We just released a Feb. 5 '89 prototype of DuckTales for the NES!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!

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

From The Cutting Room Floor
Revision as of 04:56, 23 January 2013 by Andrew Rae (talk | contribs)
Jump to navigation Jump to search

Title Screen

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

Developer: Humongous Entertainment
Publisher: Humongous Entertainment
Platform: PC
Released in US: 1996


GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
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

Hmmm...
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!

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.


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

Debug Mode

This game contains a debug mode consisting of five debug rooms and four debug commands. These are inaccessible during normal gameplay, but can be activated by adding the following line to the game's entry in hegames.ini (or if using ScummVM, scummvm.ini):

SputmDebug=90996

This enables the following features:

Path Select

Only three options!? What a rip!

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 corresponding internal names. Clicking on any of them warps Sam there.

Page 1
Page 2
Page 3

Item Select

19 items is pretty skimpy

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.

Debug Functions

Several key combinations activate additional debugging features on the original interpreter. ScummVM doesn't support these and disables all of them.

Fast Mode

Ctrl-F enables a turbo mode that makes all animations run much faster.

Object Pickup

Ctrl-O prompts the user for an object number to pick up.

Go To Room

Ctrl-G brings up a prompt for a room number to go to.

Change Variable

Pressing Ctrl-E first asks for a variable number to change, then gives the value of that variable and prompts the user for a new value to set it to.


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

Nuggets Level Editor

MINECART LEVEL MINECART LEVEL MINECART LEVEL

A mostly-functional level editor for the absolutely-not-Snake minigame "Nuggets" remains in the game. It can be accessed in the original interpreter by using the Go To Room debug function (Ctrl-G) to warp to room 62. This can be accomplished in ScummVM by using the command "room 62" in the debug console (Ctrl-D).

Aside from some graphic glitches that probably stem from not accessing the editor properly, most functions work fine. Clicking on an icon has two effects: it advances to its next "form" (e.g. the mine cart faces right, then up, then down, then left) and also selects it for placement in the grid on the upper part of the screen. Left-clicking puts an item on the grid, and right-clicking removes it (leaving a dark red "blank" tile).

There are also a few special functions:

  • "new" clears the playing field.
  • "backdrop" changes the background pattern .
  • "refresh" restores any blank tiles left over from deletion to the backdrop. If there are any multitile objects like lava pools or warp tunnels on the field that have been partially deleted, they will be restored them to their full form.
  • "test" starts a new game of Nuggets and replaces every level with the one made in the editor, so the custom level essentially repeats indefinitely.
  • "to game" starts Nuggets normally.

The "save" and "load" functions, however, seem to be broken. On ScummVM, they try and fail to open dialog boxes, which end up freezing the game. On the original interpreter, the dialog boxes show up, and it's possible to enter a level name to save or load (prompts: "Save this!" and "Load this!"), but neither function actually does anything.

E3 Demo Mode

A closet or a bedroom?

Adding the line

E3Demo=90996

to hegames.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.


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

Unused Music

Hmmm...
To do:
There are more unused music.

There's a single unused track among all the other music in pajama.he4. This seems closest in style to the music for the Boat Docks, but there's no obvious place it would have been used.

Revisional Differences

Hmmm...
To do:
How sock bug was fixed in HE100, other differences between HE80 and HE100 (and Target version?)

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.

File:Pajama Sam Sock Bug 1.png
Room 10, with the "phantom sock" on the upper-right branch
Oops!
(Source: http://sourceforge.net/tracker/index.php?func=detail&aid=2008898&group_id=37116&atid=418820)