If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

The Simpsons (Xbox, Papyrus Design Group)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

The Simpsons

Developer: Papyrus Design Group
Platform: Xbox


GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


This game was stuffed away in a cardboard box and found 30 years later in a garage
This game was never completed and/or given a public release.
As a result of this, keep in mind that the developers might have used or deleted some of the content featured here, had the game actually been released.

Hiddenpalace.org logo.png  This prototype is documented on Hidden Palace.

Hmmm...
To do:
Document the unused models of Crash Bandicoot and Cortex.

Not to be confused with another Simpsons pitch by EA Redwood Shores that goes by the same name.

In late 2003, Papyrus Design Group pitched a kart racer based on The Simpsons license to Vivendi Universal. The pitch was never greenlit and was possibly one of the last projects worked on by the studio before they closed their doors in April 2004.

Two builds of the pitch were found on a Xbox Debug Kit that was dumped by ObscureGamers user Risk on August 5, 2020. While they were made two months apart (December 3, 2003 and February 17, 2004), both builds are virtually identical with the only known difference being that the February build lacks a FPS counter.

Unused Graphics

logo_cra.bmp

SimpsonsPapy logo cra.png

A splash screen leftover from a Crash Bandicoot pitch.

Debug Functions

FPS Counter

SimpsonsPapy FPSCounter.png

Pressing Start+Y during gameplay will enable a FPS counter that appears on the top-right corner.

Unused Music

Music.wav in the music folder is a song from Crash Nitro Kart's Tiny Temple stage.

Unused Text

sim_anim.txt

; sim_anim.txt

; Every line in this file must either be blank, or start with a
; semicolon--which makes it a comment--or have four strings:
;
; * type of object--every object on the track with a name starting
;   with this string will be able to play the animations for this type
;   (This can be no more than 15 characters)
;
; * filename of the Gamebryo .kfm file, including the .kfm extension
;   (This must be in 8.3 format so we can use it on the PS2)
;
; * a flag telling the animation manager whether, when it swaps in its
;   animated object, to keep the original around and use it when the
;   object is not running any animations--this is either true or false
;
; * a flag telling the animation manager whether there will only be more
;   than one of this kind of object in the game at a time--this is either
;   true or false
;
; examples:
; box_of_shit shitbox.kfm true true
; unique_jumping_box jumpbox.kfm false false