Luigi’s Mansion 2D: Eternal Night is a fan game that transplants Luigi’s vacuum cleaning ghostbusting antics into a 2D pixel art adventure, with lots of haunted rooms to explore, secrets to discover, five elemental powers and even some bosses to battle.
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Luigi's Mansion 2D: Eternal Night is a Metroid styled fan game of the popular game series known as Luigi's Mansion, where you go through various rooms, clearing them by vacuuming up ghosts in order to save Luigi's brother Mario.
Aside from it’s 2D pixel art stylings, Luigi’s Mansion 2D: Eternal Night is a lot like it’s official Nintendo counterparts. In the game you explore a mansion filled with haunted rooms. Most rooms will require you to defeat the ghosts within them to unlock the exit and earn you a key to a new room. There’s also lots of hidden cash and heath bonuses that you can discover by hoovering around the rooms.
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Combat in Luigi’s Mansion 2D: Eternal Night is similar to the original, with you stunning the ghosts with your flashlight then using the vacuum pack to suck them up. There are also five different elemental powers (fire, water, ice, earth and electricity) that you can blow out of your pack to dispatch any particularly tricky ghosts.
The current build of Luigi’s Mansion 2D: Eternal Night features a large amount of content, with 39 unique rooms, a wide selection of different ghosts to fight, lots of secrets and four boss ghosts to dispatch. Even in its current form it’s a very polished experience – the only major annoyance is the save system that requires you to exit the entire mansion, which can mean a lot of unnecessary backtracking. Other than that though it’s a fantastic fan made outing for Mario’s little brother. Highly recommended.
Note: You Can Switch Between Elemental Powers by Pressing 1-5 (They’re All Unlocked at the Start)
Download Luigi’s Mansion 2D: Eternal Night Here (Windows)
This is a sub-page of Luigi's Mansion (GameCube).
The effect folder isn't what you expect, rather a mix of an unused door, some weird blue effect, and the ghost glow used in the game. It's one of the only folders in the game's files that's unused.
Model | Animation |
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A very odd looking model considering the art style doesn't fit with Luigi's Mansion. It is an early door model for the unlocking door cutscene since the animation syncs up with the final one. This particular model is strangely located within the Effect folder.
The model comes in two different formats; MDL and BMD. There are also two identical animations, one for each door model labelled 'door.bck' (for the BMD model), and 'door.key' (for the MDL model). There is a copy of the texture used on the door's frame called doorVAC_BODY_ITA4.
Some sort of blue warp effect. The effect partially spins around along with the 'fog'.
There are three unused door objects within the game.
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Heart Door being unlocked |
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This door is pink and features heart designs. Early footage of the game showed that this door was originally intended to lead to the Nursery, the room where the first area's boss is found. It has a unique cut scene for being unlocked, showing the heart-studded door instead of the normal door model. The heart door model has an ID of 07. There are four unused models for the cutscenes when trying to open it while it is locked and unlocking it, they are codemo07.szp, nodemo07.szp, oodemo07.szp, and hodemo07.szp.
Star Door being unlocked |
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A blue door featuring stars. Early footage of the game reveals that this was originally the door that led into the Twins' Room. Like the heart door above, a unique unlocking cut scene is present for this door that uses a highly detailed version of the star door rather than the model for the normal doors. The star door model has an ID of 08. There are four unused models for the cutscenes when trying to open it while it is locked and unlocking it, they are codemo08.szp, nodemo08.szp, oodemo08.szp, and hodemo08.szp.
The lab door seen in the Portificationizer and Gallery rooms has a dedicated cutscene model. However, it just appears to be a placeholder since lab exploration was removed earlier in the game's development. The metal door has an ID of 05. There are four unused models for the cutscenes when trying to open it while it is locked and unlocking it, they are codemo05.szp, nodemo05.szp, oodemo05.szp, and hodemo05.szp.
Gallery Door being unlocked |
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The model elh is a tall, faceless, twisting creature. According to the entries, it was compiled a month after Luigi's Mansion appeared at E3. It has six animations. It has no textures, nor any UV maps that would support textures, meaning it either relied entirely on shaders, particles, or never reached the texturing phase. Elh has four particle effects dedicated to itself.
Particles:
Animations:
Final (bfire) |
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The model shadow is an earlier version of Bogmire. The textures are the same, but the appearance is remarkably different. It has longer wings with skinnier flabs of ectoplasm hanging down, a defined lower lip or chin, and a visibly sorrowful and eerie expression. It also has a typical wavy ghost bottom, whereas the final Bogmire has a blob bottom.
Used (dmario) |
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The file bmario is a second model of Mario, stretched to Luigi's proportions and equipped with back straps for the Poltergust 3000. The geometry of the model is simpler than Mario's final in-game model. The model shares the same early animations that luige uses.
The model's true purpose is unknown, but it may have been involved in a boss battle or a bonus feature, as indicated by the 'b-' prefix in its file name. It is also possible that it could have been part of the scrapped multiplayer mode indicating the fact it contains copies of Luigi's animations, or just a developer in-joke. It was recompiled again during major changes to the designs and content in June.
It's Luigi's game play model, right? The used Luigi model is in game_usa/data/model while this one is unused, sitting in the models archive. It also has early animations, same as what bmario has.
According to the CVS data, this model, named tomato, was last commited on May 23, possibly making it the earliest model in the list. However, this isn't the case as most models had several revisions from February to August. The tomato was likely left out because it has no other place.
This appears to be the same model that the 'Chef Ghost' is holding in one of the pre-release screenshots. In game.szp, the model is replaced by the bowling ball when game.szp is loaded into RAM.
It has two animations: wait and rot. Wait is it being stationary, while rot is it rotating.
A white flag that has an unknown purpose. Its only one animation, wait.key, which is the flag waving around.
The original Poltergust 3000 model as seen in the E3 2001 build.
The water nozzle was briefly seen in the E3 2001 presentation. It was used to showcase the fluid simulation for the water element and it was only seen in the presentation copy of the E3 prototype. It would have replaced the normal vacuum nozzle when pressing the L trigger.
Game Screenshot (with AR) |
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The air nozzle would have replaced the normal vacuum nozzle when pressing the L trigger if you didn't have any elementals in your inventory.
normal | xrotatio | yscale | yscarote | zscale | zscarote |
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Technically, these are seen in the final game; except they are under a different model name called 'star.mdl'. Ball had an entirely different purpose compared to Star. Ball was originally seen in the E3 2001 trailer just bouncing around. Ball still has the skewing animations which were used to give the creature a bounce effect, while Star is a static object. Ball also has a number of textures for diversity, whereas Star only has one texture.
Some sort of particle related to flashlight. What's odd is that it's not in the game's .pcr particle format.
A spider web. While all of the spider web models/graphics are located in game_usa.szp (or game.szp if it's the Japanese version) under the .bin format, this spider web model is located in the models folder and is under the .mdl format. It is never loaded.
Iwamoto/map2/ is an unused folder containing an early version of the map and other nonsense.
There is a very peculiar Luigi model. It holds Luigi's classic color scheme, along with looking like a creepy Matryoshka doll. It is an early version for the model of Luigi's head that appears on the Game Boy Horror's maps.
F1 | F2 |
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F3 | Basement |
It's the early version of the mansion map on the Game Boy Horror. It seems identical to the original model, however it resembles the mansion layout from the E3 2001 demo. There is an extra room on the left side of the Balcony on the third floor. Interestingly, the Breaker room could've been accessed in the halls instead of underneath the stairs. The older version of the breaker room is still in the game's files.
The early version of a locked door. It uses a red outline instead of the door hole symbol.
Same as g_d1x.bin except it's for the double doors in the Foyer/Parlor.
Oddly enough, it's the same as the final version.
Same as above except for the double doors.
The key model.
Located in the dol (executable) file in the USA and Japanese versions, and in Game/sdata_X in the European versions are four identical GBH maps of the Underground Lab. Each model has a different point of origin, and slightly highlights a unique room to determine which one Luigi is currently in while checking the map. Two of these maps are rendered unaccessable as Luigi can only check the GBH map while in Training, or the Gallery.
This map highlights the enterance to the Lab.
This map highlights the Portrificationizer room.
Some models in the game were intended to have alternate textures.
Used (Normal) |
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There is an unused texture that replaces Toad's red dots and turns them into green dots, and co-exists with a similar green-capped icon. It definitely would have added a bit more of variety.
Action Replay Code (NTSC-U):
While the ghostly Shy Guys appear in a number of colors, none of them are blue or cyan. The textures for these particular colors are the last two in the model's texture list.
Mice can appear in different colors like blue, purple, and in some situations gold. However, there's also a pink colored mouse texture that goes by the name rat_3 that's completely unused.
Found in Iwamotomap1h_01.bin.
This is an unused version of E. Gadd's lab main room. There is no difference besides one stand used for one of the robotic arms. It was used in the E3 2001 build.
Found in Iwamotomap1h_02.bin.
This is an earlier version of the Ghost Portrificationizer Room, presumably used in the E3 2001 build. There is a 'door bump', indicating that the room may have been accessible instead of warping there. A ball of dirt is in place of the door leading to the Gallery. It was last modified on March 9th at around 1 AM. Two months before E3 2001.
Found in Iwamotomap2room_04otuku.bin.The Mirror Room has a lack of furniture minus the drawer at the right end of the room. While there is no indication where it would have been located in the room, it may have been in the middle or a corner of the room.
Found in map2room_07room.bin.
This seems to be a very simple naming mistake, as this is identical to the room.bin that ends up getting loaded.
Found in Iwamotomap2room_12isu12_1.bin.
It seems that the Billiards Room was going to be a bit more expansive and have more furniture. It fits in well with the stool seen at one of the corner tables.
Found in Iwamotomap2room_13chiku.bin.
Not a whole lot can be said for this particular model. It might have worked in conjunction with the projector or as a second sort of activation method to make the ghosts appear.
Found in Iwamotomap2room_24bat.bin.
While it was never seen in E3 2001 gameplay or any trailers, it is possible this was an earlier addition judging by the style of the mobile. It would most likely function the same as the mobile in the Twins' room.
Found in Iwamotomap2room_29tubo30_1.bin.
Seen in multiple areas in E3 footage, Area 1 used to also have the same small tables seen throughout the mansion. The trap doors replaced the original tables, but the developers seemed to forget to remove the original vase model in the process. However, it can still be seen in the background in the Kitchen on the shelf, in the fridge, and in the cupboard in the Butler's Room on the high-up shelf. Additionally, the model was later repurposed in Super Smash Bros. Brawl's Luigi's Mansion stage, alongside the regular vase.
Found in Iwamotomap2room_34hasi34_1.bin.
A ladder which would have been very fitting for the theme of the room. Quite a shame it goes unused.
Found in Iwamotomap2room_42tana42.bin.
While this particular version of the Washroom does not have a medicine cabinet that can be opened unlike Area 2, it does have a similar medicine cabinet which is a much simpler model with no animation for it to open.
Found in Iwamotomap2room_20tana.bin.
This drawer was most likely cut because there was no other usable corner for it - it's decently big, too. It has an animation for opening, although how it can be made to open when spawned in-game is still a mystery, since the game crashes when you try to open it, even when using multiple settings or values from existing furniture entries.
pic34_2 |
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Found in Iwamotomap2room_34pic34_1.bin and pic34_2.bin.
According to multiple pre-release build footage cuts, it seems like these were added pretty late in development - specifically, during the 'first person GBH camera' development period, and got cut from the game shortly after, somewhere during the period when the game had the GBH 'disabled'. Considering their simple design, they were most likely scrapped in favor of the more 'artistic' portraits.
Found in Iwamotomap2room01A.bin.
This map only fits as either an early version of the mansion's Secret Room, or as another test room. It reuses textures from the foyer, and the rug to the right indicates that a door originally went in place there.
Found in Iwamotomap2room̜_67b1_c_67.bin.
This is an older version of the Breaker room. In comparison to the final room, this version has the door on the left wall rather than the front wall, and is generally less detailed. For example the frame of the mirror is missing, and the wall has a less accurate UV map. It's also worth noting that the frame of the door doesn't have any texture but uses the same geometry as the final doorframe.
This page or section needs more images. There's a whole lotta words here, but not enough pictures. Please fix this. |
Found in Iwamotomap2room_28lamp1.bin.
The guest room does have a small table, but a clown doll sits on top of it.
Found in Iwamotomap2room_03pic10.bin.
While not technically unused, it could just be leftover duplicate data, since there's no fitting place for it in Clairvoya's room. It's also in other rooms, such as the Parlor.
Found in Iwamotomap2room_17pic10.bin.
Same as Clairvoya's room. Must have either been planned, or a simple leftover from a different room.
Found in Iwamotomap2room_65break.bin.
This isn't unused, but it's most likely just a leftover import.
Found in Iwamotomap2room_30chest.bin.
It's an identical copy of the drawer seen in one of the Foyer's corners near the double heart door.
This needs some investigation. Discuss ideas and findings on the talk page. |
A primitive icicle that's loaded with the Cold Storage room. While icicles are present in the room, those icicles use the model Mapmap2j3d_effectk09-tsurara_s. While this model is technically loaded, its purpose is currently unknown.