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* ConvectionSchmonvection: The mines in the Land of Darkness are full of open lava pits that don't have any negative effect on anything around them, like the wooden scaffolding for the minecart track and the water meter that seems to be meant for the plumbing of Darkness's house.

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* ConvectionSchmonvection: The mines in the Land of Darkness are full of open lava pits that don't have any negative effect on anything around them, like the wooden scaffolding for the minecart track (some of which is submerged ''into'' the lava) and the water meter that seems to be meant for the plumbing of Darkness's house.

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* EarlyInstallmentWeirdness:
** Sam originally wore a mask as part of his superhero alter ego in the first game, a quirk he dropped entirely from the second onward. A line of dialogue in the second game suggests Sam ditched the mask because it was getting itchy. In addition, the first game is the only one that doesn't start with you looking for his cape, rather you actually search for the three items that eventually become the key items you need to retrieve.
** Unlike the later games where you need to collect/rescue 4 items, this game only requires 3.



* EmptyRoomPsych: If the game is on a path combination where the mask is in the living room and the lunchbox is in the underground lake, then the island with the wishing well is totally superfluous to the main plot. The puzzle blocking the path to the wishing well's garden is still present, but solving it is pointless.

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* EmptyRoomPsych: EmptyRoomPsych:
**
If the game is on a path combination where the mask is in the living room and the lunchbox is in the underground lake, then the island with the wishing well is totally superfluous to the main plot. The puzzle blocking the path to the wishing well's garden is still present, but solving it is pointless.pointless.
** The living room is also superfluous to the main plot if the mask is with carrot and the flashlight is in the shed at the river.
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* AllJustADream: The entire adventure is heavily implied to be the product of Sam's imagination. The Land of Darkness is accessed from his closest, many toys and clothes one would expect to find in a closet are inextricably be strewn about the place, and Darkness's own bedroom is extremely similar to Sam's.

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* AllJustADream: The entire adventure is heavily implied to be the product of Sam's imagination. The Land of Darkness is accessed from his closest, many toys and clothes items one would expect to find in a closet (like toys) are inextricably be strewn about the place, and Darkness's own bedroom is extremely similar to Sam's.



* EasterEgg: Carrot has a number of extra interactions that are completely superfluous while he's in Sam's inventory. You use him on the trees outside the garden you find him in and on the pot in the kitchen, and he'll also pop out after using a few spells in the lab in Darkness's basement.
* EmptyRoomPsych: If the game 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).

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* EasterEgg: Carrot has a number of extra interactions that are completely superfluous while he's in Sam's inventory. You use him on the trees outside the garden you find him in and on the pot in the kitchen, and he'll also pop out after using a few spells in the lab in Darkness's basement.
basement lab.
* EmptyRoomPsych: If the game is on the paths a path combination where the mask is in the living room and the lunchbox is underwater, in the underground lake, then the island with the wishing well is totally superfluous to the main plot (although the plot. The puzzle you need to solve to get blocking the path to the wishing well well's garden is still present).present, but solving it is pointless.



* MadScientistLaboratory: Hidden within the deepest bowels of Darkness's house and hidden behind a BookcasePassage is a lab. It contains a lot of science equipment, a BrainInAJar, and a book of weird potions. Sam can actually make the potions, which are mostly just fun {{Easter Eggs}} but are also the key to getting his mask in one of the randomized paths.

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* MadScientistLaboratory: Hidden A lab can be found hidden within the deepest bowels of Darkness's house and hidden behind a BookcasePassage is a lab. BookcasePassage. It contains a lot of science equipment, various scientific instruments, a BrainInAJar, and a book of weird potions. Sam can actually make the potions, which potions; while these are mostly just fun {{Easter Eggs}} but are also Eggs}}, one of them is the key to getting his mask in one of the a randomized paths.item path.
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* StoryBranchFavoritism: The credits shown after beating the game show comic panels of Sam's adventures in the Land of Darkness, almost all of such events are guaranteed to happen on a regular playthrough. The one exception is the one in the mines with King the minecart, as its panel explicitly show events that can only be done on a specific route for obtaining the flashlight (the one that involves delving deeper into the mine that's only accessible via demolition and is exclusive from the route where the flashlight is locked behind a shed without a doorknob).
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* WhenIWasYourAge: When Sam first enters the Land of Darkness, one of the things the player can click on is a tree root that shapes itself into an old man with a long beard. The root will then say such things as "Back in my day, we had ''VideoGame/{{Pong}}''. Now there was a video game." and the contradictory "Back in my day, they didn't even have video games."
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* RustRemovingOil: There's an oil can on the stump outside the riverside shack that Sam can pick up. You need that to open the door to the shack, and also oil King's rusty wheels so he can move again and transport Sam through the mines.

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* RustRemovingOil: There's an oil can on King the stump outside the riverside shack that Sam can pick up. You need that minecart is initially unable to open the door to the shack, and also oil King's rusty wheels so he can move again and transport Sam through the mines.mines because his wheels are rusted to the tracks. Using the can of oil to clean up the rust will not only free him, but completely remove the rust as if it was never there.
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* TakeThat: If the potion to make Sam immensely rich is used, an agent of the IRS will immediately show up to confiscate all his newfound wealth. All Sam is left with is a moldy piece of cheese, which proceeds to get stolen by a mouse.
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* CreditsGag: The end of the credits is topped off by a clearly bogus NoAnimalsWereHarmed disclaimer followed by "Mmmmm, cheese" and "bye bye now bye bye" messages.
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* CreativeClosingCredits: While the credits are playing on the rightmost third of the screen, the rest will slowly cycle though comic pages depicting events from the game. You can click on them to play sound clips relevant to that particular picture.
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* TheLastOfTheseIsNotLikeTheOthers: One of the Brain Tickler questions in the Ancient Egypt category asks what the Egyptians called their sun god. The first three answers are Egyptian-sound names, while the last one is just "Bob".

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* TheLastOfTheseIsNotLikeTheOthers: One of the Brain Tickler questions in the Ancient Egypt category asks what the Egyptians called their sun god. The first three answers are Egyptian-sound Egyptian-sounding names, while the last one is just "Bob".
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* ConvectionSchmonvection: The mines in the Land of Darkness are full of open lava pits that don't seem to have any negative effect on anything around them, like the wooden scaffolding for the mine track and the water meter that seems to be meant for the plumbing of Darkness's house.

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* ConvectionSchmonvection: The mines in the Land of Darkness are full of open lava pits that don't seem to have any negative effect on anything around them, like the wooden scaffolding for the mine minecart track and the water meter that seems to be meant for the plumbing of Darkness's house.
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* NeedleInAStackOfNeedles: The game's final puzzle asks you to find the key to Darkness's locked closest. Opening the cupboard in his room causes a huge stack of keys to fall out into a pile on the floor, and clicking on the pile yields no results. The real key is still in the cupboard hanging on a hook, which you might have seen for a split second when the rest of them fell out.
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''Pajama Sam in No Need To Hide When It's Dark Outside'' (also known as ''Pajama Sam 1'' for brevity) is a PC AdventureGame and the first installment in the ''VideoGame/PajamaSam'' franchise. It was made by Creator/HumongousEntertainment and released in 1996.

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''Pajama Sam in No Need To Hide When It's Dark Outside'' (also -- also known as ''Pajama Sam: Don't Fear the Dark'' and ''Pajama Sam: No Need to Hide'' and sometimes referred as ''[[{{Retronym}} Pajama Sam 1'' 1]]'' for brevity) brevity -- is a PC AdventureGame and the first installment in the ''VideoGame/PajamaSam'' franchise. It was made by Creator/HumongousEntertainment and released in 1996.
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* BrokenBridge: When Sam first falls into the Land of Darkness, he can go to one of three places: the mines, Darkness's house, and the river. The mines are inaccessible at first since King the minecart is rusted to the tracks and can't take him anywhere. While Sam can explore the first few rooms of Darkness's house, he can't get very far since the depths are blocked off by the Brain Tickler quiz, which he cannot complete without knowledge from other area in the Land of Darkness. This funnels him to the river, which only requires completing a simple puzzle for Otto the boat to ferry Sam around. From there he will find a can of oil to free King, and the answer to one of the Brain Tickler questions will be found in either the mines or river if you poke around.

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* BrokenBridge: When Sam first falls into the Land of Darkness, he can go to one of three places: the mines, Darkness's house, and the river. The mines are inaccessible at first since King the minecart is rusted to the tracks and can't take him Sam anywhere. While Sam can explore the first few rooms of Darkness's house, he can't get very far since the depths are blocked off by the Brain Tickler quiz, which he cannot complete without knowledge from other area areas in the Land of Darkness. This funnels him to the river, which only requires completing a simple puzzle for Otto the boat to ferry Sam around. From there he will find a can of oil to free King, and the answer to one of the Brain Tickler questions will be found in either the mines or river if you poke around.
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* CompanyCrossReferences:
** VideoGame/FreddiFish can appear on a poster in Sam's room in the beginning of the game.
** Darkness has a toy model of VideoGame/PuttPutt on a shelf outside his room.
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* VisibleInvisibility: When Sam becomes invisible using the invisibility potion, he is still visible to the player as a set of white outlines.
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* BrokenBridge: When Sam first falls into the Land of Darkness, he can go to one of three places: the mines, Darkness's house, and the river. The mines are inaccessible at first since King the minecart is rusted to the tracks and can't take him anywhere. While Sam can explore the first few rooms of Darkness's house, he can't get very far since the depths are blocked off by the Brain Tickler quiz, which he cannot complete without knowledge from other area in the Land of Darkness. This funnels him to the river, which only requires completing a simple puzzle for Otto the boat to ferry Sam around. From there he will find a can of oil to free King, and the answer to one of the Brain Tickler questions will be found in either the mines or river if you poke around.
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* DarkIsEvil: The version of Darkness in Sam's ''Pajama Man'' comic is a darkness-themed supervillain who seeks to shroud the world in eternal night.
* DarkIsNotEvil: Unlike the Darkness in the ''Pajama Man'' comic, the Darkness that Sam meets is harmless and just very lonely. This helps illustrate the game's aesop to kids about how the dark is nothing to be afraid of.


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* SupernaturalSealing: Pajama Man beats his version of Darkness by sealing the supervillain away in a Bad Guy Containment Unit. Sam takes inspiration from this for his plan to beat the AnthropomorphicPersonification of darkness, Darkness.
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* PointOfNoReturn: It's not possible to leave Darkness's bedroom once Sam enters it. You have to complete the final puzzle to unlock the closet and beat the game at that point.

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* NapInducingSpeak: Otto the boat offers some "Gratuitous Educational Content" in the form of [[OverlyLogGag an overly-detailed explanation of how geysers work]] if you click on one, which causes Sam to briefly nod off.

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* NapInducingSpeak: Otto the boat offers some "Gratuitous Educational Content" in the form of [[OverlyLogGag [[OverlyLongGag an overly-detailed explanation of how geysers work]] if you click on one, which causes Sam to briefly nod off.off.
* OverlyLongGag: If if you click on a geyser while exploring the river, Otto will go on a tangent about the science behind them to Sam. During the fairly lengthy lecture, the words "Gratuitous Educational Content" will continually flash at the bottom of the screen.
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The version on the Nap Inducing Speak page was better.


* NapInducingSpeak: Otto's long tangent about geysers and how they work eventually puts Sam to sleep.

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* NapInducingSpeak: Otto's long tangent about Otto the boat offers some "Gratuitous Educational Content" in the form of [[OverlyLogGag an overly-detailed explanation of how geysers and how they work eventually puts work]] if you click on one, which causes Sam to sleep.briefly nod off.
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* RhymesOnADime: All of the dialogue in Darkness's kitchen is spoken or sung in rhyme. [[RuleOfFunny No real reason why they're specifically, it just happens.]]

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* RhymesOnADime: All of the dialogue in Darkness's kitchen is spoken or sung in rhyme. [[RuleOfFunny No real reason why they're there specifically, it just happens.]]

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* RhymesOnADime: All of the dialogue in Darkness's kitchen is spoken or sung in rhyme. [[RuleOfFunny No real reason why there specifically, it just happens.]]

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* RhymesOnADime: All of the dialogue in Darkness's kitchen is spoken or sung in rhyme. [[RuleOfFunny No real reason why there they're specifically, it just happens.]]]]
* RunningGag: Every time Sam enters the room with the Doors of Knowledge, Blink and Wink will be debating about various subjects before stopping themselves.
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* EmptyRoomPsych: If the game 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).


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* 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]].
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* RustRemovingOil: There's an oil can on the stump outside the riverside shack that Sam can pick up. You need that to open the door to the shack, and also oil King's rusty wheels so he can move again and transport Sam through the mines.
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* NapInducingSpeak: Otto's long tangent about geysers and how they work eventually puts Sam to sleep.
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* DumbwaiterRide: 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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* CaughtInASnare: Sam gets caught by a rope snare trap almost immediately upon entering the Land of Darkness. This leads to him being accosted by a group of trees running a customs inspection and losing his items, forcing him to reobtain them all before he can confront Darkness.
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* BookcasePassage: A small library in Darkness's house has a rotating bookcase that flips around after pushing in books of a specific color. (They change every playthrough.) Behind the bookcase is a secret passage that leads to a MadScientistLaboratory and an exit to the mines.

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* BookcasePassage: A small library in Darkness's house has a rotating bookcase that flips around after pushing in books of a specific color. (They change every playthrough.) Behind the bookcase is a secret passage that leads to a MadScientistLaboratory and an exit to the mines. In certain paths of the game, there will be a magnet hanging on the hook on the wall behind it, which you'll need to collect the lunchbox if it is underwater and the nail in the mines, which you'll need to fix the chair in the potion room if the mask is in the room with the dancing furniture. To get the magnet, Sam must find a way to the other end of the bookcase passage.

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