Simpsons Hit And Run Zombies

Mar 28, 2012 The Simpsons: Hit & Run at IGN: walkthroughs, items, maps, video tips, and strategies. You must collect the supplies to help fend off the zombies. Quickly run over to the Flanders and jump the. While hit 'n run was a great and fun game, I personally think The Simpsons Arcade Game was by far the best Simpsons game.jt4mtb Ohh, now that you mention the arcade game I think I have to agree. The Simpsons: Hit & Run is an award-winning video game based on the TV hit-show The Simpsons. It was released for the PlayStation 2, Xbox, GameCube and Microsoft Windows in North America on September 16, 2003, in Europe on October 31, 2003, and in Japan on December 25, 2003.

The contents of this article or section are considered to be non-canon and therefore may not have actually happened or existed.
The Simpsons: Hit & Run

Game Information
Released: September 16, 2003
October 31, 2003
Windows
November 13, 2003
November 21, 2003
Developer(s):Radical Entertainment
Publisher(s):Vivendi Universal Games
Genre: Action-adventure
Platforms:PlayStation 2, GameCube, Xbox, Windows
Ratings:ACB: G
CERO: B
ESRB: T
PEGI: 7+
Players: 1


The Simpsons: Hit & Run is a video game released on September 16, 2003 for the PlayStation 2, GameCube and Xbox in North America, with the Windows port released on November 13, in the region. October 31 in PAL regions, with the Windows port released on November 21, in the region and December 25, in Japan. It was made by Vivendi Universal and was created by Radical Entertainment. All of the series's cast had auditioned in the game.

  • 2Plot
  • 3Gameplay
    • 3.2Levels

Synopsis[edit]

Following the release of a new Buzz Cola, strange events are happening all around Springfield. Homer notices a surveillance van spying on him and Bart disappears into a bright light. When Bart is found he is in a stupor but returns to normal when shown Buzz Cola. He reveals that he saw it on an alien spaceship and that it is used to control minds. Kang and Kodos are found to be responsible as they plan to make people go insane by infusing the cola into Springfield's water supply which will also have the ability to raise the dead. Playing as the Simpson family (sans Maggie) and Apu, they go around Springfield investigating the areas of such events to find out what is happening and the secret behind it.

Plot[edit]

On October 25, wasp-like cameras and black vans are suddenly appearing in Springfield. One enters the Simpsons' residence at Evergreen Terrace. It disturbs Homer's nap, and he crushes it. When he wakes up, he finds levitating coins and sees a commercial for the 'New and Improved' Buzz Cola, and decides to go to the Kwik-E-Mart.

Level 1[edit]

Homer goes to the convenience store to get a bucket of ice cream with mini-pies and a can of Buzz Cola. He then does a favor for Lisa by giving her the science project before Skinner reaches the school. Afterwards, Homer gives back Flanders' stuff that he 'borrowed' from before. Marge later reminds Homer that this day was the examination by Smithers. Lenny tells him that Smithers is down at the Kwik-E-Mart, and he decides to destroy his car. To do so, he buys the Plow King snowplow from Barney. When the convertible is destroyed, Homer goes to work. However, he can't take a nap because of the camera in his office, and he destroys all of the power couplings, but that ends up sending the workers home. Back home, Homer sits down and watches TV, but he notices a black van outside of his house, and decides to follow it. It stops at Burns' mansion, and Homer thinks it belongs to Mr. Burns. He then attempts to warn Marge, but she is busy trying to destroy a new game, the sequel to Bonestorm. After Homer helps her, he attempts to warn Carl, but he's drunk. Realizing that Smithers would warn Burns of his attempts to accuse him, Homer races Smithers to the mansion and confronts Mr. Burns, who tells him that the vans are part of a pizza delivery service. Homer is promptly fired by Burns, who releases the hounds on him.

Level 2[edit]

The next day, Bart attempts to get a copy of the Bonestorm 2 game, but he has to avoid Principal Skinner to get to the Try-N-Save. When he gets there, Jimbo reveals that he 'bought' the last one in stock with four-finger discount, and unbeknownst to Bart, the rest were destroyed by Marge.Bart mopes to Kearney, but he tells Bart that fireworks are the new trend. With Kearny's advice, he collects fireworks from Otto, Moe, Snake and Ralph. Bart is nearly caught by Chief Wiggum, so he goes on his quest for Bonestorm 2 again. Bart then helps Comic Book Guy to get to the Java Server before a nerd to report about a new movie on his web page, and when they arrive, Comic Book Guy tells Bart Professor Frink could have a copy of the game. Frink tells Bart he could make a Truckasaurus by collecting a WWII radio and a satellite dish. Bart goes to Herman's Military Antiques, but the store was robbed by Snake. He then races Snake for the radio. Bart then helps Cletus deliver flatmeat to the Krusty Burger to get a satellite dish. When Bart returns, Professor Frink tells him that he forgot the blender. He goes to Dr. Nick to get a blender, but first, he has to do him a favor; his monkeys escaped and wants them back. Bart buys the Mr Plow snowplow from Homer, collects the monkeys and he gets the blender. When Bart collects all of the items however, Professor Frink complains that there are too many cell phone users, and the interference would cause it go on a rampage and kill people in the ensuing destruction, and he claims that his insurance is too high to pay for all of that. Bart then destroys the cars with cell phones and gets to see the Trucksaurus. After nearly getting crushed by it, he gets kidnapped by aliens.

Level 3[edit]

The disappearance of Bart puzzled everyone, and on the 27th, Lisa decides to look for her brother. First, she goes to Comic Book Guy for answers, but he wants to retrieve a controversial issue of the Itchy and Scratchy where they kiss. she helps him out. Next, Lisa goes to Milhouse but he keeps on taking her to random places to ask her to the dance and Lisa gets annoyed and tells him its not a good time and milhouse whines .Lisa then goes to Apu, but he needs help destroying flatmeat that Cletus was delivering to the Krusty Burgers. Lisa is then told by Grampa at the observatory that he saw Bart's lucky red hat fall out of a sedan, and with Otto's school Bus, she wrecks it. She then goes down to Monty Burns Casino and assists Chief Wiggum in taking down Snake with 'three strikes', in exchange for information about Bart. He reports that he saw a lot of strange stuff around the docks. Lisa then asks Captain McCallister about these suspicious appearances, but to jog his memory, she has to deliver fish to restaurants. Instead of delivering them, she sets them free. The Captain then tells Lisa that Bart was in a limo, but when she destroys it, he told her that he was actually aboard the C-Spanker. Lisa then boards the ship, and finds Bart with soiled pants and muttering unintelligible gibberish.

Level 4[edit]

On the 28th, Marge decides to investigate the cause of Bart's insanity. A clue could be a suspicious crop circle. She questions Chief Wiggum, but he needs some donuts even though Lard Lad is closed. Marge then collects donuts from a donut truck. After that, Chief Wiggum tells Marge the crop circle is near Cletus's shake but when she gets there, Cletus mistakes her for a reporter, so Marge must follow him and collect his items. Afterwards, Cletus agrees to help Marge if she helps him with collecting ketchup packets. Marge agrees but changes into a prison uniform to avoid getting her clothes dirty. After she has helped Cletus, he tells her to try talking to an old person. Marge arrives at the cementery to talk to Hans Moleman, who says she should talk to Grampa, but must be quick because the Springfield Retirement Castle shuts in a few minutes. Marge gets to Grampa but he needs his medication, which some bullies stole and gave to a man in a black car which is the alien's car. Marge returns and Abe has fallen asleep. After he wakes up, grandpa says that the crop circles are shaped like the image of the Buzz Cola logo. She returns to Bart, who tells her the aliens used it as mind control, so Marge goes and investigates as officer Marge. She then tells Apu about the cola and she destroys three cola trucks. She returns home, where Chief Wiggum is wating. After avoiding him, Marge goes home to her family.

Level 5[edit]

Apu now decides to investigate. He follows a Buzz Cola truck, which takes him to the Legitimate Businessman's Social Club, where Louie tells him the cola is related to the museum, but if he tells this to someone, they will go for his family. Apu then prevents the mafia to reach the hospital, where Doctor Hibbert tells him his babies need diapers, so he gets them from the Shelbyville family. Krusty tells Apu to dress himself as an American to follow the police track to get to a criminal that would help him know more about the cola. He gets to Snake, who wants Apu to collect trash bins and destroy an armored truck for 'community service'. This was actually to get money. Apu then goes for Bart, who helps him get to the museum before it closes. There, they discover this is a plan from Kang and Kodos, who gave Buzz Cola to Earthicans to make them crazy and the audience for their TV show raises. They comment each other they will give laser guns to people at the Springfield Squidport so they shoot each other and make their TV show the most popular one in the galaxy.

Level 6[edit]

Bart wants Apu to help him, but he rejects, so he asks Otto, who is going to Krustylu Studios taking kids along the way. Bart then asks Barney (as the security guard) where is Krusty. He suggests following a Itchy and Scratchy Movie Lorry that goes to the Springfield Squidport. Eventually, it takes Bart to Krusty, who doesn't believe Bart's story about aliens. He decides to find someone who does believe him, like from Professor Frink. After following him to the observatory, he tells Bart to find a laser as proof. He knocks one of the Duff Lorries full of boxes with lasers and destroys them. He picks up one of the lasers as proof, but Skinner takes it. After Bart destroys his car and takes the laser back, he goes for Krusty. Now he believes him and tells him to destroy the laser stands. Bart buys the Globex Super Villain Car from Kearney and runs over all of the stands. Now, Bart goes for Homer and asks him for help to get rid of the lasers. They have to arrive to the Duff Brewery before one of the black saloon from before reaches it first. When they get to there, they see a spaceship come from inside the factory. Kang and Kodos tell Homer and Bart that their TV show will raise its ratings because they have dropped Buzz Cola in the cemetery and the dead people will raise from the ground.

Level 7[edit]

Springfield has transformed into a creepy city full of witches, ghosts and zombies everywhere. All of the buildings and houses have been transformed into Halloween places, with pumpkins at the entrances and on the streets. Lisa wants Homer to get rid of the zombies, so he goes and gets things to fight them. Comic Book Guy then suggests Homer to look for the aliens hideout, which is the Springfield Nuclear Power Plant. There, Homer finds Professor Frink, who tells him the Rigellians weakness is nuclear waste, so they both deliver nuclear waste to the spaceship at the school. Later, Lisa tells Homer Mr. Burns must have some nuclear waste. He gives Homer a map to all of the nuclear waste he has hidden in the city. Homer uses his car, Frink's Hover Car, Snake's Bandit and Grampa's World War II (With Rocket) car to deliver nuclear waste to the spaceship and destroy it. The day after, everything is back to normal. Homer thinks all was just a hotdog dream. Bart informs him about some men in the door. Those men are Rigelians, who congratulate Homer for Kang and Kodos' TV show. In the Heaven, Kang and Kodos watch everything. The game ends with Kang screaming because of the Hit & Run logo appearing, signifying the credits.

Gameplay[edit]

After the dialogue between the playable character and the mission character ends, this screen appears
The main menu, with Homer sleeping and the wasp camera he destroyed. When some time has passed, a random character appears outside the window and says something

Hit & Run focuses primarily on driving missions. It employs the 'sandbox' format, featuring a third-person view, an explorable environment, and drivable vehicles similar to the Grand Theft Auto series. Unlike Grand Theft Auto where most cars can be hijacked or stolen, instead, the player's character rides in the passenger's seat of another vehicle while the owner drives. The game features a 'Hit & Run meter' that brings the police after the player if it gets too high; if the player is captured by the police, (s)he is fined 50 coins. In the first 3 levels, only one police car is deployed to chase the player, but starting from level 4, two police cars are dispatched in pursuit.

Progressing though the various story levels allows the player to control Homer, Lisa, Marge, Bart, and Apu; many other Simpsons characters such as Chief Wiggum and Professor Frink appear in non-playable roles, but will also drive you in some missions.

In addition to the story missions, players can optionally participate in 'bonus' missions or races which typically award unlockable cars for successful completion. Coins, the currency in the game, are acquired by hitting objects such as trees or mailboxes, destroying wasp cameras or Buzz Cola machines, or simple collection (many coins are simply scattered throughout each level). Players can use coins to purchase new vehicles or outfits for the current character; many of these can be traced directly to specific episodes of The Simpsons (e.g. Bart's Space Shuttle-shaped Honor Roller soapbox racer or Marge's police uniform). Many of the cars come from The Simpsons Road Rage.

Other tasks[edit]

To complete the game 100%, the player must complete all missions including the bonus missions and perform another series of tasks:

A number of 'collector cards' depicting objects, characters, or scenes from the series are placed in each level, usually in hard-to-access areas. Collecting all of these cards in a level unlocks a track that can be played in a slot car-like racing game, and collecting all of the cards in the game unlocks an original Itchy & Scratchy short, '500-Yard Gash'.

Three street race missions are assigned each level by Milhouse, Nelson and Ralph (with the exception of Level 7 where they are assigned by zombies). If the player wins all of them in a level, they unlock a car. In addition, two cars are sold per level by Gil and a secondary character such as Otto sells another car which can sometimes be compulsory for certain missions.

There are three alternate outfits for the player character to buy in each level.

There are a certain number of wasp cameras in every level to be destroyed which become increasingly difficult to beat as the game progresses.

There are a number of small interactable 'gags' in every level where a short animation occurs. An example of this is when the player causes an explosion in Homer's office.

Levels[edit]

Across the seven levels, there are three different areas. Levels 1, 4 and 7 take place in Evergreen Terrace and other major landmarks such as the Nuclear Power Plant and Springfield Elementary School.

Levels 2 and 5 take place in Downtown Springfield and features areas including Moe's Tavern and Springfield Town Hall.

Levels 3 and 6 take place in the Springfield Squidport and the Springfield Dam.

HUD maps[edit]

  • Levels one, four and seven

  • Levels one, four and seven (labelled)

  • Levels two and five

  • Levels two and five (labelled)

  • Levels three and six

  • Levels three and six (labelled)

Reception[edit]

Wikisimpsons has a collection of images related to The Simpsons: Hit & Run.

The game received generally favorable reviews, an average of 81/100 score from critics. The game did well in sales as well, selling over 5.5 million copies worldwide as of June 2009. The game received an editor's choice award from GameSpy and it won the award for Fave Video Game at the 2004 Nickelodeon Australian Kids' Choice Awards.


The Simpsons: Hit & Run
Levels
Level 1Level 2Level 3Level 4Level 5Level 6Level 7
Characters
HomerBartLisaMargeApuNon-Playable characters
Vehicles
Pink SedanHonor RollerMalibu Stacy CarCanyoneroPontiac Firebird70's Sport Car
Locations
Evergreen TerraceDowntown SpringfieldSpringfield Squidport
Others
References/TriviaAppearancesExtrasCreditsQuotesCards


The Simpsons video games
Console/Computer games
The Simpsons Arcade GameBart vs. the Space MutantsBart vs. the WorldBart Simpson's Escape from Camp DeadlyBart's House of WeirdnessBart vs. the JuggernautsKrusty's Fun HouseBartman Meets Radioactive ManBart's NightmareItchy & Scratchy in Miniature Golf MadnessVirtual BartBart & the BeanstalkThe Itchy & Scratchy GameCartoon StudioVirtual SpringfieldBowlingWrestlingNight of the Living Treehouse of HorrorRoad RageSkateboardingHit & RunThe Simpsons Game
Mobile games
Minutes to MeltdownArcadeTapped OutItchy & Scratchy Land
Non-The Simpsons
Lego Dimensions
Pinball
The SimpsonsThe Simpsons Pinball Party
Handheld
Bart vs. HomersaurusBartman: Avenger of EvilBart Simpson's Cupcake CrisisThe Simpsons Electronic LCD GameThe Simpsons 20Q
Fruit machines/Arcade
Homer's MeltdownThe Simpsons Skateboard Stomp
Other software
The Simpsons Comics iOSThe Simpsons Screen SaverThe Simpsons Ride Sneak Peak Bonus CD-ROMThe Simpsons Unleashed
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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.

Simpsons Hit And Run Zombies 3

  • 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?
Unused Sounds and Music
There's plenty of tracks 'n sounds that were cut.
Oddities
Many prerelease remnants still exist within the final game.
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.

Simpsons Hit And Run Zombies Game

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.

  • 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.
Simpsons Hit And Run Zombies

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.

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.
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
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