there's another door that was scrapped before release which would have led you back to the hallway and across from that door is another scrap door that would have connected the dining room to the billiards 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 door right to the laundry room though like many of the other ones eight to is blocked because of all those blocked doors that's all the 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 mansion held that players back in 2001 couldn't document for us like an additional door on the second floor to the Wardrobe which is actually a pretty big deal because it means that the entire second floor would have been connected you wouldn't have had to go to the trouble of going all the way back downstairs from the second-floor hallway to go right back up some stairs in the foyer to finally reach the wardrobe room it was all connected together heck even this hallway door here led right to the second floor of the foyer the third floor also had a ton of scrap doors too in fact originally those doors connected each of the rooms to every single one of their surrounding rooms and hey look at that I spy an extra room here that was scrapped before release don't know exactly what it was but it's still pretty cool last is the basement which is surprisingly almost the same except for the breaker room being connected via the left hallway instead of the one below it meaning that the door was on the left side rather than on the wall closest to the player turns out though that early breaker room is still in the games files under the wonderful name b1 underscore C underscore 67 see that door on the left side it's a perfect match and remember how I said that the stairs to the basement were blocked off in the demo well that is true on the show floor there were TVs playing videos of Luigi's Mansion that showed things not available in the demo and in one of those videos we get a small glimpse of that early break room that went unused or at least a version similar to it see it looks incredibly similar but there's no door on the wall there are no pipes either but the rest of it looks so eerily similar sadly we can't date this model since there's no entries file listing its last compiled date so it's unknown at this unused room it's before e3 or after but since this version has more stuff than 83 I'm going to assume after there's some more stuff for me through 2001 left in the game's files - like this image with text saying from the beginning which you probably remember from the title screen the show floor demo the game boy horse timers also in the files - and fully functional to boot by using a cheat code except that it doesn't end at 1:30 and I till 6:00 a.m. before resetting back to zero using that same cheat with a different parameter you can also bring back the first person camera as well that we saw from the Nintendo Power magazine and there's also that water nozzle we saw Miyamoto's presentation of the game as well as another unused model that it's exactly the same except red this was going to be used when spraying out dust otherwise known when you press L without any elements the early version of the Poltergust from e3 is here too as well as a tomato you remember tomato no I guess I forgot to mention that one see in this early screenshot of the kitchen given to the press around III time we get our only glimpse at the scrapped chef's ghost and this tomato it's unknown exactly what it would have done but likely the ghost would have used it to attack Luigi at some point but we're still not quite done with all this e3 stuff yet we still got this early on use vase that later found its way in the background of pour all and this cue ball goes which can be seen here in the e3 trailer but technically while this model its functionality and all of these colors went unused a duplicate of the model was repurposed in the final game can you guess where it's the stars of the observatory well actually in the 30s version they're called shining ghosts but back then they looked like falling stars so we call them falling stars even the model itself is called star so it's almost like originally they tried to hide the fact that it was once a ghost and instead pass it off as a star and speaking of stars check out this unused star door which according to advertises for the game would have led Luigi to the twin room there's also an unused heart door too in the game's files which would have been for the nursery both of which were only seen for a little bit of time between III 2001 in space ro 2001 at which point the game was basically the final version there's actually an incredibly early door design in the game's files - simply called door it comes in two different model formats which is strange for the game and was last edited February 23rd 2001 about six months after the game's reveal at space world and almost three months before e3 and since we're on the subject of space world and these early designs did you know that these incredibly early ghost designs that you to haunt these halls are unused in the final game as two icons no model sadly but we did get a little lucky because even though these early ghost models aren't here anymore some early animations are specifically from the e3 build of the game there's early appearing animations as well as basher animations that have been ported by the game's developers to every single one of these ghosts there's basher scary bashers failing bashers getting caught in a flashlight the toiler even has an extra e3 animation to that the others don't an early ground-pound but you know what else it has a punching animation and the final game the twirler never punches that's safer well the puncher goes and it gets the gold ghosts also does some punching to rendering this animation unused for the toiler also all of these ghosts have one more unused animation in common being blown away which would have originally maybe been an early animation for when they escaped Luigi's vacuum but that's not all oh no no no we've also got early unused variations of animations for the grabbing ghosts like spawn scare and fail and the ceiling ghosts also has waiting which never happens because it immediately scares capturing which also never happens because as zero HP and gets sucked up immediately frustrated which would play whenever it failed to blow up Luigi and vanishing upwards that's strange it's called ceiling ghosts for a reason it hangs down from the ceiling there's no point where it flies upward like that it was later replaced with this swinging animation which makes a lot more sense unless originally it didn't always fall from the ceiling oh and also the bowling ghost has some similar unuse animations too like chasing even though it never moves and capturing even though it has zero health now there's a few more animations 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 not the model that was used in the game though but instead an unused Luigi model which honestly doesn't look all that different we'll make some interesting as all of these early animations he's bundled with some of them are actually from space world mm but most are from e3 like squatting walking while squatting barrel rolling and two different temper tantrums a small one and a demon exorcism now of course this isn't actually a Demian animation this is just a joke you don't need to write any creepy pop okay but you know there is one other creepypasta like animation in the game though it's more than just an animation it's more like a state of it's poisoning Luigi yeah let me show you by using an action replay code we can actively poison Luigi causing him to move around to radically losing coins and health and at the end of the animation he'll slap his face in order to get back to normal yeah this animation uses an otherwise unused eye texture and the current consensus is that it was originally going to be triggered by poison mushroom we're seven freaking he woulda freakin died but you know those sad eyes of Luigi's pain show up somewhere else in the game too these early unused editing graphics which would have likely appeared at the end of the game depending on which rank you got these images were built on July 13th which is about a month after the games released so they're really not that old also in that ending folder you've also got the file Sochi day which goes unused as well it translates to and now a present from the doctor with doctor referring to professor egad since his Japanese name uses the same honorific here pronounced pakusa which means doctor or an expert remember how in the final game egad uses the treasure Luigi steals I'd mean mom yeah steals to give him a new house well taking that into account it doesn't seem so odd that originally there would have been some texture that says hey the professor gave you a gift wasn't that nice of him to pay for with your own money and since we're on the subject of unused graphics why don't we check out some early placeholder textures like this Daisy render from Mario Tennis for the 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 likely a placeholder for the psychedelic backgrounds for bosses like Chauncey and fun fact the Gamecube in this texture is an early design that includes a transparent cover to show the disk spinning this is the same early design that was used in the Super Mario 128 demo and honestly it feels like I talked about this tummo every single time I make a video and hey if you're interested in this demo why don't you check out my video on Super Mario Galaxy we're talk about in full with Scott the Waze wink there also a ton of icons the one in use to a couple of them being ones that would have shown when scanning objects with the Gameboy horror it's this key and this boo the key was likely from scanning a chest and the boo well it probably would have been shown when scanning furniture with boos hiding in them if that's true it means originally you wouldn't have to use your radar to find them all you would have to do is scan every single object in the room what fun but that's not all the icons we've got we've also got some that would have been shown in dialog windows like Bowser Mario a gold ghost Nana and a green toad these three even have their own colored dialog boxes that one I used to this pretty obvious where there would have been used Bowser would have been at the final boss the gold ghost was probably from the scrapped dialogue in the intro for going hug in boo Mario was from when he screams out during the well sync once and was actually later used in 3d sport of the game Nana probably came from getting smacked with the yarn balls and the green toad is from back 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 that scrap dialog icon some other unused color variations are also available for ghosts too like shy guys and mice and those aren't the only unused ghosts we can find the game check out this early bog mire complete with a ravishing lower lip this was compiled july 13th so a month and a half before the final build of the game now this is cool and hip and all that but what about ghosts that were completely removed from the game like not an early version but something we've never seen in the game at all well today is your lucky day viewer because we do have that it's called l.a textualist monstrosity complete with animations for appearing moving attacking and getting hurt as i mentioned before it has no textures in fact doesn't even have a UV map to even begin putting textures on it so either never made it far enough to be textured or was going to be colored simply by shaders or particles and speaking of particles it has some that would have likely been used for attacks like fire and ice even has these things called cores 3 in fact one for each element in the game so it looks like else would have originally been an elemental boss used to attack Luigi with all the elements from the game but in the end in minutes sadly scrapped this boss happens to have been built around a month after e3 2001 now of course there are some more simplistic less interesting on news models left in Luigi's Mansion which 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 love seat for the billiards early pictures an early medicine cabinet a baby mobile as I've learned it's pronounced a phonograph with a working animation and last but not least room 0 1a which actually Ellen finish has brought it into the game it could have simply been a test room or maybe an early version of the seeker room but we're not quite sure because it's so simplistic there is however an actual test room left over in the game along with some other removed rooms which are very some might call it in the business spooky so this is the test map yeah this spooky room this room is complete with a floating Mario portrait The Crying toad a Luigi arm for cutscenes that's just hanging out in midair some fire the butler's candles midway through the floor and King Boo himself just without his crown but this isn't the only room here as you could probably guess by these doors opening the left door walking through it that works too will lead you to the mail floating world Linda who never exposes his heart as he's missing his true love or more specifically their rotating dance object the door in the back of the main area leads to a bunch of tables with collision mapping only on its legs so you can partially walk through them all that might seem a little Doug T lame but it turns out on the invisible plane of existence there's a generator in here meant to spawn an object of the developers choosing it doesn't activate those so nothing happens but turns out the reason for that is the fault of the developer see the active here in this room has the wrong name for the generator it's supposed to activate renaming it to the actual generator in the room causes a Goldratt to spawn whenever Luigi walks in just like it was supposed to since this room was designed for testing the rat running around under tables and fun fact the thing that tells the rat where to move is called a path and there are even more pass in here than there are objects to use them gives us a glimpse of what was tested in this test map things like standardized skeleton ghosts waiters and there are even six additional paths for the world Linda's sadly these paths don't work anymore and speaking of not working let's move to the room on the right which once again includes the foyer stairs as well as some ladders for testing purposes not to mention King Boo is back but stay far away because getting close to him causes the game to crash because it activates this cutscene with Luigi at the altar and warps him to very specific coordinates those coordinates however are outside the boundaries of this room and the game in an effort to keep Luigi in the room will crash the game instead looks like Luigi's not gonna be leaving here anytime soon the other three unused maps turn out to be very different versions of the gallery we've got map 5 which includes the unicorn statues from the balcony instead of the Angels and King boos rube is incredibly meh compared to the final not to mention doesn't this version the gallery seem a little small turns out it actually is and if you replace the final gallery with this one the clockwork soldiers Biff Atlas Slim bank-shot sir Weston uncle grimly Vincent van Gorp bog mere and delicious dangit bull asses literally since I was a kid I always called boo losses boo alicia's I have no idea why anyway they're not in this gallery moving on we've got another version of the gallery here which is very similar to last except it's much longer even longer than the final version of the gallery could this mean that more ghosts were originally planned maybe plausible but it could also just be that they were playing with room skills to see what would work better and this one just happened to be longer you never know the last version of the gallery is a lot different looking matching the style of the training room more than the finals gallery perhaps originally the gallery was supposed to have the same underground look and feel as the rest of IGAs lab there's nothing here that's really functional though the only thing here that would have done something is an event that might have been activated by talking with egad but it doesn't work anymore and has since been replaced by devs with the event where Lydia says oh dear such a draft for our last topic I've saved a very interesting very recent find in Luigi's Mansion and it all has to do with this unused Mario model which has been stretched to be the same proportions as Luigi and it's really weirding me out to be honest for years we had no idea what the purpose was for except that maybe it could have been a playable character or maybe for a scrapped multiplayer mode and it turns out they were actually right there is a scrapped multiplayer mode that still works in the files of Luigi's Mansion and it was all discovered by Kirby Mimi a friend of mine who goes by the name of swanky box released a video on this findings recently so be sure to check out that video linked in the description but for now let's just kind of give a synopsis on the findings directly from the users of the Luigi's Mansion modding discord server now in order to get this to work all you need is a little action replay code to cause a second Luigi to spawn controllable with the second controller it isn't perfect of course Luigi to spawns without his vacuum and invisible so both these issues needed to be fixed manually before playing and while you do play you need to make sure Luigi one does most of the work since Luigi too still has a few other issues like difficulty opening doors but this whole thing is much more than just simply spawning a second Luigi there's also a smart split-screen function where the screen was split in two when the players were far enough apart and come back together when they're close enough it's honestly incredible that all this is still here still semi works now the Fahd is that the unused Mario model that we saw earlier was supposed to be the second player but the mode was scrapped before he got put in it I mean not gonna lie I think it all stretched out Mario rescuing Mario with Luigi is kind of strange but maybe they had plans to work around that there is an unused ring in the game mentioning a mission mode so perhaps something like that was planned but was eventually sadly scrapped hi I'm still here we still got some unused music and sounds to listen to actually and some of them haven't even been documented yet take these unused Luigi voice clothes for instance I got you hang on to Mario Luigi get you [Laughter] [Laughter] sounded a lot more like waluigi to be honest anyway we've got a couple more sounds to look at the first one is actually from e3 when the ouija was scared by a basher and next there's this one which actually was later used in the Nintendo 3ds ports commercial for the game take a listen next up we've got some actual songs the first one well I guess is more or less a song it was used on the title screen of the e3 demo take a listen [Music] spooky next up is baby room which as you can probably assume has something to do with Chauncey and it turns out it's actually an unused part of the final song that happens when you talk to Chauncey for the first time next up is totaku song which i know is already in the game on the control select screen in the training room but this is a different rendition of it with an actual purpose besides being an easter egg it was to be a part of melodies quiz in fact it can actually put back in the game with a little bit of cheating so why don't we give it a try for ourselves I guess I would love to listen I wrote that the answer is totaku kick case theme well that was riveting and spooky and spookily riveting there's just a little bit more to go now with their last few 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 and can you guess what Ted s a demo one is turns out it's the music for when boos are released onto the mansion in the final game then be honest with you I have no idea one is called back unless of course it was like some second cutscene involving boos where this remix would have played but it was also maybe removed from the game next up we have a song that goes unused twice the first one is called space room and the second one is actually a shorter version of it called total score now something this may have been used when clearing all of the ghosts in the room but I have a different theory it's called total score right so I'm thinking maybe just maybe it was supposed to play whenever you see the players total cash kind of like this markup I made [Music] I don't I don't know why I did that I just want to give myself a video I didn't challenge at 4:30 in the morning last but not least we have some of these spookiest sounds that went unused in Luigi's Mansion and you know what the best part is we have no idea what they were used for so that just makes it all the more mysterious so let's get a little more atmospheric now let us listen to some of the strangest spooky asagna sounds in Luigi's Mansion playing over some spooky stock footage that I found on page 3 of Google this podcast page let's take a listen well hey congratulations on finishing the whole video and as a little treat view stayed at the end I want to tell you about Elam finishes Luigi's Mansion mod called Luigi's mixed collection which sets out to accurately recreate the e3 demo we looked at so much in this video it's been worked on for over four years and set to release in early 2020 so if you've ever wanted to play the e3 demo like I have be sure to check out Elam finishes channel for updates and also just want to go ahead and check out all the channels I've listed below to thank all the people who made this video reality casserole geeky Luigi and LM finished for helping with the research qumu Blu brew music pan man 14 its scruffy for the amazing remixes and of course thank you all to the patrons who help support the show and if you're interested in becoming a patron just know you can get a free beta 64 sticker if you're an active patron of any amount by the end of 2019 alright I hope you all have an amazing day thank you all so much for watching you
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Channel: Beta64
Views: 1,675,086
Rating: 4.9172988 out of 5
Keywords: beta64, beta 64, beta64 luigi's mansion, luigi's mansion 3ds, luigis mansion, luigi's mansion 3, beta 64 luigi's mansion, beta game over, zombie luigi, dead luigi, hanging luigi, basher, beta ghosts, spaceworld 2000, spaceworld 2001, e3 2001, e3, beta64 revisited, beta build, safari ghost, luigi dead, clear room theme, e gadd, lab theme, scott the woz, spaceworld, nintendo switch, 3ds, nintendo 3ds, nintendo, luigi's mansion 2
Id: 2AyDWjVC2zw
Channel Id: undefined
Length: 59min 15sec (3555 seconds)
Published: Sun Nov 10 2019
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