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#
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Differences between Old-Gen and 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#
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#
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#
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#
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#

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#

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#
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#
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 |
|---|---|
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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 |
|
Anim Table |
|
Weapon Skin |
|
Ranged Weapon Skin |
|
Parent |
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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 nothingINT_Apu,INT_Moe,INT_Ned,INT_Wiggum,INT_Jimbo: each inheritsINT_Baseand 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 |
|
Anim Table |
|
Parent |
|
GTS_Scratchy_Kid#
A enemy placeholder that uses the Lewis model and its own animation table.
Parameter |
Value |
|---|---|
Skin |
|
Anim Table |
|
Parent |
|
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 |
|
Health |
|
Parent |
|
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 |
|
Anim Table |
|
Health |
|
Ranged Weapon Skin |
|
Parent |
|
MTP_Shakespeare_Quill#
The quill weapon blueprint, which pairs with the unused old Shakespeare
Parameter |
Value |
|---|---|
Min Distance |
|
Damage Dealt |
|
Health |
|
Will Knockdown |
|
Strafe Fire Delay |
|
Parent |
|
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#

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 |
|---|---|
|
Checks the meter against the minimum threshold, sets the active flag, and broadcasts a network message |
|
Reports whether the state is active |
|
Client-side accessor for the "berserk pressed" input flag |
|
Drains the meter every frame and clears the flag at zero |
|
Multiplies outgoing damage while |
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#

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#
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#
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#
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#
An early menu for the collectible totals screen.
Interiors_Menu#
A UI for the cut interiors on the main menu.
WII_Int#
An earlier version of the cut interiors menu.
Stats_Menu#
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 |
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 |
Unused Wii Moments Minigames#
The Wii version has two unused Wii Moment maps.
wm_cat1 (Hobbapult)#

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)#
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: |
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.
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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.
|
The Simpsons series | |
|---|---|
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Arcade |
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DOS |
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Game Boy (Color) |
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PlayStation |
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Windows |
|
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Game Boy Advance |
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GameCube |
|
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PlayStation 2 |
Road Rage (Prototypes) • Skateboarding (Prototypes) • Hit & Run (Prototypes) • The Simpsons Game |
|
Xbox |
Road Rage (Prototypes) • Hit & Run (Prototypes) • The Simpsons (EA) • The Simpsons (Papyrus) |
|
PlayStation 3, Xbox 360 |
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|
PlayStation Portable, Wii |
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Nintendo DS |
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|
J2ME |
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iOS |
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Android |
|
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Bart Simpson | |
|
NES |
Bart vs. the Space Mutants (Prototype) • Bart vs. the World • Bartman Meets Radioactive Man (Prototype) |
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DOS |
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Game Boy (Color) |
|
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Genesis |
Bart vs. the Space Mutants • Bart's Nightmare • Virtual Bart |
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Sega Master System |
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Game Gear |
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SNES |
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Itchy & Scratchy | |
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SNES |
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Genesis |
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Game Boy (Color) |
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Krusty the Clown | |
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NES |
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Game Boy |
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Sega Master System, Game Gear |
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DOS |
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SNES |
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Genesis |
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