http://tvtropes.org/pmwiki/pmwiki.php/Trivia/TheSimpsonsRoadRage
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Not sure if anyone could find a use for these, but here are all the files to a fairly early RR build presumably shown at E3. The P3D tools do work with the files, but the levels don't render the textures (perhaps Lucas could fix it?). Be aware the game won't run on a normal Xbox. You'd need a specia.
The Simpsons: Road Rage |
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Developer: Radical Entertainment This game has hidden development-related text. This game has a bugs page |
To do: There's an E3 build for the original Xbox floating around with several differences. Also, there's debugging stuff in the GC version. |
The Simpsons: Road Rage is a clone of Crazy Taxi, but with Simpsons characters. It's so blatant, Sega even stepped in and sued all parties involved in creating the game for infringing on their patent. Way to go, Radical.
A large number of unused images are only present in the GameCube edition.
A leftover sprite of Chief Wiggum that would have been used in the character selection screen. This sprite is identical to the one used in the E3 2001 prototype. The image is titled LWiggum.png while the sprite that is actually used is located in the same folder and titled LChief.png.
Leftover beer bottles that were used in the HUD in the E3 prototype. They would have been used for the 'destroy stuff' and 'avoid the traffic' tasks.
A coin sprite that would have been displayed in the HUD next to the total money earned. This sprite was used in the non-E3 prototype.
An hourglass sprite that would have been displayed in the HUD next to the remaining time. Like the coin, this sprite was used in the non-E3 prototype.
Graphics for the GameCube controller buttons. The font is different and the X, Y and Z buttons are the wrong shape.
Graphics for an apparent language selection menu, namely for English, French, German, Italian and Spanish.
A blackboard image inside a directory titled 'loading', which implies it was going to be used in the loading screen. In the non-E3 prototype, the loading screen does have a blackboard with Bart writing on it, but the image is less detailed.
To do: Are there other leftover textures from the prototype in the game files? |
Leftover textures for Krusty Burger which would have been used when the game had a more 'cartoony' look during development, as seen in the E3 prototype.
Leftover textures for Mr. Burns' mansion in the 'Springfield Mountains' level. Again probably used when the game was more 'cartoony'.
Located in the 'Female' directory of dialog.rcf
in the GameCube release of the game, these robotised female voice clips are obvious placeholders for when a female pedestrian gets hit by or dodges your car. These clips bear a remarkable similarity to some of the placeholder voices heard in the non-E3 prototype. Interestingly, none of the female pedestrians included in the game have any voice clips, so these provisional files never needed to be replaced.
Inside dialog.rcf
, there are three subfolders inside sound/dialog/english
named BGMurphy
, Drzweig
and Lurleen
, referring to the characters Bleeding Gums Murphy, Dr. Zweig, and Lurleen Lumpkin, respectively. All three of these folders contain another subfolder named Pedestri
, which contains an 8 byte .dlg file used as a placeholder. Both Dr. Zweig and Lurleen appear in-game as low quality, unvoiced pedestrians - Bleeding Gums does not, however.
Three unused tracks. Their filenames suggest they were intended for gameplay in 'Road Rage' or 'Head to Head' mode.
Track | Filename |
---|---|
Front_02.rsp | |
Front_07.rsp | |
Front_10.rsp |
Dr. Hibbert who is untextured but has material. He was probably intended to be a passenger at some point.
Kent Brockman who normally only appears in the FMV cutscenes. He also has material but no textures.
To do: Is there more? Images, also. |
If the player uses the cheat for additional camera views, they can glitch out of the level boundaries using the 'Look Camera' option. The boundaries were put in place when the game was forced to shift from an open world design, instead having individual levels late in the development cycle.
At a distance behind the wreckage at the beginning of the level, there is an identical wreckage. This was most likely used to indicate where the level connects to the Springfield Mountains level.
If one glitches out of bounds to where the Springfield Mountains should be, they should see an unused stream of water along with a misplaced dot. It's also worth noting that there are unused collisions and spawn points for the streets and terrain that can't be seen even with the routing cheat.
There is an unused, cheaply made sign saying 'Soft Shoulder, Blind Curves, Steep Grade, Big Trucks, Good Luck!' placed behind the wreck at the beginning of the level. In this area, there is also a Burns Transit Bus Stop, a power line and a speed limit sign.
In Downtown, there are two unused spawn points that cannot be accessed without glitching or cheating out of the map. The first spawn point is behind the crashed truck at the beginning at the level at the other end of the tunnel, which leads to nowhere. The second one is located out of bounds on an invisible hill near the other exit of the level near the unused river stream.
In the options menu, enter one of the codes below (depending on platform) to enable debug collison lines and boxes during gameplay.
Platform | Code |
---|---|
GameCube/Xbox | Hold L + R and press B, B, A, A |
PlayStation 2 | Hold L1 + R1 and press △, △, ✕, ✕ |
Enable Action Replay Code
in the European GameCube version to add a debug display to the bottom right of the screen. This code also enables the above mentioned collision debug.
To do:
|
To do: There's plenty more. |
All files determining the properties of individual vehicles start with the following comment:
The file traffic.cfg includes a number of comments:
Upon completion of the game, a cutscene where Mr. Burns admits defeat will play on all three console versions. However, an additional cutscene featuring Kang and Kodos appears only on the GameCube and Xbox versions. The cutscene reveals that the two aliens were playing Road Rage, but have grown bored and decide to play an 'alternate game', namely a version of PONG as their spaceship flies off. It was removed in the PlayStation 2 version for unknown reasons.
In the PlayStation 2 version, a passenger in Evergreen Terrace (Barney, Captain McCallister or Squeaky-voiced Teen) will be standing outside an alleyway and will ask to be dropped off at Smithers' apartment. However, they don't make an appearance at all in the GameCube and Xbox versions. This is most likely because the distance between the passenger and the drop-off location is so short that the player can take advantage of this by using these passengers to rack up an unlimited amount of money without running out of time.
The Simpsons series | |
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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 • 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 |
PlayStation | Wrestling |
Windows | Cartoon Studio • Hit & Run |
Game Boy Advance | Road Rage |
GameCube | Road Rage (Prototypes) • Hit & Run |
PlayStation 2 | Road Rage (Prototypes) • Skateboarding • Hit & Run (Prototype) |
Xbox | Road Rage (Prototypes) • Hit & Run |
PlayStation Portable | The Simpsons Game |
Nintendo DS | The Simpsons Game |
Android | Tapped Out |
iOS | Tapped Out |