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** VideoGame/FreddiFish can appear on a poster in Sam's room in the beginning of the game.

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** VideoGame/FreddiFish can appear on a poster in Sam's room in the beginning of the game. She and Luther also appear jumping though a hole in the wooden bridge when said hole is clicked on.



* 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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* 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 instantly gets stolen by a mouse.
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Spelling fix, Fixing a sinkhole


* EltrichLocation: The palace of doors is aligned at a 90-degree angle difference from the rest of the Land of Darkness, with the Brain Tickler doors located on the ''ceiling'' and the door back to the Land of Darkness on the floor. Gravity aligns itself accordingly but Sam can just walk up the wall back through the Brain Tickler doors if he wishes to do so. The music for the palace of doors overrides any current music and remains until it finishes if Sam returns back to the Land of Darkness.

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* EltrichLocation: EldritchLocation: The palace of doors is aligned at a 90-degree angle difference from the rest of the Land of Darkness, with the Brain Tickler doors located on the ''ceiling'' and the door back to the Land of Darkness on the floor. Gravity aligns itself accordingly but Sam can just walk up the wall back through the Brain Tickler doors if he wishes to do so. The music for the palace of doors overrides any current music and remains until it finishes if Sam returns back to the Land of Darkness.
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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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* NeedleInAStackOfNeedles: The game's final puzzle asks you to find the key to Darkness's locked closest.closet. 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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* EltrichLocation: The palace of doors is aligned at a 90-degree angle difference from the rest of the Land of Darkness, with the Brain Tickler doors located on the ''ceiling'' and the door back to the Land of Darkness on the floor. Gravity aligns itself accordingly but Sam can just walk up the wall back through the Brain Tickler doors if he wishes to do so. The music for the palace of doors overrides any current music and remains until it finishes if Sam returns back to the Land of Darkness.


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** The small music room accessible from the palace of doors is also irrelevant if the lunchbox is in the underground lake.


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* InSpiteOfANail: Each of the items Sam needs to retrieve have similar story beats no matter which specific path the game dictates to get them:
** To obtain the flashlight, Sam needs to obtain an item in the palace of doors.
** The lunchbox must be obtained by traversing the underground lake. An easy way to determine where the lunchbox's location is by visiting the area by the wishing well (and see if it is readily accessible or not).
** The mask is obtained by visiting a room on the "first" floor of Darkness's house and by heading through the kitchen.
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* DebugRoom: Accessible via modifying the INI file of the game and pressing a certain key combination ("C" in the Steam copy). Notably this is the only means of manually determining which locations each of Sam's items are at (with subsequent games having an ingame option for this privilege).
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** 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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** 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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Trope was cut/disambiguated due to cleanup


* 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-sounding names, while the last one is just "Bob".
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* AntiFrustrationFeatures: The randomized categories for the Brain Tickler PopQuiz all have one question where all the multiple choice answers are correct. It's designed so that a kid that gets stuck on it ''will'' eventually muscle their way through.

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* AntiFrustrationFeatures: The randomized categories for the Brain Tickler PopQuiz all have one question where all the multiple choice answers are correct. It's designed so that a kid that who gets stuck on it ''will'' eventually muscle their way through.
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* GoToSleepEnding: Sam finally goes to sleep at the end of the game.
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Examples of An Aesop are no longer allowed. The page now only defines the term.


* AnAesop: The point of the game is to teach kids that the dark is nothing to be afraid of. Sam initially intends to conquer Darkness (the AnthropomorphicPersonification of the dark) since he's no longer allowed to sleep with a night light, but finds out that Darkness is a chill and lonely dude who just wants to play games and have friends.
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Moved from main page

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* NoOSHACompliance: [[RollercoasterMine The mines]]. Lava everywhere, tons of broken tracks, tracks that stretch when King rockets over them, low-hanging light fixtures (one of which Sam hits his head on)...

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