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The Simpsons: Hit & Run/Oddities/Overworld

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

Textures

Grocery Store

  • The Springfield Grocery Store in Level 7 uses an earlier version of the textures used in Level 1 and 4.

Earlier Krusty Glass Graphic

SHAR L7Movie KrustyGlass.png

In the Level 7 cutscene, an early version of the Krusty glass with a different logo can be spotted on the left side of that frame. This design actually is present in the final game, but in a different place, on the glass tube beneath the Sit-n-Rotate in Level 2. A lower resolution version of this logo can also be found in the main menu on the baby monitor in the Sound Settings.

Early Final
Krusty logo.bmp.png Krusty HumanCola Glass 8bitt 64x64.bmp.png


Area Code signs

  • The "You are now entering/leaving" signs which state the area code in levels 1, 4, and 7 appear to show a very early design of Evergreen Terrace (specifically, the area leading north from the cemetery) which doesn't seem to match with anything present in the final game. This is potentially the earliest image of the game in existence, as all later screenshots (including the level scrapbook images) seem to have near-finalized layouts.
areacode_base.bmp
Areacode base.bmp.png


  • The road appears to have an additional two lanes.
  • The house designs are much different to those featured in the game. Particularly, Wiggum's House doesn't appear to exist.
  • There are no houses in the distance, but trees can be seen in the background. This matches up with the Level 1 scrapbook picture.
  • The Evergreen Terrace sign is missing, also matching up with the Level 1 scrapbook picture.

Outdoor Textures

  • The window texture for the Simpsons house seems to be an early version of Level 1 with a skybox that matches the one seen in the scrapbook photo.
Simpsons House, all Levels
  • The window texture for Bart's bedroom in all levels is of a near finalized version of Level 1, the only difference being the collapsible swing set is missing.
Bart's Bedroom, all Levels
  • The window texture for the Android's Dungeon in Level 3 shows an earlier version of the area, Most of the area is the same as it was in the final game, but the "Eat Deer!" billboard was later moved to the northeastern road, and the billboard for what is "Hams Ahoy!" in the final game is one that doesn't match anything else in the game.
Outdoor Texture Level 3
Android's Dungeon, Level 3 SHAR ComicBookOutside.png
  • The window texture for the Android's Dungeon in Level 6 is actually an edited version of Level 3's image, but it features the same lamppost lighting seen in the Sizzle Reel video of Level 6. The early skybox is also present here.
Android's Dungeon, Level 6
  • The window texture for the Observatory in Level 6 also features the early skybox seen in prerelease footage and the Bonus Level.
Observatory, Level 6
  • The window texture for the DMV in Level 5, much like Level 6's window texture, appears to have been edited from Level 2's. The skybox doesn't resemble the final or prerelease versions of the game, and the kiddie ride gag from Level 2 can be seen at the Try-N-Save.
DMV, Level 5
  • In Level 7, the background for the window of Mr. Burns' office uses an earlier skybox seen in pre-release footage with different cloud designs and a slightly darker sky.
Mr. Burns' Office Skybox Level 7 Skybox
SHAR Burns background.png 128Px


Duff Brewery

  • The west wing of the Duff Brewery is not aligned with the brewery's vat, being further out, resulting in the building's being disconnected and the roof of the vat being connected to nothing. As shown in pre-release screenshots and the Level 6 FMV, the Duff Brewery was initially intended to have a loading bay section. While the textures for the loading bay were kept, the west wing was pushed in to remove the area, thus causing the buildings to be misaligned.

Gags

  • Various gags around the game involving characters still use character models from The Simpsons: Road Rage. Pre-release screenshots and footage of this game show that the Road Rage models were used throughout this game's development, so these are obviously leftovers.
The Homer eating cheese gag uses his Road Rage model.


Car Park Oddities

  • The cars parked in the parking garages in Levels 2 and 5 are based on earlier versions of the traffic cars in the main game. The windows of the cars appear to be much brighter and slightly more opaque compared to the final versions, and none of the cars have any bumper stickers.
  • The early design of the Compact Car lacks a door handle and has matte black trimming on the doors, pillars, and license plate area, alongside different taillights. The car uses a white color that is not used elsewhere in the game.
Early Compact Car Final Compact Car
SHAR l2 parkedCarA.png

SHAR l2 parkedCarARear.png

SHAR l2 parkedCarAFinal.png

SHAR l2 parkedCarAFinalRear.png


  • The early Pickup's bed is visible, while the bed on the final Pickup isn't because it is covered with a rubber bed cover. The car uses a shade of green that is not used in-game.
Early Pickup Final Pickup
SHAR l2 parkedCarB.png

SHAR l2 parkedCarBRear.png

SHAR l2 parkedCarBFinal.png

SHAR l2 parkedCarBFinalRear.png


  • Aside from the general differences that all of the early designs have, the early SUV design is almost identical to the final design.
Early SUV Final SUV
SHAR l2 parkedCarD.png

SHAR l2 parkedCarDRear.png

SHAR l2 parkedCarDFinal.png

SHAR l2 parkedCarDFinalRear.png


  • Level 2 has a very early design of Sports Car A. This design has a grille, lacks a spoiler and pillar on the greenhouse, has a different rear fascia and hood, and features a hubcap design not seen anywhere else in the game. The Level 5 uses a design closer to the final game, but has the headlights down, and maintains the earlier rear fascia.
Very Early Sports Car A Early Sports Car A Final Sports Car A
SHAR l2 parkedCarC.png

SHAR l2 parkedCarCRear.png

SHAR l5 parkedCarC.png

SHAR l5 parkedCarCRear.png

SHAR l2 parkedCarCFinal.png

SHAR l2 parkedCarCFinalRear.png