The Simpsons Game (PlayStation 3, Xbox 360)
| The Simpsons Game |
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Also known as: Die Simpsons - Das Spiel (DE)
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To do:
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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.
Contents
- 1 Sub-Pages
- 2 Debug Replay
- 3 Unused Models
- 4 Unused Graphics
- 5 Unused Sound Effects
- 6 Unused Level Data
- 7 Unused Chatter Types
- 8 Regional Differences
- 9 Revisional Differences
- 10 References
Sub-Pages
| Development Info |
| Prototype Info |
| Prerelease Info |
| Bugs |
| Making-of Movie Three parts of a Making-of movie were planned, none of which made the final cut. |
| Unused Text "Although I wasn't able to cut everyone I wanted to, I have cut a lot of you." |
| Unused Voicelines "Worst voicelines ever." |
| Differences between Old-Gen and New-Gen Comparisons between the PS2/PSP/Wii versions ("Old-Gen") and PS3/360 versions ("New-Gen"). |
| Oddities Odd things spotted in the game. |
Debug Replay
To do:
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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 |
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
| To do: Get populated/textured renders. |
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.
Zap Kiosk Button
A button intended to be stepped on by Homer on the "Zap the Past" kiosks.
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.
| 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 |
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Special Reserve Duff / Sellout Duff
| Unused | Used |
|---|---|
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Deep Fried Duff / EA Sports Duff
This early trophy design can actually still be seen inside the Garage of the Simpsons' house.
| Unused | Used |
|---|---|
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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 |
|---|---|
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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.
Unused Sound Effects
| 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
To do:
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The Land of Chocolate
Unused 3rd Cookie Platform
| To do: * `startcookie01`, `startcookie02`, `startcookie03`
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Around the World in 80 Bites
Pre-China Area
| To do: Also document `aud_player_entered_china_01` trigger |
- 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: Unused `VariableCollectible` next to box at start of map. |
Sciencolgy Platform
| To do: *ScriptableProp using unused model.
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Lisa the Tree Hugger
Teleport
| 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
| To do: *Disabled `HoGPuzzleObject` for a barrel that's used to blow up the dispenser - only two out of three are enabled.
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Mob Rules
| To do: *Investigate disabled MultiManagers for `iMsgPlayerMargeTutorialTargetLocked` and `iMsgPlayerMargeTutorialTargetUnlocked`
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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.
Shadow of the Colossal Donut
| To do: Investigate `restart_level` ScriptedSequences |
Unused Lard Lad Trigger
| To do: Disabled EnterExitTrigger out of bounds that calls `lard_lad_enter_trigger` and `lard_lad_exit_trigger` |
Unused Updraft
| To do: Disabled Updraft object out of bounds |
Unused Switch
| 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
| To do: LOADS of disabled FuncSpawns. Some will be enabled and used by other things, but others are definitely unused. |
Politician Statue
To do:
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Extra Pier
| To do: Disabled ScriptableProp of a different ice bridge pier |
Jumping Speedboats
| To do: *Disabled ScriptableProps of speedboats jumping over the start to Poochie's island
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Buddha Hand Objects
| To do: *Disabled HoGPuzzleObject of a car on cinderblocks next to billboard
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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: 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
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 patforms
| PlayStation 3 | Xbox 360 |
|---|---|
| spr_hub\zone*.str\cliff | |
|
|
| spr_hub\zone21.str\pol_floor1 | |
|
|
References
- Games developed by EA Redwood Shores
- Games published by Electronic Arts
- PlayStation 3 games
- Xbox 360 games
- Games released in 2007
- Games released in October
- Games released on October 30
- Games with unused areas
- Games with unused code
- Games with hidden developer credits
- Games with hidden development-related text
- Games with unused graphics
- Games with unused models
- Games with unused sounds
- Games with unused text
- Games with debugging functions
- Games with hidden level selects
- Games with regional differences
- Games with revisional differences
- To do
- Simpsons series
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden developer credits
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with regional differences
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused code
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused models
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Electronic Arts > Games developed by EA Redwood Shores
Games > Games by platform > PlayStation 3 games
Games > Games by platform > Xbox 360 games
Games > Games by publisher > Games published by Electronic Arts
Games > Games by release date > Games released in 2007
Games > Games by release date > Games released in October
Games > Games by release date > Games released in October > Games released on October 30
Games > Games by series > Simpsons series





















































