Proto:The Simpsons Game (PlayStation 2, PlayStation Portable, Wii)
This page details one or more prototype versions of The Simpsons Game (PlayStation 2, PlayStation Portable, Wii).
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. |
To do:
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Contents
July 6, 2007 (Wii)
A build of The Simpsons Game for the Nintendo Wii was found and recovered from an EA RVT-H hard drive. It is dated July 6, 2007, which is around 3 months before final. Some aspects of this build are closer to the colloquially called New Generation (PlayStation 3, Xbox 360) version, and some are closer to the final Old Generation version, which means comparisons in this page will be drawn towards both releases. There are plenty of things to unpack here.
Sub-Pages
Early Music |
Level Differences |
Data Management Textures
The textures for the game in Data Management of the Wii console are simple placeholders.
Development Scripts
The root of the disc contains 8 batch scripts from internal development. The two starting with build have an option to fetch the latest assets from a Perforce depot.
build_moments_rpf.bat appears to be a script for copying assets for Wii Moments, and making a build of the game with them!
@echo off set build_rpf_choice= set /p build_rpf_choice=Get latest from Perforce [y/n]? if not '%build_rpf_choice%'=='y' goto PACK :SYNC p4 -p PerforceArt:1666 sync "//depot/Project_Art/SimpsonsBranches/Alpha/Wii_Release/..." :PACK REM Ensure the directories exist mkdir l:\SimpsonsBranches\Alpha\Wii_Moments cd l:\SimpsonsBranches\Alpha\Wii_Moments mkdir envs mkdir Graphics mkdir GUIMenu mkdir HomeButton mkdir misc\menu mkdir sounds REM Copy the latest assets over. copy l:\SimpsonsBranches\Alpha\Wii_Release\envs\wm* envs\ copy l:\SimpsonsBranches\Alpha\Wii_Release\Graphics\* Graphics\ copy l:\SimpsonsBranches\Alpha\Wii_Release\GUIMenu\* GUIMenu\ copy l:\SimpsonsBranches\Alpha\Wii_Release\HomeButton\* HomeButton\ copy l:\SimpsonsBranches\Alpha\Wii_Release\misc\* misc\ copy l:\SimpsonsBranches\Alpha\Wii_Release\misc\menu\* misc\menu\ copy l:\SimpsonsBranches\Alpha\Wii_Release\sounds\GmSnd.asrbe sounds\ copy l:\SimpsonsBranches\Alpha\Wii_Release\Simpsons_Wii.elf .\ REM Clear the old image del Simpsons_Wii_Moments.rpf REM Do the image setup call setndenv DvdRoot L:/SimpsonsBranches/Alpha/Wii_Moments call %REVOLUTION_SDK_ROOT%\X86\bin\setcountrycode us call %REVOLUTION_SDK_ROOT%\X86\bin\setsmem2size 64 call ndrun Simpsons_Wii.elf call ndstop REM Now create it. rdpack -d Simpsons_Wii.dlf -v Simpsons_Wii_Moments.rpf REM Reset file serving directory call setndenv DvdRoot L:\SimpsonsBranches\Alpha\Wii_Release\ pause
build_rpf.bat is a script to build the game with all assets.
@echo off set build_rpf_choice= set /p build_rpf_choice=Get latest from Perforce [y/n]? if not '%build_rpf_choice%'=='y' goto PACK :SYNC p4 -p PerforceArt:1666 sync "//depot/Project_Art/SimpsonsBranches/Alpha/Wii_Release/..." :PACK del Simpsons_Wii.rpf call setndenv DvdRoot L:/SimpsonsBranches/Alpha/Wii_Release call %REVOLUTION_SDK_ROOT%\X86\bin\setcountrycode us call %REVOLUTION_SDK_ROOT%\X86\bin\setsmem2size 64 call ndrun Simpsons_Wii.elf call ndstop rdpack -d Simpsons_Wii.dlf -v Simpsons_Wii.rpf set build_rpf_choice= :END pause
make_simpsons_image.bat is simply a script to make the game image. Nothing too fancy.
makemaster Simpsons_Wii_Image.dlf Simpsons_Wii_Image.rvm pause
Run_Before_Makemaster.bat appears to be a script to run first before using the above script.
call setsmem2size 64 call setcountrycode us NdevRun Simpsons_Wii.elf call sleep 1 call ndstop REM C:\cygwin\bin\bash --login -i -c "makemaster l:/SimpsonsBranches/Alpha/Wii_Release/Simpsons_Wii.dlf l:/SimpsonsBranches/Alpha/Wii_Release/Simpsons_Wii.rvm" pause
run_simpsons.bat appears to be a simple script to run the game on a development Wii console, nothing too special.
ndrun Simpsons_Wii.elf pause
RVM generator - part 2.bat appears to be a script to make the game image. Only this file is present so whatever is in a possible part 1 batch script will be a mystery unsolved.
ndstop pause setsmem2size 64 pause setcountrycode us pause ndevrun -d=Simpsons_Wii.ddf Simpsons_Wii.elf pause bash makemaster Simpsons_Wii.dlf simpsons.rvm
stop_simpsons.bat appears to be a simple script to stop the development Wii console, nothing too special.
ndstop pause
update_elf.bat appears to be a script to update the game executable.
del Simpsons_Wii.elf copy ..\Wii_Executables\Simpsons_Wii_MWC_rel.elf Simpsons_Wii.elf pause
General Differences
Debug Screen
This build by default loads into a debug screen, letting you choose whether you want to "Enable proper menu flow" or not. Choosing No Way will proceed you into a 2nd debug screen, which allows selecting a level to load on the spot.
Episode Names
Some episodes use a different name that only survived into the final build through filenames and nothing else. Some episode names only differ in capitalisation or spelling changes.
Early name | Final name |
---|---|
Land of Chocolate | The Land of Chocolate |
BartMan Begins | Bartman Begins |
Around the world in 80 bytes | Around The World in 80 Bites |
The TreeHugger | Lisa the Tree Hugger |
Cheater Cheater | Enter the Cheatrix |
Day of the Dolphins | The Day of the Dolphin |
The day Springfield stood still | Invasion of the Yokel-Snatchers |
Big Super Happy Fun Fun | Big Super Happy Fun Fun Game |
Rhymes with Complaining | Five Characters in Search of an Author |
Meet Thy Player | Game Over |
Controls
Proto | Final |
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Plus Button | C Button |
Proto | Final |
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B Button, B Button, Shake Wiimote | Shake Wiimote and Nunchuck |
Proto | Final |
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B Button/Shake Wiimote | Shake Wiimote |
Proto | Final |
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B Button/Shake Wiimote | Shake Wiimote |
Proto | Final |
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C Button | Minus Button |
Proto | Final |
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Shake Nunchuck | Plus Button |
Proto | Final |
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Shake Nunchuck | Shake Wiimote |
Checklist
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Special Challenges
When selecting levels in the Episode Replay there's an extra option to do a special challenge, (which was present in the New-Gen version but not in the final Old-Gen version) but it just loads the level like normal.
Extras
In the Extras Menu there are 2 cut options, "Stats" and "Interiors". Only "Interiors" can be selected and shows locations that are also seen in the PS3/Xbox 360 version.
Berserk Ability
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Find out if Bart can actually do this ability. |
If you have enough power, you can do an ability not seen in the final called "Berserk" which doubles your attack power for a short while. For some reason Bart is the only character that doesn't have this ability.
Homer | Lisa |
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Marge |
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Unused Map & Interiors
This build has a bunch of interiors and an early design of Springfield in the form of a cut and unused bowling minigame. The interiors can at least still be found in the New Generation release.
Test Map
There are two similar test maps named Metrics.wii and M_and_L.wii. They differ in some objects and characters that get spawned and the characters you get to control. Metrics is played with Homer and Bart, and M_and_L lets you play as Marge and Lisa.
Metrics.wii | M_and_L.wii |
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Church Interior
The church looks mostly the same, the main difference being a missing desk by the main door, different floor color and there being only one staircase in the main room. Chur_Int.wii
Early interior | Final interior |
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Krusty Burger Interior
Similar to final, but lacking the 2nd fryer behind the counter. It also has Jimbo Jones in the building, whereas in the final New gen version only the Squeaky-Voiced Teen. KRUS_INT.wii
Early interior | Final interior |
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Kwik-E-Mart Interior
The main difference in the Kwik-E-Mart is a missing shelf and some other objects. KWIK_INT.wii
Early interior | Final interior |
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Moe's Interior
Objects on the tables such as glasses have actual transparency in this build. In the final version they're opaque. Moes_Int.wii
Early interior | Final interior |
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Police Station Interior
There are no buttons to open the jail cells. Using the Player > FlyPlayerWithoutCollisions option through the debug menu shows that there is no collision inside those cells yet. POL_INT.wii
Early interior | Final interior |
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Heartburn/Springfield
Heartburn, also known as Homer Bowling, is a cut minigame where you play with the Homerball, go through a track and end by crashing into a pile of Springfield citizens. It also happens to use an early layout of open-world Springfield. There are many changes found here, but this will just show some of the main recognisable buildings.
Note: Since this map also has a bunch of stuff like barriers meant for the bowling minigame, the Wii screenshots are taken using the Player > FlyCamera debug option inside the game, to get a better view.
Entrance
This door which you can't enter in the final game is accessible and takes you to the HeartBurn minigame.
Hospital Location
Near the Simpsons house there's an extra road that leads to the Springfield General Hospital which doesn't exist in the final game. It is fully removed and replaced by the Springfield Retirement Castle.
Early location | Final location |
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Moe's Location
Early location | Final location |
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Springfield Bank Location
Early location | Final location |
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Early Graphics
Episode Replay
The in-game level select uses early Xbox 360 screenshots as preview images, and some of them remained somewhat similar to what the retail New Generation release had. Five of these survived hidden in the final game, but the rest didn't. They're stored in Frontend.wii\graphics\ui\menus\levels\ as single 512x256 textures, but in the final game they are stored in Frontend.wii\graphics\frontend\ as 256x256 textures, with two of the preview textures combined together. They have been split apart for this.
Button Prompts
Early Texture | Final Texture |
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Loading Icon
- The Krusty Loading Icon is also used in a E3 Build of the New-Gen version.
Early Texture | Final Texture |
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Locked Beer Bottle
Early Texture | Final Texture |
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Day of the Dolphin/Shadow of the Colossal Donut Skybox
Early Texture | Final Texture |
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Land of Chocolate
Early Texture | Final Texture |
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Unused Graphics
PS2 Button Prompts
Early Videos
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Find out who are the placeholder voice actors, if possible. |
This build only has one cutscene, which is an early draft of the Around The World in 80 Bites (80b_01.bik) cutscene. This cutscene, unlike the final game, was animated in 3D similar to the DS version instead of in 2D like the show, as well as having different lines and different camera angles. This early cutscene also contains the song "Oh Yeah" by Yello.
Early cutscene | Final cutscene |
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Every other cutscene uses the Rebellion logo as a placeholder. It can also be found in the final build as rebel.bik.