Bully (PlayStation 2)/Unused Area Content
This is a sub-page of Bully (PlayStation 2).
Miscellaneous
Gym
Various files contain leftovers pointing to the existence of both a barbershop and a tattoo shop inside the school's Gym building, at one point.
The coordinates match with The Happy Mullet's area. It's possible the latter was built on top of the remnants of the old barbershop after it was scrapped, while the tattoo shop was moved to the trailer in Blue Skies.
Location | Name(s) |
---|---|
Global.DAT | Bar_List_Exit, Bar_List_Camera. |
SP_Pool.DAT | BarberShop. |
Additionally, the file GymAndBarber.lur goes unused in favor of the final version's GymAndPool.lur.
It's a basic file meant to run when inside the gym, though, it only loads iBarber.DAT, where nothing related to this scrapped barbershop is present.
Staff Room
The StaffRoom.lur script has two unused functions:
F_KickPlayerOut checks if the current time is between 7 and 19 and that Cook's Date/Crush isn't active. If it returns true, F_Aggression is executed.
F_Aggression is rather unpolished code for a short NIS where Miss Philips enters the room and kicks Jimmy out. It also increases the player's punishment points by 150.
The second function doesn't work perfectly as two of the code's variables, specifically the position for Jimmy (gExitPoint) and the camera (gCameraPath), are set to -1 despite their intended values being present in eventsStaffRoom.DAT, called staffroom_ExitPoint and staffroom_ExitPath, respectively.
As-is | Intended |
---|---|
Unused Areas
Cafeteria Kitchen
Area ID 3 was meant for the Cafeteria; it had its own area, separated from the main school one.
Infirmary
Area ID 7. Nothing is known about this.
1st Floor Bathroom
Area ID 10 was meant for the bathroom on the first floor of the academy.
It is referred to as "Boys Bathroom" in the timecycE.DAT file.
In the final game, there are 2 bathrooms per floor in the main school area, but the name of this one hints at a single bathroom.
2nd Floor Bathroom
Same as the previous one. Its Area ID is 11.
It is referred to as "Girls Bathroom" in the timecycE.DAT file.
Wrestling Gym
Area ID 12 seems to indicate that at one point the wrestling gym had its own area.
Nerd Fortress
Area ID 21 may have been an earlier version of the Observatory.
Island 3
Area ID 22 belongs to Island 3; a test area that was almost entirely removed.
Its files would later be present but remained unused on the Xbox 360 version of Scholarship Edition.
Attic
Area ID 24 was intended for the cut Attic area.
Some references of it still exist in the leftover 4_S11T.DAT file for the scrapped mission The Paddle.
Funhouse
Area ID 25 might have been where the final Funhouse area would be located.
The final one uses House Of Mirrors, an earlier version of the Funhouse.
Fireworks Store
Area ID 28 was meant for the cut "Rocket in my Pocket" store's area.
Test Area
Area ID 31 belongs to Test Area.
Like Island 3, it was almost entirely removed, but its files were brought back in the 360 version of Scholarship Edition.
Indoor Go-Kart Track
Area ID 41. Nothing is known about this.
Record Store
Area ID 44 was meant for the music store.
Underwater
Area ID 47. Nothing is known about this.
Go-Kart Track 2
Area ID 48. Nothing is known about this.
An unused song for it is present in the game's files.
Gift Shop
Area ID 49 was meant for a scrapped shop at the carnival.
The camera angles for the scrapped Small Offences cutscene are in the same place as the Aquaberry store. It's possible the latter was built from the remnants of the Gift Shop once it was scrapped.
Nerd Hideout
Area ID 58 was meant for the Nerd Hideout; it originally had its own area, separated from the Comic Store.
iSaveZones.DAT still contains some doors for it. Using one of them properly teleports the player outside of the back entrance, while the other 2 doors use the model meant for doors in the Boys' Dorm, probably used as placeholders.
An earlier version of the Comic Store can be seen in a Press Kit screenshot.
Library
Area ID 63, the last area ID, is simply named "Library", sharing the same name with the school's library area.
It is referred to as "Library2" in the timecycE.DAT file.
This area may have originally been an area of its own and then merged with the library, as suggested by the normally-unseen secret hole behind one of the library's bookshelves.
Hidden Geometry
Main Map
Chapter I Carnival Barricade
During Chapter I, a barricade in front of the tunnel leading to the carnival is present. It's normally impossible to see it as Jimmy can't leave the academy during that chapter.
School
Janitor's Room
An empty room that can be found on the second floor of Bullworth Academy.
If Jimmy manages to get inside, the noise of water dripping can be heard. It's possible that this was the Janitor's Room before it got moved to the school basement.
Rooftop Stairway
A stairway to the rooftop can be found on the second floor of the academy, but the door leading to it is locked.
In Complete Mayhem, Jimmy was originally going to chase Gary all the way to the rooftop. In the final game, that part is just an NIS, and neither Jimmy nor Gary are seen using the rooftop stairs.
Basement
The stairs behind the locked door in the basement.
They can never be seen due to the door being locked.
Library
As previously mentioned, a bookshelf on the second floor of the library covers a hole in the wall that would have led to a secret extension of the library.
Industrial Park Tattoo Trailer
The Tattoo trailer has a lot more detail that is obscured due to the fixed camera angle.
Junkyard
The Junkyard area contains some extra details not present in the main map.
New Coventry | Junkyard |
---|---|
- Two lamps have been removed from the main map.
- A layout change. There may have been an alleyway between the two buildings.
- Extra power cables, a ramp, and a Beam Cola sign have been removed from the main map.
Unused Transitions
School
- Roof
- The Roof Access door is always locked and so is the rooftop door.
- If unlocked via modding, they will be fully functional, meaning that at one point the doors used to be unlocked.
- Chemistry Class
- On the left of the English Class on the first floor, there's a door which, if unlocked via modding, will teleport Jimmy to the Chemistry Classroom.
- While inside the Chemistry Classroom itself, if Jimmy walks near the door, he will be teleported to some very early coordinates for the School, far from the area itself.
"DT_ISCHOOL_CHEM" is a door located on the second floor near the Roof Access and Math Class doors.
If unlocked via modding, Jimmy will try to enter the class, but as it lacks a transition point, it results in a softlock.
Its name implies it used to be the Chemistry Class at one point.
- Biology Class
- The Biology Class door is fully functional, if unlocked via modding.
- The door inside the area isn't programmed to be a transition door, meaning there's no way to leave this class without modding.
- Basement
- When Jimmy enters the basement at the Bullworth Academy grounds, he won't be able to go out from the way he came in as the door is locked.
- However, the door is always unlocked before the mission Help Gary, though the basement is inaccessible.
- It was likely locked for the sake of the mission, and the developers forgot to unlock it.
- English Class
- The English Class' area is treated internally as a generic classroom and is scripted to get Jimmy's coordinates before he enters it.
- If Jimmy teleports to its area via modding and then leaves the area, the game will teleport him to its default exit coordinates, which are on the removed third floor of the academy.
- If Jimmy enters in it using the Home Economics door (which is locked and only used by other peds), the game will teleport him in front of it when he leaves the classroom.
- Art Class
- The door for Art Class is fully functional, if unlocked via modding.
- The door inside the area can't be interacted with, meaning Jimmy can't leave the class without modding.
- Auditorium
- The doors for the Auditorium are fully functional, if unlocked via modding.
- The door inside the area on the 2nd floor can't be interacted with, so Jimmy can't leave from there.
Autoshop
The Autoshop door is fully functional, if unlocked via modding.
Chemical Plant
The Chemical Plant door is fully functional, if unlocked via modding.
Note how the geometry behind the door matches the early entrance when leaving the building.
Rocket in my Pocket
There are three doors around Bullworth meant for this store. If unlocked via modding, Jimmy will try to enter in it, but as the area was scrapped and its transitions were disabled, the game will softlock.
Girls' Dorm
The door at the side of the Girls' Dorm building is locked on the outside.
It is fully functional, if unlocked via modding.
Record Store
"DT_tbusiness_Recorddoor" is a door of a generic building located near the Worn In clothing store. Its name reveals it used to be the Record Store.
Like Rocket in my Pocket, its door is still programmed to be interacted with but its area was scrapped and its transition point is missing, which results in a softlock.
BMX Track
"DT_tBMX_enter" is a door of a generic building in Blue Skies that will teleport the player to the BMX Park area, if unlocked via modding.
The coordinates seem to be outdated, as Jimmy will spawn in the void, near the actual BMX Park.