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The Simpsons: Hit & Run/Unused Sounds and Music

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

Unused Music

fe_trans

These three trumpet tracks that get slightly higher in key go unused. They were originally intended to play when the player exits the game to the main menu, or to the bonus game screen (upon completing the said bonus game), however the loading screens also reload the RMS file (which tells the game what music it should play) before the code can be executed. This causes them to go unused. Forcing the game to not reload the RMS file restores the unused jingles

Internally, the jingles for entering the game from the main menu are referred to as FE_trans_04 and 05 respectively. The filename likely stands for 'frontend transiton'

tuba_024

A cue meant for Level 1, but unused since it is placed in the wrong folder within the files.

ice_cream_truck

A short jingle meant for the unused Ice Cream Truck vehicle. It plays when the player drives the vehicle, or if the player approaches the vehicle if it is set as a traffic vehicle. Although technically semi-unused since you can spawn the truck into any level using the phonebooth cheat, this never appears in the main game.

land_of_choc_end_neg

This track would play when the player fails a Mission while the music track "land_of_choc_main" is playing. The only Mission in which this track plays is Level 7-Mission 4, There's Something About Monty, when the player has to climb up to Mr. Burns' Office. It is impossible to fail the Mission during this section as there are no conditions present.

However, if the mission file (m4i.mfk) is viewed with a program such as Notepad++, you can see an unused time limit that the developers commented out by adding "//" to the beginning of the line. If you delete these slashes and then save the file, you can re-enable the timer for this part of the mission. If you let the timer run out, this plays.

The timer was likely dropped because the developers may have thought it was too difficult as it is hard to climb Burns' Office within a short time limit, considering making a mistake usually results in the player having to start over from the beginning of the mission. However, since none of the game's other missions use this song where you can fail, this jingle goes fully unused.

organ_music

A strange unused song that was intended to play in Level 7, in the StoneCutters' Hidden Tunnel. It goes unused as the area where the tunnel exists in Levels 1 and 4 was cut from the map, although it can be heard if the player uses cheats and glitches to break out of bounds and goes to where the tunnel would be. The track itself is a slowed down version of Bach's "Toccata and Fugue".

scarymusic01

A slowed down, mechanical sounding version of Scott Joplin's Maple Leaf Rag. The song was intended to play in the rooftop garden of the Kwik-E-Mart during Level 7, replacing the song heard in Level 1 and 4. However, in the final game, no music plays on the rooftop garden in Level 7. It is currently unknown why.

powerplant_10sec

Judging by the name, This song was meant to be played when the timer is under 10 seconds in the missions "Blind Big Brother", "Beached Love", and possibly the Level 4 Wager Race (The music for the mission being titled "powerplant_main") but for unknown reasons it does not play. It joins together seamlessly with the mission failed theme further proving that it must have meant to be played here.

stone_cutter_spoof

This instrumental version of the track "We Do" from the episode "Homer The Great" from The Simpsons was intended to play outside of the StoneCutters's Hidden Tunnel, next to Mr. Burns' Mansion in Levels 1, 4, and 7. It can still be heard in Level 7 if the player breaks out of bounds and drives to where the music would play (as the portion of the map that contains the Power Plant and Rich Side was cut in Level 7).

This track is present in the July 2003 prototype of the game in Level 1 and 4, although it's very buggy and doesn't seem to play in the right places. This may be why it was removed from the game.

nick_end_sus

This cue is supposed to play when player leaves their car in the missions "Monkey See Monkey D'oh" and "The Cola Wars" but goes unused due to a script in the game's code which prevents the main music from stopping when you exit a vehicle.

busted_haloween

This sound was likely supposed to play when the player gets arrested in a Level 7 Hit and Run. It is unknown why this was cut.

homer_reward

Unused cues that would have been part of the plethora of sound cues that randomly play upon obtaining a Collector Card in Level 1.

Unused Music Parts

By looking inside the decompiled RMS files you can find even more unused stuff!

Every music part of the game is assigned to a specific region which later activates upon completing specific tasks. In l2_music.xml you can find a series of weird regions named as "M3_drama_region" and "M3_victory_region" respectively.

	<Region Name="M3_drama_region" Volume="1">
		<Layer Name="music" Constant="true" Volume="1">
			<StreamEvent Name="CBG_Pickup" />
			<LogicRepeatEvent>
				<StreamEvent Name="CBG_Main" />
			</LogicRepeatEvent>
		</Layer>
	</Region>
	<Region Name="M3_victory_region" Volume="1">
		<Layer Name="music" Constant="true" Volume="1">
			<StreamEvent Name="CBG_Pickup" />
			<LogicRepeatEvent>
				<StreamEvent Name="CBG_Main" />
			</LogicRepeatEvent>
		</Layer>
	</Region>
	<Region Name="M3_end_drama_region" Volume="1">
		<Layer Name="music" Constant="true" Volume="1">
			<StreamEvent Name="CBG_Pickup" />
			<LogicRepeatEvent>
				<StreamEvent Name="CBG_Main" />
			</LogicRepeatEvent>
		</Layer>
	</Region>

It has some similarities with Kang and Kodos Strikes back, which is also a race only mission with music separated in three parts. Unlike L6M7, Vox Nerduli's regions write the same song all over again. The songs do not activate in game as they are lacking 'Event' strings to define them to be used in certain scenarios, so they never actually activate. Perhaps Radical wanted to make similar three music stages for all race only missions, but for unknown reasons only L6M7 has three stages of music. The same effect can be found in Nerd Race Queen as well.

	<Region Name="M1_drama_region" Volume="1">
		<Layer Name="music" Constant="true" Volume="1">
			<StreamEvent Name="CBG_Pickup" />
			<LogicRepeatEvent>
				<StreamEvent Name="CBG_Main" />
			</LogicRepeatEvent>
		</Layer>
	</Region>
	<Region Name="M1_victory_region" Volume="1">
		<Layer Name="music" Constant="true" Volume="1">
			<StreamEvent Name="CBG_Pickup" />
			<LogicRepeatEvent>
				<StreamEvent Name="CBG_Main" />
			</LogicRepeatEvent>
		</Layer>
	</Region>
	<Region Name="M1_end_drama_region" Volume="1">
		<Layer Name="music" Constant="true" Volume="1">
			<StreamEvent Name="CBG_Pickup" />
			<LogicRepeatEvent>
				<StreamEvent Name="CBG_Main" />
			</LogicRepeatEvent>
		</Layer>
	</Region>

Unused Vehicle Sounds

File Name Audio
amb_siren

Unused siren sound. It was intended to be played near the Ambulance traffic vehicles in Level 5.

File Name Audio
beeman_enter_01

Judging by the file name, this was supposed to play while entering El Carro Loco (Bumblebee Man's car), but for some reason it does not play.

File Name Audio
car_jump_02

A strange sound of a car descending from a height. Likely supposed to play if a car plunges down a height.

File Name Audio
cel_phone_02
File Name Audio
cel_phone_03
File Name Audio
cel_phone_04

Since the B, C and D variants of the Cell Phone Users Car are not used in game, this goes unused too.

File Name Audio
fire_horn

Unused Fire Truck horn. It was replaced by the siren.

File Name Audio
siren_01

Unused police car siren. This can be heard in the E3 trailer.