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Originally, Marge's megaphone had a limit on how many people she could recruit into her mob. In the final version, however, there is no limit, and she can recruit as many as she wants. In the game engine, her original upgrade would increase the number of mob members she could gather, rather than boosting her blowback strength as it does in the final game.
Debug Text:
https://tcrf.net/The_Simpsons_Game_(PlayStation_3,_Xbox_360)/Unused_Text#Gamehub
Early text string present in E3 2007 build:
https://tcrf.net/Proto:The_Simpsons_Game_(PlayStation_3,_Xbox_360)/July_10,_2007_(E3)#Menus_and_Prompts
https://tcrf.net/The_Simpsons_Game_(PlayStation_3,_Xbox_360)/Unused_Text#Gamehub
Early text string present in E3 2007 build:
https://tcrf.net/Proto:The_Simpsons_Game_(PlayStation_3,_Xbox_360)/July_10,_2007_(E3)#Menus_and_Prompts
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The original mechanic for Bart's slingshot was slightly different. Instead of his ammo being tied to his power meter, Bart's default ammo would have been unlimited. Players could also collect limited special ammo throughout levels, which would increase the slingshot's range and damage. Although this system was not used in the New-Gen version, the special ammo mechanic remained in the Old-Gen and DS versions.
Unused graphics related to the unused special ammo types for each of the levels.
https://tcrf.net/The_Simpsons_Game_(PlayStation_3,_Xbox_360)#simpsons_chars
Unused voiceline dialogue related to the special ammo mechanic.
https://tcrf.net/The_Simpsons_Game_(PlayStation_3,_Xbox_360)/Unused_Voicelines#Bartman_Begins
Unused text strings related to the unused special ammo mechanics:
https://tcrf.net/The_Simpsons_Game_(PlayStation_3,_Xbox_360)/Unused_Text#Bartman_Begins
Unused functions for the special ammo types showing up on the HUD in-game:
https://tcrf.net/User:PolyMars/TSG_Unused_Code#sub_823AF0A0_2
https://tcrf.net/The_Simpsons_Game_(PlayStation_3,_Xbox_360)#simpsons_chars
Unused voiceline dialogue related to the special ammo mechanic.
https://tcrf.net/The_Simpsons_Game_(PlayStation_3,_Xbox_360)/Unused_Voicelines#Bartman_Begins
Unused text strings related to the unused special ammo mechanics:
https://tcrf.net/The_Simpsons_Game_(PlayStation_3,_Xbox_360)/Unused_Text#Bartman_Begins
Unused functions for the special ammo types showing up on the HUD in-game:
https://tcrf.net/User:PolyMars/TSG_Unused_Code#sub_823AF0A0_2
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Developer interview with producer Hans ten Cate (30:05):
https://www.twitch.tv/videos/2050371376
DLC Springfield expansion textures:
https://tcrf.net/The_Simpsons_Game_(PlayStation_3,_Xbox_360)#Downloadable_Content
DLC skins concept art (done by senior concept artist Jules Mann; additional email correspondence attached):
https://web.archive.org/web/20180918120135/http://www.julesmanndesigns.com/test
Unused text related to DLC:
https://tcrf.net/The_Simpsons_Game_(PlayStation_3,_Xbox_360)/Unused_Text#Downloadable_Content
https://www.twitch.tv/videos/2050371376
DLC Springfield expansion textures:
https://tcrf.net/The_Simpsons_Game_(PlayStation_3,_Xbox_360)#Downloadable_Content
DLC skins concept art (done by senior concept artist Jules Mann; additional email correspondence attached):
https://web.archive.org/web/20180918120135/http://www.julesmanndesigns.com/test
Unused text related to DLC:
https://tcrf.net/The_Simpsons_Game_(PlayStation_3,_Xbox_360)/Unused_Text#Downloadable_Content
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Originally, the level Game Over included a section where the player would use Lisa's Hand of Buddha to build a tower out of Springfield buildings and climb up to Heaven. This idea was eventually cut due to technical difficulties and time constraints.
Jameson Durall (level designer) developer playthrough (Part 4, 1:38:48):
https://www.facebook.com/share/v/1HhBkj3qZm/
https://www.facebook.com/share/v/1HhBkj3qZm/
subdirectory_arrow_right The Simpsons Game (Game), The Simpsons Game (Game), The Simpsons Game (Game)
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September 5, 2007 (Beta 4) 3D cutscenes:
https://tcrf.net/Proto:The_Simpsons_Game_(PlayStation_3,_Xbox_360)/September_5,_2007_(Beta_4)/Early_Videos
July 9, 2007 (E3) 3D cutscenes:
https://tcrf.net/Proto:The_Simpsons_Game_(PlayStation_3,_Xbox_360)/July_10,_2007_(E3)/Early_Videos
Nintendo DS cutscenes:
https://www.youtube.com/watch?v=DOwVLd0dRLE
Additional email correspondence from producer Chuck Beaver:
https://www.linkedin.com/in/chuck-beaver-58322614/
https://tcrf.net/Proto:The_Simpsons_Game_(PlayStation_3,_Xbox_360)/September_5,_2007_(Beta_4)/Early_Videos
July 9, 2007 (E3) 3D cutscenes:
https://tcrf.net/Proto:The_Simpsons_Game_(PlayStation_3,_Xbox_360)/July_10,_2007_(E3)/Early_Videos
Nintendo DS cutscenes:
https://www.youtube.com/watch?v=DOwVLd0dRLE
Additional email correspondence from producer Chuck Beaver:
https://www.linkedin.com/in/chuck-beaver-58322614/
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The central shaft area in Enter the Cheatrix originally featured a giant drill bit that the player would climb by walking along its blades while fighting enemies. However, the developers found it difficult to get the collision and enemy pathing to work properly on a rotating object, so the idea was ultimately cut.
Jameson Durall (level designer) developer playthrough (Part 2, 23:24):
https://www.facebook.com/share/v/16fBPPP57u/
https://www.facebook.com/share/v/16fBPPP57u/
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The level Around the World in 80 Bites was one of the first levels made for the game. According to level designer Jameson Durall, it was known internally as the "Core X" level, which was part of EA's greenlight process to decide whether the development of games would continue. The goal of this level was to prove that the team could deliver everything they had planned, making the game look like and maintain the humor of the original show, and implementing all the core mechanics. The team fully built out this single level so they could use it as a foundation and apply what they learned across the rest of the game.
Jameson Durall (level designer) developer playthrough (Part 5, timestamp at 57:39):
https://www.facebook.com/share/v/1DQXjKyTqb/
https://www.facebook.com/share/v/1DQXjKyTqb/
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subdirectory_arrow_right The Simpsons Game (Game)
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The E3 2007 build of the New-Gen version of the game notably uses an earlier layout of the Springfield Hub world in the level Mob Rules, with many changes to the layout and design, that was later downsized in the final game. This version of Springfield can be seen in the background models for some of the levels, and is also used as the base for the Old-Gen version's Heartburn Wii Moment minigame, which was also cut from the final game.
The Cutting Room Floor article:
https://tcrf.net/Proto:The_Simpsons_Game_(PlayStation_3,_Xbox_360)/July_10,_2007_(E3)#Springfield
E3 Springfield:
https://www.youtube.com/watch?v=xfBNo_NhDdo
Heartburn:
https://www.youtube.com/watch?v=JgYkF78y0UE#t=517s
https://tcrf.net/Proto:The_Simpsons_Game_(PlayStation_3,_Xbox_360)/July_10,_2007_(E3)#Springfield
E3 Springfield:
https://www.youtube.com/watch?v=xfBNo_NhDdo
Heartburn:
https://www.youtube.com/watch?v=JgYkF78y0UE#t=517s
subdirectory_arrow_right The Simpsons Game (Game), The Simpsons Game (Game), The Simpsons Game (Game)
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Several level names were originally different during development:
• Lisa the Treehugger was originally called The Treehugger.
• Enter the Cheatrix was originally called Cheater, Cheater, Pumpkin Eater.
• Invasion of the Yokel-Snatchers was originally called The Day Springfield Stood Still.
• Five Characters in Search of an Author was originally called Rhymes with "Complaining".
• Game Over was originally called Meet Thy Player.
Despite the changes, the original names still remain in the game's code and file structure. Many of these early titles appear in early builds, and "Cheater Cheater" and "The Day Springfield Stood Still" were even reused for song names in the game's official soundtrack.
• Lisa the Treehugger was originally called The Treehugger.
• Enter the Cheatrix was originally called Cheater, Cheater, Pumpkin Eater.
• Invasion of the Yokel-Snatchers was originally called The Day Springfield Stood Still.
• Five Characters in Search of an Author was originally called Rhymes with "Complaining".
• Game Over was originally called Meet Thy Player.
Despite the changes, the original names still remain in the game's code and file structure. Many of these early titles appear in early builds, and "Cheater Cheater" and "The Day Springfield Stood Still" were even reused for song names in the game's official soundtrack.
E3 New-Gen:
https://tcrf.net/Proto:The_Simpsons_Game_(PlayStation_3,_Xbox_360)/July_10,_2007_(E3)#XLAST
Old-Gen Wii Proto:
https://tcrf.net/Proto:The_Simpsons_Game_(PlayStation_2,_PlayStation_Portable,_Wii)#Menus_and_Prompts
Official soundtrack:
https://www.discogs.com/release/9077768-Christopher-Lennertz-Timothy-Wynn-The-Simpsons-Video-Game-Original-Score
https://tcrf.net/Proto:The_Simpsons_Game_(PlayStation_3,_Xbox_360)/July_10,_2007_(E3)#XLAST
Old-Gen Wii Proto:
https://tcrf.net/Proto:The_Simpsons_Game_(PlayStation_2,_PlayStation_Portable,_Wii)#Menus_and_Prompts
Official soundtrack:
https://www.discogs.com/release/9077768-Christopher-Lennertz-Timothy-Wynn-The-Simpsons-Video-Game-Original-Score
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subdirectory_arrow_right The Simpsons Game (Game), The Simpsons Game (Game), The Simpsons Game (Game)
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The New-Gen E3 2007 build of the Xbox 360 release revealed that the home console versions were originally meant to have cutscenes fully animated in 3D. A workprint containing these cutscenes shows a mix of finished and unfinished 3D renders and storyboards with placeholder voice acting, with the final game having cutscenes primarily animated in the same 2D digital animation as the show. The Nintendo DS version of the game is the only version that exclusively uses 3D cutscenes.
This build also reveals that the identity of the "sleazy video game producer" featured in Level 5: Mob Rules is Larry Probst, the former CEO of Electronic Arts from 1991-2007. The name is not fully censored in the DS version of the game, where Marge can be heard faintly saying his name under the censor tone in the level's opening cutscene. Probst's name also appears uncensored in the in-game cutscene for the level, where the dialogue is fully intact. In the final retail versions, the name is censored from the game's script when Mayor Quimby says it.
This build also reveals that the identity of the "sleazy video game producer" featured in Level 5: Mob Rules is Larry Probst, the former CEO of Electronic Arts from 1991-2007. The name is not fully censored in the DS version of the game, where Marge can be heard faintly saying his name under the censor tone in the level's opening cutscene. Probst's name also appears uncensored in the in-game cutscene for the level, where the dialogue is fully intact. In the final retail versions, the name is censored from the game's script when Mayor Quimby says it.
The Simpsons Game - Xbox 360 version July 10, 2007 prototype cutscenes (Larry Probst reference at 9:50):
https://www.youtube.com/watch?v=w8P6LMd7gPE#t=590s
The Simpsons Game - DS version playthrough:
https://www.youtube.com/watch?v=fY56cCPBygY
DS Cutscene audio (normal and reversed):
https://tcrf.net/User:PolyMars#DS_Oddities
Beta 4 version of the cutscene "Gimme Your Ride, Jerk!" (cesnor beep is present but you cannot hear what name Marge says):
https://tcrf.net/Proto:The_Simpsons_Game_(PlayStation_3,_Xbox_360)/September_5,_2007_(Beta_4)/Early_Videos#Mob_Rules
E3 2007 version of the cutscene "Gimme Your Ride, Jerk!" (name is fully intact):
https://tcrf.net/Proto:The_Simpsons_Game_(PlayStation_3,_Xbox_360)/July_10,_2007_(E3)/Early_Videos#Mob_Rules
In-game cutscene audio from the E3 2007 build, where the name appears uncensored:
https://tcrf.net/Proto:The_Simpsons_Game_(PlayStation_3,_Xbox_360)/July_10,_2007_(E3)/Early_Voicelines#Mob_Rules_2
https://www.youtube.com/watch?v=w8P6LMd7gPE#t=590s
The Simpsons Game - DS version playthrough:
https://www.youtube.com/watch?v=fY56cCPBygY
DS Cutscene audio (normal and reversed):
https://tcrf.net/User:PolyMars#DS_Oddities
Beta 4 version of the cutscene "Gimme Your Ride, Jerk!" (cesnor beep is present but you cannot hear what name Marge says):
https://tcrf.net/Proto:The_Simpsons_Game_(PlayStation_3,_Xbox_360)/September_5,_2007_(Beta_4)/Early_Videos#Mob_Rules
E3 2007 version of the cutscene "Gimme Your Ride, Jerk!" (name is fully intact):
https://tcrf.net/Proto:The_Simpsons_Game_(PlayStation_3,_Xbox_360)/July_10,_2007_(E3)/Early_Videos#Mob_Rules
In-game cutscene audio from the E3 2007 build, where the name appears uncensored:
https://tcrf.net/Proto:The_Simpsons_Game_(PlayStation_3,_Xbox_360)/July_10,_2007_(E3)/Early_Voicelines#Mob_Rules_2
subdirectory_arrow_right The Simpsons Game (Game), The Simpsons Game (Game), The Simpsons Game (Game)
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The game manual featured throughout every version's cutscenes (except the DS version) is the cover from the Xbox 360 version. The DS version, however, is actually from the in-game cutscenes used from every other version. Interestingly, the DS version’s cutscenes resemble the in-game ones from the other versions.
subdirectory_arrow_right The Simpsons Game (Game), The Simpsons Game (Game), The Simpsons Game (Game)
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All "in-game" cutscenes from the Xbox 360 and PlayStation 3 versions were imported to the PlayStation Portable, Wii, and PlayStation 2 versions of the game despite obvious inconsistencies with the level designs.
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According to the developer's texts left in the Xbox 360 and PlayStation 3 versions' data, Nelson Muntz was originally going to be the boss of the NeverQuest level as a troll, instead of the two-headed Patty & Selma dragon.
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Gameplay of a prototype version from 2004 was uploaded to YouTube. The player controls only Bart Simpson and runs around in the house. The game was played on the original Xbox, suggesting such an OG Xbox version may have been planned at one point.
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