Jun 04, 2012 I got Simpsons hit and run for pc and the game plays fine but there are no cut scenes and no music in the game. I've tried to run it in compatibility mode and that didn't work. I have a 64-bit Windows 7 pc with a GeForce 6150SE nForce 430 graphics card and an AMD Anthlon II X2 220 Proccessor 2.80 GHz with 2GB RAM. Any help would be appreciated. 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. New Method: Download the newest MOD Lucas' Simpsons Hit & Run Mod Launcher, open the mod launcher, click on 'Open' and click 'Launcher settings' on the hover menu. Then go to 'Advanced' and browse the directory where 'Simpsons.exe' is located in and then click 'OK'. Sep 30, 2013 How to get The Simpsons Hit and Run working on Windows XP, Vista, 7, 8, 8.1 and 10 (32 / 64 bit) Post Updated 21st Aug 2017 for Windows 8/8.1 and 10 users:) OK, for the past few days I've been troubleshooting this issue and I found the perfect fix for both Windows XP Professional/Home Edition, Windows Vista, 7, 8, 8.1 and 10 (both 32 bit. It is recommended to use Lucas' Simpsons Hit & Run Mod Launcher to play the game on modern systems. Game lacks an FPS limiter and cause physics and enemy AI problems at frame rates higher and lower than 60 FPS.Use Lucas' Simpsons Hit & Run Mod Launcher to fix.
- Simpsons Hit And Run Rom
- Simpsons Hit And Run Gamecube Iso
- Simpsons Hit And Run Download
- Simpsons Hit And Run No Music Fixture
Please report any issues on Discord.
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
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
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 Name | Audio |
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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 Name | Audio |
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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 Name | Audio |
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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 Name | Audio |
---|---|
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 Name | Audio |
---|---|
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.
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 Name | Audio |
---|---|
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 Name | Audio |
---|---|
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 Name | Audio |
---|---|
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 Name | Audio |
---|---|
car_jump_02 |
A strange sound of a car descending from a height. Likely supposed to play if a car plunges down a height.
File Name | Audio |
---|---|
cel_phone_02 |
File Name | Audio |
---|---|
cel_phone_03 |
File Name | Audio |
---|---|
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 Name | Audio |
---|---|
fire_horn |
Unused Fire Truck horn. It was replaced by the siren.
Simpsons Hit And Run Rom
File Name | Audio |
---|---|
siren_01 |
Unused police car siren. This can be heard in the E3 trailer.
Simpsons Hit And Run Gamecube Iso
Developers | |
---|---|
Publishers | |
North America | |
Engines | |
Release dates | |
Windows | November 13, 2003 |
|
The Simpsons | |
---|---|
The Simpsons: Bart vs. the Space Mutants | 1991 |
The Simpsons | 1991 |
The Simpsons: Bart's House of Weirdness | 1992 |
Krusty's Fun House | 1992 |
The Simpsons: Cartoon Studio | 1996 |
The Simpsons: Virtual Springfield | 1997 |
The Simpsons: Hit & Run | 2003 |
Key points
- It is recommended to use Lucas' Simpsons Hit & Run Mod Launcher to play the game on modern systems.
- Game lacks an FPS limiter and cause physics and enemy AI problems at frame rates higher and lower than 60 FPS.Use Lucas' Simpsons Hit & Run Mod Launcher to fix.
Availability[edit]
Source | DRM | Notes | Keys | OS |
---|---|---|---|---|
Retail | SecuROM 4 DRM. |
- This game is not available digitally.
Simpsons Hit And Run Download
Essential improvements[edit]
Lucas' Simpsons Hit & Run Mod Launcher[edit]
- Adds compatibility fixes for modern systems and additional customization options.
Skip mod launcher window[edit]
Launch the game directly[1] |
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Skip intro videos[edit]
No Introduction Movies Mod[citation needed] |
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Game data[edit]
Configuration file(s) location[edit]
System | Location |
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Windows | <path-to-game>simpsons.ini[Note 1] |
Save game data location[edit]
System | Location |
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Windows | <path-to-game>Save*[Note 1] |
Video settings[edit]
Graphics feature | State | WSGF | Notes |
---|---|---|---|
Widescreen resolution | See Widescreen resolution. | ||
Multi-monitor | See Widescreen resolution. | ||
Ultra-widescreen | See Widescreen resolution. | ||
4K Ultra HD | See Widescreen resolution. | ||
Field of view (FOV) | See Field of view (FOV). | ||
Windowed | See Windowed. | ||
Borderless fullscreen windowed | See Borderless fullscreen windowed. | ||
Anisotropic filtering (AF) | Force via graphics card control panel. | ||
Anti-aliasing (AA) | Force via graphics card control panel. | ||
Vertical sync (Vsync) | Force via graphics card control panel. | ||
60 FPS and 120+ FPS | No frame rate cap. See Frame rate (FPS). |
Widescreen resolution[edit]
- The game supports six hardcoded resolutions out of the box. Lucas' Simpsons Hit & Run Mod Launcher extends this support to any resolution reported by your graphics card or manually specified in the game's configuration file.
- By default, the game's FOV will be adjusted in relation to your selected aspect ratio.
Aspect Ratio Mod[citation needed] |
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Field of view (FOV)[edit]
FOV Mod[2] |
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Windowed[edit]
Resizable Window Mod[citation needed] |
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Borderless fullscreen windowed[edit]
Borderless Mod[citation needed] |
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Frame rate (FPS)[edit]
- The game was designed to run at 60 FPS[citation needed] and has problems of varying severity at framerates higher or lower than 60. Below 60 the player may clip into cars, which can pose an issue in many destruction missions.
- Above 60 FPS both player car physics are negatively effected, causing cars to fly off edges at uncontrollable speeds and the player character being able to jump higher than originally intended. In some cases at excessively high frame rates, the game can blue screen playing loud static sounds.
Frame Limiter Mod[citation needed] |
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Notes
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Input settings[edit]
Keyboard and mouse, touch | State | Notes |
---|---|---|
Remapping | Tutorials will always refer to the default controls. | |
Mouse acceleration | ||
Mouse sensitivity | ||
Mouse input in menus | ||
Mouse Y-axis inversion | ||
Touchscreen optimised | Mouse pointer doesn't disappear upon touch. | |
Controller | ||
Controller support | Full DirectInput support. | |
Full controller support | ||
Controller remapping | No way to rebind pausing to a controller (use Lucas' Simpsons Hit & Run Mod Launcher). | |
Controller sensitivity | ||
Controller Y-axis inversion |
Controller types |
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XInput-compatible controllers | Use Lucas' Simpsons Hit & Run Mod Launcher. |
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Xbox button prompts | |
Impulse Trigger vibration |
DualShock 4 controllers |
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Simpsons Hit And Run No Music Fixture
Generic/other controllers |
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Additional information | |
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Controller hotplugging | |
Haptic feedback | Use Lucas' Simpsons Hit & Run Mod Launcher for XInput controllers. |
Simultaneous controller+KB/M |
Character controls.
Vehicle controls.
Other control settings.
Audio settings[edit]
- Volume settings do not affect introduction movies. The 'Voice' setting also affects level-end cutscenes.
Audio feature | State | Notes |
---|---|---|
Separate volume controls | Music, Effects, Vehicles and Voice are supported. | |
Surround sound | Up to 7.0 output. Requires DirectSound3D restoration software. | |
Subtitles | ||
Closed captions | ||
Mute on focus lost | ||
EAX support | EAX 2.0. [3] |
Localizations
Network[edit]
Multiplayer types
Type | Native | Notes |
---|---|---|
Local play | Versus | |
LAN play | ||
Online play |
Issues fixed[edit]
Refuses to load past initial copyright screen[edit]
Mod Launcher[citation needed] |
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Use Lucas' Simpsons Hit & Run Mod Launcher. Notes
|
Set compatibility mode[citation needed] |
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Other information[edit]
API[edit]
System requirements[edit]
Windows | ||
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Minimum | Recommended | |
Operating system (OS) | 98 | ME, 2000, XP |
Processor (CPU) | Intel Pentium III 700 MHz | Intel Pentium III 1 GHz |
System memory (RAM) | 192 MB | 256 MB |
Hard disk drive (HDD) | 1.5 GB | 1.9 GB |
Video card (GPU) | 32 MB of VRAM | 64 MB of VRAM |
Notes
- ↑ 1.01.1When running this game without elevated privileges (Run as administrator option), write operations against a location below
%PROGRAMFILES%
,%PROGRAMDATA%
, or%WINDIR%
might be redirected to%LOCALAPPDATA%VirtualStore
on Windows Vista and later (more details).
References
- ↑[Mod Launcher] Shortcut Command to launch SH&R directly skipping the launcher UI - Topic - Donut Team
- ↑Lucas' Simpsons Hit & Run Mod Launcher 1.16.3 is now available - Topic - Donut Team
- ↑quagmiretoilet