You have been invited to play poker with a hyperkinetic rabbity thing, an egotistical wrestle man, a violent mercenary, and a very hardcore gamer. The gameplay itself may vary on how much of a poker buff you are, but the real hook is the hilarious dialogue between the characters. The free items for Team Fortress 2 that you get as you play the game didn't hurt either.
Sadly, the game would get delisted from digital storefronts likely due to loss of the character licenses and Telltale's demise much like its successor in May 2019. However on February 4 2026, Skunkape Games announced that a remastered version of the game would be released on Steam, PlayStation 4, and Nintendo Switch with it releasing March 5 of that year with reissued TF2 items (Steam only), better graphics, and tuned up gameplay.
Debug Functions#
Like most Telltale games, there is code for a debug mode, found in the gametable.lenc file in the archive named 0_5.ttarch.
GameTable.GetDebugMode = function(self)
return self.debugMode
end
GameTable.SetDebugMode = function(self, bDebug)
self.debugMode = bDebug
end
The game's 1_CelebrityPoker_pc_data.ttarch, contains a file dedicated to debugging named debug_celebritypoker.lenc. Other files also relating to debug materials found in the same archive is debug.imap, debug_cards.scene, and logic_debug.prop.
require("CelebrityPoker.lua")
require("CardRenderer.lua")
require("CameraManager.lua")
local GameModule = Import("Game.lua")
local CardModule = Import("Card.lua")
local GameClass = GameModule.Game
local Card = CardModule.Card
local kScript = "Debug_CelebrityPoker"
local kScene = "debug_cards.scene"
local kStartCardX = -1.1793409585953
local kStartCardY = 0.79785197973251
local kStartCardXMultiplier = 0.15000000596046
local kStartCardYMultiplier = 0.18823300302029
local kCommCardStartX = 1.1691279411316
local kCommCardStartY = -0.34747499227524
local kButtons = {"text_max", "text_strongbad", "text_heavy", "text_tycho", "text_player"}
local playerCards = {
{},
{},
{},
{},
{}}
local cardObjects = {}
local communityCards = {}
GameObject = GameClass()
local mSelectedPlayer, mSelectedPlayerButton = nil, nil
local UnselectPlayers = function()
-- upvalues: kButtons , mSelectedPlayer , mSelectedPlayerButton
for i,player in ipairs(kButtons) do
AgentSetProperty(AgentFind(player), "Text Background", false)
end
mSelectedPlayer = nil
mSelectedPlayerButton = nil
end
local SelectCard = function(button)
-- upvalues: mSelectedPlayer , communityCards , kCommCardStartX , kStartCardXMultiplier , kCommCardStartY , playerCards , kStartCardX , kStartCardY , kStartCardYMultiplier , mSelectedPlayerButton , UnselectPlayers
local name = AgentGetName(button)
button.selected = true
if mSelectedPlayer == nil then
if #communityCards >= 5 then
return
end
table.insert(communityCards, name)
AgentSetPos(button, Vector(kCommCardStartX - #communityCards * kStartCardXMultiplier, kCommCardStartY, 2.7499990463257))
else
table.insert(playerCards[mSelectedPlayer], name)
local numCards = table.getn(playerCards[mSelectedPlayer])
AgentSetPos(button, Vector(kStartCardX - (numCards - 1) * kStartCardXMultiplier, kStartCardY - (mSelectedPlayer - 1) * kStartCardYMultiplier, 2.7499990463257))
if numCards == 2 then
end
AgentSetSelectable(mSelectedPlayerButton, false)
UnselectPlayers()
end
end
local GetCardFromName = function(name)
-- upvalues: cardObjects
local index = tonumber(string.sub(name, 6))
return cardObjects[index]
end
local RestoreCard = function(button)
-- upvalues: playerCards , kButtons , kStartCardX , kStartCardY , kStartCardYMultiplier , communityCards , kCommCardStartX , kStartCardXMultiplier , kCommCardStartY
AgentRestore(button)
button.selected = false
local name = AgentGetName(button)
local bFoundCard = false
for i,playerCardTable in ipairs(playerCards) do
for j,card in ipairs(playerCards[i]) do
if name == card then
table.remove(playerCards[i], j)
AgentSetSelectable(AgentFind(kButtons[i]), true)
bFoundCard = true
end
end
if bFoundCard and playerCards[i][1] then
AgentSetPos(AgentFind(playerCards[i][1]), Vector(kStartCardX, kStartCardY - (i - 1) * kStartCardYMultiplier, 2.7499990463257))
end
end
if not bFoundCard then
local shift = false
for i,card in ipairs(communityCards) do
if name == card then
table.remove(communityCards, i)
shift = true
end
if shift then
AgentSetPos(AgentFind(communityCards[i]), Vector(kCommCardStartX - i * kStartCardXMultiplier, kCommCardStartY, 2.7499990463257))
end
end
end
end
local DoRound = function()
-- upvalues: kScene , playerCards , GetCardFromName , communityCards
SceneHide(kScene, true)
SceneAdd("ui_overlay_player.scene")
SceneAdd("adv_celebrityPokerRoom.scene")
Yield()
LookatBoxManager_Initialize()
GameObject:GetTable():InitRound()
for i = 1, 5 do
local hand = GameObject:GetTable().players[i]:GetHand()
if playerCards[i][1] then
local card = GetCardFromName(playerCards[i][1])
hand:AddHoleCard(card)
GameObject:GetTable():GetDeck():RemoveCard(card)
end
if playerCards[i][2] then
local card = GetCardFromName(playerCards[i][2])
hand:AddHoleCard(card)
GameObject:GetTable():GetDeck():RemoveCard(card)
end
end
local cards = GameObject:GetTable():GetCommunityCards()
for i = 1, #communityCards do
local card = GetCardFromName(communityCards[i])
cards:AddCommunityCard(card)
GameObject:GetTable():GetDeck():RemoveCard(card)
for i = 1, 5 do
GameObject:GetTable().players[i]:GetHand():AddCommunityCard(card)
end
end
local state = 1
if #communityCards == 3 then
state = 2
else
if #communityCards == 4 then
state = 3
end
else
if #communityCards == 5 then
state = 4
end
end
CameraManager_SetActiveCamera()
GameObject:GetTable():DoRound(0, state)
end
Debug_CelebrityPoker = function()
-- upvalues: Card , cardObjects
GameObject:Initialize()
GameMode()
GameLogicSet("logic_game.prop")
CursorSet("cursor_off.prop")
CursorHide(false)
InputMapperActivate("debug.imap")
InputMapperActivate("celebrityPoker.imap")
local i = 1
for suit = 1, 4 do
for rank = 2, 14 do
local card = Card(rank, suit)
table.insert(cardObjects, card)
CardRenderer_Render(AgentFind("card_" .. i), card)
i = i + 1
end
end
GameObject:GetTable():SetDebugMode(true)
SceneAdd(kUIScene)
Yield()
ChorePlay("ui_status_show.chore")
ChorePlay("ui_player_show.chore")
end
Debug_OnMouseL = function(event)
local button = Buttons_OnPress(event, SceneFind("debug_cards.scene"))
end
Debug_OnMouseLUp = function(event)
-- upvalues: mSelectedPlayerButton , UnselectPlayers , kButtons , mSelectedPlayer , DoRound , SelectCard , RestoreCard
local button = Buttons_OnRelease(event, SceneFind("debug_cards.scene"))
if button then
local name = AgentGetName(button)
if string.find(name, "text_") then
if mSelectedPlayerButton == button then
UnselectPlayers()
end
else
UnselectPlayers()
AgentSetProperty(button, "Text Background", true)
for i,player in ipairs(kButtons) do
if name == player then
mSelectedPlayer = i
mSelectedPlayerButton = button
end
end
end
elseif name == "button_doRound" then
DoRound()
elseif not button.selected then
SelectCard(button)
else
RestoreCard(button)
end
end
Debug_SetCards = function(iDeck)
-- upvalues: Card
CardRenderer_SetCurrentDeck(iDeck)
local i = 1
for suit = 1, 4 do
for rank = 2, 14 do
local card = Card(rank, suit)
CardRenderer_Render(AgentFind("card_" .. i), card)
i = i + 1
end
end
end
CelebrityPoker_OnMouseL = function(event)
local button = Buttons_OnPress(event, SceneFind("ui_overlay_player.scene"))
if button then
GameObject:OnMouseL(button)
end
end
CelebrityPoker_OnMouseLUp = function(event)
local button = Buttons_OnPress(event, SceneFind("ui_overlay_player.scene"))
if button then
GameObject:OnMouseLUp(button)
else
GameObject:OnMouseLUp()
end
end
CelebrityPoker_OnMouseRollOn = function(event)
Buttons_OnRollOn(event, SceneFind("ui_overlay_player.scene"))
end
CelebrityPoker_OnMouseRollOff = function(event)
Buttons_OnRollOff(event, SceneFind("ui_overlay_player.scene"))
end
SceneOpen(kScene, kScript)
Unused Dialogue#
Several unused voice lines are in the game's data, and can be extracted with the Telltale Speech Extractor program.
Max#
Max has the most unused sounds of any character in the game.
Check-check-double-check!
Would have been used when Max checks.
I'm gonna check. Yep. Still here.
Another checking dialogue.
You'll take it and you'll like it!
Would've been used upon being the last to fold.
[239153176]
Animation=
Extra=
Category=MAX
Speech=[Remember that part of him IS actually made of money] {confused1}Actually, my small intestine {happy1}IS clogged with a roll of Sacajawea dollars I wanted to smuggle into Canada...
This line uses developer text relating to the dialog.
Heavy#
Meant for when Heavy folds, as he says "No" in Russian. (The alt in the filename suggests this.)
[239153158]
Animation=
Extra=
Category=HEAVY
Speech={furious1}[Offended, no one knows why] WHAT?! I AM NOT MOONLIGHTER!
The speech portion of the file also shows developer text about the dialog.
Tycho#
Whoever knocks me out of the tournament is the proud new owner of that slightly-used garment.
Implies that Tycho was originally going to buy-in with his sweater. In-game, he buys-in with a watch. Thought, Tycho and even the host didn't reply to the players that whoever knocks him out will receive his watch.
Host#
An alternate take of the Host/Winslow's line "The player has...".
Murder Scenario#
Host: It appears there has been... a MURDER!
Max: Remember, kids: Crying is an invitation to the crypt.
Host: Just goes to show that anything can happen at the Inventory.
Max: Uhh... you know there's an actual dead guy here, right?
These lines were either meant for an additional bonus or for a promotional game at PAX where the people would make scenes to find out who committed a murder at the Inventory.
Unused Textures#
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To do: |

A photo of the main street from Sam & Max: Beyond Time and Space is in the game's files.
Leftover graphics pertaining to Telltale Texas Hold 'Em, Telltale's first game, coincidentally.
Bob's name tags from Sam & Max.

A strange collage of magazine pages that don't seem to be used anywhere. Its internal name is obj_dust.
Unused Easy Difficulty#
The file pokerconstants.lenc found in the 0_4.ttarch archive is where the difficulty select is stored. It mentions an easy difficulty that goes unused, as you can only select Normal or Hard.
kDifficulty_Hard = 3
kDifficulty_Medium = 2
kDifficulty_Easy = 1
Unused Save Slots#
The file mainmenu.lenc found in the archive 1_CelebrityPoker_pc_data.ttarch mentions being able to use three save slots, despite only one being used in the final, and it doesn't function like most other Telltale games.
local kPlayGameButton1Name = "ui_menu_PlayGame_SaveGame1_title"
local kPlayGameButton2Name = "ui_menu_PlayGame_SaveGame2_title"
local kPlayGameButton3Name = "ui_menu_PlayGame_SaveGame3_title"
local kPlayGameButtonStartName = "ui_menu_PlayGame_buttonContinue"
Hidden Developer Messages#
Throughout the game's files are various developer messages that are used in print commands, possibly in a log window during development.
Found in gametable.lenc in the same archive as the debug mode.
GameTable.GetNextNonBustedPlayer = function(self, player)
local allPlayers = self.players
local index = table.find(allPlayers, player)
local startIndex = index
local nextPlayer = nil
repeat
index = index + 1
if #allPlayers < index then
index = 1
end
if startIndex == index then
Print("NO NEXT NON-BUSTED PLAYER, aborting")
return nil
end
nextPlayer = allPlayers[index]
until not nextPlayer:IsBusted()
return nextPlayer
end
GameTable.IsCalledAllIn = function(self)
if self.edgeCaseAllInBigBlindHasLessThanSmallBlind then
return true
end
if #self:GetActivePlayers() == 2 and self.bigBlindAllIn and self.smallBlindStillCanAct then
return false
end
local anyAllIns = false
local numNotAllIn = 0
for i,player in ipairs(self:GetActivePlayers()) do
if player:IsAllIn() then
anyAllIns = true
end
if player:GetChips() > 0 then
numNotAllIn = numNotAllIn + 1
end
end
if anyAllIns and numNotAllIn <= 1 then
Print("NO BETTING, ALL IN IS CALLED")
return true
end
return false
end
Dummy File#
dummy.prop, a simply named dummy file, is present in the files.
Test Files#
There are two test files in the 1_CelebrityPoker_pc_data.ttarch file, poker_backgroundtest.d3dmesh and poker_backgroundtest.prop.
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The Poker Night series | |
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Windows, Mac OS X |
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PlayStation 3, Xbox 360, iOS |
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Related games | |
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Sam & Max • Homestar Runner • Team Fortress • Monkey Island • Borderlands • Evil Dead • Portal |
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