This is what it looks like when you fuck up normals.
Yes, double sided polygons. On almost every object, like Sailor Lady here, from the outside:
From the inside, looking down the neck into the shoes:
This simple gun is just insanity, even with wireframe+normals on it doesn't look that odd but there's just vertices stacked on vertices and a shit ton of unnecessary normals.
Just look at this shit.
And from the models I've just checked, they're all double sided with a few exceptions, possibly models Wu didn't touch because the poly count and such was perfectly sensible and the objects weren't double sided. I know I've said double sided a lot, but that's such a newbie mistake to make, like driving a week with the parking brake on and complaining about a burning smell and screeching sound.
This might be the biggest reason for why this piece of shit struggled on the iPhone/iPad, that and the excessive vertices won't create good, coherent, triangle lists for the GPU to chew through in an orderly fashion, instead it's just random chaos and bullshit.