Simpsons Hit And Run Voice Lines

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  • Oct 18, 2009  The Real Simpsons - With the actual voice actors from the TV show and movie reprising their roles. The Simpsons Hit & Run Vivendi Universal. 4.2 out of 5 stars 292. A 100% original script from the writers of the show with 4 distinct acts divided into 16 episodes and over 8,000 lines of dialogue Springfield Hub.
  • However, Agnes was intended to appear in other parts of the game, as she has an unused model that is much higher in quality compared to her low-poly model in Skinner's Sedan, which leaves Agnes having 13 unused voice lines. Agnes has 4 clips of her being hit by the player's car.

The Simpsons Game features a hilarious, sprawling, and mind-busting storyline crafted by the TV show's Emmy Award-winning writers. For this action-comedy, the full cast of voice actors from the TV show and movie reprise their roles to lend the ultimate in authenticity and realism to the game.

This page contains changes which are not marked for translation.
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The Simpsons: Hit & Run

Developer: Radical Entertainment
Publishers: Vivendi Universal Games, Sierra Entertainment (EU)
Platforms: Windows, GameCube, PlayStation 2, Xbox
Released in JP: December 25, 2003 (Xbox)
Released in US: September 16, 2003 (GCN/PS2/Xbox), November 13, 2003 (Windows)
Released in EU: September 16, 2003 (GCN/PS2/Xbox), November 21, 2003 (Windows)
Released in AU: 2003

This game has unused areas.
This game has unused objects.
This game has unused graphics.
This game has unused models.
This game has unused music.
This game has unused sounds.
This game has unused text.
This game has debugging material.
This game has revisional differences.

This game has a prototype article
This game has a bugs page
This game has a prerelease article
To do:
  • See if there's anything else missing here.
  • The PR disc contains more than just story data - document all the early screenshots and concept art.
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

If The Simpsons and Grand Theft Auto had a love child, the result would most likely be The Simpsons: Hit & Run. Surprisingly, the end result is a pretty solid clone and what many consider to be the best Simpsons game. Not only that, but there's a lot of interesting unused content lurking inside, and we're not kidding when we say a lot.

I wish I had a dog with a saddle.

  • 3Unused Areas
  • 7E3 Levels and Missions
  • 10Version Differences

Sub-Pages

Unused Stage Messages
You were meant to race the Curator?

Simpsons Hit And Run Wiki

Unused Script Code
Radical commented out quite a lot of stuff here.
Unused Vehicles
The number of vehicles was supposed to be higher.
Unused Models
Look at these 'beautiful' unused models!
Unused Graphics
Graphics found in the game's files that have no purpose or use.
Unused Voice Clips
Answering Machines? Dialogue for destroying a Wasp Camera?
Unused Sounds and Music
There's plenty of tracks 'n sounds that were cut.
Oddities
Many prerelease remnants still exist within the final game.
Game Demos
Perhaps more interesting than the prototype!.

Unused Levels

Inside the PC version's 'scriptsmissions' directory are two empty folders labeled level08 and level09, suggesting that the game had planned to have a total of nine levels instead of seven, but the eighth and ninth level didn't make the cut for unknown reasons. It might have been a placeholder.

The game makes another reference to the eighth cut level in 'artmissions', where a folder labeled level08 can be found. However, unlike the script folder, there are two files inside this folder, though these only seem to contain vehicle position data for an unfinished mission. It's worth noting, that there's 8 locators for vehicles, though the game can handle only four vehicles per stage. Unlike level08, there is no art folder for level09.
m1.p3d

chkpts.p3d

Unused Areas

Inside Burns' Mansion in Level 1

Inside the Mansion.

It is possible to get into the front garden and the interior of Mr. Burns' mansion in Level 1, but it requires skill. First, have the jump code activated and with a car big enough to fit through the secret 'entrance' in the Nuclear Power Plant. When you have got in and made it to the doors, they will be closed. You can still get in by using the jump code to get in through the walls. The mansion has nearly the exact same appearance as it does in Level 4, except the gag from Level 4 is missing. In addition, the furniture is missing.

Once you are in, it is nearly impossible to get out: you have to jump the car high enough to get out of the mansion from the garden. If you attempt to get out of the mansion through the front yard, you will respawn in the Nuclear Power Plant.

Unused Bonus Track

Homer on the bonus track.

Present in the game's files is an oval-shaped Springfield 500 track that takes place in a stadium. Being in a mostly complete state, it may have been an early concept or just cut because it was probably considered too short. The track itself resembles the racing track from the episode 'Alone Again, Natura-Diddily'. Although there are various ways to access it, the fastest and easiest way is to replace l1i00.p3d in the art folder with b00.p3d.

Drive to the school in Level 1, everything but some parts of the scenery and the bonus track in the distance will be invisible. Now you can drive to the bonus track. It is very easy to crash it this way, but again, this is the easiest way to access the track.

testlevelb02l

The Test Level

An unused monochrome test model for a bonus track map, found in the art folder. It is most likely left in the game as a placeholder for a test map. It does not appear to be based on any of the seven present bonus tracks, as it features several holes, ramps, and bumps that would make it appropriate for an off-road track.

testlevelb02st

The Second Test Level

A similarly titled test model to testlevelb02l also found in the art folder, albeit with a more flat terrain, and having a stop sign wall texture, presumably a placeholder for actual racing walls. Much like testlevelb02l, it is not based on any present bonus track, and is most likely a placeholder.

Past the Bridge in Level 7

The 939 Area, Accessed using cheats

In Level 7, the 939 area of Evergreen Terrace is fenced off from both sides of the map (from the Power Plant, a door barricade is in place, and from the school, the bridge is broken and covered by spotlights and military installation), but with the cheat codes that allow cars to jump by honking the horn and gain invincibility, the player can get past the school bridge barrier and go to the bridge. Any car will work, but the RC Car is recommended, as it is the easiest to fit. The bridge has weird collision - The walls or watchtower are not solid. The area can also be accessed by pressing the vehicle reset key while inside of a vehicle and cornered on the right side of the blockage (looking at it from the Springfield Elementary School playground).

After the player manages to get past the bridge, one can go to the other side, however, the area is incomplete and isn't solid. The houses look a bit different, as they are missing their walls and gates, and there are two floating 'Springfield Gasoline' signs where the gas station is supposed to be. The area code sign is also missing, and the ground below the watchtower has been submerged. However, if you manage to get to the roof of the non-solid house that replaced the ramp going beyond and respawning and going back, the jump camera enables. Interestingly, there are spawn points from the other side of the blockades along with solid ground which can be driven on, making it easier for the player to get to the other side of the bridge. This shows that this area could be accessed legitimately at one point. Close to the location where Burns' manor would be are triggers for audio files called 'piggy_02' and 'ghost_kids_10', the first audio file is a bunch of pigs screaming, which doesn't quite fit the theme of Burns' mansion, the latter one is a 'ghost' Jimbo saying 'You better run!'. Due to a wrong filepath in the level7.spt script, the game fails to load the audio files and crashes (The files are located in a filepath 'sound/soundfx/positional', but the Burns' Mansion trigger reads the path as 'sound/soundfx/collect_soundfx', needless to say, there are no ghost_kids_10 or piggy_02 inside that folder)

In 2017, a former Radical Entertainment designer confirmed on the Donut Team forum that the area was cut to make workload more manageable for artists working on the level.


(Source: Noviwan, Donut Team Community)

Inside the Nuclear Plant in Level 7

Behind the mysterious door. Spooky!

Just like the bridge, the Nuclear Plant in Level 7 is blocked off, but is possible to get past with the same cheats. This time, any car can work always. However, after that, the area is just nothing. The mini-map continues like it did in Level 1 and 4, but after where the hall is supposed to open up, the mini-map shows the end, but the sound that is heard in the plant in Levels 1 and 4 plays. However, the fun doesn't stop there! If one goes further, the sound that plays in the room where nuclear waste from the pipes and into the nuclear lake plays, and if one goes even further, they will eventually hear the unused Level 7 version of the Stonecutters' Tunnel theme.

Teleport Menu

The menu in Level 1.

An unused teleport menu that was probably used to test the game can be accessed in the Windows version by changing byte [[[6C894C]+2c]+CC]+2DC4 to 1 (per level load) and pressing F2 at the Phone Booth menu. It replaces the normally used cheat code 'all vehicles' Phone Booth sub-menu, so access to that is also required. The menu allows one to warp between various level locations that are preset via the level's 'level.mfk' file (scriptsmissionslevel0X). There are some related bugs, however: loop scrolling to the left in the menu doesn't work, the camera can be buggy when teleporting and triggers to change ambient audio, ambient light and pedestrian groups are skipped if this is used.

Unused Gags

In the files, by using text editing programs, the player can find three unused gags all meant for Evergreen Terrace (Levels 1, 4 and 7) and one for the Springfield Squidport (levels 3 and 6). These gags do not have a set place for where they appear, or have been commented out, making them unused. Setting a place for them in the game will allow them to spawn.

  • There was originally supposed to be a red and blue merry-go-round that was intended for both the playground near the Springfield Elementary School and in Evergreen Terrace, but the gag was cut for unknown reasons. When the player clicks on the gag, it would spin around. The Gag can be seen in the HUD Icon for the Springfield Elementary School playground.
  • In Levels 1 and 4, near the Tomacco field, there was supposed to be a flock of crows that flew away if the player got near them. The animation is glitched and incomplete, with the crows left hovering in the air afterwards, which is possibly why it got cut. A developer comment is present in the code for this Gag, which states that it was commented out due to memory issues.
  • In the Android's Dungeon, there was supposed to be a doll that blew up. It would produce an inflating and deflating sound when activated. The model for the Gag, gag_doll.p3d still exists in the game files, but the model itself doesn't appear when the Gag is re-activated, possibly due to a bug. The sounds are still produced.
  • There was supposed to be a bat gag for Level 7 which would've functioned like Level 1's crow gag.
  • At the Planet Hype, there was supposed to be a gag for Level 3 where Moleman was stuck in his pink car. The gag can be seen on a picture in the scrapbook for Level 3. The model of Moleman for this gag still exists in the final game under the filename 'gag_mole.p3d'. Said model is rather large. Strangely, the string of code that controls what sound the Gag produces must be left commented out in order to get this Gag to re-appear, otherwise it throws an error, which prevents this Gag, along with most of the other Gags in the level, from loading if it is left in.
  • Inside of the Kwik-E-Mart Interior in Levels 1, 4, and 7, there is an unused Gag where Nelson punches Milhouse. It is a slightly edited version of a used Gag in the same area, the differences being that in the unused variant, the animation is set to loop and that Milhouse and Nelson stand in different positions.

Misplaced Objects

By using cheats or mods to go out-of-bounds in the level maps, the player can see some unused objects that are either erroneously misplaced or some leftovers that seemed to be from earlier in development.

In Level 1, there are two portraits that appear to be Simpson-styled versions of the painting 'American Gothic'. These were most likely intended for an earlier revision of the Stonecutter's Tunnel.

In Level 1, Level 4, and Level 7, there is a washing machine found. This is most likely a mis-spawn, as the washing machines are actually meant to appear outside Muntz's House. Strangely, there is a cow's head placed next to the washing machine in Level 1.

E3 Levels and Missions

To do:
See if it's possible to swap the Level data for the E3 demo with that of the final one and check if the Easycop AI used anywhere else.

The game has a bunch of unused level scripts that are intended for an E3 demo.

E3 Rewards

Inside the 'missions' folder, there is an E3 version of the rewards.mfk file, named e3rewards.mfk. The rewards.mfk file is what tells the game how the player unlocks certain vehicles/clothes. Replacing it with the final game's file crashes the game, but by simply viewing the file in a text editor we can see quite a number of differences:

  • Both the Kremlin and Moe's Sedan are for sale from Gil in Level 1, instead of the Duff Truck and the Surveillance Van
  • Every vehicle for sale in Level 1 is priced at 40 coins, Level 2 & 7's are 25 coins and Level 3, 4, 5 & 6's are 10 coins.
  • Homer's 'Scuzzy' outfit is for sale in Level 1
  • Bart's default car in level 2 is the Lil Bandit
  • Mr.Plow is now the reward for beating all of the street races in Level 2, and Homer now sells the Family Sedan
  • Otto's School Bus, Malibu Stacy Car, Duff Truck and Book Burning Mobile are all sold by Gil in Level 2
  • Bart's 'Bartman' outfit is for sale in Level 2
  • In Level 3, the Book Burning Mobile is the Street Race prize, and also sold by Gil
  • In Level 4, The Police Car is for sale instead of the Clown Car. Interestingly, the Police Car is actually still in the final rewards.mfk file, just commented out using '//'
  • The Donut Truck and Book Burning Mobile are both for sale in Levels 4, 5 & 6.
  • Bart's 'Bartman' outfit is still for sale in Level 6, despite being in Level 2 as well.
  • The Hovercar is the default car for Level 7, while the 70's Sports Car is the Street Race reward.
  • Homer's 'Muumuu' outfit replaces the 'Scuzzy' outfit and the 'Chosen One' outfit replaces the 'Evil' outfit.
  • The Clown Car is being sold by one of the Zombies, and the Kremlin and Canyonero are being sold by Gil

E3 Level.mfk

Within the Level 2 folder there is an E3 variation of the level.mfk file. It is almost identical to the final game, with a few minor changes:

Simpsons hit and run wiki
  • It only loads two missions, the E3 version of Better than Beef, and Detention Deficit Disorder.
  • Homer's electrocuted model is loaded, presumably by mistake.
  • The Lil Bandit is loaded as the default vehicle, however both the Red Ferrini and Honor Roller have scripts to be loaded instead, both being commented out using '//'

E3 Leveli.mfk

Also within the Level 2 folder, there is an E3 variation of the leveli.mfk file. Again, there isn't much different from the final game:

  • The Lil Bandit is loaded as the default vehicle
  • Bonus Mission and Street Race Npcs have no dialog
  • Various pedestrians in certain areas were changed

E3 Better Than Beef

Simpsons hit and run pc

Within the Level 2 folder, not only is there an E3 version of Level 2, but there's also an unused version of the mission Better Than Beef that was meant for E3. The mission itself is close to that of the final, and can be played by replacing m5i.mfk with the e3m1i.mfk file inside the Level 2 folder, and then editing the first line with a text editing program to prevent the game from crashing during loading from:

to

The level itself has several differences. First, you're given more time in this version, Apu uses a different AI (Easycop.con in the scriptscarspursuit folder), and 'Curious Curator' doesn't play when Apu appears. You also have to talk to Cletus after arriving at the Krusty Burger. In the final, the conversation happens automatically.

E3 Rigor Motors

Like Level 2, Level 7 also has a file that appears to be an E3 Rigor Motors (judging by the positions mentioned in the file) that was used for a similar or the same demo. However, unlike the early Better Than Beef, the mission script is incomplete, and all that remains is a 'dummy' objective that's obviously meant for testing, so there isn't anything left.

Collision Debug

By using a cheat code in the in-game options menu, one can toggle a debugging tool for collision. The area where the player's character or car is marked red, while the areas that aren't are white. It continuously changes as you drive along, the areas shown being the closest to you.

To access this in the GameCube and Xbox versions, head to the Options menu, hold L + R, and press B, A, B, Y. To access this in the PlayStation 2 version, head to the Options menu, hold L1 + R1, and press ○, ✕, ○, △.

Fair warning: on original hardware, this function is known to cause slowdowns.

VersionAction Replay Code
US (Gamecube)040F2AA8 38600001
0411D4DC 38600001


(Source: Ralf@gc-forever (Action Replay Code)

Unused Cheat Code Entries

To do:
  • 'Unknown' isn't going to cut it. Investigate further.

The game's cheat code index contains entries for several effects with no assigned button code, hence they go unused. Most are currently unknown.

  • 0: Effect unknown.
  • 2: Makes all costumes free to purchase.
  • 3: Unlocks all levels and missions.
  • 4: Effect unknown.
  • 10: Effect unknown.
  • 12: Effect unknown.
  • 13: Effect unknown.
  • 15: Effect unknown.
  • 17: Effect unknown.

Version Differences

To do:
Based on some sources, and general curiosity, there is a strong possibility that certain reprints for each version of the game (Player's Choice (GC), Platinum Hits (Xbox), Greatest Hits (PS2), etc.) changed some things. This needs to be investigated and documented. It is also possible that versions released in different areas may have regional differences, so that's worth checking as well.

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

GameCube port

The GameCube port seems to be based on an earlier build of the game, as it has some oddities within it:

  • Flaming Tires (Level 7's Bonus Mission) is replayable due to what appears to be an oversight. While the red exclamation mark will not appear over Smithers' head, the blue glow underneath his feet will. This oversight is shared in some early copies of the PlayStation 2 version.
  • The Hovercar's transparency effect doesn't appear to work properly, causing the windows on the car to not be transparent. This may be a result of a technical limitation with the refraction effect, as the windows actually do use a shader that supports transparency.
GameCubePlayStation 2, Xbox and Windows
  • Evergreen Terror's theme has a hard-to-hear guitar midway that was amplified in other releases:
GameCubePlayStation 2, Xbox and Windows
  • Various textures had to be scaled down in order to accommodate for the smaller disc space.
GameCubePlayStation 2, Xbox and Windows

PlayStation 2 port

The PlayStation 2 and Xbox ports seem to be a bit more complete in comparison to the GameCube one: the Hovercar window issue was fixed, Evergreen Terror now has proper instrumentation, and the Flaming Tires Mission glitch was fixed.

  • The PlayStation 2 port runs at a lower framerate due to weaker hardware (almost less than 30) and this does screw up the physics slightly.
    • Despite this, however, the PS2 version does not use the entirety of the PS2's processing power, which suggests that the developers may just have not been experienced enough developing for the system.
  • While the cheat code to blur the view while driving can be entered and is considered valid across all versions, it only actually functions on the PlayStation 2 release.

Xbox port

Hit

The Xbox port has a built-in 'widescreen' option that every other version lacked.

PC port

  • The PC port adds a 'Lemonade Stand' prop in Level 1, re-did the entire HUD and some textures to support higher resolutions, and has the bugfixes that the PlayStation 2 and Xbox ports had.
PlayStation 2, Xbox and GameCubeWindows
  • The PC port removes a Buzz Cola Vending Machine that was present in the console releases beside a shack at the tyre fire.
PlayStation 2, Xbox and GameCubeWindows
  • The PlayStation 2, GameCube, and Xbox versions contain a spawn point beyond Level 7's blocked off bridge which is not present in the PC version.
  • The PC port has an exclusive bug where entering cheat codes in the Options Menu accessible through the Main Menu crashes the game.
  • However, the PC release is missing several visual enhancements, such as the 'lens flare' effect from the sun seen in Level 1.
PlayStation 2, Xbox and GameCubeWindows
  • The 'steering' animations for the player go unused due to what appears to be a technical oversight.
  • Due to a programming oversight, the Signs outside the School and the Community Center are not random, like in the console version.
PlayStation 2, Xbox and GameCubeWindows
PlayStation 2, Xbox and GameCubeWindows
  • The icon for Snake behind bars from the mission 'Slithery Sleuthing' was changed for the PC release.
ConsoleWindows
  • The console versions of the game have additional colours for the traffic cars compared to the PC version.

Hover Car

The refraction effect used by the Hover Car is different across all versions.

  • In the GameCube version, the effect seems to take the currently rendered frame and offset it, then render the offset version through the vehicle.
  • The PS2/Xbox version is more complex and distorts the image in relation to each face of the model.
  • The PC version does not feature the refraction effect at all, and instead just makes the Hover Car slightly translucent. It is unknown why this change was made, as the original effect can still be restored by modding. It is possible the developers just didn't have enough time/knowledge of the system to port the effect across.
GameCubePlaystation 2 and XboxWindows

PAL version

The PAL version of the game features numerous changes to allow for different languages to be supported.

  • The mission title on the mission briefing screen is in sentence case, instead of entirely capitalised.
NTSCPAL
  • The mission objective text box is stretched vertically slightly to account for different languages taking up more space in the text box.
NTSCPAL

'Best Sellers' revision

To do:
  • Get a screenshot of the newspaper change.
  • Find out what changes were made to the executable and srr2.p3d

The 'Best Sellers' re-release of the PC version features some very minor differences to the regular PC version.

  • The executable file was edited in some way.
    • It's possible that it was just recompiled, as opposed to any of the code being edited.
  • A typo was fixed in the French version of Level 2's newspaper where an Á was used instead of an À.
  • Similarly to the international version of the game, the mission objective text box is stretched slightly.
  • The file srr2.p3d was edited in some way. This is the file that contains all of the game's text.


Australian Release

The Australian removed the line 'Don't come in here, we're making... sausages' due to censorship reasons.

The Simpsons series
ArcadeThe Simpsons • The Simpsons Bowling
DOSThe Simpsons • Bart's House of Weirdness
NESBart vs. the Space Mutants • Bart vs. the World • Krusty's Fun House • Bartman Meets Radioactive Man (Prototype)
Sega Master SystemKrusty's Fun House
Game Boy (Color)Bart Simpson's Escape from Camp Deadly • Bart & the Beanstalk • Itchy & Scratchy in Miniature Golf Madness • Night of the Living Treehouse of Horror
GenesisBart vs. the Space Mutants • Virtual Bart • The Itchy and Scratchy Game
SNESKrusty's Super Fun House • Bart's Nightmare • Virtual Bart (Prototype) • The Itchy & Scratchy Game
Game GearBartman Meets Radioactive Man
PlayStationWrestling
WindowsCartoon Studio • Hit & Run
Game Boy AdvanceRoad Rage
GameCubeRoad Rage (Prototypes) • Hit & Run
PlayStation 2Road Rage (Prototypes) • Skateboarding • Hit & Run (Prototype)
XboxRoad Rage (Prototypes) • Hit & Run
PlayStation PortableThe Simpsons Game
Nintendo DSThe Simpsons Game
AndroidTapped Out
iOSTapped Out
Retrieved from 'https://tcrf.net/index.php?title=The_Simpsons:_Hit_%26_Run&oldid=736703'

PC Review - 'The Simpsons: Hit & Run'

by Velvey on Feb. 4, 2004 @ 1:43 a.m. PST

There are strange happenings in Springfield. People are missing, very mysterious crop circles are appearing, and hidden cameras are being exposed. When Homer notices a black van with a satellite dish parked outside the Simpsons house, he decides to investigate further into these odd events. What he reveals could be the biggest mystery to rock Springfield since Who Shot Mr. Burns?

Genre: Action
Publisher: Vivendi
Developer: Radical Entertainment
Release Date: November 11, 2003

Buy 'SIMPSONS: Hit and Run':
Xbox | GameCube | PC | PlayStation 2

The Simpsons Hit and Run has been ported to every console and sold like wildfire. If you are a major Simpsons fan and can quote several lines from the series at will, reading about the game is just more torture for you. Go buy this one. It is being heralded as the first game made true to the Simpsons spirit. This game finally 'gets it.' If you are like me and just wondering if it's a good game or not, continue on and find out more about this title that has every game playing Simpsons fan in a stir.

If you have followed or even tried any of the previous games with The Simpsons name on them you know a couple things. First of all, the games were not very good and just tacked on The Simpsons over some type of game that had already been made. Second of all, you know that none of them really captured the spirit of the show that has had continued success for 15 seasons. Somehow the fast paced, witty fun of the Simpsons characters just didn't shine through in the games previous to Hit and Run. Radical Entertainment has gone to some great lengths in Hit and Run to try and capture the look and feel of the TV show that millions now love. Even if you're not a big fan of gaming, or this particular genre of game, just being a Simpsons fan is almost worth the price of admission. Although you will find a few bumps along the way.

The Simpsons Hit and Run does borrow heavily from other successful titles in its overall game play design. There is an obvious borrowing from the GTA Vice City games. As a matter of fact, if you want a more pg rated, cartoon version of Vice City, Hit and Run may be the answer. If you hit someone there really isn't any violence. The victim either jumps out of the way when you go for them or they just go tumbling away spraying funny little catechisms from the show at you. When you're walking there are no weapons to use. The most you can do is kick. There is some incorporation of running over coins to build your money supply that could go all the way back to Mario. This felt a little cheesy, knocking over boxes and running through coins, and almost took away from how well done the game captures the show.

As you get started you will notice the graphical feel of the game jumps out at you in a significant way. The characters have all been done with 3d modeling. Cel-Shading would have been interesting as it tends to lend more towards the feel of an animated show. However, once you're in the game for a bit the simple 3d models work just fine. The colors are bright and boisterous, leaning towards loud, but hey, it's The Simpsons after all. The world of Springfield has been recreated in all of its glory with complete freedom to roam around. The interactivity of the world is not anywhere in the league of a GTA Vice City, nor is the mission design. If you choose to, you can just drive or walk around and go visit all the places you have watched in the show for years in your very own virtual tour. This is yet another reason that many Simpsons fans will want this game. Some of the modeling of environments feels overly simplistic and often looks like more could have been done. However, they do seem to do a good enough job of attempting to capture the animated look from the show. The models do feel a little plain but this isn't much of a bother as most of the time you're speeding through and not paying much attention.

The story goes many different directions but all revolves around some mechanical bees that are everywhere, some black vans that seem to be monitoring people and a new highly caffeinated cola. The story is decent and swerves off the beaten path just like the TV show does. There are several different levels to the game and you will get to take different characters through the levels to complete the game. To progress through the story line there will be quite a few mini tasks or quests that you are given to complete. The game is very linear as you can not progress until you have completed the current assignment. Most of the missions are very simplistic and you get a lot of hand holding to get you through. As you drive you see arrows on the road helping you navigate to your goal. You also have a small compass with your current goal in view to show you which way to go.

As your vehicle breaks down you will see floating wrenches, symbolizing a fix point. Run through them and your back to normal. Phone booths are also scattered about, unless you, ahem, accidentally run into them. Then you will just see a hovering phone. At these locations you can change vehicles as long as they are unlocked. You will also be able to upgrade your vehicles with better acceleration etc…

Unfortunately many of the missions began to feel very repetitive. There are several that feel too easy. Then they seem to go from too easy to almost too hard. You will start off just taking orders from Marge and retrieving items. Some of the tasks must be done with a time limit or you will have to try again. This all works well enough but after a bit can feel very mundane. There isn't much variance in many of the quests. Go here, get this, and do it under this amount of time or try it again. As mentioned, this all works fine until you proceed further into the game and find that some of the goals are just ridiculously hard to beat in the time allowed. Getting to try again is fair enough. But, not when it means your only way to complete the mission is to do it virtually without a flaw. Here is where some major frustration can begin to set in. In GTA, you may have to try again, but you have a much more open ended way of accomplishing your goal. If you're not getting it done by your first choice, try another path or another method completely. In The Simpsons Hit and Run you don't have this option. If you don't complete it under the allotted time, try again. But, this time do it flawlessly. This can mean trying the same mission over and over until you finally do it without a hitch. This started to make the game wear out very quickly. What was a whimsical romp through Springfield and its characters turned into a bit of frustration in a hurry.

Voice acting in the game is top notch and a breath of fresh air as many games overlook the importance of it. Every character from The Simpsons is represented in this game and they all have the correct voices. There is much to enjoy here as you will hear the entire cast spout off little cliché's from the show quite often. I found myself laughing as I drove my car and listened to the characters throw out little quotes from the TV show. As you progress through the game you will eventually end up controlling Homer, Bart, Marge and Lisa and others as they speed through a serious of goals. The in game music seems very on par with the action that you are currently in. Well done and fitting to the occasion.

Play Simpsons Hit And Run

The controls for the game are a little on the weak side for the pc. This seems all too common in games that are ported for consoles and the pc. The design seems to lend itself towards consoles. The pc control seems to be more of an afterthought. You can remap some of the keys but it still takes some getting used to. The camera angles can also get a little frustrating. At times the camera seems to swing around and make it difficult to navigate when you are walking. This isn't a problem when you are driving at all as you mostly just need to see where you're going with some peripheral vision for turning. Walking however found me in some tight spots. One task early in the game was to take different lifts in the nuclear plant and kick some power generators. If I fell, I would find that the camera angle would leave me looking at a wall and not the character. I was only able to get myself out by guessing when to jump and move. At one point I was staring up, underneath a catwalk and my character was on top of it, out of sight. Camera angle seems to be another thing that over the shoulder, 3rd person perspective games struggle with quite frequently. The Simpsons Hit and Run is no exception.

Simpsons Hit And Run Voice Lines 2016

There is no multiplayer aspect to the game but there is a racing mode that can be unlocked if you collect all the cards in the game. The cards are hidden in different places in town and each has a significant moment from the show imprinted on it. Collect them all and you will unlock a special racing mode. There are also a few easter eggs in the game that you can find how to locate by searching the net. Some of these include a special vehicle that you can drive if you find it. On the first level this is a rocket car. Other easter eggs include the graphics changing a little on national holidays. This is synced up with your computers calendar. Once again, searching the net will reveal these little goodies.

The Simpsons Hit and Run is the first game that really captures the spirit of the show. The sharp wit of the series that has run 15 years finally comes through its excellent use of the characters. There have been 10 plus titles with The Simpsons name on them that have not really got it right. The Simpsons Hit and Run gets this part right. If you are a major fan of the television series and just want to walk and drive around Springfield and see the characters, this game allows you to in spades. If you enjoy the idea of the Grand Theft Auto series but wish it was less violent, this game may suit you as well. You can hit people in your vehicles but there is no violence, just rolling and dodging. The camera and controls can be a little flakey at times and some of the missions can go from being repetitive to just about impossible. However, there is just too much that has been done right to capture the characters and the town of Springfield to hold this game back from a good recommendation.

Simpson Hit And Run Download

Score: 8.0/10

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