History VideoGame / PajamaSam

24th Mar '17 11:46:50 AM BountyBeast
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* LosingYourHead: If you help Mickey fix his comedy routine in the third game, his final joke causes the audience to literally laugh their heads off.


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* ProducePelting: After a failed failed attempt at comedy, Mickey Hollandaise gets a pumpkin tossed his way...
* PumpkinPerson: ...which you must take from him and wear as a disguise.
24th Feb '17 2:29:53 AM cwickham
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** In the first game, after Sam gets rid of the rust holding King in place, King will occasionally zoom by on the mine tracks near the entrance to Darkness's house and the bottom of the waterfall. King doesn't stop in either place, but if you look closely (or pause the game at the right moment) you can see that his face is OffModel, especially when he's on the mine tracks near the bottom of the waterfall.

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** In the first game, after Sam gets rid of the rust holding King in place, King will occasionally zoom by on the mine tracks near the entrance to Darkness's house and the bottom of the waterfall. King doesn't stop in either place, but if you look closely (or pause the game at the right moment) you can see that his face is OffModel, especially when he's on the mine tracks near the bottom of the waterfall. (This seems to be a remnant of an earlier character design.)


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* PointOfNoReturn: In ''No Need to Hide'', you can't leave Darkness' room once you've got in there. (Notably, the [[CollectionSidequest last sock]] may or may not be in there, so you may accidentally render the sock-collecting sidequest unwinnable.)
14th Feb '17 1:38:04 PM Gosicrystal
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* LostForever: The first and third games' {{Collection Sidequest}}s have a chance of placing one or two items in areas only accessible at the start of the game.
** In ''No Need To Hide When It's Dark Outside'', one of the 20 socks may be in Sam's room.
** In ''You Are What You Eat From Your Head To Your Feet'', two of the 20 [[CompetitionCouponMadness box tops]] will be at the sweets' party and jail cell.



* MrImagination: Sam.

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* %%* MrImagination: Sam.



* NoOSHACompliance: Despite being located ''up in the clouds'', World Wide Weather (second game) has ''very'' few railings alongside its factory walkways. If Sam were to trip on his cape again out there like he does in an early cutscene...!

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* NoOSHACompliance: NoOSHACompliance:
**
Despite being located ''up in the clouds'', World Wide Weather (second game) has ''very'' few railings alongside its factory walkways. If Sam were to trip on his cape again out there like he does in an early cutscene...!
13th Feb '17 3:30:00 AM cwickham
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*** Pajama Sam and Bill Gate have two unused exchanges (with unfinished animation) that can be triggered by using Foster Boondoggle's employee ID card on Bill Gate (which can only be done by using the game's debug mode or [=ScummVM=]'s debugger).

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*** Pajama Sam and Bill Gate have two unused exchanges (with unfinished animation) that can be triggered by using Foster Boondoggle's employee ID card on Bill Gate (which can only be done by using the game's debug mode or [=ScummVM=]'s debugger).debugger, as you can normally only get the ID card once you've got past Bill Gate).
13th Feb '17 3:29:03 AM cwickham
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* CuttingOffTheBranches: Carrot doesn't appear on every game path in the first two games, but Sam recognises him in the second game if he's there, and he always appears in the third game.


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* PermanentlyMissableContent: The CollectionSidequest in ''No Need to Hide'' has a chance of placing one of the socks in Sam's bedroom at the very beginning, and in ''You Are What You Eat'' the first two boxtops will always be on the first two screens in [=MopTop=] Island, which you can't go back to once you've left.


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* TakeYourTime: The cutscene after you've returned the penultimate part of the weather machine in ''Thunder and Lightning'' tells you to hurry up as Mother Nature is arriving at World Wide Weather imminently, but there's no time limit.
5th Feb '17 7:31:45 AM cwickham
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* ViewersAreMorons: The British dub of ''You Are What You Eat From Your Head to Your Feet'' simplifies "bon-bons" to "chocolates".
27th Dec '16 10:14:46 PM AllHailThrall
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** Normally Sam gives a generic "I don't think that will work" message if you try to use an item in the wrong spot. However, Sam has select lines in ''No Need to Hide'' when the player tries to use specific items in incorrect locations. For instance, if you try to use the rope to get into Darkness' house, Sam says the rope isn't long enough to reach.
** Normally if Sam tries to use a dangerous item (like a pickaxe) on a character he says that it wouldn't be very nice. If he tries to do this on the snooty trees in front of the garden (who aren't very nice to begin with), he instead says "Violence is never a good solution."
5th Oct '16 11:18:06 PM BountyBeast
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* {{Bookends}}: The first game starts with entering Sam's closet and ends with entering Darkness's closet.
23rd Sep '16 11:37:31 AM BountyBeast
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* RatedMForManly: Chuck Cheddar, Cheese of Adventure, to a T. He is a block of cheese with a pearly white grin, BadassMustache, LanternJawOfJustice, BigOlEyebrows, and a fondness of extreme sports.
31st May '16 11:09:44 AM SpaceHunterDrakeRedcrest
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* UnwinnableByDesign: Averted in ''Thunder and Lightning Aren't So Frightening''. Two of the games' puzzles are dependent on Sam getting an item out of the cafeteria vending machine, but he can only earn gold coins ''once''. The game has a feature that allows players to choose one of six predetermined puzzle scenarios where all four objects are placed at the same time, and none of the game's predetermined combinations allows the mutually-exclusive puzzles to be played together.
** The pick-your-puzzle feature returns in ''You Are What You Eat'', but since there are no mutually-exclusive puzzles, each delegate's puzzle path can be chosen separately.

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* UnwinnableByDesign: Averted in ''Thunder and Lightning Aren't So Frightening''. Two of the games' puzzles are dependent on Sam getting an item out of the cafeteria vending machine, but he can only earn gold coins ''once''. The game has a feature that allows players to choose one of six predetermined puzzle scenarios where all four objects are placed at the same time, and none of the game's predetermined combinations allows the mutually-exclusive puzzles to be played together.
**
together. The pick-your-puzzle feature returns in ''You Are What You Eat'', but since there are no mutually-exclusive puzzles, each delegate's puzzle path can be chosen separately.separately.
* UnwinnableByMistake: In ''Life is Rough When You Lose Your Stuff'', there is a jar by the dresser which is necessary to get the fireflies. The jar only shows up after you view the cutscene where the construction worker tells you that she lost the lever for the crane. However, if you skip that cutscene, the jar never shows up and you can't get the cutscene to trigger again, and you can't win the game.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.PajamaSam