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The Simpsons Game (PlayStation 3, Xbox 360)

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Title Screen

The Simpsons Game

Also known as: Die Simpsons - Das Spiel (DE)
Los Simpson: El Videoguego (ES)
The Simpsons Videopeli (FI)
Les Simpson, le jeu (FR)
I Simpson: Il Videogioco (IT)
Developer: EA Redwood Shores[1]
Publisher: Electronic Arts[1]
Platforms: PlayStation 3, Xbox 360
Released in US: October 30, 2007[1]
Released in EU: November 9, 2007[1]
Released in AU: November 15, 2007[1]


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
CopyrightIcon.png This game has hidden developer credits.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


DevelopmentIcon.png This game has a development article
ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article
BugsIcon.png This game has a bugs page

Hmmm...
To do:
  • There are a variety of unused controller configurations located in the "basic_player.cec" file in the "simpsons_chars" stream folder (some notable ones are FreeLook, JumpKick, HOG_ActOfKindness, MTP_gemCatcher, Sprint, HomerEat, and SpecialModelSwap). Document them and try to see if any of these can be reenabled in-game.
  • Various unused models, specifically with populated renders
  • Tons of unused functions within the game's executable. Use this as a reference.
  • See if there's any unused animations for characters.
  • Unused sound effects, atleast when their filenames can be extracted.

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

It's notable for being almost entirely conceived and written by actual members of The Simpsons team, making it as authentic of, well, a Simpsons game as possible. It also has over 40 minutes of unique animated cutscenes that almost act as an entire extra-long episode together.

Also, every version of the game has slightly different front box art.

Sub-Pages

Read about development information and materials for this game.
Development Info
Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
Read about notable bugs and errors in this game.
Bugs
SimpsonsGame360-Frontend.str-CommonHudFilmCamera.png
Making-of Movie
Three parts of a Making-of movie were planned, none of which made the final cut.
TheSimpsonsGame360-FIN frontend.str-frontend.itxd-79 cliche summary.png
Unused Text
"Although I wasn't able to cut everyone I wanted to, I have cut a lot of you."
SimpsonsGame360-simpsons chars-11 episode goalsCBG.png
Unused Voicelines
"Worst voicelines ever."
SimpsonsGame360-simpsons chars-CommonHudWii.png
Differences between Old-Gen and New-Gen
Comparisons between the PS2/PSP/Wii versions ("Old-Gen") and PS3/360 versions ("New-Gen").
TheSimpsonsGame360-FIN frontend.str-frontend split5.itxd-10 languages start-CROP.png
Oddities
Odd things spotted in the game.

Debug Replay

Hmmm...
To do:
  • See if there's a way to add or bring back the Debug Replay button like in OldGen.
  • These codes are raw memory offsets as I currently have no knowledge on any potential PS3/X360 cheat device and how it may work! --Edness
Debug Replay menu on PlayStation 3
Debug Replay menu on Xbox 360

There is a hidden menu internally called DebugReplay. It can be accessed in both the Old Generation release as well as here.

All Regions
PS3 00AF65B3 E8
360 8239F71F A4
(Source: Edness)

One slight difference, however, is that currently there is no way to add the Debug Replay button on the main menu in this release. Instead, these codes will replace the regular Episodes & Challenges menu with Debug Replay.


Unused Models

Hmmm...
To do:
Get populated/textured renders.

Bartman Begins

Space Gas Station

SimpsonsGame360-brt space gas station.png

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.

Zap Kiosk Button

SimpsonsGame360-brt zapkiosk button.png

A button intended to be stepped on by Homer on the "Zap the Past" kiosks.

The Day of the Dolphin

Power Button

SimpsonsGame360-dod powerbutton.png

A power button to turn on something, likely in the pier area of the episode.

Invasion of the Yokel-Snatchers

Brown Truck

SimpsonsGame360-DSSS-sss browntruck.png

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

SimpsonsGame360-gts politician statue.png

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

SimpsonsGame360-bsh japanesevendingmachine.png

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

SimpsonsGame360-mtp hog cloudbridge straight.png

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.

Mockup Springfield Map
SimpsonsGamePS3-FIN episode download-combined.png SimpsonsGame360-SPR HUB-5 bus stop.png


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.

SimpsonsGameNG-FIN bigsuperhappy.str-bsh igc01 shot01.itxd-placeholder.png


Earlier variants of the Simpsons' collectible trophies.

Dino-Duff / Jurassic Duff

Unused Used
Simpsons2007E39 frontend.png Simpsons2007final77 trophy case.png

Special Reserve Duff / Sellout Duff

Unused Used
Simpsons2007final90 frontend.png Simpsons2007final38 trophy case.png


Deep Fried Duff / EA Sports Duff

This early trophy design can actually still be seen inside the Garage of the Simpsons' house.

Unused Used
Simpsons2007final27 frontend.png SimpsonsGame360-SPR HUB-69 trophy case.png


Krusty Begins

Unused Used
Simpsons2007E312 frontend.png Simpsons2007final147 trophy case.png

Krusty's Stop & Go

Unused Used
Simpsons2007final3 frontend.png Simpsons2007final180 trophy case.png


Gangsta Clean Hairspray

Unused Used
Simpsons2007E351 frontend.png Simpsons2007final115 trophy case.png


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
2_frontend_assets 1_frontend_assets

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
SimpsonsGame360-80b supermeatball.png SimpsonsGame360-80b supermeatballALT.png


Five Characters in Search of an Author

A graphic intended for zone 02.

Springfield

TheSimpsonsGame Picture bartboat.png

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 Sound Effects

Hmmm...
To do:
Find the correct filenames for each sound effect, which currently are no tools for.

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

Hmmm...
To do:
  • Go through more levels, and recheck I didn't miss anything (i most likely did)
  • I've created most of these subheadings just to catalogue what's in each level. I need to go through and investigate/write up each one. - nebula

The Land of Chocolate

Unused 3rd Cookie Platform

Hmmm...
To do:
* `startcookie01`, `startcookie02`, `startcookie03`
  • 3 PingPongPlatforms are in the level data, each started with the above events. However `runcake_action` calls `startcookie01_continue` instead, so nothing happens (i think).

Around the World in 80 Bites

Pre-China Area

Hmmm...
To do:
Also document `aud_player_entered_china_01` trigger
SimpsonsGameNG-80Bites1.png
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

Hmmm...
To do:
Unused `VariableCollectible` next to box at start of map.

Sciencolgy Platform

Hmmm...
To do:
*ScriptableProp using unused model.
  • Switch that calls `lower_sciencolgy_ladder`
  • Associated ExecuteVFX, PlaySound, LadderSurface, NodeController.
  • MultiManager that listens to `lower_sciencolgy_ladder` and calls `aud_play_sound_ladderdown` after 0.5s, `sciencology_ladder_down` after 1s, `deactivate_sciencoloy_ladder_node` after 1s, `spawn_lc_sciencolgy_room` after 2s.
  • Room is generally called "science room".
  • Door to room is opened with `open_sciencology_door`.

Lisa the Tree Hugger

Teleport

Hmmm...
To do:
'teleporttocog' trigger behind gate at start of level. Needs more investigating, but fairly certain the actual teleport object has been removed, just leaving the trigger.

Third Toxic Waste Barrel

Hmmm...
To do:
*Disabled `HoGPuzzleObject` for a barrel that's used to blow up the dispenser - only two out of three are enabled.
  • There's also the associated `HandOfGodTrigger` for where it normally spawns, but no trigger on the dispenser.

Mob Rules

Hmmm...
To do:
*Investigate disabled MultiManagers for `iMsgPlayerMargeTutorialTargetLocked` and `iMsgPlayerMargeTutorialTargetUnlocked`
  • Disabled ExecuteVFX, Attacher
  • EnterExitTrigger for thought bubbles around collectibles?

Enter the Cheatrix

Unused Zones

SimpsonsGameNG-Zone4.png
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.

SimpsonsGameNG-Zone3.png
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

Hmmm...
To do:
Investigate `restart_level` ScriptedSequences

Unused Lard Lad Trigger

Hmmm...
To do:
Disabled EnterExitTrigger out of bounds that calls `lard_lad_enter_trigger` and `lard_lad_exit_trigger`

Unused Updraft

Hmmm...
To do:
Disabled Updraft object out of bounds

Unused Switch

Hmmm...
To do:
Disabled switch out of bounds that calls `msg_begin_hatch_destruction` / `destroy_hatch` / `destroy_wiring` - debugging tool to progress through the fight stages?

Grand Theft Scratchy

Hmmm...
To do:
LOADS of disabled FuncSpawns. Some will be enabled and used by other things, but others are definitely unused.

Politician Statue

Hmmm...
To do:
  • Two disabled FuncSpawns called with `gts_spawn_politician_statue`
  • Three MultiManagers that handle `gts_spawn_politician_statue_mm` and all their related events
  • VariableOperators for `gts_set_polit_stat_var_backtozero` and `gts_politician_statue_inc_var`
  • VariableWatcher that calls `gts_spawn_politician_statue_mm` when a variable has the value of 16
  • ScriptableProp of unused politician statue model under Maude's Hot Coffee sign
  • SendScoreEvent for `gts_politician_statue_inc_var`
  • Counter for `gts_spawn_politician_statue` and `gts_show_score_event_counter` (I think this might be the actual house counter that's used in game?)

Extra Pier

Hmmm...
To do:
Disabled ScriptableProp of a different ice bridge pier

Jumping Speedboats

Hmmm...
To do:
*Disabled ScriptableProps of speedboats jumping over the start to Poochie's island
  • GraphMoverControllers for `gts_bt5_go_to_third_pos`, `gts_bt5_go_to_second_pos`, `gts_bt_4_go_here_now`, `gts_bt4_go_to_third_pos`, `gts_bt4_go_to_second_pos`, `gts_bt_4_go_here_now`

Buddha Hand Objects

Hmmm...
To do:
*Disabled HoGPuzzleObject of a car on cinderblocks next to billboard
  • Five pieces of ice stored out of bounds - pieces of an ice bridge before they introduced the freeze ability?

Five Characters in Search of an Author

Unused Zones

SimpsonsGamePS3-FIN RWC-Zone2.png
Zone 2

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

SimpsonsGamePS3-FIN RWC-Zone3.png
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

SimpsonsGameNG-Retirement1.png
SimpsonsGameNG-Retirement2.png
Retirement Castle Interior

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

SimpsonsGameNG-House1.png
SimpsonsGameNG-House2.png
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
SimpsonsGamePS3-FIN CheatrixTimeTrialBridge.png SimpsonsGame360-FIN CheatrixTimeTrialBridge.png

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
SimpsonsGamePS3-FIN MainMenu.png SimpsonsGame360-FIN MainMenu.png

Texture Resolution

Hmmm...
To do:
Some "generic" textures shared across many archives also have differing resolutions. Not to mention some others look quite different due to using other alpha masking types.

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
SimpsonsGamePS3-FIN brt.str-zone02 split3.txd-brt entrytunnel brck.png SimpsonsGame360-FIN brt.str-zone02 split9.itxd-brt entrytunnel brck.png
brt\zone02.str\brt_grybrck
SimpsonsGamePS3-FIN brt.str-zone02 split9.txd-brt grybrck.png SimpsonsGame360-FIN brt.str-zone02 split9.itxd-brt grybrck.png
brt\zone01.str\brt_grybrck
SimpsonsGamePS3-FIN brt.str-zone01.txd-brt templecroft.png SimpsonsGame360-FIN brt.str-zone01 split3.itxd-brt templecroft.png
brt\zone02.str\brt_templecroft
SimpsonsGamePS3-FIN brt.str-zone02.txd-brt underwater mural.png SimpsonsGame360-FIN brt.str-zone02 split3.itxd-brt underwater mural.png
brt\zone01.str\brt_wallcrack1
SimpsonsGamePS3-FIN brt.str-zone01 split2.txd-brt wallcrack1.png SimpsonsGame360-FIN brt.str-zone01 split4.itxd-brt wallcrack1.png
brt\zone01.str\brt_wallcrack2
SimpsonsGamePS3-FIN brt.str-zone01 split2.txd-brt wallcrack2.png SimpsonsGame360-FIN brt.str-zone01 split4.itxd-brt wallcrack2.png
brt\zone01.str\stoneblock
SimpsonsGamePS3-FIN brt.str-zone01 split3.txd-stoneblock.png SimpsonsGame360-FIN brt.str-zone01 split4.itxd-stoneblock.png

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
SimpsonsGamePS3-FIN mob rules.str-zone03.txd-spr museum02.png SimpsonsGame360-FIN mob rules.str-zone03.itxd-spr museum02.png

Shadow of the Colossal Donut

PlayStation 3 Xbox 360
colossadonut\zone02.str\spr_museum05
SimpsonsGamePS3-FIN colossadonut.str-zone02.txd-spr museum05.png SimpsonsGame360-FIN colossadonut.str-zone02.itxd-spr museum05.png

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
SimpsonsGamePS3-FIN gamehub.str-zone01 split6.txd-gam goldcoinramp2.png SimpsonsGame360-FIN gamehub.str-zone01 split9.itxd-gam goldcoinramp2.png

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 patforms

PlayStation 3 Xbox 360
spr_hub\zone*.str\cliff
SimpsonsGamePS3-FIN spr hub.str-cliff.png SimpsonsGame360-FIN spr hub.str-cliff.png
spr_hub\zone21.str\pol_floor1
SimpsonsGamePS3-FIN spr hub.str-zone21.txd-pol floor1.png SimpsonsGame360-FIN spr hub.str-zone21.itxd-pol floor1.png

References