If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

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

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

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

Developer: Humongous Entertainment
Publisher: Humongous Entertainment
Platforms: Windows, Mac OS Classic
Released in US: 1996

GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
Carts.png This game has revisional differences.

PrereleaseIcon.png 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.


Read about prerelease information and/or media for this game.
Prerelease Info

Debug Mode

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.

Debug Rooms

Path Select

Pajama Sam Path Select.png

Activated with C. Clicking on a picture places the indicated item in that location.

Room Select

Page 1 Page 2 Page 3

Activated with G. Clicking on a room's icon warps Sam to it.

Item Select

Pajama Sam Item Select.png

Activated with I. Clicking on an item places it in Sam's inventory.

Debug Functions

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.
(Source: http://wiki.scummvm.org/index.php/Humongous_Entertainment/Games/Debug_Modes)


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.


Graphic Notes

Pajama-r1-cursor-lunchbox.png Pajama-r1-cursor-mask.png

These cursors should appear when trying to use the flashlight, lunchbox, and mask, but those items exist solely as plot devices and can't actually be used on anything.
Pajama-r1-cursor-potion.png 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

Graphic Name Notes
Pajama-r7-sam-boat-talk.gif 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.


Graphic Name Notes
Pajama-r15-door-open-sketch.gif Sam Opens Door And Looks In A rough draft of the animation for Sam opening the shack's door.
Pajama-r15-sam-cantopen.png none A sketch of Sam confounded by the knobless, rusty-hinged door.


Graphic Name Notes
Pajama-r17-background.png none These strange rectangles comprise the background for the waterfall sequence. They're covered up in-game with the proper graphics.


To do:
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.

Graphic Name Notes
Pajama-r18-sam-and-otto-talk.gif sam's mouth [Sam talking]

otto's mouth [Otto talking]

Messy sketches of Sam and Otto's talking animations.

Mine Winch

Graphic Name Notes
Pajama-r31-sam-winch-climb.gif none A storyboard sequence showing Sam climbing up to the winch.

Mine Secret Door

Graphic Name Notes
Pajama-r34-sam-in-king-1.png Pajama-r34-sam-in-king-2.png none Two sketches of Sam and a... uh, rather different design for King. Yikes. (Fun fact: This design still managed to creep into the final product; it's used when he whizzes by on the tracks just past the waterfall and underneath Darkness' house.)
Pajama-r34-sam-yawn.png none Sketch of Sam yawning.

Mine Junction

Graphic Name Notes
Pajama-r35-tunnel.png none Sketch of what seems to be a close-up of the "GOLD!" tunnel.
Pajama-r35-spin-anim.gif Pajama-r35-sam-in-king.png none A series of storyboard sketches depicting King's turn-around animations, again using his early design.

Gold Tunnel

Graphic Name Notes
Pajama-r36-background.png none Like with the waterfall, 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

Graphic Name Notes
Pajama-r37-gold-closeup.png none Close-up sketch of the gold vein.
Pajama-r37-sam-in-king-1.png Pajama-r37-sam-in-king-2.png Pajama-r37-sam-in-king.png 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

Graphic Name Notes
Pajama-r42-mat.gif 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

Graphic Name Notes
Pajama-r45-brain-tickler.png Pajama-r45-tickler-3.png


none Animatic elements for the Brain Tickler.

Anti-Gravity Hall

Graphic Name Notes
Pajama-r47-clickpoint-1.gif none These storyboards outline an unused clickpoint in which Sam swipes a duck from behind a door, but has it swiped back while his back is turned. Presumably, this one was abandoned because this door's knob can be removed in the flashlight-in-shack game path. In the final game, clicking on the door causes objects to pop out of the peephole.
Pajama-r47-clickpoint-2.gif none Another unused clickpoint for another door. This one has no clickpoint at all in the finished game.
Pajama-r47-clickpoint-3.gif none Likewise for this door.


Graphic Name Notes
Pajama-r52-book-1.gif none These storyboards show a slightly different version of the Book of Clues sequence. The book doesn't jump up like this in the final until after the secret door puzzle is solved.


none Sam doesn't get quite this passionate about reading in the finished game.
Pajama-r52-poem.gif none Storyboard of Sam writing a poem with Bernie.


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


Graphic Name Notes
Pajama-r55-hammer-anim.gif 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.

Potion Mixing

Graphic Name Notes
Pajama-r56-oil-potion.png 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.

File Comments
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.


File Character Subtitles
Wink Oh, hello, Mr. Grand Champion.
Blink Yes, hello, Mr. Grand Champion.
Sam Call me Sam.
Wink All right, Sam it is.
Wink Hello, Sam.

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.


File Subtitles Comments
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.


File Subtitles Comments
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.


File Subtitles Comments
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.)


File Subtitles Comments
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.


To do:
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.

Nuggets Editor

Pajama Sam Nuggets Editor.png

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.

E3 Demo

Pajama Sam E3 Demo.png

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.
(Source: http://wiki.scummvm.org/index.php/Humongous_Entertainment/Games/INI_Settings)


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.

(Source: http://wiki.scummvm.org/index.php/Humongous_Entertainment/Games/INI_Settings)

Extra Verse in Darkness' Kitchen

Normally, if you try to ride the dumbwaiter to the laboratory with the chemistry potion book (and the invisibility potion), it will make the stove spout smoke, and then say: "That's a no-no, we avow it. No, we simply can't allow it."

However, there's an extra verse that the Dumbwaiter will sing, and an extra action it will do, if you do a special set of steps:

Prerequisites: Unlock the Doors of Knowledge upstairs, meaning that depending on the path, you need to convince Otto that he can float, either to look at the color of the flowers in the garden on the other side of the river (for the last answer in the "Brain Tickler" game show), or to get the oil can, and then use the oil can to get rid of the rust on King's wheels, to check the number on the water meter in the mines (again, for the last answer in the "Brain Tickler" game show).

  1. Start by clicking on either the cutting board (to make the knife sing)
  2. OR click on the pot on the stove (to make the chicken sing)
  3. Alternate between the two (It may take 6 or 7 verses of each character to do)
  4. If you do it right, the dumbwaiter will interrupt the song with its own verse: "Give it to me, and I'll take it right up... to Darkness, where he'll gobble it up." Then the pot will jump into his mouth, he'll leave as if you pushed the "down" button, and then come back.

It seems like this easter egg is repeatable, thankfully, so it doesn't happen once-per-game.

Revisional Differences

To do:
  • How the sock bug was fixed in the 1999 re-release.
  • Other differences between 1996, 1999, 2002, and 2007 versions.

1999 Version

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 (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.

(Source: http://sourceforge.net/tracker/index.php?func=detail&aid=2008898&group_id=37116&atid=418820)

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.

2002 Version

To do:
  • 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".
To do:
Supposedly, enabling the code "NoStinkinSocks" will allow you to "wash socks, each time a sock is found" [1], but it doesn't seem to do anything?