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Pajama sam 1 debug menu
Pajama sam 1 debug menu














It's most easily accessed through debug mode's room warp or ScummVM's debugger (with the command room 62).Īlthough the whole thing is a little quirky, most of its functionality is there. Room 62 is devoted to a mostly-functional level editor for the Nuggets minigame. Sketch of Sam trying to use the oil can on the potion mixing bottle, which is impossible in the finished game.Ī couple of this game's music tracks never see use. This room contains uncolored lineart for an animation that would have played when using the hammer on the chair without a nail. His cape doesn't get caught in the final. Storyboard of Sam traveling through the rotating door. Storyboard of Sam writing a poem with Bernie. Sam doesn't get quite this passionate about reading in the finished game. The book doesn't jump up like this in the final until after the secret door puzzle is solved. These storyboards show a slightly different version of the Book of Clues sequence. This one has no clickpoint at all in the finished game.

pajama sam 1 debug menu

In the final game, clicking on the door causes objects to pop out of the peephole.Īnother unused clickpoint for another door. Presumably, this one was abandoned because this door's knob can be removed in the flashlight-in-shack game path. These storyboards outline an unused clickpoint in which Sam swipes a duck from behind a door, but has it swiped back while his back is turned. In the final game, it makes faces instead. Storyboards for an unused clickpoint where Sam would watch Darkness' doormat fly through the air. The zoom and angle are a little off from the final scene. Some sketches of Sam failing to mine gold with his bare hands. Note the presence of the inventory indicator line again. Like with the waterfall, this sketch of the first room in the high-speed mine cart sequence is actually used as the background throughout the entire event, but is always covered up by the real graphics.

#Pajama sam 1 debug menu series

Sketch of what seems to be a close-up of the "GOLD!" tunnel.Ī series of storyboard sketches depicting King's turn-around animations, again using his early design. (Fun fact: This design still managed to creep into the final product it's used when he whizzes by on the tracks just past the waterfall and underneath Darkness' house.) Messy sketches of Sam and Otto's talking animations.Ī storyboard sequence showing Sam climbing up to the winch. They're covered up in-game with the proper graphics. These strange rectangles comprise the background for the waterfall sequence. Uncolored lineart of Sam sitting in and talking to Otto at the dock.Ī rough draft of the animation for Sam opening the shack's door.Ī sketch of Sam confounded by the knobless, rusty-hinged door.

pajama sam 1 debug menu

Since it has no inventory graphics, perhaps it was originally supposed to be a special item that could be temporarily picked up in order to move it, like the "rox" outside Darkness' house.

pajama sam 1 debug menu

While Sam does briefly pick it up, he immediately puts it with the other potions and never actually has it in his inventory. These cursors should appear when trying to use the flashlight, lunchbox, and mask, but those items exist solely as plot devices and can't actually be used on anything. While most of this game's graphics have some basic metadata attached (name/description, date, etc.), the unused graphics generally don't. Many of them are storyboards or sketches for existing scenes, but there are also quite a few graphics for features that were reworked or scrapped entirely. Just open heini.exe, go to Notepad, and add the following codes to each (for instance, it would be DebugCode=#)Ĭhange the following settings in the hegames.ini file.This game has quite a few unused graphics. In addition to accessing debug rooms via ScummVM, they can also be accessed by editing the hegames.ini file found on every HE disk.














Pajama sam 1 debug menu