3.21K subscribers. Donut Mod 4: Level 2 Public Beta Release Trailer (The Simpsons: Hit & Run Mod) Watch later. Radical released its first The Simpsons game in 2001, called The Simpsons: Road Rage. After Road Rage was released, the development team for Hit & Run decided not to create a direct sequel to Road Rage; instead, Radical wanted to steer the franchise's video game series in a different direction by giving the game engine a complete overhaul. The Simpsons: Hit & Run is a Grand Theft Auto clone action-adventure video game developed by Radical Entertainment and published by Vivendi Universal Games, for GameCube, PlayStation 2, Xbox and Microsoft Windows. It is based on the American animated sitcom The Simpsons, and is the twenty-second installment in the Simpsons series. Simpsons: Hit and Run (GCN, PS2, Xbox) Last year EA released a title by the name of Simpsons Road Rage.A take on Crazy Taxi, it was received moderately by the press but went on to sell excellently.
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|The Simpsons: Hit & Run/en|
Developer: Radical Entertainment
This game has unused areas.
|This article is a work in progress.|
..Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
If The Simpsons and Grand Theft Auto had a love child, the result would most likely be The Simpsons: Hit & Run. Surprisingly, the end result is a pretty solid clone and what many consider to be the best Simpsons game. Ergo 24 hour chair. Not only that, but there's a lot of interesting unused content lurking inside, and we're not kidding when we say a lot.
I wish I had a dog with a saddle.
- 3Unused Areas
- 10Revisional Differences
- 11Regional Differences
| Unused Stage Messages|
You were meant to race the Curator?
| Unused Script Code|
Radical commented out quite a lot of stuff here.
| Unused Vehicles|
The number of vehicles was supposed to be higher.
| Unused Models|
Look at these 'beautiful' unused models!
| Unused Graphics|
Graphics found in the game's files that have no purpose or use.
| Unused Voice Clips|
Answering Machines? Dialogue for destroying a Wasp Camera?
| Unused Sounds and Music|
There's plenty of tracks 'n sounds that were cut.
Many pre-release remnants still exist within the final game.
| Game Demos|
Perhaps more interesting than the prototype!.
| Unused Scripts|
The 'scriptsmissions' directory contains two empty folders labelled level08 and level09, and the 'artmissions' directory contains a level08 folder too. Inside of the second 'level08' folder are two unfinished P3D files with vehicle data (which is used in missions to determine where the vehicles are positioned along with some other miscellaneous information). It's worth noting that it contains eight different start points when the game can only handle four vehicles at once. These were confirmed to be placeholders by a former Radical Entertainment employee.
Level 1 - Mr. Burns' Mansion interior
The interior and front garden of Mr. Burns' Mansion are modelled and present in Level 1, and can be entered through hacks or with cheat code/bug exploits. The mansion is almost identical to the Level 4 counterpart, with a few changes. The front/back doors are closed, there is an invisible wall present around the middle chunk of the garden, the interior Krusty Glass doesn't always load, no road nodes exist, all props are missing and the interact spot/moving set pieces in the office don't exist (the walls act as though they have been flipped and there's a hole in the floor where the table would be).
Level 7 - 939 Area/'Rich Side'
Due to time constraints and to make the artists' workload more manageable (as confirmed by a former designer on the Donut Team forums), the Rich Side/Springfield Nuclear Power Plant interior areas had to be cut from Level 7. If the player manages to get out of bounds to the Rich Side, however, plenty of leftovers can be found:
- The bridge leading to the area is broken. A spawn point on the bridge as well as some collision for the ground and death/sound triggers in the water remain.
- Some collision-less map remains. This includes some low detail houses and a road. These are different in appearance to the area in Levels 1 and 4.
- A few tree props are placed upon what's left of the map. These work as normal.
- Springfield Gasoline signs exist roughly around where the Gas Station there is placed in Levels 1 and 4. There are two of them, whereas only one is see-able from the bridge and placed in Levels 1 and 4. This is likely the result of an attempt to add more to the area to make it seem more complete to players from the block-off point; one sign would have been accidentally put in the wrong spot by a map editor and was quickly copy-pasted to a place of visibility.
- A road node/vehicle reset point exists on the map remains (although this appears to be console only).
- The jump camera for the roof ramp shortcut is still present (Level 7 merely uses Levels 1 and 4's jump camera file, hence why it is here).
- The unused 'stone_cutter_spoof' music track was never removed from Level 7, so it can still be heard if the player goes to where the StoneCutters' building is.
- The unused 'organ_music' can be heard if the player goes to where the StoneCutters' Hidden Tunnel is.
- Textures for a miniature Springfield Prison and odd yellow/red object are placed under the map. This is also consistent with Levels 1 and 4.
- Close to the location where Burns' manor would be are triggers for audio files called 'piggy_02' and 'ghost_kids_10', the first audio file is a bunch of pigs screaming, which doesn't quite fit the theme of Burns' mansion, the latter one is a 'ghost' Jimbo saying 'You better run!'. Due to a wrong filepath in the level7.spt script, the game fails to load the audio files and crashes (The files are located in a filepath 'sound/soundfx/positional', but the Burns' Mansion trigger reads the path as 'sound/soundfx/collect_soundfx', needless to say, there are no ghost_kids_10 or piggy_02 inside that folder).
Level 7 - Springfield Nuclear Power Plant interior
Just like the Rich Side, the Nuclear Plant in Level 7 is blocked off, but can still be accessed via hacks/exploits. There are no map leftovers, however. The sound triggers for the spinning wheel room and nuclear waste tunnel are leftover and functional.
An unused teleport menu that was probably used to test the game can be accessed in the Windows version by changing byte [[[6C894C]+2c]+CC]+2DC4 to 1 (per level load) and pressing F2 at the Phone Booth menu. It replaces the normally used cheat code 'all vehicles' Phone Booth sub-menu, so access to that is also required. The menu allows one to warp between various level locations that are preset via the level's 'level.mfk' file (scriptsmissionslevel0X). There are some related bugs, however: loop scrolling to the left in the menu doesn't work, the camera can be buggy when teleporting and triggers to change ambient audio, ambient light and pedestrian groups are skipped if this is used.
In the files, by using text editing programs, the player can find three unused gags all meant for Evergreen Terrace (Levels 1, 4 and 7) and one for the Springfield Squidport (levels 3 and 6). These gags do not have a set place for where they appear, or have been commented out, making them unused. Setting a place for them in the game will allow them to spawn.
- There was originally supposed to be a red and blue merry-go-round that was intended for both the playground near the Springfield Elementary School and in Evergreen Terrace, but the gag was cut for unknown reasons. When the player clicks on the gag, it would spin around. The Gag can be seen in the HUD Icon for the Springfield Elementary School playground.
- In Levels 1 and 4, near the Tomacco field, there was supposed to be a flock of crows that flew away if the player got near them. The animation is glitched and incomplete, with the crows left hovering in the air afterwards, which is possibly why it got cut. A developer comment is present in the code for this Gag, which states that it was commented out due to memory issues.
- In the Android's Dungeon, there was supposed to be a doll that blew up. It would produce an inflating and deflating sound when activated. The model for the Gag, gag_doll.p3d still exists in the game's files, but the model itself doesn't appear when the Gag is re-activated, possibly due to a bug. The sounds are still produced.
- There was supposed to be a bat gag for Level 7 which would've functioned like Level 1's crow gag.
- At the Planet Hype, there was supposed to be a gag for Level 3 where Moleman was stuck in his pink car. The gag can be seen on a picture in the scrapbook for Level 3. The model of Moleman for this gag still exists in the final game under the filename 'gag_mole.p3d'. Said model is rather large. Strangely, the string of code that controls what sound the Gag produces must be left commented out in order to get this Gag to re-appear, otherwise it throws an error, which prevents this Gag, along with most of the other Gags in the level, from loading if it is left in.
- Inside of the Kwik-E-Mart Interior in Levels 1, 4, and 7, there is an unused Gag where Nelson punches Milhouse. It is a slightly edited version of a used Gag in the same area, the differences being that in the unused variant, the animation is set to loop and that Milhouse and Nelson stand in different positions.
By using cheats or mods to go out-of-bounds in the level maps, the player can see some unused objects that are either erroneously misplaced or some leftovers that seemed to be from earlier in development.
In Level 1, there are two portraits that appear to be Simpson-styled versions of the painting 'American Gothic'. These were most likely intended for an earlier revision of the Stonecutter's Tunnel.
In Level 1, Level 4, and Level 7, there is a washing machine found. This is most likely a mis-spawn, as the washing machines are actually meant to appear outside Muntz's House. Strangely, there is a cow's head placed next to the washing machine in Level 1.
By using a cheat code in the in-game options menu, one can toggle a debugging tool for collision. The area where the player's character or car is marked red, while the areas that aren't are white. It continuously changes as you drive along, the areas shown being the closest to you.
To access this in the GameCube and Xbox versions, head to the Options menu, hold L + R, and press B, A, B, Y. To access this in the PlayStation 2 version, head to the Options menu, hold L1 + R1, and press ○, ✕, ○, △.
Fair warning: on original hardware, this function is known to cause slowdowns.
|Version||Action Replay Code|
|US (GameCube)||040F2AA8 38600001|
Unused Cheat Code Entries
'Unknown' isn't going to cut it. Investigate further.
The game's cheat code index contains entries for several effects with no assigned button code, hence they go unused. Most are currently unknown.
- 0: Effect unknown.
- 2: Makes all costumes free to purchase.
- 3: Unlocks all levels and missions.
- 4: Effect unknown.
- 10: Effect unknown.
- 12: Effect unknown.
- 13: Effect unknown.
- 15: Effect unknown.
- 17: Effect unknown.
Internal Project Name
Check other files as more can mention the IP name.
The game's text file name is SRR2, definitely being Simpsons Road Rage 2.
Each platform on which the game was released received a slightly different revision. In addition to this, the Windows version got a re-release later. Some of these changes were hardware related, others not so.
Progressive Scan Mode (480p)
All console versions of the game are capable of displaying in Progressive Scan (480p). The procedure for activating this display mode varies by console. Despite the similarity that all console ports can display in Progressive Scan, the confirmation screen actually looks different between the PlayStation 2 and GameCube versions. The steps for those consoles are listed below their respective screenshots. As for the Xbox version, connect the console to the TV using a device that enables the console to output HD resolutions. Then, while on the Xbox Dashboard, verify that the 480p option in Video is enabled and insert the game to start playing.
|Press and hold the Cross and Triangle buttons while on the PlayStation 2 logo screen. Keep the buttons held until this screen appears. If you are not using the official YPbPr component cable to connect your PlayStation 2 (or backward-compatible PlayStation 3) to your TV, selecting NO is highly recommended.||If you are using the official GameCube Component Cable, press and hold the B button while on the GameCube logo screen. Keep B held until this screen appears. If you are playing on a Nintendo Wii (model RVL-001) that is already outputting 480p, pressing and holding B while the game is loading is not mandatory since this screen should appear automatically.|
Audio Quality Differences
There are three variations of the game's audio.
- The Xbox version has the highest quality audio, as minimal compression was needed due to disc size.
- Audio in the PlayStation 2/Windows releases is slightly lower quality than in the Xbox version.
- GameCube has the lowest quality audio, with notable compression and being mono-only with one audio channel missing. This leads to some sounds being absent.
- Windows has the highest quality graphics, with one mission icon (Snake behind bars) notably redrawn and different to the other releases.
- PlayStation 2/Xbox use slightly lower quality versions.
- GameCube uses smaller and more compressed versions of the PlayStation 2/Xbox HUD images because of space limitations.
|GameCube||PlayStation 2, Xbox and Windows|
Console to PC Changes
- Being a PC game, a launcher was added, in addition to extra in-game settings (which forced some setting removals and menu tweaks).
- A lemonade stand prop was added to Level 1, in the park by the Simpsons' house. It rewards five coins when destroyed and remains in this state permanently on the save file.
|PlayStation 2, Xbox and GameCube||Windows|
- Level 1 has a Buzz Cola vending machine, placed at a shack by the tyre fire, which was removed in the Windows version.
|PlayStation 2, Xbox and GameCube||Windows|
- The console versions feature a lens flare effect in Levels 1 and 3. The Windows version lacks this, assumedly due to (at the time) limitations with DirectX.
|PlayStation 2, Xbox and GameCube||Windows|
The Simpsons Road Rage Vs Hit And Run Game
- On Windows, entering a cheat code in the main menu's options menu will crash the game, forcing usage of the pause menu's options menu. Because of this, two cheat-code related sound effects exclusive to the main menu go unused for this release.
- The console versions contain a road node/vehicle reset point just beyond the blocked off bridge in Level 7, allowing a correctly positioned reset to place the player slightly out of bounds.
- As a result of what appears to be an oversight or bug, vehicle steering animations do not occur on Windows.
- An incorrectly exported data chunk removes any texture randomisation for two signs in Levels 1, 4 and 7 (outside of the Springfield Elementary School and by the Community Centre) on Windows, leaving them stuck with the same texture each time the area is loaded.
- For whatever reason, the console releases have more colours that traffic vehicles can randomly use at load.
Differences Between Console Versions
- Early copies of the console versions contain a bug where Level 7's bonus mission (Flaming Tires) is replayable up until the area where Smithers spawns is unloaded. Oddly, the exclamation mark doesn't appear but the blue glow beneath his feet does.
- The PlayStation 2 versions runs at a lower framerate (sometimes below 30) and this can slightly mess with the physics. Despite this, not all of the console's processing power is used, so it might be a case of inexperienced developers.
- A cheat code to blur the screen can be input and accepted as valid on all releases, but only actually has an effect on the PlayStation 2 release.
- The Xbox release contains an exclusive option for widescreen.
The refraction effect used by the Hover Car is different across all versions.
- In the GameCube version, the effect seems to take the currently rendered frame and offset it, then render the offset version through the vehicle.
- The PS2/Xbox version is more complex and distorts the image in relation to each face of the model.
- The PC version does not feature the refraction effect at all, and instead just makes the Hover Car slightly translucent. It is unknown why this change was made, as the original effect can still be restored by modding. It is possible the developers just didn't have enough time/knowledge of the system to port the effect across.
Additionally, the transparency effect doesn't appear to work properly on GameCube, causing the windows on the car to not be transparent. This may be a result of a technical limitation with the refraction effect, as the windows actually do use a shader that supports transparency.
|GameCube||Playstation 2 and Xbox||Windows|
'Best Sellers' Revision
The 'Best Sellers' re-release of the PC version features some very minor differences to the regular PC version.
- The executable file was edited in some way.
- It's possible that it was just recompiled, as opposed to any of the code being edited.
- A typo was fixed in the French version of Level 2's newspaper where an Á was used instead of an À.
- Similarly to the international version of the game, the mission objective text box is stretched slightly.
- The file srr2.p3d was edited in some way. This is the file that contains all of the game's text.
The PAL version of the game features numerous changes to allow for different languages to be supported.
- The mission title on the mission briefing screen is in sentence case, instead of entirely capitalised.
- The mission objective text box is stretched vertically slightly to account for different languages taking up more space in the text box.
The Australian version removed the line 'Don't come in here, we're making.. sausages' due to censorship reasons.
|Arcade||The Simpsons • The Simpsons Bowling|
|DOS||The Simpsons • Bart's House of Weirdness|
|NES||Bart vs. the Space Mutants • Bart vs. the World • Krusty's Fun House • Bartman Meets Radioactive Man (Prototype)|
|Sega Master System||Krusty's Fun House|
|Game Boy (Color)||Bart Simpson's Escape from Camp Deadly • Bart & the Beanstalk • Itchy & Scratchy in Miniature Golf Madness • Night of the Living Treehouse of Horror|
|Genesis||Bart vs. the Space Mutants • Krusty's Super Fun House • Virtual Bart • The Itchy and Scratchy Game|
|SNES||Krusty's Super Fun House • Bart's Nightmare • Virtual Bart (Prototype) • The Itchy & Scratchy Game|
|Game Gear||Bartman Meets Radioactive Man|
|Windows||Cartoon Studio • Hit & Run|
|Game Boy Advance||Road Rage|
|GameCube||Road Rage (Prototypes) • Hit & Run|
|PlayStation 2||Road Rage (Prototypes) • Skateboarding (Prototypes) • Hit & Run (Prototype) • The Simpsons Game (Prototype)|
|Xbox||Road Rage (Prototypes) • Hit & Run • The Simpsons|
|PlayStation Portable, Wii||The Simpsons Game (Prototype)|
|Nintendo DS||The Simpsons Game|
|PlayStation 3, Xbox 360||The Simpsons Game|
|Android, iOS||Tapped Out|
The Simpsons Road Rage Vs Hit And Run Download
After a long stretch of posting about Christmas and Batman exclusively, it’s time to get things back on track here at The Nostalgia Spot. Here’s a subject I’ve been sitting on for quite some time. I love The Simpsons, and I also love video games, so it stands to reason I should love Simpsons video games! In a perfect world that would be true, but alas, we do not live in such a world.
The fact that Simpsons video games exist in the first place is kind of funny when you stop and think about it. After all, The Simpsons is essentially a family sitcom like Full House, except it’s actually good. I’ve never heard anyone sincerely bemoan the fact that there are no video games based on Full House, and yet we have around a dozen games based on The Simpsons. The most obvious difference between the two is that Full House is live action and The Simpsons is animated. Is that the criteria needed to enter into the world of video games?
Not exactly, but we’re getting there. The wonderful folks over at Talking Simpsons, a podcast that is a chronological exploration of the series, spoke with writer and show-runner Bill Oakley about his time on the show and he revealed an interesting tidbit about The Simpsons that I wasn’t aware of: the audience was predominantly children. It’s not a total surprise to hear that, but as someone who watched the show regularly growing up with his entire family it did surprise me some. Because the art form is most frequently used to create children’s content in the US, animation inherently appeals to kids. And Bart Simpson was a character most kids looked up to, rightly or wrongly. So given that, it’s not at all surprising why The Simpsons received so many video games in the early days because, back then, no one really associated video games with any demographic other than children.
Your first car is the (surprise!) famous Simpsons pink sedan which has inexplicably been turned into a convertible for this game.
Sadly, when the aim of a piece of media is to just appeal to children the end product is often pretty lackluster. The Simpsons were unremarkable in that respect as pretty much every licensed game from the 8-bit era was pretty terrible. The inaugural Bart vs The Space Mutants at least had an interesting They Live! inspired plot, but playing it was about as much fun as a trip to the dentist. The games that followed were the same, but without the quirky plot. Following the NES era the games became mini-game compilations on the GameBoy and SNES and the results were just as bad. The Playstation gave us Simpsons Wrestling, which the less said about that one the better. It wasn’t until we hit the PS2/Gamecube/Xbox generation where we actually received a home console game based on The Simpsons that was any good. Up first, was Road Rage, a Crazy Taxi parody that was decent, followed by Simpsons Skateboarding which was bad. The best though? A Grand Theft Auto parody called The Simpsons: Hit & Run.
Basically every major Springfield landmark is in this game, some of which you can even enter.
Hit & Run took a lot of the assets created for Road Rage and made them more interesting. Road Rage was okay because the taxi setup leaves a lot of room for the characters to just be funny, but the gameplay gets a little old a little fast. Hit & Run slows things down and lets the player exit the vehicle. Even though it’s a GTA clone of sorts, the game plays more like a generic 3D platformer when not in a car. Characters can run, jump, double-jump, attack, and butt stomp just like Ratchet from the Ratchet & Clank series but without the awesome gadgets. Generic characters litter the virtual Springfield driving generic vehicles you’re free to commandeer at your leisure, though the best vehicles are the ones you actually have to purchase.
Hit & Run contains a fairly large version of Springfield that’s broken up into three main stages, so they’re not interconnected unfortunately. There’s a suburban setting that contains Evergreen Terrace as well as the projects and upscale neighborhoods. There’s a downtown setting where you can find Moe’s, the remnants of the monorail, and infamous Matlock Expressway. There’s also a waterfront setting that inexplicably contains The Android’s Dungeon but also features Duff Gardens and the Channel 6 lots home to fine programming such as Krusty the Clown. Just about every major landmark from the show is featured, though the layout of Springfield is definitely not canon. There’s a sense that in creating the three main stages the game designers just wanted to make sure they had some important landmark reserved for each one. It’s not a big deal, but Springfield isn’t as cozy as it could have been. It’s also very limited by the technology of the time since no section is nearly as large as an open world from today (even GTA: San Andreas featured a much bigger setting).
In a surprising move, Apu gets to take center stage for a level.
Springfield is the star of this game, but lets not forget about the playable characters. As you probably guessed, they include the main cast from the show: Homer, Bart, Lisa and Marge. As you probably did not guess, there’s also a level for Apu. Why Apu? No idea, but it’s nice to play as someone who isn’t a member of the main family and Apu is better than Milhouse. Nobody wants to play as Milhouse. Each level stars one playable character and takes place in a different section of Springfield. Levels get recycled eventually, but with a slightly different take such as night vs day. The last level does something different that I don’t want to spoil, but I’ll say it’s pretty cool. At the start of each stage, your character has access to their default car plus any car that’s been acquired along the way. Naturally, the further into the game you go the better the cars get so you probably won’t use most of the earlier ones. Just about every car is taken from the series too so you’ll get to drive famous cars like Homer’s Mr. Plow truck and Martin’s Honor Roller.
The setup of the game is pretty straight-forward. You’re given a task, and you need to drive over to a certain character to begin the mission. Just about every mission can be distilled into you driving to a checkpoint in a set amount of time. A timer counts down and often another character has hopped into the car with you to make fun of you while you drive. Complicating things is the hit & run meter. As you run over pedestrians and cause mayhem the meter fills. If it fills all the way you attract the attention of Springfield’s finest. Chief Wiggum and company are surprisingly capable of catching you, and unlike GTA they don’t have to yank you out of the car, just stop you. In the early stages you probably won’t have too much trouble, but as the game moves along things get harder and you’ll probably need to make sure you have the best vehicles available to complete the missions.
The plot of the game is unimportant and pretty weird, even for The Simpsons. Buzz Cola is spreading some new cola that turns people into zombies. It’s sort of a New Coke parody and for some reason there’s giant robot wasps. I mostly ignored it, but the plot pushes you along and into contact with basically every major character from the show. Since the game was released in 2003, it includes characters and references up to around season 13 of the show, so all of the best stuff was available and not as much of the not so great stuff. If you only like the old stuff, you shouldn’t feel too lost here. All of the voice actors contributed to the game and the dialogue is really funny. It’s easily the game’s best aspect.
Say it with me now, “I am evil Homer! I am evil Homer!”
If Hit & Run did not possess The Simpsons license, it probably wouldn’t be remembered at all. The game probably runs about 8-10 hours depending on how thorough you are and towards the end the game’s structure does get a bit tiresome. There’s basically no mission variety to speak of, and while the game isn’t really hard some of the end stages will feature a mission or two that will likely get frustrating. I would often find myself getting bored and sloppy and that’s when my play quality would diminish leading to some angry moments. Usually putting the game away for a bit and returning another day remedied this and thankfully the game’s humor and charm were enough to keep me coming back. Once you’ve seen the three main hubs though the game does lose some luster since most of the Easter eggs have been explored by then.
Hit & Run is at its best when you’re just exploring Springfield. Seeking out the special missions and homages throughout is definitely the most satisfying aspect of the game. The game keeps track of them too so you know if you’ve found them all or if there’s more out there. There’s some optional races too, but they’re sort of just padding. If that last level wasn’t so good I’d say you’ve probably seen enough after just level three. There’s also optional costumes to purchase in the game if you want to dress-up your character as Bartman or Evil Homer. Once you complete a stage too you’re free to jump back into it if you want in case there was something you failed to complete.
It’s debatable if Hit & Run is the best Simpsons game ever made. Virtual Springfield is much beloved by the community for its authenticity, though it isn’t really much of a game. Most people probably pick Konami’s arcade brawler, simply titled The Simpsons, as their favorite. It was available for a time on Xbox Live but I believe that is no longer the case. It is a fun game, though it’s also a traditional arcade game that exists mostly to devour quarters. It also was created during production of season 2 so it only contains references to the show’s first season, which is a bit disappointing. Hit & Run is definitely worth a look if you love The Simpsons. It was released across all three major consoles at the time, so it’s really easy to find a copy at a reasonable price. And if you like podcasts, definitely check out Talking Simpsons as, short of just watching the episodes, that’s the best way to enjoy the classic era of The Simpsons. The main podcast is free and is part of the Laser Time family of podcasts. There’s also a Patreon that has additional content (including the Bill Oakley interview I mentioned) most of which is available for just five bucks a month. I heartily recommend it (and no, I am not affiliated in any way with that show, I just enjoy it). However you go about, treasure The Simpsons since it won’t be around forever, as incredible as that may seem. Maybe we can even get one more game out of it. The Simpsons Game followed Hit & Run, and while the production values on that one blow away the other Simpsons games, the actual gameplay is atrocious and ruins the experience. A game that expands upon the basic formula of Hit & Run would probably work quite well, if enough time was sunk into it. I doubt we’ll receive another major Simpsons game, but it doesn’t hurt to wish.