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Bully (PlayStation 2)

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Title Screen


Also known as: Canis Canem Edit (EU/AU)
Developer: Rockstar Vancouver
Publishers: Rockstar Games (US/EU/AU), Bethesda Softworks (JP)
Platform: PlayStation 2
Released in JP: July 24, 2008
Released in US: October 17, 2006
Released in EU: October 25, 2006
Released in AU: October 27, 2006

AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
ItemsIcon.png This game has unused items.
Sgf2-unusedicon1.png This game has unused abilities.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.

PrereleaseIcon.png 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.

To do:
Some of the content on the Scholarship Edition (Windows) article belongs here.

Basically almost every single category requires expansion:

  • More unused dialogue
  • More unused text
  • More unused freeroam/mission/minigame content
  • More unused sounds
  • More unused textures
  • More unused cutscenes
  • More unused actions/animations
  • More unused objects



Read about prerelease information and/or media for this game.
Prerelease Info


Unused Audio
Must be AT LEAST a fourth of the game's total size.
Unused Text
DAT TEXT *ba-dum crash*
Bully MI Missionsec.png
Unused Mission Content
Why did Last Minute Shopping involve so many police officers?!
BullySE-HUDIcon Trophy.png
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?!

Debug Options

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
EUR D06D6A42 D06D6B42

General Information

BullyPS2-FIN DebugDisp-1.png

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.

EUR 005E6710 00000001
JPN 005EB710 00000001
USA 005E5A88 00000001

Button Inputs

BullyPS2-FIN DebugDisp-2.png

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.

005E671C 00000001
D06D6A42 0000FFDB
005E6720 00000001
D06D6A42 0000FF7B
005E6720 00000000
005EB71C 00000001
005EB720 00000001
D06DEDC2 0000FF7B
005EB720 00000000
005E5A94 00000001
D06D5DC2 0000FFDB
005E5A98 00000001
D06D5DC2 0000FF7B
005E5A98 00000000

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.

D06D6A42 0000FFEB
005E6724 00000001
D06D6A42 0000FFBB
005E6724 00000000
005EB724 00000001
005EB724 00000000
D06D5DC2 0000FFEB
005E5A9C 00000001
D06D5DC2 0000FFBB
005E5A9C 00000000


Makes Jimmy invulnerable to damage, as well as prevents him from automatically passing out at 2AM. An alternate code to just prevent him from falling asleep without making him unable to take damage can be found here.

EUR 005E66E8 00000001
JPN 005EB6E8 00000001
USA 005E5A60 00000001
(Source: Edness)

Unused Functionality

Time of Day

BullyPS2-FIN ~tod~.png

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.

Speech Information

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.


The TargetFaction: string requires another value to not be 0, which it normally is. That can be enabled with the following code:

EUR 00712FC4 00000001
JPN 0071B344 00000001
USA 00712344 00000001
(Source: Edness)

Unused Freeroam Content

AreaTran.DAT contains:

  • 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.

Store.DAT contains:

  • 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.


Unused Missions


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.

Removed Missions

Unique IDs mentioned by various leftover files.

Mission ID Notes
1_R01 Unknown.
2_SS01 Unknown.
2_S07 It would later partially reappear on Scholarship Edition as Small Offences.
2_R04 One of its few leftover files, the .lur file, shows it was meant to be a firefighter job.
3_R05 One of its few leftovers seems to imply it was meant for a mission called Chemical Deliveries.

It would later reappear in Scholarship Edition as Discreet Deliveries.

3_R07 It would later reappear on Scholarship Edition as The Collector.
3_S08 It would later reappear on Scholarship Edition as Mailbox Armageddon.
4_S11 It was meant for the mission The Paddle.

Unused Cutscenes


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.


Bully FX-TESTCutscene.png

A really basic cutscene with a static camera and a cigarette.


Bully TESTCutscene.png

Same as the previous one, but with Edna's model, too.


Unused Minigames

Wrestling Class

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:

Wrestling 3

Opponent: Bob


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.

Wrestling 4

Opponent: Bob


Use all the skills you've learned to defeat your opponent.

Wrestling 5

Opponent: Luis


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".

(Source: deadpoolXYZ (Discovery), SimonBestia (Recording))


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".

Unused Content


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.

Test Scripts


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.


Unused Areas

Cafeteria Kitchen

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.

Wrestling Gym

Area ID 12 seems to indicate that at one point the wrestling gym had its own interior.

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 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.

Fireworks Store

Area ID 28 was meant for the cut "Rocket In My Pocket" store's interior.

Test Area

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.

Record Store

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.

Gift Shop

Area ID 49 was meant for a scrapped shop at the carnival.

Nerd Hideout

Jimmy in Area 58.

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.

Hidden Geometry

Main Map

Chapter 1 Carnival Barricade

The barricade blocking the tunnel.

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.


Janitor's Room

Jimmy in the Janitor 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

The stairway leading to the roof door.
Bully Roof Access2.png

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.


View of the stairs behind the door.

The stairs behind the locked door in the basement.

They can never be seen due to the door being locked.


The hole, normally covered by a bookshelf.

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.

(Source: marcd)

Industrial Park Tattoo Trailer

The Tattoo trailer has a lot more detail that is obscured due to the fixed camera angle.

Bully-Less Obscured Side-TTrailer.png Bully-More Obscured Side-TTrailer.png


The Junkyard is its own interior, not an actual extension of New Coventry. It contains some extra details not present in the main map.

New Coventry Junkyard
Bully NewCoventryLamp1.png Bully JunkyardLamp1.png
Bully NewCoventryLamp2.png Bully JunkyardLamp2.png
Bully NewCoventryAlleyway.png Bully JunkyardAlleyway.png
Bully NewCoventryRamp.png Bully JunkyardRamp.png
  • 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.

Unused Transitions


  • 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 interior itself.
Bully ChemistryClassTransition.png

"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.
  • 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' 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.
  • Auditorium

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.

Boys' Dorm

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.

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 the store, but as the interior was removed 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.


Bully AsylumSideDoor.png

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.

Record Store

Bully RecordStoreTransition.png

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.

BMX Track

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

To do:
There's more.


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.

Miscellaneous Unused Content

Green Corona

Bully GreenCorona.png

An unused green version of a ground blip likely meant for Jobs, but those ended up recycling the minigames' blue corona.

Glow FX

effects.dat in the game's Config folder contains Glow Effects settings for some of the Areas. Some are disabled.

When enabled, the effect can be seen at:



A snowman in the Football Field.

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.

Unseen Details



This texture belongs to the medicine you give to a Hobo during an errand.


QTY: 90



Take when unhappy, bored with life

Or just to fit in and be cool.

James Indago Refill 20 of 20

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.


Bully NS00 gamedude.png

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

BULLY TestC0 00.pngBULLY TestC0 01.pngBULLY TestC0 02.pngBULLY TestC0 03.png

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.

Full Timecycle

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:

EUR 2020215C 10000029
JPN 2020225C 10000029
USA 20201C6C 10000029
(Source: Edness – codes)

All Chapters' timecycles and weather variations:

Chapter 1

Chapter 2

Chapter 3

Chapter 4

Chapter 5

Chapter 6


Unknown Interaction Spots

Observatory Door

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

BullyPS2-FIN UnknownCheat-Flashlight.png
BullyPS2-FIN UnknownCheat-SuperSpudgun.png

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. The check can be patched with the codes below, which makes it ignore the aforementioned weapon parameter.

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.
EUR 20296C0C 00000000
20296C10 00000000
JPN 20296D3C 00000000
20296D40 00000000
USA 2029662C 00000000
20296630 00000000
(Source: Edness)


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
Bully Prerelease Pizzashop01.jpg Bully-PizzaParlorPoliceFINAL.png

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

Jimmy in the Hideout's bathroom.

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

Jimmy inside the empty 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.

Unpathed Area

A small area in the Happy Endings Retirement Home isn't pathable to peds.



Bully Yearbook.gif

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.

Lola Icons

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.

(Source: deadpoolXYZ)

Mandy Poster HUD Graphic

BullySE-HUDIcon MandPost.png

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

Bully NS00 BattlePlan01.png

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.

Room Trophies

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 his early name.

Clint or Henry?

When hired as a bodyguard, Clint's name shows up as Henry. Internally, he is mostly referred to as Clint but still has few mentions with Henry. In the credits, he's named "Clint (AKA Henry)".
It's possible the developers couldn't settle on a name for him until very late into development when they didn't have enough time to change all his mentions.

Townies or Dropouts?

The Townies were originally known as "Dropouts".
This was changed late into development, as such, they are referred to with both terms in the game. For example, they are still referred to as "Dropouts" in Busting In Part I.

Scooter Colors

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.

Music Changes

Punishment Detention

The track used during detention is "MS_CarnivalFunhouseMaze", where judging by the name 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.

Help Gary Music

While in the basement during Help Gary, the game plays "MS_CarnivalFunhouseMiner" which was likely originally supposed to be used in the mining section of the Carnival Funhouse.

Rats in the Library Music

The tracks used for this mission are codenamed "MS_FinalShowdown" meaning they were originally for the mission Final Showdown. The music tracks used for that mission are instead labeled "MS_FinalShowdown03". The song might have gone through at least three iterations. No tracks named "MS_FinalShowdown02" can be found in the files.

Regional Differences


The game in European regions is called Canis Canem Edit, so almost all instances of the game's title were changed to match.

Title Screen

Bully-title.png Canis Canem Edit-title.png

Intro Screen

Bully LogoIntroNTSC.png Bully LogoIntroPAL.png

Loading Icons

Bully BullyB2.png Bully BullyB3.png

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.


English Class

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.