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Video Game / Pajama Sam

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Pajama Sam is a series of click-and-point children's games originally made by Humongous Entertainment, which was later bought by Atari. The series spans four Adventure Games and four Gaiden Games.

Sam is a small child who likes to dress up in his pajamas with a cape and a mask and pretend to be his hero - Pajama Man. Most of the games each have An Aesop.

The Adventure Games, 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 often referred to as Pajama Sam 1)
  • Pajama Sam 2: Thunder And Lightning Aren't So Frightening (1998; also known as Pajama Sam: Thunder & Lightning)
  • Pajama Sam 3: You Are What You Eat From Your Head To Your Feet (2000)
  • Pajama Sam: Life Is Rough When You Lose Your Stuff! (2003; often referred to as Pajama Sam 4)

The Gaiden Games, in order, are:

  • Pajama Sam's SockWorks (1997)
  • Pajama Sam's Lost & Found (1998)
  • Pajama Sam's One-Stop Fun Shop
  • Pajama Sam: Games To Play On Any Day (2001)

The series also spawned multiple children's books (not all of which may have been published), including Pajama Sam: Amazing TV Adventure!, Pajama Sam: Color and Activity Book, Pajama Sam: Food Fight!, Pajama Sam: Mission to the Moon, Pajama Sam: Out To Lunch!, Pajama Sam: The Magic Hat Tree, and Pajama Sam: What's Different?, as well as a Pajama Man Comic-Book Adaptation, including Don't Rain On My Parade (issue #223), and The Milkman Always Burps Twice! (issue #619).


    The premises, by installment 
In Pajama Sam in No Need To Hide When It's Dark Outside, the first half of Pajama Sam: Color and Activity Book, and the first third of Pajama Sam: What's Different?, Sam is scared of the dark, and wants to defeat Darkness, who lives in his closet. After entering his closet, Sam falls into the Land of Darkness, an almost Nightmare Fuel-ish forest. He loses his stuff (his mask, his flashlight and his lunchbox) and he has to find them before he can confront Darkness. At the end of the game Sam realizes that Darkness isn't evil and he shouldn't be scared of him.

In Pajama Sam's SockWorks, Sam is tasked with sorting the socks he picked up in his previous adventure. He decides to rest his eyes for a minute, but soon falls asleep, and dreams of the Sock-o-Matic Mark III, a machine to sort his socks for him.

In Pajama Sam 2: Thunder And Lightning Aren't So Frightening, the second half of Pajama Sam: Color and Activity Book, and the second third of Pajama Sam: What's Different?, Sam is watching TV during a storm and is scared by thunder and lightning. He goes up into the clouds and finds World Wide Weather, the people who control the weather, and accidentally presses the Big Red Button that screws everything up. Sam then has to go and find four talking machine components to fix it.

In Pajama Sam's Lost & Found, Sam is tasked with cleaning his messy room, and soon discovers that many of his things have fallen through the space under his bed and into other places. He dives in to find his missing stuff and ends up traveling through the Land of Darkness's river and mines, the North Pole, World Wide Weather's factory, and his own neighborhood.

In Pajama Sam 3: You Are What You Eat From Your Head To Your Feet and the third third of Pajama Sam: What's Different?, Sam becomes ill after eating too many cookies, only for the remainder to somehow come alive and take him to MopTop Island, an island resembling his own body. While there, he learns that there is a lot of conflict between the six factions of food groups. A delegate from each group has been chosen to attend a conference for peace talks, however most have gone missing. Sam must go and find the missing delegates and make it home in time for dinner.

In Pajama Sam's One-Stop Fun Shop, Sam has finished his chores quickly and has lots of time to play with his One-Stop Fun Shop, which includes projects such as toys, cards, and decorations for his room, as well as activities.

In Pajama Sam: Mission to the Moon, Sam and Carrot are having lunch at Pierre's Pickle Palace in the Land of Darkness, but the moonlight is too dim for anybody to read the restaurant's menus. Sam volunteers to be slingshotted to the moon, and must turn the moonlight up then find a way back to Earth.

In Pajama Sam: The Magic Hat Tree, Sam and Carrot discover the Magic Hat Tree in the Land of Darkness and try on the tree's hats, which magically place the two of them in various situations.

In Pajama Sam: Amazing TV Adventure!, Sam is watching TV, but the picture suddenly goes black. In desperation, Sam punches all the buttons on the remote control at the same time, zapping him and the remote into the TV Zone. In each TV program, Sam must find the remote in order to zap into a different TV program.

In Pajama Sam: Out To Lunch!, Sam wakes up trapped in his lunch box, and soon finds himself being stalked by a creepy celery stalk. Sam tries to get out fast in order to avoid being late for school.

In Pajama Sam: Games To Play On Any Day, Sam is stuck indoors due to rain and decides to play some board games. He climbs the shelves of the board games closet in search of his favorite game, but loses his footing and falls down through a pile of board games that had tumbled out of the closet, landing in an area filled with board games to play.

In Pajama Sam: Life Is Rough When You Lose Your Stuff!, Sam is watching TV and sees an announcement that "Pajama Man" is signing autographs at the mall. Sam plans to get his copy of Pajama Man issue #1 signed, but it gets pulled down into a pile of clutter. He dives in after it and falls into a land resembling his messy room. He finds out that his comic book has been taken to Grubby Corners Mall for Dr. Grime to sign. Sam must find a shirt, shoes and socks in order to gain entry to Grubby Corners and reclaim his comic book. This game was made after Humongous was bought out by Atari, and was infamous for many big problems. It was plagued with bad voice acting, poor writing, Loads and Loads of Loading, and many others. No more games have been seen since.

A demo version of No Need To Hide When It's Dark Outside can be downloaded from Infogrames. The series is now available on Steam.

Tropes in the Pajama Sam series:

  • Acid Reflux Nightmare: The Tie-In Novel Pajama Sam: Out To Lunch! turns out to be one of these.
  • An Aesop
  • Aesop Amnesia: At the end of Lost & Found Sam learns to keep his room clean, but it's messier than ever in Life Is Rough When You Lose Your Stuff!, which ends with Sam learning a very similar lesson in cleanliness.
  • A.I. Is a Crapshoot: Sam is tasked with finding the Automated Snowflake Inspector to repair the snow machine. On his way he meets the Snowflake Inspector Detector, or SID, who claims that finding the Inspector is his whole job because the Inspector runs away a lot. Once Sam and SID find the Inspector, he adamantly refuses to return to work because no one appreciates what he does.
  • Advertisement:
  • Air-Vent Passageway: Sam uses one to reach a room's ceiling near the end of Life Is Rough When You Lose Your Stuff!
  • Aliens Steal Cattle: In the Show Within a Show Pajama Man, this is how Clementine the Cow (and by extension Milkman) gained superpowers.
  • All Animals Are Dogs: The second game has a vacuum cleaner that acts like a dog. No, seriously.
  • All Just a Dream: The Tie-In Novel Pajama Sam: Out To Lunch! turns out to be an Acid Reflux Nightmare of Sam's.
  • All There in the Manual
    • In the storyline where the Y-Pipe is stuck in the locker, you can access the files George Someone has in his cabinet and you can look about the names of the employees, including their favorite foods, colors and birthdays.
    • The Steam trading cards also clarify that Thunder and Lightning are sisters.
  • Alternate Continuity:
    • The Tie-In Novel Pajama Sam: Color and Activity Book, a Compressed Adaptation of the games No Need To Hide When It's Dark Outside and Thunder And Lightning Aren't So Frightening.
    • The Tie-In Novel Pajama Sam: What's Different?, a Compressed Adaptation of the games No Need To Hide When It's Dark Outside, Thunder And Lightning Aren't So Frightening, and You Are What You Eat From Your Head To Your Feet.
  • Always Night: Both the first and fourth games take place at night (the first one has the words "dark outside" in the title, after all). Inversely, Thunder and Lightning takes place during the day. The third game is in perpetual twilight, given that it happens just before dinner.
  • Amazing Technicolor Population: Granted, we only see Sam, but his skin is light blue. Most of the Pajama Man characters have blue skin as well as Sam's rarely seen mom.
  • Anthropomorphic Food: Especially in You Are What You Eat From Your Head To Your Feet.
  • Arson, Murder, and Jaywalking:
    • In the first game:
      Wink: His [Sam's] interests include skydiving, channeling ancient spirits, and stamp collecting.
      Sam: I don't collect stamps. You're making that up.
    • During the etiquette lesson in Pajama Sam 3:
      Selma Celery: Silverware should be placed as follows: forks on the left. Salad fork, seafood fork, and steak fork. To the right we have the steak knife, seafood knife, soup spoon. Cocktail weenie poker, swizzle stick, (laying a golf club down on the table) and mashie niblick.
  • Art Evolution: No Need To Hide When It's Dark Outside was Humongous's first game to have digitally colored backgrounds. The rest of the series, plus the SPY Fox games, were their only titles not to use hand-painted background at all (though they were still drawn traditionally).
  • Artistic License – Biology: 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...
  • Balloon Belly: The Cold Open of You Are What You Eat From Your Head to Your Feet has Sam eating nineteen (going on twenty) boxes of cookies in one sitting, resulting in one of these.
  • Banister Slide: In No Need To Hide When It's Dark Outside, Sam does this when heading down from where the Doors of Knowledge are, and manages to land on his feet every time. Well, in truth, Sam seems to slide down any banister he can find, although he consistently lands on his butt when sliding into the lobby of World Wide Weather in Thunder and Lightning Aren't So Frightening.
  • Big "NO!":
    • Otto lets one out when he goes down the waterfall.
    • Sam himself drops one after tripping on his cape in the second game. It even happens in slow motion!
  • Big Red Button: The second game's main plot is kicked off when Sam hits one of these by accident.
  • Blind Without 'Em: Life Is Rough When You Lose Your Stuff!'s Grandma Sweater and her contact lenses, according to some unused dialogue. This was going to be a plot point in a game path that didn't make the final cut.
  • Bookends: The first game starts with entering Sam's closet and ends with entering Darkness's closet.
  • Brain in a Jar: Darkness's Secret Mad Scientist Lab has one. In No Need To Hide When It's Dark Outside, it reads a poem if clicked on:
    I float and I think
    And I think and I think
    About walking or driving a car
    Or riding a bike
    And I think and I float
    Because I'm just a Brain in a Jar
  • Brick Joke: 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 he out of jail, up until the very end, when Florette reminds him.
  • Broken Bridge: 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.
  • Button Mashing: In the first game, this is the easiest way to swing over to the oars on the wall.
  • Canon Discontinuity: Sam creates the stories in One-Stop Fun Shop's storytime coloring book, so the five stories are most likely not canon.
  • Canon Foreigner:
    • From the Tie-In Novel Pajama Sam: Mission to the Moon, four Pierre's Pickle Palace customers, Pierre's Pickle Palace waiter Marcel the fork, moon person Monterey Jack, five other moon people, and the complimentary mints.
    • From the Tie-In Novel Pajama Sam: The Magic Hat Tree, the Sheriff, the rocking horse, the firefighters, Stinky Sock, Stinky's sock guests, and the football helmet octopus with belts for tentacles.
    • From the Tie-In Novel Pajama Sam: Amazing TV Adventure!, Pajama Man character Minnie Bubbles, Pajama Man villain Dr. Wrench-It, The Young, The Beautiful and The Really, Really Rich characters Alexis Livingston Weatherspoon Whirlyblender, Cord Colossal and the audience, football teams the Griddle Irons and the Mighty PJs, the comedy show actors and Laugh Track, Who Needs A Gazillion Bucks?' host Dilbert Fillpockets and audience, four alligators, and superstar rapper LLPJ's fans and bodyguards.
    • From the Tie-In Novel Pajama Sam: Out To Lunch!, the creepy celery stalk, the groovin' grapes, the banana, the nuts, and the chocolate pudding.
  • Canon Immigrant: Some characters from the Pajama Man Comic Book Adaptations:
    • Clementine the Cow from Don't Rain On My Parade (issue #223) and The Milkman Always Burps Twice! (issue #619) is featured in the One-Stop Fun Shop and has her own Pajama Man trading card in Life Is Rough When You Lose Your Stuff!
    • Thunder & Lightning, both from Don't Rain On My Parade (issue #223), and Dr. Scott Bruvvers of the S.H.M.O. (Superhero Health Maintenance Organization) and the Malevolent Milk Molecules, both from The Milkman Always Burps Twice! (issue #619), all have their own Pajama Man trading cards in Life Is Rough When You Lose Your Stuff!
  • Captain Superhero: Captain Gelatin from the Pajama Man series.
  • Catchphrase: Sam's "Oh boy!" and "Alright!", as well as "Pajama Sam always helps those in need!"
  • Cheek Copy: Actually attempted by Pajama Sam in the second game if the photocopier is clicked, but it doesn't result in anything (and thankfully, Sam does it fully clothed).
  • Collection Sidequest:
    • Every Adventure Game has an optional one, doubling as a Hidden Object Game: 20 socks in the first game, 16 puzzle pieces in the second, 20 box tops in the third, and 24 trading cards in the fourth.
    • Lost & Found has eight bonus puzzle pieces per level.
  • Comic-Book Adaptation: The Pajama Man comic books Don't Rain On My Parade (issue #223) and The Milkman Always Burps Twice! (issue #619), which were included with the second and third games, respectively.
  • Competition Coupon Madness: The Choc Amok box tops in You Are What You Eat From Your Head To Your Feet.
  • Compressed Adaptation:
    • The Alternate Continuity Tie-In Novel Pajama Sam: Color and Activity Book, based on the games No Need To Hide When It's Dark Outside and Thunder And Lightning Aren't So Frightening.
    • The Alternate Continuity Tie-In Novel Pajama Sam: What's Different?, based on the games No Need To Hide When It's Dark Outside, Thunder And Lightning Aren't So Frightening, and You Are What You Eat From Your Head To Your Feet.
  • Creator Cameo: Dr. Scott Bruvvers from the Pajama Man series is based on Humongous animator Scott Brothers.
  • Curse Cut Short: A very mild example at the show Sam is watching at the beginning of Thunder and Lightning aren't so Frightening.
    Dust Devil: I'll send you to the far corners of the Earth, do-gooder!
    Pajama Man: My handy-dandy Pajama Man Super-Powered Vac says different!
    Dust Devil: Pajama Man, you suuuu-! *Gets absorbed*
    Pajama Man: Exactly!
  • Cutting Off the Branches: 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.
  • Damn You, Muscle Memory!: The fourth game changed the "skip cutscenes" key from Escape to Enter (with Escape now functioning as an additional way to access the Main Menu), leaving many unaware it was possible to skip cut scenes.
  • Dark Is Evil: Darkness (the Pajama Man villain, not the character Sam meets).
  • Dark Is Not Evil: Darkness (the character Sam meets, not the Pajama Man villain).
  • Demoted to Extra: Carrot was a recurring character until the fourth game, where he only made cameos (on a poster in Sam's room and on a stone carving during a clickpoint in the Land of Broken Toys). He may have just started Commuting on a Bus, but the lack of any further installments makes it this trope.
  • Developers' Foresight:
    • If SockWorks fails to load a level, it instead loads " Bad Level"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 Darkness reveals he feels lonely because everybody is asleep when he comes out Sam offers to play with him. 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."
    • 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 general, even among Humongous games Thunder and Lightning Aren't So Frightening is notable for the large number of instances of this trope, as this video demonstrates; you can give just about every single item in the game to the Snowflake Inspector, and each one has a specific response and cutscene rather than the generic "I don't think that will work" message
  • Disproportionate Retribution: In You Are What You Eat, the penalty for having an overdue library book is 400 dollars a day. When Pajama Sam lampshades this, the librarian screams at him to just have the book back in time.
  • Do Not Touch the Funnel Cloud: 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.
  • Door to Before: In Life Is Rough When You Lose Your Stuff!, the Dresser Scaling mini-game can serve as this, due to a Good Bad Bug.
  • Double Take: Lightning pulls a textbook one of these when Sam first enters the Master Control Room in the second game.
  • Downloadable Content: Pajama Sam's One-Stop Fun Shop had additional art that could be downloaded from Humongous' website.
  • Dream Sequence: All of SockWorks but the opening and ending cutscenes.
  • Dumbwaiter Ride: 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.
  • Early Installment Weirdness:
    • 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.
    • The original Collection Sidequest in the form of finding the socks is the only one that doesn't consist of completely uniform and identical looking items, and some of them are blended in so well into the scenery that they border on Guide Dang It!. Later games in the series made the items stick out much more against the scenery.
  • Easter Egg: Lost & Found has three secret passcodes: "BONUS" takes you to the bonus games menu, "CRAZY" acts as a Silliness Switch for the main game (even in the demo version), and "ENDIT" skips to the game's ending cutscene.
    • There is also a hidden animation in Thunder and Lightning Aren't so Frightening, which makes Pajama Sam takes a dump in the toilet.
  • Empty Room Psych: 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).
  • Exact Words: This exchange in the first game.
    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.
  • Excited Show Title!: Life is Rough When You Lose Your Stuff!
  • Excuse Plot: From the fourth game: Oh no! Sam's comic book is gone! Help him find it!
  • Expanded Universe: The Tie-In Novels and Comic Book Adaptations.
  • The Faceless:
    • Sam's mom.
    • The Leavins & Squeezins delivery person from Life is Rough When You Lose Your Stuff!
  • Fade to Black: The end of the first game.
  • "Fantastic Voyage" Plot: The Pajama Man Comic-Book Adaptation The Milkman Always Burps Twice! (issue #619), mentioned on the Pajama Man trading card of the Malevolent Milk Molecules in Life Is Rough When You Lose Your Stuff!
  • Four-Fingered Hands: The characters have these. Justified because they are aliens.
  • Fun with Acronyms: From the third game, S.S.A.M. (Snacks and Sweets Aggressive Majority), which Sam initially mistakes for a misspelling of his name.
  • Furry Confusion: Somewhat. The party in the third game that Sam lands in has a candy cane dancing, but what is the jail cell made out of? Candy Canes!
  • Game-Breaking Bug: In SockWorks, passing a sock through a multi-color paint bucket changes the color of every sock in the level, not just the sock that passed through the bucket. This can make levels with multi-color buckets much harder or easier than intended.
  • Game Within a Game: The Remote Mining Terminal known as Nuggets in the first game, which is a clone of Snake. There's also the Sorry!-esque board game in the second game.
  • The Ghost:
    • All of Sam's family (besides his mom, who's The Faceless), most notably his big brother Mark.
    • In Thunder And Lightning Aren't So Frightening, Foster Boondoggle is only seen in a photo.
    • In Life is Rough When You Lose Your Stuff!, Dr. Grime (presumably not the one from Pajama Man, as with Darkness in No Need To Hide When It's Dark Outside and Thunder & Lightning in Thunder And Lightning Aren't So Frightening) is only seen in a photo.
  • Growling Gut: In the Cold Open 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 Balloon Belly to lurch and make cartoon noises at the though.
  • Guide Dang It!: In You Are What You Eat From Your Head To Your Feet, who would have thought the solution to the beans on strike scenario would be to simply switch the signs around when the crowd isn't looking?
    • One who had cared to listen carefully to what the beans themselves said? "Just look at their motto!"
    • In the same game, 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.
    • In Thunder and Lightning Aren't So Frightening, on the "Y stuck in vending machine" path, the solution to finding coins for the machine is completely non-intuitive. Seriously, how is the average player supposed to figure out that you have to grow a rainbow and then take the money the pot of gold at the end of the rainbow drops? There's no clear indication you have to do that at all. Even if you figure that out, the Y-pipe is still stuck in the machine after inserting coins, so you also have to pick up an earthquake-in-a-can
    • In "No Need To Hide When It's Dark Outside," one of the missions to get the flashlight is incredibly complicated. First you need to get a pickaxe that you then use to pick up some gold. Then you use that gold to cross a bridge, where you pick up a sentient pencil. Then you have to find a hammer that you use to break through some boards, and in order to get the hammer, you have to oil the hinges on the door to the area where the hammer is. Then you go into a passage no longer blocked by the boards and use the pencil to blow up a wall. Then you race into another room that is pitch black. Then you flip a switch to turn the lights on. Then you go back into where the dark room was. There's a winch that is used to send you flying towards the flashlight, but you need a certain gear. So then you go back to Darkness' house to talk to a grandfather clock. He says he'll give you one of his gears if you correctly reset his time. So then you go to another room in Darkness' house to check one of the clocks for the correct time. Then you go back to the grandfather clock and input the correct time. Then you collect the gear, head back into the mines, put the gear in place, and use the winch to haul the mine car up to a great hight. Finally you get into the mine car and unhook him from the winch, which sends you flying straight to pick up the flashlight. Going through it the first time, especially for a young kid, would've been incredibly time consuming and confusing. What makes it particularly insane is that, compared to the other location it can be in (the shack), this one is insanely long and drawn-out, where the shack solution is pretty intuitive and only requires a few steps.
    • Once you pass the game-show doors in No Need to Hide, you enter a hallway full of doors, most of which just trigger bonus animations. If you don't move your mouse to the right of the screen and see it light up, indicating that you can enter a new area, you'll never get the magnet needed to fetch your lunchbox if it's underwater. You'll also never get the invisibility potion from the mad scientist lab, or figure out how to open the one-way door that King points out in the mine. That's where the aforementioned grandfather clock is too. It honestly depends on you moving your mouse over to the right spot, because the way that hallway is drawn, it just looks like one room.
    • In the adventure games, you pretty much have to get used to mousing over/clicking on EVERYTHING. A fun example of this is in Thunder and Lightning when Wingnut is stuck down a drain, and if you happen to not click on the completely non-distinctive looking drain, you will never find out he's down there.
    • Again in Thunder and Lightning, when the snowflake inspector detector is feeling run down and needs something to eat, you'd think you'd have to give him a fruit from the fast-growing fruit apparatus, right? Wrong. You have to feed him liquid sunshine.
      • He does say though that he needs energy, not food. You just have to make a habit of talking repeatedly to the same character to retrieve all the information.
    • It's damn near impossible to find all of the socks in No Need to Hide without consulting outside help. Red socks hidden in the mines are particularly beastly to find, especially because sometimes you have to spot them while King is rocketing full-blast down the tracks and you only have a few seconds to look.
  • Hand Wave: In SockWorks, when making a level, if you face a pusher toward a chute and try to play the level, Sam will say, "If a sock came out of a chute while the pusher was moving, it could jam the machine and the whole Sock-o-Matic might blow up!" It actually just causes the sock to randomly teleport all over the place.
  • Hidden Object Game:
  • Hooking the Keys: 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.
  • Idle Animation: Sam has one for every screen. Some of them are quite humorous, one of them being that if you wait long enough outside of World Wide Weather between the warehouse and the entrance with the hard hat on, Sam will do the YMCA.
  • Intelligible Unintelligible: Hero Sandwich from the Pajama Man series.
  • Kick the Dog: The pairs of clean clothes in Life Is Rough When You Lose Your Stuff!'s Sock Musical sing the following to the lonely Soiled Sock:
    We're all pairs, we're all pairs
    We'll always be together
    The world is fine, the world is fine
    The sun will shine forever in the sky
    You're all alone
    It's strange to see
    We guess you must deserve to be
  • Kid Hero
  • Lampshade Hanging: In Games To Play On Any Day:
    Sam: I always seem to fall into really neat places.
  • Loads and Loads of Loading:
    • The fourth game (perhaps due to the newly-introduced autosave feature). There is a five-second wait between every screen. Now, when you first hear that, it doesn't sound too bad, but to begin with, the previous three games took less than half a second to load, and even quicker if ran off the hard drive. The fourth game, on the other hand, takes much longer, even though all data is put on the hard drive. All of this time adds up for a heck of a long wait. It makes skipping movement phases almost pointless. Thankfully, Atari's later Putt-Putt: Pep's Birthday Surprise fixed this.
    • The PlayStation version of You Are What You Eat From Your Head To Your Feet, if these three videos on YouTube are anything to go by.
  • Locked in the Bathroom: One of the storylines for Velo has her stuck in the restroom, and she can't unlock it from inside.
  • Loophole Abuse: Sam's mom tells him to sort his socks in SockWorks before he goes to school. However, since it's snowing like crazy outside, he knows there will be no school tomorrow and he can just go to sleep.
  • Losing Your Head: If you help Mickey fix his comedy routine in the third game, his final joke causes the audience to literally laugh their heads off.
  • Macro Zone: The world of Life Is Rough When You Lose Your Stuff! is sort of this, since it's based on Sam's room.
  • Minecart Madness: The first game provides a rare adventure game example. Lost & Found revisits it.
  • Muck Monster: Dr. Grime from Life Is Rough When You Lose Your Stuff!
  • Mythology Gag: In No Need To Hide When It's Dark Outside, Sam can read "A Brief Tragedy" about a pumpkin-headed boy who was advised by his lawyers to lose the pumpkin and then became blue. Come You Are What You Eat, Sam wears a false pumpkin head as a puzzle solution. Both events are in reference to Sam's original design as Pumpkin Head Boy.
  • Nice Hat:
    • The hardhat from Pajama Sam 2.
    • The Magic Hat Tree's hats from the Tie-In Novel Pajama Sam: The Magic Hat Tree.
  • No Fair Cheating: In Pajama Sam 3, attempting to go to the ending via a Debug Room results in the message "who’se dreamin’ now?"
  • No Ontological Inertia: The Malevolent Milk Molecules from the Pajama Man series.
  • No OSHA Compliance:
    • 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.
    • The mines in No Need to Hide . Good grief, the mines in No Need to Hide. Lava everywhere. Tons of broken tracks. Tracks that stretch when King rockets over them.
  • Nobody Poops: There's a hidden animation in Thunder and Lightning Aren't so Frightening that makes Pajama Sam unbutton his pajamas, exposing his butt to the viewers, take a dump and wipe with his cape. Can be seen here. Warning: May ruin your childhood.
  • Noodle Incident: Lightning, an anthropomorphic lightning bolt working at a factory that manufactures weather, apparently took a vacation to Cleveland once.
  • Non-Indicative Name:
    • 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.
  • Obstructive Bureaucrat: Played for Laughs in 2, where one of the puzzles has Sam having to fill out a bizarrely-named form and get it signed by a non-appearing manager to get a rubber band.
  • Off-Model:
    • 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 Off-Model 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 Off-Model, 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.)
  • Overly Long Gag: Whatever you do, don't ask Otto about geysers. He'll go on and on.
  • Pajama-Clad Hero: Quite obviously. It makes sense for Sam's costume, but his big comic book hero is actually "Pajama Man."
  • Password Save: Lost & Found.
  • Permanently Missable Content: The Collection Sidequest 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.
  • Photo Montage: The credits of No Need To Hide When It's Dark Outside (with comic book pages), You Are What You Eat From Your Head To Your Feet, and Life Is Rough When You Lose Your Stuff! (with the pictures from the Pajama Man trading cards).
  • Point of No Return: In No Need to Hide, you can't leave Darkness' room once you've got in there. (Notably, the last sock may or may not be in there, so you may accidentally render the sock-collecting sidequest unwinnable.)
  • President Mole: 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.
  • Produce Pelting: After a failed failed attempt at comedy, Mickey Hollandaise gets a pumpkin tossed his way...
  • Pumpkin Person: ...which you must take from him and wear as a disguise. Yes, there are anthropomorphic pumpkins as well, which inevitably leads to Furry Confusion.
  • Punctuated! For! Emphasis!: When Mother Nature tries to look at the monitors in the second game:
    Mother Nature: Let. Me. See. Those. Monitors!
  • Rain of Something Unusual: The One-Stop Fun Shop story "Weather or Not" involves Sam calling up World Wide Weather to ask for some new weather. His options including raining (or snowing, technically) lollipops, socks, gumballs, hot dogs, or cheese and crackers.
  • Rapid Hair Growth:One of the hilarious potion recipes in No Need to Hide When It's Dark Outside promised that it would grow out hair. When Sam tries it, he first grows out locks that reach the floor, quickly grow longer than he is, and then escalates until he is completely wrapped in hair, gets angry and chases the resultant giant hairball away.
  • Rated M for Manly: Chuck Cheddar, Cheese! Of! Adventure! to a T. He is a block of cheese with a pearly white grin, Badass Mustache, Lantern Jaw of Justice, Big Ol' Eyebrows, and a fondness of extreme sports.
  • Recycled IN SPACE!
    • The mini-game "Nuggets" is Video Game/Centipede WITH GEMS!
    • As Sam points out, "Cheese and Crackers" is just tic-tac-toe, but with... well, you know.
  • Recycled Soundtrack: SockWorks, Lost & Found, One-Stop Fun Shop, and Games To Play On Any Day each reuse music from previous games.
  • Repeating So the Audience Can Hear: The Pajama Man Comic Book Adaptations Don't Rain On My Parade (issue #223) gives us this line:
    Hero is right! Earth Quaker is running into the museum!
  • Reverse Psychology Backfire: 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.
  • Running Gag: In the second game characters tend to interrupt Sam when he's introducing himself.
  • Rust-Removing Oil: 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.
  • Save-Game Limits: The other Junior Arcade games had a nice save system where you could save up to 75 names, and it would keep track of score. Lost & Found, however, decided to use Password Saves. While they were stored, scores weren't, and you couldn't have more than one game going on at once. Not to mention that if you want a good score, you have to play the game all the way through without shutting it off.
  • Sequel Hook: The end of SockWorks sets up the beginning of Thunder And Lightning Aren't So Frightening.
  • Scenery Porn: The tree house in "No Need to Hide When Its Dark Outside" is gorgeously done, as well as the paint area.
  • "Shaggy Dog" Story: The Tie-In Novel Pajama Sam: Mission to the Moon. Pajama Sam manages to turn up the moonlight and get back to Earth, only to discover that the menus at Pierre's Pickle Palace are written in French.
  • Shout-Out:
    • "I'm afraid I can't let you do that, Sam."
    • In SockWorks, one of the background music cues is suspiciously similar to the beginning of I Ran (So Far Away) by A Flock of Seagulls.
    • There are also countless Shout Outs to many other Humongous games.
    • To a 1970's Alka-Seltzer commercial, of all things.
      Pajama Sam: I can't believe I ate the whole thing.
      Ice Cream: You ate it Sam.
    • One book Sam reads in the first game has the line "Beware the Jubjub bird, and shun the frumious Bandersnatch!"
  • Sibling Yin-Yang: Thunder and Lightning (if they are siblings; it's never confirmed that they are, and surprisingly, Mother Nature is not their mother but their boss). In this case, it's actually twin yin-yang, as their personnel files reveal that they were both born on May 28.
  • Silliness Switch: In Lost & Found (even the demo version), entering the passcode "CRAZY" causes the levels' layers to move up and down—more than just a visual difference, since it even affects the layers that hold items and obstacles. Entering the passcode again returns the layers to normal.
  • Sinister Shades: Pajama Man villain Darkness.
  • Small Name, Big Ego: In Thunder and Lightning, Wingnut will not shut up about how he's the most important part of the sun machine.
  • Spell My Name with an "S": Is it Earth Quaker or Earthquaker? The two-word spelling is used in the Pajama Man Comic Book Adaptations Don't Rain On My Parade (issue #223), while the one-word spelling is used by the cut subtitles in Thunder And Lightning Aren't So Frightening and by the villain's Pajama Man trading card in Life Is Rough When You Lose Your Stuff!
  • Stopped Numbering Sequels: Life Is Rough When You Lose Your Stuff! (the fourth game) is unnumbered.
  • Take Your Time: 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.
  • Tempting Fate: 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.
  • "Test Your Strength" Game: 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 use the balloons to float up to the bell and ring it from there.
  • This Is Not a Drill: 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."
  • The Pratfall: Sam can suffer from this in one of the ladders from World Wide Weather.
  • Title Drop: Very blatant in the opening cutscenes of the first two games, but averted in the third and fourth.
  • The Trees Have Faces:
  • Trouser Space: Though, since Sam wears footie pajamas, it's more like a dropseat space.
    • If you watch his animations carefully, he stuffs everything he carries in the underside of his cape.
    • In Life Is Rough When You Lose Your Stuff!, he refers to it as his pocket.
    • In SockWorks he has a standard pocket that's only visible when he takes things out of it, but since it's part of a Dream Sequence it probably doesn't count.
  • Umpteenth Customer: Sam has to become the 30th customer at Leavins n' Squeezins in the fourth game to get a special pass.
  • Unintentionally Unwinnable: 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.
  • Unwinnable by Design: 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.
  • Video Game Cruelty Potential: 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.
  • Viewers Are Morons: The British dub of You Are What You Eat From Your Head to Your Feet simplifies "bon-bons" to "chocolates".
  • Visual Pun:
    • 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.
    • In the second game, there's a board meeting where all the members of the board...are boards. There's also a chair as the chairman.
  • Vocal Evolution: By Games To Play On Any Day, Pamela Adlon's Pajama Sam voice had a very slight Southern drawl to it, due to Pamela being a seasoned voice actor on King of the Hill by that time (voicing Bobby Hill.)
  • Void Between the Worlds: 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.
  • Warp Whistle: In Life Is Rough When You Lose Your Stuff!, the Dresser Scaling mini-game can serve as this, due to a Good Bad Bug.
  • Who's on First?: Sam invokes this by accident at one point in the second game. Though to his credit, when he called to "make an appointment to see someone" he didn't have any way of knowing that the personnel manager's name actually was George Someone.
  • Wishing Well: 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?".
  • Womb Level: 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.
  • The Wonderland: Sam's adventures always start out in his house and quickly lead him to some fantastical location. The first game takes place in a strange forest based on his closet, the second has Sam climb into the attic, up into the clouds, and explore the company responsible for the world's weather, the third game takes place on an island based on Sam's body inhabited by talking food, and the fourth takes place in a world based on his cleaned bedroom. Interestingly enough, the various lands that Sam visits seem to be connected implying they all take place in the same world. Such as how Sam can see all the way to the Land of Darkness from the rooftop of Worldwide Weather or how Sam meets up with Carrot, a friend he made in the first game on Moptop Island in the third.
  • Written Sound Effect: Constantly in No Need to Hide, occasionally in Thunder and Lightning, and—bizarrely—only about four times You Are What You Eat.


Video Example(s):


Pajama Sam darkness

The entire game is built up to a final confrontation with Darkness, with Sam ready to seal him away in his lunchbox. Turns out though hes not such a bad guy after all.

How well does it match the trope?

5 (15 votes)

Example of:

Main / DarkIsNotEvil

Media sources:

Main / DarkIsNotEvil