Vicarious Visions’ Ambitious Game Boy Advance Pitches: The Simpsons Hit & Run and Halo on Nintendo’s Handheld

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Published on: July 21, 2025

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When Vicarious Visions released its Game Boy Advance adaptation of Tony Hawk's Pro Skater 2 in 2001, it set a new standard for what handheld gaming could achieve.

The port, built around an innovative isometric engine with real-time rendered 3D characters, left critics and fans impressed by its technical ambition and fast-paced gameplay on the Game Boy Advance's limited hardware.

This same technology would soon underpin several of Vicarious Visions’ future Game Boy Advance projects, including successfully adapted franchises such as Disney's Extreme Skate Adventure, Jet Set Radio, and Crash Bandicoot: The Huge Adventure. While these projects are well-documented, less known are the audacious pitches Vicarious Visions explored prior to the studio's acquisition by Activision in 2005.

In a recent interview with Robert Gallerani, a former Vicarious Visions developer, Time Extension uncovered new details about the team's efforts to bring two major console titles—The Simpsons: Hit & Run and Halo—to Nintendo's popular handheld. According to Gallerani, Vicarious Visions sought to leverage the same isometric technology they perfected for Tony Hawk's Pro Skater 2.

The team developed playable tech demos that reimagined The Simpsons: Hit & Run, an open-world title, and even the legendary Halo, within the constraints of the Game Boy Advance.

Both projects, however, faced significant business and technical challenges that prevented them from progressing beyond the prototype stage. "With The Simpsons: Hit & Run, the pitch was straightforward: take a beloved franchise and bring it to the mobile audience," Gallerani shared.

He explained that Vicarious Visions co-founders Karthik and Guha Bala were constantly seeking new opportunities, often preparing playable demos rather than relying solely on presentation decks.

However, securing the necessary licensing proved difficult.

Gallerani noted that unpredictability within The Simpsons’ licensing environment complicated matters, remarking, "The rights holders did not anticipate the game’s initial success and began demanding higher licensing fees as interest in the brand grew.

Ultimately, it became more about business logistics than game design potential." The team's Halo pitch was similarly ambitious.

Gallerani described how they developed a demo featuring the iconic Warthog with independently animated wheels and chassis to accurately simulate physics—essential for the game's vehicular combat.

"We made the Warthog like a skater, and it was a blast to play," he explained.

Yet, adapting Halo’s fast-paced shooter mechanics for handheld hardware surfaced daunting hurdles, particularly around real-time environment loading and maintaining performance as vehicle speed increased.

"Engineering challenges with streaming environments quickly and displaying enough on-screen information for rapid movements became major obstacles.

Had we continued, the demands would have greatly exceeded those for our previous projects." Though neither The Simpsons: Hit & Run nor Halo ultimately made it to the Game Boy Advance, the technical groundwork laid by Vicarious Visions significantly influenced the evolution of handheld gaming on Nintendo platforms.

The studio’s inventive approach not only defined best-in-class ports on the Game Boy Advance, but also showcases how hardware limitations can inspire bold creativity within the video game industry.

Their legacy, operational innovation, and willingness to take risks remain influential touchstones for developers working on Nintendo platforms today.

Nintendo Game Boy Game Boy Advance Tony Hawk Tony Hawk’s Pro Skater Halo Vicarious Visions

"We Made The Warthog Like A Skater" - Tony Hawk GBA Studio Once Pitched Handheld Versions Of Halo & The Simpsons: Hit & Run