This is a sub-page of Proto:Sam & Max Hit the Road.
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This page covers an early prerelease demo of Sam & Max Hit the Road that is available on Archive.org.
Graphical Differences#
The LucasArts screen#
Demo |
Final |
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Title Screen#
Demo |
Final |
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Inventory/UI Icons#
Lots of the icons used in the player's Inventory have early designs of them.
Demo |
Final |
Description |
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The Cone O' Tragedy. |
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"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. |
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The Pillow from Conroy's room. |
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The Dress up book game. |
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The wires from the Rotating Diner. |
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The Tornado Totem. |
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The Dino Totem. |
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The Hair totem. |
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The John Murr Totem. |
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The authentic dinosaur tooth. |
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The John Muir eggplant. |
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This is the item you get after bending the ice pick to a bottle opener. |
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Trixie: the Giraffe-necked girl from Scranton, wearing a rather fetching cowboy hat. |
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Carbomb. The early version uses the same icon as the Pecan Flavored Candies do in both the demo and the final game. |
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Bent Spanner. The early version uses the same icon as Trixie's Trailer Key (crowbar) does in both the demo and the final game. |
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Tar-Covered Sasquatch Fur. The early version uses the same icon as the Tar does in both the demo and the final game. |
Cursors#
Some more early designs and placeholders.
Demo |
Final |
Description |
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Golf cursor seen while attempting to "Dunk the Beast". |
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Bomb cursor from Car Bomb |
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Missile cursor from Car Bomb |
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Close Inventory Button. The early version uses a similar icon to the End Conversation icon used in both the demo and the final game. |
Background Differences#
Demo |
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Final |
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.
Demo |
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Final |
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.
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Final |
Demo |
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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.
Unused Graphics/Animations#
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.
Unknown plus looking shape.
Golden Guy Graphics#
There is 1 unused graphic and 2 unused animations of the LucasArts Golden Guy. Some of these might have been intended to be used on the LucasArts Screen at the beginning of the game.


Notably the graphic of Sam & Max is used for the LucasArts screen is stored as a background while the morphing animation is stored as a costume.
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 |
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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 |
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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.
