Simpsons Hit And Run Bart N Frink

We have upgraded to the latest version of MediaWiki and now support TLS1.2 and transcoding!
Please contact us via Discord or Twitter if you experience any problems.

Jul 11, 2004  Hit & Run Meter: The outside part of the circle is the Hit & Run meter, which I will refer to as the H&R meter. Every time you hit an object, person, or vehicle it begins to fill up. When the meter reaches the blue side you have a Hit & Run. The cops will begin chasing you and will fine you 50 coins if you get cornered or stopped.

< The Simpsons: Hit & Run(Redirected from The Simpsons: Hit & Run/Unused Mission Objectives)

This is a sub-page of The Simpsons: Hit & Run.

Simpsons Hit And Run Bart N Frink

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

Rigor Motors - Unused 'interior' Objective

In L7M1 there was supposed to be a final objective in which the player has to enter the Simpsons House and the mission ends there. The message says 'GO INSIDE THE HOUSE AND DROP OFF THE SUPPLIES'. It is complete but is quite useless.

This objective is used in the July 2003 prototype, which suggests it was cut late in development.

The Fat and Furious - Unused 'goto' Objective

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

Bart 'n' Frink - Unused 'goto' Objective

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

Nerd Race Queen - Unused Objective

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

Flowers By Irene - Unused Objectives

Level 1's fifth Mission, Flowers By Irene has two unused objectives, both of which would have been used before following the Surveillance Van. The first involves interacting with an interact spot near the van, and the second involves the player entering their vehicle. In the final game, these both went unused and the player only needs to approach the Surveillance Van before following it.

Clueless - Removed Sedan Chases

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

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

Fishy Deals - Unused Fish Location

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

Ketchup Logic - The 19th Ketchup Packet

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

Eight is Too Much - Unused 'goto' Objective

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

Simpsons Hit And Run Online

Kwik Cash - Unused Timer

In Level 5's sixth mission, Kwik Cash, there is an unused timer during the 'Destroy the Armored Car' stage. The timer is set to 3:30, and was likely dummied out because the armored car is very difficult to destroy, and you have to prevent destroying your own car.

Kinky Frinky - Unused 'goto' Objective

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

Duff For Me, Duff For You - Unused Clothing Change

In Level 6's fourth mission, Duff For Me, Duff For You, the player was originally supposed to have Bart wear his Bartman costume according to the games files. Since this is commented out, the Bartman costume was changed to be an optionally bought piece of clothing instead.

There's Something About Monty - Unused Timer

In the second part of There's Something About Monty where the player has to climb the wreckage at the Power Plant to reach Mr. Burns' Office, the player was supposed to get there before 1:30 minutes were up. This was slashed out in the mission data due to the fact it would be harsh for the player to fall down and start from the beginning and since jumping the destroyed debris was hard. Because of this, the Mission Failed jingle for the song that plays here (land_of_choc_end_neg) goes unused.

Alien 'Auto'topsy Part II - Unused 'goto' Objective

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

Blind Big Brother - Unused 'goto' Objective

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

Vox Nerduli - Unused 'talkto' Objective

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

Cell-Outs - Unused 'timeout' Condition

At the end of 'Cell-Outs', when you are meant to talk to Professor Frink, there is an unused timeout condition. There is no actual time applied so re-enabling it causes the mission to fail instantly.

Simpsons Hit And Run Pc

Milking the Pigs - Unused 'goto' Objective

At the beginning of 'Milking the Pigs' there is an unused goto objective. Originally, you were meant to drive to the Krusty Burger before Chief Wiggum appears. This was removed for unknown reasons.

Lab Coat Caper - Unused 'goto' Objective

At the beginning of 'Lab Coat Caper' there is an unused goto objective. Originally, you were meant to drive to the Aztec Theater before Professor Frink appears. Am I the only one getting déjà vu here?.

Slithery Sleuthing - Unused 'talkto' Objective

At the end of 'Slithery Sleuthing', you was supposed to talk to Wiggum, however, in the final game conversation happens automatically.

And Baby Makes 8 - Unused 'goto' Objective

In the premission info file there's a dummied out objective. SetHUDIcon command has a 'lbsc' as a parameter, which means that possibly, the truck in the end of the previous mission should've stopped in the different place so the player would drive to the Legitimate Businessman's Social Club. Re-enabling objective causes the game to automatically skip it, due to player being located at the Legitimate Businessman's Social Club. The interesting part, is that the message index is set to '0000000000000000000', which is possibly a joke from the developer team.

Unused Drama Switches

There's a plenty of missions that were going to switch their music to the drama variation in a specific stageFor example, Level 5 Mission 6, Kwik Cash. It had two 'StageStartMusicEvent('L6_drama');' lines (for stages with Wiggum chasing the player) but due to a spelling error(There's L6 instead of M6), this goes unused. Same can be found in the last mission of the game in the stage where's the Black Ferrini starts to pursue player. Again, same issue: 'StageStartMusicEvent('L7_drama');'. This error repeats for five more missions: Alien Auto-Topsy part 2, There's Something About Monty, Wolves Stole My Pills!, Return Of The Nearly Dead and Kethcup Logic. The most interesting part is that L7M4, L4M5 and L4M3 doesn't have a drama version of the music, so even fixing the issue won't help here

Retrieved from 'https://tcrf.net/index.php?title=The_Simpsons:_Hit_%26_Run/Unused_Script_Code&oldid=735853'

http://tvtropes.org/pmwiki/pmwiki.php/YMMV/TheSimpsonsHitAndRun

Go To

  • Awesome Music: The whole soundtrack could count. Let's list them since there's a lot of space on this page.
    • 'Evergreen Terror', Level 7's driving theme. The Beetlejuice-esque music fits very well with the Halloween zombie invasion theme.
    • 'Otto's theme', which plays on both missions involving his school bus ('Operation Hellfish' and 'Going to the 'Lu').
    • 'The Comic Book Guy's Theme', obviously a Suspiciously Similar Song of the Star Trek: TOS fight music.
    • Who could forget 'Hit & Run!', the theme that plays when the Wanted Meter fills up and the cops start chasing you?
    • Advertisement:
    • Any of the rock tracks that startup. With Bart, that's expected. But with unexpected characters like Marge, Lisa and Apu, you know they're getting serious.
      • Special mention goes to 'Weapons of Mass Delinquency', which makes up for the missions 'Never Trust a Snake' and 'Set To Kill' being really difficult.
    • The epic 70's/80's cop show-esque 'Wolves Stole My Pills!', which plays during the mission of the same name.
  • Big-Lipped Alligator Moment: This applies to pretty much every bonus mission in the game, but special mention must go to Level 2's bonus mission 'Dial B for Blood', which involves Bart going up to random people and asking them for blood.
  • Broken Base: Level 4’s The Cola Wars tends to be a rather divisive mission within the game. It’s often ranked as one of the most difficult levels of the game, as it requires the player to collect 30 Buzz Cola cans on foot under a time limit. On the other hand, there are players who see the level as too easy as said cola cans are close enough by that it’s not that difficult to get lost finding them and that said time limit is 4 minutes, giving them enough time to collect them all before it even reaches the single digits.
  • Advertisement:
  • Crazy Awesome: Some of the vehicles, such as Apu's Obliteratatron Monster Truck and the RC Buggy.
  • Good Bad Bugs:
    • The physics of this game can be either downright insane or completely random. Imagine this when it can even be applied to hitting a random object for coins and/or a pedestrian (as shown here). Here's even another vehicle-based example.
    • It's also possible for the wasp cameras to accidentally shoot at any NPC's; akin to them getting run over by cars, they'll get sent flying in the usual 'flailing around' state just like when you attack them yourself. Unlike getting them run over by cars of any sort though, it's possible to have the said wasp cameras instead, shoot at any notable character (player or NPC) who happens to be driving a car for you, making them fly out of the car, but still having their supposed person inside driving it (thus their voice clips when driving and/or entering the car from their side will still play like normal).
    • Advertisement:
    • Buzz Cola boxes and vending machines are permanently gone for that save file once they are destroyed, meaning that their high coin payout is meant to only be grabbed once. This can be worked around by kicking them only twice and then reloading the mission, since the game does not save whether boxes and machines are simply damaged, and they still release coins if they are hit but not destroyed. One mission in Level 6 is located close to four boxes and two machines, so it's possible to use it to grind on money to get all the vehicles and costumes faster. Combine it with another Good Bad Bug that makes characters lose collision, and that gives the quickestnote speedrun strategy for getting enough coins to get everything in a one hundred percent run of the game, which is helpful thanks to how expensive some of the collectables can get.
  • Hilarious in Hindsight:
    • Remember the South Park gag 'Simpsons did it!' By the time you get to the game's final levels it turns out the plot is remarkably similar to an episode of South Park, namely that Earth is being recorded by aliens to sell as a reality show to the galaxy. The really funny part is that the South Park episode came in March 2003; Hit & Run came out in September. And for extra irony, the 'Simpsons did it!' episode came out just the previous year; one must wonder if the producers of the two shows planned this out for the timing to be so perfect.
    • One of the missions in level 3 is called 'Bonfire of the Manatees'. A mere couple of years later, the show itself would get an episode with that very name.
  • Nightmare Fuel:
    • One of the gags Homer can perform in his first level is to trigger a meltdown at his office in the nuclear power plant. After doing so, a skeleton floats up in the radioactive waste. Marge can do the same in the fourth level.
    • The majority of the last level counts. They chose to base it off the Treehouse Of Horror series since the cola was potent enough to wake the dead.
    • The whole plotline of the new Buzz Cola. At the beginning of the game, it starts off only being released, but Krusty mentioning that the product has 'a special ingredient too hot for the FDA' and 'isn't poisonous to anybody' already sounds suspicious enough. Then, in Level 4, Bart mentions it was the thing given to him on the 'alien spaceshift' after snapping out of his trance, and it's only time until we discover it's Kang and Kodos' Gargle Blaster intended to wipe out the human race as part of an attempt to increase their show's ratings, and they eventually dump it into the water supply to cause a zombie outbreak to make their ratings rise even after their lasers fail.
  • No Problem with Licensed Games: A shining example. Though some of the missions are rather difficult, the voice actors are right from the cartoon and are still funny in their roles, the story is ridiculously enjoyable (emphasis on ridiculous), and so much Continuity Porn that any diehard fan will go nuts over it.
  • Padding:
    • The 'Full Metal Jackass' mission in level 6 is considered completely pointless: after stealing a ray gun from the Duff blimp, Bart's on his way to show it to Krusty... only to suddenly, for no real reason, run into Principal Skinner and attempt to persuade him to help stop the aliens. Skinner promptly confiscates the gun, forcing Bart to destroy Skinner's car to get it back. Said mission has no impact on the story whatsoever.
    • 'Clueless' in Level 3 has Lisa travel to various locations Mulhouse tells her Bart may be at... only for her to keep finding Milhouse instead. He doesn’t even give any hint as to where he could be, all he does is send the player on a wild goose chase until Lisa angrily asks him what’s going on and he complains that it’s 'never a good time' to go out or hang out with him. Aside from Lisa suggesting she should talk to Apu, nothing of importance was accomplished.
  • Paranoia Fuel: The 'black sedans' and the Wasp Cameras.
  • Polished Port: The Xbox version is considered to have the best control possible due to the driving speed being completely controllable on the level of how hard or light you pull on the right trigger, making for a very smooth driving experience.
  • Suspiciously Similar Song:
    • One of Bart's musical cues during free-roam is eerily reminiscent of the opening riff to 'All Apologies' by Nirvana.
    • It's rather fitting that Ketchup Logic takes lots of musical cues from Tom Jones' 'It's Not Unusual' (with the main chorus sounding so similar to said song, it's a wonder the lawyers didn't get involved.)
    • It's not easy being Husky, the theme for the missions Blind Big Brother, Beached Love and Level 4's Wager Race, takes some cues from Philip Glass' 'Pruit Igoe'.
    • Halls Balls, the mission theme for Milking the Pigs, the first half of There's Something About Monty and Level 6's Wager Race, is an obvious reference to the song 'Hell's Bells' by AC/DC in both title and instrument used.
    • Not Leaf Blower Aliens, Tentacle Aliens!, the theme music for the missions Long Black Probes and Alien 'Auto'topsy Part I is actually a remix of the opening theme of UFO.
  • That One Level:
    • The final three missions, 'Alien 'Auto'topsy Parts I', 'II' and 'III', which force you to drive perfectly and avoid so much as lightly hitting anything if you don't want to knock off the extremely sensitive barrel of nuclear waste strapped to your fender. Worse still is that since the timers become progressively more restrictive with each level, major crashes from either the traffic, the chase sequences or other obstacles will absolutely cause you to fail if you can't outrun/avoid them on the first pass. Each level ups the ante in regards to difficulty:
      • 'Part I' is the easiest, being practically identical to the third mission Pocket Protectors; it asks you to simply drive from the powerplant to the playground, except it allows you to use a vehicle of your choice instead of being forced to use Frink's Hovercar.
      • 'Part II' essentially combines the previous two missions together, requiring you to drive to the Power Plant to pick up the waste (avoiding the Black Alien Sports Car in Evergreen Terrace) before driving back to Springfield Elementary to drop it off. While you are forced into using a specific vehicle for the level, the vehicle in question is Snake's Lil' Bandit, which has strong speed, acceleration and handling but poor toughness (which technically doesn't factor in that much when the whole point of the mission is to not hit anything).
      • 'Part III', however, really takes the cake. While the mission is practically identical to Part II (with the only changes being further restricted time limits, a race with the Black Alien Sports Car to the Power Plant and another evasion section with it on your way back through Evergreen Terrace), the real problem stems from two major issues:
      • The first is the vehicle you are forced to use for the mission: The WWII Vehicle w/ Rocket. Browsing through the in-game files shows that the vehicle's stats are practically identical to the regular version... aside from the Speed and Acceleration, which have been massively boosted from 1.5 to 5 stars. Since nothing else has been changed, this vehicle is extremely hard to control thanks to the paltry 3-star handling, making the mission much more difficult than it needs to be. This video really shows how much of an impact the WWII Vehicle w/ Rocket has on the mission's difficulty... by completing the mission using The Family Sedan!
      • The second, as explained in the above video's description, is the poor mission scripting after the Evade portion with the Black Alien Sports Car; once the car has been successfully evaded, you only have 30 seconds to drive to the school playground. This time limit does not adapt to your position in the level, meaning that if you lose the car beyond a certain distance away from the school, you 'will' be timed out and forced to restart the mission. That's right, You are punished for doing too well.
    • Also of notable mention is 'Set To Kill', the penultimate mission of the sixth level. It takes some very skilful driving and knowledge of the map to hit all of the awkwardly-placed laser gun stands with even a few seconds left on the clock, and also a fair amount of luck when you factor in traffic (if you're not careful, the cops will be onto you and will delay you even further). The trip back to Krustylu is even worse, giving you only fifty seconds to get there from the opposite side of the map. You need to go flat-out and pray to God you don't suffer any major hold-ups, otherwise, you're guaranteed to not make it. Even with the Globex Super Villain Car, it's damned tough. At least it's backed by the same very awesome rock track noted above, arguably one of the best in the game. So if you keep failing, it also means to get plenty of time to listen to music!
      • In a prototype that was compiled very close to the game's release, the 50 second time limit isn't present. This indicates that the time constraint was a last-minute addition, which certainly explains why it is only just doable.
    • 'Never Trust A Snake', from the fifth level. Simply put, you will not get it on the first try. The main problem is that, in the second part of the mission where you're collecting trash on foot, the time you have left after doing it becomes the time you have to get back to the DMV (a pretty substantial distance away). Which is very jarring, since usually a whole new timer is given for getting to the final destination. The second time around, you can get it without significant hassle if you plan your route carefully, but it still takes some shortcut use on the expressway.
    • 'Kwik Cash', the level that comes after 'Never Trust a Snake'. Your mission is to destroy an Armoured Car... with Snake's Li'l Bandit. Fortunately, the only time limits you're given are to go to the Googolplex and escape Chief Wiggum twice (first at the end of the freeway and the last at the Snake's Hideout). There's no time limit to destroy the armored car because it takes forever to destroy the toughest vehicle in the game with a sports carnote .
      • The mission was originally going to be a lot worse. By editing the main file for the mission, a 3:00 timer to destroy the armoured car can be re-enabled.
    • 'Monkey See Monkey D'oh', the sixth mission of Level 2. You have to collect 30 monkeys for Dr Nick and then get back to him within a time limit. The problem with this is that they give you just enough time to get all the monkeys and get to the goal. If you get them all but fail to make it back to Dr. Nick in time, you have to start the whole thing over again. At least the music for it is pretty catchy, but that does little to alleviate anything when it's all you'll be hearing for a while.
    • 'Wolves Stole My Pills', the fifth mission in Level 4. You have to retrieve Abe’s medication that was stolen from him. Sounds simple enough, but what hurts the level is the car you chase down to retrieve said pills. Simply put, this car is both too fast for you to catch up with, and he’s dropping pills in random spots that’ll more likely than not slow you down and make you fail the mission. Needless to say, it’s not one that can be beaten in one shot.
  • That One Sidequest: Every race in the game (see The Computer Is a Cheating Bastard on the main page), but the early levels, alongside levels 4 and 6, are the worst.
    • Level 3's Circuit Race is especially bad, as it genuinely makes you want to believe that the racers are less interested in winning and more in making sure that you DON'T win. Not only is the AI Marge's Canyonero abnormally faster than the one you officially obtain, the race track features many corners to turn and crossroad where a racer willactively ram into you and knock you off course at every opportunity they get.