Pajama Sam: Games to Play on Any Day

Pajama Sam: Games to Play on Any Day

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Pajama Sam: Games to Play on Any Day - How to Play (On-Going)
By VolnuttHeroP64
In this Guide, I will show you how to play the games in Pajama Sam: Games to Play on Any Day.
   
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1. Story - Rainy Day Games to Play!


Pajama Sam is bored on a rainy day, so he decides to play a board game, but his favorite one is on the top shelf. Sam attempts to climb up to reach it, but falls back on a pile of other board games and lands in a strange world where he can play 8 classic games and 2 puzzle games.
2. Collection of Games
Here are the new games that are featured in Pajama Sam: Games to Play on Any Day,
Fun for 1 or 2 Players.

Game Select:
1. Goody Goody Gumdrops (Reversi/Othello)
2. Jumping Beans (Checkers)
3. Fans and Teleporters (Chutes and Ladders?)
4. Rock Pile (Mancala)
5. Happy Fun Squares (Lines and Boxes)
6. Four Cheese Pizza (Trival Pursuit?)
7. Cheese and Crackers (Tic-Tac-Toe)
8. Concentrate! (Memory Game)
9. Jigsaw Puzzle
10. Slider Puzzle

Difficuly Select:
1. Easy
2. Normal
3. Hard

Players:
1. 1 Player
2. 2 Players
3. Demo Game

Options:
Credits = See the People who made Pajama Sam: Games to Play on Any Day
Quit = Exit to Windows
3. Goody Goody Gumdrops (Reversi/Othello)
Each of the disks' two sides corresponds to one player; they are referred to here as light and dark after the sides of Othello pieces, but any counters with distinctive faces are suitable. The game may for example be played with a chessboard and Scrabble pieces, with one player letters and the other backs.

True Reversi starts with an empty board, and the first two moves by each player are in the four central squares of the board. The players place their disks alternately with their color facing up and no captures are made. If either the second player chooses to move to the square diagonal to the first player or the first player's second move is not to this square given the choice, then a starting position before flipping moves commence that differs from the standard Othello position arises. It is also possible to play variants of Reversi and Othello wherein the second player's second move may or must flip one of the opposite-colored disks (as variants closest to the normal games).

For the specific game of Othello (as technically differing from Reversi), the rules state that the game begins with four disks placed in a square in the middle of the grid, two facing white side up, two pieces with the dark side up, with same-colored disks on a diagonal with each other. Convention has initial board position such that the disks with dark side up are to the north-east and south-west (from both players' perspectives), though this is only marginally meaningful to play (where opening memorization is an issue, some players may benefit from consistency on this). The dark player moves first.

Dark must place a piece with the dark side up on the board, in such a position that there exists at least one straight (horizontal, vertical, or diagonal) occupied line between the new piece and another dark piece, with one or more contiguous light pieces between them.

After placing the piece, dark turns over (flips, captures) all light pieces lying on a straight line between the new piece and any anchoring dark pieces. All reversed pieces now show the dark side, and dark can use them in later moves unless light has reversed them back in the meantime. In other words, a valid move is one where at least one piece is reversed.

Now light plays. This player operates under the same rules, with the roles reversed: light lays down a light piece, causing a dark piece to flip. Light takes the bottom left option and reverses one piece.

Players take alternate turns. If one player can not make a valid move, play passes back to the other player. When neither player can move, the game ends. This occurs when the grid has filled up or when neither player can legally place a piece in any of the remaining squares. This means the game may end before the grid is completely filled. This possibility may occur because one player has no pieces remaining on the board in that player's color.

The player with the most pieces on the board at the end of the game wins. An exception to this is that if a clock is employed then if one player defaults on time that player's opponent wins regardless of the board configuration, with varying methods to determine the official score where one is required.
4. Jumping Beans (Checkers)
Draughts (or checkers) is played by two opponents, on opposite sides of the gameboard. One player has the dark pieces, and the other has the light pieces. The players alternate turns. It is against the rules to move one of the opponent's pieces. The player with the light pieces moves first unless stated otherwise. A move consists of moving a piece diagonally to an adjacent unoccupied square. If the adjacent square contains an opponent piece, it may be captured (and removed from the game) by jumping over it to the unoccupied square immediately beyond it.

Only the dark squares of the checkered board are used. A piece may move only diagonally into an unoccupied square. Capturing is mandatory in most official rules, although some rule variations make capturing optional when presented. In almost all variants, the player without pieces remaining, or who cannot move due to being blocked, loses the game.

Uncrowned pieces (men) move one step diagonally, and (may) capture opponents' pieces by moving two consecutive steps in the same direction, jumping over the opponent's piece on the first step. Multiple opposing pieces may be captured in a single turn provided this is done by successive jumps made by a single piece; these jumps do not need to be in the same direction but may zigzag changing diagonal direction. In English draughts men can capture only forward, but in international draughts they may also capture (diagonally) backwards.

When a man reaches the crownhead or kings row (the farthest row forward), it becomes a king, and is marked by placing an additional piece on top of the first man, and acquires additional powers including the ability to move backwards (and capture backwards, in variants in which they cannot already do so). As with non-king men, a king may make successive jumps in a single turn provided that each jump captures an opponent man or king.

In international draughts, kings (sometimes called flying kings) move any distance along unblocked diagonals, and may capture an opposing man any distance away by jumping to any of the unoccupied squares immediately behind it. Since captured pieces remain on the board until the turn is complete, it is possible to reach a position in a multi-capture move by a flying king where the king is blocked from capturing further by a piece already captured.

Flying kings are not used in English draughts, in which a king's only advantage over a man is the ability to move and capture backwards as well as forwards.
5. Fans & Teleporters (Chutes & Ladders)
Each player starts with a token on the starting square (usually the "1" grid square in the bottom left corner, or simply, the imaginary space beside the "1" grid square) and takes turns to roll a single die to move the token by the number of squares indicated by the die roll. Tokens follow a fixed route marked on the gameboard which usually follows a boustrophedon (ox-plow) track from the bottom to the top of the playing area, passing once through every square. If, on completion of a move, a player's token lands on the lower-numbered end of a "ladder", the player moves the token up to the ladder's higher-numbered square. If the player lands on the higher-numbered square of a "snake" (or chute), the token is moved down to the snake's lower-numbered square.

If a player rolls a 6, the player may, after moving, immediately take another turn; otherwise play passes to the next player in turn. If a player rolls three consecutive 6s, the player must return to the starting square (grid "1") and may not move again until rolling another 6. The player who is first to bring their token to the last square of the track is the winner.

A variation exists where a player must roll the exact number to reach the final square (hence winning). Depending on the particular variation, if the roll of the die is too large the token either remains in place or "bounces" off the final square and back again. For example, if a person requiring a three to win rolls a five, they would move forward three spaces and then back two again. In certain circumstances (such as a person requiring a one to win rolling a six), a player can end up further from the final square after this move than before it.
6. Rock Pile (Mancala)
The objective of most two and three-row mancala games is to capture more stones than the opponent; in four-row games, one usually seeks to leave the opponent with no legal move or sometimes to capture all counters in their front row.

At the beginning of a player's turn, they select a hole with seeds that will be sown around the board. This selection is often limited to holes on the current player's side of the board, as well as holes with a certain minimum number of seeds.

In a process known as sowing, all the seeds from a hole are dropped one-by-one into subsequent holes in a motion wrapping around the board. Sowing is an apt name for this activity, since not only are many games traditionally played with seeds, but placing seeds one at a time in different holes reflects the physical act of sowing. If the sowing action stops after dropping the last seed, the game is considered a single lap game.

Multiple laps or relay sowing is a frequent feature of mancala games, although not universal. When relay sowing, if the last seed during sowing lands in an occupied hole, all the contents of that hole, including the last sown seed, are immediately re-sown from the hole. The process usually will continue until sowing ends in an empty hole. Another common way to receive "multiple laps" is when the final seed sown lands in your designated hole.

Many games from the Indian subcontinent use pussa kanawa laps. These are like standard multilaps, but instead of continuing the movement with the contents of the last hole filled, a player continues with the next hole. A pussakanawa lap move will then end when a lap ends just prior to an empty hole. If a player ends his stone with a point move he gets a "free turn".

Depending on the last hole sown in a lap, a player may capture stones from the board. The exact requirements for capture, as well as what is done with captured stones, vary considerably among games. Typically, a capture requires sowing to end in a hole with a certain number of stones, ending across the board from stones in specific configurations, or landing in an empty hole adjacent to an opponent's hole that contains one or more pieces.

Another common way of capturing is to capture the stones that reach a certain number of seeds at any moment.

Also, several games include the notion of capturing holes, and thus all seeds sown on a captured hole belong at the end of the game to the player who captured it.
7. Happy Fun Squares (Lines & Boxes)
Starting with an empty grid of dots, players take turns, adding a single horizontal or vertical line between two unjoined adjacent dots. A player who completes the fourth side of a 1×1 box earns one point and takes another turn. (The points are typically recorded by placing in the box an identifying mark of the player, such as an initial). The game ends when no more lines can be placed. The winner of the game is the player with the most points.

The board may be of any size. When short on time, 2×2 boxes (created by a square of 9 dots) is good for beginners, and 5×5 is good for experts.
8. Four Cheese Pizza (Trival Pursuit?)
Trival Pursuit Rule Set:
The object of the game is to move around the board by correctly answering trivia questions. Questions are split into six categories, with each one having its own color to readily identify itself; in the classic version of Trivial Pursuit, the Genus edition, these are Geography (blue), Entertainment (pink), History (yellow), Arts & Literature (brown), Science & Nature (green), and Sports & Leisure (orange). The game includes a board, playing pieces, question cards, a box, small plastic wedges to fit into the playing pieces, and a die.

Playing pieces used in Trivial Pursuit are round and divided into six sections, similar to a pie. A small, plastic wedge can be placed into each of these sections to mark each player's progress.

During the game, players move their playing pieces around a track which is shaped like a wheel with six spokes. This track is divided into spaces of different colors, and the center of the board is a hexagonal "hub" space. At the end of each spoke is a "category headquarters" space. When a player's counter lands on a square, the player answers a question according to the color of the square, which corresponds to one of the six categories. If the player answers the question correctly, their turn continues; if the player's piece was on one of the category headquarters spaces, he/she collect a wedge of the same color, which fits into the playing piece. Some spaces say "roll again," giving an extra roll of the die to the player. The hub is a "wild" space; a player landing here may answer a question in the category of his/her choice. Any number of playing pieces may occupy the same space at the same time. A variant rule ends a player's turn on collecting a wedge, preventing a single knowledgeable player from running the board.

Once a player has collected one wedge of each color and filled up his/her playing piece, he or she must return to the hub and answer a question in a category selected by the other players. If this question is answered correctly, that player wins the game. Otherwise, the player must leave the center of the board and try again on the next turn.
9. Cheese & Crackers (Tic-Tac-Toe)
Tic-tac-toe (or Noughts and crosses, Xs and Os) is a paper-and-pencil game for two players, X and O, who take turns marking the spaces in a 3×3 grid. The player who succeeds in placing three respective marks in a horizontal, vertical, or diagonal row wins the game.
10. Concentrate! (Memory Game)
The first player chooses a card and carefully turns it over.
Be sure not to bother the surrounding cards.

The player then selects another card and turns it over. If the two cards are a matching pair for example two Jacks then they take the two cards and start a stack. The player is awarded another turn for making a match and goes again.

If the cards are not a match they are turned back over and it is now the next players turn.

The next player chooses their first card and turns it over. If it is a match for one of the cards the previous player turned over then they try to remember where that matching card was and turn it. If they are successful at making a match they place the cards in their stack and choose another card.

If the first card turned over was not a match for one previously turned over the player selects another card in an attempt of making a pair.

If they are unsuccessful in making a match they flip the cards back over
and play is passed to the next player.

A players turn is not over until they are unable to make a matching pair.

The game continues in this fashion until all the cards are played.

Once all the cards have been played the player with the most matching pairs is the winner.
11. Puzzle Games
There's 2 types of Puzzles in Games to Play on Any Day.

Jigsaw Puzzle:
Use the Puzzle Pieces in the pile & put them together to make a picture.

Slider Puzzle:
Make the mixed up Puzzle Picture look right by sliding your pieces using a blank space until you have a finished Picture.
12. HE 2001 Ordering Infomation
REGISTER TODAY!
We have a lot of Fun Things happening a Humongus Entertainment
and we want to share them with you.
Simply Call 1-800-499-8386
13-1. Secret - Full CD-ROM Install (ScummVM)
Want to play Pajama Sam: Games to Play on Any Day without the CD? Then I'll show you how to do so.

First, download the ScummVM Emulator here:
http://scummvm.org/

Then, follow these steps:
1. Insert your Pajama Sam: Games to Play on Any Day CD into your Disc Drive.
2. Click on QUIT at the autorun.
3. Open the CD
4. Create a new Folder on your C Drive and Name it: "HEGames".

5. Create a New Folder in your HEGames Folder & Name it "PSamGames"

6. Copy the Pajama Sam: Games to Play on Any Day CD Files
to your PSamGames Folder on your Hard Drive.

7. Run the ScummVM Installer & follow the instructions shown.

8. DON'T Open Pajama Sam: Games to Play on Any Day just yet.
If you're using a newer computer, you'll need to use the ScummVM Emulator.

9. Open ScummVM
10. Select "ADD GAME"

11. Find the folder where Pajama Sam: Games to Play on Any Day is Installed on your Hard Drive, select CHOOSE & then select OK. After that, the game should be added to the ScummVM Library.

12. Highlight Pajama Sam: Games to Play on Any Day,
then Double-Click on it to start or select START.

13. Enjoy
13-2. Secret - Surprise Click Points
There's no telling what will pop up when you click on random objects.
With so much to see, you won't want to miss a thing.
14. ScummVM Basic Commands
Here are the Basic Commands for the ScummVM UI:
F5 = Options Menu (Volume Contol, Show Text/Speech/Both, Subtitle Speed)
. = Skip Line of Text
Esc = Skip Cutscene
Spacebar = Pause Game
F8 = Restart Game
Ctrl 0-9 = Load Game Save State 0-9
Alt 0-9 = Save Game State 0-9
Alt X/Ctrl Z = Quit
Alt + Enter = Fullscreen/Windowed Mode
15. The Junior Arcade Series


Junior Arcade games are jam packed with fast-and-furious game-play that satisfies young players' hunger for action and surprises! Starring lovable characters and the high-quality, hand-drawn animation that families have come to expect from Humongous Entertainment, this series will provide hours of action and fun for Players of all ages.
16. The Junior Adventure Series


Challenge & Inspire Young Players to think for themselves in creative & flexable ways. Young Players play with faithful, lovable friends as they discover captivating worlds where they direct the journey & overcome challenges at their own pace. Junior Adventure Games will help Young Players develop:

1. Critical-Thinking Skills
2. Problem-Solving Skills
3. Memory Skills
4. Mental Mapping
5. Spatial-Relations Skills

Humongous Entertainment's heartwarming characters & engaging Adventures come to life through Feature Film Quality Animation, Original Music & the power of a Young Player's Imangination.
17. Your Questions
Please let me know If you have any questions or If I missed anything.