Vehicles Simpsons Hit And Run

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Randomisations

Random couch character

Mar 22, 2018  Today i'm going to be showing you all the Bonus cars in Simpsons Hit And Run! 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 his way to work, but shifts into a conspiracy. The Simpsons: Hit & Run - Vehicle FAQ. Mission Vehicles This is a list of the vehicles used in the game's missions. They're listed by level, then by mission. Multiple-instances are grouped.

On by default.
If this is checked, you will get a random character sitting on the couch in the main menu.

Random music

On by default.
If this is checked, the music played will be randomised to any track in the game.
If enabled with random music cues, both cues and music will be randomised

Random music cues

Off by default.
If this is checked, the cues that trigger different music tracks are randomised.
If enabled with random music, both cues and music will be randomised

Random dialogue

Off by default.
If this is checked, all in game dialogue will be randomised.
This requires a small one-off bit of extra work, detailed in this documentation

Random player character

Off by default.
If this is checked, you will get a random player character every time you load a level, from any character model in the game.

Random player character

Off by default.
If this is checked, mission specific characters will be randomised every time you load a mission.
Note: This excludes ambient characters (such as Apu in the Kwik-E Mart). These are randomised through Random pedestrians.

Random player vehicles

On by default.
If this is checked, you will get a random vehicle per level/mission.

Same car if restarting/failing mission

On by default.
If this is checked and you restart the mission (or retry after failing) you will get the same car again.
You can change the car by cancelling the mission first and starting it again.
If this is disabled you'll get a random car each time you restart.

Random car scale

Off by default.
If this is checked, the model scale for any character in a car will be randomised.

Random car sounds

Off by default.
If this is checked, car sounds (horns, engine, etc) will be randomised.
If the car has an overlay (phone ringing, ice cream, etc) these are randomised too.

Enable custom cars

Off by default.
If this is checked, include additional custom cars in the randomiser.
Adding additional cars requires extra work, detailed in this documentation

Random pedestrians

On by default.
If this is checked, pedestrians, drivers and ambient characters will be randomised per level load.
You will get the same pedestrians for each mission of a level.

Random traffic

On by default.
If this is checked, traffic cars will be randomised per level load.
You will get the same traffic cars for each mission of a level.

Random chase car

Hit

On by default.
If this is checked, chase cars will be randomised per level load.
You will get the same chase cars for each mission of a level.

Random chase car amount

On by default.
If this is checked, the number of chase cars will be randomised per level load.
You will get the same number for each mission of a level.

Random chase car - stats

On by default.
If this is checked, random chase cars will have the stats of the chosen car.
Otherwise, random chase cars will have the stats of the level's default chase cars.

Random mission vehicles

On by default.
If this is checked, most mission vehicles will be randomised (including races).
You will get the same traffic cars for each mission of a level.

Random mission vehicles - stats

On by default.
If this is checked, random mission vehicles will have the stats of the chosen vehicle.
Otherwise, random mission vehicles will have the stats of the level's default vehicles.

Different random cellouts

On by default.
If this is checked, cellouts will be 4 random cars instead of the same car 4 times.

Same mission vehicle if restarting/failing mission

On by default.
If this is checked and you restart the mission (or retry after failing) you will get the same mission vehicles again.
You can change the vehicles by cancelling the mission first and starting it again.
If this is disabled you'll get random mission vehicles each time you restart.

Random stats

On by default.
If this is checked, all randomised vehicles will have random stats. To customise, use the Random Stat Variables page.

Variables

Hit

Min/Max Scale

These two options define the lower and upper bounds for the random vehicle scale option.

Vehicle Mass

The mass of the vehicle can effect how it interacts with the ground, the lower the mass value of the vehicle is; the less friction will act upon it making the world an ice rink.
Notice: It is believed that mass affects the toughness of a vehicle.

Gas Scale

The Gas scale is the acceleration of the vehicle if you were to just hold the acceleration button.

Slip Gas Scale

The Slip Gas Scale is the acceleration of a vehicle while it is sliding from speed or through the e-break.

Break Gas Scale

The Break Gas Scale is the breaking speed of a vehicle when it is not sliding or e-breaking.

Vehicle Speed

Provides a value for the top speed of the vehicle.

Wheel Turn Angle

The turn angle of the wheel effects how the vehicle steers, too high of a value being used can cause uncontrollability with a vehicle.

Wheel Grip

The wheel grip controls how the car will drift when it is driving - primarily on acceleration and steering - the higher the grip the more likely the car is to drift.

Steering

This controls the steering of the vehicle.

Slip Steering

This controls the steering of the vehicle while in a drift.

HP

This controls the amount of health that a vehicle has - The Armoured truck in 5-6 has 15 HP.

Car Pools

Random Car Pool - Player

This controls which vehicles are in the random pool for the player's random vehicles.

Random Car Pool - Mission

This controls which vehicles are in the random pool for the mission random vehicles.

Random Car Pool - Traffic

This controls which vehicles are in the random pool for the traffic random vehicles.

Random Car Pool - Chase

This controls which vehicles are in the random pool for the chase car random vehicles.

Chaos Randomisations

The randomisations in this tab involve substantial changes in gameplay, and can completely affect strategies used in speedruns. In additon they are currently a work in progress and may cause crashes or the game to become unbeatable!

Random interiors

Randomise which interior you enter when entering a building.

Random directives

All mission directive texts are changed to a completely random directive text.

Random missions.

The order in which the missions in the level are played is randomised.

Random items

The type of item dropped by vehicles in mission is randomised.

Misc

Remove car/costume requirements

Off by default.
If this is checked, you won't need to be wearing a specific costume/be driving a specific car to start a mission.
Removes the need for a coin route.

Skip cutscenes (except intro cutscene)

Off by default.
If this is checked, all cutscenes bar the introduction cutscene won't be played.

Increase HP for weak cars

Off by default.
If this is checked weak cars like the rocket car will have their HP slightly boosted so they're not quite as fragile.
It raises the minimum HP to 0.8 for all cars.

Debug level

0 by default.
This controls the verbosity of the console output. 0 will print basic information whereas 5 will print pretty much everything.

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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

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.

Secret Vehicles Simpsons Hit Run

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

Simpsons Hit And Run Ps2 Iso

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

Simpsons Hit And Run Vehicles

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.

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

Vehicles Simpsons Hit And Run Cheats

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.

Hit And Run Simpsons

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

Hit And Run Simpsons Pc

  • 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

Simpsons Hit And Run Windows

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