Retronauts - Retronauts Episode 179: Luigi's Mansion
Episode Date: November 2, 2018Hey, this game really SUCKS! But only because it's supposed to. This week on Retronauts, we jump back to the ancient year of 2001 to dig deep into Luigi's Mansion: the GameCube launch title that under...whelmed at the time, but really holds up today. And, thanks to a new 3DS port, it's more playable than ever before! On this episode, join Bob Mackey and Henry Gilbert as they shine their flashlights all over Luigi's first adventures in the paranormal.
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This week on Retronauts, Suku Yabo Yabo Yabo.
Hey, everybody, it's Bob Mackey, your host for this episode of Retronauts.
Today's topic is Luigi's Mansion before I begin.
Who else is here with me?
I'm shaking every lamp in this room, but I can't find the diamonds.
It's Henry Gilbert.
You don't keep all of your money in your lamps like a normal person?
Yes, we're here in the Retronauts.
Berkeley studio, high above the war-torn streets of Berkeley, where there's constant gang violence
and anti-Fa versus Fah. It's always happening here in Berkeley. So dangerous. Yeah, watch the
news people. It's all real. But we're here to talk about Luigi's Mansion because there is a new
3DS version of it that is basically, it's hard to call it this without it sounding insulting,
but it's just the port. But it's a way to play Luigi's Mansion again. It's really, I
I honestly expected a little bit more from it than what is in this package.
It's not a bad package and looks good.
But boy, when I was playing, I was like,
this really is just the first game I played back in 0-1.
I mean, you're forgetting Guigi.
Oh, that's true.
Never speak his name of Kennedy's cursed.
Yes, so there is a new 3DS version of Luigi's Mansion.
I played it.
It's a great port.
But again, it is just that first game.
So that's what you're getting.
But I want to talk about the first game because it is very good.
good, and I feel like only in recent years has it been redeemed in the eyes of gamers all around the world.
Yeah, not unlike its other GameCube brethren like Wind Waker and Mario Sunshine, except that Mario Sunshine is bad.
Yes, we've proven that, like, through science that it's a bad game.
But those had bad reputations. And I think I have some theories as to why, too, that I might get to a little later on this podcast.
But I think, I'm hoping that this and the previous Luigi's Mansion game that came out maybe showed Nintendo that there are fans for it.
And there's a, there's reason to enjoy this game.
Yeah, they've really embraced it.
So this game came out in 2001.
So it's now 17 years old.
It'll be 17 very, very soon as of this recording.
So it is half a lifetime ago for me, more than half, not actually less than half.
I'm very old people, is what I'm saying.
It came out in 2001.
It was a GameCube launch game for both the Japanese GameCube and the American GameCube.
And since then, it took 12 years, but there was eventually a sequel for the 3DS.
There is an arcade game version, which I've never played, but I really want to.
And the 3DS port of the original just came out.
And now in 2019, there will be a Switch game.
All we've seen is a logo.
Who knows if it will even be showing up in 2019.
But, hey, it's going to be, it's something that they have kind of, quote, unquote, promised us.
Feels more like an early 2020 type game.
Luigi, Luigi is.
not your anchor for a fall release.
That's right. Certainly not your anchor for a
system launch. And
if Luigi's Mansion 3, I doubt
will be the final title. So it was coming
out in the next
six months and they'd have a final title for it.
So my bet is
first quarter
2020. That's a safe bet. And I think
it's just like that new Metroid game where all
we have is a logo, but still more than
a year later, there's no...
You had a little bit more than a logo. You had
Luigi opening a door. Okay. And
And so there, that is more than you got from Prime 4.
That counts as a game.
But before we get started into, you know, who made the game, what it's like, what we think about it.
Henry, what is your experience with this game released in 2001?
Longtime listeners might know that I was, that my, I'm a huge Nintendo fanboy, the height of my Nintendo fandom, and also, like, toxic phantom, was being a defensive GameCube owner.
And I was that even before the GameCube came out, I was not.
64 player. It was my primary home console. Plus, I was playing the Game Boy games a ton. And so the GameCube is coming out. I was like, well, this is going to be the greatest thing ever. I don't need a PS2, even though I can't buy it anyway. This Xbox thing sounds stupid. Made by Americans. It can't be good. Made by micro dollar sign off. I think I've made that joke before. But anyway, I've all made it. I was super excited for the GameCute release. It was following every bit of news.
about this game and all the other games and I got my GameCube on launch day and I have to say though
the reviews beforehand made me not buy it I my launch day games which I had to buy in a bundle
from Sam Goody was uh was the Tony Hawk Pro Skater 3 Rogue Squadron and oh yeah it was Tony
Hot Pro Skater 3 and rogue squadron those were the two I had to get and I did though rent Luigi's
Mansion for free because Blockbuster that weekend was doing a deal like if you come in with a
receipt of purchasing a GameCube, you can rent a GameCube game for free. Oh yeah, they were
cozy with Nintendo back then. Yeah. Before they died. And so I rented it for free and beat it in a
weekend. And I was like, boy, this is great, but I'm also glad I didn't spend $50 on this.
I did spend $50 on it. And I was working at a game stop. There we go. But it was a software,
etc at the time and I did not have the greatest nicest managers in fact they were really
anti everything but Xbox it was odd and they were bad managers too so my one manager called the
actually I think they both called the PlayStation 2 get this the PSPoo it's going to blow your mind
guess what the GameCube was gay cube it was the gay cube okay yeah and uh they figured homophobia
they like saying that a lot especially in front of customers I'm sure they offended no gay people
that walked in our store because they just simply didn't exist yeah
in Ohio. But I bought the GameCube. I had a PS2 already, but I couldn't not buy Nintendo
system. I skipped the N64 and I thought I made the wise decision, but the GameCube looked
much better and they seemed to be making up for a lot of the mistakes of the N64. And I
couldn't not buy a Mario-style game with a new Nintendo system. I think we were very spoiled
at that point in time because every Nintendo system launched with a Mario game, often in the
box. The N-64 didn't. That was the first, but there would always be a Mario game with the
system at launch. So that was kind of, I think, the problem for, I think that's another reason why I
was less ready to buy Luigi's Mansion at launch was because I bought my NES for the Super
Mario Brothers, though hardly in launch. Super NES sold me with Super Mario World. And in 64, they
clearly hurt the rest of their lineup by focusing on just Super Mario 64 as their main game.
So not getting a real Mario game at launch.
wrong to me and I felt I felt screwed over by Nintendo and here they are handing me this
Luigi game and it just felt so oh and then here that made the shortness of it actually
sting a bit more because I was used to like well my first two weeks with the Nintendo system
is doing every single thing I can in a Super Mario game I can't do that this time and it that
felt it just felt wrong you know yeah I bought it with my purple GameCube was spice out at the time
Could you get a spice thank you?
Not in America
It's just purple
You get a spice controller
But only purple in America
I'm sure my boss has made fun of me for that
And I bought Luigi's Mansion
I was made fun of for that
But I brought it home
And I played through it in a weekend
And I really enjoyed it
But yes, it was very short
And this was at a time
When games were getting much, much longer
And there was an expectation
attached to most $50 games
And that it would last you a long time
There might be multiple endings
But this was kind of absurdly short
For a full retail release game
In 2001.
It is really only four to five hours long.
Five, if you get all of the extra stuff, it's a five-hour game.
I can see you getting through this game in like three hours.
Just like an afternoon, you can kind of cruise through it.
That's not bad, but our expectations were much different, and that is reflected in the reviews of the time.
Also, the expectation of this Nintendo System better launch with one of the best games on the platform,
like all the other ones did, or else we're going to be upset.
Yeah, I guess as an adult now, I definitely have a different way of thinking than when I was 19 and got a GameCube,
because then I did think, like, hours spent times quality is how you get a score of a game, you know?
It wasn't a 10 is a game that lasted a much longer time.
And I think now even I just have the opposite feeling.
I will make an exception for, say, a Dragon Quest, but like when I hear that Assassin's Creed Odyssey, which is seemingly, you know, it's a good game.
I enjoyed other Assassin's Creed games.
I like it.
But when I hear it's like 60, 70 hours long, I'm like, no, no, no, don't want it.
Same with Red Dead, too.
I'm just like, boy, that's a lot.
Too much.
Yeah.
Too much.
And it sucks for me because all the games I want to play next that I already own,
they're all 100-hour games, like Yoxa 6 and Persona 5.
I've got a huge stack of 100-hour games waiting for me.
But Luge's Mansion is very brief, and I kind of like that now.
I was able to finish this game in a few days.
I was like, wow, that was just very satisfying.
It didn't last too long.
But in 2001, the response was, how dare you, sir?
How dare you make a four-hour game for me?
Oh, I remember my other packet.
The other launch day game I got was Super Monkey Ball.
and it made me feel weird that I was playing a Sega game
way more on launch day than I was playing a Nintendo game.
It was an odd time, and soon Sonic would be on the GameCube,
and all the rules would be changed, and it'd be chaos in the streets.
Chaos and Sonic, yeah.
Oh, no, I didn't mean that, and I hate myself.
So now let's talk about Luigi's Mansion and the origins of this game.
So there's lots of great material about this game
because a lot of it had been shown off before the official release.
So this concept was originally created for the first GameCube trailer
for Space World 2000.
You might have heard this come up
on the Wind Waker episode.
That was the infamous trailer
for what people assume
would be the next Legend of Zelda game
where it was a quote unquote
realistic looking link
that looks like total ass now.
Fighting a Gannon
that looks like total ass now.
But it was the most realistic
Gannon and Link we'd seen
up to that point
and we assumed that's what the new Zelda
would look like.
Nintendo thought it was just a cool thing
to show off.
They did not understand
that most, at least in
Western fan's eyes,
that was making a promise
to them of
the game they were going to get.
Yes.
And other things that were tech demos from that reel did not make it out.
So that is known unofficially as Zelda 128.
And Super Mario 128 would also not make it out.
But that would become Pickman.
Yes.
And there is also Pokemon guitar party where Meowth is playing a guitar, surrounded by a bunch
of Pokemon.
I think that made it into something like Pokemon Channel or something.
Pokemon Channel, but that wasn't even released in America.
Right, right.
It's the Pokemon Channel was basically just like a place to dump Pokemon.
Pokemon from your GameCube, say, via the good old connectivity.
Oh, gosh.
But yes, this trailer, I don't know how many times I've seen it.
Maybe my mind was just more elastic back then, but I can just see all these images,
especially that Meowth music party.
I can just imagine it in my head, like it's happening in front of me.
I watched it on loop a million times.
Well, also even watching, I feel like an old man saying this, but watching a video clip on my
computer in 2000 of an upcoming video game, that alone had some novelty to it still.
I was an IGN insider back then
mostly for the GameCube stuff
and a lot of the videos were just people
filming a screen at a convention
so you see the reflections, you see people's heads
it was a very different time. You didn't get
the HD video sent directly to your outlet
that you would just post online. You had to
capture it from another TV at a venue.
And the Luigi footage
in that looks so great. Even
he's more expressive
than they really, you see
how much they kind of toned it down from
that tech demo like
Luigi is all over the place and expressions like his head changes shape so many times.
He even has this like weird death stare at one point in it.
Yeah, I think maybe they tone things down because there had to be more things moving on the screen.
Or maybe their tech demo hardware was more advanced than the final product.
But you're right, they did tone it down a lot.
Let's talk about some behind the scenes things from Luigi's Mansion.
So I found a 2001 interview, which means it's poorly translated from this site called I believe Ensider.
I don't know if it's still around, but it was one of the.
archive interviews I could find. And it was weird because you didn't see a lot of interviews with
Nintendo people back then, especially just, you know, non-Miamoto, non-Iwada Nintendo people.
It really didn't happen in a lot. I think, I think that might show you how desperate for
coverage they were of Luigi, as everybody else was talking about Grand Theft Auto or Halo in
November of 2001. This game, I believe. So there's a lot of speculation about certain things
about it that are hinted at in this interview.
So we can kind of put the pieces together.
I think it was originally an N64 game idea,
but they had to cut their losses and move on to the next platform.
So I don't really blame them for not making an N64 game.
But this original idea came about with the idea of the game would involve exploring a house
or an apartment complex, just like exploring an indoor space.
And Mario characters weren't always involved in this game concept.
But I guess they eventually thought, you know, we could sell this idea with Mario
characters and this universe is fun to play around in.
I think inceptually in Nintendo when you're pitching something, at some point they must
say like, all right, could, if this wasn't a Mario game, you're pitching it already,
could this be a Mario game?
Let's figure this out.
What if Luigi was there?
So, yes, they were leaning more towards a ninja mansion or a Japanese-style house originally,
but then they decided to go with a more European-style mansion than that is what is in
the final game.
And the designers always had the idea for a three-story house in mind with a basement,
but the original idea also included an underground cave to explore.
So the original design was a little more ambitious, obviously,
that and some other things were scaled back to get it out in time for a release on the console.
In the second Luigi's Mansion, they'd finally get that cave.
They would do a cave stage in that game.
I'm excited.
I just started that game, and I'm having a lot of fun with that.
I bought it a few years ago.
Now, oh, it's so good.
So another scrapped idea is that the stages would change after certain actions.
And I think this was tied into a quote-unquote real-time clock, not a real-time clock, but a clock that would advance, sort of like Majora's Mask or any game you play with a clock in it outside of Animal Crossing.
Yeah, you can see the clock on the Game Boy horror in some of the early footage of the game.
So I could see, though, it always has to be night at Luigi's Mansion.
So you wonder like, well, how much can this clock change storytelling one?
They could alter the reality where it's like, well, if the booze can make a mansion, they can also create.
like a time bubble where time can
pass, but it's always night, or the sun doesn't come up
or something like that. That's true. Not a
hard plot thing to get around.
Luigi's Mansion isn't really known for
its dense, hyper-realistic plot.
Well, there are major contradictions in the story,
and I hope to cover them in this episode, because they
really confuse me. But yes, so
the director originally wanted this to be a game you could
play repeatedly, and I think that had something to do
with the clock that they eventually took out of the game,
and that you had to do certain things in certain times,
or you had to return to certain
places at certain times, sort of like the Majores
mask idea where there's always something happening
even if you're not there. That's so cool
and I hope they do that with the third game maybe, but
that's something they took out of the game.
And if you look at old video of the game
and old magazine articles for the game,
you can see the Game Boy Color. The Game Boy
Horror had other uses too.
And in some early Nintendo Power
pictures, the Game Boy
horror was also a camera. So there'd be like a little
picture and picture in
the TV screen. So Luigi's
always holding the Game Boy horror
upright in front of him. So
You would see a picture-in-picture image of what Luigi was seeing in front of him in the game.
That's a neat idea, but that's also a lot.
It's even more rendering stuff you're putting on this first-generation GameCube game.
I mean, it's pointless.
It's just sort of showing off.
I mean, there's a lot of pointless showing off in this game for the hardware's sake.
That's why I love about it.
That's my favorite stuff in the game is how much it is showing off what your new machine can do.
Look at all these brand-new tricks.
And I recommend you guys go out, and I'll link to it in the blog post for this episode.
Find the Beta 64 video for Luigi's Mansion.
Beta 64 looks at the older unreleased versions of games to see how they differ from the final version.
And there are some major changes in the early version.
I think it was going to be even more horror-focused, where Luigi would not always have his lights.
Luigi could get scared into submission and have to, like, sort of scoot away on his butt until he regains his composure.
Ghosts that are invisible and kind of pop out and scare you and can put Luigi in that state.
I think there was a lot more of the literal horror stuff, things that could actually scare you conceivably,
even though this game can be pretty intense for kids.
Like, I was playing this again, and I could see how a kid, this could be too scary for a kid to play through.
Yeah, and that backwards butt scoot is such a cool animation, but I also think, like, they definitely didn't want to get too intense for the intended audience of children for this, yeah.
And same with the, the ghost give you a little bit of time to go like, oh,
now I'm scared and still like ah like these these are not the force you to look at something and then
scream in your face of uh of VR scares these days it's a much lesser degree of jump scare than
the ones we're used to today I think I don't know modern kids are so desensitized to five nights
of freddies this could just be nothing to them this is nothing like how bart's talked about
you know the original Friday 13th is kind of nothing to kids now that's true that's how they that's
how these kids are today for us so what am I saying kids can handle this game today I look at
GameSpot in IGN, and they still have articles up for this LA event in May of 2001, where
it's pretty cool, Miyamoto was there, Iwada was there. Of course, the pictures are very tiny
because of, you know, they're from 2001, but you can see them showing it off.
Miyamoto being very playful. And there's some stuff in this version of Luj's Mansion that
is not in the final version that some of the writers pointed out. Of course, they didn't know
it wouldn't be in the final version. One of the quote-unquote features is that if you use the vacuum
too much at once, it will overheat and Luigi's butt will catch on fire. You'll have to scoot around
to put out the fire, which I'm glad they didn't put that in the final game.
It seems like an unnecessary restriction on vacuuming.
Yeah, I can see the gameplay bonus they had to that.
It's just like, this makes it more challenging.
You have to be careful not to overdo it.
You can't just be sucking all the time.
But, but oppositely, I could also see that perhaps they saw balance-wise.
It just makes this less fun for no real reward.
Yeah, the fun of the game is sucking.
To put it lightly.
As somebody who wrote previews for the second
Luigi's Mansion game. This game's gonna suck.
And reviews for it.
It was so hard to not just
I was like, how else do I say
suck or sucking or
blowing? There are no good adjectives
for, sorry, synonyms for those.
I was kind of embarrassed putting them in my notes.
When Luigi sucks
this, uh-oh, what am I even saying here?
So this game, and I think the GameCube
in general is designed for stereoscopic
3D, and Nintendo
rightly assume that most consumers could not afford compatible displays that would display
stereoscopic 3D images. I'm not sure if they had a proprietary monitor in mind to sell
or if things are just more advanced in Japan and I can't do the right research on them. But
from my research, 3D compatible displays were not put into mass consumer hands until 2010.
So maybe they were seeing into the future that didn't exist. Like, oh, of course, by 2002,
maybe there'll be 3D TVs and people would play this on it. Who knows?
You know, maybe in 99, 2000, their partners at Panasonic were overstating to them.
Like, no, no, 3D TVs, they're the future and they're coming real soon.
Maybe that's it.
Or they thought they could sell a thing.
But either way, I mean, Nintendo, every console, they're like, we could also sell a piece of plastic to go with this console.
And it never sells that much.
And they barely, like, it's so weird to see Nintendo make the same mistake every five years with physical apps.
And of course 3D TVs would take over. We all have one and they're just commonplace. No, I'm lying. I forgot that they were even real. They were a brief fad from like 2010 to 2012. Yeah. I guess you could still buy one now. I look, they're still on sale, but I think nothing, they don't really make 3D programming anymore.
Oh, okay. I mean, 3D movies really only exist so you can charge four more dollars for a movie ticket. They don't do much. I'm so mad at 3D movies still. I never buy the 3D ticket.
It feels wrong every time.
The only times I've done it is when I simply must see the new Marvel movie, Bob,
and all the 2D showings are sold out.
Then I must settle for 3D, but pretty rarely.
It never works right.
It never works right.
So let's talk about a few of the people behind this game, and the director is Hedecki Kono.
If you don't know who he is, I will tell you a little bit about him.
But go back to our Mario Kart episode because we talk a lot about who he is and what he did,
because he is sort of the Mario Kart guy.
So he started at Nintendo.
He was assistant director of Dokey Dokey Panic, of course,
which is Super Mario Brothers 2, USA.
Yes, I gave you that trivia.
You need to hear it.
And he worked on every core 2D Mario game after that.
So he worked on the big boys.
He was one of the directors of Yoshi's Island as well.
So an esteemed Nintendo guy, for sure.
Now, the core dudes on Yoshi's Island are,
there's a reason it's one of the best games ever made.
And it's the, like, the core team of the best Nintendo guys headed by Takeshi, Tizuka, but also Hideki Kana and Eguchi as well of Animal Crossing.
Yeah.
They're all there working real hard on it.
It's whoever wasn't killing themselves on Mario 64.
Yes.
They were working on, they were killing themselves on Yoshi's Island.
So working to death was involved in some way.
Yes, it had to be.
So he didn't direct Mario Kart double dash because he was working on this game.
But after that, he was basically just on Mario Kart constantly.
That must be why Double Dash is so different from the rest, I think, then.
Maybe his Conno's lesser involvement in it.
I know you either love Double Dash or you hate Double Dash if you're a Mario Kart fan.
I used to love it until Mario Kart 8.
Now, it's my favorite.
Mario Kart 8's the perfect one.
It really doesn't, I deal with the technical drive of the swapping between partners
and just that kind of depth to it.
And the grinding for sparks and everything.
Oh, yeah.
So the general soundscape and music is by a very notable Nintendo guy, Kazami Totaka.
And you might know him as KK. Slider in Animal Crossing.
He is the bassist for KK. Slider.
His eyebrows look normal to me, but maybe he trimmed them over time.
Who knows?
He seems like a real fun kind of weirdo guy who just makes odd sound design and some music for Nintendo.
He's not, I mean, Koji Kondo is the famous guy.
and I'd say below him is hip Tanaka
But Totaka is moving on up in the world
Mostly thanks to the trivia involving him
And KK Slider
That's right
So if I name some of the games he's worked on
You will get a sense for what his music is like
Especially if you've just played Luigi's Mansion like me
Mario Paint
Yoshi's Story and Animal Crossing are
They all sound
I mean Yoshi's story is an alright game
But it has a very weird
weird music
really sounds
a lot of like
a lot of rap influence
Luigi's Mention
has a lot of rap
influence a lot of
jazz influence
things like that
and this this soundtrack
is so good
and we'll get into
how the music
is integrated into the game
but I love his music
and I love that he gets a chance
to make weird music
like this in these games
like non-traditional
video game music
and other things he's worked on
I really love
his Super Mario Land 2 OST
and it is just a traditional
Mario soundtrack
but it's very very catchy
with just a little
extra weirdness to it
I would say
That's true, like a little touch of his weirdness.
I think he couldn't get away with as much with the Game Boy.
Yeah.
And that sound on the Game Boy.
I mean, I love Land 2 because it is R&D 1 pretending to do an EAD game.
And they kind of, I think are having a little fun playing around in Miyamoto's sandbox, I think.
It's a world where Mario sucks and he builds a statue tribute to himself.
And Mario is the true champion of the people, which is why he started in those games after that.
So, of course, if you're a Nintendo fan, you know,
Totaka's song, it's a 19-note song that shows up in almost all the games he's worked on
except for maybe, God, I want to say maybe X the Game Boy game, but I'm not completely sure about
that. But it does show up in Luigi's Mansion. And actually, I accessed it on accident. I was
leaving my Game Boy on. I still call my 3DS the Game Boy, so sue me. I was leaving my Game Boy
on while I was typing on the internet, and it was the training mode, the preface to the training
mode where it shows you the controls. And I was just typing away. And the music gets all weird
and interrupted. I'm like, oh, this is where the Totaka song starts.
And yes, it's in the re-release, too.
Yes, they kept it in the re-release.
Thank God.
And I will play a little bit of it here.
And yes, it shows up in all the games he's worked on.
I think the easiest one to find it in is in Mario Paint.
It's when you click on one of the letters in Mario Paint on the title screen.
It will just play the song.
So there you have it.
But usually you can hear it.
Taka song if you wait long enough in certain games.
That's usually how you quote unquote unlock it,
but it is just a goofy little 19 note ditty
that is his signature song that he puts in all of his games.
D.C. Fans, you're going to want to check out the latest live-action series, Titans, available now on D.C. Universe.
The series premiered on October 12th, and new episodes are available to stream every single Friday.
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Life is full of those
Ah, moments.
Like right after the first stretch and y'all in the morning.
Or like standing in the forest alone amid the stillness,
the beauty hits you like the crisp air,
and suddenly everything makes sense,
and you're one with the earth and stars.
Ah.
Or like dollar drinks at McDonald's.
Keep those awe moments going with $1 any seismic cafe brewed coffee
and $1 any size soft drinks on the $1,2,3 menu.
Price and participation may vary
cannot be combined with combo meal.
and November 18th, 2001, in the U.S.
And these are both GameCube launch days in their respective territories.
So, big launch game.
Happier time to talk about the November release date.
Yeah, no.
Was the release date going to be 9-11 in Japan?
No, it was always the 14th.
It just, they had said 14th as the date.
I remember in the weird days of State, September 11th and September 12th afterwards.
I was like, I need to go on IGN and see any information that is,
not this and that's when the launch happened and I think Nintendo gave some statement of like well we
wish America well and hopefully this they it was some sort of nicety about it it was I was too busy
playing the September 10th released advance wars which I bought on September 11th boy you know 911
comes up on every GameCube podcast but it's so attached to all of these console releases it's
unfortunate yes but I mean it is etched in our brains as people who live through it but moving on
from terrorist attacks. So without a doubt
this game is a tech showcase for the GameCube
and it shows up tons of innovations that
all feed into the gameplay and these
all may sound innocent and things you would expect
in a game system in game hardware
but in 2001 they were
a big deal for Nintendo and they wanted
to build a game around showing all these things
off so let's go through them one by one. Number one
dual stick controls of first
for Nintendo's system so
and 64 did not have another stick
and I think Miyamoto regretted that
ultimately. Yeah it
you know, they're almost always
in the console space, Nintendo
is almost always at the cutting edge of
controls. They are leading the way
and that they got scooped by
the dual shock with twin stick
controllers. I think that kind of
messed with them. And that's also
though why they went with the
C stick to be like, well, this is
our thing and it's stupider
with an octagon. It's smaller and
worse. But yes, Nintendo had to assume
you're in our garden, our walled
garden. You've never used two sticks before.
Here is a game designed around using two sticks at once, because we have to train you now to use two sticks.
These are what all the games are going to use now.
So that is the major gameplay of Luigi's Mansion.
Second innovation, a lighting engine, actual light.
Luigi always carries a flashlight, which creates real-time shadows.
Again, duh, games are going to have shadows if there's light.
That did not happen on N-64.
Mario had a little black sticker that floated under him.
That was a shadow.
That was just something they programmed in so you know where he was jumping.
It was not a shadow cast in real time.
So some games have had very primitive lighting, but nothing on this scale.
And it still looks impressive today.
And I have to say, a lot of the 3DS effects are really toned down compared to the GameCube version.
The GameCube version is still graphically superior in many ways.
Yeah, they turned up a lot of the effects that they kind of think in a different game that wasn't a launch game, they might have had as a little more understated.
But like the, especially in the GameCube version, the ghosts are just like neon, just right.
They're showing off the, the transport.
Appearancy to the ghosts and how luminous they are, too, to go with Luigi's light on everything.
And when the lightning strikes outside, it casts a shadow through the windows and, you know, Luigi cast shadow too.
And sometimes you need to use, at least in one set piece, you need to look at the shadows to determine where the ghosts are in the room, invisible ghosts.
So in that way, it's not just, you know, window dressing.
It's using shadows to, you know, feed into the gameplay.
Another thing, which is just, you know, this is just window dressing particle effects, which is also really toned down in.
3DS version. Everything. There's dust everywhere. Everything's kicking up dust in this mansion.
Yeah, I was agog at the dust. And you know what? I was like, I can't see this kind of dust on
nothing. The games have changed. Finally, filth. And I think we've achieved the dustiest worlds on the
PS4 that's just crap floating through the air everywhere. Bring a mask. But yes, again,
you can't do this on an N64. There's no dust. You can't make dust on an N64. A big deal in
2001. The games are naturally fuzzy.
but that's not really dust particles.
Yes, swipe off your TV, but it won't help.
Another thing, which all game hardware designers were obsessed with in the turn of the century,
and I'm glad we moved on, analog buttons.
So the 3DS version says, who cares about that?
It doesn't even matter.
And it never did.
But the further you push in the R trigger, the harder Luigi will suck.
Just with his vacuum.
And if you have an elemental power, if you click it in all the way, he'll shoot a projectile.
The idea of the analog buttons on the triggers are cool.
And I get it, too, because I think one of the favorite things Nintendo love showing off with the N64 analog stick was just showing, like, the precision of, say, they were like, here's Mario walking slowly and crawling, and now he's walking and now he's running.
So wouldn't the next innovation to that be having that extend to other buttons and not just the control stick?
So I understand the appeal of that.
And with his sucking machine, when you have the vacuum cleaner in there, the level of intensity to it, that's a good first use for the levels.
I mean, this, first you have the sucking of this and then a year later, you have the blowing of the water can in a flood.
Luigi sprayed water first in his game.
That's true, yeah.
Made by the same person, Professor E. Gad.
I think the GameCube had one step above what the PS2 Dual Shock had in that it was,
very easy to tell how far you were pulling in those triggers. And then when you
pulling it all the way, you would have a click. And the PS2 Dual Shock did not have that.
And the games that asked you to use button sensitivity, it was just like, it was so hard
to figure out. Like, am I, is this in all the way now? But not very many games did that. I think
Metal Gear was really the ones that were bothered me the most in that series. Yeah,
that's satisfying click to the shoulder button always fuck good. So music and the sound
effect system are a big deal, but we'll talk about that in its own section later because
it's a huge thing in this game. Another thing that's a tech showcase, lots of crap on
screen just like money a crazy crap on the walls lots of crazy crap on the walls uh money flies
everywhere dollar bills for the first time in a mario game i'm sure yes no never never before we're
not counting off never will i mention mario is missing any other time in this but all those real
world money things that were in bad mario games that were not made by actual nintendo team people
maybe there was cash in those that's not canon yeah i refuse to accept that but yes things are flying
everywhere there's so many things on the screen and it still performs very well yeah it's just showing off
all the shit it can do at once like it's it's really when you compare that to even a late n64 game
that had the ram expansion on it like conquer conquer couldn't do this shit no way yeah and it
still looked kind of bad even i love major's mass but it still is an ugly game yes so graphics in
general it's kind of a cheap but i think this game still looks really good today because they were
smart enough to focus on small environments and making them very detailed. And also in those
environments, you had just a few very expressive characters. So a lot of games of this time
were too ambitious. So you had especially things like even Grand Theft Auto 3, you were in a city,
but it was all very flat and ugly. I will go as far to say few 3D games looked as good as this
game did in 2001. The ones I can think of maybe that would topple we just mentioned at this time
or Metal Gear Solid 2. And that's probably about it. Maybe Final Fantasy
10. But then they use pre-rendered stuff a lot of the time.
Well, that's the coward's way out.
It really does.
No, I mean,
Kojima,
Kajima had more time to work on his console of choice with Metal Gear 2,
and it was meant to be the most expensive thing ever and look gorgeous.
And it also had a much bigger scope.
That's something that was really clever by Nintendo with the concept of Luigi's Mansion,
which is it's,
thinking, why aren't I in a big world? When you're playing it, you're not thinking, why aren't I
in this big world? Why aren't I seeing all these things? You're just like, well, I'm in this
mansion. Rooms are this size. I'm not feeling like I'm being denied more stuff. Oh, and also on
the graphic, on the super detailed environments, one really show-offy thing that struck me was the mirrors.
Like, they're like, look at these mirrors. Can't do that. This is a reflective surface showing
what's at this angle. I, uh, replaying the 3DS one was when it,
the, my memory really came back of being impressed by mirrors when it's like, well, where's the, how do I get out of this place?
Where's that? And then I noticed, oh, there's a mirror right there reflecting a button that's on the invisible wall towards the camera that, that I remember when I saw that on a game game. I was like, whoa, that's pretty cool. I've never seen that before. And you could take a picture of any mirror to transport yourself back to the lobby. Oh, it's an easy warp. Yeah. Wow. I completely. I completely.
I totally forgot that.
I found out an accident when I didn't want to do that.
Yeah, so there's a new level of fidelity with this hardware.
So now you can make complex rooms filled with small objects that Luigi can shake for money and things like that.
So we didn't have this level of fidelity on a Nintendo system at the time.
So they really took advantage of it by making these small environments that are just full of like tiny things and like little details.
And playing this game too, transporting me back to 01 and it reminded me of a feeling I really haven't had with a Nintendo game since, which is.
is the launch of a Nintendo
system having cutting edge
graphics. This is not
to say, I love some launch
games on the Wii. I love
one launch game
on the Wii, you. And
the Switch, Breath of the Wild,
what gets better than that? However,
I have never been like,
wow, this is
the best graphics I've ever
seen and I'm seeing it in a Nintendo game.
This was the last time I felt
this on a launch
Day for a Nintendo system. No, you're totally right about that. And if you look at the other
launch games for the other systems, nothing really looked this good at the time. I think at the time,
like, Halo, I played way more Halo Combat Evolved than I did Luigi's Mansion, but it didn't
look better than this. Like, some Skyboxes look good, but that's just a fucking JPEG. It was a big
clunky world. And I mean, it was impressive in terms of scope at the time, but it has not aged very
well, you know? Yeah. It's still a really good game. Don't get me wrong. Halo is really good, but I think in
terms of, why do you hate Halo? Oh, I dislike that Master Chef guy. He never cooks me anything anymore.
But yeah, I mean, in terms of scope, it was a much bigger game, but I feel like it didn't age as well because it was more ambitious than Luigi's Mansion. It was like, let's make a whole world.
Yeah. I wonder, too, if this is the lackluster reaction to this game in particular, Luigi's Mansion. I wonder if that was one of the first things that turned Nintendo off to like, why are we being cutting edge? Why?
Why should we do that? What advantage did we have by being cutting edge graphically with Luigi's
Mansion? People didn't like it. Yeah, their tiny box didn't convince gamers in that era,
you know, that, ooh, it's the wave of the future instead of, you know, the sexy PS2 or the
gigantic Xbox. Let's talk about some of the inspiration that Luigi's Mansion draws from.
So, obviously, it is a takeoff on Ghostbusters. And way back in the day, almost a decade ago,
for Christ's sake, I did a one-up Retronauts blog series about
Ghostbusters games. And this was the final entry because this is the best Ghostbusters game.
Still is. There was an 09 Ghostbusters game that tried. This game is better than that.
Oh, I think that's why I wrote that series because of that new game. Yeah, yeah, that game is, it's like a C plus and the voices are there.
And it's fun to play through once, but this is the best Ghostbusters game because it's made by Nintendo.
Thankfully, nobody sued. Harold Ramis's Ghostbusters weren't the first Ghostbusters either.
And now he's a ghost that can be busted. So they don't want to.
you anybody. So yes, obviously, Ghostbusters with the proton pack and everything. You can see
the connection there. And one of the ghosts is very slimer-like. It's a green ghost that eats
bananas and drops the peel. So they knew what they were doing. And the ghost containment unit
just is the one show for the animated series and the movie. It's true. It's true. One very
obvious thing that I just picked up on now is like, yeah, this is the Disney's haunted mansion
ride. I've been on it three times. And I had been on it before I played this game. But only now
when I was capturing the dancing couple, I was like, oh, of course, of course, all the paintings and this. And I'm going to go back to Disney soon. I want to see how many other things they stole because Haunted Mansion exists in Tokyo Disneyland. I looked it up. There is a version of Haunted Mansion. I'm sure it's the same as the one they built in the 60s or whatever at Disneyland. Yeah, you know, well, I correct me if I'm wrong, people who've been to Tokyo Disney. But I've only been to Disney C, not Tokyo Disney. But part of that is because they just have so many copied rides.
there that I'm like, well, I can go to these at Disneyland.
I want to see. I only have one day
here. I'm going to go to the new
stuff that's at Disney C.
So, yeah, I would think
Disney in general and Disneyana
that kind of
family friendly but scary
vibe they're going for. That in
general is what Nintendo kind of
strives for. They like going for that stuff.
So this
Haunted Mansion tonally really
fits what they're going for. And then on top of that
Haunted Mansion really is a series
of boxes that they're showing off like, well, this is this spooky room. What's the trick to it?
That's true. That's presentationally very similar to Luigi's Mansion. I can't wait to go back
and check it out. But it's of that very old-timey style of haunted house where all the ghosts are
from the 19th century. There's no new ghosts. They're all ghosts who died before electricity.
I just so charming. And obviously it's because they all died of color. They all died of like just
drinking the water basically. But yeah, I love that charming, I don't know, post-war
idea of the haunted house where it's like, oh yeah, these are all Victorian ghosts or whatever.
But that's all happening in Luigi's Mansion. And there's a very bizarre story that I'm glad
has just glossed over in this game. It's like, it's held up by a very flimsy story in which I guess
Mario and Luigi think they win a mansion and Mario goes first to check it out. And it's
discovered that that's a mansion that just appeared just a few weeks ago. And Mario goes missing
and Luigi has to find him. But then you realize, okay, so booze, the booze are the booze are
the ghosts in this world. They created the mansion, but they also created different ghosts that are
not booze that aren't booze, but they're also not people who died and became ghosts. But you're
not catching a dead baby. No, you're not catching a dead baby. I think they did that to take the morbidity
out of the idea. It's like, these are all dead people. What happened to them in this house? But if you
look at the lore behind the characters in their bios, the character ghosts that you catch, it implies
with some of them they were alive at some point. And also, one of the character ghosts
you catch in the game
creates the ghosts in the mansion,
the minor ghosts in the mansion.
So booze are creating ghosts
that then create ghosts
and the ghosts that create ghosts
could have been alive at some point.
I really need answers.
But they also made the mansion too.
Like the mansion didn't even exist.
They built it on top of EGAD's lab.
Yes.
And it's King Boo's behind it all,
which I think this is the first game
with King Boo in it.
I believe so.
Yeah, there was never a king of the booze until now.
That was another thing.
This is spoiler guy.
but it's a game that ends with Bowser and then they're like,
nah, it's not really Bowser.
You didn't get Bowser in this game.
Mario's not in this game and Bowser's not even in this game.
We fucked you.
It was to get you excited for Mario Sunshine and that bad final boss fight with Bowser that I don't like very much.
But yeah, the story makes no sense.
And I love just how goofy and silly it is.
And I think I just started playing Dark Moon the sequel.
And the story makes a lot more sense where it's like, yeah, the moon exploded, find the moon pieces.
Yeah.
Well, because I do think next level, the,
Canadian developer of it, maybe
came with a little more story
focus of like, well, can we, let's
integrate the story just a little bit better
at this time, the story. Story is pointless.
You just, in this, it's just
you gotta get Luigi in a scary mansion.
That's the beat all end all.
Yeah, and eventually you have like 10 seconds
of Mario at the end as your reward. It's like,
wow, see, technically it is a Mario game. All my
friends are wrong. So we might take this
for granted, but it is also a Resident Evil
parody developed at the tail end
of Resident Evil's first rise. And
before the pre-R-E-4 slump.
So put into development probably like 99-ish, I'm guessing,
maybe early 2000,
when, you know, that was the wake of RE2 and RE3
before Code Veronica sort of made things slump a little more.
And they were really taking advantage of that sort of phenomenon, I think.
And it's weird to see Nintendo make not only a horror game,
but a parody of a game as well.
Yeah, in all ages, Resident Evil game.
I wonder what, if anything, this had to do with,
Nintendo not too long after this release
making the deal for Resident Evil games on the GameCube
but the yeah it only hit me I knew it then but I kind of forgotten
and then it hit me when I was replaying it's like
oh this foyer is really the start to Resident Evil and then
the first time I put they did a door opening load screen I was like
yeah that's right yeah right down right down to the door opening
animations you get Resident Evil it's so cool and I think it's
something that we sort of take for granted and don't really talk about, but yes, it is a
Resident Evil parody. And I think further games, like the sequel doesn't lean into that as much because
they're different. It's like a series of mansions, right? Yeah. Well, so that's the, that is the big
difference between these two games, is that Luigi's Mansion originally, they're like, this is the
mansion. We call Luigi's Mansion. And that means you don't get a lot of variety, but you do get
a giant mansion experience. But in Dark in the Moon, I think partially to extend.
it you get to definitely make it a longer game like dark of the moon lasts closer to like 10 hours
but that's because you go to more than one mansion like at least five yeah and so because of that
you get a lot more variety but they're also not as big so how the game plays it's basically sort of like
a zeldad dungeon just a pro long Zelda dungeon it's a really good way to put it it's the most it's
the most Zelda like Mario game in existence and most of the game involves going into rooms
clearing them of ghosts to light them up and then once you do that you get keys that will unlock other rooms
often there will be quote unquote character ghosts in the rooms that will require you to do something in order to reveal their weak point and if you go into first person mode using your game boy horror you can scan their hearts and get a hint as to what you need to do usually it's pretty obvious it's like i need to spray this ghost with water i need to pull the curtain back on the showering ghosts things like that it's all about playing with the environment to reveal the ghost weak point yeah i like that i like that silliness to it and the if you want to scan it with the game boy horror then they're just like you
couldn't look at me when I'm reading this book.
Oh, I'm sleepy.
And the Game Boy Horror is cool, too, because you can look at, there's not enough flavor
text in the game, and they reuse a lot of it, but I like getting Luigi's inner life
expressed through these thoughts about things in the room.
It's like, you call that art?
Stuff like that.
And talking about, you look at a birdhouse, he's like, oh, I could raise carrier pages
in this.
That'd be fun.
Just like little cute things about Luigi you don't get in other games.
Yeah, another one of my phases, and he's like, well, I guess the booze could even build
all this old furniture in here, not just the outside.
And when you take a picture of the toilet, they're like, wow, this is a very realistic mansion.
So Luigi has a lot of commentary about this mansion.
And the character goes actually remind me a lot of the Wind Waker in that there is a large cast of very distinct characters, each with their own personalities.
And you're also like sort of in a living cartoon as well.
So I was really getting Winwakery vibes from this upon replaying it again.
Yeah.
You know, when we were talking influences, there was one I meant to mention.
Ardman and Wallace and Grommet, like, I don't, there's no source for this.
But if you just look at especially that first tech demo,
Luigi's acting his movements and especially his mouth
looks so much like an Ardman Wallace and Grummet style claymation figure.
Yeah, Luigi is a little bit, quote, unquote, off model in this game
compared to his normal Mario appearances.
If you look at the size of his hands, his hands are like the size of his torso.
He is very much an Ardman character in this game.
Oh, man, those fingers, they're showing off.
They really are.
You can see every finger.
Mario just had boxes for hands
in every previous game. But I don't know if you mentioned
it in your artman talk, but he even
like kind of shuffles around like
Wallace does in the game. Yeah, it's
I think they, he is
a cousin of Wallace in this, I think.
Sometimes his mouth gets even
kind of oblong in that way.
And I would definitely think that Miyamoto
and the rest of crew Nintendo were
aware of Wallace and Gromit and
could take inspiration from that.
That's also kid friendly
scares is something Wallace and Grumman
offers up. So the game is basically broken, even though it's one contiguous mansion, it's broken
into four stages, and after you explore a certain amount of the mansion, you will fight a
boss character. The bosses are not in this game. They're not very good. I don't like the bosses
that much. No, no. Well, one thing that kind of hurts the pacing of this, I think, is they have,
the bosses are just such a simple little trick to them. And then once you get past that trick,
then it's you're catching them basically the same way you capture all of them, which is just a fishing mini game, which I actually, I mean, we've got to do, I, I'm, we've done Spider-Man now, so my next pitch is fishing video games. Oh, that'd be great. I love fishing in games. I love fishing in games and I have loved some specifically fishing games like Sega bass fishing and Sega deep sea fishing on the Dreamcast. But anywho, this is also a fishing game. Like, yeah, it is a
a fishing minigame once you catch them
and just the...
Japan loves fishing games.
The sound, the sound of the real
like, do-l-l-l-l-l-l-l-l-l-l-l-l-l-l-l-l-l-l-l-l-l-l-l-h.
As you take down their HP, yeah, yeah, we should point that out
to the controls, they feel really good, too.
I have to say, they feel better on the game-key,
but I think I gave myself some sort of injury
when I was fighting Bowser in the 3DS version.
Yeah.
Because, man, the 3DS is not ergonic at all.
Also, no rumble.
Yeah, no rumble either.
And now, let's talk about the music and the sound effects.
They're so good.
and won a BAFTA. I played through this entire game with giant, like, noise-canceling headphones on through my 3D.S.
It made me remember how good the music in this game is and how few games pay this close attention to sound.
Number one, because most people aren't going to notice.
The game Monkey Island 2 uses this very advanced sound system that, you know, organically transitions between songs on the fly, can add instruments on the fly, things like that.
It was very advanced for 1991.
And none of the other games sounded like that.
And I asked the creator Ron Gilbert, why? Why did you not do that in other game?
and he was like, people didn't notice.
So I think that's what's happening here.
I don't really recall Nintendo being this clever or advanced with a soundscape since this game at all.
Maybe they felt like if not enough people notice, why do we bother with this?
Yeah, and I think when I was reading reviews of this game for research,
and most of the reviews are like, one song in this game, it's so repetitive.
You weren't even paying attention.
So there is one very simple, very catchy song in this game, and it's in my head forever.
It's even deeper in my head after replaying it.
Oh yeah. But it's constant throughout everything you're doing in the game, but who or what is performing it will change based on the situation you're in. So when Luigi is whistling the theme, that means you're in a clear area with no ghosts, and then you're fine, nothing to worry about. When the ghosts are making the theme with their chattering, it's very atonal, it's very dissonant. That means there are ghosts in the room you have not found them yet. When Luigi is nervously humming, that means you're in an area that is not completely safe. And when there's traditional instruments playing, that means you're exploring a hall.
way or a connecting area between rooms that presumably cannot be cleared of ghosts. So all of these
instrumentations, all these performances have a meaning in the game that you sort of internalize. But
the game will switch between them on the fly. It's very organic. There's no break. There's no abrupt
stop to one version of the song when another one starts. And what's great about this is that
when you're catching the ghost and rolling them in, the music is super chaotic. It's,
it sounds like a tape being re-round and fast forwarded. And that really clashes with the consistent
sound you hear throughout the game, the consistent tune. I really like how you hear this
consistent song throughout the game. And then when you catch the ghost, it's just pure chaos. And I have to
assume the sound that you hear when you catch the ghost, the quote-unquote music you hear is that
theme being sped up and fast-forwarded and just being played with a lot. I think so. Yeah. And it makes
the catching of the ghost feel even more intense than just the visual of it. Just hearing like
da-l-l-l-l-l-l-l-l-h. Yeah. It really punctuates the action. It really punctuates the experience.
That kind of music then on top of it has the little clinkety sounds of moving down the health levels on the ghost.
They work in tandem to really make it exciting.
And on top of that, the tempo of the music will change and the way Luigi performs the music will change based on his health.
It's a very easy game, so you have to kind of hurt yourself on purpose to hear the different versions of the song.
But it is cool.
And again, so much attention to detail.
And here's the thing.
I think Nintendo misread the room as to what gamers want.
wanted in a way that it makes this game great because we can appreciate it more now because
we had different expectations and games were moving in a different way back then. But what they
gave us with this game is an interactive cartoon. And they were always sort of edging towards that
with the way sound and action work together in past games. But with this game, it's just like everything
is tied to Luigi's motion. Everything is tied to what's happening on the screen. There's not
just like, okay, play stage one on MP3 and have fun in this level. It's just, it's all like all the
sound is tied to movement in a very specific way that would not be the future of games, even
for Nintendo, which I find very, very interesting. Yeah, yeah. It was something, you know,
made, like you said, they've been edging to it before. Yoshi's Island definitely wanted
to feel like a living cartoon even more so than Super Mario World did. And 64 wanted to just
expand that into a third dimension, but kind of gave up a bit of the personality that you have
artistically. Now they could finally get back
that personality in a third
dimension kind of way through
just the fidelity of the art that they're allowed
to have. Yeah, and I think Nintendo would have moved
more in this direction if this game had been more of a critical
success. I mean, it is a very good selling game.
It is the fourth best selling game
on the GameCube. Oh.
Mainly because it was a launch game, but
people did not have a good
impression of this game after a few
weeks. So, yeah. But I feel like
they would have worked more in this direction.
They would have moved more in this direction. But now,
when you play Mario Odyssey, it's very much like, okay, play
winter stage on MP3 and run around
in this level. Well,
there's more care to it than that. There's more
thought beyond than that, but it's not this
level of like, let's have this different
soundscape depending on what's happening at all times.
Totally, totally. No, and the
living cartoon kind of thing, too,
went to its
peak in Wind Waker.
Oh, yeah. And Nintendo definitely, I think,
felt they were punished for that by fans.
We don't want this.
I want Lord of the Rings.
In Winwaker, especially in the battles, the music was sort of like procedurally generated based on your actions and the movements of Link and the movements of the enemies.
It felt awesome.
It did feel good, but it's sort of like an evolutionary dead end that I really wish they would pursue again.
But again, people aren't noticing these things.
People weren't walking away from Winmaker going, well, the music in this game is very innovative in this way.
Again, you walk away from Looge's Mansion, you see these reviews, and the review is like, only one song?
What the hell is this crap?
So yes, they didn't care enough.
That's why they're kids, because they're stupid.
I also loved hearing the moments of Luigi singing along to his own song when he's scared like
I mean it's kind of reassuring I assume for younger players too because they're like see
Luigi is scared too Luigi's on your side well you want to talk about Charles Martin A's
performance in this yes is really good because one thing we didn't hit upon is this game
forever characterized Luigi within the games he would have different characterizations in the
animated shows, but this sort of defined Luigi in his personality from this point forward.
For sure. This is what made Luigi to Luigi, we know if I could give like a, as far as
Nintendo is concerned, the internal biography of Luigi. He just was another guy with Mario.
But only the American version of Super Mario 2 even made him look different, which they didn't
canonize until Super Mario Kart. But even that,
he was just, he's just a guy
that sounds a little different for Mario. And he
will play table. He'd play
doubles tennis with Daisy.
But that was kind of it. Like he was
just the other Mario. But
this is when they finally like, no,
he's more scared than Mario. That's his
thing. And they
really, when this got shown off
in 2000, that's when it was already getting
popular. And so they were starting to integrate it in
stuff. There's actually in
early 2001,
Paper Mario comes out on the N64,
the last Mario game on the system.
No, I'm pretty sure it was,
unless there was some bullshit Mario party,
but who there probably was?
But in that game,
there's a great moment where you can go back home
and Luigi's just hanging out in the brother's home.
Yeah, that's right.
I don't want to go on adventures, no.
And you can find his diary,
and he comes off as a real scaredy cat in that diary,
even saying a line of,
It's like, man, I heard Mario met a bunch of ghosts somewhere.
That'd be too scary for me.
I wouldn't want that.
So maybe internally they were deciding around this time, like, this is who Luigi should be.
Mario has to be the every man, the blank slate you project yourself upon.
But Luigi can be the Shaggy in the Scooby-Doo universe, the one character with the personality.
And I love that.
Freddie is not as interesting as Shaggy.
Like, you want to hang out with Shaggy, not Freddy.
And Mario is Freddy in that equation.
It really is.
And Daphne, okay, wait, so Daphne would be Princess Peach.
Dalma
Daisy's Velma
Okay
And Scooby II is Yoshi
Yeah
We did it
We did it
Right yes
But yeah
This game
For anything
Even if you don't like it
This game
Cemented Luigi
As the fun
coward
That he would
eventually go on
To you know
Live as
For the rest of time
And that
Let's him be
Much more interesting
And Charles Martin A
plays that
Very well
And just like
The many different ways
He says
Mario
Mario
There's one
So yeah
There is a button
You can hit
There's one time he goes,
Mario, like really loud.
And I'm sorry for doing that.
I hate doing Mario and Luigi impressions.
And just all his screaming.
Just like, wah!
It's actually in Dark of the Moon,
the last scene with Mario and Luigi in it,
where he frees Mario.
And Mario thanks him,
they barely speak.
But when Mario thanks him for saving him,
Luigi is like,
I-D-D-D?
he feels he's like I saved the day that's heartwarming at the end of Luigi's Mansion 1 he just laughs at Mario for getting shot out of the ghost machine and looking stupid I give it to the next level they found more like they found an emotional cord to the story of Luigi being scared but I'm being over his fear as I said before this is a very short game if you take your time if you if you shake every object if you find all the 50 hidden booze in the mansion you will clock in it under five hours yeah you
You know, that's something that really hit me again in playing this.
I was like, they kind of, I don't want to say it's too far, but they padded.
They used a lot of padding in this that's a lot more obvious to me now.
Just like, how many times he got says, ooh, you know what?
Stop what you're doing.
Come back to the, come back to the lab.
Well, why?
So I have to go back to the start of the world and then walk all the way back here just to pad up more time.
Every time you catch a boo, he's got to tell you something new.
and save your game and everything.
There's a lot of that stuff in it.
And by hour three, you feel them getting all sweaty, like, oh, boy, we got to get something
else going on in this game.
Hey, oh, the power went out, got down to the basement, and now five ghosts will attack
you in every room.
It's the worst part of this game.
And I wish it's like, boy, this game could be a better game if it was two hours,
even or three hours.
But you can't, I mean, it was, they knew you can't sell a disc game at $50 then.
That's two hours long.
Like, that's just, it would be seen as wrong.
And this is a really good port.
I'll have to say that.
It was really fun to replay.
My main issue with it is it's $40.
And this is not a $40 experience.
And I realize porting a game is a lot of work, often more work than making a new game.
And it's not just dragging the EXE to a new folder.
How hard could it be?
At 1999, perfect.
It'd be a perfect experience.
40 bucks.
I don't think so.
And they don't add a lot of new content.
And the new content that they add is sort of pointless.
So we mentioned the vile criminal GUI.
at the beginning of this podcast
there is a multiplayer feature
but there's no new content
you can just have a friend dip in
with it up
gooing it up with a green gooigi
and it's just like it's not
I mean I guess it could be fun
but it's also a very easy game to begin with
and having a second player in there
would just be too much
well and the rooms the rooms aren't bigger
so like having a goo partner
walking around with you
it only takes up more space
in what are meant to be
be claustrophobic rooms where you just want to, you want to touch everything.
And I'd also wouldn't want my goo brother hanging around touching the stuff.
And I'm like, no, I wanted to shake that lamp and see if something fell out of it.
Check out our What a Cartoon about G.I. Joe for more about goo people and goo wives.
But yeah, so when you beat the game, you unlock Luigi's Hidden Mansion.
And what that is is the same mansion, but things are harder.
Game plus, I guess.
Not even that.
In the loosest sense, the game is harder.
You also can earn more money in the game, but you don't get anything with the money.
You can earn a higher rank at the end with the money.
What does that rank at you?
Nothing.
Yeah.
Like, I got a rank of B and I found all the treasures.
Like, well, do you want A?
It's like, well, do you want A? It's like, well, does A get me?
Nothing.
It's cool to see, it was cool to see real world money kind of put into the game and like how good the gold bars look per se.
But at the end of the day, it's just a points on your screen.
And like, it's like a, in Donkey Kong, like, here's your point total, but post-arcade point totals in games that don't arrive at anything or unlock anything.
It's just, it doesn't, it doesn't, I feel nothing for those.
I think in the plan for this game, they wanted to have like an upgrade system for the Poulter Gust 3,000, which is the vacuum cleaner and Luigi uses, but there just wasn't time.
And also, there was not that expectation of games at this time for there to be like a skill tree or upgrades or things like that.
I mean, you could have a character be the same from start to finish in a game and it would be fine. And that's what this game is. But yeah, the point system is kind of pointless. It is fun to pick up big diamonds and gold bars and the suck up money. But ultimately it's for nothing and all you do is earn like a letter at the end that doesn't mean anything at all to anybody. But yeah, if you've got 40 bucks and you want to replay the game, there's really no other way to do it unless you've got the GameCube disc and a Wii or GameCube. And those aren't hard to find. I assume you might be able to get both for less than $40 at this point. Maybe. Maybe. You never know.
And a swap meet, perhaps.
I mean, like you said, it was a fourth-high selling one when it was in players' choice,
it was a good player's choice game.
Like, you're 20 bucks.
Yeah, yeah, it was definitely worth 20.
But so I just started Luigi Dark Moon.
We just mentioned Dark Moon.
And it seems really cool.
I'm excited to play through more of it, especially I'm going to Portland soon.
It's going to be a fun travel game for me in the spooky season.
And I already noticed, like, super great things of the upgrade of, like, Luigi can run now.
Yeah.
Things are just a little bit faster.
When I couldn't run in this game, I was like, wait, was that always how it was?
This sucks.
You can walk slower.
You can walk or walk slower.
Well, again, if you could run, the game's over even faster.
That's true.
They've got to contain that stuff.
What if Luigi had a limp?
But you played it, Henry.
Oh, my God.
So you played this game, Henry.
I'm excited about playing it.
It's from 2013.
It's not retro enough to really talk about, but who cares?
We're talking about Luigi's Mansion.
what are your thoughts on dark moon before we go because i'm i'm super excited to play through it after
playing through the first game again i reviewed dark moon when it was when it was new in the year of our
luigi it was the year of luigi it was the year of luigi oh my god that's why you'll find
funny videos of uh from the year of luigi of miamoto and iwada sucking up stuff in nintendo duress
like uh that was also the worst year for nintendo financially 2013 oh boy it was a very dark time for
that. And also a lot of got sick. It was a bad year, 2013 was, but at least we got this game.
But so it was announced as Luigi's Mansion 2. For some reason, Nintendo of America hates having
numbers on sequels. So it's Luigi's Mansion 2 everywhere but here. It's the Darkly Moon here,
which is also why when the Luigi's Mansion 3 got revealed on the Nintendo of America trailer,
it's got the old Nintendo of America asterix title not final. And I have a very good feeling it will not be called
Luigi's Mansion 3 in America since it wasn't
two here. Yeah, they're not going to go from
subtitle to 3. But
Luigi Dark Moon, I
really liked quite a lot.
It finally felt like
Luigi's Mansion made sense.
I had enjoyed the first Luigi's Mansion, but it also
felt like something Nintendo was
ashamed of. So when they
made a new one, I was like, whoa,
this is great. And I believe it came
about because next level games
who they are so
much better than
you might think they are if you looked at their list of tie-in movie license trash they do.
I can't believe they went from that to we punch out the Dark Moon.
What else have they made?
Well, they actually did the best Marvel games that Sega put out of the Marvel films.
They did the best Thor game.
They did the best Captain American game.
On terrible budgets and low expectations from Sega, they did that.
But their best work was with Nintendo and on Dark Moon.
I believe it came about because they made a tech demo of one of the first areas of Luigi's Mansion just to show Nintendo what they could do.
And it sounds like one of those classic Miyamoto stories of just like, hey, just do that.
If you could do that, do it.
And so they, but what they did was they found a longer story to tell, more places to go and expanded it all out in a good way that.
also put a lot more heart into it and turned it into what could be a franchise.
Luigi's Manchin the first one.
Once you're done with it, you're like, I don't particularly feel like playing another
one of these again too soon.
But Dark in the Moon shows you what a bigger, ghostier world that Luigi could
involve himself in.
And it even gives him a cute pet who...
That's right.
A dead dog.
Who will be, he's featured in the trailer for a Luigi Manchin 3.
And yeah, it's got more fun acting in a cool, cool bosses, better bosses than you get
it feels like it's more of a puzzle game trying to figure out how to do things in the rooms yeah they found way more cool puzzles to do and just showing off things and some neat each one is like kind of a uh diorama each one is kind of a diorama i love it that you get to play around it i i really enjoyed it i felt like not enough people gave it a chance when it first came out maybe the re-release of this will get the re-release of the first one we'll get people to play dark moon again and especially with the i
I'm curiously how much excitement there will be for the Switch third one, but I think there should be, and I'm glad they're doing it.
To my research, I could not tell if Next Level is making it.
They are.
I just looked it up.
They are making it, yes.
According to Wikipedia, that could be wrong.
Because the only thing I had to go on was the trailer for three.
And, you know, usually if they're working with a second party, they'll be in the copyright at the bottom, but it's only Nintendo's copyright at the bottom.
but hey
why am I to disagree
Wikipedia
someone could have gotten out there
jump to conclusions
Matt for this one
but yes
one thing I noticed
about the sequel
is that there is
no Game Boy horror
that's the one
downgrade for me
what I liked about
this game
we didn't really mention
it is that you can go
it was another
thing that was a big deal
at this time
like going into first person
to look around
at stuff
and the big surprise
is the wall
you don't see
that the camera
is looking through
it's there
when you go into first
person it's there
there's stuff
there you can look at
there's sometimes
secrets
and things like that
that's another
cool thing about
this game but yes next level should be making this game uh unfortunately the last game they made and
this is not their fault is Metroid Prime Federation Force I assume it's a very good game they make
very good games but people did not want a co-op 3DS shooter in 2016 they did the best they could
with it but they were fucked from the moment one when you called it when there had been no
Metroid games of any kind and you call this a Metroid game people will only feel insulted it's the
same way of just like when you put out a
Castlevania game that just
it is this executive thinking of like
well we have this license or
this we have this franchise
we haven't used in a while
let's just put the title on it and it'll
sell it. It's at least with
gamers who have a very specific
needs.
You can't do a side game without
doing a regular game more recently.
It's true but I think Metroid is going to be
okay after Samus returns which is
all right.
that was definitely all right and it helps
I need to finish
though you know I'm curious
I'm really curious to see what Prime 4 is
the rumors going around
the Namco's making it and it's like Namco
Shanghai which
well so their problem
this is such a side thing it's fine
their problem with Prime 4
is that even if they gave it to Retro
Studios the people who made Prime
left Retro Studios a while ago so it's not
it wouldn't even be the Prime
people making it. They made that game no
cares about. Yeah, yeah. Oh, recor.
Recore. Yep.
Is it Recore? I thought that was the Inafune game.
Well, it was both those things.
Okay. It could be two things.
Armature is the developer, yes. And Armature is the developer of Recore.
Concept and Armature. They did.
Oh, okay. So, yes, it was Inafune's concept and armature, which is the people who left Retrio.
Boy, I'm still waiting for that red dash, red legend, whatever, Mega Man Legends thing.
That's going to be so good. And the anime. When's that one's that show,
up in a Funei. But yeah. Yeah. So we just mentioned three is coming out in 2019, presumably,
but I think you're right. Henry, it's going to be like spring 2020. That's my bad.
What do you want from it? Frankly, like, just make the prettiest version of this experience.
It doesn't need to be multiplayer. It doesn't need to be like a new, innovative thing.
Just the biggest, best, prettiest version of this single player experience. And I'd be happy with it.
Yeah. I guess what I want from it is definitely, you know, be a graphical showcase, at least like, you know, the limited room and the,
The boxed in nature of it allows for you being able to put all your stuff under the spotlight.
When you have to build an entire huge game world like Mario Odyssey, you know, that kind of spreads out resources, even though I think Mario Odyssey looks really good.
That's gorgeous, yeah.
But if you put it all, what if you put all of those graphics into one box and then how good could that look?
And I hope, too, that they keep the spirit of humor, like in that kind of Wallace and Grubbitt contraptions.
The spirit of contraptions and silliness and goofery and comedy.
They really need to keep the spirit of comedy to that.
And I hope they do.
It's easier said than done.
Comedy in games is one of the hardest things to pull off because you don't even have control over the timing like you would in anything else.
It's the player who does.
I think it really works here.
And they're allowed to have more fun in this than they are in Mario, core Mario games.
Yes, yeah, which as we talk about in the Mario games too, it's just like Mario, you just can't have fun.
Now you're finally free.
I was thinking about Louisiana Mansion playing the Rabbids game, the Mario Rabbit's game, which is really good.
It shouldn't be.
It should be very bad, but it's very good.
And in that, Mario doesn't get to act.
He's just like, he's either surprised or resolute.
Mario will not speak in this game.
But when Luigi shows up, he starts getting to do silly stuff with the rabbits in the background.
They're having fun with him.
And the Luigi Rabbit is much goofier and sillier.
in the Mario one, too.
So, yes, that's also a fun game.
Like Luigi's Mansion is Resident Evil for kids,
that is X-Com for kids.
Yeah, but it's also extremely hard.
Murder and death for kids in the Mario Pack.
That's all I want from a game.
But yes, thanks for listening, folks.
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It's really easy to do. But yes, Henry,
where can we find you and what do you work on? And I'm part
of all of this.
This is a co-plug here. I know. I'm letting you do it.
Well, yeah, hey, everybody. If you
like hearing me and Bob Gasson
about things we remember from our childhood
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slash Talking Simpsons. Me and Bob go chronologically for every episode of the Simpsons. From the start, we are deep into season 8 at the time of this recording. And in What a Cartoon, we go moment by moment in a different episode of a different cartoon each week. Retrodance listeners, if you haven't yet, definitely I would suggest you check out the ones we did with Retronauts co-host Jeremy Parrish.
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And hey, if you're in the mood for Halloween stuff, this episode is dropping before Halloween for patrons.
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But if you want to check out our past Halloween episode, I believe last year we did something about Monster Party.
I remember that. And in 2013, I did a Jaws Friday the 13th episode. So I've done, I love doing holiday episodes. So check out the archives at retronauts.com or look in your MP3 device for past Halloween episodes. As for me, you can find me on Twitter as Bob Serval. I'm Bob Mackey, by the way. And yes, we will see you later on another brand new episode of Retronauts. Goodbye.
I'm going to be able to be.
Life is full of those
Ah, moments.
Like right after the first stretch and y'all in the morning.
Or like standing in the forest alone amid the stillness,
the beauty hits you like the crisp air,
and suddenly everything makes sense,
and you're one with the earth and stars.
Ah.
Or like dollar drinks at McDonald's.
Keep those awe moments going
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Price and participation may vary cannot be combined with combo meal.
The Mueller report.
I'm Ed Donahue with an AP News Minute.
President Trump was asked at the White House
if special counsel Robert Mueller's Russia investigation report
should be released next week when he will be out of town.
I guess from what I understand, that will be totally up to the Attorney General.
Maine Susan Collins says she would vote for a congressional resolution
disapproving of President Trump's emergency declaration to build.
the border wall becoming the first Republican senator to publicly back it. In New York, the wounded supervisor of a police detective killed by friendly fire was among the mourners attending his funeral. Detective Brian Simonson was killed as officer started shooting at a robbery suspect last week. Commissioner James O'Neill was among the speakers today at Simonson's funeral.
It's a tremendous way to bear knowing that your choices will directly affect the lives of others. The cops like Brian don't shy away from it. It's the very foundation of who they are and what they do.
The robbery suspect in a man, police say acted as his lookout, have been charged with murder.
I'm Edonohue.