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. Ages later, here we are! This is it, the absolutely complete SHAR soundtrack composed by the talented Marc Baril and several other composers (who are properly credited in the tags). This soundtrack includes all of the main mission tracks you've come to know and love, as well as the mission jingles and unused tracks. One thing The Simpsons franchise lacks, however, is a decent video game. Make no mistake, there have been numerous attempts over the years, but none have really been able to combine a decent game along with The Simpsons license ' until now, that is. The Simpsons: Hit and Run is the best Simpsons game to date, but does it hold appeal for everyone?
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This is a sub-page of The Simpsons: Hit & Run.
- 1Unused Music
- 2Unused Sound Effects
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.
The Simpsons Hit And Run Soundtrack - Legitimate Business
busted_02
To do: Add the unused sound labelled 'busted_02.rsd' found in soundfx.rcf |
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 Name | Audio |
---|---|
amb_siren |
Unused siren sound. It was intended to be played near the Ambulance traffic vehicles in Level 5.
File Name | Audio |
---|---|
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 Name | Audio |
---|---|
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 Name | Audio |
---|---|
cel_phone_02 |
File Name | Audio |
---|---|
cel_phone_03 |
File Name | Audio |
---|---|
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 Name | Audio |
---|---|
fire_horn |
Unused Fire Truck horn. It was replaced by the siren.
File Name | Audio |
---|---|
siren_01 |
Unused police car siren. This can be heard in the E3 trailer.
Ages ago, using Lucas' tools, I converted the game's soundtrack to WAV, and then combined the Mission jingles with the mission tracks to create an 'Unofficial' soundtrack release. People like it a lot, but understandably wanted some of the other tracks I purposefully didn't include (mostly the mission jingles), so I said I was going to update it.
...Ages later, here we are! This is it, the absolutely complete SHAR soundtrack composed by the talented Marc Baril and several other composers (who are properly credited in the tags). This soundtrack includes all of the main mission tracks you've come to know and love, as well as the mission jingles and unused tracks.
A huge thanks to Lucas Cardellini (as always) for creating the tools that made my job incredibly easy.
Download Links:
FLAC (Lossless)
MP3
Enjoy!