the cutting room mirror

The Simpsons Game (PlayStation 2, PlayStation Portable, Wii)

The Simpsons Game is what you get when you make a Simpsons game with every game genre.

A low-end game engine was used compared to the Xbox 360 and PlayStation 3 versions, cutting the hub world and obviously reducing the graphical effects (among other differences). The PlayStation Portable port is notoriously choppy, while the Wii release has exclusive "Wii Moments" as extra minigames.

Sub-Pages#

Differences between Old-Gen and New-Gen

Differences between Old-Gen and New-Gen
Comparisons between the PS2/PSP/Wii versions ("Old-Gen") and PS3/360 versions ("New-Gen").

Unused Models#

In terms of unused assets majority of the game was scrubbed out, however there are still some unused models leftover.

door_asia#

SimpsonsGameWii-door_asia.png The model's texture Originally, there was meant to be another room before china in Around the World in 80 Bites. Nothing remains except for the door model that's placed in the level where the entrance is blocked off.

foodpowersauce#

SimpsonsGameWii-foodpowersauce.png The model's texture A food pickup meant for homer in Shadow of the Colossal Donut, notably these pickups are correctly placed in the level but are disabled and go unused.

keycard#

SimpsonsGameWii-keycardmodel.png

A keycard pickup, in the prototype this was given to you after defeating Burns and picking it up ends the level, but in the final game the level ends when you reach Burns. The prop is still implemented and placed in the level, but it's entity gets disabled

Grampa GI#

SimpsonsGameWii-grampa_gi.png

This model is supposed to be placed next to burns near the start of the episode (where the in-game cutscene plays) but it's entity gets disabled so the model goes unused.

smarchfestsign_01#

SimpsonsGameWii-smarchfestsign_01.png

A smarchfest sign, intended for an early iteration of the level where it originally took place at daytime. Just like with grampa_gi, it's placed in the level but it's entity gets disabled so it goes unused.

smarchfestsign_02#

SimpsonsGameWii-smarchfestsign_02.png

A smarchfest sign, intended for an early iteration of the level where it originally took place at daytime. Just like with grampa_gi, it's placed in the level but it's entity gets disabled so it goes unused.

smarchfestsign_03#

SimpsonsGameWii-smarchfestsign_03.png

A smarchfest sign, intended for an early iteration of the level where it originally took place at daytime. Just like with grampa_gi, it's placed in the level but it's entity gets disabled so it goes unused.

sf_stomach#

SimpsonsGameWiiFinal-sf_stomach.png

A stomach that was meant to show up during the Bite Night Wii moment. This was meant for the cut Gastro-Meter mentioned in the unused text strings for the minigame, and the model has 3 animations for it.

homer (Early)#

A very early model of Homer only found in "wm_hb1" and "wm_cat". Compared to the final game, the early model has no eyelids, is less smooth than the final. This model seems to be sed as a base for some of homer's costumes.

Early Animation

Final Model

Unused Animations#

homer_run (Early)#

An early version of homer's running animations only found in wm_hb1 and wm_cat. Notably the early animation was used in the DS version, and in the 400th Episode Party Preview build.

Early Animation

Final Animation

Unused Blueprints#

The game defines its characters and weapons through blueprints, which are data-templates stored in misc/Common.asr. The final build ships 250 of them, and 54 are never used by anything in the game.

MOH_GermanSoldier#

The german soldier seen in the prototype for "Medal of Homer", still has a template leftover

Parameter

Value

Skin

Characters\German_Soldier\german_soldier.ASR

Anim Table

Characters\German_Soldier\ANIMS\german_soldier.xls

Weapon Skin

Objects\Weapons\mp40\mp40.ASR

Ranged Weapon Skin

Objects\Weapons\mp40\mp40.ASR

Parent

Basic_Guard_Enemy

WMHB#

There are 15 templates would have been used for the HeartBurn Wii Moment minigame, but it never got used due to not being finished.

Blueprint

Inherits from

Skin

WMHB_Civilian

Basic Civilian

bumblebeeman

WMHB_Bumblebee

WMHB_Civilian

(inherits)

WMHB_Comicbookguy

WMHB_Civilian

comicbookguy

WMHB_Millhouse

WMHB_Civilian

jimbo_jones

WMHB_Ned

WMHB_Civilian

ned_flanders

WMHB_Nelson

WMHB_Civilian

nelson

WMHB_Otto

WMHB_Civilian

otto

WMHB_Side_Show_Bob

WMHB_Civilian

sideshowbob

WMHB_Skinner

WMHB_Civilian

seymour_skinner

WMHB_Snake

WMHB_Civilian

snake

WMHB_Willy

WMHB_Civilian

willy

WMHB_Guard

Basic_Guard_Enemy

police_enemy (Can Die = False)

WMHB_Police

WMHB_Guard

(inherits)

WMHB_Wiggum

WMHB_Guard

wiggum

WMHB_Duff_Guy

WMHB_Guard

Logger_Melee

GEH_8Bit#

Five blueprints intended for the 8-Bit Simpsons, GEH_8Bit_Bart, _Homer, _Lisa, _Marge and _Maggie (who doesn't have an 8-bit counterpart) are leftover, each inheriting from Basic Civilian and each pointing at that character's ordinary model. These might suggest that the 8-Bit Simpsons were going to appear in the Game Engine (despite having no models in the final or prototype).

INT#

These templates were going to be used for the planned unlockable interiors:

  • INT_Base: inherits Basic Civilian, overrides nothing
  • INT_Apu, INT_Moe, INT_Ned, INT_Wiggum, INT_Jimbo: each inherits INT_Base and sets only a skin.

GTS_Poochie#

a boss actor using the Poochie model. This is different than the Poochie in the actual Grand Theft Scratchy level, who has no template. Its animation table points at Bumblebee Man's, so it was likely still being prototyped as a enemy NPC.

Parameter

Value

Skin

Characters\\Poochie\\poochie.ASR

Anim Table

Characters\\Bumblebeeman\\anims\\bumblebeeman.xls

Parent

Basic Boss

GTS_Scratchy_Kid#

A enemy placeholder that uses the Lewis model and its own animation table.

Parameter

Value

Skin

Characters\\Lewis\\lewis.ASR

Anim Table

Characters\\Lewis\\anims\\lewis.xls

Parent

GTS_Scratchy_Melee

GTS_Willy#

A placeholder civilian variant whose only override is Can Die = True.

DSSS_Alien_Galaga#

This template is used in the prototype of Invasion of the Yokel-Snatchers during the space-invaders section that was cut from the final, but there is still the template leftover.

Parameter

Value

Skin

Objects\\Props\\Alien_Domes\\Dome.ASR

Health

20.0

Parent

DSSS_Alien_Ranged

MTP_Shakespeare_Old#

An older template for the shakespeare boss (the one used in-game is MTP_Shakespeare), this template has 300 HP, and has a cut quill prop (which the used template has but is disabled) as its ranged weapon, matching up with how the new-gen version has the quill.

Parameter

Value

Skin

Characters\\Shakespeare\\shakespeare.ASR

Anim Table

Characters\\shakespeare\\ANIMS\\shakespeare.xls

Health

300.0

Ranged Weapon Skin

objects\weapons\quill\quill.asr

Parent

Basic Boss

MTP_Shakespeare_Quill#

The quill weapon blueprint, which pairs with the unused old Shakespeare

Parameter

Value

Min Distance

2

Damage Dealt

75

Health

300.0

Will Knockdown

true

Strafe Fire Delay

2.5

Parent

Ranged_Strong

Unused Level Data#

The Land of Chocolate#

Early Enemy Spawners Cliché#

There is leftover data from an earlier version of the Enemy Spawners cliché that was used in the prototype. The cliché can no longer be earned in this episode, but most of its original setup is still present. The system uses a CountedTrigger with the GUID 0x00019126. The enemy spawners themselves use the marge_fountain prop, and whenever an NPCSpawner successfully creates an enemy, it normally sends an Activate message to the old CountedTrigger. It still has a required count of 20, but the trigger starts disabled and its output message has been changed to 0xFFFF.

Around the World in 80 Bites#

SimpsonsGameWii-80BUnusedRoom.png

Just like with the New-Gen version, there's leftover data intended for an room before China. Not much remains except for a door model, and a placeholder cutscene called "IGC 80b_igc01 - Enter China".

Unused Voicelines#

Note: This section focuses only on unused voicelines exclusive to the Old-Gen versions.

The Land of Chocolate#

A voiceline intended to be used when Homer stands on the Boston Creme Platforms. It is used in the DS version.

Chatter Type

Filename

Voiceline

Subtitle

react_pie_platform

d_homr_xxx_0005c2e

Mmm...Boston cream moving platforms!

Around the World in 80 Bites#

Voicelines that are also used in the DS version when Bart and Homer get into Mexico.

Chatter Type

Filename

Voiceline

Subtitle

enemies_eat_food

d_homr_xxx_0005c2d

If those losers eat all the food, how am I gonna gorge myself!?

objective_hint

d_bart_xxx_0005c2f

Settle Down, Homer! My Bartman sense tells me there’s plenty of food in those piñatas! That’s right, I have a Bartman sense!

Mob Rules#

Mob member voicelines for Agnes Skinner, who doesn't appear in the episode.

Dialogue Event

Filename

Voiceline

Subtitle

mobmember_join

d_askn_xxx_00047ad

What a sorry bunch of losers! May I join?

mobmember_join

d_askn_xxx_00047ae

I may be old, but I can still riot!

mobmember_go_attack_enemy

d_askn_xxx_00047af

Finally. I’ve been in the mood for some action.

mobmember_go_attack_enemy

d_askn_xxx_00047b0

This is why I need help getting out of bed in the morning.

mobmember_go_attack_enemy

d_askn_xxx_00047b1

I’ve been waiting for an excuse to test my new hip.

mobmember_currently_attacking_enemy

d_askn_xxx_00047b2

Go to hell!

mobmember_currently_attacking_enemy

d_askn_xxx_00047b3

Eat cane!

mobmember_currently_attacking_enemy

d_askn_xxx_00047b4

Respect your elders!

mobmember_currently_attacking_enemy

d_askn_xxx_00047b5

You fight like a really old lady!

mobmember_currently_attacking_enemy

d_askn_xxx_00047b6

You make me sick!

mobmember_currently_attacking_enemy

d_askn_xxx_00047b7

I don’t like your tone!

mobmember_go_destroy_object

d_askn_xxx_00047b8

Okay, I’ll destroy it. Wouldn’t want you to break a nail.

mobmember_go_destroy_object

d_askn_xxx_00047b9

I’m better at breaking my son’s will, but fine.

mobmember_go_destroy_object

d_askn_xxx_00047ba

I wish I’d brought my change purse full of acid.

mobmember_currently_destroying_object

d_askn_xxx_00047bb

Seymour!

mobmember_currently_destroying_object

d_askn_xxx_00047bc

Yaaah yah ha!

mobmember_currently_destroying_object

d_askn_xxx_00047bd

So relaxing.

mobmember_go_build_object

d_askn_xxx_00047be

No problem. I built Seymour a sandwich once.

mobmember_go_build_object

d_askn_xxx_00047bf

I had illicit relations with Frank Lloyd Wright.

mobmember_currently_building_object

d_askn_xxx_00047c0

(annoyed sounds)

mobmember_currently_building_object

d_askn_xxx_00047c1

(pleased sounds)

mobmember_go_wait

d_askn_xxx_00047c2

No one tells me what to do! Except you, Marge.

mobmember_go_wait

d_askn_xxx_00047c3

Fine, I’ll use the time to catch up on my scowling.

mobmember_currently_waiting

d_askn_xxx_00047c4

I haven’t got all day, your Highness.

mobmember_currently_waiting

d_askn_xxx_00047c5

Hurry it up. Seymour’s supposed to massage my feet in an hour.

mobmember_task_complete

d_askn_xxx_00047c6

Who’s up for some shoplifting?!

mobmember_task_complete

d_askn_xxx_00047c7

Has anyone seen my quarter?! I dropped a quarter!

mobmember_task_complete

d_askn_xxx_00047c8

Nice job, people. The Sucrets are on me!

mobmember_task_complete

d_askn_xxx_00047c9

If you’re waiting for me to start rapping, keep waiting.

mobmember_task_complete

d_askn_xxx_00047ca

My name is Agnes Skinner and I’m here to say, even oldsters like to rap in a funky way!

Game Over#

A Lisa voiceline that's likely intended for the DS version, but oddly it’s not present in that version. A similar line does appear in the Wii prototype, but it’s assigned to Bart instead. Based on the chatter type react_tetris, it was likely meant for Lisa’s Tetris-style section in the DS version of the episode.

Chatter Type

Filename

Voiceline

Subtitle

react_tetris

d_lisa_xxx_00066e9

Damn you, Alexei Pajitnov!

Bite Night#

Voicelines for the White Chocolate Rabbit and Akira during the introduction of the match. Oddly enough, Comic Book Guy and Barney don't have any voicelines.

Chatter Type

Filename

Voiceline

Subtitle

taunt

d_wchr_xxx_00064ed

This bunny's gonna eat you under the table!

taunt

d_wchr_xxx_00064ee

I may be imaginary, but that doesn't mean I can't chow down!

taunt

d_wchr_xxx_00064ef

Get ready to be beaten by a literary reference!

taunt

d_akir_xxx_00064ea

I am world eating champion six years running!

taunt

d_akir_xxx_00064eb

I am skinny, but I am the best! (COCKY LAUGH)

taunt

d_akir_xxx_00064ec

Don't judge me by my size, judge me by my skill at gorging!

Heartburn#

Voicelines for Homer intended to be used during the cut Heartburn Wii Moment.

Chatter Type

Filename

Voiceline

Subtitle

get_squishie

d_homr_xxx_00064d4

Must...get...Nacho Squishee!

get_squishie

d_homr_xxx_00064d5

If I don't get the Nacho Squishee, the terrorists win!

get_squishie

d_homr_xxx_00064d6

Mmm... Aritifically flavored Hundred percent transfat Nacho Squishie...

Unused Sound Effects#

Global#

Leftover in both wm_cat1 and wm_hb1 are sound effects intended to be used when the thought bubbles appear and disappear. The first sound is used in the DS version.

SFX Type

Filename

Sound

UI HUD

hud_thought_bub_open

UI HUD

hud_thought_bub_close

UI_placeholder_sound in GMSND.ASR is an unused placeholder menu sound.

SFX Type

Filename

Sound

UI HUD

UI_placeholder_sound

Leftover in wm_cat1 and wm_hb1, are unused character sound effects for Homer, Barney, Bumblebee Man and Bart, which are all (except for Bart) done by placeholder voice actors heard in early cutscenes for the game.

SFX Type

Filename

Sound

Character VOC

x_homr_xxx_0000050_a

Character VOC

x_homr_xxx_0000050_b

Character VOC

x_homr_xxx_0000050_e

Character VOC

x_homr_xxx_0000050_f

Character VOC

x_homr_xxx_0000053_a

Character VOC

x_homr_xxx_0000053_b

Character VOC

x_homr_xxx_0000053_c

Character VOC

x_homr_xxx_0000054_a

Character VOC

x_homr_xxx_0000054_b

Character VOC

x_homr_xxx_0000054_c

Character VOC

x_homr_xxx_0000054_d

Character VOC

x_homr_xxx_0000054_e

Character VOC

x_homr_xxx_0000055_a

Character VOC

x_homr_xxx_0000055_b

Character VOC

x_homr_xxx_0000055_c

Character VOC

x_homr_xxx_0000374a

Character VOC

x_homr_xxx_0000374b

Character VOC

x_homr_xxx_0000374c

Character VOC

x_homr_xxx_0000374d

Character VOC

x_bart_xxx_0000381_g

Character VOC

x_bart_xxx_0000383_a

Character VOC

x_bart_xxx_0000383_b

Character VOC

x_bart_xxx_0000383_c

Character VOC

x_bart_xxx_0000383_d

Character VOC

x_bart_xxx_0000383_e

Character VOC

x_barn_xxx_0000089_a

Character VOC

x_barn_xxx_0000089_b

Character VOC

x_barn_xxx_0000089_e

Character VOC

x_barn_xxx_0000090_a

Character VOC

x_barn_xxx_0000090_b

Character VOC

x_barn_xxx_0000090_c

Character VOC

x_barn_xxx_0000091_a

Character VOC

x_barn_xxx_0000091_b

Character VOC

x_barn_xxx_0000091_c

Character VOC

x_bumb_xxx_0000096_a

Character VOC

x_bumb_xxx_0000096_b

Character VOC

x_bumb_xxx_0000096_c

Character VOC

x_bumb_xxx_0000097_a

Character VOC

x_bumb_xxx_0000097_b

Character VOC

x_bumb_xxx_0000097_c

Character VOC

x_bumb_xxx_0000097_d

Character VOC

x_bumb_xxx_0000098_a

Character VOC

x_bumb_xxx_0000098_b

Character VOC

x_bumb_xxx_0000098_c

The Land of Chocolate#

Also leftover in wm_hb1 is a sound effect intended to be used when you bounce on the marshmallows.

SFX Type

Filename

Sound

Object Interact

marshmallow_bounce_01

Berserk Mode#

The game still contains a complete, unreachable Berserk mechanic for the player from the prototype still leftover. It's a temporary powerup state, fuelled by the power meter, that multiplies the damage the player deals while draining. It works like this:

  • The player's power meter must be at least a set percentage full before it can be triggered.
  • While active, all damage the player deals is multiplied.
  • The meter drains continuously; when it empties, the state ends automatically.

Every piece of this is still present in the retail executable:

Component

Function

Simp_ServerEntity_Player::RequestBerserk()

Checks the meter against the minimum threshold, sets the active flag, and broadcasts a network message

Simp_ServerEntity_Player::IsBerserk()

Reports whether the state is active

Simp_ClientEntity_Player::IsBerserkRequested()

Client-side accessor for the "berserk pressed" input flag

Simp_ServerEntity_Player::Update()

Drains the meter every frame and clears the flag at zero

Simp_ServerEntity_Actor damage code

Multiplies outgoing damage while IsBerserk() is true

There's also three developer console variables remain registered, sitting directly beside Player.FullPower and Player.ImmunityPowerupDuration:

  • Player.BerserkDamageMultiplier
  • Player.BerserkMinPowerPercent
  • Player.BerserkDischargeRate

3 & 4 Player Splitscreen#

SimpsonsGamePS2-FIN_3playerSplit-with1.pngSimpsonsGamePS2-FIN_4playerSplit-with2.png An incomplete three and four player splitscreen mode that barely functions. It is only somewhat playable in the PSP version with only one player playable. None of the other screens display anything useful, since it doesn't have any controller checks in place, unlike the PS2 and Wii versions.

There are only two areas in the New Gen release that has all 4 Simpsons available at once (but still doesn't allow 4 simultaneous player screens), and every single level in Old Gen only has two players available maximum. This could either be an early leftover from New Gen, or maybe even from when it was prototyped and demoed on the Xbox, which also has 4 available controller ports.

(Source: Edness)

Unused UI Elements#

Lisa_Charge#

SimpsonsGameWii-Lisa Charge.png

In both LisaHUD_Wii and LisaHUD_Wii_Pal there's an unused green progress bar widget that doesn't have any functionality named Lisa_Charge that would have be a meter for Lisa's saxophone abilities. This seems to be an early development leftover, as an early build screenshot from the New-Gen E3 Prototype shows Lisa's HUD having 2 bars.

Egg_Ammo_Image#

SimpsonsGameWii-Egg Ammo.png

In both BartHUD_Wii and BartHUD_Wii_Pal there's a image for an egg ammo type for the Bart_Ammo group. Since there's no egg ammo this goes unused.

Cork_Ammo_Image#

SimpsonsGameWii-Cork Ammo.png

In both BartHUD_Wii and BartHUD_Wii_Pal there's a image for an cork ammo type for the Bart_Ammo group. Since there's no cork ammo this goes unused.

CollectibleTotals#

SimpsonsGameWii-CollectibleTotals.png

An early menu for the collectible totals screen.

Interiors_Menu#

SimpsonsGameWii-Interiors Menu.png

A UI for the cut interiors on the main menu.

WII_Int#

SimpsonsGameWii-WII Int.png
SimpsonsGameWii-WII IntLocked.png

An earlier version of the cut interiors menu.

Stats_Menu#

SimpsonsGameWii-Stats Menu.png

A simple placeholder menu for the cut stats menu.

Episode_Failed#

An screen intended for when you fail an episode. In the new-gen version a similar screen would show if the player failed a time challenge, so it's likely this screen would serve the same purpose.

Unused Graphics#

Test Map#

Graphic Type

Filename

Texture

Notes

Environment

air_vent

add text here.

Environment

sign_deeppit

add text here.

Environment

sign_ledgegrab

add text here.

Environment

sign_unevenground

add text here.

Environment

skinner

add text here.

Level Screenshots#

FRONTEND.*\graphics\ui\menus\levels\ has a few early screenshots meant to be used as the episode select preview image for the . These images were taken from a development build on Xbox 360. The final game only has 5 of them that remain, but the earlier prototype has all 16.

Fonts#

The Wii version has two font graphics that aren't used in the final game. The 1st one was used in the prototype for Bite Night, while the 2nd one found in tools_fonts.asrBE is seen being used during earlier prototypes for the debug menu.

DigiFont.asrBE\graphics\fonts\digiface_20_0.tga
...\digiface_20_0.tpl 

tools_fonts.asrBE\graphics\tools\font.tga

UI#

wm_hb1.wii is leftover from earlier development stages, which also means there's plenty of leftovers and early tile designs to be found. wm_hb1.wii\graphics\ui\ has a bunch of UI elements resembling graphics that were used in the New Gen release along with a bunch of unused tiles as well.

Homer

  • Homer's calorie meter icon has a unique design, along with two other icons, which were presumably for the helium and gummi forms. Homer's Homerball calorie meter is notably used in the DS version of the game, while the other two icons appear but go unused.
  • The Gummi shot icon is red instead of green
  • Homer's health icons are noticeably cropped, and shifted to the left instead of to the right. it's likely that the health meter was supposed to go directly under the character health icons, like the DS version.

Early Texture

Final Texture

Bart

  • The alien ammo is blue instead of green, and has red protons going around it.
  • The grenade icon is green instead of brown, and looks more like an actual pineapple grenade.
  • The coin icon looks more like an actual coin than the final, which looks more like a retro coin.

Early Texture

Final Texture

Lisa

  • The Hand of Buddha icon is different, looking similar to the buddha ports in the DS version.
  • A powerup icon for Lisa is present in the early HUD. In the New-Gen version, Lisa is the only character that doesn't have a powerup on the HUD.
  • An early icon of Lisa's Saxophone is present (that also appears in the E3 prototype of the New-Gen version), with some sort of meter under her.

Early Texture

Final Texture

Marge

  • Marge's Megaphone in her regular, upgrade, and powerup icon is different. notably marge's early normal megaphone icon is used in the DS version.
  • The mob crowd control icon is a different position.

Early Texture

Final Texture

All of the Character HUD containers, GloblHUD.* and tbubbles.* has a commonhud.tga graphic which also contains many New-Gen HUD elements that aren't used in this version. And ColTotal.* happens to have an earlier version of this graphic, lacking a few tiles, such as the notepad icon.

ColTotal.*\graphics\ui\hud\commonhud.tga

GloblHUD.*\graphics\ui\hud\commonhud.tga
Also in (Character)HUD.*, tbubbles.*.

Unused Wii Moments Minigames#

The Wii version has two unused Wii Moment maps.

wm_cat1 (Hobbapult)#

SimpsonsGameWii-Catapult.png

A cut catapulting minigame. In-game this will put you in a blank world with nothing in it, but the environment mesh data still is leftover.

wm_hb1 (Heartburn)#

Watch on YouTube

Also known as Homer Bowling. The actual map it was supposed to use has been long removed in this build, but is fully present in the earlier Wii prototype. What did remain in the final release, however, was the Metrics.wii test map that took its place. It's also mentioned in the PlayStation 2 release inside CD_ENVS.TXT, but isn't actually present. Notably, this map uses Version 0 for it's level geometry (version 0 is very rare and is only used by 2 .Wii files) which suggests along with other things like it's assets being earlier variants, this map (along with wm_cat.wii) is even older than the actual test map in the prototype.

Unused Music#

Only in the Wii version of the game are two unused original music demos, “moh02ac” and “moh03am,” both created with virtual instruments as placeholders for later orchestral recordings in the Medal of Homer episode. Interestingly, these demos don’t appear in the Wii prototype (BUT are present in the New-Gen E3 prototype), even though that prototype includes demo music for most levels (Medal of Homer is one of the only episodes in the prototype with no music at all.)

Filename

Track

Notes

moh02ac

this track is notable because it was intended for the second section (the escort mission) in the level. This section exists in the New-Gen versions but not in the Old-Gen versions, which could suggest the escort mission was once planned for those versions or that the track is simply a leftover from New-Gen development assets.

moh03am

this track was meant for the third section of the level (the aircraft carrier) and includes an early first layer of the track. However, it goes unused, as the game only uses “moh03ac” for that section.

Oddities#

Dialogue Name Mapping#

Inside the executable is a source file named Simp_Dialogue_Name_Mappings.cpp, which contains the internal names for the game's characters. Interestingly, this file also references a cut character called "Nelson Troll" from the NeverQuest episode. Originally, there was meant to be a puzzle where you had to wake up a troll played by Nelson Muntz, but this was scrapped at the last minute for complex reasons. Despite being cut, the troll’s model is mention as being built in the Making-of movie, and there are voicelines from other characters, as well as subtitle text strings related to the puzzle, found in various prototype builds.

Chatter Bank

Filename

Label

eps_nvq

nelt

Nelson Troll

Build Dates#

The Wii version has a build date mentioned in the game's executable.

Region

Build date

Wii (North America)

14:23:36, Oct  9 2007

Wii (Europe/Australia)

23:07:01, Sep 30 2007

Development Leftovers#

ELF Executable#

An executable with debug symbols named Simpsons_Wii_Sub.elf is present in the root of the Wii version. It is just the retail executable, as the MD5 hash matches with main.dol after stripping the symbols from it, the European/Australian version has it named Simpsons_Wii_Sub_Pal.elf.

Disc Definition File#

To do:
Check all regions for this file?

A ddf file named Simpsons_Wii_am.ddf is present on the root of the Wii version.

Compilation Metadata#

The compiled font file for the game, SimpFont.asrBE in the Wii version leftover a TEMP chunk, having a small bit of information of where a developer compiled it. The developer being Andrew Haith. A lead designer of Rebellion Developments.

TEMP=C:\DOCUME~1\ANDREW~1.HAI\LOCALS~1\Temp
TMP=C:\DOCUMEB
LLION
USERNAME=andrew.haith
USERPROFILE=C:\Documents  dna

Platform Differences#

PlayStation Portable#

  • Subtitles are not present.
  • Since the PlayStation Portable's UMD format has much less storage than the PlayStation 2's DVD and the Wii's Optical Disc, several textures ended up being scaled down to accommodate for the smaller file size.

The example below uses the font texture located in SimpFont.asr*\graphics\fonts\itc highlander std medium_24_bold_0.tga:

PlayStation 2, Wii

PlayStation Portable

Wii#

Text

Due to the Wii’s different control scheme compared to the PlayStation 2 and PSP, some in-game text was slightly adjusted to match the Wii’s controls.

The Land of Chocolate

String Label

PS2/PSP String

Wii String

loc_tut_04

Move [Right Stick] to look around. Press [R3] to reset the camera.

Use [Dpad] to look around. Tap [Z] to reset the camera.

loc_tut_05

Press [Right Stick] to reset the camera.

Tap [Z] to reset the camera.

loc_tut_10

Press and Hold [Circle] when Power Bar flashes to enter Berzerk Mode.

Simultaneously gesture [Nunchuck up/down] and [Remote Up/Down] when Power Bar flashes to enter Berzerk Mode.

loc_tut_11

When you have enough Power, press and hold [Circle] to perform a Power Attack.

When you have enough Power, perform the gesture shown on screen to perform a Power Attack.

Bartman Begins

String Label

PS2/PSP String

Wii String

bmb_tut_10

Press [Left Stick] to drop Bartman from Zip Lines.

Press [Stick] to drop Bartman from wires.

Around the World in 80 Bites

String Label

PS2/PSP String

Wii String

80b_tut_04

Press [Square] while in the air for a Homer Ball Slam.

To perform a Homer Ball Slam, perform the gesture on screen while in the air.

80b_tut_05

Press [Square] while on the ground for a Homer Ball Burst.

Perform the gesture on screen while on the ground as Homer for a Homer Ball Burst.

Lisa the Treehugger

String Label

PS2/PSP String

Wii String

tre_tut_01

Lisa can stun enemies with her saxophone. Press [Circle] to play it.

Lisa can stun enemies with her saxophone. Perform the gesture on screen to play it.

Mob Rules

String Label

PS2/PSP String

Wii String

mob_tut_01

Marge can gather a mob. Press [Circle] to recruit nearby citizens.

Marge can gather a mob. Perform the gesture on screen to recruit nearby citizens.

mob_tut_03

Hold [L1] to target objects with Marge and press [Circle] to command a member of the mob.

Hold [Z] to target objects with Marge and perform the gesture on screen to command a member of the mob.

mob_tut_04

To send more mob members to the target, press [Circle] again.

To send more mob members to the target, perform the gesture on screen again.

Enter the Cheatrix

String Label

PS2/PSP String

Wii String

ccp_tut_01

Press [Triangle] as Bart to hook onto indicated grapple points when in range.

Perform the gesture shown on screen as Bart to hook onto indicated grapple points when in range.

ccp_tut_05

Press [Circle] over enemies to smash them.

Perform the gesture shown on screen over enemies to smash them.

Shadow of the Colossal Donut

String Label

PS2/PSP String

Wii String

scd_tut_03

Press [Square] to Helium Burst forward.

Perform the gesture shown on screen to Helium Burst forward.

Game Engine

String Label

PS2/PSP String

Wii String

geh_tut_07

Press [Square] to do a Gummi Blast.

Perform the gesture shown on screen to do a Gummi Blast.

geh_tut_10

Press [Circle] to strike enemies with Buddha Lightning.

Perform the gesture shown on screen to strike enemies with Buddha Lightning.

Wii Moments

Two exclusive "Wii Moments" minigames are present in the Wii version: Bite Night and Bart Wings. To access them, special teleport points were added to specific episodes:

Bite Night #1 (White Chocolate Rabbit) – Found in The Land of Chocolate, shortly after destroying the chocolate carts.

Bite Night #2 (Barney) – Located in Around the World in 80 Bites, at the Krusty Fried Chicken stand in the China section.

Bite Night #3 (Comic Book Guy) – Placed on top of a destroyed trailer near the Hailstone’s building in Invasion of the Yokel-Snatchers.

Bite Night #4 (Akira) – Found in Game Over, in front of the Flying Heavenfish cabana house on the right side.

Bart Wings – Found on Deck D-5 of the U.S.S. Reel Crazy, just before flying up to the top level of the aircraft carrier.