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* RatedMForManly: Parodied with Chuck Cheddar, '''Cheese!''' '''Of!''' '''''Adventure!''''' He is a block of cheese with a pearly white grin, [[ManlyFacialHair mustache]], LanternJawOfJustice, BigOlEyebrows, and a fondness of extreme sports.
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* OffModel:
** In the first game, have Sam show Carrot to the trees by the wishing well. During the exchange that follows, Sam's head is slightly OffModel when he's looking at Carrot.
** 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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Long Title has been disambiguated


%%* LongTitle: All the main games have one. Just look at the top of the page.
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** ''"No Need to Hide When It's Dark Outside"''

to:

** ''"No ''No Need to Hide When It's Dark Outside"''Outside'':



-->'''Tree''': Hi, how are you?
-->'''Sam''': I'm fine, thanks. How are you?
-->'''Tree''': I can't complain.
-->'''Sam''': That's great!
-->'''Tree''': It's against the rules.
-->'''Sam''': Oh.

to:

-->'''Tree''': ---->'''Tree''': Hi, how are you?
-->'''Sam''':
you?\\
'''Sam''':
I'm fine, thanks. How are you?
-->'''Tree''':
you?\\
'''Tree''':
I can't complain.
-->'''Sam''':
complain.\\
'''Sam''':
That's great!
-->'''Tree''':
great!\\
'''Tree''':
It's against the rules.
-->'''Sam''':
rules.\\
'''Sam''':
Oh.
Tabs MOD

Removed: 63

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dewicking cut trope


* ExcitedShowTitle: ''Life is Rough When You Lose Your Stuff!''
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* ''VideoGame/PajamaSamLifeIsRoughWhenYouLoseYourStuff (2003)

to:

* ''VideoGame/PajamaSamLifeIsRoughWhenYouLoseYourStuff ''VideoGame/PajamaSamLifeIsRoughWhenYouLoseYourStuff'' (2003)
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* ''VideoGame/PajamaSam3YouAreWhatYouEatFromYourHeadToYourFeet'' (2000)[[/index]]
* ''Pajama Sam: Life Is Rough When You Lose Your Stuff!'' (2003; [[FanNickname often referred to as]] ''Pajama Sam 4'')

to:

* ''VideoGame/PajamaSam3YouAreWhatYouEatFromYourHeadToYourFeet'' (2000)[[/index]]
(2000)
* ''Pajama Sam: Life Is Rough When You Lose Your Stuff!'' (2003; [[FanNickname often referred to as]] ''Pajama Sam 4'')
''VideoGame/PajamaSamLifeIsRoughWhenYouLoseYourStuff (2003)
[[/index]]
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Dead link.


A demo version of ''No Need To Hide When It's Dark Outside'' can be [[ftp://ftp.infogrames.net/demos/psam_no_where_to_hide/PJSamHide-Demo.zip downloaded]] from Infogrames. The series is now available on UsefulNotes/{{Steam}}.

-----

to:

A demo version of ''No Need To Hide When It's Dark Outside'' can be [[ftp://ftp.infogrames.net/demos/psam_no_where_to_hide/PJSamHide-Demo.zip downloaded]] from Infogrames. The series is now available on UsefulNotes/{{Steam}}.

---------


* ArtisticLicenseBiology: [[LampshadeHanging Lampshaded]] by Sam when using the machine that grows quick crops.
-->''I didn't think cucumbers grew on trees...''
-->''I don't think eggplants grow on trees either...''



* CulturalTranslation: The British dub of ''Thunder and Lightning Aren't So Frightening'' changed one economics question in the Board of Directors' quiz from "Describe the US economy" to "Describe the economy of the European Union."



* DoNotTouchTheFunnelCloud: Sam is safe within a few feet of a dust devil, and all it does is make anyone caught in it dizzy after spitting them back out.



* DoubleTake: Lightning pulls a ''textbook'' one of these when Sam first enters the Master Control Room in the second game.



* MotherNature: ''Thunder and Lightning'' has a character literally named Mother Nature, who is the President and CEO of World Wide Weather.



* PresidentMole: In one of the story paths in the second game results in the carrot from the first game infiltrating the company, becoming a member of the board, and eventually completely dissolving it to run it himself.



* ReversePsychologyBackfire: When the Snowflake Inspector was on strike, SID decided to use some reverse psychology by saying he'll not move, hoping it'll encourage the Inspector to get back to work. This backfired as the Inspector says he was gonna change his mind, but since SID supports the move, he decided to continue his strike.



* SmallNameBigEgo: In ''Thunder and Lightning'', Wingnut will not shut up about how he's the most important part of the sun machine.



* TemptingFate: In the second game, when you fix the third weather machine, Thunder remarks that they'll "have everything ship-shape before anyone even notices." Directly after she finishes the sentence, they get a call waiting. When they answer it, it turns out to be Mother Nature, enraged about the weather going haywire.
* ThisIsNotADrill: When all four parts are returned in the second game, an alarm goes off and Thunder announces over the PA, "Attention, all personnel: The President is arriving. This is not a drill."



* VideoGameCrueltyPotential: There is a puzzle you may get in the second game where you have to lure a sentient vacuum cleaner with a bag of dirt. Normally you're supposed to throw it in the elevator, but when you're on the first floor of the warehouse, you can throw it anywhere on the floor you like...and even into the ''hail room''. Should you do that, the vacuum will try to fetch it as usual...only to let out a very obviously hurt dog-like whimper as it stumbles back to its regular spot.



* VisualPun:
** Some of the click points in the adventure games.
** The personnel manager at World Wide Weather is a staple remover and the character running the supply room--who's terrified of getting fired--is a stapler.

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* BrickJoke: Throughout the beginning of the third game, Sam is trying to get ready for dinner but it has been spoiled by all the cookies he ate. This is almost completely disregarded once he makes it out of jail, up until the very end, when Florette reminds him.



* CulturalTranslation: The British dub of ''You Are What You Eat From Your Head to Your Feet'' simplifies "bon-bons" to "chocolates," as well as changing some foods to more British terms, such as "cookies" becoming "biscuits," "French fries" into "chips," "relish" into "chutney," "hot sauce" into "chili sauce," and some of the cheese types that are mentioned by the moon and Scissors the Plumber.
** The British dub of ''Thunder and Lightning Aren't So Frightening'' changed one economics question in the Board of Directors' quiz from "Describe the US economy" to "Describe the economy of the European Union."

to:

* CulturalTranslation: The British dub of ''You Are What You Eat From Your Head to Your Feet'' simplifies "bon-bons" to "chocolates," as well as changing some foods to more British terms, such as "cookies" becoming "biscuits," "French fries" into "chips," "relish" into "chutney," "hot sauce" into "chili sauce," and some of the cheese types that are mentioned by the moon and Scissors the Plumber.
**
The British dub of ''Thunder and Lightning Aren't So Frightening'' changed one economics question in the Board of Directors' quiz from "Describe the US economy" to "Describe the economy of the European Union."



* DisproportionateRetribution: In ''You Are What You Eat'', the penalty for having an overdue library book is 400 dollars a day. When Pajama Sam [[LampshadeHanging lampshades]] this, the librarian screams at him to just have the book back in time.



** "''You Are What You Eat From Your Head To Your Feet''":
*** Knowing the Caramel Pit (where Granny Smyth is) even exists can be a pain, since the entrance is in the background of the constantly wavy background of the soda dance floor.



* NonIndicativeName:
** ''Pajama Sam's [=SockWorks=]'' only features Sam, not '''Pajama''' Sam (since he doesn't put on his cape).
** Mickey Hollandaise is not an egg or anything else related to the sauce. Instead, he's a banana.

to:

* NonIndicativeName:
**
NonIndicativeName: ''Pajama Sam's [=SockWorks=]'' only features Sam, not '''Pajama''' Sam (since he doesn't put on his cape).
** Mickey Hollandaise is not an egg or anything else related to the sauce. Instead, he's a banana.
cape).



* 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.

to:

* 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.


* FunWithAcronyms: From the third game, S.S.A.M. (Snacks and Sweets Aggressive Majority), which Sam initially mistakes for a misspelling of his name.



* GameplayAndStorySegregation: In ''You Are What You Eat From Your Head To Your Feet'' it's possible for Sam to mention to Florette and Luke that he's helping fetch the remaining delegates, even if Sam didn't visit Carrot and General Beetfoot.



* GrowlingGut: In the ColdOpen of ''You Are What You Eat From Your Head to Your Feet'', after eating nineteen boxes of cookies by himself, Sam's mother calls him for dinner, causing his BalloonBelly to lurch and make [[WackySoundEffect cartoon noises]] at the though.



* HookingTheKeys: Early on in ''Pajama Sam 3'', Sam is locked in a candy-themed jail cell, with the key hung on a hook on the opposite wall. Sam's method of escape combines two versions of this trope: first he knocks the key off the hook by throwing a Bon Bon at it, and then he hooks the key with a giant candy cane once it's on the floor.



* 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.



* ProducePelting: After a failed failed attempt at comedy, Mickey Hollandaise gets a pumpkin tossed his way.



* PumpkinPerson: Sam can take the pumpkin that gets thrown at Mickey Hollandaise, and wear it on his head as a disguise. The disguise is required to get past the gourds that guard the observatory, who only let other gourds past.



* TestYourStrengthGame: The third game has a high striker at the carnival at Muscle Beach. Because Sam isn't strong enough to ring the bell from the bottom, he has to come up with his own unique solution. He has to untie the shoes of a balloon vendor, who will give him his balloons while he re-ties his shoes. Sam can then [[{{Balloonacy}} use the balloons to float up to the bell]] and ring it from there.



* WombLevel: [=MopTop=] Island, the world of ''You Are What You Eat From Your Head To Your Feet'', is sort of this, since it's based on Sam's body.
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* ''VideoGame/PajamaSam2ThunderAndLightningArentSoFrightening''[[/index]] (1998; also known as ''Pajama Sam: Thunder & Lightning'')
* ''Pajama Sam 3: You Are What You Eat From Your Head To Your Feet'' (2000)

to:

* ''VideoGame/PajamaSam2ThunderAndLightningArentSoFrightening''[[/index]] ''VideoGame/PajamaSam2ThunderAndLightningArentSoFrightening'' (1998; also known as ''Pajama Sam: Thunder & Lightning'')
* ''Pajama Sam 3: You Are What You Eat From Your Head To Your Feet'' (2000)''VideoGame/PajamaSam3YouAreWhatYouEatFromYourHeadToYourFeet'' (2000)[[/index]]


* EmptyRoomPsych: If ''"No Need to Hide When It's Dark Outside"'' is on the paths where the mask is in the living room and the lunchbox is underwater, then the island with the wishing well is totally superfluous to the main plot (although the puzzle you need to solve to get to the wishing well is still present).



* RustRemovingOil: In ''No Need to Hide When It's Dark Outside'', there is an oil can on the stump outside the riverside shack. You need that to oil King's rusty wheels so he can navigate the mines, and to open the door to the shack.



* TheTreesHaveFaces:
** When Sam first enters the Land of Darkness, he is caught by a forest of sentient trees with faces who confiscate his flashlight, lunch box, and mask. The tree who holds the rope he is caught in [[WhiteSheep lets him borrow her rope and actually feels bad about him losing his things, encouraging him to explore the Land of Darkness to find them]].
** After Sam helps Otto the Rowboat overcome his fear of sinking, Otto can take Sam to Darkness' garden on the other side of the river. This garden is guarded by a forest of sentient trees like the ones seen earlier. These ones don't take Sam's things, but they are very snooty and only let trees into the garden. Fortunately, [[PaperThinDisguise Sam is able to fool them by wearing a hollow log on his head]].


* NapInducingSpeak: Otto’s long speech about geysers in the first game eventually puts Sam to sleep.


* DumbwaiterRide: ''No Need to Hide When it's Dark Outside'': There's a sentient dumbwaiter in Darkness's House that leads from the laboratory to the kitchen and vice-versa. Sam can ride the dumbwaiter up from the lab to the kitchen, but if he tries to ride it down to the lab, the dumbwaiter will prevent him from doing so. In the path where Sam's mask is hidden under a sentient table that dances when it doesn't see Sam, Sam needs to use the Invisibility potion to make himself invisible. However, since this potion only lasts for a short time, the fastest way to get up to the living room, which is right next door to the kitchen, is by riding the dumbwaiter.

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* BigRedButton: In the second game, the console in Thunder and Lightning's office has a large red button surrounded by yellow and black stripes. The plot gets going when Sam accidentally presses it, causing explosions that result in pieces of the machines around World Wide Weather to get lost.



* BrokenBridge: In the second game, you can't get into the offices of World Wide Weather without an appointment. You can't make an appointment without knowing the number to ring to book one, and the number is in Thunder and Lightning's control room, which you can't enter without breaking the weather machines and setting the whole plot off.



* CapeSnag: In ''Pajama Sam 2'', Sam steps on his cape during his initial confrontation with Thunder and Lightning, causing him to go flying and land on the BigRedButton, damaging the weather equipment and setting the rest of the game's plot in motion.



* 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.



*** In ''Thunder And Lighting Aren't So Frightening'':
*** When you meet George Someone, he'll greet you with a different line depending on how long you take from making the appointment to going into his office.
*** In one if the routes where Y-Pipe gets stuck in a locker, you are required to find the birthdate of one of the employees to open the lock. Since the birthdates are randomly chosen in each playthrough, it's possible to open the lock without getting the note with the combination on it. If Sam were to have the apple in his inventory after saving Y-Pipe, he'll comment on what he's supposed to do with the aforementioned fruit, only for the locker to eat it.



* DudeWheresMyRespect: When Sam and SID find the Snowflake Inspector, he refuses to go back with them to his station because they don't appreciate him there. When Sam gives him a blue ribbon and claims he has been named employee of the month, he is convinced that they like him and appreciate him after all and agrees to go back to work.



** In ''Thunder And Lightning Aren't So Frightening'', Foster Boondoggle is only seen in a photo.



* LockedInTheBathroom: One of the storylines for Velo has her stuck in the restroom, and she can't unlock it from inside.



* 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...! Even the indoor offices are missing huge chunks of floor, making them no less hazardous.
** [[RollercoasterMine The mines]] in ''No Need to Hide''. Lava everywhere, tons of broken tracks, tracks that stretch when King rockets over them, low-hanging light fixtures...

to:

* 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...! Even the indoor offices are missing huge chunks of floor, making them no less hazardous.
**
NoOSHACompliance: [[RollercoasterMine The mines]] in ''No Need to Hide''. Lava everywhere, tons of broken tracks, tracks that stretch when King rockets over them, low-hanging light fixtures...



* NoodleIncident: Lightning, an anthropomorphic lightning bolt working at a factory that manufactures weather, apparently took a vacation to Cleveland once.



* ObstructiveBureaucrat: PlayedForLaughs in ''2'', where one of the puzzles has Sam having to fill out a bizarrely-named form and get it signed by a [[PointyHairedBoss non-appearing manager]] to get a ''rubber band''.
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* ''VideoGame/PajamaSamInNoNeedToHideWhenItsDarkOutside''[[/index]] (1996; also known as ''Pajama Sam: Don't Fear The Dark'', and [[FanNickname often referred to as]] ''Pajama Sam [[{{Retronym}} 1]]'')
* ''Pajama Sam 2: Thunder And Lightning Aren't So Frightening'' (1998; also known as ''Pajama Sam: Thunder & Lightning'')

to:

* ''VideoGame/PajamaSamInNoNeedToHideWhenItsDarkOutside''[[/index]] ''VideoGame/PajamaSamInNoNeedToHideWhenItsDarkOutside'' (1996; also known as ''Pajama Sam: Don't Fear The Dark'', and [[FanNickname often referred to as]] ''Pajama Sam [[{{Retronym}} 1]]'')
1'')
* ''Pajama Sam 2: Thunder And Lightning Aren't So Frightening'' ''VideoGame/PajamaSam2ThunderAndLightningArentSoFrightening''[[/index]] (1998; also known as ''Pajama Sam: Thunder & Lightning'')


* DetachableDoorknob: In ''No Need to Hide When it's Dark Outside'', Sam can enter the hall of doors in Darkness' House once he completes the Brain Tickler challenge hosted by Wink and Blink. One of the doors in the hall has a loose doorknob, which comes off if you click on it. The loose doorknob then becomes an item in Sam's inventory, and he can use it to open the door of the riverside shack, where he can find his flashlight in the path where it's there or a hammer in the paths where the flashlight is in the mines or his mask is in Darkness' living room.


* VoidBetweenTheWorlds: The beginning of ''No Need To Hide When It's Dark Outside'' starts with Pajama Sam plummeting into a swirling vortex into the Land of Darkness.


* WishingWell: In "No Need to Hide When it's Dark Outside", Sam meets an anthropomorphic wishing well in Darkness' garden. When Sam tosses in a penny and tries to make a wish, the Wishing Well wishes for him. When Sam asks why he did that, the Wishing Well says, "Who's the Wishing Well here, you or me?".
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!!Tropes in the ''VideoGame/PajamaSam'' series:

to:

!!Tropes in the ''VideoGame/PajamaSam'' ''Pajama Sam'' series:
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The {{Adventure Game}}s, in order, are:
* ''Pajama Sam in No Need To Hide When It's Dark Outside'' (1996; also known as ''Pajama Sam: Don't Fear The Dark'', and [[FanNickname often referred to as]] ''Pajama Sam [[{{Retronym}} 1]]'')

to:

The {{Adventure Game}}s, in order, are:
are:[[index]]
* ''Pajama Sam in No Need To Hide When It's Dark Outside'' ''VideoGame/PajamaSamInNoNeedToHideWhenItsDarkOutside''[[/index]] (1996; also known as ''Pajama Sam: Don't Fear The Dark'', and [[FanNickname often referred to as]] ''Pajama Sam [[{{Retronym}} 1]]'')
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None

Added DiffLines:

* DetachableDoorknob: In ''No Need to Hide When it's Dark Outside'', Sam can enter the hall of doors in Darkness' House once he completes the Brain Tickler challenge hosted by Wink and Blink. One of the doors in the hall has a loose doorknob, which comes off if you click on it. The loose doorknob then becomes an item in Sam's inventory, and he can use it to open the door of the riverside shack, where he can find his flashlight in the path where it's there or a hammer in the paths where the flashlight is in the mines or his mask is in Darkness' living room.
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Found a better transparent image of the titular character.


[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/sam032508_5547.gif]]
%% Once again, any idea for a caption = edit it please!

to:

[[quoteright:225:https://static.[[quoteright:323:https://static.tvtropes.org/pmwiki/pub/images/sam032508_5547.gif]]
%% Once again, any idea for a caption = edit it please!
org/pmwiki/pub/images/pajama_sam_0.png]]
%%[[caption-width-right:323:]]
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** And that doesn't hold a candle to the mines in No Need to Hide, which not only have wooden tracks in a lava-filled cavern, but in some places have the wooden supports submerged ''into'' the lava.

to:

** And that doesn't hold a candle to the mines in No ''No Need to Hide, Hide'', which not only have wooden tracks in a lava-filled cavern, but in some places have the wooden supports submerged ''into'' the lava.



** [[RollercoasterMine The mines]] in ''No Need to Hide''. Lava everywhere. Tons of broken tracks. Tracks that stretch when King rockets over them...

to:

** [[RollercoasterMine The mines]] in ''No Need to Hide''. Lava everywhere. Tons everywhere, tons of broken tracks. Tracks tracks, tracks that stretch when King rockets over them...them, low-hanging light fixtures...
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None


** And that doesn't hold a candle to the mines in No Place to Hide, which not only have wooden tracks in a lava-filled cavern, but in some places have the wooden supports submerged ''into'' the lava.

to:

** And that doesn't hold a candle to the mines in No Place Need to Hide, which not only have wooden tracks in a lava-filled cavern, but in some places have the wooden supports submerged ''into'' the lava.
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Added DiffLines:

** And that doesn't hold a candle to the mines in No Place to Hide, which not only have wooden tracks in a lava-filled cavern, but in some places have the wooden supports submerged ''into'' the lava.
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None


* MinigameGame: ''Games To Play On Any Day'' consists of a series of board games, including variations of Reversi/Othello, Checkers, Mancala, Tic-Tac-Toe, Concentration, and a couple others.

to:

* MinigameGame: ''Games To Play On Any Day'' consists of a series of board games, including variations of Reversi/Othello, Checkers, Mancala, Tic-Tac-Toe, Concentration, TabletopGame/{{Checkers}}, TabletopGame/{{Mancala}}, TabletopGame/TicTacToe, TabletopGame/{{Concentration}}, and a couple of others.

Added: 3568

Changed: 231

Removed: 2994

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** If ''[=SockWorks=]'' fails to load a level, it instead loads " Bad Level"[[note]]the space at the beginning is part of the title[[/note]] (which can also be accessed by using [=ScummVM=]'s debugger and typing "room 7" without signing in). The level has no socks, only containing four blue conveyor belts, a red laundry basket, and the message "This Level cannot be read from the CD. Please clean the CD and check for scratches." As soon as the level is loaded, a crash is heard, and Sam says "Uh oh... Something's wrong! The Sock-O-Matic only sets itself up like this when it can't read its instructions from the CD. The CD might be dirty, or even scratched! I think you'd better quit the game and try cleaning the CD."
** In ''No Need To Hide When It's Dark Outside'', when Sam finds all three items he has to collect, he'll make a comment on how he can now go upstairs and confront Darkness. If the game has the mask being kept by the talking carrot, Sam will get it back in the kitchen, where just about everything talks or sings in rhyme. If the mask is the last item that needs to be found, the usual comment made when it's collected ("Great! I finally have the mask/[number of items left] and I'll complete my task.") is replaced with a new rhyme about going to see Darkness.
** After [[spoiler: Darkness reveals he feels lonely because everybody is asleep when he comes out]] Sam offers to play with him. [[spoiler: Darkness]] will ask if he likes to play Cheese & Crackers. Sam's answer depends on if you played with the toaster in the park at the other side of the river or not.
** 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."
** Normally, when you first meet Otto and ask him to take you across the river, he will tell you he's afraid he'll sink because he's made of wood, and is under the false impression that wood sinks. The solution to the puzzle is to place a piece of wood in the water to prove that wood actually floats. However, if you have the piece of wood when you first meet Otto, you can just place it in the water right away. Since the conversation never happened, Otto will wonder what you're doing. When he sees the wood floating, ''that'' is the time he chooses to tell you his story.
** When you meet George Someone it's because you made an appointment to see him. He'll greet you with a different line depending on how long you take from making the appointment to going into his office.



** In ''You Are What You Eat From Your Head to Your Feet'', if you don't talk to Florette before unlocking the jail cell, there will be extra dialogue of Sam and Florette introducing themselves to each other before they escape.

to:

** *** In ''No Need To Hide When It's Dark Outside'':
**** When Sam finds all three items he has to collect, he'll make a comment on how he can now go upstairs and confront Darkness. If the game has the mask being kept by the talking carrot, Sam will get it back in the kitchen, where just about everything talks or sings in rhyme. If the mask is the last item that needs to be found, the usual comment made when it's collected ("Great! I finally have the mask/[number of items left] and I'll complete my task.") is replaced with a new rhyme about going to see Darkness.
**** After [[spoiler: Darkness reveals he feels lonely because everybody is asleep when he comes out]] Sam offers to play with him. [[spoiler: Darkness]] will ask if he likes to play Cheese & Crackers. Sam's answer depends on if you played with the toaster in the park at the other side of the river or not.
**** 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 a few select lines in this particular game. For example, if you try to use the rope to get into Darkness' house, Sam comments the rope isn't long enough to reach. If Sam tries to use a dangerous item (like a pickaxe) on a character, he says that it wouldn't be very nice. If Sam tries to do this on the snooty trees who blocks the path to the garden, he'll say "Violence is never a good solution."
**** Normally, when you first meet Otto and ask him to take you across the river, he will tell you he's afraid he'll sink because he's made of wood, and is under the false impression that wood sinks. The solution to the puzzle is to place a piece of wood in the water to prove that wood actually floats. However, if you have the piece of wood when you first meet Otto, you can just place it in the water right away. Since the conversation never happened, Otto will wonder what you're doing. When he sees the wood floating, ''that'' is the time he chooses to tell you his story.
*** In ''Thunder And Lighting Aren't So Frightening'':
**** When you meet George Someone, he'll greet you with a different line depending on how long you take from making the appointment to going into his office.
**** In one if the routes where Y-Pipe gets stuck in a locker, you are required to find the birthdate of one of the employees to open the lock. Since the birthdates are randomly chosen in each playthrough, it's possible to open the lock without getting the note with the combination on it. If Sam were to have the apple in his inventory after saving Y-Pipe, he'll comment on what he's supposed to do with the aforementioned fruit, only for the locker to eat it.
***
In ''You Are What You Eat From Your Head to Your Feet'', if you don't talk to Florette before unlocking the jail cell, there will be extra dialogue of Sam and Florette introducing themselves to each other before they escape.escape.
*** In ''[=SockWorks=]'', if the game fails to load a level, it instead loads " Bad Level"[[note]]the space at the beginning is part of the title[[/note]] (which can also be accessed by using [=ScummVM=]'s debugger and typing "room 7" without signing in). The level has no socks, only containing four blue conveyor belts, a red laundry basket, and the message "This Level cannot be read from the CD. Please clean the CD and check for scratches." As soon as the level is loaded, a crash is heard, and Sam says "Uh oh... Something's wrong! The Sock-O-Matic only sets itself up like this when it can't read its instructions from the CD. The CD might be dirty, or even scratched! I think you'd better quit the game and try cleaning the CD."
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* BrokenAesop: In the fourth game, the dirty sock is judged by the other clothes, who are all in pairs. This is meant to be a lesson in accepting others, but the musical number really comes across more as teaching that people who are alone are freaks of nature:
-->We’re all pairs! (We’re all pairs!)\\
We’ll always be together\\
You’re all alone!\\
It’s strange to see\\
We guess you must deserve to be!

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