Bully (PlayStation 2)/Development Leftovers and Oversights
This is a sub-page of Bully (PlayStation 2).
To do: Pretty long and diversified. Might be worth looking into organizing this differently.
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Contents
Sub-Pages
Text Mr. Galloway could have helped revising these... |
Menu
Introduction video
The introduction was recorded using a slightly earlier version of the game.
- (0:13) The streetlights on the left have a fake shadow.
- (0:13) The bus bench is missing.
- (0:17) The bus stop sign is white with red text.
- (1:05) Gord can be seen wearing a sweater.
Loading Screen Art
The widescreen variation of the second splash art with Mr. Burton wasn't updated and still features a slightly earlier design of his shorts.
4:3 Splash Art | 16:9 Splash Art |
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Yearbook
The Yearbook uses pictures from earlier character designs:
- Bo and Kirby have the Bullworth crest instead of the shield.
- Bucky wears a nerd sweater instead of a vest.
- Chad wears an earring, which was present in his original design, and is still there in his Boxing model.
- Dan's picture is of his earlier design, being unique instead of a clone of Kirby's model. He's also not posed like the other students.
- Derby is misplaced between Dan and Davis as his original name was Darby, earlier in development. He also wears an ascot, part of his earlier design and his appearance during Complete Mayhem.
- Gord and Tad are wearing sweaters instead of vests.
- Gordon has a different sweater.
- Jimmy is shown with an earlier model.
- Karen's hair is different and notably darker.
- Lance has a different sweater.
- Mandy is using an earlier design.
- Pete is shown using his nickname known as "Petey", for some reason.
- Russell, Trent, Wade, and Tom wear sweaters over their shirts.
- Tad and Gord are wearing sweaters instead of vests.
- Zoe wears her casual outfit instead of her school uniform. It's possible that her school uniform wasn't designed yet.
- Strangely, this also goes over to the Anniversary Edition, even though it was previously fixed on the Wii version.
Missions
Welcome to Bullworth
During the fight against Wade, if all moves are unlocked via cheating/modding, the player can perform a heavy uppercut instead of the overhead punch.
The developers forgot to apply a late change made to Jimmy's fighting style to the one used in this tutorial.
The Setup
In the intro cutscene, school ambiance noises can clearly be heard, a leftover from when the mission started inside the school.
Clips of the cutscene taking place inside the school can be seen in the game's first trailer.
Filename | Audio |
---|---|
1-03 |
The Diary
In the intro cutscene, Beatrice has a unique model for which the developers forgot to make a winter variation of, in case the player plays the mission in Chapter III.
Halloween
In the intro cutscene, the game spawns the CS_PILLOW and CS_CHAIR models, with the latter never being in camera view.
Prep Challenge
The script makes Jimmy play an animation when he's checking the poster.
The animation group containing it, however, isn't loaded, resulting in Jimmy temporarily being in an A-pose.
The animation in question can be seen being used twice by Jimmy when talking to the nerds during Nerd Challenge.
As-is | Intended |
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After beating the mission, the game attempts to spawn Jimmy on the beach, and then focuses the camera on the beach house.
However, that spawn point, 3_R09_BEACH, doesn't exist, so Jimmy will be teleported in front of the Boxing Gym.
Because of that, and due to how the game handles the loading of assets far from Jimmy, the beach house's model won't have some of its assets loaded.
This was later fixed on the Wii version of Scholarship Edition.
The Eggs
- In the cutscene where Jimmy arrives at Tad's house with eggs, one of the characters in the prep trio is Parker, but is replaced with Gord in-game after the cutscene ends. This indicates one of the two was planned to replace the other in this role.
- While fighting Justin, he says lines that are clearly not appropriate for the situation: making remarks about being fast. These quotes show that originally, instead of him fighting, the player was supposed to chase him around Tad's yard.
Filename | Audio | Transcript |
---|---|---|
Justin_2-03_013_v1 | You won't catch me, Hopkins! | |
Justin_2-03_013_v2 | See ya! | |
Justin_2-03_013_v3 | I'm too fast for you, Hopkins. | |
Justin_2-03_013_v4 | Nice try, slowpoke! |
Weed Killer
Any Tad ped will run faster than normal if this mission is active, as scripted in Prep_Walk.cat.
This is a leftover from a scrapped objective.
Dishonorable Fight
The ropes Jimmy uses during the mission's intro can be interacted with at all times and have multiple interaction points.
They, however, will only properly work during the mission, resulting in Jimmy A-posing in freeroam.
It's possible Jimmy was supposed to manually get out of the ring, earlier in development.
Cook's Date
Two mugs are supposed to spawn only when this mission is active.
However, they can only appear if the map is reloaded.
In normal circumstances, due to the mission's timer, they can only be seen if the player enters the nearby Aquaberry store and leaves.
Jealous Johnny
At the end of the intro cutscene, Johnny tells Jimmy to meet him in the New Coventry underpass, which might not seem weird at first... except they are already there!
This references the fact that the cutscene originally took place in the Auto Shop, and resulted in Johnny seeming kinda dumb due to the dialogue remaining unchanged.
Wrong Part of Town
Cornelius' dialogue mentions a pizza parlor that doesn't exist in the actual game. It was redesigned into a police station.
The Rumble
The mission's script spawns a few props that are no longer relevant:
- The ones in the alleyway might have been meant for when chasing Peanut.
- Despite one already being loaded all the time, a copy of a train carriage gets spawned in the same spot. Causing Z-fighting in motion.
Officer Williams is meant to be present in the scenario where Norton is being inspected by Officer Monson.
The script, however, disables his collision, so he falls off the map.
Additionally:
- Just like Tad in Weed Killer, Peanut is programmed to run faster during this mission in Walk_Greasers.cat. Originally, he was going to escape on foot rather than on a bicycle.
- Aside from Peanut, the greasers that the player fights in the alleyway at the end of the mission don't match the ones seen in the intro cutscene of Fighting Johnny Vincent: Lefty and Vance get replaced with Hal and Ricky.
As shown by the unused dialogue, this was originally supposed to be consistent, and the conversation with Vance was meant to instead happen when searching for Peanut.
Funhouse Fun
When operating the reapers, Jimmy is teleported by the entrance of the cemetery, out of view, and the player is expected to watch the screen and press X at times.
The developers, however, forgot to disable Jimmy's controls, meaning the player can do whatever they want for the whole segment.
The Big Game
When Kirby gets the rigged ball, he is briefly in focus before the camera is moved further away.
This is to hide the fact that the animation he plays has him look at his left hand, while the ball gets attached to his right hand.
The animation in question was originally meant for Damon in the scrapped mission The Paddle and was recycled here.
Chapter IV Transition
During the cutscene, Jimmy is shown getting kissed on his left cheek by Mandy, but judging by her voice, she was clearly supposed to be Lola instead.
Busting In Part II
This mission's .DAT file spawns several items, but 8 of which are placed on unreachable buildings.
The Wonder Meats slaughterhouse is not relevant during the mission, but if the player goes there, townies can be seen present: two stationary ones outside the front entrance and two roaming inside the building. When the player gets close to the building, Zoe will say a line that is more noticeable with subtitles on, as the voice clip can barely be heard due to her being programmed to stand still in areas far from there.
As shown by unused dialogue, there was going to be an objective where the player had to activate the switch inside this building, with the player having the option to be stealthy.
Showdown at the Plant
T_ElevatorControl |
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The mission's script has a thread running in the background at all times, allowing the player to interact with the elevator Edgar uses with the Triangle button.
It's possible the player was supposed to use it at some point, earlier in development.
Complete Mayhem
The script spawns a dumpster in one of the walls of Blues Skies Shipping, a location that is never visited during the mission. Jimmy was supposed to climb on it to sneak to the Wonder Meats factory, earlier in development, but in the final game, this area leading to Wonder Meats is covered with a fence that doesn't allow access.
In the NIS after saving Russell, the script restores Jimmy's controls after he is done talking, for some reason, allowing the player to do whatever they want until the next part's script disables them again.
The collision set for the vandalized library differs from the normal one, being simpler.
As the walls lack collision past a certain height in this set, the player can jump out of bounds because of the ruined fences on the second floor.
Final Showdown
To do: Figure out why. |
The mission's script spawns two Beam Colas, however, the game fails to do so.
Minigames
Art Class
The instructions for Art Class mention a power-up called Brush; it, however, is unused.
This mention was removed on the Wii and PC versions of Scholarship Edition.
Gym Class
During Wrestling lessons, holding L3 while moving and pressing Triangle will make Jimmy perform a running tackle, which will deal damage to Fatty if done in Gym 1.
The game can potentially softlock if the player lets Fatty disappear after being knocked out before the player is tasked with defeating him.
This is likely a leftover from an earlier control scheme for the wrestling fighting style.
Another leftover is a choke grapple that can only be performed if the player is crouching and is behind their opponent, which is normally impossible during the class.
Combining the previous oversight to get Fatty stuck by leaving the mat after knocking him out, with modding to make the game believe Jimmy is crouching, it's possible to perform it.
One of the moves taught to the player in Gym 3 is the 3 Hit Combo Takedown, which wouldn't be odd... except the player already has this move since the beginning of the game.
It's possible that this combo got added to Jimmy's starting moveset late in development and after they had already programmed it to be taught here.
Go-Kart Races
When failing a Go-Kart race, the text is scripted to be displayed in yellow, rather than the usual red color that's used for mission failures.
Geometry
Objects
School Entrance Mold
One of the mold patches on the entrance's structures is misplaced.
This was fixed in Scholarship Edition.
Rocket in my Pocket Windows
The Rocket in my Pocket store in Bullworth Town has three destroyable windows.
This is a leftover of a scrapped objective in the mission Movie Tickets.
Old Bullworth Vale Lamps
The lamps in one of the houses in Old Bullworth Vale are misplaced. Their model is mostly hiding inside its structure.
Russell's House Missing Geometry
The front side of Russell's house has a piece of geometry missing.
Bullworth Town Movie Teather doorways
Behind the broken doors of the closed-down cinema in Bullworth Town, a doorway can be seen.
As seen in pre-release material, earlier in development the cinema was actually operational and the Movie Tickets mission originally took place there.
Bullworth Town Motel doorways
Behind the central door of the closed-down motel in Bullworth Town, a doorway can be seen.
It's possible it was operational earlier in development, like the cinema.
Spazz Industries Molds
Some of the molds on the Spazz Industries' building are misplaced.
Judging by how they're perfectly in line with the others, it's possible the building was different at some point.
Wonder Meats Factory Window
A texture for a window is placed inside the model of the factory. Its intended look can be seen in early renders.
School Geometry
Behind one of the walls on the second floor of the school, there is a window that would go on top of a door. This matches with one of the pre-rendered images of the school. It's entirely black on PlayStation 2 due to a lack of lighting.
PS2 | PC |
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Two Halloween decorations are misplaced.
Two Christmas decorations are misplaced.
There is an out of bounds food texture behind the kitchen in the cafeteria.
Gym Geometry
The doors for the reflection under the floor use the older brown design instead of the blue one.
Tenements Geometry
In the balcony area, there is a texture placed behind one of the walls.
Textures
Early Character Textures
Some of the variations of the characters weren't updated to match their default counterparts.
CS_JKH1_Damon | JKH1_Damon |
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JKH3_Casey_Ween | JKH3_Casey |
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PRH2_Bryce_OBOX | PRH2_Bryce |
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CS_TE_MathTeacher_W | TE_Math_Body_W |
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CARNIKID1 | GN_Boy02 |
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CARNIKID2 | GN_Asiangirl |
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CARNIKID3 | GN_WhiteBoy |
---|---|
Texture Leftovers
Texture areas that aren't mapped to anything due to design changes.
Pre-rendered Screens
To do:
|
Behind the doors that transition to another area of the game, there are low-resolution textures showing a picture of where the player is going.
A lot of them show differences from the time these were taken.
Note that the textures have been enlarged here for better visibility.
School
SC_HallScreen | In-game |
---|---|
In front of the Infirmary door, in the first floor's left wing.
- The hole connecting to the lobby near the cafeteria used to be blocked off, with another set of lockers being there, instead.
SC_AudiScreenA | In-game |
---|---|
In front of the auditorium's entrance.
SC_AudiScreenB | In-game |
---|---|
In front of the auditorium's balcony entrance.
SC_HallScreen1 | In-game |
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Outside the cafeteria.
- As seen more clearly in the game's first trailer, the staircases leading to the second floor used to extend to the pillars on its sides, thus why the left view is being blocked.
- The flag on the wall was missing.
- The "Cafeteria" sign cannot be seen, it was either missing or placed elsewhere.
- There was an unknown object on the floor that is not present in the final game, possibly a garbage bin.
SC_MHallScreen5 |
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A picture taken on the right wing of the removed third floor, as evidenced by the presence of red lockers, which follows the pattern of each floor having its own locker color (the first floor has brown and the second floor has blue).
The red locker, NLock03B, still remains the game, unused.
SC_MHallScreen7 | In-game |
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In front of the Biology door, on the second floor's left wing.
- The "2" sign either looked different or something else used to be in its place.
- On the wall on the right there used some kind of board where there now is a bunch of papers.
- The fire alarm beacon at the end of this area was not present.
- This picture reveals that at the end of this part there used to be the stairs leading to the removed third floor, where there now is a conspicuously empty large wall.
- There used to be an unknown sign on the left of the aforementioned stairs.
Main Map
SC_DormScreen1/SC_DormScreen2 | In-game |
---|---|
In front of the boys' dorm.
- Some trees were absent.
GdormScreen/GdormScreenN | In-game |
---|---|
In front of the girls' dorm's attic window.
- Some trees were absent.
- The biggest rock was shorter and flat on the top.
SC_ObservScreen1/SC_ObservScreen2 | In-game |
---|---|
In front of the observatory.
- The wall on the left of the stairs seems to not have been present.
- The right-most tree in the background was not present, this later-added tree does somewhat stick out in the final game since it can be seen clipping through the rock it's supposed to be placed next to.
SC_PoolScreen1/SC_PoolScreen2 | In-game |
---|---|
In front of the gym.
- Some trees were missing.
- The left basketball hoop was absent. It's unknown if the one on the right also was.
- There was a "Go Bullworth Go!" sign going across the soccer goal drawing on the wall, which got removed.
- There was a "Go Team!" sign on the right, which got removed.
SC_PrepScreen1/SC_PrepScreen2 | In-game |
---|---|
In front of Harrington House.
- Some trees were missing.
SC_RoofScreen1/SC_Roofscreen2 | In-game |
---|---|
In front of the Roof Access door.
- There are fences on the platform on the right. While they're not in the final game, their collision is still present.
SC_SCMainScreen1/SC_SCMainScreen2 | In-game |
---|---|
In front of the Infirmary door outside the school's main building.
- The floor in the elevated part of the school's front was different.
- The railings were different, they can be seen a bit better in early screenshots.
- Although barely visible, the exterior model of the boys' dorm can be seen with the design from when it had two floors.
BU_BarbrScreen1/BU_BarbrScreen2 | In-game |
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In front of The Happy Mullet in Bullworth Town.
- The Bullworth Town garbage bins were colored brown instead of marine green.
- The Happy Diner had some differences:
- The door was red instead of gray, and it had a big window instead of a small one.
- The door roof was colored orange and blue instead of white and green.
BU_BikeScreen1/BU_BikeScreen2 | In-game |
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In front of Shiny Bikes in Bullworth Town.
- The nearest lamppost was located further left.
- There was a lamppost in front of the J store. It got either removed or moved elsewhere.
BU_ClothpScreen1/BU_ClothpScreen2 | In-game |
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In front of Worn In in Bullworth Town.
- The Come Hither store had differences:
- The sign was different and less plain: the name of the store was smaller and there was an image of a woman.
- The windows were different.
- The lamps on the sides were absent.
BU_ComScreen1/BU_ComScreen2 | In-game |
---|---|
In front of Dragon's Wing in Bullworth Town.
- The beauty shop had some differences:
- The pillars on the building's sides were beige-colored instead of blue.
- The windows were different and they used to produce light at night, unlike the ones in the final game.
BU_GrocyScreen1/BU_GrocyScreen2 | In-game |
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In front of Yum Yum Market in Bullworth Town.
- There was a lamppost that got either removed or moved elsewhere.
- There was an unknown sign on the front block's sidewalk that got removed.
- Due to the fact that the movie theater wasn't abandoned, its windows used to light up at night.
RC_BoxingScreen1/RC_BoxingScreen2 | In-game |
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In front of the boxing club in Old Bullworth Vale.
- The lamppost on the left was located in front of the Easy-Drugs store.
- The garbage bin next to the aforementioned lamppost was missing.
- The edge of the road was flat instead of curved.
- The removed archway on the stairs leading to the beach, seen better in an early screenshot, was present.
RC_ClothRScreen1/RC_ClothRScreen2 | In-game |
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In front of the Aquaberry store in Old Bullworth Vale.
- The garbage bin in front of the hotel was missing.
- The roof doors on the sides of the hotel were blue instead of red.
- The rails surrounding the tables on the right appear to have been missing.
RC_iPrepSScreen1/RC_iPrepSScreen2 | In-game |
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In front of the beach house in Old Bullworth Vale.
- The sides of the pier had circular parts on it that got removed.
RC_SalonScreen1/RC_SalonScreen2 | In-game |
---|---|
In front of the beauty salon in Old Bullworth Vale.
- The bicycle parking spot was absent.
PR_BarbScreen1/PR_BarbScreen2 | In-game |
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In front of The Final Cut in New Coventry.
- The left building's part above the garage and door looked different.
- The Beam Cola sign was different and it called the brand by the name it's internally referred to: Fraffy Pop.
- At the edge of the right building there was a sign of Shinjo's.
- The purple "BAR" neon sign was missing.
- The garbage bin on the right was missing.
IN_iAsylumScreen3/IN_iAsylumScreen4 | In-game |
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In front of the asylum's side door.
IN_iAsylumScreen5/IN_iAsylumScreen6 | In-game |
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In front of the asylum's main doors.
- The tree to the left of the building on the asylum grounds was absent.
- The big bushes on the sides of the statue were absent.
IN_iChemScreen1/IN_iChemScreen2 | In-game |
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In front of the chemical plant's original entrance in Blue Skies.
IN_iDropSScreen1/IN_iDropSScrren2 | In-game |
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In front of the Townie Hideout in Blue Skies.
- The sidewalk outside the hideout was originally flat instead of curved. However, the outline marking where the sidewalk used to end is still visible in the final game.
- The light blue-colored train wagons used to be a deeper blue.
- The road markings were absent.
Carnival
CN00_Screen1/CN00_Screen2 | In-game |
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In front of the souvenir shop in the carnival.
- Various trees in the background were missing.
- Although barely visible, the left side reveals where the exterior of the scrapped Gift Shop used to be: it got redesigned into what is now a cotton candy shop.
CN00_Screen3/CN00_Screen4 | In-game |
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In front of the freak show's entrance in the carnival.
- On the right, the item next to the rollercoaster platform can be seen being surrounded by the early GTA: Vice City-style aura for pickups.
CN00_Screen5/CN00_Screen6 | In-game |
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In front of the freak show's exit in the carnival.
- Just like the previous textures, the early pickup effect can be seen with the item next to the rollercoaster platform.
Models
Early Character Models
PRH2A_Chad_OBOX | PRH2a_Chad |
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Lawnmower UV mapping
Aside from the change in aesthetics, a pre-release screenshot shows the lawnmower having its textures properly mapped, but in the final game, they are not.
This was fixed on the Xbox 360 and PC versions of Scholarship Edition.
Pre-release Screenshot | Final Game |
---|---|
Effects
Saw Mill Smoke Particle
There is some smoke coming out of nowhere in the sky on top of a small island near Blue Skies.
This is one of the very few leftovers of the scrapped saw will.
Paint Supply Smoke Particle
There is some smoke coming out of nowhere on top of the Paint Supply building in Blue Skies.
Unknown Shadow
A shadow is on the ground in Old Bullworth Vale, nothing is on top of it, though.
Floating Light Beam
There is a light beam in Old Bullworth Vale that can be seen at night not attached to any street lamp.
Since light beams automatically spawn on a street lamp in the final game, it is possible the developers had to spawn light beams manually earlier in development, and they just forgot to remove this one.
Old Bullworth Vale Floating Lights
Some of the house models have lights but no lamps for them.
Carnival Floating Lights
There are 4 lights coming from nowhere in front of the entrance at the carnival.
Come Hither Incomplete Neon
The Come Hither store is missing a piece of its neon.
This is a leftover from an early design that can be seen in one of the pre-rendered images.
School Lights
There is a third set of beam light textures behind the front wall.
Two lights have their effect misplaced.
Four lights are missing theirs entirely.
There is a light between the school's store and the basement's room.
Out of bounds Basement Floating Light
There is a red light coming from nowhere next to the stairs leading to the boiler room in the basement.
Out of bounds Library Lights and Geometry Changes
There are lights behind the walls on both left and right sides of the library.
Also on both left and right sides of the library, a clear cut in shadow effects and the geometry's colors can be seen.
Boys' Dorm Second Floor Bathroom Mirror
There's a normally-unseen mirror reflection above the left side of the lounge. This was part of the second floor's bathroom, as shown by its position on the minimap.
It can be seen in pre-release screenshots.
Pre-release Screenshot | Leftover Reflection |
---|---|
Out of bounds Grocery Store Lights
There are four lights behind the Yum Yum Market's interior.
Out of bounds Girls' Dorm Effects
The attic is full of beam light textures behind the walls for windows that don't exist.
Collision
Island Collision
Right underneath the bridge which connects Blue Skies with the terrain leading to the academy, there is some misplaced collision.
It could potentially be an unintended leftover of the wood logs' collision blocking the way to the island near Blue Skies until Chapter IV is beaten.
Buildings' Rooftop Collision
The unreachable buildings on which some items spawn during Busting In Part II. These rooftops have parts with missing railings, possibly from where townies would throw stuff at the player during the mission.
Wonder Meats
There is collision on top of the Wonder Meats building. It's pretty basic and doesn't seem to match the shape of the actual building.
Spazz Industries
There is collision all over the upper area of the Spazz Industries factory in Blue Skies, but the player can't explore it due to a big metal fence blocking the way. Not everything has collision though, this includes the big bridge that leads to a mechanical door that can otherwise never be interacted with.
As shown by other leftovers, in Revenge on Mr. Burton, the player was originally meant to obtain bolt cutters from here, but they were moved to the hardware store in Bullworth Town.
Chemical Plant Early Entrance
The original entrance for the chemical plant can still be seen, but is impossible to reach without modding.
The walls and the fence don't have collision.
Principal's Office
There is collision for a tiny room on the left side of the office.
Harrington House
There is a big chunk of collision behind the closed doors on the first floor of Harrington House.
The interior's .DAT file suggests it was a lounge area, as the blocked doors are called Door_PrepHouse_Lounge and Door_PrepHouse_Lounge_02.
Transitions
Boys' Dorm
Similar to the girls' dorm, the left side of the boys' dorm has transition points, both outside and inside, but they are normally unreachable.
If Jimmy enters from the outside, he will fall out of bounds. It originally led to where the second floor's bathroom used to be.
Asylum
The infamous door at the side of the Asylum is locked from the inside, meaning it is impossible to leave the area and players will be stuck.
If unlocked via modding, Jimmy will try to interact with the door, but as it lacks a transition point, it results in a softlock.
Audio
Dialogue
Plot inconsistency
Various peds' Chapter II gossip lines mention how Edna fell in love with Dr. Slawter, while the actual plot has her fall in love with Dr. Watts.
Filename | Audio | Transcript |
---|---|---|
Castillo_CONVG2_v1 | I saw that Dr. Slawter at the store. He was talking of some old lady fumbling all over his words. I think the old coot's got a crush. | |
Edna_CONVG2_v1 | I think Jimmy is gonna get Slawter to finally notice me. | |
Smith_CONVG2_v1 | Did you know that Edna's got some crush on that biology teacher? Don't know why I know that, but word travels fast, my friend. | |
Trevor_CONVG2_v1 | I know this seems kinda weird but I saw the lunch lady staring at Dr. Slawter. It was kind of creepy. |
Mistakes
The voice acting director can be heard in these quotes.
Filename | Audio | Transcript |
---|---|---|
Bambillo_SEEWEAPF_v1 | BOOM Stop it, right now! | |
Svenson_FIGHB_v5 | Ugh... I gotta start getting danger-pay... ugh... Perfect. |
Different voices
All of the bullies, except Tom, have some quotes recorded by different actors. Most notably, Trent seems to have been voiced by Otto's actor at one point.
Filename | Audio | Transcript |
---|---|---|
Davis_INDIG_v1 | Hey! | |
Davis_INDIG_v2 | Woah! | |
Davis_INDIG_v3 | Come on! | |
Davis_RESPGD_v1 | Get lost! | |
Davis_RESPGD_v2 | Buzz off! | |
Davis_RESPGD_v3 | Shut up! | |
Davis_TAUNKE_v1 | Haha! New kid! | |
Ethan_INDIG_v1 | Bad idea! | |
Ethan_INDIG_v2 | Oh, yeah?! | |
Ethan_INDIG_v3 | Woah, man! | |
Ethan_RESPGD_v1 | Shut it! | |
Ethan_RESPGD_v2 | Don't talk! | |
Ethan_RESPGD_v3 | Whatever, jerkface! | |
Ethan_TAUNKE_v1 | New kid, you suck! | |
Russell_INDIG_v1 | Angry! | |
Russell_INDIG_v2 | Aaaaah! | |
Russell_INDIG_v3 | Nooooo! | |
Russell_RESPGD_v1 | No talk! | |
Russell_RESPGD_v2 | Shut it! | |
Russell_RESPGD_v3 | You stupid! | |
Trent_INDIG_v1 | Bad idea! | |
Trent_INDIG_v2 | Not cool! | |
Trent_INDIG_v3 | Watch it! | |
Trent_RESPGD_v1 | Whatever, trash! | |
Trent_RESPGD_v2 | Get lost! | |
Trent_RESPGD_v3 | Shut up! | |
Trent_TAUNKE_v1 | You're dead, new kid! | |
Troy_INDIG_v1 | Wanna fight?! | |
Troy_INDIG_v2 | Oh, yeah?! | |
Troy_INDIG_v3 | Don't do that! | |
Troy_RESPGD_v1 | You suck! | |
Troy_RESPGD_v2 | Shut it! | |
Troy_RESPGD_v3 | Whatever, jerk! | |
Troy_TAUNKE_v1 | New kid! Hahaha! | |
Wade_INDIG_v1 | You get it! | |
Wade_INDIG_v2 | No way, dude! | |
Wade_INDIG_v3 | Bad idea, jerk! | |
Wade_RESPGD_v1 | Don't talk! | |
Wade_RESPGD_v2 | You're a jerk! | |
Wade_RESPGD_v3 | Shut it, wimp! | |
Wade_TAUNKE_v1 | New kid! You stink! |
In Last Minute Shopping, Mr. Oh speaks with a different, oriental voice and accent.
The same voice is heard in his unused Oh_HELPEX_v2 quote.
Those takes were likely by a previous actor, and many older takes of them were brought back by mistake in Scholarship Edition.
Filename | Audio | Transcript |
---|---|---|
Oh_2-01_006_v1 | Aaah yes, the discount meat. It expires at midnight. |
Sound Effects
Police Station's Pizza Parlor Ambiance Sound
As mentioned previously, the New Coventry police station is a redesigned pizza parlor, but an ambiance sound can be heard emitting from it (PizzaParlourMx), still reflecting what it used to be.
Library's Tunnels
Some ambiance sound effects can be heard when inside the Library_Tunnels trigger behind the bookshelf which led to a scrapped part of the library.
Staff Room's Pendulum Clock
A pendulum clock can be heard while inside the Staff Room, but it's nowhere to be seen.
Boxing Club's Coffee Machine
A coffee machine can be heard in the lounge on the second floor of the Boxing Club, but it's nowhere to be seen.
A model of it (DPI_Coffee), exists but is unused.
Peds
Algie Misplaced 1_05 Quotes
On top of his CHATTER set of quotes, used while peds walk around, Algie might say the following set of lines. Their internal filenames show they were supposed to be used only in the mission Save Algie (where they are also subtitled when said there).
While they don't sound completely out of place, they weren't really meant to be used here.
Filename | Audio | Transcript |
---|---|---|
Algie_1-05_010_v1 | I've been thinking a lot about snails recently. They're slimy. | |
Algie_1-05_010_v2 | I always wondered what it'd be like to be big and tough and really stupid. | |
Algie_1-05_010_v3 | My mom calls me "Prince Algie"... she says I'm really special. Like a prince, you know? | |
Algie_1-05_010_v4 | Hey Jimmy... did you ever play Grottos and Gremlins? It's really keen. You can like totally be a cool hero who kicks ass and stuff. | |
Algie_1-05_010_v5 | You know Lola? She's really hot and actually talked to me the other day. I think maybe she wants to be my girlfriend or something. Haha... |
Bryce Misplaced 2_08 Quotes
While fighting Bryce, he might say some lines that were meant for the mission Weed Killer.
These two quotes are part of a set labeled 2-08_052, which would otherwise be unused along with other sets in the sequence, as they're not used in the mission.
Mute Peds
Juri, Bo, and Justin don't have a voice assigned to their alternate gym uniform models.
The same applies to Damon, though he can't normally be seen in freeroam.
Wrong Shooting Range Attendant
To do: Find the logic behind this, as peds can't have whoever's voice assigned. Perhaps it classifies better as an oddity. The devs did this deliberately. |
The carnival worker running the Shooting Range booth is supposed to be the midget Brandy, as the voice clips heard when standing in front of the booth are hers. The ped's model, however, is Crystal.
Greasers' Roundhouse Counterhit Followup Animation Swap
The animations for this move are mistakenly swapped.
While styles using this attack properly assign the _GV animation to the giver and the _RCV animation to the receiver, G_STRIKER/GRAB_KNEE_2_GV actually portrays the receiver, and vice versa, G_STRIKER/GRAB_KNEE_2_RCV actually portrays the giver.
As-is | Intended |
---|---|
Items
Skateboard Pickup Behaviour
The skateboard can't normally be seen as a pickup, but when spawned as one via modding, it behaves differently from other pickups: it rotates instead of just standing still and sparkling.
This is because it's the only weapon in Global_Weapons.cat to have "Spinning" set to true.
This behavior is likely a leftover from Grand Theft Auto: Vice City.
Out of bounds Items
In the front of the building next to the church in the cemetery.
One of the bricks is placed just enough to be able to be seen, while the other is unreachable.
Behind the building next to the bus stop near the tenements in New Coventry.
Behind the hospital in New Coventry.
POIs
The bench in front of the Pool building is shorter than the one near the Gym building to accommodate a climbable ladder.
Despite this, a ped may sometimes try to sit next to it but will fail to do so and just stand for a couple of seconds before leaving.
The bench was longer earlier in development, and after adding the ladder and shortening the bench, this POI was broken.
Inside the elevated platform on the back of the academy's main building, there is a tiny spot with collision inside of it, where a Smoking POI takes place.
The bully will likely fall off the map after being done.
As shown by an early render, the elevated platform didn't exist earlier in the development, so this might date back to that.
At the movie theatre in Old Bullworth Vale, there's a kissing POI where one of the peds is spawned inside the building and therefore can't quite make contact with the other.
Under the Carnival sign in Old Bullworth Vale, there's a Spectator POI out of bounds and behind the sign itself.
The ped will be stuck there.
At the docks in Blue Skies, there's a Smoking POI taking place in an area the player can't normally see.
The townie will take a few steps only to then fall off the map.
Miscellaneous
Broken Mirror Idling
Standing in front of a mirror will cause Jimmy to stop doing his occasional idle animations.
Pressing R1 or Triangle after a few seconds results in Jimmy playing an animation for a few frames before stopping.
The intended outcome was for Jimmy's idle animations to be replaced by others that can be seen done by peds when in the bathrooms.
Why this doesn't work as intended is unknown.
Bulletin Board variations
All the boards are unique and scripted to swap their model after certain missions have been beaten. This behavior is almost impossible to notice as most of the models, with the exception of two (one being unused), share the same texture, making this feature pointless.
From the start of the game until The Candidate, the Bulletin Board near the entrance of the boys' dorm uses a unique texture with a blank page, after which it switches to another texture with no page. This is the only time the player can notice a change in texture, despite the frequent model changes throughout the story.
The Bulletin Board near the boys' dorm entrance is scripted to change after the following missions:
- The Candidate
- Panty Raid
- Fighting Johnny Vincent
- Preppies Vandalized
- Final Showdown
The Bulletin Board in the boys' dorm recreation room is scripted to change after the following missions:
- Slingshot
- Russell In the Hole
- Dishonorable Fight
- Fighting Johnny Vincent
- Nerd Boss Fight
- Preppies Vandalized
The Bulletin Board in the school's lobby is scripted to change after the following missions:
- The Candidate
- Tad's House
- Fighting Johnny Vincent
- Making a Mark
- Final Showdown
The Bulletin Board in the school, next to the English classroom is scripted to change after the following missions:
- The Diary
- Russell In the Hole
- Weed Killer
- The scrapped mission "The Paddle"
- Final Showdown
The Bulletin Board on the school's second floor in front of the girls' bathroom is scripted to change after the following missions:
- The Diary
- Russell In the Hole
- Weed Killer
- Dishonorable Fight
- Nerd Boss Fight
- Preppies Vandalized
- Final Showdown
Old Bullworth Vale Bus
The bus that comes to pick the player up at the bus stop in Old Bullworth Vale near the Aquaberry store is diagonally tilted, even though the road is flat.
This might suggest a possible layout change in the map.
Interaction Spots
PAn_Main.DAT
To do: Add the others, preferably as screenshots instead of external videos (and replace this one), as they don't do anything, anyways. |
This spawns 7 pxTarget, an interactable that doesn't do anything, around the map.
All but one can't normally be reached as they're at a slightly higher level than the ground.
Unknown
Observatory Door
The Observatory door is interactable. It won't show any prompt text, though.
This is likely an unintended side effect of how it can be manipulated either by scripts (like in Defender of the Castle) or using firecrackers to destroy it.
Clint's Garage
Exactly like the former.
This one's probably due to how the garage was meant to be manipulated by the game in the scrapped The Collector mission.
Junkyard Crane
There is an unknown interaction spot where the crane's control area is located.
Inconsistent Names
Derby or Darby?
Derby Harrington is internally referred to as Darby and is called like that by all characters (except by Chad in Complete Mayhem), despite the game's text always referring to him as Derby.
As already mentioned, his name was originally Darby and his position in the yearbook still reflects this.
Clint or Henry?
When hired as a bodyguard, Clint's name shows up as Henry. In the credits, he's named "Clint (AKA Henry)". Internally, he is mostly referred to as Clint but still has few mentions with Henry.
It's possible the developers couldn't settle on a name for him until very late into development and didn't have enough time to change all his mentions.
Townies or Dropouts?
The Townies were originally known as "Dropouts" and are internally called that.
Despite the name change, however, they are referred to with both terms throughout the game. For example, they are referred to as "Dropouts" in Finding Johnny Vincent and Busting In Part I.