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The Simpsons Hit & Run is a mission-based driving game featuring out-of-the-car platform action, the interactive world of Springfield, and the signature humor of the Simpsons. New story and dialogue crafted by writers from The Simpsons television show; All character voices supplied by the cast of The Simpsons television show. May 07, 2014 The Simpsons Game has a far larger budget then Tapped Out, and they had to be voiced for most of the cutscenes. They even had Kelsey Grammer to voice Sideshow Bob in the game. Getting more voices in Tapped Out would be great, could suggest it to EA. But I'm sure they're getting drowned in all the Easter complaints by now. Sep 16, 2003 Good news. The Simpsons: Hit & Run could well be one of the best videogames to make use of the license yet. Perhaps better news, it ships to a Nintendo GameCube near you on Tuesday. So as a sort. Sep 16, 2003 The Simpsons have had their own line of games since 1991, starting with the simply titled The Simpsons: The Arcade Game which was surprisingly released in arcades. We are now up to Hit and Run in '03 and perhaps this is one of the best Simpsons games to date?
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If The Simpsons and Grand Theft Auto had a love child, the result would most likely be The Simpsons: Hit & Run. Surprisingly, the end result is a pretty solid clone and what many consider to be the best Simpsons game. Not only that, but there's a lot of interesting unused content lurking inside, and we're not kidding when we say a lot.
I wish I had a dog with a saddle.
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Unused Levels
Inside the PC version's 'scriptsmissions' directory are two empty folders labeled level08 and level09, suggesting that the game had planned to have a total of nine levels instead of seven, but the eighth and ninth level didn't make the cut for unknown reasons. It might have been a placeholder.
The game makes another reference to the eighth cut level in 'artmissions', where a folder labeled level08 can be found. However, unlike the script folder, there are two files inside this folder, though these only seem to contain vehicle position data for an unfinished mission. It's worth noting, that there's 8 locators for vehicles, though the game can handle only four vehicles per stage. Unlike level08, there is no art folder for level09.
m1.p3d
chkpts.p3d
Unused AreasInside Burns' Mansion in Level 1
Inside the Mansion.
It is possible to get into the front garden and the interior of Mr. Burns' mansion in Level 1, but it requires skill. First, have the jump code activated and with a car big enough to fit through the secret 'entrance' in the Nuclear Power Plant. When you have got in and made it to the doors, they will be closed. You can still get in by using the jump code to get in through the walls. The mansion has nearly the exact same appearance as it does in Level 4, except the gag from Level 4 is missing. In addition, the furniture is missing.
Once you are in, it is nearly impossible to get out: you have to jump the car high enough to get out of the mansion from the garden. If you attempt to get out of the mansion through the front yard, you will respawn in the Nuclear Power Plant.
Unused Bonus Track
Homer on the bonus track.
Present in the game's files is an oval-shaped Springfield 500 track that takes place in a stadium. Being in a mostly complete state, it may have been an early concept or just cut because it was probably considered too short. The track itself resembles the racing track from the episode 'Alone Again, Natura-Diddily'. Although there are various ways to access it, the fastest and easiest way is to replace l1i00.p3d in the art folder with b00.p3d.
Drive to the school in Level 1, everything but some parts of the scenery and the bonus track in the distance will be invisible. Now you can drive to the bonus track. It is very easy to crash it this way, but again, this is the easiest way to access the track.
testlevelb02l
The Test Level
An unused monochrome test model for a bonus track map, found in the art folder. It is most likely left in the game as a placeholder for a test map. It does not appear to be based on any of the seven present bonus tracks, as it features several holes, ramps, and bumps that would make it appropriate for an off-road track.
testlevelb02st
The Second Test Level
A similarly titled test model to testlevelb02l also found in the art folder, albeit with a more flat terrain, and having a stop sign wall texture, presumably a placeholder for actual racing walls. Much like testlevelb02l, it is not based on any present bonus track, and is most likely a placeholder.
Past the Bridge in Level 7
The 939 Area, Accessed using cheats
In Level 7, the 939 area of Evergreen Terrace is fenced off from both sides of the map (from the Power Plant, a door barricade is in place, and from the school, the bridge is broken and covered by spotlights and military installation), but with the cheat codes that allow cars to jump by honking the horn and gain invincibility, the player can get past the school bridge barrier and go to the bridge. Any car will work, but the RC Car is recommended, as it is the easiest to fit. The bridge has weird collision - The walls or watchtower are not solid. The area can also be accessed by pressing the vehicle reset key while inside of a vehicle and cornered on the right side of the blockage (looking at it from the Springfield Elementary School playground).
Play simpsons hit and run. The zombies presumably return to their graves or are no longer active once Homer blows up the aliens' UFO.: The date on the that accompany the loading screens are always one day later than the last, suggesting the game takes place over a single week (with the final level, appropriately enough, on ). Though the majority of the zombie NPCs never serve as enemy mobs and won't attack Homer.
After the player manages to get past the bridge, one can go to the other side, however, the area is incomplete and isn't solid. The houses look a bit different, as they are missing their walls and gates, and there are two floating 'Springfield Gasoline' signs where the gas station is supposed to be. The area code sign is also missing, and the ground below the watchtower has been submerged. However, if you manage to get to the roof of the non-solid house that replaced the ramp going beyond and respawning and going back, the jump camera enables. Interestingly, there are spawn points from the other side of the blockades along with solid ground which can be driven on, making it easier for the player to get to the other side of the bridge. This shows that this area could be accessed legitimately at one point. Close to the location where Burns' manor would be are triggers for audio files called 'piggy_02' and 'ghost_kids_10', the first audio file is a bunch of pigs screaming, which doesn't quite fit the theme of Burns' mansion, the latter one is a 'ghost' Jimbo saying 'You better run!'. Due to a wrong filepath in the level7.spt script, the game fails to load the audio files and crashes (The files are located in a filepath 'sound/soundfx/positional', but the Burns' Mansion trigger reads the path as 'sound/soundfx/collect_soundfx', needless to say, there are no ghost_kids_10 or piggy_02 inside that folder)
In 2017, a former Radical Entertainment designer confirmed on the Donut Team forum that the area was cut to make workload more manageable for artists working on the level.
(Source: Noviwan, Donut Team Community)
Inside the Nuclear Plant in Level 7
Behind the mysterious door. Spooky!
Just like the bridge, the Nuclear Plant in Level 7 is blocked off, but is possible to get past with the same cheats. This time, any car can work always. However, after that, the area is just nothing. The mini-map continues like it did in Level 1 and 4, but after where the hall is supposed to open up, the mini-map shows the end, but the sound that is heard in the plant in Levels 1 and 4 plays. However, the fun doesn't stop there! If one goes further, the sound that plays in the room where nuclear waste from the pipes and into the nuclear lake plays, and if one goes even further, they will eventually hear the unused Level 7 version of the Stonecutters' Tunnel theme.
Teleport Menu
The menu in Level 1.
An unused teleport menu that was probably used to test the game can be accessed in the Windows version by changing byte [[[6C894C]+2c]+CC]+2DC4 to 1 (per level load) and pressing F2 at the Phone Booth menu. It replaces the normally used cheat code 'all vehicles' Phone Booth sub-menu, so access to that is also required. The menu allows one to warp between various level locations that are preset via the level's 'level.mfk' file (scriptsmissionslevel0X). There are some related bugs, however: loop scrolling to the left in the menu doesn't work, the camera can be buggy when teleporting and triggers to change ambient audio, ambient light and pedestrian groups are skipped if this is used.
Unused Gags
In the files, by using text editing programs, the player can find three unused gags all meant for Evergreen Terrace (Levels 1, 4 and 7) and one for the Springfield Squidport (levels 3 and 6). These gags do not have a set place for where they appear, or have been commented out, making them unused. Setting a place for them in the game will allow them to spawn.
Misplaced Objects
By using cheats or mods to go out-of-bounds in the level maps, the player can see some unused objects that are either erroneously misplaced or some leftovers that seemed to be from earlier in development.
In Level 1, there are two portraits that appear to be Simpson-styled versions of the painting 'American Gothic'. These were most likely intended for an earlier revision of the Stonecutter's Tunnel.
The graphics and visuals of this game are really amazing and awesome. This game is comprises of seven different levels and every level is played by a specific characters. Simpsons hit and run download. You will get the similarities between the two. It is so exciting to play and downloading method of this game is very unique.
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In Level 1, Level 4, and Level 7, there is a washing machine found. This is most likely a mis-spawn, as the washing machines are actually meant to appear outside Muntz's House. Strangely, there is a cow's head placed next to the washing machine in Level 1.
E3 Levels and Missions
The game has a bunch of unused level scripts that are intended for an E3 demo.
E3 Rewards
Inside the 'missions' folder, there is an E3 version of the rewards.mfk file, named e3rewards.mfk. The rewards.mfk file is what tells the game how the player unlocks certain vehicles/clothes. Replacing it with the final game's file crashes the game, but by simply viewing the file in a text editor we can see quite a number of differences:
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:
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:
E3 Better Than Beef
Within the Level 2 folder, not only is there an E3 version of Level 2, but there's also an unused version of the mission Better Than Beef that was meant for E3. The mission itself is close to that of the final, and can be played by replacing m5i.mfk with the e3m1i.mfk file inside the Level 2 folder, and then editing the first line with a text editing program to prevent the game from crashing during loading from:
to
The level itself has several differences. First, you're given more time in this version, Apu uses a different AI (Easycop.con in the scriptscarspursuit folder), and 'Curious Curator' doesn't play when Apu appears. You also have to talk to Cletus after arriving at the Krusty Burger. In the final, the conversation happens automatically.
E3 Rigor Motors
Like Level 2, Level 7 also has a file that appears to be an E3 Rigor Motors (judging by the positions mentioned in the file) that was used for a similar or the same demo. However, unlike the early Better Than Beef, the mission script is incomplete, and all that remains is a 'dummy' objective that's obviously meant for testing, so there isn't anything left.
Collision Debug
By using a cheat code in the in-game options menu, one can toggle a debugging tool for collision. The area where the player's character or car is marked red, while the areas that aren't are white. It continuously changes as you drive along, the areas shown being the closest to you.
To access this in the GameCube and Xbox versions, head to the Options menu, hold L + R, and press B, A, B, Y. To access this in the PlayStation 2 version, head to the Options menu, hold L1 + R1, and press ○, ✕, ○, △.
Fair warning: on original hardware, this function is known to cause slowdowns.
(Source: Ralf@gc-forever (Action Replay Code)
Unused Cheat Code Entries
The game's cheat code index contains entries for several effects with no assigned button code, hence they go unused. Most are currently unknown.
Version Differences
Hit & Run was released on all major platforms at the time, and a couple of minor changes were made to each release.
GameCube port
The GameCube port seems to be based on an earlier build of the game, as it has some oddities within it:
Simpsons Hit And Run DownloadPlayStation 2 port
The PlayStation 2 and Xbox ports seem to be a bit more complete in comparison to the GameCube one: the Hovercar window issue was fixed, Evergreen Terror now has proper instrumentation, and the Flaming Tires Mission glitch was fixed.
Xbox port
The Xbox port has a built-in 'widescreen' option that every other version lacked.
PC port
Hover Car
The refraction effect used by the Hover Car is different across all versions.
PAL version
The PAL version of the game features numerous changes to allow for different languages to be supported.
'Best Sellers' revision
The 'Best Sellers' re-release of the PC version features some very minor differences to the regular PC version.
Australian Release
The Australian removed the line 'Don't come in here, we're making.. sausages' due to censorship reasons.
Retrieved from 'https://tcrf.net/index.php?title=The_Simpsons:_Hit_%26_Run&oldid=736703'
By zoton2zoton2. Last updated
Initial Setup
1. Open your splits in LiveSplit and right-click > Edit Splits. Make sure your game name is set to 'The Simpsons: Hit & Run' (without the quotes) and then click the 'Activate' button that should have now appeared. 2. Download the 'Alternate Timing Method' LiveSplit component from the LiveSplit Components page. Extract the files into your LiveSplit's 'Components' folder. 3. Open LiveSplit and add 'Alternate Timing Method' (under 'Information') to your layout. 'Alternate Timing Method' will show your time with loads. Make sure to save your layout and add them to any other layouts you may use for this game! 4. Make sure your LiveSplit is set to show Game Time in the main splits; right-click > Compare Against > Game Time.
For Every Use
You don't need to do anything after the initial setup! Your splits should now display the time without loads and the time with loads (by default this will be called 'Real Time' but you can change that through the settings of the component on the layout) all the time, as long as you use the same splits and layout. Simpsons Hit And Run 2
Other Help/Information
• The load remover currently supports the FairLight No-CD EXE (very common), along with some non-English versions No-CD EXEs. • Ask on the forums if you are still stuck. Comments are closed.
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