Unused Voicelines"Worst voicelines ever."
OdditiesOdd things spotted in the game.Debug Replay#

There is a hidden menu internally called DebugReplay, which allows the player to choose any episode in the game. The IsDebugEnabled engine callback resolves through function sub_8239B148 at VA 0x8239B148 (file offset 0x396148). In the executable it's compiled down to two instructions:
8239B148: 38 60 00 00 li r3, 0 ; return value = 0 (false)
8239B14C: 48 42 AF BC b 0x827C6108 ; tail-call into Apt bool marshaller

The function always returns a hardcoded 0. Nothing else in the executable calls it, it exists solely to be invoked from Apt through the callback registration at 0x8239D500. In order to re-enable Debug Replay on the main menu, change file offset 0x39614B from 00 to 01, which alters li r3, 0 to li r3, 1 in IsDebugEnabled. The debug-replay option is no longer filtered out of the menu and appears as its own entry, routing correctly to state 10.
Downloadable Content#
There was once Downloadable Content planned for the game, but the plans were cancelled following the 2007 Writers’ Strike, and EA Redwood Shores shifting its focus to other projects. Despite there being no downloadable content, the game still has a bunch of code leftover in the game's executable and frontend stream.
Content Scanner#
At boot, the game instantiates a content manager that registers three file-extension handlers with a scanner tied to the iMsgSystemTick message:
Extension |
Handler |
Usage |
|---|---|---|
|
|
Loads an additional level |
|
|
Loads an alternate character costume |
|
|
Parses and executes a Lua script |
Every tick, the manager walks installed marketplace packages by calling XamContentCreateEnumerator with content type 2, the internal ID for XCONTENTTYPE_MARKETPLACE_CONTENT. A state machine at sub_828382E0 handles the enumeration with seven cases covering "found new item," "content removed during scan," "enumeration complete," and so on. When all installed packages have been scanned, a second message called iMsgAllContentScanned fires, signalling the rest of the game that new assets are now loadable. Save data integrity is also guarded, when the scanner detects that a save references content packages that aren't currently mounted, it raises the %1 is missing dependent content package(s) warning.
Alongside the scanner, the game registers a script message called iMsgShowMarketplace that's related to iMsgShowSignin and iMsgShowAchievements, that any Lua script can fire. When dispatched, its handler at sub_82905960 case 1 calls XamShowMarketplaceUI (through the wrapper at sub_824459E8) with a specific product ID, popping up the Xbox LIVE/PSN storefront overlay aimed at a single DLC item. Feeding that message requires one of two companion classes, both registered with the entity system at boot in both prototype and final builds:
MarketPlaceOffer: 88 bytes, class hash0x3E3535D1. A skinny data record holding an offer name string and a 32-bit product ID. Its parser (`sub_8292DB58`) handles two data tags: one writes the product ID into field `+76`, the other appends the offer name to the string table at `+80`.
OfferCheck: 96 bytes, class hash0xB5ECE86C. The richer class, meant to gate content behind ownership. It stores an offer name, an ID at+72, a float at+96, a bool flag at+100, and another 32-bit field at+104. Its parser reads five tag types. The dispatch logic atsub_8292DA18callssub_829056C0(dword_82E1C4F0, offer_id, ...)the actual offer check. If the check fails, a companion UI node ata1+6is activated instead of the one ata1+8, implementing a gate-content-or-show-upsell pattern.
Episode Replay DLC#
The episode replay menu in frontend.uix defines five explicit DLC slots on top of the base-game Epi_1 through Epi_18 episode tiles. Each DLC slot is a two-object structure placed on the menu stage:
dlc1 (outer slot container, holds layout/frame art)
└─ ep_mc1 (nested thumbnail MovieClip, tinted via Color.setRGB for locked state)
dlc2 / ep_mc2
dlc3 / ep_mc3
dlc4 / ep_mc4
dlc5 / ep_mc5
Each slot pairs with a thumbnail art asset (episode_download_1.png through episode_download_5.png, all defined in frontend_assets.uix) and a state-switching MovieClip called Downloaded_mc with three rendered states:
None: the slot is hidden, no DLC has been detected and no placeholder shownLocked: DLC was previously installed but isn't currently mounted, shows a locked-out tileDownloaded: the DLC is installed and the episode is selectable.





To get a better idea of where exactly these expansions were meant to take place in Springfield, this mockup image with all the textures combined to form a single image will help you out.
{|class=wikitable style=margin:auto; !Mockup !Springfield Map |- |
|
|}
A separate overlay asset episode_downloaded.png provides the "installed" marker that stamps over the thumbnail. The restoreEpisode handler reactivates whichever slot was last selected when the user returns to the menu, so the cursor parks back on the DLC they were about to play. The ActionScript driving the menu calls engine bridge methods getCurrentEpisodeID, getCurrentEpisodeIndex, nextEpisode, prevEpisode, the same methods base-game episode selection uses and tints each locked slot's thumbnail via new Color(ep_mcN).setRGB(color).
Movie Browser DLC#
The movie browser screen (fmv_browser.uix) also has some code related to Downloadable content. It indexes 35 base-game cinematics like loc_igc01 and so on through object35. After object35 comes a download type category, sitting alongside the default normal and none types. The ActionScript at 0x1FD7C reads from parallel arrays MovieTypes[] and MoviePaths[] and branches on type normal movies come from disc, download movies come from installed DLC, none is a sentinel for unused slots. If a pack included new cutscenes, they'd show up here under a "Downloads" section with the same locked/installed visual language.
Command Flags#
The game can read a file called cmd.txt from the disc root at boot. The file contains space-delimited command-line flags that override default startup behavior. The game's boot function begins by registering FrontendMainLoop as the default state, then reads "cmd.txt" via the engine's file I/O system. Each whitespace-separated token is stored in an argument array, and the parser walks through them sequentially, checking each against a chain of "strcmp" calls. If no cmd.txt is found (cmd.txt is not in the root, but you can make one yourself), the game boots to the frontend normally.
-mainloop#
Overrides the game's initial boot state. Takes the next cmd.txt token as a state name, hashes it via sub_827AADB8, then searches a registration table in the state manager (dword_82E1BD2C) for a matching entry. If the hash is found, the game boots into that state instead of the default FrontendMainLoop. The state manager's registration table lives at offset 8 of the manager object, with a capacity counter at offset 136. Each entry is 8 bytes: a 32-bit name hash followed by a 32-bit state pointer. sub_82905348 walks this table linearly until it finds a match or exhausts the entry count.
Four state names are present:
State Name |
Offset |
Purpose |
|---|---|---|
|
|
Default. Loads the frontend menu system. |
|
|
Gameplay state. Used when |
|
|
Debug frontend. Activated automatically when |
|
|
First-boot initialization. Runs once, then transitions to the frontend. |
-stream#
This flag bypasses the entire frontend and loads a level STR file directly. The flag requires at least two additional arguments. The parser checks that there are 3+ remaining tokens (sub_8291DBA0() > v4 + 2), then processes them:
- The first argument after
-streamis stored as the stream folder name (at the boot object's offset +2 field, viasub_82399660). - The second argument begins with the stream file path (at offset +4)
- Any further arguments are concatenated onto the file path with space separators (via
sub_823C6DC8andsub_827AA468which appends ASCII 0x20), then the trailing space is trimmed bysub_827A89F8. After constructing the path, the handler callssub_8279A0E0, which sets bit 3 (0x08) on a global engine flags field atdword_82E808A8 + 12. This marks the boot as a direct stream load. The actual level loading is then dispatched throughsub_82952200, the engine's stream load function. So the format would be:-stream<filename.str>(Example:-stream mob_rules mob_rules.str), with the folder selecting the stream set, and the filename identifying the specific STR within it. Since-streamdoesn't explicitly specify a boot state, the game implicitly runs inGameMainLoopwhen loading a level this way. The defaultFrontendMainLoopstate is still registered first at the top of the boot function, but-stream's direct load call overrides the normal flow before the frontend has a chance to initialize. The default stream path when no-streamflag is present isfrontend\frontend.str, loaded through the same streaming system duringFrontendMainLoop.
-plasma/-noplasma#
-plasma and -noplasma control EA's Plasma online services backend. The PlasmaConnectionManager is a 316-byte singleton object stored at dword_82E1BD50. Its constructor at 0x8282F0A8 initializes several subsystems:
- PlasmaThreadSafeAllocator: A dedicated 512KB memory pool for Plasma operations
- PlasmaDataTransfer: Handles data blob upload/download
- PlasmaStats: Leaderboard and statistics tracking
Alongside Plasma, the same initialization function registers:
- AchievementManager
- AdditionalContentManager (for DLC)
- UserLookupManager
The enable byte at offset 66 of the PlasmaConnectionManager defaults to "1" (enabled) in the constructor. -noplasma overrides this to 0. When enabled, the system attempts connections to "fesl.ea.com" and "messaging.ea.com". The FESL library includes several hardcoded environment names for different server tiers:
Index |
Environment |
|---|---|
0 |
stest |
2 |
fesl-alpha |
3 |
fesl-dev |
4 |
alpha |
5 |
beta |
6 |
scert |
All of these servers were shut down around 2009, and while both -plasma and -noplasma are in the final they serve no purpose.
-juice#
Seems to do absolutely nothing. -juice sits in the middle of the flag chain between -stream and -plasma. When the strcmp matches, execution falls into the inner block where -plasma and -noplasma are checked, there is no handler code for -juice itself. The flag is consumed and the parser advances to the next token, but no state is changed, no variable is written, and no function is called.
Unused Models#
Bartman Begins#
Space Gas Station
This model was intended to be used inside the planetarium after getting across the planet displays. There would of been a button on the gas station to drop down a ladder for Homer to climb up and balance the satellite (which would function like a fulcrum) for Bart to reach Jimbo. This model is also fully used in the Old-Gen version.
The Day of the Dolphin#
Power Button 
A power button to turn on something, likely in the pier area of the episode.
Invasion of the Yokel-Snatchers#
Brown Truck

A brown truck, similar to the delivery truck seen at the beginning of the episode. This truck model can also be seen fully in the Old-Gen version.
Grand Theft Scratchy#
Politician Statue
A crude statue of a politician (likely Hillary Clinton, who is seen in Mob Rules and Grand Theft Scratchy).
Big Super Happy Fun Fun Game#
Japanese Vending Machine

A Japanese vending machine which would of spawned out food for Homer to eat. This model is fully used in the Old-Gen version.
Game Over#
Cloud Bridge Piece

A straight piece intended for a cloud bridge puzzle using the Hand of Buddha.
Unused Graphics#
Downloadable Content#
This game was planned to have DLC expansions. There is a button in the menu that would be used for DLC, but it never ended up being used. Frontend.str contains textures that were meant to be used for said DLC.





To get a better idea of where exactly these expansions were meant to take place in Springfield, this mockup image with all the textures combined to form a single image will help you out.
{|class=wikitable style=margin:auto; !Mockup !Springfield Map |- |
|
|}
simpsons_chars#
Only Marge has a powerup icon in-game, but Bart and Homer have graphics for powerup icons that go unused.
Icons for the ammo Bart collects during episodes, which were meant for the scrapped special ammo mechanic, where collecting ammo would increase the range and damage. The internal name of each type is as follows:
- specialAmmoPill
- specialAmmoPinecone
- specialAmmoAtom
- specialAmmoHalo
- specialAmmoGrenade
- specialAmmoGeode
- specialAmmoGoldCoin
- specialAmmoBaseball
- specialAmmoEgg
- specialAmmoCork
- specialAmmoGoldBrick
- specialAmmoTuna
These icons are still used in the Old-Gen version to represent Bart's stronger ammo. Notably, two unused ammo types, a Cork and an Egg, are present among the icons but do not appear in game.
A counter icon for an alien, likely meant for the Time Challenge for Invasion of the Yokel-Snatchers.
An icon for a Wood Chipper, likely meant for something related to Lisa the Treehugger.
Frontend#
Some textures are leftover from The Godfather, another game by EA Redwood Shores that runs on the same engine.


There are also 10 language flags, even though there's no language selection menu even in multi-language releases. This game also doesn't have any released localization in Dutch, Polish, Portuguese nor Swedish, whose flags appear here; and the flags for Finnish and Norwegian, which did have a released localization don't appear here.
The colloquially called Old Generation version has a few more movies available in the menu, those being In-Game Cutscenes that are pre-rendered there, but are played in real-time in the New Generation as they happen.

The level Big Super Happy Fun Fun Game has an IGC placeholder of its own too.
Earlier variants of the Simpsons' collectible trophies.
Dino-Duff / Jurassic Duff
Unused |
Used |
|---|---|
Special Reserve Duff / Sellout Duff
Unused |
Used |
|---|---|
![]() |
![]() |
Deep Fried Duff / EA Sports Duff
This early trophy design can actually still be seen inside the Garage of the Simpsons' house.
Unused |
Used |
|---|---|
Krusty Begins
Unused |
Used |
|---|---|
![]() |
![]() |
Krusty's Stop & Go
Unused |
Used |
|---|---|
![]() |
![]() |
Gangsta Clean Hairspray
Unused |
Used |
|---|---|
![]() |
Unused characters meant to be seen on the main menu background.




An earlier variant of Ralph intended to be shown on the main menu. The early variant has a different colored shirt and pants and his legs not visible, as well as a different blinking animation overlay. Notably, the unused Ralph graphic is used in the E3 Prototype and the Old-Gen version
Unused |
Used |
|---|---|
|
|
Medal of Homer#
hug_littlelisaslurry
A texture for a unused explosive barrel model. The filename indicates that this texture was going to be used in Lisa the Treehugger.
moh_missionaccomplished
This graphic would have likely been seen somewhere on Mr. Burns' aircraft carrier and references George W. Bush's "Mission Accomplished" speech.
80b_supermeatball
In certain episodes where Homer is playable, there is a leftover alternate texture for the Super Meatball from "Around the World in 80 Bites." This was likely intended for a cut meatball food pickup, which still has a model present in the game files.
Unused |
Used |
|---|---|
Five Characters in Search of an Author#
A graphic intended for zone 02.
Springfield#
picture_bartboat, while the boat painting is used in the Simpsons' living room, has an unseen photo of blue-shirted Bart Simpson leftover from the Xbox tech demo.

Textures for the unused Retirement Castle interior.
Shared#
Unused Controller Events#
HomerEat#
Originally instead of Homer picking up food automatically the player would need to press B to eat food, which was replaced
Event Hash |
Event Name |
Event Catergory |
Required Input |
Duration |
|---|---|---|---|---|
431aae05 |
HomerEat |
ACTION |
B |
1ms-unlimited |
SwitchToHomer#
A controller event for swapping to specifically Homer, likely a test event.
Event Hash |
Event Name |
Event Catergory |
Required Input |
Duration |
|---|---|---|---|---|
ee5647e4 |
SwitchToHomer |
SWITCH |
DPadUp |
5ms-unlimited |
SwitchToBart#
A controller event for swapping to specifically Bart, likely a test event.
Event Hash |
Event Name |
Event Catergory |
Required Input |
Duration |
|---|---|---|---|---|
895dffd0 |
SwitchToBart |
SWITCH |
DPadLeft |
5ms-unlimited |
SwitchToLisa#
A controller event for swapping to specifically Lisa, likely a test event.
Event Hash |
Event Name |
Event Catergory |
Required Input |
Duration |
|---|---|---|---|---|
5e93a37a |
SwitchToLisa |
SWITCH |
DPadRight |
5ms-unlimited |
SwitchToMarge#
A controller event for swapping to specifically Marge, likely a test event.
Event Hash |
Event Name |
Event Catergory |
Required Input |
Duration |
|---|---|---|---|---|
b90d066d |
SwitchToMarge |
SWITCH |
DPadDown |
5ms-unlimited |
FreeLook#
A first-person view, which still is functional in the E3 build.
Event Hash |
Event Name |
Event Catergory |
Required Input |
Duration |
|---|---|---|---|---|
bbe6c60b |
FreeLook |
MOVEMENT |
LeftStick, RightStick |
5ms-unlimited |
MTP_gemCatcher_up#
Moving left for a gem catcher-like section in Game Over. It's very likely that this was intended for the tetris section in the episode that got cut.
Event Hash |
Event Name |
Event Catergory |
Required Input |
Duration |
|---|---|---|---|---|
e13c8fcb |
MTP_gemCatcher_up |
ACTION |
DPadUp |
1ms-unlimited |
MTP_gemCatcher_down#
Moving left for a gem catcher-like section in Game Over. It's very likely that this was intended for the tetris section in the episode that got cut.
Event Hash |
Event Name |
Event Catergory |
Required Input |
Duration |
|---|---|---|---|---|
bae08bd2 |
MTP_gemCatcher_down |
ACTION |
DPadDown |
1ms-unlimited |
MTP_gemCatcher_left#
Moving left for a gem catcher-like section in Game Over. It's very likely that this was intended for the tetris section in the episode that got cut.
Event Hash |
Event Name |
Event Catergory |
Required Input |
Duration |
|---|---|---|---|---|
2a197297 |
MTP_gemCatcher_left |
ACTION |
DPadLeft |
1ms-unlimited |
MTP_gemCatcher_right#
Moving right for a gem catcher-like section in Game Over. It's very likely that this was intended for the tetris section in the episode that got cut.
Event Hash |
Event Name |
Event Catergory |
Required Input |
Duration |
|---|---|---|---|---|
20f1bd2c |
MTP_gemCatcher_right |
ACTION |
DPadRight |
1ms-unlimited |
HOG_ActOfKindness#
A cut action for the Hand of Buddha, it's unknown what this action would of done.
Event Hash |
Event Name |
Event Catergory |
Required Input |
Duration |
|---|---|---|---|---|
e59ac5d5 |
HOG_ActOfKindness |
HandOfGod |
LT |
1ms-unlimited |
HOG_RotateObjectUp#
A cut action for the Hand of Buddha for rotating a held object up
Event Hash |
Event Name |
Event Catergory |
Required Input |
Duration |
|---|---|---|---|---|
292cacd4 |
HOG_RotateObjectUp |
HandOfGod |
DPadUp |
1ms-unlimited |
HOG_RotateObjectDown#
A cut action for the Hand of Buddha for rotating a held object down
Event Hash |
Event Name |
Event Catergory |
Required Input |
Duration |
|---|---|---|---|---|
5700b45b |
HOG_RotateObjectDown |
HandOfGod |
DPadDown |
1ms-unlimited |
HOG_RotateObjectRight#
A cut action for the Hand of Buddha for rotating a held object right.
Event Hash |
Event Name |
Event Catergory |
Required Input |
Duration |
|---|---|---|---|---|
b564b6e3 |
HOG_RotateObjectRight |
HandOfGod |
DPadRight |
1ms-unlimited |
HOG_RotateObjectLeft#
A cut action for the Hand of Buddha for rotating a held object left.
Event Hash |
Event Name |
Event Catergory |
Required Input |
Duration |
|---|---|---|---|---|
b564b6e3 |
HOG_RotateObjectLeft |
HandOfGod |
DPadLeft |
1ms-unlimited |
FlickTarget#
A generic event thats not in the player table, as FlickTargetRight and FlickTargetLeft are used.
Event Hash |
Event Name |
Event Catergory |
Required Input |
Duration |
|---|---|---|---|---|
8ea68a5c |
FlickTarget |
ACTION |
LB |
1ms-unlimited |
Sprint#
A controller event for running, which is a likely a leftover from EA Redwood Shores' previous game "The Godfather".
Event Hash |
Event Name |
Event Catergory |
Required Input |
Duration |
|---|---|---|---|---|
9984ac3a |
Sprint |
MOVEMENT |
LT |
1ms-unlimited |
DefensiveMove#
A controller event for blocking, which is a likely a leftover from EA Redwood Shores' previous game "The Godfather".
Event Hash |
Event Name |
Event Catergory |
Required Input |
Duration |
|---|---|---|---|---|
c2031444 |
DefensiveMove |
ACTION |
LT |
5ms-unlimited |
MeleeAttackCombo2#
This goes unused, as the slot this event is suppose to use doesn't get requested by the game, so only "MeleeAttack" and "MeleeAttackCombo3" get used.
Event Hash |
Event Name |
Event Catergory |
Required Input |
Duration |
|---|---|---|---|---|
f6487800 |
MeleeAttackCombo2 |
ACTION |
X |
5ms-unlimited |
JumpKick#
Just like the Old-Gen and DS versions, there was going to be a jump kick attack but the animation and controller event goes cut for some reason.
Event Hash |
Event Name |
Event Catergory |
Required Input |
Duration |
|---|---|---|---|---|
35b246d4 |
JumpKick |
ATTACK |
X |
5ms-unlimited |
Unused Sound Effects#
|
|
To do: |
simpsons_chars#
Homer
Voiceclips for Homer laughing evilly, It's unknown where these would have been used, but they were likely intended for a cut animation.
Filename |
Sound Effect |
|---|---|
homer-333 |
|
homer-334 |
|
homer-335 |
|
homer-336 |
|
homer-337 |
|
homer-338 |
|
homer-339 |
|
homer-340 |
Voiceclips for Homer sighing, also likely intended for a cut animation. Some of these voiceclips are used in the DS version.
Filename |
Sound Effect |
|---|---|
homer-001 |
|
homer-002 |
|
homer-003 |
|
homer-004 |
|
homer-005 |
|
homer-006 |
|
homer-007 |
|
homer-008 |
Marge
Voiceclips for Marge laughing. It's unknown where these would have been used, but it's likely for an unused animation.
Filename |
Sound Effect |
|---|---|
marge-104 |
|
marge-105 |
|
marge-106 |
|
marge-107 |
|
marge-108 |
|
marge-109 |
|
marge-110 |
Unused Level Data#
|
|
To do:
|
The Land of Chocolate#
Unused 3rd Cookie Platform#
|
|
To do:
|
Around the World in 80 Bites#
Pre-China Area#
|
|
To do: |
- Cut First Area
Behind the door in the starting area, there is navigation graph data for a cut area. No level geometry remains.
Bartman Begins#
Disabled Bart Pickup#
|
|
To do: |
Sciencolgy Platform#
|
|
To do:
|
Lisa the Tree Hugger#
Teleport#
|
|
To do: |
Third Toxic Waste Barrel#
|
|
To do:
|
Mob Rules#
|
|
To do:
|
Enter the Cheatrix#
Unused Zones#


- Zone 3
Labeled as Zone 3 of Enter the Cheatrix. This zone only uses the simpsons_palette texture, and generally looks very unfinished. There is no ceiling mesh, so either there would have been a fixed camera angle or the mesh was never finished. From the fact that it uses no textures, we can assume that it was cut very early into Cheatrix's life, or was never intended for the final game at all.


- Zone 4
Labeled as Zone 4 of Enter the Cheatrix. Only uses the simpsons_palette texture, bar from 3 pipes. At the top section, next to the green pipe, the wall covers a small corridor leading out, so this was presumably the exit to this zone. There is a movable bridge in the middle, leading to sign saying "POWER BOOST" and "OFF".
According to a level designer, these areas were cut because the episode felt too long. Zone 3 didn’t contribute anything new, and mainly repeated gameplay ideas already seen in other zones and didn’t offer any unique or memorable moments. Zone 4 was planned as a battle arena where enemies would spawn infinitely, and players would need to defeat them while figuring out how to shut down the spawners. This area could have been used to extend the level’s length if more substantial cuts had been made elsewhere, to ensure the episode didn’t feel too short. In the end, though, it wasn’t needed, so it was removed.
(Source: Ben Johnson, Level Designer)
Shadow of the Colossal Donut#
|
|
To do: |
Unused Lard Lad Trigger#
|
|
To do: |
Unused Updraft#
|
|
To do: |
Unused Switch#
|
|
To do: |
Grand Theft Scratchy#
|
|
To do: |
Politician Statue#
|
|
To do:
|
Extra Pier#
|
|
To do: |
Jumping Speedboats#
|
|
To do:
|
Buddha Hand Objects#
|
|
To do:
|
Five Characters in Search of an Author#
Unused Zones#


- Zone 2
Labelled as Zone 2. This would have come right after the outside lawyer fight.


- Zone 3
Labelled as Zone 3. This would have come right after Zone 2. The design of this zone is very reminiscent of the Old-Gen and DS versions of this episode. The player starts in the bottom right, somehow crosses a gap, makes their way across a bowling lane at the back (maybe there would have been bowling balls to dodge?), then back towards the camera. Then, there is a platforming section across floating notepads. The Homer and Bart statues are seemingly textureless, so either they were meant to look like that or the materials were cut. The only navigation graph data that remains show that there would have been objects moving in a figure-eight shape on top of each notepad.
Springfield#


- Retirement Castle Interior
Underneath the retirement castle, there is an unused interior. This seems to be very basic, with little furniture.


- Smithers' Apartment Interior
Located underneath the Sleep-Eazy Motel there is an interior for Smithers' Apartment (The pink apartment building behind the Aztec Theater). There are pieces of furniture outside the room, and floating in the middle of the room. Since the entire room and props are one single mesh, this is assumed to just be an error that the developers never fixed.
Unused Chatter Types#
Various unused chatter types leftover from development remain in the game files, with their voicelines fully intact.
Global#
from_buddypc_onmyway
This chatter type was meant to play when your buddy character begins following you. This chatter type is notably used in the E3 build but only for Homer, as the other characters only have text-to-speech placeholder audio.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Homer |
global_homr |
d_homr_xxx_0005a27.exa d_homr_xxx_0005a28.exa d_homr_xxx_0005a29.exa d_homr_xxx_0005a2a.exa d_homr_xxx_0005a2b.exa |
Bart |
global_bart |
d_bart_xxx_0005a3f.exa d_bart_xxx_0005a40.exa d_bart_xxx_0005a41.exa d_bart_xxx_0005a42.exa d_bart_xxx_0005a43.exa |
Lisa |
global_lisa |
d_lisa_xxx_0005a57.exa d_lisa_xxx_0005a58.exa d_lisa_xxx_0005a59.exa d_lisa_xxx_0005a5a.exa d_lisa_xxx_0005a5b.exa |
Marge |
global_marg |
d_marg_xxx_0005a70.exa d_marg_xxx_0005a71.exa d_marg_xxx_0005a72.exa d_marg_xxx_0005a73.exa d_marg_xxx_0005a74.exa |
from_buddypc_wait_there
This chatter type was likely intended to trigger when your buddy character moved to a designated waiting spot to wait for the player. For some reason Lisa has 5 voicelines instead of 4 like the rest of the characters.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Homer |
global_homr |
d_homr_xxx_0005a2c.exa d_homr_xxx_0005a2d.exa d_homr_xxx_0005a2e.exa d_homr_xxx_0005a2f.exa |
Bart |
global_bart |
d_bart_xxx_0005a44.exa d_bart_xxx_0005a45.exa d_bart_xxx_0005a46.exa d_bart_xxx_0005a47.exa |
Lisa |
global_lisa |
d_lisa_xxx_0005a5c.exa d_lisa_xxx_0005a5d.exa d_lisa_xxx_0005a5e.exa d_lisa_xxx_0005a5f.exa d_lisa_xxx_0005a60.exa |
Marge |
global_marg |
d_marg_xxx_0005a78.exa d_marg_xxx_0005a79.exa d_marg_xxx_0005a7a.exa d_marg_xxx_0005a7b.exa d_marg_xxx_0005a7cexa |
from_buddypc_waiting_4u
This chatter type was likely meant to play when your buddy character is waiting in an area they couldn’t reach or proceed past.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Homer |
global_homr |
d_homr_xxx_0005a30.exa d_homr_xxx_0005a31.exa d_homr_xxx_0005a32.exa d_homr_xxx_0005a33.exa d_homr_xxx_0005a34.exa |
Bart |
global_bart |
d_bart_xxx_0005a48.exa d_bart_xxx_0005a49.exa d_bart_xxx_0005a4a.exa d_bart_xxx_0005a4b.exa d_bart_xxx_0005a4c.exa |
Lisa |
global_lisa |
d_lisa_xxx_0005a61.exa d_lisa_xxx_0005a62.exa d_lisa_xxx_0005a63.exa d_lisa_xxx_0005a64.exa d_lisa_xxx_0005a65.exa |
Marge |
global_marg |
d_marg_xxx_0005a78.exa d_marg_xxx_0005a79.exa d_marg_xxx_0005a7a.exa d_marg_xxx_0005a7b.exa d_marg_xxx_0005a7cexa |
react_eatfood_apple
This chatter type was intended to trigger whenever Homer ate an apple food pickup. However, since there are no existing apple models or assigned objects linked to this type, the lines go unused in the final game. Interestingly, the Old-Gen prototype contains an apple pickup which uses this chatter type in the episode Five Characters in Search of an Author.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Homer |
global_homr |
d_homr_xxx_0003c61.exa |
react_eatfood_burrito
This chatter type was intended to trigger whenever Homer ate a burrito food pickup. However, since there are no existing burrito models or assigned objects linked to this type, the lines go unused in the final game.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Homer |
global_homr |
d_homr_xxx_0003c61.exa |
react_eatfood_chocochunk
This chatter type was intended to trigger whenever Homer ate a chocolate chunk food pickup. However, since there are no existing chocolate chunk models or assigned objects linked to this type, the lines go unused in the final game.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Homer |
global_homr |
d_homr_xxx_0003c78.exa d_homr_xxx_0003c79.exa |
react_eatfood_chocrabbit
This chatter type was intended to trigger when Homer ate a chocolate rabbit food pickup. While the chocolate rabbits can be eaten in the episode “The Land of Chocolate,” the game instead uses the standard “react_eatfood” chatter type for Homer in that level. This suggests that the chocolate rabbit pickup was originally intended to appear in other episodes or locations.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Homer |
global_homr |
d_homr_xxx_0003c7a.exa |
react_eatfood_cinnabun
This chatter type was intended to trigger whenever Homer ate a cinnamon bun. However, since there are no existing models or assigned objects linked to this type, the lines go unused in the final game.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Homer |
global_homr |
d_homr_xxx_0003c6e.exa |
react_eatfood_colorcandychunk
This chatter type was intended to trigger whenever Homer ate a lollypop chunk. While the lollypops can be eaten in the episode “The Land of Chocolate,” the game instead uses the standard “react_eatfood” chatter type for Homer in that level. This suggests that the lollypops was originally intended to appear in other episodes or locations.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Homer |
global_homr |
d_homr_xxx_0003c76.exa |
react_eatfood_corndog
This chatter type was intended to trigger whenever Homer ate a corndog. However, since there are no existing models or assigned objects linked to this type, the lines go unused in the final game.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Homer |
global_homr |
d_homr_xxx_0003c6d.exa |
react_eatfood_cupcake
This chatter type was intended to trigger whenever Homer ate a cupcake. However, since there are no existing models or assigned objects linked to this type, the lines go unused in the final game.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Homer |
global_homr |
d_homr_xxx_0003c65.exa |
react_eatfood_icedcherries
This chatter type was intended to trigger whenever Homer ate iced cherries. However, since there are no existing models or assigned objects linked to this type, the lines go unused in the final game.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Homer |
global_homr |
d_homr_xxx_0003c75.exa |
react_eatfood_hamjar
This chatter type was intended to trigger whenever Homer ate Ham Ahoy (from the episode King-Size Homer). However, since there are no existing models or assigned objects linked to this type, the lines go unused in the final game.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Homer |
global_homr |
d_homr_xxx_0003c69.exa |
react_eatfood_meatball
This chatter type was intended to trigger whenever Homer ate a meatball. There is a model for a meatball food pickup but it goes unused, making this chatter type also unused.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Homer |
global_homr |
d_homr_xxx_0003c54.exa d_homr_xxx_0003c55.exa |
react_eatfood_pepperoni
This chatter type was intended to trigger whenever Homer ate pepperoni. However, since there are no existing models or assigned objects linked to this type, the lines go unused in the final game.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Homer |
global_homr |
d_homr_xxx_0003c6c.exa |
react_eatfood_sandwich
This chatter type was intended to trigger whenever Homer ate a sandwich. However, since there are no existing models or assigned objects linked to this type, the lines go unused in the final game.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Homer |
global_homr |
d_homr_xxx_0003c66.exa |
react_eatfood_unclejim
This chatter type was intended to trigger whenever Homer ate Uncle Jim's Country Fillin' (from the episode King-Size Homer). However, since there are no existing models or assigned objects linked to this type, the lines go unused in the final game.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Homer |
global_homr |
d_homr_xxx_0003c69.exa |
Springfield#
conv3_ext_act2_04
This chatter type was intended to trigger as the 4th voiceline between a conversation between 2 aliens near the springfield elemntary school. For some reason, the conversation is bugged and immediately skips to the last voiceline.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Alien 2 |
eps_spr_as02 |
d_as02_xxx_00065f9.exa |
conv5_ext_act1_01
This chatter type was intended to trigger as the 1st voiceline between an unused conversation between Principal Skinner and Superintendent Chalmers during the first act of the game. Currently, it's unknown where this conversation would be located.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Chalmers |
eps_spr_chal |
d_chal_xxx_000645e.exa |
conv5_ext_act1_02
This chatter type was intended to trigger as the 2nd voiceline between an unused conversation between Principal Skinner and Superintendent Chalmers during the first act of the game. Currently, it's unknown where this conversation would be located.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Skinner |
eps_spr_skin |
d_skin_xxx_0006461.exa |
conv5_ext_act1_03
This chatter type was intended to trigger as the 3rd voiceline between an unused conversation between Principal Skinner and Superintendent Chalmers during the first act of the game. Currently, it's unknown where this conversation would be located.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Chalmers |
eps_spr_chal |
d_chal_xxx_000645f.exa |
conv5_ext_act1_04
This chatter type was intended to trigger as the 4th voiceline between an unused conversation between Principal Skinner and Superintendent Chalmers during the first act of the game. Currently, it's unknown where this conversation would be located.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Skinner |
eps_spr_skin |
d_skin_xxx_0006462.exa |
conv5_ext_act1_05
This chatter type was intended to trigger as the 5th voiceline between an unused conversation between Principal Skinner and Superintendent Chalmers during the first act of the game. Currently, it's unknown where this conversation would be located.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Chalmers |
eps_spr_chal |
d_chal_xxx_0006460.exa |
conv5_ext_act1_06
This chatter type was intended to trigger as the 6th voiceline between an unused conversation between Principal Skinner and Superintendent Chalmers during the first act of the game. Currently, it's unknown where this conversation would be located.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Skinner |
eps_spr_skin |
d_skin_xxx_0006463.exa |
episode_trig_dod
This chatter type was intended to trigger whenever the player would be near the entrance to the episode "The Day of the Dolphin" in Springfield.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Bart |
eps_spr_bart |
d_bart_xxx_0004b6d.exa |
Lisa |
eps_spr_lisa |
d_lisa_xxx_0004ba7.exa |
episode_trig_dss
This chatter type was intended to trigger whenever the player would be near the entrance to the episode "The Day of the Dolphin" in Springfield.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Bart |
eps_spr_bart |
d_bart_xxx_0003b51.exa d_bart_xxx_0003b52.exa |
Bartman Begins#
defeat
This chatter type was likely intended to trigger when you defeat Jimbo inside the Plantarium.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Jimbo |
eps_brt_jmbo |
d_jmbo_xxx_0006534.exa |
dinoroom_help_ammo
This chatter type was likely intended to trigger when the player would use Bart's slingshot to try to shoot the target above Dolph. This chatter type is a leftover from a cut mechanic where the ammo Bart collects throughout the episodes would have better damage and range.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Bart |
eps_brt_bart |
d_bart_xxx_0000860.exa d_bart_xxx_0000861.exa |
dinoroom_help_doorslocked
This chatter type was likely intended to trigger when the player would try to go through the locked doors within the Dinosaur exhibit.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Bart |
eps_brt_bart |
d_bart_xxx_000085e.exa d_bart_xxx_000085f.exa |
dinoroom_volcanotramp
This chatter type was likely intended to trigger when the player uses the updraft from the volcano in the Dinosaur exhibit. Judging by the name and voicelines, it seems that originally the volcano would be a trampoline instead of an updraft coming from the volcano.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Bart |
eps_brt_bart |
d_bart_xxx_0000866.exa d_bart_xxx_0000867.exa |
Homer |
eps_brt_homr |
d_homr_xxx_00008c0.exa d_homr_xxx_00008c1.exa d_homr_xxx_00008c2.exa |
diorama_start
This chatter type was likely intended to trigger when the player enters the History of Man exhibit.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Kearney |
eps_brt_krny |
d_krny_xxx_00008dc.exa d_krny_xxx_00008dd.exa d_krny_xxx_00008de.exa |
pc_above
This chatter type was likely intended to trigger when the player would be on top of the displays within the museum exhibits.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Museum Guard Sideshow Mel |
eps_brt_mgsm |
d_mgsm_xxx_0000913.exa d_mgsm_xxx_0000914.exa d_mgsm_xxx_0000915.exa d_mgsm_xxx_0000916.exa |
Museum Guard Wiseguy |
eps_brt_mgwg |
d_mgwg_xxx_00015b4.exa d_mgwg_xxx_00015b5.exa d_mgwg_xxx_00015b6.exa d_mgwg_xxx_00015b7.exa d_mgwg_xxx_00015b8.exa d_mgwg_xxx_00008fe.exa d_mgwg_xxx_00008ff.exa |
taunt_retort_manual_jimbo_02
This chatter type was likely intended to trigger after Jimbo taunts Bart and Homer from inside the UFO.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Homer |
eps_brt_homr |
d_homr_xxx_00008c8.exa d_homr_xxx_00008c9.exa |
welcome_02
This chatter type was likely intended to trigger as the second voiceline for the introduction to the History of Man Exhibit. Due to all the voicelines for the introduction being put into one single audio file (d_mvma_xxx_0000917) instead of being separate, this chatter type goes unused.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Museum Voice Female |
eps_brt_mvfe |
d_mvfe_xxx_000091c.exa |
welcome_03
This chatter type was likely intended to trigger as the third voiceline for the introduction to the History of Man Exhibit. Due to all the voicelines for the introduction being put into one single audio file (d_mvma_xxx_0000917) instead of being separate, this chatter type goes unused.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Museum Voice Male |
eps_brt_mvma |
d_mvma_xxx_0000918.exa |
Invasion of the Yokel-Snatchers#
surprise_attack
This chatter type was likely intended to trigger as a hint from the aliens in the Springfield Mall on where they were going to spawn in.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Alien 1 |
eps_sss_as01 |
d_as01_xxx_00067db.exa d_as01_xxx_00067dc.exa d_as01_xxx_00067dd.exa |
Alien 2 |
eps_sss_as02 |
d_as02_xxx_00067de.exa d_as02_xxx_00067df.exa d_as02_xxx_00067e0.exa |
in_beam
This chatter type was likely intended to trigger when the player goes into the space beam after defeating the aliens in the space-invaders section.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Bart |
eps_sss_bart |
d_bart_xxx_0003b75.exa |
Homer |
eps_sss_homr |
d_homr_xxx_0003b3e.exa |
Game Over#
starbucks_success
This chatter type was likely intended to trigger when the Skybucks building is finished. This is a leftover from an early version of the episode as Lisa was originally going to build Skybucks using the Hand of Buddha.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Lisa |
eps_mtp_lisa |
d_lisa_xxx_0006374.exa |
defeated
This chatter type was likely intended to trigger when the player defeats the mini-bosses.
Character |
Chatter Bank |
Voicelines |
|---|---|---|
Poochie |
eps_gts_poch |
d_poch_xxx_0006574.exa |
Ben Franklin |
eps_mtp_benf |
d_benf_xxx_00063b5.exa |
Shakespeare |
eps_mtp_shak |
d_shak_xxx_00063a4.exa |
Regional Differences#
Some lines of dialogue are not dubbed in other languages, and instead just have a 0.1 second worth of silence. Some quotes, such as Mayor Quimby asking for his bribe, are meant to be reused in Springfield from an existing cutscene. Quimby's other quotes also appear to have multiple existing copies. Other quotes, like Homer saying how he feels after turning into Helium Homer, also appear to be duplicates.
String ID |
String Label |
Sound |
De |
Es |
Fr |
It |
Subtitle |
|---|---|---|---|---|---|---|---|
780FEF70 |
drom_xxx_000092c |
Yes |
No |
No |
Yes |
For feudalism!!!!! |
|
A6341421 |
jany_xxx_0000e22 |
No |
No |
No |
No |
We want violence! We want violence! We want violence! |
|
A6341422 |
jany_xxx_0000e23 |
No |
No |
No |
No |
No supervision! No supervision! |
|
A6341423 |
jany_xxx_0000e24 |
No |
No |
No |
No |
Not the boss of us! Not the boss of us! |
|
A6341424 |
jany_xxx_0000e25 |
No |
No |
No |
No |
What do we want? Violence! When do we want it? Now! What do we want? Violence! When do we want it? Now! |
|
A6341425 |
jany_xxx_0000e26 |
No |
No |
No |
No |
V for violence! "V" for violence! "V" for violence! |
|
A6341426 |
jany_xxx_0000e27 |
No |
No |
No |
No |
Anarchy always! Naps never! Anarchy always! Naps never! |
|
A6341427 |
jany_xxx_0000e28 |
No |
No |
No |
No |
All we are saying, is give vice a chance! All we are saying, is give vice a chance! |
|
A6341428 |
jany_xxx_0000e29 |
No |
No |
No |
No |
A sick mind is a terrible thing to waste! A sick mind is a terrible thing to waste! |
|
2524FF24 |
spav_xxx_000638c |
No |
Yes |
Yes |
Yes |
God's Choice massage oils available for sale in gift shop. |
|
382186C1 |
askn_xxx_0006635 |
Yes |
No |
Yes |
Yes |
'Cause you're a professional criminal! |
|
A3EC5358 |
mayr_xxx_0006843 |
No |
No |
No |
No |
So I'm ready to receive my bribe now. |
|
A3EC535C |
mayr_xxx_0006847 |
No |
No |
No |
No |
So, I'm ready to receive my bribe now. |
|
A3EC535D |
mayr_xxx_0006848 |
No |
Yes |
Yes |
Yes |
Can I count on your vote?! |
|
A3EC535E |
mayr_xxx_0006849 |
No |
Yes |
Yes |
Yes |
Mistakes were not made. |
|
A3EC5386 |
mayr_xxx_000684a |
No |
Yes |
Yes |
Yes |
Did I ever tell you I was almost a contestant on Project Runway? |
|
ECA0D928 |
homr_xxx_000685e |
No |
Yes |
No |
No |
Wow! I feel slightly lighter than air! |
Revisional Differences#
Enter the Cheatrix Time Challenge#
The bridge in the blood room is damaged in the Xbox 360 version, but remains fully intact in the PlayStation 3 release.
PlayStation 3 |
Xbox 360 |
|---|---|
![]() |
![]() |
Bonus Movies#
The European PlayStation 3 releases have an additional Bonus Movies sub-menu, which has two somewhat generic videos available. Bonus Movie 1 contains the "Rock You Like a Hurricane" trailer with music from "Five Characters In Search of an Author" while Bonus Movie 2 contains the "NeverQuest" and "Medal of Homer" parody trailers with music from "NeverQuest". This was originally meant to contain the cut Making-of movie for this game.
PlayStation 3 (Europe) |
PlayStation 3 (Rest of the World), Xbox 360 |
|---|---|
![]() |
![]() |
Texture Resolution#
|
|
To do: |
A couple textures have more visible compression artifacts in one version than the other, which isn't that noteworthy, however there are also several textures that are higher resolution, mostly in the PS3 version.
Bartman Begins#
PlayStation 3 |
Xbox 360 |
|---|---|
brt\zone02.str\brt_entrytunnel_brck |
|
![]() |
![]() |
brt\zone02.str\brt_grybrck |
|
brt\zone01.str\brt_grybrck |
|
![]() |
![]() |
brt\zone02.str\brt_templecroft |
|
![]() |
![]() |
brt\zone01.str\brt_wallcrack1 |
|
![]() |
|
brt\zone01.str\brt_wallcrack2 |
|
![]() |
|
brt\zone01.str\stoneblock |
|
![]() |
|
Mob Rules#
This texture exists in Bartman Begins, here, and in Springfield. In Bartman Begins, the texture is identical on both platforms (both using the higher quality variant seen in the PS3 column.) Springfield's texture is the same as this one's.
PlayStation 3 |
Xbox 360 |
|---|---|
mob_rules\zone03.str\spr_museum02 |
|
![]() |
|
Shadow of the Colossal Donut#
PlayStation 3 |
Xbox 360 |
|---|---|
colossadonut\zone02.str\spr_museum05 |
|
Game Engine#
The Five Characters in Search of an Author equivalent of this texture (rhymes\zone01.str\rwc_goldcoinramp2) is high resolution on both platforms.
PlayStation 3 |
Xbox 360 |
|---|---|
gamehub\zone01.str\gam_goldcoinramp2 |
|
![]() |
|
Springfield#
The cliff texture has two different (yet almost identical) variants, the first one is lower resolution on PS3, but the 2nd one is identical on both platforms
PlayStation 3 |
Xbox 360 |
|---|---|
spr_hub\zone*.str\cliff |
|
![]() |
|
spr_hub\zone21.str\pol_floor1 |
|
References#
|
The Simpsons series | |
|---|---|
|
Arcade |
|
|
DOS |
|
|
Game Boy (Color) |
|
|
PlayStation |
|
|
Windows |
|
|
Game Boy Advance |
|
|
GameCube |
|
|
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 |
|
|
PlayStation Portable, Wii |
|
|
Nintendo DS |
|
|
J2ME |
|
|
iOS |
|
|
Android |
|
|
Bart Simpson | |
|
NES |
Bart vs. the Space Mutants (Prototype) • Bart vs. the World • Bartman Meets Radioactive Man (Prototype) |
|
DOS |
|
|
Game Boy (Color) |
|
|
Genesis |
Bart vs. the Space Mutants • Bart's Nightmare • Virtual Bart |
|
Sega Master System |
|
|
Game Gear |
|
|
SNES |
|
|
Itchy & Scratchy | |
|
SNES |
|
|
Genesis |
|
|
Game Boy (Color) |
|
|
Krusty the Clown | |
|
NES |
|
|
Game Boy |
|
|
Sega Master System, Game Gear |
|
|
DOS |
|
|
SNES |
|
|
Genesis |
|






















