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Pajama Sam in "No Need to Hide When It's Dark Outside"
| Pajama Sam: No Need to Hide When It's Dark Outside |
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Developer:
Humongous Entertainment
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| To do: Supposedly the code "NoStinkinSocks=1" will "Enable to wash socks, each time a sock is found" [1], but it doesn't seem to do anything. Should it? |
Pajama Sam: No Need to Hide When It's Dark Outside is the first game in Humongous Entertainment's series of Pajama Sam adventure games. In it, Sam, a lovable little blue guy, sets out to capture Darkness and put him in his lunchbox! He also plays 7x7 Tic Tac Toe Cheese and Crackers. Havarti!
Contents
Unused Subtitles
Like most Humongous Entertainment games, and SCUMM-based games in general, Pajama Sam has subtitles for nearly all of its dialogue. However, there is no way to turn these on through the normal game interface. They can only be activated by using the ScummVM interpreter or appending the line
TextOn=1
to the game's entry in the configuration file hegames.ini.
Unused Music
There is one piece of unused music contained in the file pajama.he4:
Where this might have been used is unknown, though it seems closest in style to the music for the Boat Docks.
Debug Mode
Pajama Sam contains a debug mode consisting of five debug rooms and two debug commands. These are inaccessible during normal gameplay, but can be activated by adding the following line to the game's entry in the file hegames.ini (or if using ScummVM, in scummvm.ini):
SputmDebug=90996
This enables the following features:
Path Select
The path selection screen is activated by pressing C during gameplay. It allows the player to select the location of Sam's flashlight, mask, and lunchbox.
Room Select
Accessed by pressing G during gameplay, the room select screens displays thumbnails of every location in the game, along with the locations' internal names. Clicking on any of them warps Sam to that place.
Item Select
The item select screen can be accessed with the I key. Clicking on any item crosses its icon out and places it in Sam's inventory.
Fast Mode
The combinations Ctrl-F and Ctrl-G seem to enable two separate high-speed modes. The exact functionality of each one is unclear: Ctrl-F seems to speed all animations up, and Ctrl-G seems to either make them go even faster. However, both modes can be activated at the same time, producing a result somewhere in between the two.
E3 Demo Mode
Adding the line
E3Demo=90996
to hegames.ini (or scummvm.ini) enables what seems to be a special mode used to demonstrate the game at E3 1996. Running the game with this option enabled causes it to display the usual logos, but it then plays Sam's "Wa-oh" scream from when he falls into the back of his closet. This is accompanied by a static and otherwise unused "flashlight-lit" rendition of Sam's closet.
Notably, this screen includes a dartboard and curtain that are not present during the closet cutscene, which suggests that at one point this room might have been used for some other purpose.
This screen can be exited by either hitting ESC or pressing the left and right mouse buttons at the same time. Doing so launches Sam directly into the first screen of the Land of Darkness. The only difference between this screen and the final is that pressing ESC will skip Sam to the next scene -- it's not necessary to click on the edge of the screen.
From here, Sam goes directly to the junction between the mines, the boat docks, and Darkness's house, skipping the "customs inspection" between. He already has the board, oil can, and magnet in his inventory. The game plays normally from here on out except that many screens are disabled. It's impossible to take Otto onto the river, ride King anywhere except the water meter, and enter Darkness's living room or kitchen. Sam also can never pass the Doors of Knowledge because picking the category "The Land of Darkness" always leads to the question "What color are the flowers on the other side of the river?" -- a location Sam cannot visit. For whatever reason, Darkness's bad-attitude mailbox is gone.
The demo ends at the door to Darkness's room. Sam can't go in and can't go back down the stairs, leaving the player stuck.
The most likely explanation for this odd gameplay, quite different from the demo version of the game that was bundled with other Humongous titles, is that a presenter would have talked about the game while playing it. The static opening screen would have provided a chance for introductory information, and the presenter could talk watchers through gameplay before concluding the demo at the game's penultimate screen.
Revisional Differences
| To do: How sock bug was fixed in HE100, other differences between HE80 and HE100 |
Room 10 Sock Bug
Room 10, Fpath, contains a bug that causes the HE80 revision of the game to crash under the original Windows interpreter. Sometimes, the game will attempt to spawn a white sock on a tree branch in the upper-right corner of the room. Due to a bug, the sock is invisible but remains collectible. Picking it up will bring the player to the laundry room, either with a white sock -- in which case everything is fine and the game proceeds as normal -- or with an invisible sock. Trying to place the invisible sock in the basket will crash the original interpreter with an error. This bug seems to have been fixed in the HE100 revision, as well as in ScummVM.
File:Pajama Sam Sock Bug 1.png Room 10, with the "phantom sock" on the upper-right branch |
Cleanup > To do
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