Simpsons Hit And Run Level 7 Music

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Rated 4 out of 5 by Hellboy777 from Great game brings back memories Where do I begin the Simpsons hit and run brings back so many memories I played this game non stop as a kid it’s one of my favorite ps2 games of all time.when playing this game the mission get harder as you progress thru each level the worst mission In the game that took me for ever to beat is in the 7 level where you play. General References/Trivia Appearances Extras Credits Contentsshow Cultural references Hit & Run, inspired by the Grand Theft Auto series, shares some similarities with the game, including the radar, and a strong focus on its driving aspect. Chief Wiggum mentions Grand Theft Auto if the player attempts to get into the police car on his side. Similar to Road Rage, occasionally if the player.

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The Simpsons: Hit & Run

Developer: Radical Entertainment
Publishers: Vivendi Universal Games, Sierra Entertainment (EU)
Platforms: Windows, GameCube, PlayStation 2, Xbox
Released in JP: December 25, 2003 (Xbox)
Released in US: September 16, 2003 (GCN/PS2/Xbox), November 13, 2003 (Windows)
Released in EU: September 16, 2003 (GCN/PS2/Xbox), November 21, 2003 (Windows)
Released in AU: 2003

This game has unused areas.
This game has unused objects.
This game has unused graphics.
This game has unused models.
This game has unused music.
This game has unused sounds.
This game has unused text.
This game has debugging material.
This game has revisional differences.

This game has a prototype article
This game has a bugs page
This game has a prerelease article
To do:
  • See if there's anything else missing here.
  • The PR disc contains more than just story data - document all the early screenshots and concept art.
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

If The Simpsons and Grand Theft Auto had a love child, the result would most likely be The Simpsons: Hit & Run. Surprisingly, the end result is a pretty solid clone and what many consider to be the best Simpsons game. Not only that, but there's a lot of interesting unused content lurking inside, and we're not kidding when we say a lot.

I wish I had a dog with a saddle.

  • 3Unused Areas
  • 7E3 Levels and Missions
  • 10Version Differences

Sub-Pages

Unused Stage Messages
You were meant to race the Curator?
Unused Script Code
Radical commented out quite a lot of stuff here.
Unused Vehicles
The number of vehicles was supposed to be higher.
Unused Models
Look at these 'beautiful' unused models!
Unused Graphics
Graphics found in the game's files that have no purpose or use.
Unused Voice Clips
Answering Machines? Dialogue for destroying a Wasp Camera?
Simpsons hit and run 2
Unused Sounds and Music
There's plenty of tracks 'n sounds that were cut.
Oddities
Many prerelease remnants still exist within the final game.

Simpsons Hit And Run Level 7 Music Video

Game Demos
Perhaps more interesting than the prototype!.

Unused Levels

Inside the PC version's 'scriptsmissions' directory are two empty folders labeled level08 and level09, suggesting that the game had planned to have a total of nine levels instead of seven, but the eighth and ninth level didn't make the cut for unknown reasons. It might have been a placeholder.

The game makes another reference to the eighth cut level in 'artmissions', where a folder labeled level08 can be found. However, unlike the script folder, there are two files inside this folder, though these only seem to contain vehicle position data for an unfinished mission. It's worth noting, that there's 8 locators for vehicles, though the game can handle only four vehicles per stage. Unlike level08, there is no art folder for level09.
m1.p3d

chkpts.p3d

Unused Areas

Inside Burns' Mansion in Level 1

Inside the Mansion.

It is possible to get into the front garden and the interior of Mr. Burns' mansion in Level 1, but it requires skill. First, have the jump code activated and with a car big enough to fit through the secret 'entrance' in the Nuclear Power Plant. When you have got in and made it to the doors, they will be closed. You can still get in by using the jump code to get in through the walls. The mansion has nearly the exact same appearance as it does in Level 4, except the gag from Level 4 is missing. In addition, the furniture is missing.

Once you are in, it is nearly impossible to get out: you have to jump the car high enough to get out of the mansion from the garden. If you attempt to get out of the mansion through the front yard, you will respawn in the Nuclear Power Plant.

Unused Bonus Track

Homer on the bonus track.

Present in the game's files is an oval-shaped Springfield 500 track that takes place in a stadium. Being in a mostly complete state, it may have been an early concept or just cut because it was probably considered too short. The track itself resembles the racing track from the episode 'Alone Again, Natura-Diddily'. Although there are various ways to access it, the fastest and easiest way is to replace l1i00.p3d in the art folder with b00.p3d.

Drive to the school in Level 1, everything but some parts of the scenery and the bonus track in the distance will be invisible. Now you can drive to the bonus track. It is very easy to crash it this way, but again, this is the easiest way to access the track.

testlevelb02l

The Test Level

An unused monochrome test model for a bonus track map, found in the art folder. It is most likely left in the game as a placeholder for a test map. It does not appear to be based on any of the seven present bonus tracks, as it features several holes, ramps, and bumps that would make it appropriate for an off-road track.

testlevelb02st

The Second Test Level

A similarly titled test model to testlevelb02l also found in the art folder, albeit with a more flat terrain, and having a stop sign wall texture, presumably a placeholder for actual racing walls. Much like testlevelb02l, it is not based on any present bonus track, and is most likely a placeholder.

Past the Bridge in Level 7

The 939 Area, Accessed using cheats

In Level 7, the 939 area of Evergreen Terrace is fenced off from both sides of the map (from the Power Plant, a door barricade is in place, and from the school, the bridge is broken and covered by spotlights and military installation), but with the cheat codes that allow cars to jump by honking the horn and gain invincibility, the player can get past the school bridge barrier and go to the bridge. Any car will work, but the RC Car is recommended, as it is the easiest to fit. The bridge has weird collision - The walls or watchtower are not solid. The area can also be accessed by pressing the vehicle reset key while inside of a vehicle and cornered on the right side of the blockage (looking at it from the Springfield Elementary School playground).

After the player manages to get past the bridge, one can go to the other side, however, the area is incomplete and isn't solid. The houses look a bit different, as they are missing their walls and gates, and there are two floating 'Springfield Gasoline' signs where the gas station is supposed to be. The area code sign is also missing, and the ground below the watchtower has been submerged. However, if you manage to get to the roof of the non-solid house that replaced the ramp going beyond and respawning and going back, the jump camera enables. Interestingly, there are spawn points from the other side of the blockades along with solid ground which can be driven on, making it easier for the player to get to the other side of the bridge. This shows that this area could be accessed legitimately at one point. Close to the location where Burns' manor would be are triggers for audio files called 'piggy_02' and 'ghost_kids_10', the first audio file is a bunch of pigs screaming, which doesn't quite fit the theme of Burns' mansion, the latter one is a 'ghost' Jimbo saying 'You better run!'. Due to a wrong filepath in the level7.spt script, the game fails to load the audio files and crashes (The files are located in a filepath 'sound/soundfx/positional', but the Burns' Mansion trigger reads the path as 'sound/soundfx/collect_soundfx', needless to say, there are no ghost_kids_10 or piggy_02 inside that folder)

In 2017, a former Radical Entertainment designer confirmed on the Donut Team forum that the area was cut to make workload more manageable for artists working on the level.


(Source: Noviwan, Donut Team Community)

Inside the Nuclear Plant in Level 7

Behind the mysterious door. Spooky!

Just like the bridge, the Nuclear Plant in Level 7 is blocked off, but is possible to get past with the same cheats. This time, any car can work always. However, after that, the area is just nothing. The mini-map continues like it did in Level 1 and 4, but after where the hall is supposed to open up, the mini-map shows the end, but the sound that is heard in the plant in Levels 1 and 4 plays. However, the fun doesn't stop there! If one goes further, the sound that plays in the room where nuclear waste from the pipes and into the nuclear lake plays, and if one goes even further, they will eventually hear the unused Level 7 version of the Stonecutters' Tunnel theme.

Teleport Menu

The menu in Level 1.

An unused teleport menu that was probably used to test the game can be accessed in the Windows version by changing byte [[[6C894C]+2c]+CC]+2DC4 to 1 (per level load) and pressing F2 at the Phone Booth menu. It replaces the normally used cheat code 'all vehicles' Phone Booth sub-menu, so access to that is also required. The menu allows one to warp between various level locations that are preset via the level's 'level.mfk' file (scriptsmissionslevel0X). There are some related bugs, however: loop scrolling to the left in the menu doesn't work, the camera can be buggy when teleporting and triggers to change ambient audio, ambient light and pedestrian groups are skipped if this is used.

Unused Gags

In the files, by using text editing programs, the player can find three unused gags all meant for Evergreen Terrace (Levels 1, 4 and 7) and one for the Springfield Squidport (levels 3 and 6). These gags do not have a set place for where they appear, or have been commented out, making them unused. Setting a place for them in the game will allow them to spawn.

Simpsons hit and run online
  • There was originally supposed to be a red and blue merry-go-round that was intended for both the playground near the Springfield Elementary School and in Evergreen Terrace, but the gag was cut for unknown reasons. When the player clicks on the gag, it would spin around. The Gag can be seen in the HUD Icon for the Springfield Elementary School playground.
  • In Levels 1 and 4, near the Tomacco field, there was supposed to be a flock of crows that flew away if the player got near them. The animation is glitched and incomplete, with the crows left hovering in the air afterwards, which is possibly why it got cut. A developer comment is present in the code for this Gag, which states that it was commented out due to memory issues.
  • In the Android's Dungeon, there was supposed to be a doll that blew up. It would produce an inflating and deflating sound when activated. The model for the Gag, gag_doll.p3d still exists in the game files, but the model itself doesn't appear when the Gag is re-activated, possibly due to a bug. The sounds are still produced.
  • There was supposed to be a bat gag for Level 7 which would've functioned like Level 1's crow gag.
  • At the Planet Hype, there was supposed to be a gag for Level 3 where Moleman was stuck in his pink car. The gag can be seen on a picture in the scrapbook for Level 3. The model of Moleman for this gag still exists in the final game under the filename 'gag_mole.p3d'. Said model is rather large. Strangely, the string of code that controls what sound the Gag produces must be left commented out in order to get this Gag to re-appear, otherwise it throws an error, which prevents this Gag, along with most of the other Gags in the level, from loading if it is left in.
  • Inside of the Kwik-E-Mart Interior in Levels 1, 4, and 7, there is an unused Gag where Nelson punches Milhouse. It is a slightly edited version of a used Gag in the same area, the differences being that in the unused variant, the animation is set to loop and that Milhouse and Nelson stand in different positions.

Misplaced Objects

By using cheats or mods to go out-of-bounds in the level maps, the player can see some unused objects that are either erroneously misplaced or some leftovers that seemed to be from earlier in development.

In Level 1, there are two portraits that appear to be Simpson-styled versions of the painting 'American Gothic'. These were most likely intended for an earlier revision of the Stonecutter's Tunnel.

In Level 1, Level 4, and Level 7, there is a washing machine found. This is most likely a mis-spawn, as the washing machines are actually meant to appear outside Muntz's House. Strangely, there is a cow's head placed next to the washing machine in Level 1.

E3 Levels and Missions

To do:
See if it's possible to swap the Level data for the E3 demo with that of the final one and check if the Easycop AI used anywhere else.

The game has a bunch of unused level scripts that are intended for an E3 demo.

E3 Rewards

Inside the 'missions' folder, there is an E3 version of the rewards.mfk file, named e3rewards.mfk. The rewards.mfk file is what tells the game how the player unlocks certain vehicles/clothes. Replacing it with the final game's file crashes the game, but by simply viewing the file in a text editor we can see quite a number of differences:

  • Both the Kremlin and Moe's Sedan are for sale from Gil in Level 1, instead of the Duff Truck and the Surveillance Van
  • Every vehicle for sale in Level 1 is priced at 40 coins, Level 2 & 7's are 25 coins and Level 3, 4, 5 & 6's are 10 coins.
  • Homer's 'Scuzzy' outfit is for sale in Level 1
  • Bart's default car in level 2 is the Lil Bandit
  • Mr.Plow is now the reward for beating all of the street races in Level 2, and Homer now sells the Family Sedan
  • Otto's School Bus, Malibu Stacy Car, Duff Truck and Book Burning Mobile are all sold by Gil in Level 2
  • Bart's 'Bartman' outfit is for sale in Level 2
  • In Level 3, the Book Burning Mobile is the Street Race prize, and also sold by Gil
  • In Level 4, The Police Car is for sale instead of the Clown Car. Interestingly, the Police Car is actually still in the final rewards.mfk file, just commented out using '//'
  • The Donut Truck and Book Burning Mobile are both for sale in Levels 4, 5 & 6.
  • Bart's 'Bartman' outfit is still for sale in Level 6, despite being in Level 2 as well.
  • The Hovercar is the default car for Level 7, while the 70's Sports Car is the Street Race reward.
  • Homer's 'Muumuu' outfit replaces the 'Scuzzy' outfit and the 'Chosen One' outfit replaces the 'Evil' outfit.
  • The Clown Car is being sold by one of the Zombies, and the Kremlin and Canyonero are being sold by Gil

E3 Level.mfk

Within the Level 2 folder there is an E3 variation of the level.mfk file. It is almost identical to the final game, with a few minor changes:

  • It only loads two missions, the E3 version of Better than Beef, and Detention Deficit Disorder.
  • Homer's electrocuted model is loaded, presumably by mistake.
  • The Lil Bandit is loaded as the default vehicle, however both the Red Ferrini and Honor Roller have scripts to be loaded instead, both being commented out using '//'

E3 Leveli.mfk

Also within the Level 2 folder, there is an E3 variation of the leveli.mfk file. Again, there isn't much different from the final game:

  • The Lil Bandit is loaded as the default vehicle
  • Bonus Mission and Street Race Npcs have no dialog
  • Various pedestrians in certain areas were changed

E3 Better Than Beef

Within the Level 2 folder, not only is there an E3 version of Level 2, but there's also an unused version of the mission Better Than Beef that was meant for E3. The mission itself is close to that of the final, and can be played by replacing m5i.mfk with the e3m1i.mfk file inside the Level 2 folder, and then editing the first line with a text editing program to prevent the game from crashing during loading from:

to

The level itself has several differences. First, you're given more time in this version, Apu uses a different AI (Easycop.con in the scriptscarspursuit folder), and 'Curious Curator' doesn't play when Apu appears. You also have to talk to Cletus after arriving at the Krusty Burger. In the final, the conversation happens automatically.

E3 Rigor Motors

Like Level 2, Level 7 also has a file that appears to be an E3 Rigor Motors (judging by the positions mentioned in the file) that was used for a similar or the same demo. However, unlike the early Better Than Beef, the mission script is incomplete, and all that remains is a 'dummy' objective that's obviously meant for testing, so there isn't anything left.

Collision Debug

By using a cheat code in the in-game options menu, one can toggle a debugging tool for collision. The area where the player's character or car is marked red, while the areas that aren't are white. It continuously changes as you drive along, the areas shown being the closest to you.

To access this in the GameCube and Xbox versions, head to the Options menu, hold L + R, and press B, A, B, Y. To access this in the PlayStation 2 version, head to the Options menu, hold L1 + R1, and press ○, ✕, ○, △.

Fair warning: on original hardware, this function is known to cause slowdowns.

VersionAction Replay Code
US (Gamecube)040F2AA8 38600001
0411D4DC 38600001


(Source: Ralf@gc-forever (Action Replay Code)

Unused Cheat Code Entries

To do:
  • 'Unknown' isn't going to cut it. Investigate further.

The game's cheat code index contains entries for several effects with no assigned button code, hence they go unused. Most are currently unknown.

  • 0: Effect unknown.
  • 2: Makes all costumes free to purchase.
  • 3: Unlocks all levels and missions.
  • 4: Effect unknown.
  • 10: Effect unknown.
  • 12: Effect unknown.
  • 13: Effect unknown.
  • 15: Effect unknown.
  • 17: Effect unknown.

Version Differences

To do:
Based on some sources, and general curiosity, there is a strong possibility that certain reprints for each version of the game (Player's Choice (GC), Platinum Hits (Xbox), Greatest Hits (PS2), etc.) changed some things. This needs to be investigated and documented. It is also possible that versions released in different areas may have regional differences, so that's worth checking as well.
Simpsons Hit And Run Level 7 Music

Hit & Run was released on all major platforms at the time, and a couple of minor changes were made to each release.

GameCube port

The GameCube port seems to be based on an earlier build of the game, as it has some oddities within it:

  • Flaming Tires (Level 7's Bonus Mission) is replayable due to what appears to be an oversight. While the red exclamation mark will not appear over Smithers' head, the blue glow underneath his feet will. This oversight is shared in some early copies of the PlayStation 2 version.
  • The Hovercar's transparency effect doesn't appear to work properly, causing the windows on the car to not be transparent. This may be a result of a technical limitation with the refraction effect, as the windows actually do use a shader that supports transparency.
GameCubePlayStation 2, Xbox and Windows
  • Evergreen Terror's theme has a hard-to-hear guitar midway that was amplified in other releases:
GameCubePlayStation 2, Xbox and Windows
  • Various textures had to be scaled down in order to accommodate for the smaller disc space.
GameCubePlayStation 2, Xbox and Windows

PlayStation 2 port

The PlayStation 2 and Xbox ports seem to be a bit more complete in comparison to the GameCube one: the Hovercar window issue was fixed, Evergreen Terror now has proper instrumentation, and the Flaming Tires Mission glitch was fixed.

  • The PlayStation 2 port runs at a lower framerate due to weaker hardware (almost less than 30) and this does screw up the physics slightly.
    • Despite this, however, the PS2 version does not use the entirety of the PS2's processing power, which suggests that the developers may just have not been experienced enough developing for the system.
  • While the cheat code to blur the view while driving can be entered and is considered valid across all versions, it only actually functions on the PlayStation 2 release.

Xbox port

The Xbox port has a built-in 'widescreen' option that every other version lacked.

PC port

  • The PC port adds a 'Lemonade Stand' prop in Level 1, re-did the entire HUD and some textures to support higher resolutions, and has the bugfixes that the PlayStation 2 and Xbox ports had.

Simpsons Hit And Run Download

PlayStation 2, Xbox and GameCubeWindows
  • The PC port removes a Buzz Cola Vending Machine that was present in the console releases beside a shack at the tyre fire.
PlayStation 2, Xbox and GameCubeWindows
  • The PlayStation 2, GameCube, and Xbox versions contain a spawn point beyond Level 7's blocked off bridge which is not present in the PC version.
  • The PC port has an exclusive bug where entering cheat codes in the Options Menu accessible through the Main Menu crashes the game.
  • However, the PC release is missing several visual enhancements, such as the 'lens flare' effect from the sun seen in Level 1.
PlayStation 2, Xbox and GameCubeWindows
  • The 'steering' animations for the player go unused due to what appears to be a technical oversight.
  • Due to a programming oversight, the Signs outside the School and the Community Center are not random, like in the console version.
PlayStation 2, Xbox and GameCubeWindows
PlayStation 2, Xbox and GameCubeWindows
  • The icon for Snake behind bars from the mission 'Slithery Sleuthing' was changed for the PC release.
ConsoleWindows
  • The console versions of the game have additional colours for the traffic cars compared to the PC version.

Hover Car

The refraction effect used by the Hover Car is different across all versions.

  • In the GameCube version, the effect seems to take the currently rendered frame and offset it, then render the offset version through the vehicle.
  • The PS2/Xbox version is more complex and distorts the image in relation to each face of the model.
  • The PC version does not feature the refraction effect at all, and instead just makes the Hover Car slightly translucent. It is unknown why this change was made, as the original effect can still be restored by modding. It is possible the developers just didn't have enough time/knowledge of the system to port the effect across.
GameCubePlaystation 2 and XboxWindows

PAL version

The PAL version of the game features numerous changes to allow for different languages to be supported.

  • The mission title on the mission briefing screen is in sentence case, instead of entirely capitalised.
NTSCPAL
  • The mission objective text box is stretched vertically slightly to account for different languages taking up more space in the text box.
NTSCPAL

'Best Sellers' revision

To do:
  • Get a screenshot of the newspaper change.
  • Find out what changes were made to the executable and srr2.p3d

The 'Best Sellers' re-release of the PC version features some very minor differences to the regular PC version.

  • The executable file was edited in some way.
    • It's possible that it was just recompiled, as opposed to any of the code being edited.
  • A typo was fixed in the French version of Level 2's newspaper where an Á was used instead of an À.
  • Similarly to the international version of the game, the mission objective text box is stretched slightly.
  • The file srr2.p3d was edited in some way. This is the file that contains all of the game's text.


Australian Release

The Australian removed the line 'Don't come in here, we're making... sausages' due to censorship reasons.

The Simpsons series
ArcadeThe Simpsons • The Simpsons Bowling
DOSThe Simpsons • Bart's House of Weirdness
NESBart vs. the Space Mutants • Bart vs. the World • Krusty's Fun House • Bartman Meets Radioactive Man (Prototype)
Sega Master SystemKrusty's Fun House
Game Boy (Color)Bart Simpson's Escape from Camp Deadly • Bart & the Beanstalk • Itchy & Scratchy in Miniature Golf Madness • Night of the Living Treehouse of Horror
GenesisBart vs. the Space Mutants • Virtual Bart • The Itchy and Scratchy Game
SNESKrusty's Super Fun House • Bart's Nightmare • Virtual Bart (Prototype) • The Itchy & Scratchy Game
Game GearBartman Meets Radioactive Man
PlayStationWrestling
WindowsCartoon Studio • Hit & Run
Game Boy AdvanceRoad Rage
GameCubeRoad Rage (Prototypes) • Hit & Run
PlayStation 2Road Rage (Prototypes) • Skateboarding • Hit & Run (Prototype)
XboxRoad Rage (Prototypes) • Hit & Run
PlayStation PortableThe Simpsons Game
Nintendo DSThe Simpsons Game
AndroidTapped Out
iOSTapped Out
Retrieved from 'https://tcrf.net/index.php?title=The_Simpsons:_Hit_%26_Run&oldid=736703'

http://tvtropes.org/pmwiki/pmwiki.php/YMMV/TheSimpsonsHitAndRun

Go To

  • Awesome Music: The whole soundtrack could count. Let's list them since there's a lot of space on this page.
    • 'Evergreen Terror', Level 7's driving theme. The Beetlejuice-esque music fits very well with the Halloween zombie invasion theme.
    • 'Otto's theme', which plays on both missions involving his school bus ('Operation Hellfish' and 'Going to the 'Lu').
    • 'The Comic Book Guy's Theme', obviously a Suspiciously Similar Song of the Star Trek: TOS fight music.
    • Who could forget 'Hit & Run!', the theme that plays when the Wanted Meter fills up and the cops start chasing you?
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    • Any of the rock tracks that startup. With Bart, that's expected. But with unexpected characters like Marge, Lisa and Apu, you know they're getting serious.
      • Special mention goes to 'Weapons of Mass Delinquency', which makes up for the missions 'Never Trust a Snake' and 'Set To Kill' being really difficult.
    • The epic 70's/80's cop show-esque 'Wolves Stole My Pills!', which plays during the mission of the same name.
  • Big-Lipped Alligator Moment: This applies to pretty much every bonus mission in the game, but special mention must go to Level 2's bonus mission 'Dial B for Blood', which involves Bart going up to random people and asking them for blood.
  • Broken Base: Level 4’s The Cola Wars tends to be a rather divisive mission within the game. It’s often ranked as one of the most difficult levels of the game, as it requires the player to collect 30 Buzz Cola cans on foot under a time limit. On the other hand, there are players who see the level as too easy as said cola cans are close enough by that it’s not that difficult to get lost finding them and that said time limit is 4 minutes, giving them enough time to collect them all before it even reaches the single digits.
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  • Crazy Awesome: Some of the vehicles, such as Apu's Obliteratatron Monster Truck and the RC Buggy.
  • Good Bad Bugs:
    • The physics of this game can be either downright insane or completely random. Imagine this when it can even be applied to hitting a random object for coins and/or a pedestrian (as shown here). Here's even another vehicle-based example.
    • It's also possible for the wasp cameras to accidentally shoot at any NPC's; akin to them getting run over by cars, they'll get sent flying in the usual 'flailing around' state just like when you attack them yourself. Unlike getting them run over by cars of any sort though, it's possible to have the said wasp cameras instead, shoot at any notable character (player or NPC) who happens to be driving a car for you, making them fly out of the car, but still having their supposed person inside driving it (thus their voice clips when driving and/or entering the car from their side will still play like normal).
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    • Buzz Cola boxes and vending machines are permanently gone for that save file once they are destroyed, meaning that their high coin payout is meant to only be grabbed once. This can be worked around by kicking them only twice and then reloading the mission, since the game does not save whether boxes and machines are simply damaged, and they still release coins if they are hit but not destroyed. One mission in Level 6 is located close to four boxes and two machines, so it's possible to use it to grind on money to get all the vehicles and costumes faster. Combine it with another Good Bad Bug that makes characters lose collision, and that gives the quickestnote speedrun strategy for getting enough coins to get everything in a one hundred percent run of the game, which is helpful thanks to how expensive some of the collectables can get.
  • Hilarious in Hindsight:
    • Remember the South Park gag 'Simpsons did it!' By the time you get to the game's final levels it turns out the plot is remarkably similar to an episode of South Park, namely that Earth is being recorded by aliens to sell as a reality show to the galaxy. The really funny part is that the South Park episode came in March 2003; Hit & Run came out in September. And for extra irony, the 'Simpsons did it!' episode came out just the previous year; one must wonder if the producers of the two shows planned this out for the timing to be so perfect.
    • One of the missions in level 3 is called 'Bonfire of the Manatees'. A mere couple of years later, the show itself would get an episode with that very name.
  • Nightmare Fuel:
    • One of the gags Homer can perform in his first level is to trigger a meltdown at his office in the nuclear power plant. After doing so, a skeleton floats up in the radioactive waste. Marge can do the same in the fourth level.
    • The majority of the last level counts. They chose to base it off the Treehouse Of Horror series since the cola was potent enough to wake the dead.
    • The whole plotline of the new Buzz Cola. At the beginning of the game, it starts off only being released, but Krusty mentioning that the product has 'a special ingredient too hot for the FDA' and 'isn't poisonous to anybody' already sounds suspicious enough. Then, in Level 4, Bart mentions it was the thing given to him on the 'alien spaceshift' after snapping out of his trance, and it's only time until we discover it's Kang and Kodos' Gargle Blaster intended to wipe out the human race as part of an attempt to increase their show's ratings, and they eventually dump it into the water supply to cause a zombie outbreak to make their ratings rise even after their lasers fail.
  • No Problem with Licensed Games: A shining example. Though some of the missions are rather difficult, the voice actors are right from the cartoon and are still funny in their roles, the story is ridiculously enjoyable (emphasis on ridiculous), and so much Continuity Porn that any diehard fan will go nuts over it.
  • Padding:
    • The 'Full Metal Jackass' mission in level 6 is considered completely pointless: after stealing a ray gun from the Duff blimp, Bart's on his way to show it to Krusty... only to suddenly, for no real reason, run into Principal Skinner and attempt to persuade him to help stop the aliens. Skinner promptly confiscates the gun, forcing Bart to destroy Skinner's car to get it back. Said mission has no impact on the story whatsoever.
    • 'Clueless' in Level 3 has Lisa travel to various locations Mulhouse tells her Bart may be at... only for her to keep finding Milhouse instead. He doesn’t even give any hint as to where he could be, all he does is send the player on a wild goose chase until Lisa angrily asks him what’s going on and he complains that it’s 'never a good time' to go out or hang out with him. Aside from Lisa suggesting she should talk to Apu, nothing of importance was accomplished.
  • Paranoia Fuel: The 'black sedans' and the Wasp Cameras.
  • Polished Port: The Xbox version is considered to have the best control possible due to the driving speed being completely controllable on the level of how hard or light you pull on the right trigger, making for a very smooth driving experience.
  • Suspiciously Similar Song:
    • One of Bart's musical cues during free-roam is eerily reminiscent of the opening riff to 'All Apologies' by Nirvana.
    • It's rather fitting that Ketchup Logic takes lots of musical cues from Tom Jones' 'It's Not Unusual' (with the main chorus sounding so similar to said song, it's a wonder the lawyers didn't get involved.)
    • It's not easy being Husky, the theme for the missions Blind Big Brother, Beached Love and Level 4's Wager Race, takes some cues from Philip Glass' 'Pruit Igoe'.
    • Halls Balls, the mission theme for Milking the Pigs, the first half of There's Something About Monty and Level 6's Wager Race, is an obvious reference to the song 'Hell's Bells' by AC/DC in both title and instrument used.
    • Not Leaf Blower Aliens, Tentacle Aliens!, the theme music for the missions Long Black Probes and Alien 'Auto'topsy Part I is actually a remix of the opening theme of UFO.
  • That One Level:
    • The final three missions, 'Alien 'Auto'topsy Parts I', 'II' and 'III', which force you to drive perfectly and avoid so much as lightly hitting anything if you don't want to knock off the extremely sensitive barrel of nuclear waste strapped to your fender. Worse still is that since the timers become progressively more restrictive with each level, major crashes from either the traffic, the chase sequences or other obstacles will absolutely cause you to fail if you can't outrun/avoid them on the first pass. Each level ups the ante in regards to difficulty:
      • 'Part I' is the easiest, being practically identical to the third mission Pocket Protectors; it asks you to simply drive from the powerplant to the playground, except it allows you to use a vehicle of your choice instead of being forced to use Frink's Hovercar.
      • 'Part II' essentially combines the previous two missions together, requiring you to drive to the Power Plant to pick up the waste (avoiding the Black Alien Sports Car in Evergreen Terrace) before driving back to Springfield Elementary to drop it off. While you are forced into using a specific vehicle for the level, the vehicle in question is Snake's Lil' Bandit, which has strong speed, acceleration and handling but poor toughness (which technically doesn't factor in that much when the whole point of the mission is to not hit anything).
      • 'Part III', however, really takes the cake. While the mission is practically identical to Part II (with the only changes being further restricted time limits, a race with the Black Alien Sports Car to the Power Plant and another evasion section with it on your way back through Evergreen Terrace), the real problem stems from two major issues:
      • The first is the vehicle you are forced to use for the mission: The WWII Vehicle w/ Rocket. Browsing through the in-game files shows that the vehicle's stats are practically identical to the regular version... aside from the Speed and Acceleration, which have been massively boosted from 1.5 to 5 stars. Since nothing else has been changed, this vehicle is extremely hard to control thanks to the paltry 3-star handling, making the mission much more difficult than it needs to be. This video really shows how much of an impact the WWII Vehicle w/ Rocket has on the mission's difficulty... by completing the mission using The Family Sedan!
      • The second, as explained in the above video's description, is the poor mission scripting after the Evade portion with the Black Alien Sports Car; once the car has been successfully evaded, you only have 30 seconds to drive to the school playground. This time limit does not adapt to your position in the level, meaning that if you lose the car beyond a certain distance away from the school, you 'will' be timed out and forced to restart the mission. That's right, You are punished for doing too well.
    • Also of notable mention is 'Set To Kill', the penultimate mission of the sixth level. It takes some very skilful driving and knowledge of the map to hit all of the awkwardly-placed laser gun stands with even a few seconds left on the clock, and also a fair amount of luck when you factor in traffic (if you're not careful, the cops will be onto you and will delay you even further). The trip back to Krustylu is even worse, giving you only fifty seconds to get there from the opposite side of the map. You need to go flat-out and pray to God you don't suffer any major hold-ups, otherwise, you're guaranteed to not make it. Even with the Globex Super Villain Car, it's damned tough. At least it's backed by the same very awesome rock track noted above, arguably one of the best in the game. So if you keep failing, it also means to get plenty of time to listen to music!
      • In a prototype that was compiled very close to the game's release, the 50 second time limit isn't present. This indicates that the time constraint was a last-minute addition, which certainly explains why it is only just doable.
    • 'Never Trust A Snake', from the fifth level. Simply put, you will not get it on the first try. The main problem is that, in the second part of the mission where you're collecting trash on foot, the time you have left after doing it becomes the time you have to get back to the DMV (a pretty substantial distance away). Which is very jarring, since usually a whole new timer is given for getting to the final destination. The second time around, you can get it without significant hassle if you plan your route carefully, but it still takes some shortcut use on the expressway.
    • 'Kwik Cash', the level that comes after 'Never Trust a Snake'. Your mission is to destroy an Armoured Car... with Snake's Li'l Bandit. Fortunately, the only time limits you're given are to go to the Googolplex and escape Chief Wiggum twice (first at the end of the freeway and the last at the Snake's Hideout). There's no time limit to destroy the armored car because it takes forever to destroy the toughest vehicle in the game with a sports carnote .
      • The mission was originally going to be a lot worse. By editing the main file for the mission, a 3:00 timer to destroy the armoured car can be re-enabled.
    • 'Monkey See Monkey D'oh', the sixth mission of Level 2. You have to collect 30 monkeys for Dr Nick and then get back to him within a time limit. The problem with this is that they give you just enough time to get all the monkeys and get to the goal. If you get them all but fail to make it back to Dr. Nick in time, you have to start the whole thing over again. At least the music for it is pretty catchy, but that does little to alleviate anything when it's all you'll be hearing for a while.
    • 'Wolves Stole My Pills', the fifth mission in Level 4. You have to retrieve Abe’s medication that was stolen from him. Sounds simple enough, but what hurts the level is the car you chase down to retrieve said pills. Simply put, this car is both too fast for you to catch up with, and he’s dropping pills in random spots that’ll more likely than not slow you down and make you fail the mission. Needless to say, it’s not one that can be beaten in one shot.
  • That One Sidequest: Every race in the game (see The Computer Is a Cheating Bastard on the main page), but the early levels, alongside levels 4 and 6, are the worst.
    • Level 3's Circuit Race is especially bad, as it genuinely makes you want to believe that the racers are less interested in winning and more in making sure that you DON'T win. Not only is the AI Marge's Canyonero abnormally faster than the one you officially obtain, the race track features many corners to turn and crossroad where a racer willactively ram into you and knock you off course at every opportunity they get.

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