Here is a list of Unused Content in The Simpsons: Hit & Run.
See: Unusable Cars
Red Brick CarEdit
A little LEGO-like brick car. The "engine" animates, with the parts moving up and down. It's script file calls it "Red Brick V2.0" and also says "( now with more power! )". V1.0 of the Brick Car was likely the similar vehicle featured in The Simpsons: Road Rage, with a much simpler design compared to this new one. Use Down - Down - Right - Left in the PC Version and X-O-X-O in the PS2 Version to replace all bonus cars in levels with the Brick Car ( e.g the Monorail in Level 2. ) It can also be obtained with the "All Cars" cheat.
An Audi TT car, unknown what it would've became in game. The game will crash if you try to enter it, so you'll need to destroy the car and drive the wreck over a wrench pickup to properly drive. It's based off the first generation of Audi TTs. It's unknown why it's in the game's files, maybe either a test car, or there was going to be licensed cars at one point, the player can still drive this vehicle by using mods.
Cell Phone Car BEdit
A beige colored Cell Phone Car. These different colored variants were meant for the Cell-Outs mission in Level 2, but the first one (Cell Phone Car A) is used four times. They also have different ringing and horn noises. It can be obtained with the "All Cars" cheat though.
Cell Phone Car CEdit
A lavender colored Cell Phone Car. Like Cell Phone Car B. This different colored variant was meant for the Cell-Outs mission in Level 2, but the first one (Cell Phone Car B) is used four times. They also have different ringing and horn noises. It can be obtained with the "All Cars" cheat though.
Cell Phone Car DEdit
A light blue colored Cell Phone Car. Like the other two Cellphone Cars. This different colored variant was meant for the Cell-Outs mission in Level 2, but the first one (Cell Phone Car A) is used four times. They also have different ringing and horn noises. It can be obtained with the "All Cars" cheat though.
A slightly vandalized cyan and grey van which features boxes in the rear cargo. It is quite possibly a placeholder car, as two trucks featured in game (The cBone and Duff Truck) are simply retextured versions of the car. It can be obtained with the "All Cars" cheat though.
Ice Cream TruckEdit
An ice cream truck for Phineas Q. Butterfat's parlor. The ice cream on the top of the roof slightly resembles Marge's head and it has a jingle of its own. This vehicle can be obtained with the "All Cars" cheat.
A grey sedan, it would've appeared in place of the School Bus in Level 1's traffic (as evidenced by it's internal name right next to the string for the school bus ). Judging by the name of the car, it is most likely a smaller variant of SedanB. This car can be obtained with the "All Cars" cheat though.
A grey station wagon based on Sedan A. It isn't documented anywhere however. Despite it's internal name, it's the only station wagon in the entire game.
Unused Character ModelsEdit
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
Homer's Road Rage model was originally going to be reused in Hit & Run. This model is found in the Main Menu models.
A podium, found in the multiplayer game.
An early version of the Pedestal.
Inside the PC version's "\scripts\missions" directory are two 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 levels 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 "\art\missions", 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 position data for an unfinished mission. Unlike level08, there is no art folder for level09.
Inside Burns' Mansion in Level 1Edit
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.
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.
Unused Bonus TrackEdit
Present in the game's files, there exists an unused, 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 this is again the easiest way to access the track.
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.
A similarly titled test model to testlevelb02l, albeit with a more flat terrain and having red race track walls used in the actual game for street racings. Much like testlevelb02l, it is not based on any present bonus track, and is most likely a placeholder.
Past the Bridge in Level 7Edit
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 with barriers blocking it), but with the honk to jump code and invincibility code, the player can get past the barrier and to the bridge. Any car can work, but the RC Car is recommended. The bridge has weird collision, like the walls not being solid nor the buildings. However, there are spawn points and solid ground that appears behind the blockades. After one 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 such as the gates and walls that appear in front of them in Levels 1 and 4 are missing and there are two floating "Springfield Gasoline" signs which are missing the grey poles supporting them as seen in the previous two Suburbs levels, the area looks somewhat different from Levels 1 and 4, and there's a house that took place of the ramp on top of the gas station. However, if you manage to get to the roof of the non-solid house that replaced the ramp like going beyond and respawning and going back, the jump camera enables. Also, if the player travels to where the rest of the rich side was in Levels 1 and 4, they will hear an unused tune in the spot where Mr. Burns' Mansion was, this gives a hint that the rich side was meant to be legitimately accessed at one point in Level 7. A former Radical Entertainment designer confirmed that the area was cut to make workload more manageable for artists working on the level.
Inside the Nuclear Plant in Level 7Edit
Just like the bridge, the Nuclear Plant in Level 7 is blocked off with a metal door, 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 falls 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. This is further proof that at one point in development, the entirety of the Power Plant could be accessed like in Levels 1 and 4 along with the rich side, but were both cut off entirely.
E3 Levels and MissionsEdit
E3 Better Than BeefEdit
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:
The level itself has several differences. First, you're given more time in this version, Apu uses a different AI (Easycop.con in the \scripts\cars\pursuit 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 MotorsEdit
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.
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, 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 likely meant for Springfield Elementary School or the park near the Simpsons' House judging by the HUD, but got cut for unknown reasons. When the player clicks on the gag, it would spin around.
- Near the Tomacco field, there was supposed to be a flock of crows that flew away if the player clicked on them. According to the animation, it seems to have looked glitchy and incomplete which is possibly why it got cut.
- 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.
- There was supposed to be a bat gag for Level 7 which would've functioned like Level 1 and 4's crow gag.
By using cheats or mods, 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 if the player goes out of the map in the garden of Mr. Burns' Mansion, they will see 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 Levels 1, 4, and 7, you can see a washing machine when outside the border. This is most likely a misspawn, as the washing machines are actually meant to appear outside Muntz's House. Strangely, there is a cow face placed next to the washing machine in Level 1.
Normally, in Level 7, the player cannot access the blocked-off bridge near the Springfield Elementary School, but if the player manages to get across the bridge via cheats or mods, two spinning Springfield Gasoline signs can be seen where the Springfield Gasoline station was meant to be from Levels 1 and 4, but the grey poles that were supporting the signs in Levels 1 and 4 are missing and the gas station along with a large part haven't appeared to be implemented (possibly because the idea of scrapping the rich side in Level 7 came up long before the developers had chance to do the rest of the rich side in that level). Although, some locations on the rich side still stand, but the walls and gates that were seen in front of them in Levels 1 and 4 have been removed. These are presumably leftovers from the Level 7 rendition of the 939 area of Evergreen Terrace before it was scrapped in development of the level.
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.
One of the leftovers are the jump camera that will enable if the player jumps over the ramp of the gasoline station in Levels 1 and 4, as in Level 7, a house takes it's place, but if the player jumps over the house where the ramp would've been in Levels 1 and 4, the jump camera will enable.
The unused altered Stonecutters, Celebration, Sector 7G and normal chemical plant sounds are all present in this area.
Unused HUD IconsEdit
There are some unused icons in the game files such as:
- In the game files, an icon of the "Sit-N-Rotate" restaurant can be seen. The icon was supposed to be used for Level 5's bonus mission Kinky Frinky originally because the Hover Car was meant to start at this location, but in the final, it's been changed to start at the park.
- An icon of the "Legitimate Businessman's Social Club" can also be seen, it is likely that this icon was meant to be for the Level 5 mission And Baby Makes Eight. However, when you finish the first mission, it ends with you arriving at the social club.
- An icon of the "Springfield Monorail Station" is also seen in the game files, it is likely that this icon was meant to be shown in the mission Never Trust a Snake as that is the only mission in the game where the player has to drive there, but in the final version, an icon of a trash bin appears instead.
- There is also an icon of the "Springfield Nuclear Power Plant" parking lot. Obviously meant for the missions where you have to drive to the power plant like There's Something About Monty but in the final, an icon of the Power Plant building is shown instead.
- Also, an icon of a tomacco can be seen as well, the icon was supposed to be for Level 1's bonus mission This Old Shanty but in the final, a basket of tomacco is used instead.
Those three trumpet tracks get slightly higher in key go unused. The only logical place where they could've been used are after completing the Street Races, since there are exactly three races, but there is normally silence at the end of each Street Race when the character celebrates.
A cue meant for Level 1, but unused since it is placed in the wrong folder within the files.
Ice Cream Truck JingleEdit
Technically, this is not an unused song. If you cheat the phone booth to spawn in the absent Ice Cream Truck (above), you can hear this tune that comes out of the truck. Because the truck does not usually appear in-game (on the road or purchasable), it's unlikely the player will ever hear this.
This song plays when the player fails the second part of There's Something About Monty..., except you can't hear it normally because it's impossible to fail the second part of the mission. The previous mission stages are fallible and reuse halls_balls from Milking the Pigs, but not when you have to get to Mr. Burns' office. The reason why the second part isn't failable is because there isn't any condition that you can violate to fail the mission itself and trigger this.
However, if the mission file (m4i.mfk) is viewed with a program such as Notepad++, you can see an unused time limit that the developers commented out by adding "//" to the beginning of the line. If you delete these slashes and then save the file, you can re-enable the timer for this part of the mission. If you let the timer run out, this plays.
The timer was likely dropped because the developers may have thought it was too difficult as it is hard to climb Burns' Office within a short time limit, considering making a mistake usually results in the player having to start over from the beginning of the mission. However, since none of the game's other missions use this song where you can fail, this jingle goes fully unused. The song is later used again in the credits, but only the main part.
A strange unused song that can be heard in Level 7 if the player uses cheats to get outside the map at the Power Plant and goes into the spot where the Stonecutters Tunnel would've been in Levels 1 and 4. The song is a slowed down version of Bach's "Toccata and Fugue". The song's quality is radio-ish, much like the muzak used in the Stonecutters Tunnel in Levels 1 and 4. It seems likely that the Stonecutters Tunnel was meant to be explored at one point in Level 7 along with the rich side and the entirety of the power plant, but were cut off entirely.
A slowed down, mechanical sounding version of Scott Joplin's Maple Leaf Rag. The song was intended to play in the rooftop garden of the Kwik-E-Mart during Level 7, replacing the song heard in Levels 1 and 4. However, in the final game, no music plays on the rooftop garden, so this track goes unused.
Found in Level 7 if the player uses cheats to get outside the map near the blocked-off bridge or the power plant, the music starts playing if the player drives into the spot where Mr. Burns' Mansion would've been in Levels 1 and 4. Although, it is unknown why the music would play at Mr. Burns' Mansion since the file name for the track that plays at the Duff Brewery has a similar title (duffbeer_spoof) and that the song resembles the actual Stonecutters' theme song in Homer the Great.
Unused Stage MessagesEdit
Early Mission RelatedEdit
DESTROY THE DONUT TRUCK
There's never a mission where you have to destroy the Donut Truck. This may have been the original idea for the mission "For A Few Donuts More", the first mission in Level 4 where you have to get Chief Wiggum some donuts for more information about the crop circles. In the actual mission, you simply have to hit the Donut Truck to collect the donuts.
FIND THE CROP CIRCLE
There's never a mission in the game where the crop circle is a drivable place apart from Level 1's "This Old Shanty". This message may have been used in Level 4, where Marge had major concerns over the crop circle. Or maybe it's the idea for Level 4, when Grampa tells Marge about it, you would've needed to go there, but it's just speculation. Or maybe "For A Few Donuts More" in Level 4.
DESTROY THE COLA SHIPMENT
Most likely meant to be used in Level 4's final mission "From Outer Space", where you have to destroy several Cola Vans.
Was more than likely the original “Drive to the Simpsons House” message.
DRIVE TO THE MONORAIL STATION
While the Monorail Station is in both Levels 2 and 5, there is never an instance where the player has to drive there except in Level 5's "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, although it is likely that this was meant for the Level 5 mission "This Little Piggy" as the player would have to find Chief Wiggum instead of following a trail of items to find him.
TALK TO JASPER
Normally, Jasper only serves as a Gag that you can interact with in the Kwik-E-Mart, drives the Bonestorm truck in "Bonestorm Storm", walks around the Lard Lad Donuts in Level 2 and walks around the Sit 'n' Rotate in Level 5, but it seems he was meant to have a bigger role in the game's plot.
WATCH OUT FOR THE BLACK SEDANS
There is never an event in any of the missions where you have to avoid multiple black sedans, the closest thing to this being Level 3's unused sedan chases in "Clueless", though all of these are separate.
GO TO THE OBSERVATORY'S "LOOK-OUT" POINT
Unused text originally meant for Level 3's "Operation Hellfish" mission, where you have to talk to Grampa at the Observatory to find a clue on Bart.
RACE THE CURATOR TO THE MUSEUM
Most likely means that "Curious Curator" was meant to be a race instead. It may have been changed because the mission may have been considered too short otherwise.
DRIVE TO THE SIT 'N' ROTATE
Message 208. It was supposed to be used in Level 5 mission "Kinky Frinky" as the player had to drive here to find the hovercraft, 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.
DESTROY THE DONUT TRUCK
A copy of message 22.
FIND THE SHELBYVILLIANS
Message 136. This might have been used in Eight is Too Much.
ENTER COMIC BOOK GUY'S CAR
There are a few times where this message was meant to appear in, these being:
- Could have been used in both missions where you have to help the Comic Book Guy, and you instead had to enter the car rather than being placed in it automatically.
- Also likely 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 collecting the comic during the player's drive.
GET A VEHICLE FROM BART
You never have to purchase a car from Bart in the game, and he's actually not a person who can sell you a car in any of the levels. This mostly was intended for Level 7. Since it has been speculated that, that level was supposed to be all maps combined, it might mean that Bart could sell vehicles in a different town, but it got cut due to the file being to big for the GameCube. Although, it is likely that Bart was going to sell vehicles in the unused levels 8 and 9.
GET OUT OF YOUR VEHICLE - QUICK!
May have been used when you have to drive your car into the UFO beam in the third and last three missions in Level 7, but in the final game you automatically get out of the vehicle when you go 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 you reach the Simpsons house, the mission is completed and you never have to go inside the house. This may also suggest that Lisa and Homer may have had some additional dialogue once you entered the house again.
DRIVE TO THE JAVA SERVER
Message 244. Likely for Level 5's "Kinky Frinky".
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 the "\\", which isn't used for the rest of these message indexes.
USE [W,S,A,D] TO MOVE AROUND\\USE [SPACEBAR] TO JUMP\\PRESS AND HOLD [LEFT SHIFT] TO RUN
Message 302. It's safe to say that this was the original tutorial for the PC version of the game before the Bart tutorial was made.
PRESS [W] TO ACCELERATE\\USE [A] OR [D] TO STEER\\USE [S] TO BRAKE\\[RIGHT-CLICK] TO HANDBRAKE
Message 303. Same as above.
304 - [LEFT-CLICK] TO GET INTO CAR
FIND ALL GAGS
WIN ALL RACES TO GET A CAR
Message 306. May have been meant to be displayed after the player completes their first race.
FIND ALL CARDS TO GET A SURPRIZE
Notice that surprise is misspelled here with a "z".
USE COINS TO PURCHASE\\CARS AND CLOTHES
[LEFT-CLICK] TO USE TELEPHONE BOOTH
[LEFT-CLICK] TO GET INTO THE CAR
[LEFT-CLICK] TO KICK BOX
BREAK CERTAIN OBJECTS TO GET COINS
[LEFT-CLICK] TO GO INSIDE
VEHICLE DESTROYED!\\FIND A WRENCH,\\OR GO TO A PHONEBOOTH,\\TO REPAIR YOUR VEHICLE.
Unused Mission ObjectivesEdit
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.
The Fat and Furious - Unused "goto" ObjectiveEdit
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 right away, because the goto location is "limo_start", which is set to be under the large blue billboard in front of the Power Plant.
Bart 'n' Frink - Unused "goto" ObjectiveEdit
In Level 2's fourth mission, Bart 'n' Frink, there is an unused objective in the level's m4i.mfk file. Re-enabling it caused the game to crash, though. The objective's goto location is set to Herman's Military Antiques, which could mean that you were meant to drive to Herman's instead of following the Black Van there.
Nerd Race Queen - Unused ObjectiveEdit
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 Android's Dungeon. However, in the final, the conversation happens outside and is triggered immediantly.
Clueless - Removed Sedan ChasesEdit
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's 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.
Fishy Deals - Unused Fish LocationEdit
In Level 3's 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 PacketEdit
In Level 4's Ketchup Logic mission, 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.
Eight is Too Much - Unused "goto" ObjectiveEdit
In Level 5's Eight is Too Much mission, 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 TimerEdit
In Level 5's sixth mission, Kwik Cash, there is an unused timer during the "Destroy the Armored Car" stage. The timer is set to 3:30, and was likely dummied out because the armored car is very difficult to destroy, and you have to prevent destroying your own car.
Kinky Frinky - Unused "goto" ObjectiveEdit
Kinky Frinky has an unused objective that involved the player having to drive to the Sit-N-Rotate to find Frink's Hovercar. Since this is commented out and thus never used, the player never has to visit the Sit-N-Rotate for a Mission, which renders the HUD Icon for it unused. However, you 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 you get there though, the Hover Car spawns back at the park since there was no location set for it at the SNR.
Duff for Me, Duff for You - Unused Character ClothingEdit
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 no need for the mission. Also, this is commented out, the Bartman costume was changed to be an optionally bought piece of clothing instead.
Rigor Motors - Unused "interior" ObjectiveEdit
In Level 7's first mission, 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 TimerEdit
In the second part of There's Something About Monty where the player has to climb the wreckage at the Power Plant to reach Mr. Burns' Office, the player was supposed to get there before 1:30 minutes were up. This was slashed out in the mission data due to the fact it would be harsh for the player to fall down and start from the beginning and since jumping the destroyed debris was hard. 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 FerriniEdit
In Level 7's fifth mission, Alien "Auto"topsy Part I, the player would have had to lose the black Ferrini before collecting the nuclear waste, it was most likely scrapped, due to the black Ferrini making too many mission appearances in Level 7, although, it is possibly that 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" ObjectiveEdit
In Level 7's second to last 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 toxic waste barrel appears.
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.
- The Hovercar'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|
- 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 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 Hovercar used in the console releases is missing entirely (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|
- The icon for Snake behind bars from the mission "Slithery Sleuthing" was changed for the PC release.
|PlayStation 2, Xbox and GameCube||Windows|