Bully (PlayStation 2)
Also known as: Canis Canem Edit (EU/AU)
This game has unused animations.
This game has a prerelease article
Bully, well known for being GTA but for kids, is a surprise release from Rockstar Games that changes up the usual violent setting of their games (especially the Grand Theft Auto series).
It received a remaster in 2008 featuring extra content called Bully: Scholarship Edition, for Xbox 360, Wii, and PC.
Some of the content on the Scholarship Edition article belongs here.
Basically almost every single category requires expansion:
- 1 Sub-Pages
- 2 Debug Displays
- 3 Unused Functionality
- 4 Unused Freeroam Content
- 5 Unused Missions
- 6 Unused Cutscenes
- 7 Minigames
- 8 Areas
- 9 Unused Transitions
- 10 Unused Lua Functions
- 11 Collectibles
- 12 Unseen Details
- 13 Oddities
- 14 Regional Differences
| Unused Audio|
Must be AT LEAST a fourth of the game's total size.
| Unused Text|
DAT TEXT *ba-dum crash*
| Unused Mission Content|
Why did Last Minute Shopping involve so many police officers?!
| Unused Textures|
Maybe the unused trophy icon can be used if this becomes a featured article...
| Unused Actions and Animations|
Lots of cartoony stuff.
| Unused Objects|
Whoever wrote "Population: 128,000" on Bullworth's sign is a liar.
| Development Oversights|
A typo?! In a AAA production?!
Some of these options have been manually bound to the 1st player controller to be toggleable. They can be changed to be bound to the 2nd player controller by changing the address that starts with D0 to:
|Player 1||Player 2|
This option shows the current framerate, position, how long the game has been running for, and how many NPCs and vehicles are loaded on the bottom left side of the screen.
Shows the last 16 buttons that were pressed for both the 1st and 2nd player controller.
This option has both a textual as well as a graphical mode that can be toggled between each other using R3 + LEFT and R3 + RIGHT.
One Hit Kills
With this, Jimmy can knock out anyone with ease.
This option may cause several missions to softlock, therefore it has been made toggleable here with R3 + UP and R3 + DOWN.
Time of Day
An unused text command that can be brought up by putting ~tod~ in a string.
It will display the current in-game time and update it live.
A seemingly unused debug function that's meant to display speech information during interaction.
It "prints" all the necessary strings for this in memory, but doesn't display it anywhere. This function is located at the address 00453D40 (EUR), 00454BA0 (JPN), 004532B0 (USA).
A few examples of what it stores in memory - Jimmy greeting a non-clique student, students chatting, and a bully taunting a nerd.
PLAYER_GREET_GENERIC SpeakerFaction:PLAYER1 TargetFaction:STUDENT
CONVERSATION_START SpeakerFaction:STUDENT TargetFaction:STUDENT
TAUNT_HARASS SpeakerFaction:BULLY TargetFaction:NERD
The TargetFaction: string requires another value to not be 0, which it normally is. That can be enabled with the following code:
Unused Freeroam Content
- A spawn point for Jimmy coming out of the removed Fireworks Store interior, which, despite its name, is in New Coventry.
- Two spawn points for Jimmy coming out of the removed Cafeteria interior.
- A spawn point for Jimmy coming out of the removed Infirmary interior.
BDorm_SSpud.DAT is unused. It contains:
- An unnamed spawn point for a can of spuds, spawning next to the spud gun.
main_mapgifts.DAT is unused. It contains:
- Three spawn points for box of chocolates.
SP_Principal.DAT is unused. If loaded, the Principal's Office will have several sound effects playing.
- Seven spawn points for weapons to buy at the Dragon's Wing store, of which only the first, third and seventh are used.
- Five spawn points for bikes to buy at the Shiny Bikes store, of which only the first, third, and fifth are used.
The script for the scrapped mission known as Rendezvous.
According to its ID, the mission would become available after Bait in Chapter 3.
It involved Jimmy helping Lola to protect Tad from some greasers, while they try to get along with each other.
The script is really unpolished, for example, it makes no use of any remaining quote in the files.
An early version of Help Gary's cutscene.
It's the same as the final, but it has basic camera angles, the intro is longer and it lacks facial expressions.
An early version of Weed Killer's cutscene.
An early version of Weed Killer's cutscene.
Same as the previous one, but Jimmy's animations seem a bit more polished.
The cutscene meant for Rendezvous.
A cutscene meant to play when the magnet was activated during Fighting Johnny Vincent.
In the final game, Johnny does the same animation, but while in-game.
He doesn't lose his lead pipe in this cutscene.
4-B1b and 4-B1c
Two cutscenes of Earnest leaping from platform to platform, meant for Nerd Boss Fight.
These were replaced with short in-game scenes instead.
A cutscene intended for Busting In Part II.
This seems to be a pretty old leftover, seeing as in the final game Part 2 starts immediately after Part 1, in Blue Skies.
There is an unused cutscene of Jimmy confronting Edgar before the second and final phase of the fight of Showdown at the Plant.
Like the cutscene above, it has inconsistencies with the final plot. Here Jimmy already knows Gary is behind Edgar's behavior.
An early version of Making a Mark's cutscene.
The cutscene has a static camera behind a wall for the entire duration of the cutscene, blocking the view.
An early version of The Candidate's cutscene.
The cutscene tries to call for models of Kirby, Bo, Earnest, Earnest's poster, and Jimmy with names that don't match their final counterpart, so no one appears in the cutscene.
It's possible this might be a very early leftover.
A really basic cutscene with a static camera and a cigarette.
Same as the previous one, but with Edna's model, too.
In the final game, Gym Class has 2 Wrestling lessons, while the other 3 are Dodgeball sessions. However, Gym Class was originally just Wrestling Class, Dodgeball was just a side minigame.
The script for Wrestling Class still contains the remaining 3 Wrestling classes:
Reverse three grapples to continue the class.
In this class, you fight against the removed student Bob.
The script for this seems to be incomplete since you automatically pass the class if the timer runs out.
Bob doesn't play the "knocked out" animation when you complete the class.
Use all the skills you've learned to defeat your opponent.
Lets see if you can defeat Luis.
The intro for this class features a unique camera angle that focuses on Luis as he plays some animations. The camera, however, is a bit too close to him.
The subtitles feature a minor change, Mr. Burton says "You and Hopkins are first up." but they read "You and Hopkins are up first."
The objective of this class doesn't have an apostrophe in the word "Let's".
An incomplete script for the scrapped Graffiti Clean-up minigame. It seems to be pretty unpolished, as the player isn't even given control.
Even then, without the Brush and the Graffiti to clean, this would still be impossible to complete.
Replacing the Snow Shoveling minigame's script is the only way to properly launch this, as they share the same data that determines which difficulty to set.
It's possible that Snow Shoveling was scripted on top of the remnants of this.
- If Jimmy has been busted once, he and Seth will spawn at the school.
- If Jimmy has been busted twice, he and Pirate Vence will spawn in Bullworth Town.
- If Jimmy has been busted thrice, he and Pirate Vance will spawn in New Coventry.
Pirate Vance is likely not the intended ped meant for the script. It's probable his ID belonged to someone else, earlier in development.
This script, unlike Lawn Mowing and Snow Shoveling, uses "MS_PunishmentDetention" for its background music, instead of "MS_CarnivalFunhouseMiner".
The script for this minigame gets Jimmy's coordinates when starting it.
If he somehow happens to be near the coordinates meant for the minigame's unused second blip, in Old Bullworth Vale Gardens, it will take place there.
Every coordinate in the minigame with the exception of the camera has an equivalent of it meant for this location.
As the camera doesn't, and as such is still on the school campus, in the video here it is prevented from changing.
A script likely made to test Photography Class.
Its script contains up to 5 classes, only 2 of which are scripted.
The first class can't be played as the script will always play the second one. You were supposed to take pictures of Dr. Crabblesnitch as he roamed inside the school.
In the second class, the game spawns a lot of banners around the school grounds and gives the objective of taking 15 pictures of them.
Some of the banners are placed in weird positions, implying the campus might have been different at one point.
- There's a floating banner in the parking lot, where an arch was going to be.
- There's a floating banner on the school's roof.
- There's a floating banner on top of the school's mascot statue. The script's .DAT file refers to it as "AngelStatue".
- The banner on the Pool building is floating in mid-air and is positioned in front of the window.
Area ID 3 was meant for the Cafeteria; it had its own interior, separated from the main school one.
Area ID 7 was meant for the cut Infirmary interior.
1st Floor Bathroom
Area ID 10 was meant for the bathroom on the first floor of the academy.
In the final game, there are 2 bathrooms per floor in the main school interior, but the name of this one hints at a single bathroom.
It is referred to as "Boys Bathroom" in the timecycE.DAT file.
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.
Area ID 12 seems to indicate that at one point the wrestling gym had its own interior.
Area ID 21 may have been an earlier version of the Observatory.
Area ID 22 belongs to Island 3, a test area that was almost entirely removed.
Its files were brought back but remain unused in the 360 and PC versions of Scholarship Edition, where it can be properly explored via modding.
Area ID 24 was intended for the cut Attic interior.
Some references of it still exist in the leftover .DAT file for the cut mission The Paddle.
Area ID 25 might have been where the final Funhouse interior would be located.
The final one uses House Of Mirrors, an earlier version of the Funhouse.
Area ID 28 was meant for the cut "Rocket In My Pocket" store's interior.
Area ID 31 belongs to Test Area.
Like Island 3, it was almost entirely removed, but can be explored via modding in the 360 and PC versions of Scholarship Edition.
Indoor Go-Kart Track
Area ID 41. Nothing is known about this.
Area ID 44 was meant for the supposedly Xbox-exclusive music store.
Area ID 47. Nothing is known about this.
Go-Kart Track 2
Area ID 48 was meant for a second go-kart track at the carnival.
An unused song for it still exists in the game's files.
Area ID 49 was meant for a scrapped shop at the carnival.
Area ID 58 was meant for the Nerd Hideout; it originally had its own interior, 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 book store can be seen in a Press Kit screenshot.
Area ID 63, the last interior ID, is simply named "Library". It shares the same name with the school's library interior.
Nothing is known about this.
It is referred to as "Library2" in the timecycE.DAT file.
This area may have originally been an interior of its own and then merged with the library, as suggested by the secret hole in the library.
Chapter 1 Carnival Barricade
During Chapter 1, a barricade in front of the tunnel leading to the carnival is present. It's impossible to see it as Jimmy can't leave the academy during that chapter.
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.
A stairway to the rooftop can be found on the second floor of the academy building.
In Complete Mayhem, Jimmy was originally going to chase Gary all the way to the rooftop. In the final game, that part is just a cutscene, and neither Jimmy nor Gary are seen using the rooftop stairs.
The stairs behind the locked door in the basement.
They can never be seen due to the door being locked.
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.
The Junkyard is its own interior, not an actual extension of New Coventry. It contains some extra details not present in the main map.
- Two lamps have been removed from the main map.
- A layout change. There may have been an alleyway between the two buildings building.
- Extra power cables, a ramp, and a Beam Cola sign have been removed from the main map.
- 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 interior 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 its transition was disabled, resulting 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 interior isn't programmed to be a transition door, meaning there's no way to leave this class without modding.
- 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, and yet a set of stairs is hidden behind it.
- If unlocked via modding, the door will be fully functional.
- English Class
- The English Class' interior is treated internally as a generic classroom and is scripted to get Jimmy's coordinates before he enters in it.
- If Jimmy teleports to its interior via modding and then leaves the interior, 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 interior can't be interacted with, meaning Jimmy can't leave the class without modding.
- The doors for the Auditorium are fully functional, if unlocked via modding.
- The door inside the interior on the 2nd floor can't be interacted with, so Jimmy can't leave from there.
There is an unused entrance point from the left side of the Boys' Dorm which can't normally be accessed.
If Jimmy enters in it, he will fall through the building onto the first floor of the dorm, due to no collision remaining for the second floor.
The Autoshop door is fully functional, if unlocked via modding.
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 the store, but as the interior was removed and its transitions were disabled, the game will softlock.
The door at the side of the Girls' Dorm building is locked on the outside.
It is fully functional, if unlocked via modding.
The infamous door at the side of the Asylum is locked from the inside, meaning it is impossible to leave the area and will result in players getting stuck.
If unlocked via modding, Jimmy will try to interact with the door, but its transition was disabled, resulting in a softlock.
Near the Worn In clothing store, there is a generic building that was originally meant to be the Record Store.
Like Rocket In My Pocket, its door is still programmed to be interacted with but its interior was deleted and its transition was disabled, so it leads nowhere and causes the game to softlock.
A generic building's door in Blue Skies will teleport the player to the BMX Park interior, if unlocked via modding.
The coordinates seem to be outdated, as Jimmy will spawn in the void, near the actual BMX Park.
Unused Lua Functions
Unknown. Might have been related to the scrapped bike customization system.
When set to False, it unlocks the framerate of the game.
Breaks some of the in-game QTEs, making them much harder, and speeds up some scripted camera movements. This is technically used after the Boxing Minigame, but is set to True, even though it's never set to False to begin with.
Makes a specified ped attack a specified car.
Similar to the previous one, but doesn't seem to work.
Was going to be used in an earlier version of Prep Challenge.
There are a total of 14 snowmen that spawn at the beginning of Chapter 3.
While only used as decorations, they are listed along with all the other collectibles as "_COLLECTIBLE_SNOWMAN", meaning that they were meant to be destroyed for a reward at one point.
The reward for destroying all of them is unknown.
This texture belongs to the medicine you give to a Hobo during an errand.
Take when unhappy, bored with life
Or just to fit in and be cool.
Dr. Wilbur Brunum
Refill after 10-15-2005
Strangely, the label is dated October 15, 2005, which might have been the planned release date of the game and may be an old leftover.
There is an early screenshot displayed on the Game Boy knockoff that lurks in the Nerds' Hideout, albeit in a very low resolution. Details like a slightly earlier design of the Bullworth students and the old walking style can be seen here.
TestC0 & C1
While these graphics are used for a cutscene, they seem to be in two separate texture files, even though they're both exactly the same. They may have been related to the scrapped television-watching system which would later be retooled for Grand Theft Auto IV.
The game has a full 24-hour time cycle, even though Jimmy normally passes out at 2 AM and wakes up at only 8 AM. It may have been possible that Jimmy was supposed to stay up all night, and do some odd jobs, much like the mainline Grand Theft Auto games.
This unused time cycle can be seen via a certain glitch that only works on the PlayStation 2 version, though it cannot be done in the fall season. It was fixed in Scholarship Edition.
Alternatively, the forced falling asleep can be bypassed with the following codes:
All Chapters' timecycles and weather variations:
Unknown Interaction Spots
The Observatory door is interactable, it won't show any prompt text, though.
Bullworth Town Ramp
Just at the back of the closed cinema in Bullworth Town lies a broken interactable spot behind the ramp.
There is an unknown interaction spot where the crane's control area is located.
Perhaps Jimmy was supposed to control the crane during the boss fight in Fighting Johnny Vincent?
Broken Cheat Code
Holding L1 and pressing DOWN, DOWN, DOWN, DOWN on the second controller will display the line "Cheat activated."
The cheat by default doesn't actually seem to do anything, because the function that handles this specific cheat checks if a certain parameter of a weapon equals to 2, which no weapon in the game has*. This value 2 is an unused 2nd set for prank-specific weapons. Another oddity to note is that whenever this cheat succeeds in giving you a weapon, the loop counter is incremented twice, meaning every other weapon is skipped. This bug does not occur on the Xbox 360 version. The check and the double incrementation can be patched with the codes below.
The patched cheat for the most part gives the same items as the 1st weapon set, with the only notable exceptions being the Flashlight and the Super Spud gun, which are unobtainable and cut weapons, respectively.
- *The normal weapon cheat that's activated by holding L1 and pressing UP, UP, UP, UP only gives weapons where this value equals to 1, and the remaining weapons have this value set to 0.
Police Station/Pizza Parlor
Cornelius refers to a pizza parlor in New Coventry during the mission Wrong Part of Town. In the final game, no such parlor exists - it was replaced with a police station, likely because there wasn't a spawn point where Jimmy would be after being busted. The pizza parlor's ambience music can still be heard emitting from the police station.
|David Byun's 3D Portfolio||Final|
The pizza parlor, as seen on David Byun's website, was originally called "Sponge Crust Pizza". Byun was in charge of graphic art for the game.
Greaser Hideout Restroom
There is a restroom door in the hideout that is always locked but is unlocked after beating the game.
This is because this door shares the same name as the door in the library, which gets unlocked after beating Ted in Complete Mayhem.
Strange Tenements Room
The mission The Tenements spawns a door that locks an empty room that is otherwise accessible.
This door is called "BossFight_NortonsDoor". It's possible Norton's boss fight was supposed to take place here, rather than in the bigger room on the other side of the building.
A small area in the Happy Endings Retirement Home isn't pathable to peds.
The Yearbook on the PS2, Xbox 360 and PC versions of the game appears to be using pictures from pre-release designs:
- Any student that wears glasses lacks them.
- 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.
- Dan's picture is of his pre-release design, where he is doing a pose not done by any of the other students - He is also wearing his early tracksuit instead of a sweater.
- Derby is misplaced between Dan and Davis. Early in development, Derby's original name was Darby. He also wears an ascot, present in his appearance only during Complete Mayhem.
- Gord and Tad are wearing sweaters instead of vests, which were part of their earlier designs.
- Gordon has a different sweater.
- Jimmy is shown with his early model.
- Karen's hair is different and notably darker.
- Lance has a different sweater.
- Mandy is using her early design.
- Pete is shown using his nickname known as "Petey", for some reason.
- Russell, Trent, Wade, and Tom wear sweaters over their shirts, which were part of their earlier designs.
- Tad and Gord are wearing sweaters instead of vests, which were part of their earlier designs.
- Zoe wears her casual outfit instead of her school uniform. It's possible that Zoe's 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.
These Lola icons share the same name, meaning that during the mission The Tenements in Chapter 3, the game will randomly pick one between the two.
Mandy Poster HUD Graphic
The HUD graphic of the poster from the mission Discretion Assured shows a poster that is not seen anywhere else in the game, along with some unreadable text.
It seems to be more suggestive, as Mandy is doing a pose that is not seen elsewhere.
Judging by unused quotes, the unreadable text was most likely intended to be Mandy's phone number.
Comic Store Early Map
In the Nerds' Hideout, there are two pictures of the campus' minimap.
One of them shows something on the bottom right, next to the Library and behind the Boys' Dorm.
In the final game, nothing is there.
The Room Trophies Jimmy can get while progressing through the game seem to have been made earlier in development.
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 mentioned above, his position in the yearbook still reflects this early name.
Townies or Dropouts?
The Townies were originally known as "Dropouts".
Like with Derby, this was changed late into development, as such, they are referred with both terms in the game. For example, they are still referred to as "Dropouts" in Busting In Part I.
Unlike the Go-Kart, despite having multiple colors, the unlockable Scooter only spawns in white color. Pedestrians can, however, be seen riding scooters in different colors that can be stolen, but not stored, making the recolored scooters impossible to obtain.
The track used during detention is "MS_CarnivalFunhouseMaze", where judging by the filename it was originally supposed to be used in the Carnival Funhouse maze.
The actual track meant for detention "MS_PunishmentDetention" is only used in Preppies Vandalized. This may have been changed late into development, since the unused Graffiti Clean-up detention still uses it.
While in the basement during Help Gary, the game plays "MS_CarnivalFunhouseMiner" where it was likely originally supposed to be used in the mining section of the Carnival Funhouse.
Rats in the Library
The tracks used for this mission are codenamed "MS_FinalShowdown" meaning they were the original themes for the Final Showdown mission. The used music tracks are labeled "MS_FinalShowdown03", making it possible that the song went through at least three iterations. No tracks with "MS_FinalShowdown02" can be found in the files.
The game in European regions is called Canis Canem Edit, so almost all instances of the game's title were changed to match.
The icons spell out "B-U-L-L-Y" in the US version, they were replaced with different variations of the Bullworth Academy shield in the European and Japanese versions.
On the Japanese version, you need a much lower score to pass English.
This is most likely because you're still finding English words, rather than Japanese ones.