Simpsons Bart Vs Space Mutants Walkthrought
Let’s go step by step—no rush, just Bart’s trademark squint. In The Simpsons: Bart vs. the Space Mutants (you’ll also hear “Bart vs. Mutants”), the key is knowing each stage’s objective and not burning through your kit. Cruise Springfield’s blocks, scan shady types with the X-Ray Specs, and hoard coins for the good stuff—spray cans, slingshot ammo, and handy odds and ends. This isn’t about “vibes”—it’s a walkthrough: where to head, what to shove, who not to touch, and where that one missed thing loves to hide.
Level 1: Springfield Street — purge the purple
Pop on the X-Ray Specs whenever a crowd shows up. Don’t stomp “civilians” — you’ll lose a life, and you need those coins. Sniff out disguised aliens and bop them with a jump—coins are fuel for vending machines and extra paint. The rule is simple and strict: every purple object needs to go. Some stuff gets repainted with the spray can, others get handled differently—knock them off-screen, cover them, or block them.
Start with low targets—trash cans, signs, little decor—easy spray from ground level. Try to stay near mid-screen so edge purple doesn’t slip by. Birds on a fly-by are safest with the slingshot—you spend a shot but keep your health. For high windows and signage, climb awnings and AC units: the top edge of the block almost always hides a couple stubborn purple pieces players undercount.
Watch the shops: open doors are quick detours for a coin or another spray can, and often let you “cut” a backyard section. See statues or street figures? Try dropping something on top instead of painting (saves paint, still clears purple). At the street’s end, check your goal counter: on NES, the straggler loves to sit on the theater roof or by the far stairwells. Sprint back before the boss—no rewinds after the fight.
For the boss, keep your distance and use platforms to land safe top-down jumps. Bank spare coins for the next stage, but don’t skimp on health—buy if a machine is nearby. Bart vs. the Space Mutants rewards showing up to bosses with your quota done—take a breath, sweep the block twice.
Level 2: The Mall — hats off
The objective flips in the mall: hunt hats. Knock them off every head you can—mannequins, passersby, and the occasional NPC on escalators. Anything that tags from above works: a careful jump, a slingshot tap, or a trick using moving platforms. First, sweep the ground floor: window mannequins are easy points. Then ride the escalator and watch who’s coming up—visitor hats can drop from a grazing jump, but don’t risk it near security.
Sporting goods windows and “stairwell” nooks usually stash a couple safe upper hats. Climb decorative columns and light rigs—the mall’s ceiling line is a classic miss zone. On the way back, check side halls with arcade cabinets: the last hat likes to hide there. If a tricky mannequin is stuck behind glass, pop it from range—the slingshot won’t cost health and won’t aggro extra guards.
Don’t skip elevator shafts or service stairs—they’ll dump you near mannequin clusters with top-down access. When the hat counter is nearly full, return to the entrance area by the doors—there’s often a lone hat cut at a bad angle. For the mall boss, stay mid-range and work the tiered platforms—it’s easier to avoid contact and straight shots from up there.
Level 3: Amusement Park — pop every balloon
Here it’s all about balloons. Pop them with jumps, slingshot shots, or “situations” with moving pieces—passing clowns, mine carts, carousels. Start in the prize zone: those ceiling chains are easy if you hop across the booths. Then hit the carousels: on rotating platforms, line up your angle and tag balloons on the arc—no need to jump head-on. High catwalks often dangle single “forgot-me” balloons—check beams at the screen edges.
Roller coaster time—big value here. On the exit ramp near the ceiling arc, there’s almost always a set of three or four. Build speed, jump at the apex, and clean up leftovers with the slingshot. The mirror maze and tent stages stash singles under rafters—use reflections, avoid faceplanting glass, and save HP for the finale.
When the counter’s almost capped, backtrack to the park’s start and check the far right—sometimes a vendor holds a lone balloon on a long string. It’s easiest to snag with a high jump off the next stand’s awning. For the boss, a two-tier platform is clutch—ride the height changes: tiny left-right steps dodge most attacks, and only counter from a safe lane.
Level 4: Museum — snag the Exit signs
No time to mosey: guards, exhibits, tricky rooms. Goal: pull every “Exit” sign. Some hang right over doors, others in hall transitions, and there’s always a couple on upper catwalks via skinny ladders. Start with the dinosaurs: their ribs make a handy ladder to ceiling signs. Then Egypt: the floor likes to “drop” on a tile just before a column. Hug the edge and take the sign top-down so you don’t reset the section.
Guards aren’t aliens by default. Check with the X-Ray Specs and avoid if they’re human. If it’s an alien—clear them safely; coins come in handy. Corner galleries often hang a lone “Exit” over cases—reach it via crossbeams: hop ledges, not glass, or you’ll eat damage for nothing. The meteor room hides a sign in a ceiling notch—use a narrow ladder, face away from center, jump “into” the wall, and grab the ledge—there’s a hidden lip up there.
The museum’s last corridor is long, with an easy-to-miss sign when you’re rushing. Grab it—then check the counter. If you’re one short, it’s almost always the high “Exit” above the first dino hall doorway or a loner in Egypt’s far corner. On the boss, use columns for peekaboo trades: step out—shoot—step back. No panic—two cycles and it’s over.
Level 5: Nuclear Plant — collect the rods
Final push in Simpsons: Bart vs. the Space Mutants on NES—across catwalks and pipes of the plant. Target: every radioactive control rod. They sit on conveyors, in upper runs between pipes, and near control panels. Start low: belt lines feed into steam pipes, then up to catwalks. Steam bursts throw off timing—don’t jump into the “breath”; wait for the lull and spring from the edge.
Rods by panels are often patrolled. Don’t play hero—check with the Specs; if a guard’s human, take the high route around. In vertical shafts, hug the right wall: easier to catch a lip to a hidden rod. Some ladders are fakeouts—dead-end platforms, but great angles to pick items diagonally with the slingshot.
Through the mid-plant with green toxic pools, stick to the lighter beams—dark edges love dead ends. One rod likes to sit above a long pipe with rare steam gaps—needs a double pickup: step to the lip, short hop into the window, instant correction, then a second jump to the platform. Before the last stretch, check your counter: the missing rod is usually on the lower belt in the opener or the upper catwalk over the central panel.
In the final fight, minimize risk: hold mid-range, play the gaps in patterns, and don’t forget family assists if you activated them on the way. A couple clean cycles and the alien plan falls apart for good.
This is a no-filler walkthrough for The Simpsons: Bart vs. the Space Mutants: stage goals, tight routes, where counters usually slip, and how to safely clear stubborn targets. For the faithful—either to one-credit it or finally fix that “one short.” Want lore context? Hit /history/, and we’ve already broken down items and controls at /gameplay/.