This is a sub-page of Bully (PlayStation 2)/Development Leftovers and Oversights.
Geometry#
Map Geometry#
Main Map#
Night Lights
The lights that spawn at night show several inconsistencies compared to where they're placed by, indicating earlier looks for the environment or just placement oversights.





























Additional ones that are harder to show in-game:
- Lights for two of the windows of the building behind the Rocket In My Pocket store are barely visible.
- A light behind the left windows of the Shiny Bikes store in Bullworth Town.
- Three lights behind the windows of the right side of the building to the left of the Town Hall in Bullworth Town.
- A light behind one of the windows of the building in front of the alley by the tenements.
- Lights behind all the windows of the Paint Supply building next to the police station, as well as for the windows of the other half of the building by Zoe's House.
- Lights behind the right-side front windows of Zoe's House.
Utility poles
Power lines occasionally meet at a utility pole. Some spots in the map show them meeting on seemingly nothing, implying a pole was deleted from that spot.





School Entrance Arch Mold & Flags

The mold patches on the entrance arch are misplaced.
The same goes for the grey flags, of which one is half-buried by the geometry of the arch, and four more are hiding behind the two squares on each side.
The mold patches were fixed in Scholarship Edition.
Autoshop Vents & Window
Two vents and a window are placed behind the walls they were supposed to be in front of.
Rocket in my Pocket Windows
Watch on YouTubeThe 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.
Bullworth Town Fire Station Sign (& Night Lights)
The garage doors of the bu1d_detail48 model obstruct the FH00_truck texture of a firetruck sign in the bu1d_detail09 model, as well as lights of the dl_bu2a_nlightsa_a model, at night.

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.
Old Bullworth Vale Lamps


Russell's House Missing Geometry

The front side of Russell's house has a piece of geometry missing.
Old Bullworth Vale Mansion Windows
Two windows are placed out of bounds on the back side of the mansion, in front of Tad's house Garage.

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.
New Coventry Police Station Graffiti

A graffiti tag is placed out of bounds by the door of the police station in New Coventry.
This is a leftover from its original design.
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.

Wonder Meats Factory Exhaust Stack

A small piece of a second exhaust stack can be seen suspended in the air next to the complete one on the building next to the slaughterhouse.
This is a leftover from its original design.
School#
Class Door Window
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.
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PS2 |
PC |
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Festive Decorations


Two Halloween decorations are misplaced.


Two Christmas decorations are misplaced.

There is an out of bounds food texture behind the kitchen in the cafeteria.
Basement#
Grease



Some of the grease details are misplaced and aren't attached to anything.
Gym#
Doors Reflection

The doors for the reflection under the floor use the older brown design instead of the blue one.
Tenements#
Wall Texture
In the balcony area, there is a texture placed behind one of the walls.
Graffiti and Pipes
The walls of the TENNLEVEL01 model obstruct some geometry of the Tenn_Pipes02 and TennGRAF_1 models.

Junkyard#
This area has several inconsistencies compared to the main map counterpart, being remnants from earlier in development.
Junkyard |
New Coventry |
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Polygonal downgrades, a lamp and power cables have been removed. |
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Polygonal downgrades, a lamp and power cables have been removed. |
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A layout change. There may have been an alleyway between the two buildings. |
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Extra power cables, a ramp, and a Beam Cola sign have been removed. |
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An LOD of an electric tower can be seen but disappears when close. |
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Two lamps have been removed. |
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Polygonal downgrades. |
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Textures#
Early Character Textures
Some of the variations of the characters weren't updated to match their default counterparts.
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CS_JKH1_Damon |
JKH1_Damon |
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Damon's cutscene variation has different shoes, a leftover from his earlier design.
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JKH3_Casey_Ween |
JKH3_Casey |
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Casey's Halloween variation has the academy crest.
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PRH2_Bryce_OBOX |
PRH2_Bryce |
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Bryce's boxing variation has darker hair, a leftover from an earlier design.
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CS_TE_MathTeacher_W |
TE_Math_Body_W |
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Mr. Hattrick's winter cutscene variation has a slightly different jacket, and pants. And also features a white dress shirt.
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CARNIKID1 |
GN_Boy02 |
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Trevor's carnival variation has the academy crest.
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CARNIKID2 |
GN_Asiangirl |
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Angie's carnival variation has the academy crest.
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CARNIKID3 |
GN_WhiteBoy |
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Gordon's carnival variation has the academy crest.
Texture Leftovers
Texture areas that aren't mapped to anything due to design changes.
Characters
Texture |
Notes |
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Some of the nerds' facial textures include glasses, but those ended up being stored as separate props. The texture here looks different. |
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Cornelius' NDH2a_Cornelius_01 texture contains what seems to be an earlier version of his belt to the right of his face. |
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Damon's JKH1_Damon_01 texture contains an older version of the "XXL" part of his shirt towards the top right. |
Mandy's JKGirl_Mandy_cheer texture contains a beige chunk at the bottom right, possibly part of her earlier design. |
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Dan's facial textures contains a part of a shirt under his left eye meant for his earlier design. |
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Casey's facial texture contains a small blue part next to his face, possibly meant for his hat, before it was split. |
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Bo's JK_Bo01_W texture contains the shoe sole for his summer design at the top left. |
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Ted's JKlead_Ted_01_EG texture contains an unknown small blue and white part next to his damaged eye. |
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Jury's JK2nd_Juri_GS_01 texture contains a blue collar part for his shirt. |
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Bif's CS_PR2nd_Bif_01 texture contains a watch strap at the bottom-left corner and the watch itself next to it meant for his earlier design. |
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Derby's PRlead_Darby_01 texture contains a red scarf at the bottom-left corner meant for his earlier design. |
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Russell's DOlead_Russell_01 texture contains a tie at the upper-left corner meant for his earlier design. |
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Galloway's CS_MrGalloway_01/TE_English_01 textures contain a cigarette at the upper-left corner. |
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O'Rourke's TO_Fireman01 texture contains a cigarette at the upper-left corner meant for his earlier design. |
Clothes
Texture |
Notes |
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The texture of the duffel coat contains two beige parts on the left and right sides, possibly originally meant for the collar. |
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In-game |
Cutscene |
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The cutscene texture of the Urban Parade Sweater lacks a transparency cutout for Jimmy's hands, which will make them appear dark blue.
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In-game |
Cutscene |
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The cutscene texture of the Tuxedo Jacket has Jimmy's hands in a more compressed quality instead of keeping that part transparent and making use of the higher-quality base texture.
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In-game |
Cutscene |
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Same as the Tuxedo Jacket.
Pre-rendered Screens
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To do:
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Behind doors leading to other areas 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
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SC_HallScreen |
In-game |
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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.
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SC_AudiScreenA |
In-game |
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In front of the auditorium's entrance.
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SC_AudiScreenB |
In-game |
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In front of the auditorium's balcony entrance.
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SC_HallScreen1 |
In-game |
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Outside the cafeteria.
- As seen more clearly in the 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 red lockers, which follows the pattern of each floor having its own locker color (the first floor having brown lockers and the second floor blue ones).
The red locker, NLock03B, remains in the game, unused.
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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 was some kind of board where there are a bunch of papers now.
- The fire alarm beacon on the opposite wall was not present.
- 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, possibly just the floor indicator.
Main Map
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SC_DormScreen1/SC_DormScreen2 |
In-game |
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In front of the boys' dorm.
- Some trees were absent.
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GdormScreen/GdormScreenN |
In-game |
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In front of the girls' dorm's attic window.
- Some trees were absent.
- The biggest rock was shorter and flat on the top.
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SC_ObservScreen1/SC_ObservScreen2 |
In-game |
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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 tree does somewhat stick out in the final game as it clips through the rock it's supposed to be placed next to.
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SC_PoolScreen1/SC_PoolScreen2 |
In-game |
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In front of the gym.
- Some trees were missing.
- The left basketball hoop was absent. It's unknown whether the one on the right was, as well.
- 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.
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SC_PrepScreen1/SC_PrepScreen2 |
In-game |
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In front of Harrington House.
- Some trees were missing.
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SC_RoofScreen1/SC_Roofscreen2 |
In-game |
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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.
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SC_SCMainScreen1/SC_SCMainScreen2 |
In-game |
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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.
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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 had a big window instead of a small one.
- The door roof was colored orange and blue instead of white and green.
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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.
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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 had an image of a woman.
- The windows were different.
- The lamps on the sides were absent.
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BU_ComScreen1/BU_ComScreen2 |
In-game |
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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 used to produce light at night, unlike the ones in the final game.
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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.
- A stop sign on the front block's sidewalk was still present.
- Since the movie theater wasn't abandoned, its windows used to light up at night.
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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.
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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 awnings on the sides of the hotel were blue instead of red.
- The rails surrounding the tables on the right appear to have been missing.
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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 that got removed.
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RC_SalonScreen1/RC_SalonScreen2 |
In-game |
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In front of the beauty salon in Old Bullworth Vale.
- The bicycle parking spot was absent.
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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 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.
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IN_iAsylumScreen3/IN_iAsylumScreen4 |
In-game |
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In front of the asylum's side door.
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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.
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IN_iChemScreen1/IN_iChemScreen2 |
In-game |
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In front of the chemical plant's original entrance in Blue Skies.
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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
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CN00_Screen1/CN00_Screen2 |
In-game |
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In front of the souvenir shop at 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.
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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.
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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#
Kirby Winter Hem
As-Is |
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Front |
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Intended |
Front |
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The hem of Kirby's winter jacket has imprecise UV mapping, so a portion of it has some hair and skin leaking in.
Gord Black Tie
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As-is |
Intended |
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Gord's tie appears black due to its vertices having the PRH1_Gord_02 texture assigned, but the texture for it is in PRH1_Gord_01.
Damon Football Uniform Shoe Sole
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As-is |
Intended |
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Damon's shoes appear brown due to their vertices having the DamonFootball01 texture assigned, but the texture for them is in DamonFootball03.
Boxing Chad Earring
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PRH2A_Chad_OBOX |
PRH2a_Chad |
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Chad's Boxing variation still has a ring on his left ear originally also present in his main model.
Casey Football Uniform Shoe Sole
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As-is |
Intended |
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Casey's shoes appear brown due to their vertices having the Casey_Football01 texture assigned, but the texture for them is in Casey_Football_02.
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.
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Pre-release Screenshot |
Final Game |
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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.
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.
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.
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Pre-release Screenshot |
Leftover Reflection |
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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
Watch on YouTubeRight 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
Watch on YouTubeThe 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
Watch on YouTubeThere 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
Watch on YouTubeThere 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
Watch on YouTubeThe 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
Watch on YouTubeThere is collision for a tiny room on the left side of the office.
Harrington House
Watch on YouTubeThere 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
Watch on YouTubeSimilar 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.

























































