Simpsons Hit And Run Tcrf

2 days ago  Hit & Run has some neat little gags written in too, such as stumbling on Krusty looking at 'adult' magazines when you walk into the Kwik-E-Mart. It's got all the hallmarks of a great game - and it's a Simpsons title too. Complete missions to unlock new vehicles and bonus stuff; Dialogue provided by all of the show's voice actors.

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This page details prerelease information and/or media for The Simpsons: Hit & Run.

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The following document aims to outline the prerelease coverage of The Simpsons: Hit & Run and the changes made to it during late development.

  • 3Previews
    • 3.1IGN (May 2003)
    • 3.4IGN (August 2003)
    • 3.5Worth Playing
    • 3.6GameSpot (September 2003)
  • 62003 Prerelease Disc Assets

Announcement

The earliest report of a 'mission-based driving game' starring the Simpsons can be traced back to a brief article published by GameSpot on April 24, 2003. Not many details are revealed aside from the cast, the gist of gameplay and the platforms it will be released on. Given the short length and the 'As part of its release of pre-E3 information [...]' portion of the text, it is likely that this information was simply relayed from a press release document.

Press Exhibition

Hit & Run would later make an appearance at E3 2003, running from May 12 to 14, within the vast portfolio of then upcoming games from its publisher, Vivendi Universal. Not much else is known about the state of the game at this stage.

A GameSpot feature from July 8, 2003 allegedly describes a GameCube build of the game showcased at a non-descript press event from Nintendo. The demo featured appears to have been limited to the first three missions of the first level, which seem to be unchanged from the final product. It is suggested that gameplay elements and interactions appear to have been finalized, although camera issues are present.

Previews

A significant number of publications were granted access to late builds of the game since E3 and until September for previewing purposes. Contents have been sorted by outlet chronologically.

IGN (May 2003)

Sizzle Reel

The first footage released to the public was a Sizzle Reel made from the GameCube version published by IGN on May 15, 2003 shortly after its appearance at E3. The video itself depicts driving and minimal character control within the first, sixth, fourth and second levels, starring Homer, Bart, Marge and Bart respectively. Despite lacking sound, a handful of aesthetic differences can be noticed when compared to the final product.

Simpsons Hit And Run Tcrf
  • A green radar is in place of the transparent minimap and the 'Hit & Run' meter. The textures can still be found in early copies of the Windows version.
  • Stop signs cannot be destroyed, but can be rather pushed as a single entity.
  • Light blue chevrons can be seen highlighting Marge's vehicular path instead of red and green arrows.
  • The phone booth has a 2D sprite of a telephone on top instead of a rotating 3D model. In addition to this, the phone booths are in different locations. In the final game, there's a booth across from the Simpson house, by the cemetery, and the one outside the stadium is a lot further to the right, beside the tunnel.
  • The evergreen trees shown in Level 1 and Level 4 look more cartoon-styled and less detailed than they are in the final.
  • There is seemingly no indication whether the player is about to get a 'Hit & Run'.
  • There appears to be a collector card on top of the Wiggum house in Level 1, as seen at the very start of the video. As it's impossible to actually get on top of most houses in the final game, it makes sense that they'd move it to the back yard.
  • The light cone of the street lights in Level 6 appear to be at an angle, as opposed to facing straight down.
  • The street lights in Level 4 are off.
  • Environment maps appear to be more subtle, or not implemented yet. This gives the cars a rather more cartoony look.

Level 7 Screenshot

In addition, a batch of screenshots were submitted to the game's PlayStation 2 hub on the site on May 6, 2003. While most of them are HUD-less captures which are very similar to the final game, a particularly intriguing one is present, depicting Homer in front of the Springfield Elementary School on a vastly different rendition of the seventh level.

  • A completely different radar/minimap can be seen. The texture for the blue circle is still present in early copies of the retail Windows release.
  • The building itself is textured with more varied colors instead of the mostly light-brown and yellow pallette found the in the final.
  • Ralph Wiggum can be seen sporting a 2D sprite over his head indicating he handles one of the racing sub-missions. In the retail version, zombies are the NPC who prompt you to race in line with the whole Halloween aesthetic of the level.
  • In the final product, the level is blocked off by a construction site following the Elementary School and a closed gate in the Power Plant on the other end of the map, essentially leaving Homer with half-a-level to explore. The illustration on the minimap suggests that level 7 was not intended to be this way, a fact which appears to be substantiated by some of the unused content.


(Source: Donut Team Community)

The Next Level

Dated July 7, 2003, Next Level's preview of Hit & Run for the PlayStation 2 features a handful of early screenshots. While it details the game's storyline, the remainder of the article is just a paraphrasing the announcement press release. Most of the imagery included is not of much interest except for the first snapshot, which has Bart standing on one of the second level's setpieces alongside the early radar seen in the previous video. Interestingly, at least three out of six pictures can be found on IGN's page for the game, suggesting that they may have been provided by the publisher.

(Source: Donut Team Community)

E3 Demo

An E3 demo gameplay video shows a mostly complete version of the game, although with a few noticeable changes from the final game:

  • Much like in the IGN video, environment maps don't seem to have been implemented yet. In addition, there doesn't seem to be any lens flare effects from the sun in the first three levels of the game.
  • Also like in the IGN video, the unused Station Wagon found in the files of the game can be seen driving past Homer in Level 1. It is shown in place of the Glass Truck found in the final game.
  • The vent on the Duff Truck at the Kwik-E-Mart has no detail and does not produce any smoke, and the sound effect heard when bouncing off of it sounds different compared to the final game. Also, Homer does not say any of his usual quotes, like 'Wheee!!' or 'Bouncy bouncy!!' when he bounces off the vent.
  • Moving cubes appear inside the Power Plant. While not seen in the final version it strangely appears in the final game's demo mode.
  • Two wasp cameras are present inside the Power Plant on Level 1; these are not in the final game.
  • The power couplings are facing straight.
  • The telephones seen on top of phone booths look different slightly resembling the 2D sprite of the telephone shown on top of phone booths in the prerelease video released on Sizzle Reel.
  • Much like in early cutscenes and screenshots, the characters' models are similar to their appearances in The Simpsons: Road Rage.
  • Wrenches have a darker color scheme making them look more of a brown color than a yellow color.
  • A lot of sound effects heard in the demo sound very different than they do in the final, sounds heard when jumping, kicking objects, etc.
  • There were originally sound effects heard when the player entered/exited a vehicle and they shut the doors of it, but in the final game, no sounds can be heard at all whilst entering/exiting a vehicle.
  • Collector Cards appear to have a question mark symbol on them.
  • Wasp Cameras are not as detailed and appear to be brighter. They lack the metal texture they have in the final game. In addition, their wings are not opaque, and no electricity can be seen from their stinger.
  • A ramp made out of tires is seen south of the Tire Fire. This isn't seen in the final game, likely because the ramp is facing at an angle too close to the barn house.
  • In Level 2, there are three Coins present at the end of the small tunnel that follows the dirt ramp jump by the construction site.
  • There is a wrench seen floating above the Tire Fire in Level 1, it is unknown why it's there.
  • The lamp-posts on the street dividers near the Bowlarama in Level 6 had an entirely different design.
  • In Level 1, Milhouse is shown stood in the middle of the path in front of the first house in the line of houses in-between the La Maison Derriére and the Kwik-E-Mart, but in the final game he has been relocated to near Moe's house.
  • In Level 4, Nelson is shown stood in front of the Springfield church, but in the final game he has been relocated in front of the Solid Gold House on the 939 area.
  • The sky in Level 2 is cloudier and has rays of light shining from the sky.
  • The sky in Level 6 has a larger moon with more noticeable clouds, and the maroon colour is less vibrant than it is in the final. Interestingly, this background is used as the background of interiors in the level in the final game and is also the background of the Level 6 bonus race.
  • The Character Costumes icon in Moe's Tavern is located at the right side of the room in front of the Duff poster instead of on the left side of the room.
  • In Level 6, the interior of the observatory appears to use the same lighting used in the building in Level 3, there is also a dusk background shown outside the window instead of the usual night background. It is unknown whether this is Level 6 or not, but it could be possible that Bart is being played as in Level 3.
    • Also, the large telescope seen inside the observatory is not detailed and is coloured red instead of grey.
  • Much like in the IGN video, there is a mansion gate located in front of the house facing the Simpsons House.
  • There is a fence with bushes placed between the blue house to the left of the Simpsons House and the fence beside the playground in Evergreen Terrace.
  • The Itchy balloon in Level 2 has red gloves instead of white, red-gloved Itchy however did appear in the Level 5 bonus race in the final game.

IGN (August 2003)

On August 8 and August 23, 2003, IGN released a whopping 17 videos depicting the PlayStation 2 and GameCube revisions of the game. These range from snippets of gameplay to full cinematics, all from the first level. Of upmost interest are the prerendered cutscenes, some of which are noticeably different to the ones in the final game.

Opening Cutscene

  • The logo has different lettering as opposed to the final which resembles the one used on the show. The trademark symbol was swapped for a Copyright.
  • The family's models are very similar to their appereances in the cutscenes from The Simpsons: Road Rage, rather than the softer renditions seen in the final game.
  • Homer gasps before destroying the wasp camera.
  • The wasp has additional sound effects on its demise.
(Source: Donut Team Community)

Flowers by Irene

  • Homer is seen eating a donut he reached from his back, whereas in the final version he is sitting still and drinking a Duff Beer.
  • The TV is zoomed in, as opposed to the final in which the knobs and grill are visible.
  • Much like the Simpsons family in the previous cinematic, Kent Brockman resembles his Road Rage appearance.
  • The illustrations Brockman is describing are slightly different, featuring additional elements and different gradients.
  • The crowd attending Mayor Quimby's speech is much quiet in the early render.
  • The 'exclusive footage' of the Black Van were removed along with the robot being eaten by an alligator.
  • A music cue plays when Marge tells Homer he is sexy (when he's paranoid).

Other differences

  • The characters have teeth in these cutscenes, the final version doesn't have any.
(Source: Donut Team Community)

Worth Playing

Published on August 31, 2003, Worth Playing's coverage of Hit & Run is perhaps the most interesting, as it features a wealth of self-produced screenshots from the PlayStation 2 version, some of which show discrepancies not seen in the previous materials. Refered as a 'limited beta copy', this particular demo allegedly includes a 'character select screen' with a limited roster and not much else.

Mission Briefing

Preview Final
  • The comic strip panel was replaced with pictograms illustrating the objectives.
  • The font was squished and resized.

Phone Booth

Preview Final
  • 'Stability' was changed to 'Handling' in the vehicle stats layout.
  • The font was squished and resized.

NPC Icons

The gallery also reveals that the characters were displayed on the interface as 3D renders rather than 2D sprites.

GameSpot (September 2003)

Published on September 5, 2003, GameSpot's coverage of both the Xbox and PlayStation 2 version comes with little info and very low quality JPEG images. Delightful!

Images

  • You can see the unused vehicle 'WagonA' in this shot. Other than that, nothing special.
  • This contains another early image for a mission, however this time the font is final.
  • Almost identical to one of the pictures from 'Worth Playing' except with the final font.

Other things of note

  • The article says to start a Wager Race you need to talk to Fat Tony, however in the final you talk to Louie. This was likely a mistake though.
  • The article makes reference to the scene from the E3 version of the 'Flowers by Irene' cutscene where Kent Brockman shows a clip of a robot being eaten by an alligator.

Commercial

While pretty much resembling the final version, there's one thing noticeable in the trailer

  • While the 3D rendered character portrait for Marge appears at the start, there's another early mugshot of Marge that is 2D that just uses marge's head. But it only appears once in the commercial, after that's shown the rest of the commercial uses the final Marge mugshot.





Simpsons


Simpsons Hit And Run Tcrf

Manual

Present in the manual for the GameCube, PlayStation 2 (and the Xbox, to some extent) releases are a few not-quite-final screenshots displaying more of the 3D rendered character portraits. Please note that the second to last picture only appears in the former, as the latter uses an updated picture with the actual 2D mugshot. A date on the Load Game menu detailed on one of the first pages suggests that these pictures might be from late July/early August 2003.

(Source: Donut Team Community)

There is also a screenshot showing an early version of the radar.

Manual Final

The title screen also appears to use Homer's Road Rage model. The model can be found in the final in the files for the main menu.

The text that appears when you get Hit & Run also appears to be different, being all in caps and in a slightly different font.

The radar also appears to be a lighter colour around the edge and the road is white instead of grey.

The same changes apply to this screenshot:

2003 Prerelease Disc Assets

Two prerelease asset discs of the game was found in 2016, which contained several information changed in the final game, dated around June to August 2003. There are several pink notes regarding editing out or correcting some parts or red notes indicating changes.

Storyline Changes

  • Originally, the newspapers displayed on a loading screen contained a second variation instead of one. Some actually went through slight changes.
    • Level 1's second headline was 'First Day of Spring - Ants, Nitpickers reach last minute accord' along with a screenshot from 'Trilogy of Error'.
    • Level 2's original first headline was either 'Nameless Assailant Harasses Burns - Says Burns' or 'Local Man Chased By Dogs - Mistakes Harmless Pizza Van for Sinister Surveillance Van'.
    • Level 3's original headlines were 'Slow News Day Grips Springfield' and 'Local Truant Gone Truant - Honor Student Searches for Dumber Brother'.
    • Level 4's headlines were 'Mysterious Shape Found In Farmer's Field - Scientists Perplexed; Some Say Signs Of Rapture - Flights Booked', which was later shortened down, and 'Missing Boy Found Safe - Has No Memory of Abduction'.
    • Level 5's original headlines were 'Springfield Goes Crazy for Crazy New Cola' and 'Boring Housewife Unpopular - Marge Simpson Attacks Another Fun Fad'.
    • Level 6's original headline was 'Local Crackpots Warn of 'Alien Cola Plot' with a picture of Apu and Bart shocked.
    • Level 7's original headline was 'Local Housewife Says 'I Told You So' with a picture of Marge.

Mission Changes

  • Bonus missions did not exist originally and were part of the storyline.
  • 'Petty Theft Homer' had an unused lose-the-tail segment.
  • 'The Fat And Furious' originally involved driving to the Power Plant's parking lot to find Smithers, who was parked next to a Surveillance Van.
  • Originally, Bart needed a toilet plunger instead of a satellite dish and hemorrhoid cream for the Truckasaurus. 'Dial B for Blood' was originally part of the storyline in order to get the cream.
  • There was originally a mission where Bart escaped in a Ferrini from the Truckasaurus in a boss fight.
  • 'Bonfire of the Manatees' originally ended with Apu talking to Lisa and Lisa making her own way to the Observatory.
  • '...For A Few Donuts More' involved destroying the Donut Truck. The mission stage dialogue still exists for this in the script.
  • 'The Return Of The Nearly Dead' involved racing Grampa to Jasper instead of racing Chief Wiggum to the Retirement Castle'.
  • 'Wolves Stole My Pills' was given by Jasper originally and involved him explaining the crop circle.
  • 'Discriminating Caffeine' took place near the Monorail Station and involved avoiding black sedans while casing the Cola Truck.
  • 'Duff For Me, Duff For You' involved avoiding black sedans while getting to the Duff Brewery.
  • Much like Level 2, the t-rex fossil was originally a boss fight in addition to a cutscene.
  • Originally, in 'Alien Autopsy Part I', Mr. Burns sold the remaining nuclear waste to the Black Ferrini driver.
  • The final cutscene of Level 7 was much different - When the UFO crashed, a tentacle came out of the hatch, before shriveling up, with Homer mocking Lisa's belief of nuclear waste. It cut to Kent Brockman interviewing Homer, who tells him he has 'big plans' for the future. Two weeks later, Homer's house is surrounded by Rigelians, some of whom are stealing from the house, while he naps.

Miscellaneous Changes

  • There was originally an option to watch the credits in the Options menu.
  • The HUD icons for characters were originally in the same CGI seen in manuals.


(Source: MattJ155)
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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.

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.

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
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