Editing Luigi's Mansion
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==Development== | ==Development== | ||
The idea for ''Luigi's Mansion'' was first centered around exploration many different rooms, similar to ''The Legend of Zelda''{{'}}s dungeons. Mario was initially chosen as the protagonist. The team wanted the location to be a huge house from the start, and it began as a "Japanese-style Ninja house." After some playtests, the setting was retooled to resemble a dollhouse, as the player would always be looking through one of the walls to see the rest of the room. As the lighting scheme was developed, the team focused on darkness and shadows, which turned the dollhouse into an "American-style haunted mansion." With the change in setting and the new emphasis on ghosts, Luigi was chosen to be the new protagonist, as the team wanted a cowardly character and Mario was more known for being brave. The portrait ghosts were created in order to distinguish them from the rest of the ''Super Mario'' franchise' ghosts, namely Boos. The team also considered using no characters at all from the rest of the ''Super Mario'' franchise besides Luigi and Mario to establish the game as not just "another chapter in the Mario series," though they eventually resolved to use the series' characters sparingly.<ref name="Player's Guide Interview">{{cite|author=Sinfield, George|title=''Luigi's Mansion'' Player's Guide - "Developer Interview" with team members [[Hideki Konno]], [[Tadashi Sugiyama]], and Hiroki Sotoike|date=2001|publisher=Nintendo of America|language=en-us|isbn=1-930206-14-3|page=88-93}}</ref> | The idea for ''Luigi's Mansion'' was first centered around exploration many different rooms, similar to ''The Legend of Zelda''{{'}}s dungeons. Mario was initially chosen as the protagonist. The team wanted the location to be a huge house from the start, and it began as a "Japanese-style Ninja house." After some playtests, the setting was retooled to resemble a dollhouse, as the player would always be looking through one of the walls to see the rest of the room. As the lighting scheme was developed, the team focused on darkness and shadows, which turned the dollhouse into an "American-style haunted mansion." With the change in setting and the new emphasis on ghosts, Luigi was chosen to be the new protagonist, as the team wanted a cowardly character and Mario was more known for being brave. The portrait ghosts were created in order to distinguish them from the rest of the ''Super Mario'' franchise' ghosts, namely Boos. The team also considered using no characters at all from the rest of the ''Super Mario'' franchise besides Luigi and Mario to establish the game as not just "another chapter in the Mario series," though they eventually resolved to use the series' characters sparingly.<ref name="Player's Guide Interview">{{cite|author=Sinfield, George|title=''Luigi's Mansion'' Player's Guide - "Developer Interview" with team members [[Hideki Konno]], [[Tadashi Sugiyama]], and Hiroki Sotoike|page=95|date=2001|publisher=Nintendo of America|language=en-us|isbn=1-930206-14-3|page=88-93}}</ref> | ||
As development for ''Luigi's Mansion'' took place alongside the Nintendo GameCube's development, the team was able to make recommendations for increasing the console's capabilities. Among those requests was dynamic lighting, something that team chiefly wanted, which was eventually added to the graphics chip. Working with the Nintendo GameCube instead of the [[Nintendo 64]] saved a lot of time that might have otherwise been spent overcoming the latter console's technical hurdles. The game had also started development before the Nintendo GameCube's console was designed, though the team wanted to use two analog sticks from the start and base the controls largely around the sticks, generally simplifying the controls. Once the controller was finalized and put into use, many of the game's testers commented on how the C Stick was uncomfortable to use for a long time, causing a redesign that made it wider and more comfortable for thumbs.<ref name="Player's Guide Interview"/> | As development for ''Luigi's Mansion'' took place alongside the Nintendo GameCube's development, the team was able to make recommendations for increasing the console's capabilities. Among those requests was dynamic lighting, something that team chiefly wanted, which was eventually added to the graphics chip. Working with the Nintendo GameCube instead of the [[Nintendo 64]] saved a lot of time that might have otherwise been spent overcoming the latter console's technical hurdles. The game had also started development before the Nintendo GameCube's console was designed, though the team wanted to use two analog sticks from the start and base the controls largely around the sticks, generally simplifying the controls. Once the controller was finalized and put into use, many of the game's testers commented on how the C Stick was uncomfortable to use for a long time, causing a redesign that made it wider and more comfortable for thumbs.<ref name="Player's Guide Interview"/> | ||
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===Sales=== | ===Sales=== | ||
''Luigi's Mansion'' is the 5th best selling game for the Nintendo GameCube, having sold approximately 3.33 million copies, including 2.19 million in the US, 348,000 copies in Japan and 100,000 units in the UK, as of 2020.<ref>{{cite|deadlink=y|archive=web.archive.org/web/20160110001121/http://www.the-magicbox.com/Chart-USPlatinum.shtml|title=US Platinum Videogame Chart|publisher=The Magic Box|accessdate=February 18, 2023|language=en}}</ref><ref>{{cite|deadlink=y|archive=web.archive.org/web/20080308230810/http://www.japan-gamecharts.com/gc.php|language=en|title=Japan GameCube Charts|publisher=Japan Game Charts|accessdate=February 18, 2023}}</ref><ref>{{cite| | ''Luigi's Mansion'' is the 5th best selling game for the Nintendo GameCube, having sold approximately 3.33 million copies, including 2.19 million in the US, 348,000 copies in Japan and 100,000 units in the UK, as of 2020.<ref>{{cite|deadlink=y|archive=web.archive.org/web/20160110001121/http://www.the-magicbox.com/Chart-USPlatinum.shtml|title=US Platinum Videogame Chart|publisher=The Magic Box|accessdate=February 18, 2023|language=en}}</ref><ref>{{cite|deadlink=y|archive=web.archive.org/web/20080308230810/http://www.japan-gamecharts.com/gc.php|language=en|title=Japan GameCube Charts|publisher=Japan Game Charts|accessdate=February 18, 2023}}</ref><ref>{{cite|dedlink=y|archive=web.archive.org/web/20100417223849/http://www.elspa.com/?i=3942|language=en-gb|title=ELSPA Sales Awards: Silver|publisher=Entertainment and Leisure Software Publishers Association|accessdate=February 18, 2023}}</ref> | ||
==Gallery== | ==Gallery== |