

… while this version is used when he's already talked to her. This appears to represent the version of the sequence where Sam hasn't talked to Florette before solving the puzzle and introduces himself afterward … His new tool isn't enough to force the lock. Sam breaks off part of his peppermint-flavored cell. Sam preparing to chuck a bonbon at the key. The above, but with the parts of the background that will be blocked by the cell bars cut out. Rough version of the background used when Sam reaches for the key, with labels indicating the parts of the drawing ("cape", "PJ's", and "PJ's arm"). The latest ebin meme face to spread across your Internet social drug of choice … actually, a rough version of the background used for the closeup of the chocolate bar locking the cell door, with the cell bars missing. "It's almost my dinnertime, and I wouldn't want to spoil it." "This is a great party, but I think I should be going now." This sequence of storyboards depicts Sam's botched exit from the party. Sam talking to the ice cream cone, this time pointing out the sign ("I think you spelled my name wrong"). Storyboard of Sam talking to the ice cream cone. Storyboard of Sam talking to the hot dog. Sam commenting on the food (after eating the cake). The alternate "feeling sick" animation used for eating the snacks after eating the cake. Sam commenting on the food (before eating the cake). The "uncomfortable" expressions are probably meant to be used as lead-ins to the alternate animations below, but are shown as part of this sequence for brevity. Sam reaching for each of the four types of food (left to right: brownie, cookie, candy stick, cheese giblets) … This one shows Sam hopping to the snack table. The game contains an essentially complete collection of draft animations for Sam eating the party food. Both of these are duplicated a couple of times each, representing the six possible dancing positions. The left one is for the back-row dances, while the right one is for the front. Slightly less rough placeholders for Sam's dancing animations.

Note that no cupcake appears in the finished scene, perhaps because of the cupcakes that already appear at Muscle Beach. Left to right, top to bottom: lollipop, chocolate bar, ice cream cone, POPSICLE®, cupcake, and hot dog. When he needs to interact with a background object such as the cake, the background graphic is removed and becomes part of Sam's animation for the duration of the interaction, then gets replaced with a new background object (the candles) once the interaction is over.Ī collection of crude placeholders for some of the dancing junk food at the S.S.A.M. This illustrates some of the inner workings of the animation system nicely: Sam initially starts out as a single component, separating into a few different pieces (head, body, mouth) as necessary for his talking animations. The numbers to the side of the image are leftover markup from the animation process indicating which internal graphic component(s) should appear on each frame. Storyboard of Sam peering into the cookie box.ĭraft of the cake-eating animation. Like the other games in the series, Pajama Sam 3 has quite a few sketches, storyboards, and test animations left over from development.
Pajama sam 1 no music series#
Ctrl + E – Brings up a series of dialog boxes that prompt for an internal variable number, give its current value, and optionally allow it to be changed.The debug mode also enables a few keyboard shortcuts: The "Ending" button doesn't work – clicking it triggers a subtitle reading "who'se dreamin' now?". The G key opens the room selection screen. For whatever reason, the "M" on the mayonnaise jar graphic has been crudely drawn in by hand. Clicking the "Cheese Questions" button causes Sam to know the three answers to the Great Question of the Nature of Cheese. Clicking each setting adjusts it, while clicking the item icons places the corresponding object in the inventory.

In addition to the features described below, turning on debug mode enables "S" and "L" as save/load hotkeys, which were disabled in this game so that those keys could be bound to background clickpoints.įor this game, the path and item selection menus were compacted into a single screen, accessed with the I key. Like the other Pajama Sam games, this one has a debug mode, activated by adding the line EatCheat=b (latter part case-insensitive) to the game's configuration file. It's most easily seen by running the game in ScummVM and setting the debug level to 0 or higher. The game outputs debug text for a large number of miscellaneous situations (starting up the game, changing music, activating certain clickpoints …).
