The Simpsons Game DS: Why This Weird Handheld Port Still Hits Different

The Simpsons Game DS: Why This Weird Handheld Port Still Hits Different

It’s 2007. You’re sitting in the back of a minivan, squinting at a tiny dual-screen display, trying to figure out why Homer Simpson is currently a massive rolling ball of fat destroying a chocolate-themed dreamscape. Most people remember The Simpsons Game for its flashy, cel-shaded graphics on the Xbox 360 and PlayStation 3. It was a meta-commentary on the gaming industry, poking fun at tropes while being a trophy-collector's dream. But then there’s the DS version. The Simpsons Game DS is a completely different beast, and honestly, it’s much more interesting than a simple "down-sized" port.

EA Redwood Shores handled the big consoles, but the handheld version was shipped off to Amaze Entertainment. If you know your mid-2000s gaming history, Amaze were the wizards of the "impossible port." They didn't just try to cram a high-definition 3D game into a DS cartridge; they basically built a side-scrolling platformer from the ground up that happens to share the same script. It’s weird. It’s clunky in spots. But it’s also a fascinating time capsule of how we used to handle licensed IP.

The Meta-Plot That Actually Works on Two Screens

The core gimmick of the game—on any platform—is that the Simpson family realizes they are inside a video game. They find the manual. They gain superpowers. It’s self-aware to a fault. On the DS, this meta-narrative feels even more intimate because you’re literally poking the characters with a stylus.

While the console versions leaned heavily into 3D exploration of Springfield, the DS version is a 2.5D side-scroller. You spend most of your time jumping over gaps, punching bullies, and using the touch screen to trigger character-specific abilities. Bart becomes Bartman, using a cape to glide. Lisa uses the "Hand of Buddha" to flick enemies off the screen. It sounds simple. It is. But the charm lies in the writing. The game features the actual voice cast—Dan Castellaneta, Julie Kavner, Nancy Cartwright, and the rest. Hearing those authentic voices come out of the tinny DS speakers felt like a minor miracle at the time.

Most licensed games are soulless cash-ins. This one wasn't. Matt Groening and the show's writers were actually involved in the script. They spent time mocking the very company (EA) that was publishing the game. You'll see "Will Wright" (creator of The Sims) as a boss. You'll see parodies of Gauntlet, Grand Theft Auto, and Shadow of the Colossus.

Why the DS Version is Technically "Weird"

Let’s talk about the visuals. The Simpsons Game DS uses a mix of 2D sprites and 3D backgrounds. It’s an aesthetic choice that usually looks messy, but here, it captures the "flatness" of the cartoon surprisingly well.

However, it’s not all donuts and Duff beer. The platforming can be frustrating. The hitboxes are sometimes a bit "vibes-based," meaning you’ll think you landed a punch on a mascot, only to take damage yourself. It lacks the polish of a Nintendo-first-party title like New Super Mario Bros., but it makes up for it with sheer variety. One minute you're in a Frogger parody, the next you're playing a mini-game that involves poking Homer’s belly to make him digest food.

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Pet Homer: The Nintendogs Clone Nobody Asked For

The most bizarre addition to the DS version is the "Pet Homer" mode. Since Nintendogs was the biggest thing on the planet back then, the developers decided you should be able to care for Homer like a digital puppy. You can feed him, poke him, and dress him up. Is it deep? No. Is it deeply unsettling to see a 40-year-old cartoon man act like a Tamagotchi? Absolutely. But it’s this kind of "throw everything at the wall" energy that makes the DS library so memorable.

The Level Design and the "Video Game Engine"

The game is structured around the "Video Game Engine," a fictional location where all games are made. On the DS, the levels feel more like traditional gaming gauntlets. You have the "Land of Chocolate," "Bartman Begins," and "Around the World in 80 Bites."

Because the DS couldn't handle the open-world Springfield found on consoles, the developers leaned into the "levels as parodies" aspect. In "The Day of the Dolphin," you're basically playing a side-scrolling brawler against sea creatures. It’s a direct nod to the Treehouse of Horror episode, but mechanically, it plays like a simplified Streets of Rage.

The game also utilizes a "Combo" system. It’s not complex—usually just mashing the attack button—but each character has a unique "Power Move."

  • Homer: Becomes "Homerball," a massive sphere that can smash through walls.
  • Bart: Uses his slingshot for ranged attacks and the Bartman cape for verticality.
  • Lisa: Uses a saxophone to stun enemies (which is surprisingly effective).
  • Marge: Uses a megaphone to recruit a mob of Springfieldians to do her bidding.

Marge’s gameplay is actually the most unique. It’s a "lite" version of Pikmin. You point at an object, and your mob of angry citizens tears it apart. Seeing a crowd of tiny sprites beat up a billboard because Marge told them to is peak Simpsons humor.

Collecting the "Clutter"

If you’re a completionist, the DS version is a nightmare in a good way. Every level is packed with collectibles.

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  1. Duff Caps for Homer.
  2. Krasty Dolls for Bart.
  3. Malibu Stacy Seals for Lisa.
  4. Try 'N' Save Coupons for Marge.

Finding these isn't just for a 100% save file. They unlock concept art and "Clutter" items in the Simpsons' house. The game encourages you to replay levels with different characters to find everything, adding some much-needed longevity to a game that you could otherwise breeze through in about five or six hours.

What Most People Get Wrong About the DS Version

A common misconception is that the DS version is just a "worse" version of the console game. That’s the wrong way to look at it. It’s a different game entirely. If you play the PS3 version, you’re getting a 3D action-adventure. If you play the DS version, you’re getting a 2D puzzle-platformer.

Actually, some of the jokes land better in the 2D format. The "Grand Theft Scratchy" level, which parodies violent sandbox games, feels much more ironic when it’s presented in a colorful, restricted 2D plane. It emphasizes the absurdity of the content.

Another thing: the cutscenes. On the DS, they used compressed versions of the animated cinematics from the big consoles. They look crunchy. They’re pixelated. But they are still fully voiced and hilarious. In an era where many handheld ports replaced cinematics with static text boxes, having full-motion video was a big deal.

Is it Still Playable Today?

Honestly, yes. But you have to go into it with the right expectations.

If you’re looking for a tight platformer like Celeste, you’ll be disappointed. The physics are floaty. The screen resolution is low. However, if you’re a fan of the show, it’s one of the best licensed experiences available on the hardware. It captures the "Golden Age" (and slightly post-Golden Age) humor perfectly.

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The game is also quite cheap on the secondhand market. Since millions of copies were produced, you can usually find it for the price of a fast-food meal. It’s worth it just to experience the "Pet Homer" mode or to see how the developers managed to fit a whole episode’s worth of dialogue into a DS cart.

Technical Performance

On the original DS or DS Lite, the colors are vibrant, but the ghosting on the screen can make the fast-moving Homerball segments a bit blurry. Playing it on a Nintendo 3DS or DSi XL is the way to go. The larger screens and better backlight make the 2.5D environments pop. There’s no slowdown, which is impressive given how much is happening on screen during the Marge mob segments.


Actionable Insights for Players and Collectors

If you're looking to dive back into Springfield on your DS, keep these points in mind:

  • Don't ignore the touch screen: Some puzzles require you to interact with the environment in ways that aren't immediately obvious. If you're stuck, try poking the background.
  • Character Swapping is Key: You can't finish levels without switching between the two available characters. Use the icons on the bottom screen to swap instantly. This is crucial for reaching high platforms with Bart or moving heavy objects with Homer.
  • Focus on the Upgrades: Collecting the character-specific items actually improves your stats. If a boss feels too hard, go back to an earlier level and farm some collectibles to boost your health bar.
  • Check the "Cheat" Menu: The game has a dedicated section for entering codes. In true retro fashion, you can unlock all levels or infinite power if you just want to experience the story without the frustration of the platforming.
  • Look for the "Carts": There are hidden video game cartridges scattered throughout the levels. These are the ultimate collectibles and often require the most complex platforming to reach.

The DS was a "wild west" for game developers. It was a bridge between the old-school 2D era and the modern 3D era. The Simpsons Game DS sits right in the middle of that transition, offering a weird, funny, and occasionally frustrating experience that remains one of the most unique entries in the massive library of Simpsons media. It’s not perfect, but it has more soul than almost any mobile game released in the last decade.

If you have a DS gathering dust in a drawer, this is the perfect excuse to charge it up. Just don't blame me when you spend three hours trying to keep a virtual Homer Simpson happy by feeding him digital donuts. It’s a rabbit hole you can’t easily climb out of.