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Here is a list of Unused Content in The Simpsons: Hit & Run.

Unusable Vehicles[]

Although technically not unused, as mods can bring them back up or an in-game cheat for the phone booth makes a subsection for these vehicles, and the fact that they are used by NPC racers in the Bonus Game, the following vehicles are never seen as road vehicles and cannot be purchased. Oddly, for unused vehicles, they can be driven by the player and have proper statistics like normal vehicles, hinting they were originally going to be used at one point in the game.

For more information, see Unusable Cars.

Red Brick Car[]

A little LEGO-like brick car. The "enginethe Brick Car was likely the similar vehicle featured in The Simpsons: Road Rage, with a much simpler design compared to this one. A cheat code can be used in the options screen to replace all bonus cars in levels with the Brick Car (such as the Monorail in Level 2):

  • Hold F1 and press Down Arrow, Down Arrow, Down Arrow, Left Arrow in the PC version.
  • Hold L + R and press B, B, Y, X in the GameCube and Xbox versions.
  • Hold L1 + R1 and press Circle, Circle, Triangle, Square in the PlayStation 2 version.

It can also be obtained with the "All Cars" cheat. In an interview with YouTube user Cleanprincegaming, the game's lead programmer, Cary Brisebois stated that the vehicle was used for testing.

For more information, check out the article.

Audi TT[]

A first-generation Audi TT. The game will crash if the player tries to enter it, so they'll need to destroy the car first and drive the wreck into a wrench to properly drive it. The car could have been used for testing, but this would seem odd given that it was confirmed that the Red Brick Car was a test vehicle. It could also have been cut due to legal obligations. Oddly, despite all of the model assets being present, the CON file for the car, tt.con does not exist in the prototype of the game.

For more information, check out the article.

Cell Phone Car B[]

A beige colored Cell Phone Car. This different colored variant was meant for use in Level 2's seventh and last mission "Cell-Outs", but the first one (Cell Phone Car A) was used throughout instead in the final. The differences between this car and the other cell phone cars are that they each have different ringing and horn noises. Like all other unused vehicles (barring the Audi TT).

Cell Phone Car C[]

A lavender colored Cell Phone Car. Like Cell Phone Car B, this different colored variant was meant for use in Level 2's seventh and last mission "Cell-Outs", but the first one (Cell Phone Car A) was used throughout instead in the final.

Cell Phone Car D[]

A light blue colored Cell Phone Car. Like the other two cell phone cars, this different colored variant was meant for use inLevel 2's seventh and last mission "Cell-Outs", but the first one (Cell Phone Car A) was used throughout instead in the final.

Cube Van[]

A slightly vandalized cyan and grey van with boxes in the rear cargo. It is quite possibly a placeholder vehicle, as two trucks featured in-game (The cBone and Duff Truck) are simply re-textured versions of the van. Oddly enough, though, it is slightly taller than the other two trucks, and the yellow headlights are slightly different. The document "THE VEHICLES OF HIT" found in one of the PR Asset Discs lists this vehicle under the "AI CONTROLLED VEHICLES" section, proving that it was in fact going to be used somewhere in the game, possibly as a traffic vehicle in one of the seven levels.

Ice Cream Truck[]

An ice cream truck for Phineas Q. Butterfat's parlor that features its own jingle and depicts Marge's head as a tall ice cream on the roof.

Sedan A[]

A sedan which would've appeared in place of the School Bus in Level 1's traffic (as evidenced by its internal name right next to the string for the school bus). Judging by the name of the car, it's most likely a smaller variant of SedanB. The grey coloring is also used on other traffic cars.

Wagon A[]

A station wagon variant of SedanA with a longer chassis and re-textured grille sticker, but sharing the grille and stock wheels. While not documented anywhere, early trailers and previews show that the car was originally intended to appear in place of the Glass Truck in Level 1. Despite it's name, it is the only traffic car station wagon in the entire game.

Additionally, there is a Test.con, a testing handling file for a "ferra".

Unused Models[]

Unused Character Models[]

Internal Name Image Description
franke_m Simpsons HnR - Frankenstein Boy Unused model of a male child pedestrian intended to spawn in Level 7. He shares his quotes with male children found during Levels 1-6.
askinn_m SHAR agnes Unused 3D model of Agnes Skinner. Possibly meant to be a passenger in Skinner's Sedan (replacing the low-poly model of her present in the vehicle) however more likely meant as a pedestrian, as she has unique quotes for being hit, avoiding a car, and being kicked.

Using a cheat code, the player can cycle through every character model to allow them to play as any character in any level.

In the PC version, hold F1 and press Down Arrow, Down Arrow, Down Arrow, Left Arrow in the options menu.

In the US GameCube version, enter the below Gecko code then press B during gameplay:

04011388 38600000
28442C88 00000040
04011388 38600001
E2000001 80008000

gaghomer[]

SHAR gaghomer

A model similar in appearance to Homer's Road Rage model, with a few subtle changes (no hair at the back of his head, a tongue and some teeth) intended for use on the title screen, as seen in early screenshots. This model can be found amongst the Main Menu models, which evidences this.

Others[]

Podium[]

SHAR podium

A podium, presumably intended for the multiplayer game.

Pedestal[]

SHAR pedestal
An early version of the pedestal featured when changing character clothing or buying a vehicle.

Console Exclusive Files[]

Certain unused files can only be found inside the console versions of the game, as opposed to the PC version.

carbox.p3d[]

SHAR carbox p3d

SHAR Unused Carbox Model

A box, presumably for holding cars. The use of this box is unknown, however it is placed inside Level 6's files. Interestingly, although it is inside the console versions, it uses the file format of the PC version.

Placing it in game shows it to be incomplete. It has no animations at all and other than that, it works fine.

chaps.p3d[]

A pair of chaps, meant for use in the Level 7 bonus mission "Flaming Tires". It does not seem to match Mr. Burns' character, so the mission may have originally been something different entirely.

bbook.p3d[]

A phone book, also meant for use in the mission "Flaming Tires".

chat.p3d[]

A miner's helmet, again meant for use in "Flaming Tires". Like chaps.p3d, it doesn't match Burns' character.

Maps[]

Unused Bonus Track[]

Simpsons Hit and Run Unused Bonus Track

Homer on the bonus track

Present in the game's files is a nearly-completed oval-shaped Springfield 500 track that takes place in a stadium, featuring two small ramps. The track itself resembles the racing track from the episode "Alone Again, Natura-Diddily". Although there are various ways to access it, one of the easiest and fastest is to swap a map chunk with it through renaming the file. However, this can also lead to a game crash.

Based off of the name and content, this was likely intended to be a track for the Bonus Game that would be unlocked by default without needing to obtain all of the Collector Cards in any level, and was probably cut for being too short.

testlevelb021[]

SHAR Test Level

An unused monochrome test model for a bonus track map. 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[]

SHAR Test Level 2

A similarly titled test model to testlevelb021 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 testlevelb021, it is not based on any present bonus track, and is most likely a placeholder.




Placeholder Folders/Files[]

The "\scripts\missions" directory contains two empty folders labelled level08 and level09, and the "\art\missions" directory contains a level08 folder too. Inside of the second "level08" folder are two unfinished P3D files with vehicle data (which is used in missions to determine where the vehicles are positioned along with some other miscellaneous information). It's worth noting that it contains eight different start points when the game can only handle four vehicles at once. These were confirmed to be placeholders by a former Radical Entertainment employee.

m1.p3d[]

carstart3	X:4	Y:5	Z:28	Y ROT:0	Free:False	Parked:False
carstart0	X:-4	Y:5	Z:18	Y ROT:0	Free:False	Parked:False
carstart1	X:-4	Y:5	Z:28	Y ROT:0	Free:False	Parked:False
carstart2	X:4	Y:5	Z:18	Y ROT:0	Free:False	Parked:False
carstart4	X:12	Y:5	Z:18	Y ROT:0	Free:False	Parked:False
carstart5	X:12	Y:5	Z:28	Y ROT:0	Free:False	Parked:False
carstart6	X:0	Y:5	Z:-10	Y ROT:0	Free:False	Parked:False
carstart7	X:10	Y:5	Z:0	Y ROT:0 Free:False	Parked:False

chkpts.p3d[]

c3		X:-668.9247	Y:0.000001180172	Z:-717.7559	Event:2	Paramater:0
startclock	X:-1.2223	Y:0.00000001315275	Z:-15.35557	Event:2 Paramater:0
c0		X:-0.2845159	Y:-4.338178		Z:-357.6468	Event:2 Paramater:0
c1		X:27.84901	Y:0.000002095469	Z:-750.5784	Event:2 Paramater:0
c2		X:-348.2025	Y:1.838596		Z:-722.4449	Event:2	Paramater:0
c4		X:-675.4891	Y:18.23899		Z:-394.2204	Event:2 Paramater:0
c5		X:-686.7426	Y:-0.1231864		Z:20.28023	Event:2 Paramater:0
c6		X:-336.0113	Y:24.99377		Z:5.275681	Event:2	Paramater:0
finish		X:-20.91577	Y:0.3072172		Z:5.275681	Event:2	Paramater:0

Unused Areas[]

SHAR Burns' Mansion

Inside Mr. Burns' Mansion

Level 1 - Mr. Burns' Mansion interior[]

The interior and front garden of Mr. Burns' Mansion are modelled and present in Level 1, and can be entered through hacks or with cheat code/bug exploits. The mansion has an identical appearance to its' Level 4 counterpart, with a few changes. The front/back doors are closed, there is an invisible wall present around the middle chunk of the garden, the interior Krusty Glass doesn't always load, no road nodes exist, all props are missing and the interact spot/moving set pieces in the office don't exist (the walls act as though they have been flipped and there's a hole in the floor where the table would be).

However, an early script for Level 1's mission The Fat and Furious, found in the PR Asset discs, states that Homer was supposed to jump over the fence of Burns' Mansion before confronting Mr. Burns, which would've most likely required him entering the mansion. This, and the fact that the mansion itself is fully modelled in game, seem to suggest that Mr. Burns' Mansion was originally intended to be accessible in Level 1 at some point.

Level 7 - 939 Area/Rich Side[]

SHAR Rich Side LVL7

The 939 Area, accessed using cheats

Due to time constraints and to make the artists' workload more manageable (as confirmed by a former designer on the Donut Team forums), the Rich Side/Springfield Nuclear Power Plant interior areas had to be cut from Level 7. If the player manages to get out of bounds to the Rich Side, however, plenty of leftovers can be found:

  • The bridge leading to the area is broken. A spawn point on the bridge as well as some collision for the ground and death/sound triggers in the water remain.
  • Some collision-less map remains. This includes some low detail houses and a road. These are different in appearance to the area in Levels 1 and 4.
  • A few tree props are placed upon what's left of the map. These work as normal.
  • Springfield Gasoline signs exist roughly around where the Gas Station is placed in Levels 1 and 4. There are two of them, whereas only one is viewable from the bridge and placed in Levels 1 and 4. This is likely the result of an attempt to add more to the area to make it seem more complete to players from the block-off point; one sign would have been accidentally put in the wrong spot by a map editor and was quickly copy-pasted to a place of visibility.
  • A road node/vehicle reset point on the bridge remains (although this appears to be console only).
  • The jump camera for the roof ramp shortcut is still present (Level 7 merely uses Levels 1 and 4's jump camera file, hence why it is here).
  • The unused "organ_music" track can be heard if the player goes to where the Stonecutters Tunnel is, as this was where the music track was supposed to play.
  • The unused "stone_cutter_spoof" music track can be heard if the player goes to the area around where the Stonecutters Tunnel and Mr. Burns' Mansion is.
  • Textures for a miniature Springfield Prison and odd yellow/red object are placed under the map. This is also consistent with Levels 1 and 4.
  • Close to the location where Mr. Burns' Mansion 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)

Level 7 - Springfield Nuclear Power Plant interior[]

SHAR Power Plant Door

Inside the Power Plant

Just like the Rich Side, the Nuclear Power Plant in Level 7 is blocked off, but can still be accessed via cheats/exploits. There are no map leftovers, however. The sound triggers for the spinning wheel room and nuclear waste tunnel are leftover and functional.


Teleport Menu[]

TheSimpsonsHitAndRun teleportmenu

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 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 present via the level's "level.mfk" file (scripts\missions\level0X). 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.

  • In Levels 1, 4 and 7, there was originally supposed to be a red and blue merry-go-round that was intended for both the playground at the Springfield Elementary School and the playground in Evergreen Terrace, but the gag was cut for unknown reasons. Activating the gag would cause it to spin around. The gag can be seen in the HUD icon for the Springfield Elementary School playground in the final game.
  • In Levels 1 and 4, at the Tomacco field, there was supposed to be a flock of crows that flew away if the player approached 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 Levels 3 and 6, 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 however.
  • In Level 7, there was supposed to be a bat gag at the Tomacco field which would've functioned like Levels 1 and 4's crow gag.
  • In Level 3, there was supposed to be a gag at the Planet Hype where Moleman would've been seen stuck in the Planet Hype 50's Car. The gag can be seen on the scrapbook image for Level 3. The model of Moleman for this gag still exists in the final game under the filename "gag_mole.p3d", but the 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 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, just with Nelson laughing right after punching Milhouse instead of laughing after Milhouse's remark of him swallowing his retainer.

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 seem to be leftovers from early in development.

The paintings

In Level 1, three portraits that appear to be Simpson-styled versions of the painting "American Gothic" can be discovered outside the level's boundaries. These were most likely intended for an earlier revision of the Stonecutter's Tunnel.

The washing machine

In Levels 1, 4, and 7, a washing machine can be found outside the bounderies. This is most likely a misspawn, as the washing machines are actually meant to appear outside the Muntz House. Strangely, there is a cow face placed next to the washing machine in Level 1.

Unused Graphics[]

Unused HUD Icons[]

A bunch of unused icons can be found in the game files. These include:

  • An icon for the Sit-N-Rotate restaurant that was supposed to be used in Level 5's bonus mission Kinky Frinky, as the Hover Car was originally meant to start there. But in the final, it was changed to start at the Springfield Park.
  • An icon for the Legitimate Businessman's Social Club that was most likely meant to be used in the Level 5 mission ...and Baby Makes 8. However, when the player finishes the first mission, it ends with them arriving at the social club.
  • An icon for the Springfield Monorail Station that was likely meant to be used in the mission Never Trust a Snake, as that is the only mission in the game that requires the player to drive there. But in the final version, an icon of a trash bin appears instead.
  • An icon for the Springfield Nuclear Power Plant parking lot meant for the missions where the player has to drive to the power plant. But in the final, an icon of the Power Plant building is used instead.
  • An icon of a tomacco, which was supposed to be used in Level 1's bonus mission This Old Shanty. But in the final, a basket of tomacco is used instead.
  • An objective icon for the Ferrini - Red which is never used in the final.
  • An early radar which is less detailed than the one in the final game. It is green with a green line circling around it and has a more police approach than its final version. This radar can be seen in IGN's Sizzle Reel video and in a few early screenshots.
  • A much earlier radar which has no police approach at all, and is just a simple blue circle with road and icons. It can be seen in two early screenshots of Level 7.
  • A radar icon for a Wasp Camera that goes unused in the final.
  • Three number icons that were intended to be used when starting off a street race, but were replaced by mission siles in the final.

Gallery[]

HUD Icons[]

Cards[]

E3 Levels and Missions[]

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, the player 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 "Dirty" outfit is for sale in Level 1.
  • Bart's default car in Level 2 is the Bandit.
  • The 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, the Malibu Stacy Car, Duff Truck and Book Burning Van 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 is 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 Hover Car is the default vehicle for Level 7, while the 70's Sports Car is the Street Race rewarded vehicle.
  • Homer's "Muumuu" outfit replaces the "Dirty" 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 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 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[]

 	The_Simpsons_Hit_and_Run_-_E3_Better_Than_Beef_Mission 	 			  

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:

SelectMission("e3m1");

to

SelectMission("m5");

The mission itself has several differences. First, the player is given more time in this version, Apu uses a different AI (Easycop.con in the \scripts\cars\pursuit folder), and the music doesn't change during the segment which the player has to avoid him. The player also has 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 version of 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.

Unused Music[]

fe_trans[]

Three jingles that 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 tell the game what music to play, and 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, which 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[]

The name implies that this was an intended cue for Level 1, however this appears to not be the case. The file is present in the same folder as Level 4's cues and is even called for by the level's RMS file. However, it isn't assigned to any region/event and thus never plays.

ice_cream_truck[]

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

land_of_choc_end_neg[]

Although this track is technically used, the sequence where it would play seems to be unintended. The track would play when the player fails a mission while the music track land_of_choc_main is playing. The only time this track 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, although it originally was possible.

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. When the player runs out of time before reaching the Power Plant, land_of_choc_end_neg will play.

organ_music[]

A slowed down version of "Toccata and Fugue" that was intended to play in the Stonecutters Tunnel in Level 7. It goes unused as the area where the tunnel exists in Levels 1 and 4 was cut from the map, although it can be heard if the player uses cheats and glitches to break out of bounds and goes to where the tunnel would be.

scarymusic01[]

A slowed down, mechanical sounding version of Scott Joplin's Maple Leaf Rag. The track 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, although 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 development oversight.

powerplant_10sec[]

Judging by the name and RMS files, this was intended to play when the time limit is under 10 seconds in the missions Blind Big Brother and Beached Love. It joins together seamlessly with said missions' failure theme and is also the only instance in the game of a "10 seconds remaining" track.

stone_cutter_spoof[]

This instrumental version of the track "We Do" from the episode "Homer the Great" was intended to play outside the Stonecutters Tunnel, next to Mr. Burns' Mansion in Levels 1, 4, and 7. It can still be heard in Level 7 if the player breaks out of bounds and goes to where the music would play (as the portion of the map that contains the rich side and power plant was cut).

This track can be heard in the July 2003 prototype of the game in Levels 1 and 4, although the positional triggers are buggy.

nick_end_sus[]

This cue is supposed to play when the player exits their vehicle in the missions Monkey See Monkey D'oh and The Cola Wars, but it goes unused for 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[]

A 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 Cola Truck onwards in From Outer Space). In all of these instances, a different cue is played instead.

homer_reward[]

Two cues likely intended to be used for Collection Card acquisition as Homer. Both levels in which Homer is played as (Levels 1 and 7) initialise these tracks in their RMS file but never assign them to anything.

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 the player can find a series of regions named as "M3_drama_region" and "M3_victory_region" respectively.

	<Region Name="M3_drama_region" Volume="1">
		<Layer Name="music" Constant="true" Volume="1">
			<StreamEvent Name="CBG_Pickup" />
			<LogicRepeatEvent>
				<StreamEvent Name="CBG_Main" />
			</LogicRepeatEvent>
		</Layer>
	</Region>
	<Region Name="M3_victory_region" Volume="1">
		<Layer Name="music" Constant="true" Volume="1">
			<StreamEvent Name="CBG_Pickup" />
			<LogicRepeatEvent>
				<StreamEvent Name="CBG_Main" />
			</LogicRepeatEvent>
		</Layer>
	</Region>
	<Region Name="M3_end_drama_region" Volume="1">
		<Layer Name="music" Constant="true" Volume="1">
			<StreamEvent Name="CBG_Pickup" />
			<LogicRepeatEvent>
				<StreamEvent Name="CBG_Main" />
			</LogicRepeatEvent>
		</Layer>
	</Region>

It has some similarities with "Kang and Kodos Strike Back", which is also a race-only mission with music separated in three parts. Unlike that mission, 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 the former mission has three stages of music. The same effect can be found in Nerd Race Queen as well.

	<Region Name="M1_drama_region" Volume="1">
		<Layer Name="music" Constant="true" Volume="1">
			<StreamEvent Name="CBG_Pickup" />
			<LogicRepeatEvent>
				<StreamEvent Name="CBG_Main" />
			</LogicRepeatEvent>
		</Layer>
	</Region>
	<Region Name="M1_victory_region" Volume="1">
		<Layer Name="music" Constant="true" Volume="1">
			<StreamEvent Name="CBG_Pickup" />
			<LogicRepeatEvent>
				<StreamEvent Name="CBG_Main" />
			</LogicRepeatEvent>
		</Layer>
	</Region>
	<Region Name="M1_end_drama_region" Volume="1">
		<Layer Name="music" Constant="true" Volume="1">
			<StreamEvent Name="CBG_Pickup" />
			<LogicRepeatEvent>
				<StreamEvent Name="CBG_Main" />
			</LogicRepeatEvent>
		</Layer>
	</Region>

Unused Sound Effects[]

The category names used here are based off of the folders in which the sound effects are located.

Collect Sound Effects[]

powerbox_smash_02[]

A device exploding. This would be used for the destruction of the power couplings in Blind Big Brother and was probably cut for lasting too long (the player would be able get quite far away from the destroyed power coupling with the sound still playing).

roadkill_collect[]

File Name Audio
roadkill_collect_02
roadkill_collect_03

Two sounds for the collection of roadkill in Better Than Beef.

Gameplay[]

busted_01[]

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

busted_02[]

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 a Hit & Run in Level 7.

Interactive Props[]

forklift[]

The sound of a forklift. Where this would be used is unknown.

gag_azte[]

An alternate sound for the Tiki gag in Levels 1 and 4.

gag_bbq[]

An alternate sound for the barbecue gag in Levels 1 and 4.

gag_car_01[]

An alternate sound for the Try-N-Save car gag in Level 2.

gag_library[]

Judging by the filename, this would have played when using the switch in Mr. Burns' Mansion in Level 4. In the final, another sound is played instead.

gag_tele[]

The audio for the Observatory telescope gag in Levels 3 and 6. It never plays as the audio is present in the gag movie instead.

ghost_loop[]

A ghostly scream and some cackling, obviously meant for somewhere in Level 7.

homer_stomp[]

File Name Audio
homer_stomp_01
homer_stomp_02
homer_stomp_03

Three sound effects of Homer hitting the ground labelled as "homer_stomp_0X". The first two include short voice samples.

larry_looter_01[]

The audio from the Larry the Looter arcade machine gag inside the Kwik-E-Mart in Levels 1, 4 and 7. It never plays as the audio is present in the gag movie instead.

platform[]

File Name Audio
platform_01
platform_02

Two sounds with unknown intended uses outside of being platform-related. Sound effects "platform_03" and "platform_04" are used in the Springfield Nuclear Power Plant in Levels 1 and 4 however, so these may have been meant for there.

spider_loop[]

Likely would've been used in Level 7, since that level features large spiders.

trampoline_04[]

Likely an earlier sound for using an air vent to gain height.

trapdoor_pp[]

Judging by the name, this was an early version of the sound used when falling into one of the trapdoors in Level 7 at Mr. Burns' office.

Unused Vehicle Sounds[]

File Name Audio
amb_siren

Unused siren sound effect, reminiscent of the "Grand Theft Auto" games. It was intended to be played in 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 the 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 when 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 (barring cheats), these sound effects go 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 and in the demo that plays on the loading screen in the final game.

Unused Voice Clips[]

Answering Machine Dialogue[]

There is leftover dialogue for an unused answering machine function. It is unknown how this feature would've worked, however it could be that it was a planned gag for a location like Moe's Tavern. The format for this dialogue is "d_answer_charactercode_filename"

Agnes and Skinner[]

Agnes and Skinner have a collaboration of voice clips for this function. Note that a modified version of Agnes' final line is actually used for the ambience heard in the playgrounds in Level 7, although it is quite hard to hear.

File Name Audio Transcript
d_answer_skn_01 "You have reached the Skinner residence. Please leave a concise message at--"
d_answer_agn_01 "Seymour, what are you doing?"
d_answer_skn_02 "Recording an outgoing answering machine message"
d_answer_agn_01 "Without my permission? You're grounded!"

Comic Book Guy[]

Comic Book Guy has one instance of this function.

File Name Audio Transcript
d_answer_cbg_01 "Thank you for calling the Android's Dungeon. If you are calling about the screenplay I posted on my website, please leave your name and production company. If you don't have a production company, please hang up the phone!"

Grampa[]

Grampa has two dialogue instances for this function.

File Name Audio Transcript
d_answer_grp_01 "How do you use this crazy machine? It's so complicated! Awwww, I hate this techno-crap. I feel old."
d_answer_grp_02 "Mayday! Mayday! I'm goin' down! I've got two Stukas on my tail! And they've stolen all the semolina! My biplane is comin' apart at the seams! *snores* French toast please"

The end of the last voice clip was based on the Season 4 episode of the Simpsons television series "So It's Come To This: A Simpson's Clip Show", in which while Grampa is in the middle of saying that he goes in and out of comas all the time, when, just like in the above clip, he abruptly falls asleep and wakes up saying, "French toast please."

Snake[]

Snake has two dialogue instances for this function. Interestingly, Snake's dialogue filename uses a "w" at the beginning (which is referred to as the player character in most instances). The second instance is an alternate version of the first.

File Name Audio Transcript
w_answer_snk_01 "Yo, you've like reached the Gustavsan residence. Mr. Gustavsan can't come to the phone right now, but he is alive. Also, Gustavson gave me his house."
w_answer_snk_01a "Hello, you've reached like the Gustavsan residence. Mr. Gustavsan can't come to the phone right now, but he is totally alive. Um, also, Gustavson gave me his house."

Chief Wiggum[]

Chief Wiggum has two dialogue instances for this function. The second instance is an alternate version of the first.

File Name Audio Transcript
d_answer_wig_01 "You have just reached the Springfield Police Department. We're out fighting cri- *He, hahahaha..* and um, *wheeze* enforcing just-- justice.. *Hahaha.* Ahh, that should fool those idiots."
d_answer_wig_01a "Hello, you have reached the Springfield Police Department. We're out fighting crime *snort* and um, ah, enforcing justice.. *Hahaha!* Ahh, that's good. That should fool those idiots. *Eh hem* Didn't I already hit the button? Ah darn."

Unused Stage Messages[]

Early Mission Related[]

DESTROY THE DONUT TRUCK

An early leftover from Level 4's first mission For A Few Donuts More, the player was originally meant to destroy the Donut Truck, but it was changed in the final game, where they simply had to hit the truck to collect the donuts.

FIND THE CROP CIRCLE

There is never a mission in the game where the crop circle is required to be driven to as part of a mission with the exception of Level 1's bonus mission This Old Shanty. This message may have been used in Level 4, where Marge had major concerns over the crop circle. It may have also linked into Grampa's theory about the crop circles during the level's fifth mission Wolves Stole My Pills.

DESTROY THE COLA SHIPMENT

Most likely meant to be used in Level 4's final mission From Outer Space, where the player has to destroy several Cola Trucks at once.

GO HOME

Was more than likely the original “Drive to the Simpsons House” message.

DRIVE TO THE MONORAIL STATION

While the Monorail Station is featured in both Levels 2 and 5, there is never an instance where the player has to drive there except in Level 5's mission Never Trust a Snake. There is also an unused HUD icon for the Monorail station itself.

FIND CHIEF WIGGUM AT THE POLICE STATION

The player doesn't have to visit Chief Wiggum here in any mission, although it is likely that this was meant for Level 5's fourth mission "This Little Piggy" as the player would have to find Chief Wiggum around town instead of following a trail of items to locate his whereabouts.

TALK TO JASPER

In the final game, Jasper only serves as a gag that the player can interact with in the Kwik-E-Mart, drives the Bonestorm truck in Level 1's sixth mission Bonestorm Storm, walks around the Lard Lad Donuts in Level 2 and walks around the Sit 'n' Rotate in Level 5. But according to PR Asset discs, he was originally going to have Grampa's role in Level 4's fifth mission Wolves Stole My Pills. This message is likely a leftover from that.

WATCH OUT FOR THE BLACK SEDANS

There is never an event in any of the missions where the player has to avoid multiple black sedans, the closest thing to this being the unused Chase Sedans in Level 3's second mission Clueless, though the player avoids these sedans separately.

GO TO THE OBSERVATORY'S "LOOK-OUT" POINT

Was originally meant for Level 3's mission Operation Hellfish, where the player would have to talk to Grampa at the Observatory to find a clue on Bart.

RACE THE CURATOR TO THE MUSEUM

Was supposed to be used in Level 5's last mission Curious Curator as the player was supposed to race the Curator to the museum instead of destroying it, as confirmed by two PR Asset discs. It may have been changed because the mission would have been considered too short otherwise.

DRIVE TO THE SIT 'N' ROTATE

Was supposed to be used in Level 5's bonus mission Kinky Frinky as the player had to drive to the Sit 'n' Rotate to find the Hover Car, but the whole thing is dummied out. There is also an unused icon for the restaurant itself.

DRIVE TO THE KRUSTY BURGER BETWEEN THE CHURCH AND SCHOOL

The player doesn't have to visit this Krusty Burger in any of Levels 1, 4 and 7's missions.

FIND THE SHELBYVILLIANS

This might have been used in Level 5's third mission "Eight is Too Much", as it could have involved the player having to find the Shelbyvillian van around town, which would also mean that it would've been located somewhere else instead of the hospital (probably the Stadium since the aforementioned mission loads the Stadium HUD icon but never uses it).

ENTER COMIC BOOK GUY'S CAR

There are a few times where this message could've likely appeared, these being:

  • Could have been used in both missions where the player has to help the Comic Book Guy, and they instead had to enter his car rather than being placed in it already when the mission starts.
  • Could've meant that the player would have to get out of Comic Book Guy's car to collect the Itchy & Scratchy comic in the mission "Nerd Race Queen" rather than simply collecting it while still in the car.
GET A VEHICLE FROM BART

The player never has to purchase a car from Bart in the game, as he's actually not a person who can sell vehicles in any of the game's levels.

GET OUT OF YOUR VEHICLE - QUICK!

May have been used when the player has to drive their car into the UFO beam in the third and last three missions of Level 7, but in the final game, the player automatically exits the vehicle when it gets sucked up into the beam.

GO INSIDE THE SIMPSONS HOUSE AND DROP OFF THE SUPPLIES

Obviously meant for Level 7's first mission "Rigor Motors". In the normal mission, once the player reaches the Simpsons house, the mission is completed and they never have to go inside the house not for that mission nor in any other mission after that. This may also suggest that Lisa and Homer would've had some additional dialogue once entering the house again.

Tutorial Related[]

In the PC version of the game, Bart's tutorials are disabled by default (and removed completely from older releases of the PC version). (The tutorials are used in the console versions.)

These messages end up unused in the PC version:

STREET RACE

Meant to appear when the player goes near a Street Race NPC (Milhouse, Nelson, Ralph, Louie).

TIME TRIAL

Meant to appear when the player goes near a Wager Race or a Time Trial NPC (Louie, Milhouse).

The remaining objectives do not display correctly:

TO DESTROY WASP CAMERAS, JUMP\\INTO THE AIR WITH THE [SPACEBAR]\\AND THEN [RIGHT-CLICK]\\TO KICK THE WASP

Note that the \ symbols are used in all versions of the game to indicate a line break in the text. (Multiple \ symbols indicate multiple line breaks.)

BONUS MISSION

Meant to appear when the player goes near a Bonus Mission NPC.

USE [W,S,A,D] TO MOVE AROUND\\USE [SPACEBAR] TO JUMP\\PRESS AND HOLD [LEFT SHIFT] TO RUN

This message was meant to appear when the player entered a new game (before they gained control of Homer in Level 1).

PRESS [W] TO ACCELERATE\\USE [A] OR [D] TO STEER\\USE [S] TO BRAKE\\[RIGHT-CLICK] TO HANDBRAKE

This message was meant to appear when the player enters a vehicle for the first time.

304 - [LEFT-CLICK] TO GET INTO CAR

This message tells the player how to enter a vehicle. (It would appear when they got near a vehicle.)

FIND ALL GAGS

Meant to appear when the player got near a gag.

WIN ALL RACES TO GET A CAR

Meant to be displayed after the player completes their first street race.

FIND ALL CARDS TO GET A SURPRIZE

Meant to appear when the player obtained their first collector card. (Notice that surprise is misspelled here with a "Z".)

USE COINS TO PURCHASE\\CARS AND CLOTHES

Meant to appear when the player approached a location where they can buy cars or clothes.

[LEFT-CLICK] TO USE TELEPHONE BOOTH

Meant to appear when the player goes near a phone booth.

[LEFT-CLICK] TO KICK BOX

Meant to appear when the player goes near a crate containing coins.

BREAK CERTAIN OBJECTS TO GET COINS

Meant to appear when the player broke something that rewards coins (such as Krusty Glass).

[LEFT-CLICK] TO GO INSIDE

Meant to appear when the player goes near the door of a building that can be entered (e.g. the Simpsons House).

COIN COLLECTED

Meant to display when the player obtained a coin.

VEHICLE DESTROYED!\\FIND A WRENCH,\\OR GO TO A PHONEBOOTH,\\TO REPAIR YOUR VEHICLE.

Most-likely meant to be displayed when the player destroyed a vehicle.

Unused Mission Failure Hints[]

A few unused mission failure hints can be found in srr2.p3d, located in the game files. All of these hints appear to be intended for the three Alien Autopsy missions for Level 7.

MISSION_FAILED_NOT_ABDUCTED_HINT0=Hint : Don't forget to jump out of your vehicle.

MISSION_FAILED_NOT_ABDUCTED_HINT1=Hint : Jump out of your vehicle before reaching the Mother Ship.

MISSION_FAILED_NOT_ABDUCTED_HINT2=Hint : Jump out of your vehicle while in the tractor beam.

MISSION_FAILED_NOT_ABDUCTED_HINT4=Hint : Don't forget to jump out of your vehicle.

MISSION_FAILED_NOT_ABDUCTED_HINT5=Hint : Jump out of your vehicle before reaching the Mother Ship.

MISSION_FAILED_NOT_ABDUCTED_HINT6=Hint : Jump out of your vehicle while in the tractor beam.

MISSION_FAILED_NOT_ABDUCTED_HINT7=Hint : Remember to jump out of your vehicle.

These hints appear to match the unused stage dialogue likely meant for the third and last three missions of Level 7 where the player had to jump out of the vehicle while it being sucked into the tractor beam. Interestingly, one of the hints says to jump out of the vehicle before reaching the mother ship. This may have meant the player had to jump out of the vehicles before driving into the tractor beam.

Hit and Run related[]

Interestingly, in early builds of the game, the player could fail a mission for being busted in a Hit & Run, similarly to the "Grand Theft Auto" games.

MISSION_FAILED_HIT_N_RUN=Hit & Run: You got busted!

MISSION_FAILED_HIT_N_RUN_HINT0=Hint : Don't get caught by the cops

MISSION_FAILED_HIT_N_RUN_HINT1=Hint : Switching clothes lowers the meter

MISSION_FAILED_HIT_N_RUN_HINT2=Hint : Use wrenches to fix your vehicle

MISSION_FAILED_HIT_N_RUN_HINT3=Hint : Drive more carefully

MISSION_FAILED_HIT_N_RUN_HINT4=Hint : Don't hit pedestrians

MISSION_FAILED_HIT_N_RUN_HINT5=Hint : Switching clothes lowers the meter

MISSION_FAILED_HIT_N_RUN_HINT6=Hint : Use wrenches to fix your vehicle

MISSION_FAILED_HIT_N_RUN_HINT7=Hint : Reckless driving attracts the cops

In the final version, the player does not fail a mission when they get busted.

Player damage related[]

MISSION_FAILED_PLAYER_HIT=Player hit.

MISSION_FAILED_PLAYER_HIT_HINT0=Hint : Get a faster vehicle.

MISSION_FAILED_PLAYER_HIT_HINT1=Hint : Find the shortcuts.

MISSION_FAILED_PLAYER_HIT_HINT2=Hint : Use wrenches to fix your vehicle.

MISSION_FAILED_PLAYER_HIT_HINT3=Hint : Smash all the vending machines you find.

MISSION_FAILED_PLAYER_HIT_HINT4=Hint : Avoid getting hit.

MISSION_FAILED_PLAYER_HIT_HINT5=Hint : Use a phone booth to get a new vehicle.

MISSION_FAILED_PLAYER_HIT_HINT6=Hint : Complete all street races to earn a different vehicle.

MISSION_FAILED_PLAYER_HIT_HINT7=Hint : Collect coins to purchase a tougher better car.

It is still unknown what failure condition can result in displaying these hints. It can be either cops from a Hit & Run, Wasp Cameras, or even city traffic (if the player manages to get hit by one).

Out of Bounds related[]

MISSION_FAILED_OUT_OF_BOUNDS=Out of bounds.

MISSION_FAILED_OUT_OF_BOUNDS_HINT0=Hint : Keep control of your vehicle.

MISSION_FAILED_OUT_OF_BOUNDS_HINT1=Hint : Drive more carefully.

MISSION_FAILED_OUT_OF_BOUNDS_HINT2=Hint : Use the brakes to control your speed.

MISSION_FAILED_OUT_OF_BOUNDS_HINT3=Hint : Keep control of your vehicle.

MISSION_FAILED_OUT_OF_BOUNDS_HINT4=Hint : Use the hand brake to corner better.

MISSION_FAILED_OUT_OF_BOUNDS_HINT5=Hint : Look ahead for upcoming hazards.

MISSION_FAILED_OUT_OF_BOUNDS_HINT6=Hint : Use the brakes to control your speed.

MISSION_FAILED_OUT_OF_BOUNDS_HINT7=Hint : Look ahead for upcoming hazards.

It is unknown under which circumstances these mission fail hints would've appeared. Judging by hints, it can be related to street races. These hints can still appear in the game, if someone adds a condition "outofbounds", thus making every death trigger instantly fail the mission upon entering it. In the final game though, this functionality is never used.

Unused Mission Objectives[]

Throughout the game's mission scripts, there are several mission objectives that Radical dummied out by adding "//" to the start of each line in the objective. Some of the removed objectives range from minor to fairly major differences in how the mission plays out.

Blind Big Brother - Unused "goto" Objective[]

At the end of Level 1's fourth mission "Blind Big Brother", there is a duplicate of the goto objective for re-entering the workstation, but with a few notable changes. There is now a 30 second time limit, which could have been cut in order to prevent it being too hard for new players, and there is also a "Completion Dialog" set that would replace the dialog at the end where Mr. Burns tells all his "Mindless Drones" to go home. This was likely changed as it might get interrupted by the mission complete dialog.

The Fat and Furious - Unused "goto" Objective[]

In Level 1's last mission "The Fat and Furious", there is an unused objective in the m7i.mfk file. Re-enabling this objective shows that it is mostly complete. The HUD icon used is Mr. Burns' mansion, but the objective text reads "Race Smithers to Mr. Burns' Mansion." This could mean that the race did not start straight away, because the goto location is "limo_start", which is set to be under the large blue billboard in front of the Power Plant.

Vox Nerduli - Unused "talkto" Objective[]

Similarly to the E3 demo of "Ketchup Logic", there is an unused "talkto" objective at the end of "Vox Nerduli" Originally, the player was meant to get out of the Kremlin to talk to Comic Book Guy, but in the final the conversation happens automatically. This was probably done because the player is already in the car with Comic Book Guy and this would spawn another, confusing the player.

Bart 'n' Frink - Unused "goto" Objective[]

In Level 2's fourth mission, "Bart 'n' Frink", there is an unused objective in the level's m4i.mfk file. Re-enabling it causes the game to crash, though. The objective's goto location is set to Herman's Military Antiques, which could mean that the player was meant to drive to Herman's alone instead of having to follow the Black Van there.

Cell-Outs - Unused "timeout" Condition[]

At the end of Level 2's last mission, "Cell-Outs", where the player is meant to talk to Professor Frink, there is an unused timeout condition. There is no actual time applied so re-enabling it causes the mission to fail instantly.

Nerd Race Queen - Unused Objective[]

In Level 3's first mission, "Nerd Race Queen", there is an unused objective located before the final dialogue conversation in the level's m1i.mfk file. Re-enabling this objective shows that it is completed and functional. The player was intended to go inside the Android's Dungeon, which means that the conversation between Lisa and the Comic Book Guy was meant to happen inside the building. However, in the final, the conversation happens outside and is triggered immediately.

Clueless - Removed Sedan Chases[]

 	The_Simpsons_Hit_and_Run_-_Unused_L3M2_Objectives 	 			  

Level 3's second main mission, "Clueless", has a total of three unused sedan chases, each of which are close to Milhouse's locations in the normal mission. By using Notepad++, it is possible to edit the mission file and re-enable the sedan chases. Like Apu in the E3 version of "Better Than Beef", the sedan AI uses the EasyCop AI. The black sedan is already loaded in the m2l.mfk file, which means that the file doesn't have to be edited to get the black sedan chases working.

Also worth pointing out that underneath the second and third sedan chases are two strange locations that also can be enabled. "mhouse_loc2" and "mil_loc3" both seem to refer to possible Milhouse locations, but Milhouse doesn't appear in these locations in the final. The first unused location ("mhouse_loc2") is on the path of grass that leads to the Burns' Casino ramp shortcut, while the other one ("mil_loc3") is near Krustylu Studios.

Slithery Sleuthing - Unused "talkto" Objective[]

At the end of Level 3's fifth mission, "Slithery Sleuthing", the player was supposed to talk to Chief Wiggum, however, in the final game, the conversation happens automatically.

Fishy Deals - Unused Fish Location[]

In Level 3's sixth mission, "Fishy Deals", the player must collect 22 fish before time runs out. However, there is an unused 23rd fish located in the level's m6i file. Re-enabling it causes the unused fish to appear on the pier in front of the C. Spanker. The fish counter is also updated from 22 to 23 in order to accommodate for the extra fish.

Ketchup Logic - The 19th Ketchup Packet[]

In Level 4's third mission, "Ketchup Logic", the player must collect 18 ketchup packets for Cletus. However, there is an unused 19th ketchup packet in the level's m3i file. Re-enabling it causes the game to crash, though, because there is no location set for this unused ketchup packet.

...and Baby Makes 8 - Unused "goto" Objective[]

In the premission info file for Level 5's second mission, "...and Baby Makes Eight", there is a dummied out objective. SetHUDIcon command has a "lbsc" as a parameter, which means that possibly, the Cola Truck at the end of the previous mission would've stopped at a different location and the player would drive to the Legitimate Businessman's Social Club. Re-enabling this objective causes the game to automatically skip it, due to the player already being located at the LBSC. The interesting part, is that the message index is set to "0000000000000000000", which is possibly a joke from the developer team.

Eight is Too Much - Unused "goto" Objective[]

In Level 5's third mission, "Eight is Too Much", there is an unused objective in the level's m3i.mfk file. Re-enabling this objective shows that it is mostly useless. The objective requires the player to drive to the Shelbyvillian's Van (in front of the Hospital) before collecting the diapers. The HUD icon is the diaper icon used in this mission, and the objective text reads "HIT THE VAN AND COLLECT THE DIAPERS". This objective may have been dummied out because the player has to drive to the Hospital in order to start the mission.

Kwik Cash - Unused Timer[]

In Level 5's sixth mission, "Kwik Cash", there is an unused timer during the "Destroy the Armored Truck" segment. The timer is set to 3:30, and was likely dummied out because the Armored Truck is very difficult to destroy, and players would have to prevent themselves from destroying their own vehicle.

Kinky Frinky - Unused "goto" Objective[]

Level 5's bonus mission, "Kinky Frinky", has an unused objective that involved the player having to drive to the Sit-N-Rotate to find Frink's Hover Car. Since this is commented out and thus never used, the player never has to visit the Sit-N-Rotate in a mission, which renders the HUD Icon for it unused. However, someone can delete the slashes that comment out the strings and re-enable the objective. Re-enabling it causes the unused HUD icon to appear, as well as the unused stage message (DRIVE TO THE SIT 'N' ROTATE). Once the player gets there though, the Hover Car spawns back at the park since there was no location set for it at the SNR.

Lab Coat Caper - Unused "goto" Objective[]

At the beginning of Level 6's third mission, "Lab Coat Caper", there is an unused goto objective. Originally, the player was meant to drive to the Aztec Theater before Professor Frink appears.

Duff for Me, Duff for You - Unused Clothing Change[]

In Level 6's fourth mission, "Duff for Me, Duff for You", the player would have to change Bart into his Bartman costume according to the game files, but in the final, Bart wouldn't have to change costumes at all. It is likely that it got cut out due to the costume being unnecessary for the mission. Since this is commented out, the Bartman costume was changed to be an optionally bought piece of clothing instead.

Milking the Pigs - Unused "goto" Objective[]

At the beginning of Level 6's bonus mission, "Milking the Pigs", there is an unused goto objective. Originally, the player was meant to drive to the Krusty Burger before Chief Wiggum appears. This was removed for unknown reasons.

Rigor Motors - Unused "interior" Objective[]

In Level 7's first mission, "Rigor Motors", there was supposed to be a final objective in which the player has to enter the Simpsons House and the mission ends there. The message says "GO INSIDE THE HOUSE AND DROP OFF THE SUPPLIES". It is complete but is quite useless, in the final game however, the mission ends when the player arrives at the house, but without needing to enter it.

There's Something About Monty - Unused Timer[]

In the second part of Level 7's fourth mission, "There's Something About Monty", where the player has to climb the wreckage at the Power Plant to reach Mr. Burns' Office, they were supposed to get up there with a timer set to 1:30. This was slashed out in the mission data due to the fact it would be too difficult for the player to get up the wreckage in a short amount of time and falling down would result them in having to start the mission from the beginning. Because of this, the mission failed jingle for the song that plays here (land_of_choc_end_neg) goes unused.

Alien "Auto"topsy Part I - Unused Black Ferrini[]

In Level 7's fifth mission, "Alien "Auto"topsy Part I", the player would have to lose the Black Ferrini before collecting the nuclear waste. It was most likely scrapped, due to the Black Ferrini making enough mission appearances in Level 7. It could also be because Radical wanted to make one of the last three missions easy so they cut the Black Ferrini out.

Alien "Auto"topsy Part II - Unused "goto" Objective[]

In Level 7's sixth mission, "Alien "Auto"topsy Part II", there is an unused objective where the player had to drive to the Power Plant after escaping from the alien car. Re-enabling this objective shows that it is mostly incomplete, as there is no HUD icon and the objective text reads "DRIVE THROUGH THE POWERPLANT ENTRANCE." The player would have to drive inside the Power Plant before the nuclear waste barrel appears.

Unused Drama Switches[]

There's a plenty of missions that were going to switch their music to the drama variation in a specific stage. For example, Level 5's sixth mission, "Kwik Cash", it had two "StageStartMusicEvent("L6_drama");" lines (for stages with Wiggum chasing the player) but due to a spelling error (L6 instead of M6), this goes unused. The same can be found in the last mission of the game "Alien "Auto"topsy Part III" in the stage where's the Black Ferrini starts to pursue the player. Again, same issue: "StageStartMusicEvent("L7_drama");". This error repeats for five more missions: "Alien "Auto"topsy Part II", "There's Something About Monty", "Wolves Stole My Pills", "Return of the Nearly-Dead" and "Ketchup Logic". The most interesting part is that L7M4, L4M5 and L4M3 don't have a drama version of the music, so even fixing the issue won't help here.

Revisional Differences[]

Hit & Run was released on all major platforms at the time, and a couple of minor changes were made to each release.

  • 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 Hover Car's transparency effect doesn't appear to work properly. The windows on the car are not transparent, which leads to an issue where the characters cannot be seen once the car reaches full speed. The refraction effect also appears to be broken as well.
GameCube PlayStation 2, Xbox and Windows
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    • Evergreen Terror's theme has a hard-to-hear guitar midway that was amplified in other releases:
GameCube PlayStation 2, Xbox and Windows
  • 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 slightly weaker hardware (almost less than 30) and this does screw up the physics slightly.
  • The Xbox port has a built-in "widescreen" option that every other version lacked.
  • 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.
  • However, the PC release is missing several visual enhancements, such as the "lens flare" effect from the sun seen in Level 1, the original shader that the Hover Car used in the console releases is missing completely (so the effect isn't as translucent as the console releases), and the "steering" animations for the player go unused due to what appears to be a technical oversight.
PlayStation 2, Xbox and GameCube Windows
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  • The icon for Snake behind bars from the mission "Slithery Sleuthing" was changed for the PC release.
PlayStation 2, Xbox and GameCube Windows
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