Simpsons Hit And Run Music

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The Simpsons: Hit & Run is a 2003 Wide Open Sandbox game in the vein of the Grand Theft Auto series, but with less firepower and more kicking. Five characters from the series are played in the seven level long story mode (In order: Homer, Bart, Lisa, Marge, Apu, Bart again and then Homer again), which initially starts off with Homer's antics on. 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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This page details one or more prototype versions of The Simpsons: Hit & Run.


A late PS2 prototype of the Simpsons Hit and Run was leaked on Jan 23, 2019. Almost all of the game's content is finalized, with most of the differences being relatively minor. This version contains an odd bug if emulated where the characters appear upside down when driving vehicles.

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.
To do:
Everything.
  • 2Level 1
  • 3Level 2
  • 4Level 3
  • 5Level 6
  • 6Level 7
  • 8Audio differences
  • 9Oddities
Run

Map file

To do:
List some interesting findings from the map file.

In the root of the game disc is SRR2.MAP, a file that maps out all of the game's backend functions. According to this file, this specific prototype of the game was a nightly build.

Level 1

To do:
Mission item pick ups are placed differently.

Level 1 cutscene

  • The level 1 cutscene still uses the earlier models. The animation is also more slapstick and comical than the final's.
Prototype
Final

S-M-R-T

  • Lisa's science project is placed in front of the Family Sedan, meaning you can simply drive into it to pick it up.
Prototype
Final

Petty Theft Homer

  • Barney's cooler pickup is placed further away from him in the prototype.
Prototype
Final

Flowers by Irene

  • The cutscene's audio mastering is unfinished and very inconsistent. This is especially noticeable with Homer's line 'Marge, that black van is spying on us' being 9 dB louder than the rest and clearly clipping.

The Fat And The Furious

  • Due to a programming mistake, Homer's initial line when talking to Mr Burns is overridden by him saying 'There he is!' (a line that goes unused in the final game) This line is likely supposed to play in the stage beforehand, when you first see Mr Burns, however one of the programmers made a mistake and put it in the wrong stage. In the final game this was never fixed, but due to some other changes to game's code, it is instead overridden by the correct line.

Stonecutters' Tunnel

  • A music track (stone_cutter_spoof) unused in the final game plays around the area of the Stonecutters' Hall. It is unknown why this was changed.

Power Plant

  • Unlike the final game, the power plant has a reverb effect when you are inside. Interestingly, the reverb also affects the menu sounds in the phonebooth, and this could be part of the reason it was removed.

Level 2

Better than Beef

  • The location of the satellite is moved further away from the player.
Prototype
Final

Level 3

General

  • The texture used on the platform near the red ramp that leads to the C-Spanker shortcut is different.
Prototype
Final

Level 6

Going To The Lu'

The circle HUD icon was changed from a kid to a bus in the final game. Interestingly, the image was the only part of the file that was replaced, and as such the bus is still named 'kids.p3d', is still located in the Objects folder (instead of the Vehicles folder) and uses a blue-purple background colour, unlike the yellow colour of any other vehicle icons.

Prototype
Final

Set To Kill

A timer was added in the final version of the mission. This was likely done to increase the difficulty of a late-game mission, as without it the mission is very easy. Maybe they overdid it a bit...

Level 7

Rigor Motors

The final objective to enter the Simpsons' house is still present. This was commented out in the final.

Text differences

Some of the text is a tad different.

Prototype
Final
Memory card (8MB) (for PlayStation 2) is unformattedMemory card (PS2) is unformatted

Any mention of the PS2 memory card was made less verbose.

Run Prototype
Final
Talk to the teen at Aztec theaterTalk to the Squeaky Voiced Teen at Aztec theater

Text was made more specific.

The text that appears upon collecting all the collector cards in the game is different.

Audio differences

banjo_main

The audio mastering on this track is slightly different.

Prototype
Final

Oddities

minigamecam

A misplaced version of minigamecam.p3d is loose inside the main art folder. This model seems to use an earlier format that provides export data. With it, the following details can be found:

  • Models were made in Maya.
  • The game's project folder was referenced as 'Simpsons 2', the first game is likely The Simpsons:Road Rage which was Radical's previous entry.

Vehicle scripts

TT.con is missing from the prototype, despite the model assets being present.

Misc

To do:
Compare scripts
  • Handling is still called 'stability' in the Phone Booth UI as seen in some earlier screenshots.
  • The sun flare effect is incomplete and can still be seen through walls.
  • You do not perform a victory dance animation upon finishing a bonus race.
  • Wasp AI is more aggressive to dodging attacks than in the final game.
  • If your memory card is unformatted, the prototype has the option to format it for you, while the final game just displays an error.
  • There are a number of differences in the startup screen videos:
    • The Fox Interactive music is different.
    • The Gracie Films video appears to be taken directly from the TV series, while in the final game it has a higher quality.
    • The Radical Entertainment video uses the same sound effects as The Simpsons: Road Rage, with the added recording of Snake's voice which is present in the final game.
  • The bonus cutscene, 500 Yard Gash, has some extended sequences and certain parts were reanimated.
Prototype
Final
  • Level 7 actually contains some road nodes for the area past the blocked bridge, although they are extremely limited.
  • The Phone Booth Menu accessible with the Unlock All Vehicles cheat code contains entries for a set of vehicles listed as 'N/A XX' (the X's being replaced with numbers), as well another vehicle listed as 'Charred Husk'. Selecting the former will have no effect, and selecting the latter will spawn the wreck vehicle that can be driven after certain vehicles are destroyed. Driving this vehicle over a Wrench pickup does not do anything.
  • If a player exits their vehicle during a stage where a 10 second time limit to re-enter the vehicle is given, and then triggers the next objective on foot, said timer disappears and the player can be out of the vehicle from then on. In the final game, the timer continues regardless of the fact the player triggers the next objective or not.
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=Proto:The_Simpsons:_Hit_%26_Run&oldid=726742'
Simpson hit and run download
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< The Simpsons: Hit & Run

This is a sub-page of The Simpsons: Hit & Run.

  • 1Unused Music
  • 2Unused Sound Effects

Simpsons Hit And Run Halloween Music

Unused Music

fe_trans

These three jingles were originally intended to play when the player exits the game to the main menu or to the Bonus Game menu. According to all of the music RMS files, the files that tell the game what music to play and when, the game would've randomly chosen one of the three jingles to play. However, exiting the game unloads the music RMS file before the code can be executed. This causes them to go unused. Forcing the game to not unload the RMS file restores the unused jingles.

Internally, the filenames of the jingles are referred to as FE_trans. This means 'Frontend Transition' as evident by the two newspaper jingles being assigned to the music regions 'FE_trans04' and 'FE_trans05' respectively despite their filenames not referencing them.

tuba_024

A cue meant for Level 1, but unused since it is placed in the wrong folder within the files.

ice_cream_truck

A short jingle meant for the unused Ice Cream Truck vehicle. It plays when the player drives the vehicle, or if the player approaches the vehicle if it is set as a traffic vehicle. Although technically semi-unused since you can spawn the truck into any level using the phonebooth cheat, this never appears in the main game.

land_of_choc_end_neg

Although this track is technically used, the part where it can play seems to be unintended. This track would play when the player fails a mission while the music track land_of_choc_main is playing. The only time land_of_choc_main plays outside of the credits is in the mission There's Something About Monty when the player has to climb up to Mr. Burns' office. It is impossible to fail this part of the mission.

As seen in the mission file (scriptsmissionslevel07m4i.mfk), however, there was originally a time limit for getting to Mr. Burns' office. The developers had commented out the time limit by adding '//' to the beginning of the lines that add the failure condition. By removing these slashes and saving the file, the timer will be re-enabled for this part of the mission. When the timer runs out, the jingle plays as intended.

Due to an oversight in other missions that play more than one theme such as Weapons of Mass Delinquency, land_of_choc_main theme will continue playing if the player restarts the mission after reaching the Power Plant in There's Something About Monty. When the player runs out of time before reaching the Power Plant, land_of_choc_end_neg will play.

organ_music

A strange unused song that was intended to play in Level 7, in the StoneCutters' Hidden Tunnel. It goes unused as the area where the tunnel exists in Levels 1 and 4 was cut from the map. It can still be heard if the player goes out of bounds and toward where the tunnel would be. The track itself is a slowed down version of Bach's 'Toccata and Fugue'.

scarymusic01

A slowed down, mechanical sounding version of Scott Joplin's Maple Leaf Rag. The song was intended to play in the rooftop garden of the Kwik-E-Mart during Level 7, replacing the song heard in Levels 1 and 4. The trigger actually is in l7_terra.p3d, altough it is set to a different event value than it is in other levels (54 instead of 11). Changing it to 11 causes the song to play. This likely is a developement oversight.

powerplant_10sec

Judging by the name, this song was meant to be played when the time limit is under 10 seconds in the missions Blind Big Brother, Beached Love, and the wager race in Level 4. It joins together seamlessly with the 'Mission Failed' theme further proving that it must have meant to be played here. This is the only theme made for when the player has 10 seconds left.

stone_cutter_spoof

This instrumental version of the track 'We Do' from the episode 'Homer The Great' from The Simpsons was intended to play outside of the StoneCutters' Hidden Tunnel, next to Mr. Burns' Mansion in Levels 1, 4, and 7. It can still be heard in Level 7 if the player goes out of bounds and towards where the music would play (the portion of the map that contains the Power Plant and Rich Side).

This track can be heard in the July 2003 prototype of the game in Levels 1 and 4, although it doesn't play in the right places.

nick_end_sus

This cue is supposed to play when player leaves their car in the missions Monkey See Monkey D'oh and The Cola Wars, but it goes unused for a different reasons.

For Monkey See Monkey D'oh, Level 2's music script contained a mistake in assigning the music for the suspense region (when the player exits the vehicle) for this mission. Instead of using this cue, it uses the mission's main theme instead.

For The Cola Wars, the mission's script was specifically written to always play the mission's main theme regardless of when the player is on-foot. If the line that causes this behavior is commented out, this cue would play normally.

bart_chase02_end_sus1

An cue intended to play when exiting a vehicle while the bart_chase02 track is playing (Bart 'N' Frink, Full Metal Jackass and from destroying the third Buzz Cola Truck onwards in From Outer Space). In all of these instances, a different cue is played instead.

Unused Music Parts

By looking inside the decompiled RMS files you can find even more unused stuff!

Every music part of the game is assigned to a specific region which later activates upon completing specific tasks.In l2_music.xml you can find a series of weird regions named as 'M3_drama_region' and 'M3_victory_region' respectively.

It has some similarities with Kang and Kodos Strikes back, which is also a race only mission with music separated in three parts. Unlike L6M7, Vox Nerduli's regions write the same song all over again. The songs do not activate in game as they are lacking 'Event' strings to define them to be used in certain scenarios, so they never actually activate. Perhaps Radical wanted to make similar three music stages for all race only missions, but for unknown reasons only L6M7 has three stages of music. The same effect can be found in Nerd Race Queen as well.


Unused Sound Effects

To do:
There are a lot more sound effects that went unused. Add them here.

busted_01

To do:
Add the unused sound labelled 'busted_01.rsd' found in soundfx.rcf

An unused sound effect that would've played when the player gets busted during Hit & Run. It is unknown why this was cut.

busted_02

To do:
Add the unused sound labelled 'busted_02.rsd' found in soundfx.rcf

Simpsons Hit And Run Emulator

Another unused 'Busted' sound. This is very similar to busted_01, but it starts sooner.

busted_halloween

A clip of Kang and Kodos laughing as they lock up Homer, who shouts 'Ow, my ass!' This was likely supposed to play when the player gets busted during Hit & Run in Level 7.

Unused Vehicle Sounds

File NameAudio
amb_siren

Unused siren sound. It was intended to be played near the Ambulance traffic vehicles in Level 5.

File NameAudio
beeman_enter_01

Judging by the file name, this was supposed to play while entering El Carro Loco (Bumblebee Man's car), but for some reason it does not play.

File NameAudio
car_jump_02

A strange sound of a car descending from a height. Likely supposed to play if a car plunges down a height.

File NameAudio
cel_phone_02
File NameAudio
cel_phone_03
File NameAudio
cel_phone_04

Since the B, C and D variants of the Cell Phone Users Car are not used in game, this goes unused too.

File NameAudio
fire_horn

Unused Fire Truck horn. It was replaced by the siren.

File NameAudio
siren_01

Unused police car siren. This can be heard in the E3 trailer.

Simpsons Hit And Run Music Fix Pc

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