This is a sub-page of The Simpsons: Hit & Run.
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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 / tuba_044 / tuba_053 / tuba_059 / tuba_061#
Various unused Level 1 exploration cues. Cue 24 is located in the "marge" directory and not "homer" as the rest are. It is initialised in Level 4, but never assigned to a region. Cue 44 is initialised in Level 1, and assigned to uncalled region "OF_time_out_region". Cue 53 is initialised in Levels 1 and 7, but never assigned to a region. Cue 59 and 61 are initialised in Level 1, but never assigned to a region.
lounge010#
An unused Level 4 exploration cue. It is initialised in Level 4 but never assigned to a region.
lounge_trans06#
An unused Level 4 interior entry cue. It is initialised in Level 4 but never assigned to a region.
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.
Strangely, if a car is taken to both of those locations, the driving theme will always play rather than ending, which could be related to broken event values.
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#
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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 |
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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 |
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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 |
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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#
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File Name |
Audio |
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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 |
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Zombies groaning, with echo/reverb effects added. Likely for the Springfield Nuclear Power Plant in Level 7. zombie_02 seems to be edited from the "goodbye cruel world" NPC voice line.
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 |
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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 |
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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 |
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A engine starting sound for unknown "GTI".
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Audio |
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Horn for unknown "GTI".
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Audio |
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Broken horn sounds. Probably meant for when a car is damaged.
File Name |
Audio |
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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 |
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Unused horn for the Speed Rocket. In the final game, horn-tiny is used for the Speed Rocket.
File Name |
Audio |
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A weird blasting sound. Unknown purpose.
File Name |
Audio |
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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 |
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Unused Fire Truck horn. It was replaced by the siren.
File Name |
Audio |
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Unused police car siren. This can be heard in the E3 trailer.
File Name |
Audio |
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Swoosh sounds. Unknown purpose.
File Name |
Audio |
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A strange sound of a car descending from a height. Likely supposed to play if a car plunges down a height.