History YMMV / SeriousSam

20th Sep '17 12:20:17 AM jayharrison
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** [[http://www.youtube.com/watch?v=_WfFjMufC_w&feature=related The main menu theme]] of ''Next Encounter''. While it's not the best soundtrack from the Serious Sam series, it sure makes you pumped for action.

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** [[http://www.youtube.com/watch?v=_WfFjMufC_w&feature=related The main menu theme]] of ''Next Encounter''. While it's not the best soundtrack from the Serious Sam series, it sure makes gets you pumped up for action.



*** Additionally, ''Next Encounter'' has laughing gas as alternate ammo for the flamethrower. One short spritz of this will cause any enemy, aside from bosses, to stop attacking completely, stand completely still, and ultimately DieLaughing.



** In ''Serious Sam 1'', Marsh-Hoppers, Kamikazes and Kleers, the latter of which are the most common enemies... ever. Also, the Arachnoids, mostly due to being the only enemies in the game with hitscan projectiles. Sirian Werebulls are like Kleers but ''worse'', given that they have more health and tend to knock you around in massive hordes while dealing high damage to your health, though it's also generally easier to avoid them. And then there are the Aludran Reptiloids, enemies which fire fast, homing green energy balls at you, usually from a high vantage point. They tend to do this while you're distracted by a horde of melee enemies.

to:

** In ''Serious Sam 1'', Marsh-Hoppers, Kamikazes Kamikazes, and Kleers, the latter of which are the most common enemies... ever. Also, the Arachnoids, mostly due to being the only enemies in the game with hitscan projectiles. Sirian Werebulls are like Kleers but ''worse'', given that they have more health and tend to knock you around in massive hordes while dealing high damage to your health, though it's also generally easier to avoid them. And then there are the Aludran Reptiloids, enemies which fire fast, homing green energy balls at you, usually from a high vantage point. They tend to do this while you're distracted by a horde of melee enemies.
3rd Sep '17 7:23:55 PM SeriousSacor
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** The entire last levels of ''The Second Encounter'' and ''Before First Encounter''.

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** The entire last levels of ''The Second Encounter'' and ''Before First Encounter''.''BFE''.



* NightmareFuel: The Cave Demons (aka "space monkeys") of BFE are introduced in an undergroud level, and every time you encounter them in such enclosed, dark spaces with only your torchlight to give some visibility, chills down your spine are guaranteed as you try to spot them, jumping from column to column, before they lunge at you and then retreat into the shadows.

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* NightmareFuel: The Cave Demons (aka "space monkeys") of BFE ''BFE'' are introduced in an undergroud underground level, and every time you encounter them in such enclosed, dark spaces with only your torchlight to give some visibility, chills down your spine are guaranteed as you try to spot them, jumping from column to column, before they lunge at you and then retreat into the shadows.



** ''BFE'' starts you out very slowly. You have to use a hammer at first, don't even get a pistol until some way into the first level, and only get the serious (heh) firepower and battles after quite a while.
* ThatOneAchievement: In ''3'', "Queen Hatshepsut" which requires [[http://youtu.be/PL_s5L4U3mw completing the final level in single player on serious difficulty without dying or reloading]]. The level itself is quite difficult and par time of this level is 80 minutes.
** Getting the "MEGA MIDNIGHT SECRET" in the Citadel in TSE (which contains Serious Damage and Invulnerability power-ups, a Minigun, and max health and armor pickups) normally. The entrance is only open for a very brief window of time, and that window starts so quickly that the only way to reach it in time is to recklessly speedrun your way through most of the level. Fortunately, if you know where the secret is, you can just use the knife on the entrance and it'll open anyway.
* ThatOneBoss: The ZergRush of marsh hoppers in The First Encounter is this to some.

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** ''BFE'' starts you out very slowly. You have to use a hammer Sledgehammer at first, don't even get a pistol Pistol until some way into the first level, and only get the serious (heh) firepower and battles after quite a while.
* ThatOneAchievement: In ''3'', ''BFE'', "Queen Hatshepsut" which requires [[http://youtu.be/PL_s5L4U3mw completing the final level in single player on serious Serious difficulty without dying or reloading]]. The level itself is quite difficult and par time of this level is 80 minutes.
** Getting the "MEGA MIDNIGHT SECRET" in the Citadel in TSE ''TSE'' (which contains Serious Damage and Invulnerability power-ups, a Minigun, and max health and armor pickups) normally. The entrance is only open for a very brief window of time, and that window starts so quickly that the only way to reach it in time is to recklessly speedrun your way through most of the level. Fortunately, if you know where the secret is, you can just use the knife Knife on the entrance and it'll open anyway.
* ThatOneBoss: The ZergRush of marsh hoppers Marsh-Hoppers in The ''The First Encounter Encounter'' is this to some.



* ThatOneLevel: "The Grand Cathedral" from ''Second Encounter'', while very impressive, is also clogged with enemies. The "Great Pyramid" from ''First Encounter'', slightly less so. This is actually the best part for some players, since it gives a nice [[HolyShitQuotient "Holy fuck!"]] feeling the first few times. The hardest difficulty also requires the players to perform some sort of slot puzzle in order to enter the pyramid to kill Ugh-Zan.
** The final [[TheWarSequence war sequence]] in Grand Cathedral is actually more forgiving as far as the respawning power-ups goes than the last arena fight in The Great Pyramid. The latter only gives you 2 +25 health pickups and one green ammo backpack, while the former gives you 2 +50 health and 2 +50 armor pickups, along with a green ammo backpack and a Serious Damage and Serious Speed pickup. Plus partway through the fight, mother nature lends a hand with the fight by raining ''fire and brimstone.''

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* ThatOneLevel: "The Grand Cathedral" from ''Second ''The Second Encounter'', while very impressive, is also clogged with enemies. The "Great Pyramid" from ''First ''The First Encounter'', slightly less so. This is actually the best part for some players, since it gives a nice [[HolyShitQuotient "Holy fuck!"]] feeling the first few times. The hardest difficulty also requires the players to perform some sort of slot puzzle in order to enter the pyramid to kill Ugh-Zan.
times.
** The final [[TheWarSequence war sequence]] in The Grand Cathedral is actually more forgiving as far as the respawning power-ups goes than the last arena fight in The Great Pyramid. The latter only gives you 2 +25 health pickups and one green ammo backpack, while the former gives you 2 +50 health and 2 +50 armor pickups, along with a green ammo backpack and a single Serious Damage and Serious Speed pickup. Plus pickups. Plus, partway through the fight, mother nature lends a hand with the fight by raining ''fire and brimstone.''
3rd Sep '17 7:10:01 PM SeriousSacor
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** And the [[http://www.youtube.com/watch?v=MPrXq-ViSCw third battle theme]] from Second Encounter.

to:

** And the [[http://www.youtube.com/watch?v=MPrXq-ViSCw third battle theme]] from ''The Second Encounter.Encounter''.



** [[http://www.youtube.com/watch?v=_WfFjMufC_w&feature=related The main menu theme]] of ''The Next Encounter''. While it's not the best soundtrack from the Serious Sam series, it sure makes you pumped for action.
** [[http://www.youtube.com/watch?v=O7UFcQjuvdQ&hd=1 Boss Fight Strings]] from Serious Sam 3: BFE, which is a musical CallBack to Dunes Medium.

to:

** [[http://www.youtube.com/watch?v=_WfFjMufC_w&feature=related The main menu theme]] of ''The Next ''Next Encounter''. While it's not the best soundtrack from the Serious Sam series, it sure makes you pumped for action.
** [[http://www.youtube.com/watch?v=O7UFcQjuvdQ&hd=1 Boss Fight Strings]] from Serious ''Serious Sam 3: BFE, BFE'', which is a musical CallBack callback to Dunes Medium.



* BestLevelEver: A relatively small [[TheWarSequence war sequence]] is found in the ''First Encounter'' level "Dunes". ''Fun as hell.'' CrowningMusicOfAwesome [[http://www.youtube.com/watch?v=t_fXkzWvhzI also helps a lot.]]
** The final level in Second Encounter is the biggest series of [[TheWarSequence War Sequences]] in the...er, series. Until BFE came along with ''its'' final level, that is.
* BigLippedAlligatorMoment - The [[ShowWithinAShow House Of Sam]] trailers for ''Second Encounter HD'', starring a unstable televangelist spreading the good word about The Second Coming Of Sam.

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* BestLevelEver: A relatively small [[TheWarSequence war sequence]] is found in the ''First ''The First Encounter'' level "Dunes". ''Fun as hell.'' hell''. CrowningMusicOfAwesome [[http://www.youtube.com/watch?v=t_fXkzWvhzI also helps a lot.]]
** The final level in ''The Second Encounter Encounter'' is the biggest series of [[TheWarSequence War Sequences]] in the...the... er, series. Until BFE ''BFE'' came along with ''its'' final level, that is.
* BigLippedAlligatorMoment - The [[ShowWithinAShow House Of Sam]] trailers for ''Second ''The Second Encounter HD'', starring a unstable televangelist spreading the good word about The Second Coming Of Sam.



** Kleers. They come in packs, soak up damage, require a point-blank double-barrel shotgun to kill (which opens you up to attack from the other kleer), move fast, leap fast, and deal a huge chunk of damage.

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** Kleers. They come in packs, soak up damage, require a point-blank double-barrel shotgun Double-Barrel Shotgun to kill (which opens you up to attack from the other kleer), Kleers), move fast, leap fast, and deal a huge chunk of damage.



** Technopolip-possessed Apache Helicopters are also troublesome since they're immune to bullets and some of them are encountered before getting the devastator or a cannon which is annoying since they tend to move out of the way of your rockets all the time. That, combined with their powerful hitscan machine gun, makes them ''incredibly'' frustrating enemies on higher difficulties.
*** Adult Arachnoids in ''BFE'' are a huge problem at higher difficulties, since they do more damage than Arachnoids in the previous games and tend to move out of the way of your rockets rather than standing still like their classic counterparts.
** Fiendian Reptiloid Demons in ''The Second Encounter'' are very potent enemies. They have a very high amount of health, so much that it takes ''four sniper rounds'' to down them on ''Normal'' (practically every other enemy goes down in one or two), and launch extremely fast and damaging homing fireballs that can't be destroyed by anything other than the lasergun, cannon, or rocket launcher. They also have a punch that kills you in three hits if you have maxed out health and armor, but chances are you'll never even see it because eighty percent of the time they are placed in far off places or on top of buildings to spam their fireballs at you. If that wasn't enough, they ''never'' flinch, unlike ninety percent of the enemies, and they can use fireballs to block your bullets, which is not obvious upon first fighting them.
** Headless Kamikazes may go down in one or two hits, but they're utterly relentless, and if one of them manages to get close enough to you, there's no escape; They ''will'' carve huge chunks out of your health meter when they go.

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** Technopolip-possessed Apache Helicopters are also troublesome since they're immune to bullets bullets, and some of them are encountered before getting the devastator Devastator or a cannon Cannon, which is annoying since they tend to move out of the way of your rockets all the time. That, combined with their powerful hitscan machine gun, makes them ''incredibly'' frustrating enemies on higher difficulties.
*** Adult Arachnoids in ''BFE'' are a huge problem at on higher difficulties, since they do deal more damage than compared to Arachnoids in from the previous games games, and they tend to move out of the way of your evade incoming rockets rather than standing still like their classic counterparts.
stand still.
** Fiendian Reptiloid Demons in ''The Second Encounter'' are very potent enemies. They have a very high amount of health, so much that it takes ''four sniper rounds'' to down them on ''Normal'' (practically every other enemy goes down in one or two), and launch extremely fast and damaging homing fireballs that can't be destroyed by anything other than the lasergun, cannon, Lasergun, Cannon, or rocket launcher. Rocket Launcher; and that's only possible in the ''HD'' re-release. They also have a punch that kills you in three hits if you have maxed out health and armor, but chances are you'll never even see it because eighty percent of the time they are placed in far off places faraway distances or on top of buildings to spam their fireballs at you. If that wasn't enough, they ''never'' flinch, unlike ninety percent of the enemies, and they can use fireballs to block your bullets, which is not obvious upon first fighting them.
** Headless Kamikazes may go down in one or two hits, but they're utterly relentless, and if one of them manages to get close enough to you, there's no escape; They ''will'' carve huge chunks out of your health meter when they go.detonate.



** ''The Next Encounter'' has the sniper rifle... Oh god, the sniper rifle. Arguably, its might even surpasses the one SBC Cannon has, making it a whole ton less reliable.

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** ''The Next ''Next Encounter'' has the sniper rifle... Sniper Rifle... Oh god, the sniper rifle. Sniper Rifle. Arguably, its might even surpasses that of the one SBC Cannon has, Cannon, making it what was formerly the strongest weapon in the series a whole ton less reliable.



** Kleer in all games: They're vaguely bearable when they come in one or two, where you can unload rapid-fire ammo on them from afar, but anything more than three becomes Hell on Earth as they soak up all your bullets and swarm you with fast slashes that will kill you in three hits.
** In ''Serious Sam I'', marsh-hoppers, kamikazes and Kleers, the latter of which are the most common enemies... ever. Also, the Arachnoids, mostly due to being the only enemies in the game with hitscan projectiles. Sirian werebulls are like kleers but ''worse'', given that they have more health and tend to knock you around in massive hordes while dealing high damage to your health, though it's also generally easier to avoid them. Aludran Reptiloids stayed back and fired fast, homing green energy balls at you, usually from a high vantage point. They tended to do this when you were in the middle of an encounter with melee enemies.
** Marsh-Hoppers suddenly become much more manageable in Second Encounter. Just whip out the chainsaw and watch them jump right into it. Though there's still the occasional wave where they come at you from multiple directions and are harder to manage.
** In ''Serious Sam 2'', flying enemies, most notably witches (''especially'' witches, since they move the fastest and can fire and move at the same time,) floaters, and harpies. Fatso Fighter and Seagull Bomber planes to some extent too due to being hard to hit but rather easy to avoid.
** In ''Serious Sam 3'', the kleers, werebulls, arachnoids, and kamikazes make a return, and several new annoying enemies are added. Some of the worst are the cave demons, cat-sized predators who leap around and lunge at Sam in dark areas. On Serious and Mental difficulties, the cloned soldiers (weak, inferior, cannon fodder versions of human troops) become this as well. They only take a few shots to kill, but there's tons of them, they have hitscan weaponry, they hide behind corners, and can slowly cut down your health while the goddamned kleers rush you.
*** There's also the Witch-Brides, SuperpoweredMooks with telekinesis and invulnerable, damage absorbing barriers. Their telekinetic attacks do little damage, but they constantly teleport around and are invulnerable unless they're attacking, meaning they take far longer to die than they have a right to. What makes them so annoying is their 'choke' attack; they lift Sam up into the air, stun him, and inflict minor damage; this basically mean every single enemy in the area will instantly start ganging up on you until the attack is over while you are completely unable to defend yourself. On any difficulty above normal, getting hit by this attack is basically instant death.
*** The kleer skeletons step into DemonicSpiders territory during the early game, when they deal a disproportionately large amount of damage compared to everything else. The takedown move would be a great way to get rid of them if they didn't hunt in packs, since said move immobilizes you, so you'd better get used to that sledgehammer's timing and spacing pretty quickly. Towards the end of the game, they come in big enough packs that a sledgehammer isn't going to cut it. You'll find yourself breaking out heavy weapons like the Rockets and Devastator just to kill them before they can get to grips.

to:

** Kleer Kleers in all games: They're vaguely bearable when they come in one or two, where you can unload rapid-fire ammo on them from afar, but anything more than three becomes Hell on Earth as they soak up all your bullets and swarm you with fast slashes that will kill you in three hits.
** In ''Serious Sam I'', marsh-hoppers, kamikazes 1'', Marsh-Hoppers, Kamikazes and Kleers, the latter of which are the most common enemies... ever. Also, the Arachnoids, mostly due to being the only enemies in the game with hitscan projectiles. Sirian werebulls Werebulls are like kleers Kleers but ''worse'', given that they have more health and tend to knock you around in massive hordes while dealing high damage to your health, though it's also generally easier to avoid them. And then there are the Aludran Reptiloids stayed back and fired Reptiloids, enemies which fire fast, homing green energy balls at you, usually from a high vantage point. They tended tend to do this when you were in the middle while you're distracted by a horde of an encounter with melee enemies.
** Marsh-Hoppers suddenly become much more manageable in ''The Second Encounter. Encounter''. Just whip out the chainsaw Chainsaw and watch them jump right into it. the active blade. Though there's still the occasional wave where they come at approach you from multiple directions and are directions, making them harder to manage.
** In ''Serious Sam 2'', flying enemies, most notably witches Witches (''especially'' witches, Witches, since they move the fastest and can fire and move at the same time,) floaters, Floaters, and harpies.Harpies. Fatso Fighter and Seagull Bomber planes to some extent too due to being hard to hit but rather easy to avoid.
** In ''Serious Sam 3'', the kleers, werebulls, arachnoids, Kleers, Werebulls, Arachnoids, and kamikazes Kamikazes make a return, and several new annoying enemies are added. Some of the worst are the cave demons, Cave Demons, cat-sized predators who leap around and lunge at Sam in dark areas. On Serious and Mental difficulties, the cloned soldiers Cloned Soldiers (weak, inferior, cannon fodder versions of human troops) become this as well. They only take a few shots to kill, but there's tons of them, they have hitscan weaponry, they hide behind corners, and can slowly cut down your health while the goddamned kleers Kleers rush you.
*** There's also the Witch-Brides, SuperpoweredMooks with telekinesis and invulnerable, damage absorbing barriers. Their telekinetic attacks do little damage, but they constantly teleport around and are invulnerable unless they're attacking, meaning they take far longer to die than they have a right to. What makes them so annoying is their 'choke' attack; they lift Sam up into the air, stun him, and inflict minor damage; this basically mean means every single enemy in the area will instantly start ganging up on you until the attack is over while you are completely unable to defend yourself. On any difficulty above normal, Normal, getting hit by this attack is basically instant death.
*** The kleer skeletons Kleer Skeletons step into DemonicSpiders territory during the early game, when they deal a disproportionately large amount of damage compared to everything else. The takedown move would be a great way to get rid of them if they didn't hunt in packs, since said move immobilizes you, so you'd better get used to that sledgehammer's Sledgehammer's timing and spacing pretty quickly. Towards the end of the game, they come in big enough packs that a sledgehammer Sledgehammer isn't going to cut it. You'll find yourself breaking out heavy weapons like the Rockets Rocket Launcher and Devastator just to kill them before they can get to grips.



** From the same game, the Rollerballs are basically werebulls in spherical form. They can be knocked back with weapons with high stopping power like the rocket launcher or double-barreled shotgun, but have a ton of health and ''don't'' toss you aside when they hit you like the werebulls do, making it easy for them to surround you and mob you to death if they come in large numbers.

to:

** *** From the same game, the Rollerballs are basically werebulls Werebulls in spherical form. They can be knocked back with weapons with high stopping power like the rocket launcher Rocket Launcher or double-barreled shotgun, Double Shotgun, but have a ton of health and ''don't'' toss you aside when they hit you like the werebulls Werebulls do, making it easy for them to surround you and mob you to death if they come in large numbers.
20th Apr '17 9:07:10 AM Anddrix
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* HellIsThatNoise: The kamikaze bombers scream:
-->'''''AAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHH!'''''
** The sound of more enemies being warped in.



* ParanoiaFuel: Whenever you are in an area where there are inactive enemies either hiding or waiting to spawn, the game plays a randomised loop of [[HellIsThatNoise growling, snarling and screeching]]. It stops the moment you've wiped the area clean of foes, but until then you'll find yourself [[SuspiciousVideogameGenerosity treating powerups with the utmost suspicion]] and [[ProperlyParanoid jumping at every single sound (especially if you're low on health).]]

to:

* ParanoiaFuel: Whenever you are in an area where there are inactive enemies either hiding or waiting to spawn, the game plays a randomised loop of [[HellIsThatNoise growling, snarling and screeching]].screeching. It stops the moment you've wiped the area clean of foes, but until then you'll find yourself [[SuspiciousVideogameGenerosity treating powerups with the utmost suspicion]] and [[ProperlyParanoid jumping at every single sound (especially if you're low on health).]]
22nd Dec '16 4:21:13 PM ArdjentEnergy
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** In ''Serious Sam I'', marsh-hoppers, kamikazes and kleer, latter of which are the most common enemies... ever. Also, the Arachnoids, mostly due to being the only enemies in the game with hitscan projectiles. Sirian werebulls are like kleers but ''worse'', given that they have more health and tend to knock you around in massive hordes while dealing high damage to your health, though it's also generally easier to avoid them. Aludran Reptiloids stayed back and fired fast, homing green energy balls at you, usually from a high vantage point. They tended to do this when you were in the middle of an encounter with melee enemies.

to:

** In ''Serious Sam I'', marsh-hoppers, kamikazes and kleer, Kleers, the latter of which are the most common enemies... ever. Also, the Arachnoids, mostly due to being the only enemies in the game with hitscan projectiles. Sirian werebulls are like kleers but ''worse'', given that they have more health and tend to knock you around in massive hordes while dealing high damage to your health, though it's also generally easier to avoid them. Aludran Reptiloids stayed back and fired fast, homing green energy balls at you, usually from a high vantage point. They tended to do this when you were in the middle of an encounter with melee enemies.



* MemeticMutation: The Headless Kamikazes, otherwise known as this series' equivalent of ''VideoGame/{{Minecraft}}''[='=]s Creepers, as well as their infamous [[OverlyLongScream "AAAAAAAAAAAAAAAAAAHHHHHHHHHH..." scream]].

to:

* MemeticMutation: The Headless Beheaded Kamikazes, otherwise known as this series' equivalent of ''VideoGame/{{Minecraft}}''[='=]s Creepers, as well as their infamous [[OverlyLongScream "AAAAAAAAAAAAAAAAAAHHHHHHHHHH..." scream]].
1st Oct '16 11:23:34 PM ChaoticNovelist
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* AngstWhatAngst: In ''BFE'', Sam barely seems to register the early-game death of his squadmates as well as the frequent deaths of all the various allies he's supposed to meet up with. He doesn't even give the perfunctory "shit that sucks" that most other FPS protagonists give out after such events.
** It also retcons his previous backstory, where it was implied he was suicidal (it was his ship that more or less brought Mental down on the human race).
*** Retcon? Really? Maybe Sam just became emotionally numb after all that he went through beforehand.

to:

* AngstWhatAngst: In ''BFE'', Sam barely seems to register the early-game death of his squadmates as well as the frequent deaths of all the various allies he's supposed to meet up with. He doesn't even give the perfunctory "shit that sucks" that most other FPS protagonists give out after such events.
**
events. It also retcons his previous backstory, where it was implied he was suicidal (it was his ship that more or less brought Mental down on the human race).
*** Retcon? Really? Maybe Sam just became emotionally numb after all that he went through beforehand.
race).



* GameplayDerailment: Using your co-op mate as a platform to get the secret above you both. It stopped working since ''BFE'' came out, though.

to:

* GameplayDerailment: Using your co-op mate as a platform to get the secret above you both. It stopped working since ''BFE'' came out, though.out.
21st Jul '16 5:54:48 PM Mikey34
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Added DiffLines:

*** Retcon? Really? Maybe Sam just became emotionally numb after all that he went through beforehand.
10th May '16 1:28:36 PM Berrenta
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* ItGetsBetter
** The first two levels of "The First Encounter" play out like a standard early FPS. Then you get to the end of third level, and suddenly hundreds of enemies start spawning all at once and running towards you. That's when the real game kicks in.
** ''BFE'' starts you out very slowly. You have to use a hammer at first, don't even get a pistol until some way into the first level, and only get the serious (heh) firepower and battles after quite a while.



* SlowPacedBeginning:
** The first two levels of "The First Encounter" play out like a standard early FPS. Then you get to the end of third level, and suddenly hundreds of enemies start spawning all at once and running towards you. That's when the real game kicks in.
** ''BFE'' starts you out very slowly. You have to use a hammer at first, don't even get a pistol until some way into the first level, and only get the serious (heh) firepower and battles after quite a while.



* ThatOneLevel / BestLevelEver - "The Grand Cathedral" from ''Second Encounter'', while very impressive, is also clogged with enemies. The "Great Pyramid" from ''First Encounter'', slightly less so. This is actually the best part for some players, since it gives a nice [[HolyShitQuotient "Holy fuck!"]] feeling the first few times. The hardest difficulty also requires the players to perform some sort of slot puzzle in order to enter the pyramid to kill Ugh-Zan.

to:

* ThatOneLevel / BestLevelEver - ThatOneLevel: "The Grand Cathedral" from ''Second Encounter'', while very impressive, is also clogged with enemies. The "Great Pyramid" from ''First Encounter'', slightly less so. This is actually the best part for some players, since it gives a nice [[HolyShitQuotient "Holy fuck!"]] feeling the first few times. The hardest difficulty also requires the players to perform some sort of slot puzzle in order to enter the pyramid to kill Ugh-Zan.
8th Feb '16 6:27:32 PM NeoChaos
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** Getting the "MEGA MIDNIGHT SECRET" in the Citadel in TSE (which contains Serious Damage and Invulnerability power-ups, a Minigun, and max health and armor pickups) normally. The entrance is only open for a very brief window of time, and that window starts so quickly that the only way to reach it in time is to recklessly speedrun your way through most of the level. Fortunately, if you know where the secret is, you can just pelt the entrance with many, many rockets and it'll open anyway.

to:

** Getting the "MEGA MIDNIGHT SECRET" in the Citadel in TSE (which contains Serious Damage and Invulnerability power-ups, a Minigun, and max health and armor pickups) normally. The entrance is only open for a very brief window of time, and that window starts so quickly that the only way to reach it in time is to recklessly speedrun your way through most of the level. Fortunately, if you know where the secret is, you can just pelt use the knife on the entrance with many, many rockets and it'll open anyway.
31st Jan '16 4:40:51 PM twofistguy
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* BigLippedAlligatorMoment - The [[ShowWithinAShow House Of Sam]] trailers for ''Second Encounter HD'', starring a unstable televangelist spreading the good word about The Second Coming Of Sam. Krundle Blind! KRUNDLE BLIND! '''''KRUNDLE BLIND!!'''''

to:

* BigLippedAlligatorMoment - The [[ShowWithinAShow House Of Sam]] trailers for ''Second Encounter HD'', starring a unstable televangelist spreading the good word about The Second Coming Of Sam. Krundle Blind! KRUNDLE BLIND! '''''KRUNDLE BLIND!!'''''
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http://tvtropes.org/pmwiki/article_history.php?article=YMMV.SeriousSam