Pajama Sam In "No Need to Hide When It's Dark Outside"

Pajama Sam in No Need to Hide From an Obnoxiously Long Subtitle is a whimsical kids' adventure game about some blue dude named Sam's journey to the center of his closet to capture Darkness and put him in a lunchbox. Darkness eventually talks him out of it by claiming he doesn't have any friends because he stays up all night. I guess some of it's not so whimsical after all.

Debug Mode
This game has a set of standard debugging features shared with many other Humongous games. To enable them, add the line SputmDebug=90996 to the hegames.ini configuration file.

Path Select


Activated with C. Allows the location of the flashlight, lunchbox, and mask to be set.

Room Select


Activated with G. Click on a room's icon to warp to it.

Item Select


Activated with I. Click on an item to put it in the inventory.

Debug Functions
Turning on debug mode enables several keyboard shortcuts that allow control over various engine features.


 * Ctrl + E: Brings up a series of dialog boxes that prompt for a variable number, give its current value, and allow it to be changed.
 * Ctrl + F: Enables "fast mode", causing most things (e.g. animations) to run as fast as the hardware will allow.
 * Ctrl + G: Prompts for a room number to warp to.
 * Ctrl + O: Prompts for the number of an object to place in the inventory.

General






Use cursors for the flashlight, lunchbox, and mask. These items exist solely for plot purposes and can never actually be used on anything.



Use cursors for the blue potion. While Sam does briefly pick it up, he immediately puts it with the other potions and never actually has it in his inventory. Since it has no inventory graphics, perhaps it was originally supposed to be a special item that could be temporarily picked up in order to move it, like the "rox" outside Darkness' house.

Boat Dock


Uncolored lineart of Sam sitting in and talking to Otto at the dock. Internal names: "sam-in-boat-talk", "sam-in-boat-stop-talk", "sam-in-boat-stat".

Shack
3486RyDpaOU A sequence of sketches shows Sam opening the shack's door. These actually have complete animation data and can be played in-game through hacking.



Sketch of Sam confounded by the knobless, rusty-hinged door.

Waterfall


These strange, colorful rectangles comprise the background for the waterfall sequence. They're covered up in-game with the proper graphics.

Cavern
eQnoq_60PM8 A complete or near-complete animation exists of Sam trying and failing to fish the lunchbox out of the water with the oars. This would be quite sensible &hellip; except the oars don't actually exist in the underwater-lunchbox path.

Although all the graphics and animation data are in place, the relevant sound effects and dialogue seem to have been removed; the sounds that play are rather unfitting, and the game hangs at the point where Sam should make a comment. The trigger for the animation was also removed, so even if the oars are forced into the inventory using debug mode, trying to use them on the lunchbox just gives the generic "I don't think that will work" message.



Rough lineart for Sam and Otto's talking animations. The mouths aren't a good fit for the graphic; Otto's, at least, were meant to be overlayed on another, no longer existent base with no mouth. Internal names: "sam's mouth", "otto's mouth".

Mine Winch
Storyboard graphics of Sam climbing up to the winch.

Mine U-Drop


Sketches of the sides of the big drop. The second graphic is obviously just the first one flipped horizontally. These were probably scrapped because there's nothing of interest in that area, and this view is too close to the tracks to show King moving for more than a few frames.

The dashed line at the bottom of the sketch appears on several similar graphics and seems to indicate the height below which the inventory will pop out. The artists probably used it as a reference to avoid drawing important objects in places where they couldn't be clicked.

Mine Secret Door


Two sketches of Sam and a &hellip; uh, rather different design for King. Yikes.



Sketch of Sam yawning, or perhaps calling for King.

Mine Junction


Sketch of what seems to be a close-up of the "GOLD!" tunnel.



Series of storyboard sketches depicting King's turn-around animations, using the same early design.

Gold Tunnel


This sketch of the first room in the high-speed mine cart sequence is actually used as the background throughout the entire event, but is always covered up by the real graphics. Note the presence of the inventory indicator line again.

Gold Vein


Close-up sketch of the gold vein.



Sketch of Sam and King at a strange angle that doesn't really fit the final scene.

Darkness' Entrance Hall


Series of storyboard sketches showing what seems to be an unused clickpoint where Sam would watch the doormat fly through the air. In the final game, it makes various faces instead.

Doors of Knowledge
Storyboards for the Brain Tickler.

Anti-Gravity Hall
Two more unused clickpoints. Neither of these doors do anything when clicked in the final.

Library
Storyboard of Sam traveling through the rotating door. His cape doesn't get caught in the final.

Lab


This room contains uncolored graphics for an animation that would have played when the hammer is used on the chair. Aptly titled "Sam Threatens Chair With Hammer", It shows Sam holding up the hammer to the chair with a malicious glint in his eye, then dropping it and abashedly mumbling an apology. Like most of the game's animations, it comes in a lot of tiny component pieces; the image here is a mockup showing the gist of what it should look like.

Potions


Storyboard sketch of Sam trying to use the oil can on the potion mixing bottle, which is impossible in the finished game.

Dialogue
An unused post-Brain Tickler conversation. The first line mistakenly leaves in an RIFF WAVE header from the original file used to store it, resulting in a static pop at the start.

Text
You turn visible again. Stored in the scripts for the grandfather clock room. Could be either a cut line for the clock or a debugging message. It's impossible to be invisible in this room, so it doesn't make much sense either way.

Nuggets Editor


Room 62 is devoted to a mostly-functional level editor for the Nuggets minigame. It's most easily accessed through debug mode's room warp or ScummVM's debugger (with the command room 62).

Although the whole thing is a little quirky, most of its functionality is there. Clicking on an icon in the lower display selects it for placement and advances it to its next "form" – for example, the mine cart cycles through facing right, up, down, and left. Left-clicking in the upper display places the current object, and right-clicking blanks the selected tile.

There are also a few special buttons:


 * new: Clears the playing field.
 * backdrop: Changes the background pattern.
 * refresh: Restores any blank tiles created by deleting objects to the normal backdrop. If any multitile objects like lava pools or warp tunnels have been partially deleted, they will be restored to their full form.
 * test: Runs Nuggets, with every level replaced with the one currently being edited.
 * to game: Starts Nuggets normally.

The save and load functions seem to be broken. Both open dialog boxes that prompt for names (with "Save this!" and "Load this!", respectively), but neither actually does anything.

E3 Demo
Adding the line E3Demo=90996 to hegames.ini turns on a special mode that was presumably used to demonstrate the game at E3 1996. When it's enabled, the game displays the usual logos when it boots, but then plays the "Wa-oh" voice clip from when Sam gets sucked into his closet and switches the scene to an otherwise unused "flash-lit" rendition of the closet. Oddly, this screen includes a dartboard and coat that aren't present in the actual closet cutscene, so perhaps the graphic was touched up a bit after the demo was made.

Hitting Escape or pressing the left and right mouse buttons at the same time starts the game from the first screen in the Land of Darkness. Leaving the screen leads directly to the main junction instead of the bridge with the floating board. On this screen only, pressing Escape will for whatever reason have the same effect as clicking on the exit.

From here on out, the game plays normally, with a few differences:


 * The path from the main junction back to the "customs inspection" room doesn't work.
 * It's impossible to go out onto the river after showing Otto the board.
 * The mine's entrance room connects directly to the water meter room.
 * Darkness' mailbox doesn't exist.
 * Darkness' living room and kitchen can't be entered.
 * It's impossible to go back downstairs from the door to Darkness' room, so the game essentially ends there.

Subtitles
Like all post-Putt-Putt Goes to the Moon Humongous games, Pajama Sam has subtitles for every line of dialogue but no in-game option to turn them on. Adding the line TextOn=1 to hegames.ini enables them.

Sock Bug


The forest on the other side of the river (labelled "Fpath" in the path select screen) contains a potentially fatal bug. Sometimes, the game will spawn an invisible sock on a tree branch in the upper-right corner of the room. Picking it up leads to the usual laundry room scene with either a white sock or an invisible sock. If the sock is white, the game will continue normally, although picking up two other white socks makes it impossible to collect a full set of ten matching pairs. If the sock is invisible, though, trying to put it in the basket will crash the game. This was fixed in the 1999 revision.



The phantom sock's graphics are still in the game; it's actually supposed to be green.