Prerelease:The Simpsons: Hit & Run/E3 2003
This is a sub-page of Prerelease:The Simpsons: Hit & Run.
Hit & Run would later make an appearance at E3 2003, running from May 12 to 14, within the vast portfolio of then upcoming games from its publisher, Vivendi Universal. Not much else is known about the state of the game at this stage.
Contents
Preview
A GameSpot feature from July 8, 2003 allegedly describes a GameCube build of the game showcased at a non-descript press event from Nintendo. The demo featured appears to have been limited to the first three missions of the first level, which seem to be unchanged from the final product. It is suggested that gameplay elements and interactions appear to have been finalized, although camera issues are present.
Videos
A significant number of publications were granted access to late builds of the game since E3 and until September for previewing purposes. Contents have been sorted by outlet chronologically.
Sizzle Reel
The first footage released to the public was a Sizzle Reel made from the GameCube version published by IGN on May 15, 2003 shortly after its appearance at E3. Two copies, despite sharing the same footage exist, except one has been found in higher quality from Xbox World Volume 6.
The video itself depicts driving and minimal character control within the first, sixth, fourth and second levels, starring Homer, Bart, Marge and Bart respectively. Despite lacking sound, a handful of aesthetic differences can be noticed when compared to the final product.
- A green radar is in place of the transparent minimap and the "Hit & Run" meter. The textures can still be found in early copies of the Windows version.
- Stop signs cannot be destroyed, but can be rather pushed as a single entity.
- Light blue chevrons can be seen highlighting Marge's vehicular path instead of red and green arrows.
- The phone booth has a 2D sprite of a telephone on top instead of a rotating 3D model. In addition to this, the phone booths are in different locations. In the final game, there's a booth across from the Simpson house, by the cemetery, and the one outside the stadium is a lot further to the right, beside the tunnel.
- The evergreen trees shown in Level 1 and Level 4 look more cartoon-styled and less detailed than they are in the final.
- There is seemingly no indication whether the player is about to get a "Hit & Run".
- There appears to be a collector card on top of the Wiggum house in Level 1, as seen at the very start of the video. As it's impossible to actually get on top of most houses in the final game, it makes sense that they'd move it to the back yard.
- The light cone of the street lights in Level 6 appear to be at an angle, as opposed to facing straight down.
- The street lights in Level 4 are off.
- Environment maps appear to be more subtle, or not implemented yet. This gives the cars a rather more cartoony look.
- The unused Station Wagon vehicle can be seen behind the School Bus during Level 1.
E3 Trailer
An E3 Trailer gameplay video shows a mostly complete version of the game, although with a few noticeable changes from the final game:
- The video appears to alternate between two builds, due to the vehicle camera being closer (like in the possible images below) or further (like in the final) in some snippets of footage.
- Much like in the IGN video, environment maps don't seem to have been implemented yet. In addition, there doesn't seem to be any lens flare effects from the sun in the first three levels of the game.
- Also like in the IGN video, the unused Station Wagon found in the files of the game can be seen driving past Homer in Level 1. It is shown in place of the Glass Truck found in the final game.
- In Level 1, Wiggum's house appears to be completely missing. This is consistent with the 696 and 969 area signs.
- The vent on the Duff Truck at the Kwik-E-Mart has no detail and does not produce any smoke, and the sound effect heard when bouncing off of it sounds different compared to the final game. Also, Homer does not say any of his usual quotes, like "Wheee!!" or "Bouncy bouncy!!" when he bounces off the vent.
- Moving cubes appear inside the Power Plant. While not seen in the final version it strangely appears in the final game's demo mode.
- Two wasp cameras are present inside the Power Plant on Level 1; these are not in the final game.
- The power couplings are facing straight.
- The telephones seen on top of phone booths look different slightly resembling the 2D sprite of the telephone shown on top of phone booths in the pre-release video released on Sizzle Reel.
- Much like in early cutscenes and screenshots, the characters' models are similar to their appearances in The Simpsons: Road Rage.
- Wrenches have a darker color scheme making them look more of a brown color than a yellow color.
- A lot of sound effects heard in the demo sound very different than they do in the final, sounds heard when jumping, kicking objects, etc.
- There were originally sound effects heard when the player entered/exited a vehicle and they shut the doors of it, but in the final game, no sounds can be heard at all whilst entering/exiting a vehicle.
- Collector Cards appear to have a question mark symbol on them.
- Wasp Cameras are not as detailed and appear to be brighter. They lack the metal texture they have in the final game. In addition, their wings are not opaque, and no electricity can be seen from their stinger.
- A ramp made out of tires is seen south of the Tire Fire. This isn't seen in the final game, likely because the ramp is facing at an angle too close to the barn house.
- In Level 2, there are three Coins present at the end of the small tunnel that follows the dirt ramp jump by the construction site.
- There is a wrench seen floating above the Tire Fire in Level 1, it is unknown why it's there.
- The lamp-posts on the street dividers near the Bowlarama in Level 6 had an entirely different design.
- In Level 1, Milhouse is shown standing in the middle of the path in front of the first house in the line of houses in-between the La Maison Derriére and the Kwik-E-Mart, but in the final game he has been relocated to near Moe's house.
- In Level 4, Nelson is shown standing in front of the Springfield church, but in the final game he has been relocated in front of the Solid Gold House on the 939 area.
- The sky in Level 2 is cloudier and has rays of light shining from the sky.
- The sky in Level 6 has a larger moon with more noticeable clouds, and the maroon color is less vibrant than it is in the final. Interestingly, this background is used as the background of interiors in the level in the final game and is also the background of the Level 6 bonus race.
- The Character Costumes icon in Moe's Tavern is located at the right side of the room in front of the Duff poster instead of on the left side of the room.
- In Level 6, the interior of the observatory appears to use the same lighting used in the building in Level 3, there is also a dusk background shown outside the window instead of the usual night background. It is unknown whether this is Level 6 or not, but it could be possible that Bart is being played as in Level 3.
- Also, the large telescope seen inside the observatory is not detailed and is colored red instead of grey.
- Much like in the IGN video, there is a mansion gate located in front of the house facing the Simpsons House.
- There is a fence with bushes placed between the blue house to the left of the Simpsons House and the fence beside the playground in Evergreen Terrace.
- The Itchy balloon in Level 2 has red gloves instead of white, red-gloved Itchy however did appear in the Level 5 bonus race in the final game.
Possible Screenshots?
Several screenshots of the game were submitted to a number of press sites prior to release but were not included with the PR Disc images. These portray a build that seems to be somewhere between the green radar HUD and the final (possibly dating it around May, as the final design had been implemented by early June), and show the first appearance of the circular Hit & Run meter with a different design.
Level 1
To do: Retake this one |
Prerelease | Final |
---|---|
![]() |
![]() |
- The unused Station Wagon can be seen in the prerelease.
- The smaller, breakable trees were much larger.
- The pink houses were white-and-pink.
Level 3
Prerelease | Final |
---|---|
![]() |
![]() |
- The RC car Otto is driving is different, and there are two additional cars not seen in the final game.
- Comic Book Guy is at the back of his store rather than at the counter like in the final game. This was likely changed as this position is where the clothing booth is.
- The texture for the outside of the shop is completely missing in the prerelease image, suggesting that the texture had not been created yet.
- The Radioactive Man poster gag is far brighter than in the final game, and doesn't match up with the textures.
Prerelease | Final |
---|---|
![]() |
![]() |
- The billboard on the top right corner was different.
- The phonebooth icon was different and bigger, lacking a glow.
- The light cones present under the streetlights aren't present in the final game in Level 3.
- There is a traffic light that is missing in the final game.
- The 70's Sports Car is still using its early design.
Level 4
Prerelease | Final |
---|---|
![]() |
![]() |
- The Wasp Camera has a shield on it.
- The back entrance of Burns' Mansion is slightly higher in the prerelease than it is in the final game. It is also missing the Krusty Glass panel.
- The tire tracks are missing in the prerelease.
Prerelease | Final |
---|---|
![]() |
Prerelease | Final |
---|---|
![]() |
![]() |
- The window near the garage of the house is lit up in the prerelease. In the final game, it is not.
- The flowers in the garden are still missing in the prerelease.
- The chimney of Flanders' house is still white in the prerelease.
Level 6
Prerelease | Final |
---|---|
![]() |
Prerelease | Final |
---|---|
![]() |
![]() |
- Chase Sedans were intended to pursue the player during a Hit & Run in this level rather than Police Cars, as judged by the Hit & Run meter and the fact no Missions in this Level use those vehicles.
- There is a large tree that is missing from the final game.
- The light from the streetlamp is far brighter and bigger than it is in the final game, appearing to be a temporary texture.
- An early version of the skybox can be seen, matching the same that is used in Level 6's cutscene.
- In the final game, the WWII Vehicle w/ Rocket cannot be driven outside of the mission "Alien "Auto"topsy Part III" without cheats.
- The building's lights are orange instead of yellow.
- There appeared to be a sort-of antenna near the Android's Dungeon billboard advertisement.
- A table and two chairs are missing in the prerelease.
- The canopy had yellow stripes rather than being completely white.
Level 7
Prerelease | Final |
---|---|
![]() |
![]() |
- The Radar in this screenshot has a blue left light unlike the other images, sort-of matching that of the final and implying that it's a later build.
- The treehouse still has leaves on it in the prerelease screenshot, although this is likely a placeholder.
- The lighting on the windows is brighter and different compared to the final game.
- There is a fence with bushes placed between the Powers' house, consistent with the E3 demo. The placement of the jack-o-lantern is also different.
- The ghost's placement is different in the prerelease.