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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.

Hmmm...
To do:
Ho boy, there's a lot more than what we have here.

Unused Music

fe_trans

These three jingles were originally intended to play when the player exits the game to the main menu or to the Bonus Game menu. According to all of the music RMS files, the files that tell the game what music to play and when, the game would've randomly chosen one of the three jingles to play. However, exiting the game unloads the music RMS file before the code can be executed. This causes them to go unused. Forcing the game to not unload the RMS file restores the unused jingles.

Internally, the filenames of the jingles are referred to as FE_trans. This stands for "Frontend Transition" as evident by the two newspaper jingles being assigned to the music regions FE_trans04 and FE_trans05 respectively despite their filenames not referencing them.

tuba_024

The name implies that this was an intended cue for Level 1, however this appears to not be the case. The file is present in the same folder as Level 4's cues and is even called for by the level's RMS file. However, it isn't assigned to any region/event and thus never plays.

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 it when it is set as a traffic vehicle.

land_of_choc_end_neg

Although this track is technically used, the part where it can play seems to be unintended. This track would play when the player fails a mission while the music track land_of_choc_main is playing. The only time land_of_choc_main plays outside of the credits is in the mission "There's Something About Monty" when the player has to climb up to Mr. Burns' office. It is impossible to fail this part of the mission, although it originally was possible.

Due to an oversight in other missions that play more than one theme such as "Weapons of Mass Delinquency", land_of_choc_main theme will continue playing if the player restarts the mission after reaching the Power Plant in "There's Something About Monty". When the player runs out of time before reaching the Power Plant, land_of_choc_end_neg will play.

organ_music

A slowed down version of Bach's "Toccata and Fugue" 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. It can still be heard if the player goes out of bounds and to where the tunnel is.

scarymusic01

A slowed down, mechanical sounding version of Scott Joplin's Maple Leaf Rag. The song was intended to play in Level 7 at the rooftop garden of the Kwik-E-Mart and at the cemetery. Level 7's music script erroneously assigns this theme to the event value called OF_Apu_Oasis. This event is used for the top of the Kwik-E-Mart in Levels 1 and 4. There is another value called ScaryMusic01, which isn't used. There are triggers in Level 7 that try to access the ScaryMusic01 value, but there is no music assigned to it. Assigning this theme to this value will cause it to play when entering its designated areas. This likely is a developer oversight.

powerplant_10sec

Judging by the name and RMS files, this was intended to play when the time limit is under 10 seconds in the missions "Blind Big Brother" and "Beached Love". It joins together seamlessly with said missions' failure theme and is also the only instance in the game of a "10 seconds remaining" track.

stone_cutter_spoof

This instrumental rendition of the track "We Do" from The Simpsons episode "Homer The Great" was intended to play outside of the StoneCutters' Hidden Tunnel, next to Mr. Burns' Mansion in Levels 1, 4, and 7. The position triggers for it were intentionally removed in the final game due to being very buggy and imprecise (they still exist in the July '03 prototype). It however wasn't removed in Level 7 since the area where it plays is outside the map (it can be reached from the blocked-off bridge).

nick_end_sus

This cue is supposed to play when the player leaves their car in the missions "Monkey See Monkey D'oh" and "The Cola Wars", but it goes unused for a variety of different reasons;

  • For "Monkey See Monkey D'oh", Level 2's music script contained a mistake in assigning the music for the suspense region (when the player exits the vehicle) for this mission. Instead of using this cue, it continues using the mission's main theme instead.
  • For "The Cola Wars", the mission's script was specifically written to always play the mission's main theme regardless of when the player is on-foot. If the line that causes this behavior is commented out, this cue would play normally.

bart_chase02_end_sus1

A cue intended to play when exiting a vehicle while the bart_chase02 track is playing (Bart 'N' Frink", "Full Metal Jackass" and from destroying the third Buzz Cola Truck onwards in "From Outer Space"). In all of these instances, a different cue is played instead.

homer_reward

Two cues likely intended to be used for Collector Card acquisition as Homer. Both levels in which Homer is played as (1 and 7) initialise these tracks in their RMS file but never assign them to anything.

Unused Sound Effects

Hmmm...
To do:
There are a lot more sound effects that went unused. Add them here.

The category names used here are based off of the folders in which the sound effects are located.

Collect Sound Effects

powerbox_smash_02

A device exploding. This would be used for the destruction of the power couplings in Level 1 Mission 4 ("Blind Big Brother") and was probably cut for lasting too long (the player would be able to get quite far away from the destroyed power coupling with the sound still playing).

roadkill_collect

File Name Audio
roadkill_collect_02
roadkill_collect_03

Two sounds for the collection of roadkill in Level 2 Mission 5 ("Better than Beef").

Gameplay

busted_01

An unused sound effect that would've played when the player gets busted during Hit & Run. It is unknown why this was cut.

busted_02

Another unused "Busted" sound. This is very similar to busted_01, but it starts sooner.

busted_halloween

A clip of Kang and Kodos laughing as they lock up Homer, who shouts "Ow, my ass!" This was likely supposed to play when the player gets busted during Hit & Run in Level 7.

Interactive Props

forklift

The sound of a forklift. This would most likely be used in Level 1 and 4's Power Plant on the scrapped forklift prop.

gag_azte

An alternate sound for the tiki gag in Levels 1 and 4.

gag_bbq

An alternate sound for the barbecue gag in Levels 1 and 4.

gag_car_01

An alternate sound for the Try-N-Save car gag in Level 2.

gag_library

Judging by the filename, this would have played when using the switch in Mr. Burns' mansion from Level 4. Another sound is played instead.

gag_tele

The audio for the Observatory telescope gag in Levels 3 and 6. It never plays as the audio is present in the gag movie instead.

ghost_loop

A ghostly scream and some cackling, obviously meant for somewhere in Level 7.

homer_stomp

File Name Audio
homer_stomp_01
homer_stomp_02
homer_stomp_03

Three sound effects of Homer hitting the ground labelled as "homer_stomp_0X". The first two include short voice samples, the second one uses an alternate take of Homer saying "Whee!" from the trailer of the game.

larry_looter_01

The audio from the Larry the Looter arcade machine gag in Levels 1, 4 and 7. It never plays as the audio is present in the gag movie instead. According to the Master Content List.xls in the leak, it's possible that it was supposed to be interacted in the overworld, where textures would change.

platform

File Name Audio
platform_01
platform_02}

Two sounds intended for platforms.

spider_loop

Probably made for Level 7, since that level features large spiders in the environment.

trampoline_04

Likely an earlier sound for using an air vent to gain height.

trapdoor_pp

Judging by the name, this was an early version of the sound used when falling into one of the trapdoors in Level 7 at Mr. Burns' office.

Positional

Halloween Sound Effects

Hmmm...
To do:
More information needed for better organization (find out exactly where the triggers are and list that as where each sound effect would appropriately play).
File Name Audio
roadkill_collect_03
ghost_kids_10
ghost_kids_12
halloween_chicken
piggy
piggy_02

Several sounds that are coded to play at various "Halloween triggers" in Level 7. However, said triggers and/or the script are broken in an unknown way and so this never happens.

vote_quimby

A sample of the sound produced by the Vote Quimby Trucks (the theme playing in the background along with a voice saying "Vote Quimby!", before the audio fades away). Where this would be used is unknown, although it may have been added before the vehicle was.

Zombie

File Name Audio
zombie_01
zombie_02
zombie_04

Zombies groaning, with echo/reverb effects added. Likely for the Springfield Nuclear Power Plant in Level 7.

Wasp Cameras

wasp_laser

An alternate sound for a Wasp Camera firing a projectile.

World Objects

forklift

Unused forklift sounds. This is a duplicate file.

payphone_dial_01

A phone being dialled. This was probably meant to be used for the Phone Booths when summoning a vehicle.

payphone_dial_busy_01

A phone being dialled before another sound plays, signifying that the person cannot be reached. This would be used in conjunction with the above sound, playing when a not unlocked vehicle was selected.

platform

File Name Audio
platform_01
platform_02

Two platform sounds.

trampoline_03

A trampoline being bounced on. This may have been another early sound for air vents.

Unused Vehicle Sounds

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
gti_starter

A engine starting sound for unknown "GTI".

File Name Audio
horn-gti

Horn for unknown "GTI".

File Name Audio
horn-broken
horn-broken_02

Broken horn sounds. Probably meant for when a car is damaged.

File Name Audio
horn-clown

Unused clown horn. Strangely, horn-bulb is used for both the Clown Car and Clown Limo, implying that there was supposed to be a second unique sound.

File Name Audio
horn-rocket

Unused horn for the Speed Rocket. In the final game, horn-tiny is used for the Speed Rocket.

File Name Audio
klaxxon

A weird blasting sound. Unknown purpose.

File Name Audio
amb_siren

Unused ambulance siren sound. It was intended to be played near the Ambulance traffic vehicles in Level 5. Likely unused since Level 5 (the only level with the Ambulance as a traffic vehicle) already has an ambient vehicle, the Vote Quimby Truck.

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.

File Name Audio
swoosh1
swoosh2
swoosh3

Swoosh sounds. Unknown purpose.

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.

References