---
product_id: 69075166
title: "- Luigi's Mansion - Nintendo 3DS"
price: "€ 108.40"
currency: EUR
in_stock: true
reviews_count: 13
url: https://www.desertcart.be/products/69075166-luigis-mansion-nintendo-3ds
store_origin: BE
region: Belgium
---

# Classic GameCube launch title reborn Enhanced 3D gameplay on Nintendo 3DS Bottom screen map for seamless navigation - Luigi's Mansion - Nintendo 3DS

**Price:** € 108.40
**Availability:** ✅ In Stock

## Summary

> 👻 Catch the ghostly thrill before it vanishes!

## Quick Answers

- **What is this?** - Luigi's Mansion - Nintendo 3DS
- **How much does it cost?** € 108.40 with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.be](https://www.desertcart.be/products/69075166-luigis-mansion-nintendo-3ds)

## Best For

- Customers looking for quality international products

## Why This Product

- Free international shipping included
- Worldwide delivery with tracking
- 15-day hassle-free returns

## Key Features

- • **True 3D Immersion:** Enjoy genuine stereoscopic 3D gameplay designed specifically for the Nintendo 3DS, elevating the ghost-hunting adventure to a new dimension.
- • **Co-Op Ghost Busting Fun:** Team up locally with a friend as Gooigi for cooperative play in story mode and competitive Portrait Battles, even if they don’t own the game.
- • **Smart Dual-Screen Navigation:** Utilize the bottom screen map and Boo indicator on the top screen for intuitive exploration and strategic ghost tracking.
- • **Timeless Classic, Reimagined:** Experience the iconic Luigi's Mansion with crisp updated graphics and haunting lighting effects that bring the mansion to life like never before.
- • **Exclusive New Content & Challenges:** Unlock new rooms like the Clockwork Room and engage in replayable Portrait Battles to perfect your ghost-hunting skills and leaderboard times.

## Overview

Luigi's Mansion for Nintendo 3DS is a meticulously crafted remake of the beloved 2001 GameCube launch title, featuring enhanced 3D visuals, dual-screen gameplay with a dynamic map, and new content including co-op modes and replayable challenges. Perfectly optimized for the 3DS family, it delivers a nostalgic yet fresh ghost-hunting adventure that continues to captivate players nearly two decades later.

## Description

The original Luigi's mansion, which was a launch game for the Nintendo GameCube system in 2001, is coming to the Nintendo 3DS family of systems. This remake has an updated look and new features, like a map that displays on the bottom screen. Luigi's mansion launches for Nintendo 3DS later this year.

Review: Still great 17 years later, maybe even a little better - What a great game. Originally released as a GameCube launch title, Luigi's Mansion is a classic that's always fun to revisit. It's also the only GameCube game that was designed to be played in 3D, which makes a 3DS rerelease fitting. Yes, this version is in 3D! There is a lazy trend recently of releasing 3DS games that only play in 2D, for some bizarre reason. It makes sense for some games, but for others, it's just inexcusable. Thankfully, the developers of this one didn't stoop to that level and gave us a legitimate 3D game. The graphics are slightly improved over the original, although obviously they now feature the 3DS' signature pronounced edge aliasing. Everything feels more crisp and nuanced, and the lighting is much more vivid and haunting. The flashlight effects are particularly pleasing. I haven't played the original recently enough to notice any difference in music and sound, but they're pretty great in this version regardless. The controls...eh. (For background: I have a New 3DS XL and chose the Original flashlight.) The circle pad for moving Luigi feels ok, but using the d-pad to aim the flashlight\vacuum is pointless, since by virtue of having only one left thumb, you can't do it while moving. The Circle Pad Pro can also be used, but if you have the N3DS instead of the big accessory, it's pretty terrible. The N3DS circle nub is ok for minor, unimportant things like secondary menus or minor camera adjustments in other games, but for something critically important that also requires strong and precise movement like aiming the vacuum, it really sucks. Of course, it's really the only thing it makes any sense to map it to, so this is really more a flaw with the design of the system. To compensate for this, you can also move the flashlight\vacuum up and down by tilting the system accordingly, which works well sometimes but is far from perfect. For this reason, hitting certain ghosts with the light or vacuuming\freezing Boos is often much harder than it really should be. On the bright side, the motion controls for viewing things with the Game Boy Horror feel excellent. There's also a button to center it, which is smart, and you can also use the circle pad to move the camera instead in case you have limited space around you (or are lazy). It works best standing up with the system about 8-12 inches away from your face, otherwise you can get "overtilt" (game screen doesn't move enough to keep up with actual movement of system). It makes it feel real somehow. Also, the rest of the GB Horror extends onto the bottom screen, so you can see the buttons and stuff, which doesn't have any function but feels like a nice touch. The GB Horror's map and other info are now all on the bottom screen, as might be expected of a DS remake, although the Boo indicator is on the top screen so you can see it better. A few things have changed form the original: The gallery layout is different: it's kind of a bleacher layout, with different 'levels' of portraits corresponding to areas of the game, rather than looking like a spooky gallery hall. It's a little more convenient to navigate, especially if you're looking for a certain portrait, but it's not as cool-looking as the original. Supposedly the Clockwork room is new? And the preceding Telephone Room has changed from being an austere attic to a full-on room with 3 telephones instead of one. Other than that, I'm not familiar enough with the original to know of other changes. New features: -Portrait Battles: after you beat a portrait ghost, you can go to the Gallery and battle them again to try for a better time or portrait frame (if you only got bronze or silver the first time around). It saves your best time\health. -You can play locally with someone else, them accompanying you as Gooigi, a slimey clone of Luigi invented by a future Prof. E. Gadd. If they have a copy of the game, you can play Portrait Battles together, go through the Training mode, or just play through the normal Mansion\story mode together. If they don't have another copy of the game, you can unfortunately only do the first two, but that's still something, I suppose. (Also: your co-op Portrait Battle records are saved separately from your solo records, so each portrait has a best solo score and a best co-op score.) I'm really glad they allow for at least some gameplay if the other person doesn't have the game. Have you ever found another person in real life that had a 3DS and the same game as you? (I suppose this isn't *that* rare for games like Pokemon and Legend of Zelda, but somehow I doubt it'll be easy to find fellow Luigi's Mansion players.) Overall, Luigi's Mansion is still an excellent game brimming with fun, and picking up this new and improved 3DS version is well worth it, despite some less-than-ideal controls.
Review: Best game in the series, even with the limitations of the 3DS port. - Overall, the gameplay was a new and fun concept. I've heard Luigi's Mansion called "baby's first horror game" because it has all the horror tropes (haunted house, ghosts, etc.) without the game feeling too scary. Well, as an adult, I did not feel too scared. I have friends, who played this game as a child, and they said it did scare them at points, so I guess the game ultimately succeeded at being a horror game for kids. In all seriousness, though, in a way, it succeeds as a horror game in general, even if it does not scare adults. At some points, Luigi's Mansion did give me some Silent Hill vibes. Like Silent Hill, the mansion had plenty of locked doors, which needed unlocking. Like Silent Hill, to unlock those doors, the gamer has to explore the unlocked rooms to find keys. Like Silent Hill, the player sometimes has to defeat the horrors in the room to get to the keys (with Luigi's Mansion, that's sucking them up with the Poltergust, unlike Silent Hill, which is attacking them with a weapon). Also, because Luigi's weapon is the Poltergust, the game gives off some serious Ghostbuster vibes. I imagine that was done on purpose. I don't want to complain too much about the controls since I played on the 3DS, not the GameCube. I imagine the GameCube controllers are much more intuitive with the 2 joysticks. Nintendo did try to remedy this. They gave gamers 2 possible options, one of which Luigi always points the Poltergust in the direction the joystick moves and the other has Luigi move while facing the same direction. Players will have their own preference, but both still fail in comparison to 2 joysticks. The best way to play is to get the 2nd circle pad extension or play on a New 3DS that came with a second circle pad built into it. Without it, you'll have to learn to strafe by holding down the B button or use that D-pad to readjust the aim, but the game was originally made with 2 joysticks in mind, so the game isn't intending the gamer to take his hand off the circle pad (movement) to put it on the D-pad (aim). It expects players to move and aim at the same time, and the 3DS port doesn't calculate it. This is my biggest complaint, and possibly, my only complaint. The game also felt a little short. Truth be told, it wasn't short. 9 1/10 hour is just slightly below average from what I expect for game (I expect on average 10 hours to finish the main story). It just felt short. It could be the Metroidvania-like aspect that there is only 1 area, which gamers unlock as play progresses. It could also be the fact that the players knows the end goal from the start, and the game does not to really add to it. Locked doors merely keep the player from marching down to the final boss and defeating it. [SPOILER ALERT!] Speaking of final boss, the game had me a bit worried there. At first, when I heard of a King Boo, I actually didn't mind. Yeah, it's Nintendo typical "make common enemy bigger to make him a boss," but at least it wasn't Nintendo's typical Bowser as the final boss. Then I started hearing the name Bowser thrown around, and I thought Nintendo did make Bowser the final boss! To my relief, it was a faked out fake out. King Boo was indeed the final boss, even if he did wear a Bowser costume. Oh, and speaking of the final boss battle, I found my surprised that I missed Nintendo's typical 3 phases of the final boss. Once I figured out how to defeat King Boo, all I had to do was do it, and I was done. A little anticlimactic [/END SPOILERS] In the end, I appreciate how Nintendo figured out a way to enter the horror genre and keep it family friendly. I also like that they did not simply make it another Mario game (in the sense that Mario is a main character), but rather, they handed it off to another character. It worked out well, too, as now Mario needed rescuing, not Princess Peach.

## Features

- The original Luigi's mansion, which was a launch game for the Nintendo GameCube system in 2001, is coming to the Nintendo 3DS family of systems
- This remake has an updated look and new features, like a map that displays on the bottom screen
- Luigi's mansion launches for Nintendo 3DS later this year

## Technical Specifications

| Specification | Value |
|---------------|-------|
| ASIN | B07BBCS15Z |
| Best Sellers Rank | #15,743 in Video Games ( See Top 100 in Video Games ) #115 in Nintendo 3DS & 2DS Games |
| Compatible Video Game Console Models | Nintendo 2DS, Nintendo 3DS, Nintendo 3DS XL, Nintendo DS, Nintendo DS Lite, Nintendo DSi, Nintendo DSi XL |
| Computer Platform | Nintendo 3DS |
| Customer Reviews | 4.6 4.6 out of 5 stars (1,474) |
| Date First Available | March 8, 2018 |
| Department | All Ages |
| Genre | Adventure |
| Global Trade Identification Number | 00045496745066 |
| Is Discontinued By Manufacturer | No |
| Item Weight | 1.76 ounces |
| Item model number | CTRPBGNE |
| Language | English |
| Manufacturer | Nintendo |
| Number of Players | Single Player |
| Product Dimensions | 0.5 x 5.4 x 4.9 inches; 1.76 ounces |
| Publication Date | October 12, 2018 |
| Rated | Everyone |
| Release date | October 12, 2018 |
| Type of item | Video Game |
| UPC | 045496745066 |

## Images

![- Luigi's Mansion - Nintendo 3DS - Image 1](https://m.media-amazon.com/images/I/719pRjrtwLL.jpg)

## Questions & Answers

**Q: What the difference between the previous luigie mansion game ?**
A: It's the remake from the GameCube version. I never got a chance to play the original Luigi's Mansion, so I'm hyped about this one. 

The Game Cube was able to support 3D. Miyamoto always wanted the original Luigi's Mansion in 3D. But the 3D crystal at the time was expensive. He would've had to up the price on the console if he would've added that crystal. He didn't want to do that, so he never added it. I feel that's the reason why he made a remake. I don't know why it took him so long though. Better late than never. I also always hoped he'll make a remake for the 3DS. I'm glad he did. I can't wait to play this in 3D.

**Q: is it the same one for the gamecube?**
A: This is a port of Luigi's Mansion, from the GameCube, which is a prequel to the currently existing LM Dark Moon on the 3DS.

**Q: Why no Prime member savings for this title?**
A: They stopped doing the 20% discount on preorders. You get a $10 promotional credit now on “select titles” and you have to use it within 60 days of receiving it. It’s really stupid but that’s the new policy.

**Q: So is this worth it or should i just get the gamecube version and play that on the wii**
A: If it's still easier/cheaper to find the gamecube version, I'd say maybe. The visual changes for the remake are subtle, and the only revealed gameplay changes so far are the map always displaying on the lower screen (I expect this to be helpful) and the new Boss Rush feature in the portrait gallery. (No explanation of what you get for doing this.) If you're not in a hurry, (it's a 17 year old game) you could wait and see, since I'm sure we'll get more details closer to release.

## Customer Reviews

### ⭐⭐⭐⭐⭐ Still great 17 years later, maybe even a little better
*by L***R on November 2, 2018*

What a great game. Originally released as a GameCube launch title, Luigi's Mansion is a classic that's always fun to revisit. It's also the only GameCube game that was designed to be played in 3D, which makes a 3DS rerelease fitting. Yes, this version is in 3D! There is a lazy trend recently of releasing 3DS games that only play in 2D, for some bizarre reason. It makes sense for some games, but for others, it's just inexcusable. Thankfully, the developers of this one didn't stoop to that level and gave us a legitimate 3D game. The graphics are slightly improved over the original, although obviously they now feature the 3DS' signature pronounced edge aliasing. Everything feels more crisp and nuanced, and the lighting is much more vivid and haunting. The flashlight effects are particularly pleasing. I haven't played the original recently enough to notice any difference in music and sound, but they're pretty great in this version regardless. The controls...eh. (For background: I have a New 3DS XL and chose the Original flashlight.) The circle pad for moving Luigi feels ok, but using the d-pad to aim the flashlight\vacuum is pointless, since by virtue of having only one left thumb, you can't do it while moving. The Circle Pad Pro can also be used, but if you have the N3DS instead of the big accessory, it's pretty terrible. The N3DS circle nub is ok for minor, unimportant things like secondary menus or minor camera adjustments in other games, but for something critically important that also requires strong and precise movement like aiming the vacuum, it really sucks. Of course, it's really the only thing it makes any sense to map it to, so this is really more a flaw with the design of the system. To compensate for this, you can also move the flashlight\vacuum up and down by tilting the system accordingly, which works well sometimes but is far from perfect. For this reason, hitting certain ghosts with the light or vacuuming\freezing Boos is often much harder than it really should be. On the bright side, the motion controls for viewing things with the Game Boy Horror feel excellent. There's also a button to center it, which is smart, and you can also use the circle pad to move the camera instead in case you have limited space around you (or are lazy). It works best standing up with the system about 8-12 inches away from your face, otherwise you can get "overtilt" (game screen doesn't move enough to keep up with actual movement of system). It makes it feel real somehow. Also, the rest of the GB Horror extends onto the bottom screen, so you can see the buttons and stuff, which doesn't have any function but feels like a nice touch. The GB Horror's map and other info are now all on the bottom screen, as might be expected of a DS remake, although the Boo indicator is on the top screen so you can see it better. A few things have changed form the original: The gallery layout is different: it's kind of a bleacher layout, with different 'levels' of portraits corresponding to areas of the game, rather than looking like a spooky gallery hall. It's a little more convenient to navigate, especially if you're looking for a certain portrait, but it's not as cool-looking as the original. Supposedly the Clockwork room is new? And the preceding Telephone Room has changed from being an austere attic to a full-on room with 3 telephones instead of one. Other than that, I'm not familiar enough with the original to know of other changes. New features: -Portrait Battles: after you beat a portrait ghost, you can go to the Gallery and battle them again to try for a better time or portrait frame (if you only got bronze or silver the first time around). It saves your best time\health. -You can play locally with someone else, them accompanying you as Gooigi, a slimey clone of Luigi invented by a future Prof. E. Gadd. If they have a copy of the game, you can play Portrait Battles together, go through the Training mode, or just play through the normal Mansion\story mode together. If they don't have another copy of the game, you can unfortunately only do the first two, but that's still something, I suppose. (Also: your co-op Portrait Battle records are saved separately from your solo records, so each portrait has a best solo score and a best co-op score.) I'm really glad they allow for at least some gameplay if the other person doesn't have the game. Have you ever found another person in real life that had a 3DS and the same game as you? (I suppose this isn't *that* rare for games like Pokemon and Legend of Zelda, but somehow I doubt it'll be easy to find fellow Luigi's Mansion players.) Overall, Luigi's Mansion is still an excellent game brimming with fun, and picking up this new and improved 3DS version is well worth it, despite some less-than-ideal controls.

### ⭐⭐⭐⭐⭐ Best game in the series, even with the limitations of the 3DS port.
*by S***W on April 13, 2023*

Overall, the gameplay was a new and fun concept. I've heard Luigi's Mansion called "baby's first horror game" because it has all the horror tropes (haunted house, ghosts, etc.) without the game feeling too scary. Well, as an adult, I did not feel too scared. I have friends, who played this game as a child, and they said it did scare them at points, so I guess the game ultimately succeeded at being a horror game for kids. In all seriousness, though, in a way, it succeeds as a horror game in general, even if it does not scare adults. At some points, Luigi's Mansion did give me some Silent Hill vibes. Like Silent Hill, the mansion had plenty of locked doors, which needed unlocking. Like Silent Hill, to unlock those doors, the gamer has to explore the unlocked rooms to find keys. Like Silent Hill, the player sometimes has to defeat the horrors in the room to get to the keys (with Luigi's Mansion, that's sucking them up with the Poltergust, unlike Silent Hill, which is attacking them with a weapon). Also, because Luigi's weapon is the Poltergust, the game gives off some serious Ghostbuster vibes. I imagine that was done on purpose. I don't want to complain too much about the controls since I played on the 3DS, not the GameCube. I imagine the GameCube controllers are much more intuitive with the 2 joysticks. Nintendo did try to remedy this. They gave gamers 2 possible options, one of which Luigi always points the Poltergust in the direction the joystick moves and the other has Luigi move while facing the same direction. Players will have their own preference, but both still fail in comparison to 2 joysticks. The best way to play is to get the 2nd circle pad extension or play on a New 3DS that came with a second circle pad built into it. Without it, you'll have to learn to strafe by holding down the B button or use that D-pad to readjust the aim, but the game was originally made with 2 joysticks in mind, so the game isn't intending the gamer to take his hand off the circle pad (movement) to put it on the D-pad (aim). It expects players to move and aim at the same time, and the 3DS port doesn't calculate it. This is my biggest complaint, and possibly, my only complaint. The game also felt a little short. Truth be told, it wasn't short. 9 1/10 hour is just slightly below average from what I expect for game (I expect on average 10 hours to finish the main story). It just felt short. It could be the Metroidvania-like aspect that there is only 1 area, which gamers unlock as play progresses. It could also be the fact that the players knows the end goal from the start, and the game does not to really add to it. Locked doors merely keep the player from marching down to the final boss and defeating it. [SPOILER ALERT!] Speaking of final boss, the game had me a bit worried there. At first, when I heard of a King Boo, I actually didn't mind. Yeah, it's Nintendo typical "make common enemy bigger to make him a boss," but at least it wasn't Nintendo's typical Bowser as the final boss. Then I started hearing the name Bowser thrown around, and I thought Nintendo did make Bowser the final boss! To my relief, it was a faked out fake out. King Boo was indeed the final boss, even if he did wear a Bowser costume. Oh, and speaking of the final boss battle, I found my surprised that I missed Nintendo's typical 3 phases of the final boss. Once I figured out how to defeat King Boo, all I had to do was do it, and I was done. A little anticlimactic [/END SPOILERS] In the end, I appreciate how Nintendo figured out a way to enter the horror genre and keep it family friendly. I also like that they did not simply make it another Mario game (in the sense that Mario is a main character), but rather, they handed it off to another character. It worked out well, too, as now Mario needed rescuing, not Princess Peach.

### ⭐⭐⭐⭐⭐ Perfect
*by S***V on February 3, 2026*

10/10

## Frequently Bought Together

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