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Proto:Sam & Max Hit the Road

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This page details one or more prototype versions of Sam & Max Hit the Road.

This page covers a early prerelease demo of Sam & Max Hit the Road that is available on Archive.org.


Graphical Differences

The LucasArts screen

Demo Final
SamNmaxLucasArtScreenearly.png SamNmaxLucasArtScreenFinal.png

Title Screen

Demo Final
SamNmaxEarlyTitleScreen.png SamnMaxHTR title.png

Inventory/hud icons

lots of the icons used in Sam's Inventory have early version of them.

Demo Final Description
SamNmaxConeOtragedyEarlyIcon.png SamNmaxConeOtragedyFinalIcon.png The Cone O' Tragedy.
SamNmaxCarbombearlyicon.png SamNMaxCarbombiconfinal.png Carbomb. The early version uses the same icon as the Pecan Flavored candies do in both the demo and the final game.
SamNmaxEarlyToilet.png SamNmaxFinalToilet.png "I gotta go to the bathroom." The toilet is drawn from a side angle in the demo. While the final is from a 45 degree angle facing up at it
SNmHtREarlyPillow.png SNmHtRFinalPillow.png The Pillow from Conroy's room.
SNmHtREarlyDressUP.png SNmHtRFinalDressUP.png The Dress up book game
SNmHtREarlyWires.png SNmHtRFinalWires.png The wires from the Rotating Diner
SNmHtREarlyTornatototem.png SNmHtRFinalTornatototem.png The Tornado Totem
SNmHtREarlydinoTotem.png SNmHtRFinalDinoTotem.png The Dino Totem
SNmHtREarlyHairtotem.png SNmHtRFinalHairtotem.png The Hair totem
SNmHtREarlyJohnMurrtotem.png SNmHtRFinalJohnMurrtotem.png The John Murr Totem
SamNmaxDinoToothEarly.png SamNmaxDinoToothFinal.png The authentic dinosaur tooth.
SamNmaxCorkEarly.png SamNmaxCorkFinal.png This is the item you get after bending the ice pick to a bottle opener. Since this demo has no graphics for the snow globe, potentially you were supposed to use this bottle to store the mysterious vortex.


Background differences

Demo Final Description
SamNmaxHitTheRoadOfficeearly.png SamNmaxHitTheRoadOfficefinal.png Sam & Max's Office. Max's rare 60s poster has different text. The demo background uses hash shading for the dark shadows in the foreground and on the ceiling.
SamNmaxHitTheRoadWcarnavalearly.png SamNmaxHitTheRoadcarnavalfinal.png At the carnival in the demo, Trixie's trailer is just 2 solid colors. The final game adds more detailing to it. Also the entire left side of the image was redone adding the big sign, trash can, fence and redoing the bushes and ground.
SamNmaxHitTheRoadWakARatearly.png SamNmaxHitTheRoadWakARatfinal.png The Scoreboard in the "wholesome" Wak-A-Rat game is way simpler in the Demo. The final game tells you how many rats you need to hit to win.
Demo Final Description
SNmHTRTOLBGEarly.png SNmHTRTOLBGFinal.png The Rat biting the power box is a bright yellow, while in the final it blends in the background by being blue. The buttons also have a little bit of yellow on them.

Unused Graphics/animations

SNmHtREarlyExclaim.png

An exclamation mark. Maybe an early version of the one used for dialog. In the final game, it is replaced by the graphics for the snow globe.

SNmHtREarlyUnknown.png

unknown plus looking shape

Golden Guy animations

There is 1 unused graphics and 2 unused animations of the LucasArts Golden Guy. Some of these might have been intended to be used on the LucasArt Screen at the beginning of the game

Spinning Golden Guy

GoldenGuySNMDEMO.gif

Sam & Max Morphing into Golden Guy

MorphingSNMDEMO.gif

Even though the before of Sam & Max is used for the LucasArts screen, that is stored as a background while this animation is stored as a costume.

Warped? Golden Guy

SamNmaxWarpedGoldenGuy.png

Early Conroy Bumpus Animation

An early version of Conroy using the electric stun stick. This animation is never played as the Savage Jungle Inn is not implemented in this demo. The animation itself is pretty similar to the final, although the stun stick looks extremely basic and he doesn't grit his teeth when using it.

Early Final
S&MEarlyConroyStunStick.gif FinalConroy.gif


Unused Menu

There is an unused version of the menu that you can enter by using the debug features of ScummVM, and sending yourself to room 78.

Unused Used in the Demo and Final
SamNmaxEarlyMenu.png SamNmaxfinalMenu.png

There are options to change the Screen Saver, and color mode. Which in the final game are controlled through keys on the keyboard. You also have two different backgrounds that you can choose from on this screen. #3 and #4 will just set the picture to the same as #1. Most buttons don't work, or cause ScummVM to crash.

The ScreenSaver Menu


The Main Menu With BG 2