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Talk:The Simpsons: Hit & Run

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Rewards

In \scripts\missions\ there are two files that give data about the things you can buy in each level. One is called rewards.mfk, and the other e3rwrds.mfk. I'm assuming the second one is an earlier version from E3, judging by the title. Every level has about half of its rewards changed, such as you could originally buy Moe's car in level 1 from Gil. Don't know if this is big enough to add. --Burpgoeztheweazel 22:36, 25 June 2013 (EDT)

Yeah, I have been working on a mod with two other guys that's working on making the game much harder (Project Donut). While I didn't check out the file for myself, they have told of some weird things like that. I remember hearing that it was possible to purchase The Comic Book Guy's (Jeff Albertson's) car in level 1 and Snake's being purchasable in level 2. Not only that, I hear the cars were ridiculously cheap (50 coins or something?). It seems likely to me that an E3 demo may have had a time limit for each one of the levels before you were automatically exited out of it, so the cars were made cheap for each one of the levels so this way the player would have plenty of time to use them and not have to worry about having a large amount of cars to purchase them.

If you're interested, you can check out Project Donut on Youtube and discuss some things we've found. There are some things I've been meaning to add, such as a total of THREE removed black sedan chases in Clueless (Level 3 Mission 2), and a couple of removed gags. I've been told of some sort of removed glitchy crow gag in the Tobacco fields for levels 1, 4, and 7. --Daluigi208

Yup, the crow gag was meant for the levels but was cut out for some reason. I also see a perfectly programmed Merry-Go-Round in the files which appears in the playground's icon. --BetaEmolga (talk) 04:04, 8 July 2014 (EDT)

Misplaced Items

When i was messing about with the jump cheat in Level 7... I found out a misplaced "Springfield Gasoline" sign, which didn't have the support. There were also two of them. They were located beyond the blocked-off bridge near the Springfield Elementary School of "magic". --SodaDog 10:33, 7 July 2013 (EDT)

"longue10"

I recall hearing this track playing during normal gameplay on the PS2 version of the game. It will occasionally play as one of the randomly-selected background tracks while wandering outside of a vehicle in level 7, albeit only rarely if memory serves. I may check to see if I can get it to play in the PC version; if I can, I'm planning to remove it from the page. Will-T 04:24, 10 July 2013 (EDT)

What place in Level 7 where you in, near the power plant? --SodaDog 06:34, 10 July 2013 (EDT)

Debug Cam

In the Xbox version at least, using a certain cheat code (B,B,B,A) gives you access to many other camera options, one of which is "Debug Cam" that allows the camera to be moved around using controller #2. I noted references to it in the PC version but I'm unsure how it works, or how to access it, there. (btw i found the reference to the Debug Cam at this page) Wack0 06:50, 15 July 2013 (EDT)

From what I can tell, you can rotate the camera by using the NumPad on PC, if I can figure out how to make it move around the map, I'll edit this reply, for now tho, NumPad 8 looks up, NumPad 2 looks down, NumPad 4 Looks left and Numpad 6 looks right. --ZLiv (talk) 23:02, 3 August 2022 (UTC)
On PC, the Debug Cam is controlled by using the binded movement keys/buttons to move the camera. Holding the "look up" key/button and pressing up/down will zoom in/out. On console, camera movement is controlled with the left thumbstick of controller 2 (click in and press up/down to control zoom). Both functions can be used in conjunction to navigate the camera through the loaded area. Addy1124 (talk) 20:21, 4 August 2022 (UTC)

Cheats

What are these "cheats" that let you access the various characters and cars? If they're actually glitches or require a cheat device (e.g. GameShark), they need to be labeled as such. If they're just regular in-game cheats, then the content is not appropriate for TCRF, as that means the characters/cars ARE used, regardless of the developers' original intent. --BMF54123 (talk) 15:23, 28 June 2014 (EDT)

I removed it, *sigh* I guess no one's gonna figure out about the frankenstein boy... it's fully cut. --BetaEmolga (talk) 04:40, 8 July 2014 (EDT)
If it is "fully cut" and it is "possible to put him back in the game by editing the files", then why did you remove it from the page? -Einstein95 (talk) 04:50, 8 July 2014 (EDT)
I'll add it back, but the reason I added it was because of a pedestrian cheat. It was never used as a pedestrian model anyway. --BetaEmolga (talk) 04:54, 8 July 2014 (EDT)

Springfield Cemetery song

Can someone upload it for me? If you need the link, search up "The Simpsons Hit and Run Springfield Cemetery Song". Thanks if you upload it. --BetaEmolga (talk) 06:23, 11 July 2014 (EDT)

Way to make the page "less suck"

I mean, I'm only a noob. I don't know much. Come on guys. I've thought of adding a page for the images, what do you think? --BetaEmolga (talk) 17:39, 11 July 2014 (EDT)

I'm not fully sure if I understand your question. If you're adding a page dedicated solely to images currently on the page, that's not allowed here. I'd like to have some clarification here. --From: divingkataetheweirdo (talk) 17:47, 11 July 2014 (EDT)
Well, unused art found in the games files I mean to be clear. --BetaEmolga (talk) 18:22, 11 July 2014 (EDT)
Ah, you want to create a subpage for the unused art. That is, indeed, acceptable. Make sure you move over the description to that subpage too. --From: divingkataetheweirdo (talk) 18:23, 11 July 2014 (EDT)

We NEED to know what is used and what is unused

first of all: HOMER Transcript: Oh no! Its that evil little black car! I've got to get some waste before it wastes me! this voice sample is ACTUALLY used in game,well...in my opinion.i was in "There's Something About Monty" mission and when the black ferrini appeared I hear this voice sample,when I was editing this mission in the MFK file,i think this part of the script the voice sample was reffered as "boss",i might be wrong,but also I have my doubt --The preceding unsigned comment was added by Norev durok (talk • contribs)

    • No, it isn't actually used. The quote used is actually "Oh no, it's that cool black car again! Ooh, it has the speed of a sub-boss, combined with the tenacity of a level boss!".

static_bee (Nonmoving wasp cams?)

I'm not sure if they're used in the game anywhere but some of the level scripts (Such as level 1 and level 7) have this:

//STATIC wasps - these ones never move //AddBehaviour( "static_bee", "ATTRACTION", "2.0","20","10.0");

I've not seen these in-game but i haven't checked properly.

From what I can tell they would spawn in the powerplant but I couldn't seem to enable them --Combine11 (talk) 16:29, 5 June 2015 (EDT)

Sausage Censorship

Every knows that it was censored in PAL, but if i recall correctly (and my memory doesn't forgets.) You can still hear it in Spanish Versions 'No entres, estamos haciendo salchichas... salchichas humanas.' Of course, european spanish, as i think there never existed a Latin American dub copy of the game. Confirm it if it's true.

--SimisageJittens (talk) 18:59, 12 June 2015 (EDT)

Censorship

I check a PAL PS2 version but the page's listed changes were not there - it was the same as the NTSC version. Any more details on this? Were there multiple PS2 versions or was the censorship only in the GC and/or Xbox versions? --CensoredGaming (talk) 09:53, 14 June 2015 (EDT)

PR Disk Content

On Youtube I found a video of some press release disks for this game (https://www.youtube.com/watch?v=GeG9E8w2pWI). It's not 100% clear and there's a giant facecam that covers some of it but I thought it could be useful for seeing if there is any explanation for why something is unused (For example, It states that in level 4's "Wolves Stole my Pills" Jasper was meant to replace Grandpa which is why there is an unused stage message saying "Talk to Jasper") --Colou (talk) 15:14, 20 June 2017 (GMT)

    • Thanks for linking it. I was going to link it myself, since it seems to be a very interesting search, but thank you anyway. Elite Octoling (talk) 07:46, 21 July 2017 (EDT)
    • Now I think about it, I probably should have posted this on the prerelease article. But I still managed to find some usage of it on the main page Colou (talk) 08:58, 19 August 2017 (GMT)

Does this page really "suck"?

OK, it's been about three years since the page has been marked as a page for improvement, and while it is still in the works, I'd say it's not really as deserving of the "sucks" label now than it was three years ago - Most of the poor formatting has been tidied up and split onto subpages, the Level 7 thing has been solved (https://donutteam.com/forum/topic/509/ this is the topic source, for anyone who needs to know), there is now screenshots and comparisons for data that has been changed or unused, etc. I feel that outside of a few to-dos, the page doesn't suck as much as it did once. --Elite Octoling (talk) 07:46, 21 July 2017 (EDT)

    • I agree, page isn't sucking anymore, even if there's still something to do. CMB (talk) 14:27, 21 July 2017 (EDT)
    • I also agree. It's a bit long and rambling and you can definitely see the difference between peoples styles of writing, but I don't think it's reached the tipping point yet. It's also a lot better than some rewrite attempts I've seen, although some actually listed some more things that this one missed Colou (talk) 08:58, 19 August 2017 (GMT)
      • To Colou - In what way can be reduce the article's length so it's a lot more simple to read? Elite Octoling (talk) 08:00, 23 August 2017 (EDT)
      • We could perhaps move unused models (Cars/Characters etc) into its own subpage? I dunno really, but those take up the most amount of space Colou (talk) 22:29, 28 August 2017 (GMT)
        • Good Idea. CMB (talk) 06:10, 30 August 2017 (EDT)
          • Sounds good. I'll go see what I can do. Elite Octoling (talk) 09:05, 24 September 2017 (EDT)

3 2 1 Signs

By Looking At The Simpsons Hit And Run Scrooby2 Folder Images I Found 3 2 1 Signs. 1 Was Black And 2 And 3 Are White. Also By Looking Mission Files In Notepad That Have Races It Use 3 2 1 Go! But In Street Races Like Level 1 Circuit Race It Says 3 2 Psyche 1 But There Is No Signs Of The Psyche Sign Or Go In The Scrooby2 Folder. It Could've Been Still Placeholder Images (Images That Don't Move) --JaydenAButton (talk) 11:11, 3 September 2017 (EDT)

  • Scrooby2 folder are unused by the game, so there's a lot of unsued stuff. btw, can you send us the images of those signs? CMB (talk) 11:36, 3 September 2017 (EDT)

motown_intro_end_pos is actually used

To avoid an editing war and to get banned. I am using the talk page. motown_intro_end_pos is actually used. Why put it in tcrf because it is heard in the final game and it shouldn't be there. It is only heard in level 3 mission 5.--JaydenAButton (talk) 10:07, 23 September 2017 (EDT)

    • Alright, you are correct. Apologies. --Elite Octoling (talk) 10:24, 23 September 2017 (EDT)

70's Sports Car Texture Oddity

The damaged texture for the 70's sports car seems to use a different front grill and headlight design than the regular texture does.

--DonGlitchy 15:57, 4 February 2019 (EST)

  • Yeah, me and Colou noticed this while we were making Homer's Adventure(this one). Colou even "restored" the original look of the sports car, based on the damaged version. The vehicle also has a license plate, that magically disappears while the car is undamaged, and the car is overally a bit more greenier when it's damaged, so, this damaged texture is definitely some beta leftover...At least I think so CMB (talk) 04:43, 5 February 2019 (EST)
    • I went ahead and ripped the textures in question. Kinda strange that something like this would survive into the final build unnoticed.

--DonGlitchy 16:52, 5 February 2019 (EST)

  • Guess that's enough "evidence" to add this to the page(Unused Vehicles subpage probably? idk) Judging by how rush-y they were when the level 7 was in development (They had to cut L7's rich side out to make it in time), it's pretty possible that they could've missed the textures by accident (CMB, forgot to sign. 06.02.19)
    • An oddities section was recently added to the main page, this information would fit great there. The Level 6 Movie also uses the earlier design of the car, the license plate is present and it has slightly different tail lights compared to the final.
      • Never noticed that. Good find! CMB (talk) 05:58, 7 February 2019 (EST)

Early Scrapbook Level Preview Images

I went through the trouble of ripping the scrapbook images to be compared with the final game.

Differences: Level 1 seems to lack any lighting on the houses, Level 2 has a different skybox and darker lighting setup, Level 3 has a different skybox and the unused "Moleman in Cadillac" gag is visible, Level 4 has a vastly different skybox, Level 5 has a different skybox and a different lighting setup, Level 6 has a different skybox and a darker lighting setup, and Level 7 has a different skybox and a deteriorated school bus in front of the school not present in the final. --DonGlitchy 17:17, 5 February 2019 (EST)

  • I'll take some shots in the "same" positions via Lucas' Pure3D Editor to see more changes (if there's gonna be any left) (CMB. Again forgot to sign, I'm dumb. 07.02.19)

Done.
Here's L1: https://i.imgur.com/Dy8RLSR.png (Small changes, like the "Evergreen Terrace" sign's absence)
L2: https://i.imgur.com/xvTTY0p.png (The Statue's looking the opposite way, the benches and the dust bins are in different spots)
L3: https://i.imgur.com/9HUfIxD.png (I had to open the Model Viewer, so that's why there's a background here. Also, The Casino is not in the shot, 'cause it's located to the right. The cadilac is absent, as it will only appear as a drivable car in L6)
L4: https://i.imgur.com/vcAqMCD.png (Can't see changes)
L5: https://i.imgur.com/qIRhUkf.png (Slatted(I believe that's the correct word) windows on Moe's instead of regular windows?)
L6: https://i.imgur.com/muTmb3z.png (Again, Model Viewer. There's no place with Squidport gates near buildings (Only the entrance and the C-Spanker), so I may have mistakenly shot the wrong location. Ok, changes: Lots'a banners, balloons and these Buzz Can balloons)
L7: https://i.imgur.com/tMjVF80.png (No bus, different billboard in front of the school) CMB (talk) 06:30, 7 February 2019 (EST)

Some of the pumpkins are in different locations in the level 7 image. --DonGlitchy 22:09, 12 February 2019 (EST)

Nice find. I remember noting those details somewhere else at one point, but I can't remember where. Here's some additional stuff I spotted. The evergreen trees in Level 1's picture are less detailed and more cartoony than in the final game (they're the same ones seen in IGN's Sizzle Reel video). They also appear to be surrounding Homer's house in the background - In the final game, only houses are seen behind his home. Level 2's sky suggests the level originally took place at sunrise, hence the pink sky colour. It's difficult to see, but the Springfield Elementary sign in Level 4's picture appears to me made out of stone and looks similar to the Evergreen Terrace sign. In addition, the traffic light was pushed back to the left a bit more, and the sky isn't as cloudy in the final game (another Sizzle Reel detail). Also, the lit-up window positions are different compared to the final game. Springfield Elementary in Level 7's picture looks much blue (in the final game, it's orange-ish) and the windows aren't lit up. The traffic light is missing, as well as the Halloween decorations. The sky's also much more different compared to the final game. The houses near the school appear to be missing as well.

Is it possible to reconstruct the sky/lighting in the images, or maybe find the textures even? I'm curious as to how these would have looked, that, and is there anything left of Moleman's Level 3 gag? I don't know, I don't have the game anymore so I can't look through the files, only look at images to see what's changed. Elite Octoling (talk) 20:39, 23 February 2019 (EST)

  • I was able to reconstruct the skybox and lighting used in the Level 1 Scrapbook Picture. Also, the house across the street from the Simpsons House is missing entirely in the Level 1 Scrapbook Picture, being replaced by an Evergreen Terrace sign, and the foliage is overall more cartoonish and in different locations. --DonGlitchy 16:32, 1 March 2019 (EST)
    • I went and did an overlay of your recreation with the original scrapbook image. In doing this I also noticed that Flanders' chimney is a different colour. --Cha0seight (talk) 19:47, 1 March 2019 (EST)
      • Interesting. Is there any way of obtaining the skybox textures for the bonus race maps of Level 2 and Level 6, as well as the tree textures for Level 1? That might be a way of showing what exactly changed. Elite Octoling (talk) 07:46, 2 March 2019 (EST)
        • I compared the textures between Level 1 and its Bonus Level, all of the tree textures are identical, but the bush texture is different between the two and the Bonus Level's bush texture is darker and seems to match the scrapbook picture. Now I'm going to compare the skybox textures between Levels 2 and 6 and their respective Bonus Levels. --DonGlitchy 10:09, 2 March 2019 (EST)
          • By editing Level 3's level.mfk file, I got the leftovers of the moleman gag to load in-game. The graphics for the cadillac are missing and moleman appears to be way too large. Clicking on the gag only causes it to slowly move up, then return to where it was. I added a screenshot of this above. --DonGlitchy 14:14, 2 March 2019 (EST)
            • Huh, I never even knew about those files still being left over. I'd just assumed the only remnants were the scrapbook picture and the commented-out mention in the level script.--Cha0seight (talk) 15:19, 2 March 2019 (EST)
              • Should I add the information on how to load the leftovers of the moleman gag in the game on this page? --DonGlitchy 16:20, 2 March 2019 (EST)
                • Go ahead. Is there any quotes left from it? Elite Octoling (talk) 17:44, 2 March 2019 (EST)
                  • Sadly, there aren't any quotes leftover, they were all removed. All that remains is its name, an animation, a skeleton for the animation, its location data, trigger location data, gag scene and controller data, and a model of moleman. It doesn't even have a sound defined to play when activated. The trigger for the gag doesn't even work so all it does when added back to the game is display a model of moleman below where the cadillac is located at planet hype. --DonGlitchy 19:03, 2 March 2019 (EST)

Level 6 Prerelease Screenshots

While I was sifting through the Fandom wiki, I stumbled across these images uploaded a user called OliverDuckAndToad11. They seem to be taken from another gaming website, and from what I can tell, they're definitely early screenshots.

SimpsonsHitAndRunLevel6PrereleaseCasino.jpg

This one confirms the fact that the Chase Sedan was used instead of the cPolice vehicle in Level 6, but also shows the beta radar. Note how the chase sedans appear as red arrows on the radar, while the heat system appears to be a reddish-yellow meter. This next one, also from Level 6, shows some changes around the Squidport area. Besides the Scrapbook image, this appears to be one of the few images showing that the Squidport was changed before release. Note that the sky looks more purplish in colour and cloudier than in the final game.

SimpsonsHitAndRunLevel6PrereleasePier.jpg

Notice the tree on the left corner of the image. You can find the same tree in Level 1/4's map, and you can see another in the background. They were likely cut because they would have been a hindrance for driving. Also, you can see the café table and chairs that don't appear in this area of the Squidport (not fully unused - they're around Planet Hype), and an antennae in the background that I don't remember seeing. Elite Octoling (talk) 13:40, 1 March 2019 (EST)

Bonus Map Differences

The bonus maps seem to be based off of earlier versions of the main game's levels. Here are some comparisons of the differences that are documented so far.

  • All of those are definitely a match for the earlier builds of the game. Where should we add them? Elite Octoling (talk) 16:07, 2 March 2019 (EST)
    • I believe this sort of stuff would be best-suited for the Oddities section. Cha0seight (talk) 18:09, 2 March 2019 (EST)
  • Can someone check if the Level 4 bonus level skybox is any different to the normal Level 4 skybox? I'm curious to see if that exists as well. Elite Octoling (talk) 12:27, 3 March 2019 (EST)
    • The skyboxes between Level 4 and Bonus 4 are identical, the checksums for the rendered images are even the same. --DonGlitchy 13:15, 3 March 2019 (EST)
      • Alright then. Seeing as the pre-release skyboxes for Level 2 and Level 6 still exist, how about Level 7's pre-release skybox? It doesn't appear on the bonus level, but I doubt it was fully removed from the game. Elite Octoling (talk) 14:55, 3 March 2019 (EST)
        • Sadly, there's nothing left of the pre-release Level 7 skybox, they completely overhauled it and deleted all the old assets. However, when digging in the files of the main menu, I discovered a never seen before skybox texture for Level 1! Here's how it looks. --DonGlitchy 15:25, 3 March 2019 (EST)
The Level 1 Skybox Texture from the Main Menu
          • Oohhh, that's very interesting, I don't think I've ever seen that mentioned before. Correct me if I'm wrong, but does the main menu texture for the big house across the street from them (visible out of the front window) have a gate in front of the house? That would match up with other prerelease footage. Cha0seight (talk) 06:38, 4 March 2019 (EST)
            • Yes, the main menu texture for the big house across the street from them does indeed have a gate in front of the house. Perhaps it's time for a main menu section because the main menu contains a lot of oddities as well (such as that level 1 background). --DonGlitchy 15:16, 4 March 2019 (EST)

Moleman in Cadillac Gag Leftovers

The Gag in-game loaded in Level 3

The following commented out script can be found in the level.mfk files for levels 3 and 6:

//moleman in cadillac
//GagBegin("gag_mole.p3d");
//GagSetCycle("single");
//GagSetPosition(-495.76, -62.487, -75.88);
//GagSetRandom(0);
//GasSound("gag_")
//GagSetTrigger("touch", 2.163, -6.047, 16.343, 26.57);
//GagEnd();

By changing the commented out script to this one...

//moleman in cadillac
GagBegin("gag_mole.p3d");
GagSetCycle("single");
GagSetPosition(-495.76, -62.487, -75.88);
GagSetRandom(0);
//GasSound("gag_")
GagSetTrigger("touch", 2.163, -6.047, 16.343, 26.57);
GagEnd();

...you can load what remains of the moleman gag in levels 3 and 6. It has no functionality left, all it does is display a model. The line that sets what sound the gag uses remains commented out because 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.

Area Code sign

Any idea what area of the game the "You Are Now Entering/Leaving" Area sign shows? I can faintly make out what appears to be houses, so it appears to be Evergreen Terrace, but other than that, I can't see anything else. Elite Octoling (talk) 09:39, 3 March 2019 (EST)

  • Based off the road layout in the image on the sign, it appears to be an extremely early version of the area by the Simpsons house, well before any of the scrapbook photos were taken and the sizzle reels were released. --DonGlitchy 09:51, 3 March 2019 (EST)
    • Interesting how they'd keep that, in my opinion. I took a look over, and the road reminds me of the blocked-off road near Lard Lad's and the Kwik-E-Mart. Elite Octoling (talk) 10:00, 3 March 2019 (EST)
  • My current theory is that it's quite possibly around the area of the Wiggum house and the (current) Evergreen Terrace sign, well before it was moved. Cha0seight (talk) 10:03, 3 March 2019 (EST)
possible location?
    • Yes, that definitely looks like an extremely early version of the area by the Wiggum house. Heck, that might even be an Evergreen Terrace sign hidden underneath the words 'Area Code'. Perhaps there were two signs before they added the house across the street from the Simpsons house, but this is just speculation. --DonGlitchy 10:09, 3 March 2019 (EST)
      • That's definitely the area. You can see that the sidewalk is the same. Elite Octoling (talk) 10:13, 3 March 2019 (EST)
        • The main difference to me is that the road has more lanes in the beta screenshot, although I don't imagine it was too difficult to change that. Cha0seight (talk) 10:17, 3 March 2019 (EST)
          • Everything is a perfect match expect for that road having four lanes instead of two, but all they'd have to do to change that is get rid of the polygons for the outer two lanes and move the curb and sidewalk geometry in place of the outer two lanes and touch it up a bit. --DonGlitchy 10:21, 3 March 2019 (EST)
            • Apologies for bumping, but I took a look at the beta loading screen video and this screenshot, and by any chance, is the gate used for the house in the screenshot the same one that was used for the house facing the Simpsons in the beta? Elite Octoling (talk) 16:41, 13 March 2019 (EDT)

Environment Map

Out of curiosity, what does the environment map texture do? Elite Octoling (talk) 16:10, 6 March 2019 (EST)

  • Environment maps are what allow shiny objects (like vehicles) to have reflections in this game. Since the Bonus Maps use an earlier environment map texture, the reflections on the vehicles will look slightly different in the Bonus Maps than they do in the main game. --DonGlitchy 16:28, 6 March 2019 (EST)

Level Interior Outside Textures

The texture for the view of the backyard from inside the Simpsons living room seems to have a skybox that matches up with Level 1's scrapbook preview, and the collapsible swing-set gag is missing entirely. The DMV outside texture for Level 5 seems to be using an early purple skybox, and both level interior outside textures for Level 6 are using the skybox seen in pre-release footage.

And the following level interior outside textures still need to be checked for any minor differences, if any. These ones appear to be mostly final.

--DonGlitchy 16:53, 6 March 2019 (EST)

  • Level 3/6's outside image has a good few - The streetlamp's light is much brighter than it is in the final game, the "DON'T EAT MEAT/EAT DEER" billboard to the left of the Krusty Burger was moved to the road near the dam, the Krusty Burger's lights aren't on, and there's an unused billboard (it's hard to see clearly, but it looks like Krusty's head?) at was replaced by the Ham Ahoy! billboard.

Also, speaking of beta textures - The trees seen in the background of Level 3/6 (behind the Krusty Burger in particular) in the final version of the game are the unused Level 1/4 evergreen tree textures (as in, the ones used in the scrapbook image for Level 1)! Able to extract them? Elite Octoling (talk) 17:18, 6 March 2019 (EST)

  • I got the treeline texture and was able to snag one of the tree models. Are these them? --DonGlitchy 17:46, 6 March 2019 (EST)
  • Those are a match, yeah. Elite Octoling (talk) 13:17, 7 March 2019 (EST)
  • It's hard to spot, but you can faintly make out the kiddie ride gag from Level 2 in Level 5's box. Elite Octoling (talk) 16:41, 13 March 2019 (EDT)
    • My current theory is that the exterior textures for the night versions of the levels are NOT actually screencaps from the levels, but rather the textures from the daytime versions but modified to look like the night versions, explaining the odd street lights being far brighter, and stuff like the skyboxes not matching the final versions. Cha0seight (talk) 12:51, 14 March 2019 (EDT)
      • The DMV Texture for Level 5 is most definitely a modified version of the Level 2 DMV Texture, this explains the kiddie ride gag from Level 2 being present and why the skybox doesn't match anything ever seen before. The Level 6 Textures are interesting, they are using the pre-release skybox that can be found in the Level 6 Bonus Level. The vehicles in the Level 6 Textures are parked in the same exact locations as the vehicles in the Level 3 Textures, further adding evidence that the nighttime textures are modified from the daytime textures. Your theory seems to be very correct. --DonGlitchy 15:12, 14 March 2019 (EDT)
  • Given the recent fact on the knowledge of the scrapbook photos being staged shots coming to light, is it also possible that the textures for the Android's Dungeon here were also staged shots as well? If so, would I be able to add this information to the oddities page? --DonGlitchy 07:27, 25 August 2021 (UTC)

Oddities

Is it worth moving the Oddities section to its own unique subpage, considering the sheer scope of how many oddities there are?

I'd say it's very much worth it, the oddities section currently takes up an entire third of the main page. There's more than enough there to start a subpage, and many other games on this site have an oddities subpage. There's still many oddities to discover and document, so the sooner the better. --DonGlitchy 15:36, 8 March 2019 (EST)
I third that notion. I'll try create the page later once I get time. Elite Octoling (talk) 17:03, 9 March 2019 (EST)
EDIT - It's been done. Elite Octoling (talk) 17:03, 9 March 2019 (EST)

Environment Map Comparisons

I'd say it's a good idea to compare and contrast the environment maps in Level 1 or so. Make it clearer. Elite Octoling (talk) 13:40, 9 March 2019 (EST)

Destroyed Vehicle Phonebooth Image

Is it just me, or does the destroyed vehicle image in the phonebooth look much more different than to that used in the final game? If I'm not mistaken, it looks like the one used when the kiddie ride gag in Level 2 gets blown up. I'd suggest putting that on the Oddities page if it is the case. Elite Octoling (talk) 19:57, 23 March 2019 (EDT)

Yes, they are considerably different. I'm adding a comparison to the oddities page. --DonGlitchy 20:59, 23 March 2019 (EDT)

Level 7 Environment Map

SHAR level7 EnvMap.png

Does this actually go used in the game or not? If it doesn't, what does it look like on cars? Elite Octoling (talk) 17:07, 31 March 2019 (EDT)

It looks identical to the Environment Map used in Levels 1 thru 6, except being slightly greener for a spooky effect in Level 7. --DonGlitchy 12:43, 1 April 2019 (EDT)
It was once listed during the comparison between the bonus environment map and the final game environment map, but was removed soon after without explanation. Any reason as to why? Elite Octoling (talk) 12:35, 7 April 2019 (EDT)
I believe it was removed to make the comparison clearer. Should I add it back? --DonGlitchy 13:06, 7 April 2019 (EDT)
Apologies for the late reply, but yeah, that sounds good. Elite Octoling (talk) 09:09, 24 April 2019 (EDT)
EDIT: I just did some texture swapping and discovered both the Level 7 Environment Map and the Bonus Game Environment Map are actually used. Adding it back to the page. --DonGlitchy 16:04, 24 April 2019 (EDT)

Should A Page Be Created For The Demo Version

Should we create a subpage for the PC Demo release of the game? There are a few changes, and a lot of unused content in it's files.

That definitely seems like a good idea. Where is the link to the PC demo? Elite Octoling (talk) 15:06, 13 June 2019

The PC demo can be found here: https://mega.nz/#!LSBSSIYA!PZ9n_ugTlAHq7qQtBnv_e3pLf6ew77eNbpNgcWmIdiA . It came free with a UK based newspaper, The Sun. It is labelled as a "Special Edition". Only the first four missions of Level 1 are playable, along with all of the Street Races and the Wager Race. No Bonus Mission. The only difference I could find to the final release is that upon collecting all seven Collector Cards, the player is not told of having unlocked a Bonus Game Track. This is almost certainly due to there being no Main Menu to the demo, and therefore no Bonus Game, among other things. It should also be noted that the file "burns_mansion_interior_loop" is missing, so the game crashes with an error message when the player gets to the top of the back garden of Mr. Burns Mansion, or the front door. All of the cheat codes seem to be present.DeepFriedBurger (talk) 16:16, 13 June 2019 (EDT)

Screenshots Needed In "Oddities" Page

Can someone please add screenshots for this section please? I'm currently unable to. "The area surrounding the UFO also appears to be considerably different compared to the final game. The houses in the background are mostly the same, but are coloured differently. The UFO is positioned at the top right of the baseball field, rather than in the center as it is in-game. The grass texture appears to be more patchy and a brighter shade of green. The shrubs surrounding the houses are actually the same texture used in Level 1 and 4, rather than the texture used in Level 7. In addition, there are various trees surrounding the houses that are not seen in the final game." Elite Octoling (talk) 08:52, 31 July 2019 (EDT)

I added some screenshots to this section, are they acceptable? --DonGlitchy 15:32, 31 July 2019 (EDT)
Yep, thanks. Elite Octoling (talk) 11:31, 1 August 2019 (EDT)

HUD Icon Oddities

Aside from the school playground's HUD Icon having the beta roundabout gag, I noticed that there are several oddities with some of the other HUD Icons.

The icon for Rod's inhaler is orange and brown in colour, but the model used in game is blue and navy.
Burns' Manor has a white door in its icon, rather than brown like in game.
Moes's lacks window bars in its icon, as consistent with the Level 5 scrapbook image.
The staircase at the entrance of Springfield Elementary is much longer and detailed in the icon than it is in game. In addition, the flag pole is completely absent.
The font used for the Try-N-Save's sign is different both in-game and in the icon.
Springfield Police Department lacks the lamp-posts and trees surrounding it in the icon.
The three-eyed fish are orange in the icons, but green in-game.
The Itchy and Scratchy Store has different signage in the icon and has a clearer solar panel.
Springfield Retirement Castle has signage on the roof in the icon and the patio appears to be wider than in-game.
Legitimate Businessmen's Social Club has a different fire exit in the icon.
Lexicon Bookstore lacks a garage and the second signage in the icon.
Springfield General Hospital has signage on the roof in the icon.

Anyone notices any other oddities in the icons? The Cemetery/Bart's Room icons always looked off to me but I wasn't able to compare them because of a lack of screenshots. Elite Octoling (talk) 11:31, 1 August 2019 (EDT)

UPDATE - I have added the examples onto the page. Comparison images would likely work well. Elite Octoling (talk) 19:16, 2 August 2019 (EDT)

Opening Movie Differences

It seems that every minor thing in the game seems to have some sort of beta element remaining in it. Not that I am complaining or anything, because that just makes this game more interesting to read on. I took a look at the opening movie for the game, and it seems that there's quite a few differences between 742 Evergreen Terrace as it appears in the movie and in-game.

The grass textures are completely different to any prerelease or in-game material, ast's much more saturated.
There is no shrubbery around the entrance to the house. Instead there's two trees and grass growing around the walls, as well as three flowers.
The brick wall surrounding the Powers' House lacks any damage or texture. In addition, there's a large pile of leaves in the backyard that isn't found in-game, suggesting that you weren't supposed to enter the backyard originally.
The brown picket fences found in the main menu can be seen.
Blink and you'll miss it, but you can see the backyard of Flanders' House lacks a bomb shelter
There are no houses seen behind the Simpsons' house, let alone any trees like in prerelease screenshots.

Elite Octoling (talk) 12:26, 4 August 2019 (EDT)

I've already been working on documenting the differences of the game's opening movie. The grass textures used throughout the movie seem to match the style of the main menu grass textures. The unused skybox texture in the main menu IS ACTUALLY USED AS THE SKYBOX IN THE INTRO MOVIE. I plan to get comparisons and add a section for this to the oddities page this week. Thanks for this documentation of the differences, this will make things easier. I also went through the intro movie frame by frame. The Flanders' bomb shelter is actually there, just very different to what's seen in-game, using different fence textures. -DonGlitchy 01:10, 5 August 2019 (EDT)
Thanks for letting me know. I was aware of the skybox being used, but it was hard to tell regarding the bomb shelter/grass textures because the quality made it hard to see. There is one difference I forgot - You can see a light blue bike attached to the fence which isn't seen in-game. Elite Octoling (talk) 12:59, 5 August 2019 (EDT)
Here's a link to every single frame of the intro movie in case there's anything you missed: https://drive.google.com/file/d/1F7ecg_-5QThpD4D8LrNjs08-6Q5eZp_n/view?usp=sharing --DonGlitchy 20:11, 5 August 2019 (EDT)

Ferrini - Red Icon

I know that I was the one who added the Ferrini - Red icon (I was actually browsing The Simpsons Hit and Run Wiki on FANDOM and found it on the beta page, which is basically just a copy paste of this wiki), but I'm actually starting to have my suspicions if it's even real or not. If not, I apologize if I posted something fan-made here. I thought it was legitimate. Would someone be able to check the files of the game and see if its real or not? Elite Octoling (talk) 18:56, 9 August 2019 (EDT)

I went through and checked the files. There is no icon for the Red Ferrini. There only exist icons for Apu's Longhorn, The Armored Truck, The Limo, The Chase Sedan, The Cell Phone Car, Cletus' Pickup, The Cola Truck, The Black Spy Van, Frink's Hover Car, Krusty's Limo, The Milk Truck, Skinner's Sedan, Mr. Burns' Limo, The Black Ferrini, and Wiggum's Police Car. --DonGlitchy 02:16, 10 August 2019 (EDT)
Even though I don't need, but I'll still confrim that there is no Red Ferrini icon. I'm also familiar with wikias and stuff, ususally, people don't check information they add thoroughly, which results in fakes and misleading. The Ferrini HUD icon is extremely easy to fake if you have the right tools and resources, especially when a .psd template exists (this one), I personally have 5 templates for 5 different mods and creating HUD icons is as easy as launching the game, so yeah. CMB (talk) 06:11, 10 August 2019 (EDT)
Alright, thanks for the verification, there was definitely something fake about it. I have deleted the image. Elite Octoling (talk) 13:42, 11 August 2019 (EDT)

Unused Horn

So I got a new gaming PC and downloaded this game when I got the chance. When sifting through the unused cars, I noticed that both Sedan A and Cell Phone Users' D have an unused horn. I'm unsure how to extract sound files, so is anyone able to get it for me? Elite Octoling (talk) 15:55, 17 January 2020 (EST)

I think both of those sound effects (or at least probably the Cell Phone Car one) are already documented on the "Unused Sounds and Music" subpage. I'll take a look later.DeepFriedBurger (talk) 02:31, 18 January 2020 (EST)
I think you mean the sound effect emitted by the Cell Phone Car is there. The actual horns for the two cars aren't used, as they're both unused cars. Elite Octoling (talk) 10:57, 18 January 2020 (EST)
I just checked it up, and all of the Cell Phone Cars' horns are used. cCellA uses horn-horn06, which is the same horn the Limo uses. cCellB uses horn-hor04 which is also used by Cletus' pickup. cCellC uses horn-horn01 which is used by the Nerd car, and lastly, cCellD uses horn-firebird, which is used by Lisa's Electaurus CMB (talk) 12:40, 18 January 2020 (EST)

Phonebooth vs In Game Images

In the Oddities page, I made note of the fact that the Malibu Stacy Car's tires use a different texture in-game and in the Phonebooth. This is also the case with Moe's Sedan, which at one point used the same tires as the MSC's current texture. Problem is, when I was checking it out in Pure3D Editor, it appears that the textures for the tires are clumped in with the interior. Is anyone able to extract the tire textures for me? Also, I think it would be good to check if some of the other car textures have unused features. I remember someone saying on Donut Team that the Chase Sedan's purchase screen uses a different model than it does in game. Elite Octoling (talk) 14:21, 18 January 2020 (EST)

Update - I decided to look through a few cars with the Pure3D Editor to see if there was any other changes I could find. Nothing drastic could be found, but I did spot that the 70's Sports Car has textures for what I assume are vinyl album covers, which I found in the interior texture. I checked over the car's current interior, and there are no albums inside the car. However, I did spot that this matches up with an ancient prerelease screenshot I found years ago for a wiki (when I say ancient, I mean that what remains of the screenshot is one YouTube video for the Halls' Balls song).
SHAR Level 7 prerelease.jpg

As you can see, a vinyl album that's exactly like the one in the texture can be seen. I actually did check to see if the beta skeleton texture is still listed in the files, but it isn't. It would be great if anyone could find the proper source for this image. Elite Octoling (talk) 10:07, 19 January 2020 (EST)

Snake's Answer Machine Line

I was checking some lines characters play when they're called in the phonebooth, and it appears that one of Snake's answering machine clips (specifically, the second listed on the Unused Voice Clips page) is one of his lines. I'm not sure if this was a mistake or not, but this might actually suggest that the answering machine clips may have been played at the phonebooth. Elite Octoling (talk) 13:04, 31 January 2020 (EST)

I'll check soon. Please note that it's a matter of "does the game actually use that voice file when called through the Phone Booth" vs. "is a copy of said line, a different file, used when called through the Phone Booth". If the latter is the case, the actual file itself designated to the answering machine function is still unused. The preceding unsigned comment was added by DeepFriedBurger (talk • contribs)
Did you check it out yet? Elite Octoling (talk) 16:54, 8 February 2020 (EST)
After reading this I decided to check it out myself. I went through all of Snake's 'ridereply' lines and none of them contain the answering machine dialog. Then, to be doubly sure I called Snake from the phonebooth a bunch of times, and sure enough it plays. Super weird. Then I tried Skinner, and one of his answering machine lines played as well. Did this really slip under the radar for this long? I'm gonna have to investigate this further because this just seems too weird - a lot of the dialog doesn't even make sense in the context of calling a car. - Colou (talk) 20:21, 21 February 2020 (GMT)
UPDATE: I just tested it out on an unmodified Gamecube copy of the game...and it played. Wow. I wonder what the developers were thinking when they did that though, why did they think it would make sense for Skinner to say "Recording an outgoing answering machine message" when you call him from a phonebooth? Like...what? - Colou (talk) 20:30, 21 February 2020 (GMT)
Well, to add more intrigue into this, I tried for around 5 minutes to get Wiggum's answering machine dialog to trigger, and after a while the dialog started looping, but none of the answering machine lines played. So it's apparently used for some characters, but not all. Huh. - Colou (talk) 20:58, 21 February 2020 (GMT)

Level 1 Cutscene Oddity

In the Level 1 cutscene, when Homer peeks at the surveillance van from his window, you can see a pink house and a tree behind the van. However, in the final game, the window is facing the Bush's residence instead - The pink house shown in the cutscene is to the right of the Bush residence. In-game, the van is actually parked just in front of the Bush's entrance and the Simpsons' garage, nowhere near the window. Would this possibly be a remnant of an earlier version of Evergreen Terrace, possibly that of the Scrapbook level? Elite Octoling (talk) 16:23, 14 September 2020 (UTC)

  • Perhaps, although it should be noted that all the cutscenes were remade two months or so before the game's release and the maps were finalised by then in terms of design. DeepFriedBurger (talk) 06:17, 15 September 2020 (UTC)
    • Nice find, I added it to the oddities page. When all of the cutscenes were remade, it appears that they only updated the character models, as everything else in them still seems to reflect earlier versions of the game. It is indeed a possibility that this is a remnant of an earlier version of Evergreen Terrace, maybe even the version seen in scrapbook, but we can only speculate. --DonGlitchy 06:24, 17 September 2020 (UTC)
      • Thanks. Also, any source for the cutscenes being remade? Interesting find. Elite Octoling (talk) 23:17, 17 September 2020 (UTC)
        • Yes, the early versions of the cutscenes and their differences are documented on the prerelease and prototype pages. The prototype helped give us a time frame as to when they were being remade. --DonGlitchy 23:37, 17 September 2020 (UTC)
          • The prototype of the game is dated about one or two months before the final release, yet still contains some unfinished cutscenes, to be specific.

horn-broken.rsd, horn-broken_2.rsd and horn-ghostboat.rsd

Was scrolling through these three sounds I have never heard in game. I'm not sure what the broken horns are intended for (car husks? cars that are beat-up like Moe's Sedan?), but if I remember clearly, the Ghost Boat from Level 7 doesn't have any horn noise. Anyone able to verify that?


Also, little tidbit I noticed - Several of the horn file names refer to actual car names - horn-mx6 (Mazda MX-6), horn-mustang (Ford Mustang), horn-jetta (Volkswagen Jetta), horn-gti (GTI is a term commonly used in several VW cars), horn-civid (Honda Civic), horn-firebird (Pontiac Firebird), and horn-bmw. I'm pretty sure these are all used horns in-game, though I'm not sure if the naming has any signifance. Would be interesting to check out. Elite Octoling (talk) 00:45, 24 December 2020 (UTC)

Post edit, there's also a foghorn.rsd, bat-loop.rsd and a bmw_horn.rsd. I'm pretty sure the first one is another Ghost Boat sound that I'm not sure is used or not, but bmw_horn is the horn I've heard in several GTA III-era games (the Sentinel and Kuruma use it in GTA III), but never in Hit and Run. bat-loop is presumably for some Level 7 car, but I've never heard. Elite Octoling (talk) 00:50, 24 December 2020 (UTC)
I'll take a looksee later. I do indeed recall finding these sounds before and believing them to be unused, though. As for the realistic vehicles in the file names, those are likely just leftovers from wherever Radical Entertainment obtained them. DeepFriedBurger (talk) 08:46, 24 December 2020 (UTC)
That's probably why. I believe Radical also made Scarface: The World is Yours, which actually uses a few of the horn sounds from this game. Elite Octoling (talk) 20:34, 24 December 2020 (UTC)

Yet another oddity - Mr. Burns' Office

I have found another oddity in the game, which, admittedly, I feel dumb for only finding out now.

In Level 7, the window in Mr. Burns' Office uses a different texture for the sky, which has a greener tinge and smoke-like clouds. I compared it to the May 6th 2003 image listed on the Prerelease page, and the two are practically identical if you look past the tinge on the Prerelease page.

I am confident that the sky used in Mr. Burns' office is the earliest version of the Level 7 sky available. Elite Octoling (talk) 21:14, 24 December 2020 (UTC)

I have added this information into the Oddities page. Elite Octoling (talk) 22:43, 25 December 2020 (UTC)

Diaper texture in Level 3

In Game Files > Art > Missions > Level03, there exists a diaper.p3d, the same as the one used in Level 5's "8 Is Too Much". There's no mission in the level that uses the texture, but it was likely intended to be collected during "The Old Pirate And The Sea", which would explain the context behind Lisa saying to Bart that he needs a diaper. Elite Octoling (talk) 00:31, 26 December 2020 (UTC)

  • That's the most likely theory, however there isn't much evidence. One thing that I think might be worth noting is that all art files intended for Level 5 missions (conveniently placed in art\missions\level05) are actually compressed regardless of version, while diaper.p3d isn't. DeepFriedBurger (talk) 09:13, 30 December 2020 (UTC)

What area of the game is this?

The file ctiyaerial.bmp, used for the ground whenever you're on the Matlock Expressway, appears to depict a very early design of the map. However, I'm unable to tell where it's based on. Elite Octoling (talk) 18:52, 26 December 2020 (UTC)

  • It could be, yeah. I also think it might be some very early concept art that was repurposed somewhat creatively, since the texture in-game is stretched and obscured to a point where finding a resemblance to the actual map is difficult. DeepFriedBurger (talk) 09:13, 30 December 2020 (UTC)
SHAR Ctiyaerial.png

Converting RCF files

How do you convert RCF files to .ogg files? I want to upload some of the unused sounds here. Elite Octoling (talk) 20:43, 16 January 2021 (UTC)

  • You need to download Lucas' RCF Explorer and then extract the RSD files from within the RCF archives. Then, you need to download Lucas' RSD Converter to convert those RSD files to WAV. And from there, finally, you can use Audacity to export the WAV to many other formats, Ogg Vorbis included.DeepFriedBurger (talk) 08:13, 17 January 2021 (UTC)

Collector Cards Texture

EA7C9CA5-1309-40B3-AFA0-499391D1F2BB.jpg

This seems to be an alternate texture for the collector cards. (they normally use a “Buzz Cola” texture when uncollected.) But I noticed this texture in the background when I selected one on the Xbox version. Does this matter enough to be investigated? Sorry for the less than ideal picture quality.

  • I'm not sure if that one in particular is thought to be unused, but many which look similar to it (question mark against differently coloured backgrounds) do exist in the files and go unused. They were likely early placeholders or designs and one might be left in by accident. DeepFriedBurger (talk) 08:30, 15 February 2021 (UTC)

Cadillac gag

I noticed that the cut Cadillac gag that you can spot in the Scrapbook image for Level 3 appears to be nearly the same as the Cadillac model in The Simpsons: Road Rage, just slightly edited. Would that be worth getting a comparison image of? Hit and Run does reuse a lot of stuff from Road Rage. Elite Octoling (talk) 14:54, 2 May 2021 (UTC)

  • Don't quite remember how the RR Cadillac looks, but if it really is comparable to that of the scrapbook image, I'd say - go for it CMB (talk) 20:43, 2 May 2021 (UTC)
    • I'm unable to get a screenshot of it. Elite Octoling (talk) 21:56, 2 May 2021 (UTC)
      • Oh, that is kind of unfortunate. Do you happen to have a P3D file? (or any other file associated with the RR Cadillac really) I'll try to open it up and take a screenshot myself CMB (talk) 16:54, 3 May 2021 (UTC)