Simpsons Hit And Run No Music Fix

While Simpsons: Hit & Run has always been a popular game, it's not the only game involving the popular yellow television stars. There have been plenty of games for people to get their fix in regards to these characters over the years. Because of that, a remake isn't absolutely essential, as there are plenty of other video games that fans of The Simpsons can go and enjoy instead. Lucas' Simpsons Hit & Run Mod Launcher is the main tool used to create and run mods for The Simpsons: Hit & Run and it can also be used to simply run the original game with quality-of-life improvements. It has been actively maintained since 2013 and has gained a wide array of features in that time including but not limited to.

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< The Simpsons: Hit & Run

This is a sub-page of The Simpsons: Hit & Run.

  • 1Unused Music
  • 2Unused Sound Effects
    • 2.1Collect Sound Effects
    • 2.2Gameplay
    • 2.3Interactive Props
    • 2.4Positional
    • 2.5Wasp Cameras
    • 2.6World Objects

Unused Music

Simpsons Hit And Run Music Fix Pc

fe_trans

These three jingles were originally intended to play when the player exits the game to the main menu or to the Bonus Game menu. According to all of the music RMS files, the files that tell the game what music to play and when, the game would've randomly chosen one of the three jingles to play. However, exiting the game unloads the music RMS file before the code can be executed. This causes them to go unused. Forcing the game to not unload the RMS file restores the unused jingles.

Internally, the filenames of the jingles are referred to as FE_trans. This means 'Frontend Transition' as evident by the two newspaper jingles being assigned to the music regions 'FE_trans04' and 'FE_trans05' respectively despite their filenames not referencing them.

tuba_024

The name implies that this was an intended cue for Level 1, however this appears to not be the case. The file is present in the same folder as Level 4's cues and is even called for by the level's RMS file. However, it isn't assigned to any region/event and thus never plays.

ice_cream_truck

A short jingle meant for the unused Ice Cream Truck vehicle. It plays when the player drives the vehicle, or if the player approaches it when it is set as a traffic vehicle.

land_of_choc_end_neg

Although this track is technically used, the part where it can play seems to be unintended. This track would play when the player fails a mission while the music track land_of_choc_main is playing. The only time land_of_choc_main plays outside of the credits is in the mission 'There's Something About Monty' when the player has to climb up to Mr. Burns' office. It is impossible to fail this part of the mission, although it originally was possible.

Due to an oversight in other missions that play more than one theme such as Weapons of Mass Delinquency, land_of_choc_main theme will continue playing if the player restarts the mission after reaching the Power Plant in 'There's Something About Monty'. When the player runs out of time before reaching the Power Plant, land_of_choc_end_neg will play.

organ_music

Simpsons Hit And Run Download

A slowed down version of Bach's 'Toccata and Fugue' that was intended to play in Level 7, in the StoneCutters' Hidden Tunnel. It goes unused as the area where the tunnel exists in Levels 1 and 4 was cut from the map. It can still be heard if the player goes out of bounds and to where the tunnel is.

scarymusic01

A slowed down, mechanical sounding version of Scott Joplin's Maple Leaf Rag. The song was intended to play in Level 7 at the rooftop garden of the Kwik-E-Mart and at the cemetery. Level 7's music script erroneously assigns this theme to the event value called 'OF_Apu_Oasis.' This event is used for the top of the Kwik-E-Mart in Levels 1 and 4. There is another value called 'ScaryMusic01,' which isn't used. There are triggers in Level 7 that try to access the ScaryMusic01 value, but there is no music assigned to it. Assigning this theme to this value will cause it to play when entering its designated areas. This likely is a developer oversight.

powerplant_10sec

Judging by the name and RMS files, this was intended to play when the time limit is under 10 seconds in the missions 'Blind Big Brother' and 'Beached Love'. It joins together seamlessly with said missions' failure theme and is also the only instance in the game of a '10 seconds remaining' track.

stone_cutter_spoof

This instrumental version of the track 'We Do' from The Simpsons episode 'Homer The Great' was intended to play outside of the StoneCutters' Hidden Tunnel, next to Mr. Burns' Mansion in Levels 1, 4, and 7. It can still be heard in Level 7 if the player goes out of bounds and towards where the music would play (the portion of the map that contains the Power Plant and Rich Side).

This track can be heard in the July 2003 prototype of the game in Levels 1 and 4, although the positional triggers are buggy.

nick_end_sus

This cue is supposed to play when player leaves their car in the missions 'Monkey See Monkey D'oh' and 'The Cola Wars', but it goes unused for a different reasons.

For 'Monkey See Monkey D'oh', Level 2's music script contained a mistake in assigning the music for the suspense region (when the player exits the vehicle) for this mission. Instead of using this cue, it uses the mission's main theme instead.

For 'The Cola Wars', the mission's script was specifically written to always play the mission's main theme regardless of when the player is on-foot. If the line that causes this behavior is commented out, this cue would play normally.

bart_chase02_end_sus1

An cue intended to play when exiting a vehicle while the bart_chase02 track is playing (Bart 'N' Frink', 'Full Metal Jackass' and from destroying the third Buzz Cola Truck onwards in 'From Outer Space'). In all of these instances, a different cue is played instead.

homer_reward

Two cues likely intended to be used for Collector Card acquisition as Homer. Both levels in which Homer is played as (1 and 7) initialise these tracks in their RMS file but never assign them to anything.

Unused Music Parts

By looking inside the decompiled RMS files you can find even more unused stuff!

Every music part of the game is assigned to a specific region which later activates upon completing specific tasks.In l2_music.xml you can find a series of weird regions named as 'M3_drama_region' and 'M3_victory_region' respectively.

It has some similarities with Kang and Kodos Strikes back, which is also a race only mission with music separated in three parts. Unlike L6M7, Vox Nerduli's regions write the same song all over again. The songs do not activate in game as they are lacking 'Event' strings to define them to be used in certain scenarios, so they never actually activate. Perhaps Radical wanted to make similar three music stages for all race only missions, but for unknown reasons only L6M7 has three stages of music. The same effect can be found in Nerd Race Queen as well.

Unused Sound Effects

To do:
There are a lot more sound effects that went unused. Add them here.

The category names used here are based off of the folders in which the sound effects are located.

Collect Sound Effects

powerbox_smash_02

A device exploding. This would be used for the destruction of the power couplings in Level 1 Mission 4 ('Blind Big Brother') and was probably cut for lasting too long (the player would be able get quite far away from the destroyed power coupling with the sound still playing).

roadkill_collect

File NameAudio
roadkill_collect_02
roadkill_collect_03

Two sounds for the collection of roadkill in Level 2 Mission 5 ('Better than Beef').

Gameplay

busted_01

An unused sound effect that would've played when the player gets busted during Hit & Run. It is unknown why this was cut.

busted_02

Another unused 'Busted' sound. This is very similar to busted_01, but it starts sooner.

busted_halloween

A clip of Kang and Kodos laughing as they lock up Homer, who shouts 'Ow, my ass!' This was likely supposed to play when the player gets busted during Hit & Run in Level 7.

Interactive Props

forklift

The sound of a forklift. Where this would be used is unknown.

gag_azte

An alternate sound for the tiki gag in Levels 1 and 4.

gag_bbq

An alternate sound for the barbecue gag in Levels 1 and 4.

gag_car_01

An alternate sound for the Try-N-Save car gag in Level 2.

gag_library

Judging by the filename, this would have played when using the switch in Mr. Burns' mansion from Level 4. Another sound is played instead.

gag_tele

The audio for the Observatory telescope gag in Levels 3 and 6. It never plays as the audio is present in the gag movie instead.

ghost_loop

A ghostly scream and some cackling, obviously meant for somewhere in Level 7.

homer_stomp

File NameAudio
homer_stomp_01
homer_stomp_02
homer_stomp_03

Three sound effects of Homer hitting the ground labelled as 'homer_stomp_0X'. The first two include short voice samples.

larry_looter_01

The audio from the Larry the Looter arcade machine gag in Levels 1, 4 and 7. It never plays as the audio is present in the gag movie instead.

platform

File NameAudio
platform_01
platform_02

Two sounds with unknown intended uses outside of being platform-related. Sound effects 'platform_03' and 'platform_04' are used in the Springfield Nuclear Power Plant (Levels 1 and 4) however, so these may have been meant for there.

spider_loop

Probably made for Level 7, since that level features large spiders in the environment.

trampoline_04

Likely an earlier sound for using an air vent to gain height.

trapdoor_pp

Judging by the name, this was an early version of the sound used when falling into one of the trapdoors in Level 7 at Mr. Burns' office.

Positional

Halloween sound effects

To do:
More information needed for better organization (find out exactly where the triggers are and list that as where each sound effect would appropriately play).
File NameAudio
cat
roadkill_collect_03
dentistdrill
ghost_kids_10
ghost_kids_12
halloween_chicken
piggy
piggy_02
scream_01
scream_05
wolf_howl

Several sounds that are coded to play at various 'Halloween triggers' in Level 7. However, said triggers and/or the script are broken in an unknown way and so this never happens.

vote_quimby

A sample of the sound produced by the Vote Quimby Trucks (the theme playing in the background along with a voice saying 'Vote Quimby!', before the audio fades away). Where this would be used is unknown, although it may have been added before the vehicle was.

Zombie

File NameAudio
zombie_01
zombie_02
zombie_04

Zombies groaning, with echo/reverb effects added. Likely for the Springfield Nuclear Power Plant in Level 7.

Wasp Cameras

wasp_laser

An alternate sound for a Wasp Camera firing a projectile.

World Objects

forklift

Unused forklift sounds. This is a duplicate file.

payphone_dial_01

A phone being dialled. This was probably meant to be used for the Phone Booths when summoning a vehicle.

Simpsons Hit And Run Download

Simpsons Hit And Run No Music Fix

payphone_dial_busy_01

A phone being dialled before another sound plays, signifying that the person cannot be reached. This would be used in conjunction with the above sound, playing when a not unlocked vehicle was selected.

platform

File NameAudio
platform_01
platform_02

Two platform sounds.

trampoline_03

A trampoline being bounced on. This may have been another early sound for air vents.

Unused Vehicle Sounds

File NameAudio
amb_siren

Unused siren sound. It was intended to be played near the Ambulance traffic vehicles in Level 5. Likely unused since Level 5 (the only level with the Ambulance as a traffic vehicle) already has an ambient vehicle, the Vote Quimby Truck.

File NameAudio
beeman_enter_01

Judging by the file name, this was supposed to play while entering El Carro Loco (Bumblebee Man's car), but for some reason it does not play.

File NameAudio
car_jump_02

A strange sound of a car descending from a height. Likely supposed to play if a car plunges down a height.

Simpsons hit and run wiki
File NameAudio
cel_phone_02
File NameAudio
cel_phone_03
File NameAudio
cel_phone_04

Since the B, C and D variants of the Cell Phone Users Car are not used in game, this goes unused too.

File NameAudio
fire_horn

Unused Fire Truck horn. It was replaced by the siren.

File NameAudio
siren_01
And

Unused police car siren. This can be heard in the E3 trailer.

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