Pajama Sam in "No Need to Hide When It's Dark Outside"
|Pajama Sam in "No Need to Hide When It's Dark Outside"|
This game has unused graphics.
This game has a prerelease article
Pajama Sam in "No Need to Hide When It's Dark Outside" is another kids' adventure game from Humongous Entertainment and the first in the eponymous series. It stars a teal boy named Sam who journeys to the center of his closet to capture Darkness and put him in a lunchbox.
Don't ask, this is Sam's answer on how to conquer his fear of the dark.
- 1 Sub-Page
- 2 Debug Mode
- 3 Graphics
- 4 Music
- 5 Dialogue
- 6 Text
- 7 Nuggets Editor
- 8 E3 Demo
- 9 Subtitles
- 10 Revisional Differences
This game has a set of standard debugging features shared with many other Humongous games. To enable them, add SputmDebug=90996 to the hegames.ini configuration file.
Activated with C. Clicking on a picture places the indicated item in that location.
Activated with G. Clicking on a room's icon warps Sam to it.
Activated with I. Clicking on an item places it in Sam's inventory.
Turning on debug mode also enables several keyboard shortcuts that allow control over various engine features.
- Ctrl + E: Brings up a series of dialog boxes that prompt for an internal variable number, give its current value, and optionally allow it to be changed.
- Ctrl + F: Enables "fast mode", causing everything except sound playback 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.
This game has quite a few unused graphics. Many of them are storyboards or sketches for existing scenes, but there are also quite a few graphics for features that were reworked or scrapped entirely.
While most of this game's graphics have some basic metadata attached (name/description, date, etc.), the unused graphics generally don't. Those that have names are noted below.
|sam-in-boat-stat [base graphic]
sam-in-boat-talk [mouth movement]
sam-in-boat-stop-talk [no mouth movement]
|Uncolored lineart of Sam sitting in and talking to Otto at the dock.|
|Sam Opens Door And Looks In||A rough draft of the animation for Sam opening the shack's door.|
|none||A sketch of Sam confounded by the knobless, rusty-hinged door.|
|none||These strange rectangles comprise the background for the waterfall sequence. They're covered up in-game with the proper graphics.|
This video doesn't show the whole animation due to a certain someone's incompetent hacking.
This complete or near-complete animation shows Sam trying and failing to fish the lunchbox out of the water with the oars. This seems quite sensible... except the oars don't actually exist in the underwater-lunchbox path.
Although all the graphics and animation data are in place, the relevant dialogue seems to have been removed. The trigger for the animation was also removed, so even if the oars are added to the inventory with debug mode, trying to use them on the lunchbox just gives the generic "I don't think that will work" message.
|sam's mouth [Sam talking]
otto's mouth [Otto talking]
|Messy sketches of Sam and Otto's talking animations.|
|none||A storyboard sequence showing Sam climbing up to the winch.|
Mine Secret Door
|none||Sketch of what seems to be a close-up of the "GOLD!" tunnel.|
|none||A series of storyboard sketches depicting King's turn-around animations, again using his early design.|
|none||Close-up sketch of the gold vein.|
|none||Some sketches of Sam failing to mine gold with his bare hands. The zoom and angle are a little off from the final scene.|
Darkness' Entrance Hall
|none||Storyboards for an unused clickpoint where Sam would watch Darkness' doormat fly through the air. In the final game, it makes faces instead.|
Doors of Knowledge
|none||Animatic elements for the Brain Tickler.|
Storyboard of Sam traveling through the rotating door. His cape doesn't get caught in the final.
|Sam Threatens Chair With Hammer||This room contains uncolored lineart for an animation that would have played when using the hammer on the chair without a nail.|
|none||Sketch of Sam trying to use the oil can on the potion mixing bottle, which is impossible in the finished game.|
A couple of this game's music tracks never see use.
|Seems closest in style to the Boat Docks music, but there's nothing in the game to make a definite link.|
A few bits and pieces of dialogue were excised from the final game.
|Wink||Oh, hello, Mr. Grand Champion.|
|Blink||Yes, hello, Mr. Grand Champion.|
|Sam||Call me Sam.|
|Wink||All right, Sam it is.|
This short conversation would have taken place after the Brain Tickler. The first line mistakenly leaves in a RIFF WAVE header from the original file used to store it, resulting in a static pop at the start.
|Mom told me not to play with my food.||An alternate version of the line "Mom told me I shouldn't play with my food", used when talking to the toaster in the park.|
|What did that word mean that you said before?||Also from the park toaster conversation, this is an alternate version of "What did that word that you said before mean?" Apparently this version was deemed too ungrammatical.|
|These are pretty heavy.||There are no less than three takes of Sam's line for picking up the rocks: one used when standing in the basket, one used when standing on the ledge, and this one, which isn't used at all.|
|I dont!||This is placed right after some of Sam's lines from the Brain Tickler, "I don't collect stamps. You're making that up." Presumably Blink or Wink would have made some further comment about Sam's alleged philatelic activities.|
|I'd better hide the evidence.||Placed with the dialogue for knocking off the doorknob in the anti-gravity hall. The first line can still be triggered by forcing script 201 to run while in that room, but nothing else happens.|
|Oh, what's the use?|
|That's the carrot who has my mask - I'm supposed to help him free the other carrots in the kitchen.||Inventory description for Carrot. Hovering over his icon instead triggers various vegetable puns.|
|Hello, Mr. Grand Champion.||A version of this line plays when entering the Doors of Knowledge from the anti-gravity hall, but four alternate takes of it also exist.|
|Hummm, I think it's safe now.||This line actually is used, but only during the credits, where it plays when clicking on the comic book page showing Sam and Otto getting blasted by the geyser. All of the other dialogue during the credits is recycled from the corresponding scene in the main game, but this one has its own unique clip at the very end of the dialogue file. The most plausible explanation is that this file was originally intended for use in the geyser room. Perhaps the geyser was originally a timed puzzle where the only way to proceed was to click on it when it wasn't erupting? (This is essentially how it works in the final game, but there's no explicit prompt for it.)|
|Hey, who wouldn't?||This is supposed to play when examining the gold after already taking a piece, placed after Sam's remark that he'd rather have a gold nugget of cheese instead of gold, but it doesn't play due to a scripting error.|
Probably lots more.
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.
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 level 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 multi-tile 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 a level to save/load, but neither actually does anything.
Adding 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 mine-dock-house 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.
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 TextOn=1 to hegames.ini enables them.
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 (normally this is the green sock; if it is visible then this bug will not occur). 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 Foreign Well
Even though the sock bug was fixed, an error that a normal player will far more likely run into snuck in. Some of the well's dialogue is, for whatever reason, from the Dutch dub. Presumably the Dutch dub was used as a base for this revision, and the developers forgot to change the lines.
- The opening logos were replaced with the "color hysteria" Infogrames and the paper-flip Humongous logos.
- In the first screen of the mines, the blue sock graphic is bugged; half of it is cut off, but it can still be clicked on and placed in the basket without trouble. Triggering a cutscene or leaving and returning will fix the problem.
- The Dutch well problem was fixed in this version.
- When the "Dogs Playing Poker" picture in the dance room is clicked, the graphics bug out and it overlaps the couch. This bug was not in the previous releases.
- In the original demo version, the game quit after Sam walked up to open the closet door; in this version's demo, this is followed by an iris-in-and-out effect briefly transitioning back to the title screen before exiting.
- The credits were updated to include the team behind this release. Funnily enough, there is also an error in the copyright info during them where "2002" is typed as "2022".
Supposedly, enabling the code "NoStinkinSocks" will allow you to "wash socks, each time a sock is found" , but it doesn't seem to do anything?