This page details pre-release information and/or media for The Simpsons Game (PlayStation 3, Xbox 360).
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Development Timeline#
2004
- Mar. 8 - EA's Simpsons Xbox tech demo is built as a pitch to Fox in hopes of acquiring the license to make Simpsons video games.
2005
- Nov. 2 - EA officially acquires The Simpsons license. It is also stated that a new Simpsons title would be for next-generation consoles.1
- circa. Nov-Dec. 2005 - Game starts development.
2006
- Jun. 29 - The designs for the interiors for Springfield are finalized.
- Aug. 18 - Early proposal designs for the Industrial Zone and the episode Shadow of the Colossal Donut are created.
- Aug. 25 - An early animatic for the ending cutscene for "Around the World in 80 Bites" is produced.
- Sep. 15 - A finalized design for Springfield is completed. Although it is later significantly downsized for the final game, the overall layout and main sections remain intact.
2007
- May 9 - The game is officially announced and first shown to the press at The Simpsons 400th Episode Party. Three episodes are showcased: Lisa the Tree Hugger, Around the World in 80 Bites, and Mob Rules.
- Jul. 6 - The Wii prototype was built.
- Jul. 10 - The E3 prototype of the game is built just before E3 2007 starts.
- Jul. 11-13 - A demo of the game is shown off at E3 2007.
- Sep. 5 - Beta 4 Preview is built.
- Sep. 21 - The Xbox 360 demo is built.
- Sep. 26-28 - Beta 26, Beta 29 and Final 10 are built on three different dates.
- Oct. 1 - The Europe/Australia Wii version is built.
- Oct. 9 - The USA Wii version is built.
- Oct. 30 - The Simpsons Game is released in the United States.
- Nov. 6 - The Simpsons Game is released in Australia.
- Nov. 9 - The Simpsons Game is released in Europe.
Concept Art#
Episodes#
The Land of Chocolate
Environmental level overview concept art for the Land of Chocolate. 
Concept art of Homer fighting off chocolate bunnies. Notably there is a Hand switch that likely would of functioned the same as the ice cream button in the final game. 
Springfield
A rough version of Springfield created by designer Jameson Durrall. Notably in the Maya screenshot you can seen the earlier version of Springfield seen in the E3 build, with the hospital, cemetery, and industrial bridge viewable. 
(Source: https://web.archive.org/web/20210911200850/http:/jamesondurall.blogspot.com/p/the-simpsons-game.html)
Bartman Begins
Environmental concept art for the aztec temple room. 
Concept art for the dinosaur exhibits. 
Concept art for the Middle Ages diorama, judging by the fact that homer's inside the diorama, it's likely that originally the player would be inside all of the dioramas, instead of having to scare Kearney out of the dioramas. 
Around the World in 80 Bites
This is the rough version of the level created by designer Jameson Durrall, taking the concept pieces for the level and using Maya to create a rough version of the space. After adding the appropriate markup and AI, this became a fully playable space and could then be moved on to the first art pass. Notably on the bottom of the screenshot you can see the cut area behind China. 
(Source: https://web.archive.org/web/20210911200850/http:/jamesondurall.blogspot.com/p/the-simpsons-game.html)
Concept art of the bagpipe prop in the scotland area, and the red rock fulcrum in the australia area. 
Mob Rules
Concept art of the Sequel Stop building. Notably the DS version uses this design. 
Concept art for GTS merch booths, where marge could use her powers to convert them into "Luv Huts." 
Concept art for the converted merch booths. 
Environmental concept art for the courtyard area. This area is very reminiscent of the old-gen version of this area, complete with the ramp pieces being random shapes instead of resembling the original EA logo. 
Environmental concept art for the entrance to the town square, also very reminiscent of the old-gen version. A big example is the judge's chamber building, which isn't present in the new-gen version. 
Concept art for the Grand Theft Scratchy statue in the middle of the town square. 
Enter The Cheatrix
Environmental concept art for a mining room, the middle notably has a giant drillbit in the center, matching up with an idea for the central shaft area in the level to feature a giant drill bit that the player would climb by walking along its blades while fighting enemies. However, the developers found it difficult to get the collision and enemy pathing to work properly on a rotating object, so the idea was ultimately cut. 
More environmental concept art for the mining room.

Concept Art for the different areas of the game engine.




Concept art for the game cartridges seen in the marketing room.
Art for the Command & Conquer parody-poster in the level, only the one on the right gets used. 
The Day of the Dolphin
Environment concept art for the interior of the paradise aquarium. The interior is vastly different, having additional platforming/puzzle rooms.

Concept art for the sea serpent ride in the exterior of the pier. Instead of being a boss fight, this is more of a puzzle elemennt, with bart and lisa needing to stop the pier and then use the Hand of Buddha to create a path towards the next area. 
Shadow of the Colossal Donut
Game Engine
Early versions of the video game posters for Grand Theft Scratchy and Big Super Happy Fun Fun Game. The early Grand Theft Scratchy poster still appears in the final game (though it features green blood), while the Big Super Happy Fun Fun Game poster is present in the Wii prototype.
Early |
Final |
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Two removed posters were originally intended to appear in the Game Engine. One parodies The Sims, while the other references Mutant League Football. The Shims poster can still be found in the Old-Gen version of the game in the episode Bargain Bin.


While the Snore poster does appear in the final game, it lacks the "Coming in 2008" text that is still present in the old-gen version. 
Medal of Homer
This Wolfenstein parody poster was originally intended to appear somewhere in the episode, most likely inside the Wolfenstein-esque room in the first area. 
Environmental concept art for St. Capitulons 
Grand Theft Scratchy Environmental concept art for the beginning side of the level. Notably the Clip-Joint and Gym are seen here instead of being on the other side of the city. There's also a cut Rottweiler Attack School building. 
Five Characters in Search of an Author Concept art for the Groening boss fight area. This area is much smaller than the final version, and seems to resemble more of the old-gen versions' boss area. 
Characters#
Concept art for a mechanic for Homer & Lisa, where Lisa could use the Hand of Buddha to freeze a lava geyser, turning it in a temporary platform for Homer to get across. 
Concept art for a Grand Theft Scratchy Marketing image.
Concept Art |
Final |
Notes |
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""Grand Theft Scratchy" is big part of the narrative through-line in The Simpsons Game. This is a panoramic marketing image I created, featuring the game's spoof of "Grand Theft Auto."" |
Concept art (done by John Bell) that shows Edna Krabappel "flashing" a German soldier. The French outfit she’s wearing doesn’t appear in the final game, but the German soldier design seems to have been used as the base for a model found in the "Medal of Homer" episode in the Wii prototype, inside Castle Duffenstein of St. Capitulons. 
Concept art for several alternate skins for Homer referencing other video games, which was intended for use in planned DLC skin packs for the game. Although a DLC option appears in the main menu, all planned downloadable content was ultimately cancelled. According to Senior Concept Artist Jules Mann, expansion skin packs were once planned not only for Homer but for the other main characters as well. A great deal of work was done for these packs, including regional and culturally themed variations. Extensive concept art was created for the characters and even for scenes leading up to the game’s ending. Development of this content ran parallel to the production of The Simpsons Movie, but the DLC plans were cancelled following the 2007 Writers’ Strike, when EA Redwood Shores shifted its focus to other projects. 
(Source: https://www.julesmanndesigns.com/test)
Cutscene Photos and Backgrounds#
Art of backgrounds for the cutscenes. Lots of art includes pictures and backgrounds of the original 3D cutscenes, which are present on the DS version. They were changed to 2D by Film Roman at the last minute due to a request from Fox.
























(Source: https://jfuelart.com/)
(Source: http://www.kevinswartz.com/)
Miscellaneous#
Concept Sketches by Thomas Richner for Idle Ladder Animations and Attack Animations.







Music#
Flying Saucer#
This track, originally composed by Christopher Lennertz and Tim Wynn, was found on Lennertz’s website and was intended to play during the alien invasion scene in the "Alien Invasion" cutscene. It’s still used in the DS version and the Beta 4 cutscene. However, in the final version of the game, it was replaced with a new track composed by Hans Zimmer and Jim Dooley. It appears that Lennertz and Wynn were originally going to work on the game’s cutscenes before being swapped out for Zimmer and Dooley, as evidenced by the DS version, which features early 3D cutscenes and significantly different music from the final release.
Early Track |
Final Track |
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Official Soundtrack Differences#
Entering the Lair
The intro sting of the track differs between the official soundtrack release and the in-game version. Interestingly, this alternate sting is used in the Old-Gen version, and the Wii prototype features the same sting but played with MIDI instruments.
Soundtrack |
Game Track |
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Demo Track (E3) |
Demo Track (Wii Proto) |
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Mob Rules
This track originally had its ending sting swapped with the one from Marge's Melee. This swap is still present in the demo version of the music.
Soundtrack |
Game Track |
Demo Track |
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Marge's Melee
This track originally had its ending sting swapped with the one from Mob Rules. This swap is still present in the demo version of the music.
Soundtrack |
Game Track |
Demo Track |
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Bargain Bin
- The track lacks the synths present in the in-game music.
Soundtrack |
Game Track |
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The ending sting to the track is slightly different, which can interestingly be heard in the DS version.
Soundtrack |
Game Track |
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Homer's Charge
The track has a unique ending sting that isn't heard in the final game, where the music simply loops continuously.
Medal of Homer
The track has a unique ending sting that isn't heard in the final game, where the music simply loops continuously. Interestingly, this ending is still present in the Old-Gen version and is also used (though with MIDI instruments) in the demo version of the track.
Soundtrack |
Demo Track |
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Game Screenshots#
Mob Rules#
Early |
Final |
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The Day of the Dolphin#
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Final |
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Shadow of the Colossal Donut#
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Screenshots from a very early build of the episode Shadow of the Colossal Donut reveal several differences from the final game:
- The Home of the Colossal Donut sign was originally a billboard advertising Powersauce Bars. This also appears in the Wii prototype and is briefly seen in the "Alien Invasion" cutscene.
- A police car is crashed into a utility pole near the Tire Yard, which can be seen in the Old-Gen Wii prototype.
- The building to the right of Lard Lad Donuts is pink instead of green.
- Baseball ammo buckets are red instead of gray.
- Helium tanks have two different designs: one is a crashed truck carrying helium tanks, and the other is a recolored version of the helium tanks seen in the Old-Gen version of Invasion of the Yokel-Snatchers.
- Tacos appear in some screenshots, likely coming from TacoMat trucks.
- Originally there was a ladder to reach the top of Bart's old factory instead of bouncing off a mattress.
- Homer's HUD icon is different, with the early icon still visible in the map view of St. Capitulons in the episode Medal of Homer.
- Neither Homer nor Bart have a Power Meter displayed on the HUD.
- In some images, the skybox shows a daytime setting.
- Crate placements in the construction zone are different from the final version.
- Lard Lad’s sclera is white instead of green.
- Phone booths are scattered around the area, similar to the Old-Gen version.
- A girder with a Krusty Koupon is positioned on one of the construction cranes, which would function like a fulcrum if Bart or Homer would stand on it.
- Lard Lad doesn't have an icon on the HUD.
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Final (Old-Gen) |
Final (New-Gen) |
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(Source: http://artbrigadasimpsons.blogspot.com/)
Videos#
Pre-E3 2007#
400th Episode Party Preview
Watch on YouTubeWatch on YouTubeWatch on YouTubeWatch on YouTubeFootage of the Around the World in 80 Bites episode from a very build of the game shown at the Simpsons 400th Episode Party.
- Homer’s running animation is different, which closely resembles the one used in the DS version.
- Bart’s character model looks slightly different.
- There are 25 Duff Caps to collect, instead of just 6.
- The font used is different from the final version.
- In the France section of the episode, background music plays that isn’t heard in the final game. However, a short version of it is used in the Old-Gen version under the filename amb_80b_music_fr_01.
- The button prompts are the same ones used in the E3 build.
- The Power Meter has a different design, more like the one seen in the Old-Gen version.
- Homer’s Burp Stun ability doesn’t seem to be implemented yet.
- Haggis food pickups have a smell line effect added to them.
- Bart doesn’t appear to have a Power Meter.
- There’s no timer displayed on-screen.
Gamespot Johnathan Knight Interview
Watch on YouTubeThis is an interview with Senior Producer / Creative Director Johnathan Knight.
- Homer’s running animation is different, which closely resembles the one used in the DS version.
- Bart’s character model looks slightly different.
- There are 25 Duff Caps to collect, instead of just 6.
- The font used is different from the final version.
- In the France section of the episode, background music plays that isn’t heard in the final game. However, a short version of it is used in the Old-Gen version under the filename amb_80b_music_fr_01.
- The button prompts are the same ones used in the E3 build.
- The Power Meter has a different design, more like the one seen in the Old-Gen version.
- Homer’s Burp Stun ability doesn’t seem to be implemented yet.
- Haggis food pickups have a smell line effect added to them.
- Bart doesn’t appear to have a Power Meter.
- There’s no timer displayed on-screen.
(Source: Evan Hanley)
Matt Groening & Staff Interview
Watch on YouTubeThis is an interview with Matt Groening and various staff, also taken at The Simpsons 400th Episode Party.
AMN Scott Amos Interview
Watch on YouTubeThis is an interview with Scott Amos at the EA Summer Preview (May 12th), showing off Around the World in 80 Bites (and briefly Bartman Begins).
- The loading screen icon is a Duff Beer instead of Itchy and Scratchy.
- Bartman Begins' intro cutscene is unfinished and seems to use [https://www.youtube.com/watch?v=95MkYuMRM74| this cutscene.]
- Around the World in 80 Bites' intro cutscene is a placeholder.
EA Summer Preview 2007
Watch on YouTubeWatch on YouTubeMore footage of the Around the World in 80 Bites level from the aforementioned preview build.
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E3 2007#
E3 Trailer
- The Game in the logo is in a different font.
- Homerball's Dash animation is slightly different.
- At 0:22 the building to the right left of Lard Lad is pink instead of green, which suggest this specific footage was taken before the E3 build. The Paradise Aquarium is also blue instead of tan.
E3 2007 Attract Video
Watch on YouTubeThe footage in this video seems to be taken from an earlier build of the game and as such, there are a handful of differences:
- Lisa's Hand of Buddha lacks cel-shading.
- The exterior of the Paradise Aquarium is light blue instead of tan.
- Marge's Megaphone effect is red instead of blue.
- The combo attack effect is green.
- the "God of Wharf" billboard has an added "The".
Scot Amos Interview
Watch on YouTubeThis is an interview with executive producer Scott Amos, showing off many parts of the game.
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(Source: Evan Hanley)
Post-E3 2007#
Gamescom 2007 Footage
Watch on YouTubeThis is footage of the Lisa the Tree Hugger level from the 2007 Gamescom Convention in Germany. It's dated 23rd August, two and a half months before the game was released. It has some differences.
- The Saxophone Spin text was different and a different colour.
- There is no Clobber Girl power up text screen.
- The Hand of Buddha text was different and a different colour.
- None of the characters talk.
- The energy meter was blue instead of purple.
(Source: Tekkenlord05)
Gamescom 2007 Greg Rizzer Interview
Watch on YouTubeEven more footage from Gamescom 2007. This is an interview with lead game designer Greg Rizzer, showing off the Shadow of the Colossal Donut boss fight against Lard Lad.
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(Source: Evan Hanley)
Medal of Homer
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- The U.S.S. Reel Crazy section takes place in daytime like the Old-Gen version and E3 prototype instead of sunset.
References#
- https://www.gamesindustry.biz/ea-wins-the-simpsons-license-for-next-gen-platforms
- https://www.ign.com/articles/2007/05/09/the-simpsons-game
- https://www.gamespot.com/articles/the-simpsons-first-look/1100-6170311/
- https://web.archive.org/web/20070512121721/http://www.ea.com/simpsons/news.jsp?ncc=1
- https://ir.ea.com/press-releases/press-release-details/2007/EA-Announces-THE-SIMPSONS-GAME/default.aspx










































