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->''"VideoGame/{{Turok}}? VideoGame/{{Duke|Nukem}}? [[VideoGame/HalfLife Freeman?]] VideoGame/{{Quake}}guy? All amateurs. I'm the only serious action hero around here!"''

In days long past, the alien race known as the Sirians did battle with the alien overlord "Mental". Although many Sirians were killed, Mental was repelled.

In the 22nd century, Mental has returned, bringing with him a vast army that spacefaring Humanity fails to beat back. With Mental's forces pressing onto Earth, the decision is made to send a single elite back in time via rediscovered Sirian time-travel technology known as the "Time Lock" and defeat Mental in the past, thereby changing history in Humanity's favour. Sam "Serious" Stone is the (un)lucky man.

Armed with only a head-implanted AI and a self-replenishing revolver, Serious Sam battles through ancient Egypt in ''The First Encounter'', bringing down Mental's HUGE warlock Ugh-Zan III and finding a Sirian ship in the Great Pyramid, with which he heads for space.

Unfortunately, he collides with a "[[CreatorCameo Croteam]] Crate-Bus" and crash-lands in Mayan-era South America, which is where ''The Second Encounter'' begins. Battling across South America, Babylon and medieval Europe, Sam brings down a wind deity, a cyborg giant larva and Mental's summoner before finding a second backup ship.

In ''[[GaidenGame Serious Sam: Next Encounter]]'', Mental attempts to get retaliation on Sam by creating a pint-sized evil clone of Sam.

By ''Serious Sam II'', Sam has finally made it to Sirius, where he is made to collect five artifacts to weaken Mental and set up the overlord's downfall. The final battle has yet to come, though.

The game series was praised for being a well-made throwback to old-skool shooters where the emphasis is on massacring enemy hordes instead of dueling small, smart squads. [[TheWarSequence When we say hordes, we mean hordes]], especially in those nice open expanses where you truly get to appreciate how much opposition Sam's up against - and, consequently, how much of a Badass he is.

In November 2009 and April 2010 Croteam released a [[VideoGameRemake remake]] of both halves of the first game called ''Serious Sam HD''. It features enhanced graphics, ragdoll physics, and various minor tweaks, but the gameplay is otherwise unchanged. Around the same time, the originals were also released on {{Steam}} as ''Serious Sam Classic'', given as a bonus for getting the HD remake's "Gold Edition".

In February 2011, Croteam announced a more realistic-looking {{prequel}} called ''Serious Sam III: BFE''[[note]]Before First Encounter[[/note]]. It came out 22/23 November 2011. It is set during Earth's final days attempting to repel Mental's invading hordes. Humanity doesn't yet know how to activate the Timelock, and Sam has been sent in with a team of EDF [[RedShirt Redshirts]] to find a scientist who might know. [[FromBadToWorse Things go rather sour from there.]]

''Serious Sam 4'' has been [[http://www.rockpapershotgun.com/2014/03/06/serious-sam-4-coming-late-2014/ announced]], slated for Q4 2014. Promotional art seems to indicate that it's a prequel to ''BFE'' - so a prequel to a prequel - taking place in Europe during Mental's invasion.

The series also spawned several spin-off games, released in 2011 to promote ''BFE'':
[[index]]
* ''[[Videogame/SeriousSamTheRandomEncounter The Random Encounter]]'': ''Serious Sam'' reimagined as an [[RolePlayingGame RPG]].
* ''Double D'': ''Serious Sam'' as an {{Abuse}}-style 2D side-scrolling ShootEmUp.
* ''The Greek Encounter'': ''Serious Sam'' as a top-down ShootEmUp.
* ''Kamikaze Attack'': A PerspectiveFlip where you control a [[{{Mook}} Headless Kamikaze]] trying to kill Sam.
[[/index]]

----
!!''Serious Sam'' provides examples of the following tropes:

* AdaptationInducedPlotHole: ''Second Encounter's'' opening CutScene was omitted from the [[UpdatedRerelease HD remake]] (reportedly because of how completely and utterly silly it was), leaving you beginning the game standing underneath a burning spaceship wreck with barely any explanation as to what happened.
* AbsurdlySpaciousSewer: Sewer levels in ''TFE'' and ''II''.
* AbnormalAmmo: Klawdovic the Kamikaze Parrot from ''II''. Although that would be close enough to be called abnormal ''grenades'' rather than ammo. Klawdovic is actually a homage to Clodoveo, a parrot in the Italian comic book Alan Ford, which was very popular in Croatia where the developers are from, where the parrot was named "Klodovik", which in Croatian has the same pronounciation as Clawdovic. [[http://klub.posluh.hr/alanford/ford-5.jpg Klodovik is seen in the background.]]
* ActionBomb: The Headless Kamikaze, which constantly screams as it runs towards the player, despite having no head.
** According to NETRICSA, they have voice synthesizers implanted in them to psyche out their targets.
** ''TNE'' includes a second version of the Kamikaze. This one still has his head attached, but he wears a strait jacket, a hood with a painted-on smiley face, and lugs a giant stick of dynamite on his back.
** The original games include the marsh hopper: a OneHitpointWonder that jumps towards you and blows itself up on contact to coat you in toxic slime stored in its body. A good half of the occurrences of the boss health bar in ''TFE'' are merely you having to take on a tidal wave of the things all at once.
* AdjustableCensorship: How many other M-rated games have options to have enemies bleed flowers instead of blood? We could only find [[AlienHominid one other]]. Well [[TeamFortress2]] only sort of counts, they bleed balloons instead of flowers.
* AffectionateParody: Mainly of VideoGame/DukeNukem and other [[RatedMForManly macho]] first-person shooters from the 90's such as ''VideoGame/{{Doom}}''.
* AlienBlood: Green is present in the original. Monsters with purple and yellow blood variety are added in ''II''.
** It is possible to change the blood effects from red to green to hippie (Enemies bleed fruit and flowers) to "kids" (Enemies bleed candy canes and lollipops) in the settings menu.
* AlienInvasion
* AlienSky:
** The final level of ''TFE''
** The South/Central America stages of ''TSE''
** A lot of instances in ''II''.
* AlliterativeName: About all the player characters available to choose.
* AllPlanetsAreEarthLike: ''II''.
* AnachronismStew: ''BFE'' has Sam flying around in Blackhawk helicopters between missions despite said helicopter design being almost a century old (in-universe). Egypt looks pretty much like how it looks today ([[AlienInvasion but more blown up]]), and the ruined cars that dot the levels appear to be early [=1990s=] Peugots, which would be equivalent to a modern city being full of Ford Model Ts. In all the games, Sam's arsenal gets a heavy dose of this. On one hand, he has laser cannons and super-accurate mininguns, but on the other he still totes around a Tommy gun rechambered in 5.56, a 6-shot Colt revolver (replaced by a Desert Eagle in ''BFE''),and a giant cast-iron cannon which fires depleted uranium cannonballs (replaced with a steel-milled cannon in ''BFE'').
* AnAxeToGrind: Sam gets to use an axe in ''BFE: Jewel of the Nile''.
* AncientAstronauts: The Sirians. Most evident in ''BFE'', where you find their [[ElaborateUndergroundBase hidden facilities]] beneath ancient landmarks, like the Great Pyramid and the ruined cities of Karnak and Luxor. The way their stuff looks would seem to imply that the Egyptians adopted their aesthetic.
* AndShowItToYou: Ripping hearts out is possible in ''BFE''.
* AndYourRewardIsClothes: Sam is noticeably missing his trademark red sneakers at the beginning of ''BFE''. If you find the "classic outfit" secret in the first level, he regains them for the rest of the game.
* ApocalypseHow: Planet Kleer suffered from this due to having seven million tons of napalm dropped over it, incinerating absolutely everything on it, but the air is still breathable.
** [[spoiler:Earth itself is destroyed by having the moon thrown at it at the end of ''BFE''.]]
* ArmCannon: Biomechanoids in ''TFE'', ''TSE'', and ''BFE''; Tank biomechanoids in ''II''; Scrapjacks in ''BFE''.
* ArtEvolution: Goes from looking like a VideoGame/DukeNukem clone to a cartoony buff dude. In ''III'', he retakes the realistic path, though still significantly distanced from Duke.
* ArtificialStupidity: Every single enemy is dumb as a bag of hammers. Melee enemies will simply run at you and hit you, while projectile enemies will stand still and shoot at a very slow and inaccurate rate, not even trying to dodge your attacks, even the PainfullySlowProjectile weapons. This is mostly done so they can throw hundreds of enemies at you at a time without straining system resources. Enemy AI is improved a bit in ''BFE'', where enemies are more accurate, shoot their weapons faster, occasionally hide behind stuff, and can move out of the way of your projectiles - a few enemies (such as the Kleer Skeletons) will even occasionally try to flank the player.
* AsteroidsMonster: The Lava Golems.
* ATeamFiring: The Sniper Rifle in ''TSE'' and ''BFE'' won't hit unless the player zooms. In ''Next Encounter'' and the HD remake, it instead deals less than a fourth of its full damage without the scope - this is {{handwave}}d as the gun being able to detect if the user has it in a proper aiming position and [[VoodooShark somehow slowing down the bullet if not]] so the recoil doesn't rip his arm off.
* AtopAMountainOfCorpses: Seen in one of the ''II'' cutscenes and the box art of ''TFE HD''.
** Double D actually has you escape a pit this way, throwing wave after wave of Gnaars at you until you can build a mountain of corpses tall enough to climb out.
* AttackItsWeakPoint: Alcor-class warship and Mental Institution have weak points to shoot.
* AuthorAvatar: The Croteam caricatures seen in the secret areas of ''TFE'' and ''TSE''. Not to mention they are brought back in ''3''.
** While more of a publisher than an author, Fork Parker, the financial director of Devolver Digital, gets one as a multiplayer skin in ''3''.
* AwesomeButImpractical: Melee attacks in ''BFE''. When in sufficient range of most enemies, pressing the melee button will cause Sam to pull off an [[{{Badass}} awesome]] OneHitKill, like breaking a cloned soldier's neck, pulling the head off a kleer, stomping a hatchling spider, tearing a Gnnar's eye out, or ''ripping a beheaded rocketeer's heart right out of its chest''. These moves, while awesomely gory, take about one second to pull off; this doesn't sound like much, but being immobilized for ''any'' amount of time in a game built around circle-strafing is bad news, leaving you vulnerable to the non-stop ZergRush of enemies. Plus, all of the enemies that can be killed with melee can also be killed in one hit with the sledgehammer, which doesn't leave you vulnerable while using it.
** The only enemy against which it's actually useful is the Hatchling Arachnoid Spider, since it has quite some range against them and low [[IncrediblyLamePun execution]] time.
* [[AWizardDidIt A Techno-Wizard Did It]]: Some of the more ridiculous weapons in Sam's arsenal, like the infinite ammo revolvers and the SBC cannon are casually handwaved with "[[{{Magitek}} techno-magic]]".
* BadSanta: [[http://www.strategyinformer.com/news/15822/serious-sam-3-goes-ho-ho-ho-with-free-santa-skin Ho, ho, ho, motherfucker!]]
* {{Badass}}: Sam, taking down entire armies since 2001.
** BadassNormal: He's an otherwise regular EDF trooper dragged into this mess.
* BagOfSpilling: Sam loses all his items save for the basic pistol every time he finishes an episode. In Serious Sam, the Second Encounter, he has to gather up all the weapons no less than three times. In ''Serious Sam 2'', Sam's health, armor, and extra lives are all reset to default at the end of each level, presumably so players won't have to worry about conserving them.
** Happens in BFE at the start of the Lost Temples Of Nubia level.
* BaseOnWheels: The final boss of ''II'' is Mental's headquarters, Mental Institution, a ''gigantic'' moving pyramid complete with cannons (that shoot ''depleted uranium projectiles''), rocket turrets, fireball launchers, and hangars that deploy fleets of Fatso Fighters and Seagull Bombers.
* BeamSpam: Since the game loves to throw hundreds of enemies at you, and a lot of them shoot lasers (most prominently the minor biomechanoids), this will happen frequently.
* {{BFG}}: The Cannon. Not a HandCannon, a "technomagical" ''[[LiteralMetaphor Cannon]]'' [[LiteralMetaphor Cannon]] which fires uranium-filled cannonballs no less. Great for taking out bulls and bio-mechs, as well as the FinalBoss.
** Really, almost all of Sam's guns besides the pistols, shotguns, and assault rifles / submachine guns count. There is: A grenade launcher with BottomlessMagazines, a semiautomatic rocket launcher that never needs to be reloaded, a gigantic minigun, a 16mm sniper rifle, a plasma rifle, a laser gun that chews up enemies like a chainsaw through tapioca, and the aforementioned cannon. ''BFE'' also introduces the Devastator, an automatic shotgun with explosive rounds and a ridiculously oversized range of attack.
* BigNo: In ''TSE'', after Sam discovers that Mental has already taken the Holy Grail.
* BigShadowLittleCreature: One of the secrets in The Pit level from ''TSE''.
* BilingualBonus: In ''II'', zombie stockbrokers speak Italian, zombie chaingunners speak German and finally bull soldiers and tank biomechanoids speak Croatian.
** Also present in ''TFE'' and ''TNE'' in a stealth form. The word "Reeban" as in the Reeban fishes is pretty close in pronunciation to a Russian word "ryba", which means "fish". Ditto for the Peelah chainsaw.
** Stealthed in ''II'' again, with Yagoda the Witch (one of the many minor enemies out there), which could be roughly interpreted as "Berry the Witch".
*** Yagoda doubles as a reference to Baba Yaga, a witch character from Russian fairytales. Besides, considering how Russia and Croatia are both slavic countries and thus the languages are pretty similar...
* BitterSweetEnding: In ''BFE'', [[spoiler:Sam ends up defeating the powerful Ugh-Zan IV and activates the Timelock, thus traveling back in time for ''TFE'', but Mental throws the moon at the Earth causing both to be destroyed immediately after.]]
* BizarreSexualDimorphism: The council from ''II'' the brothers and sister appear to be from different races ''and'' species.
* BlackoutBasement: A few rooms in ''TSE''. One of them had the player fire at a switch to keep the room lit.
* BlasphemousBoast: Some fan-suggested lines recorded by Sam's actor include ones such as these:
--> ''"Praying to God won't save you now - I fragged him last Tuesday."''\\
''"I am he who gods fear."''
* BlatantItemPlacement: The scientists are throwing the items into the same time travel device you went into. In the GBA version, this utilized one of your weapons where when you press a trigger, ''a safe, bathtub or piano will be dropped on an enemy''.
-->'''Sam:''' ''[[LampshadeHanging Who leaves these weapons scattered around anyway?]]''
* BloodierAndGorier: ''HD'' (both ''TFE'' and ''TSE'') has a lot more plasma to spare. Parodied in one the trailers for the game showing off one of the alternate blood types. Put to "Sunshine and Lolipops".
* BoobyTrap:
** Many items spawn enemies. Most notably, optional pills and small armor shards often trigger ambushes in ''Serious Sam I'' and ''II''.
** In ''TFE'', in the Oasis level, there're two health pills. Grabbing one of them causes a large biomechanoid to spawn right next to you, but the other double subverts this in that it just causes a rapid-fire usage of the spawning sound.
** Of all the secret areas in the game, maybe a ''third'' of them are traps which spawn hordes of nasties right next to you.
** Subverted in an instance in ''TSE'', there's a pill that spawns another pill when collected. The pill trail eventually spawns a valuable item that generally causes the GenreSavvy player to open fire, especially since there's an earlier pill trail in the first level that ''does'' spawn an enemy at the end. In [[HarderThanHard Serious]] difficulty, however, it double subverts this in that an enemy is spawned with that item in this case.
* BorderPatrol: ''BFE'' has [[SandWorm a nasty surprise]] for those who want to wander off into the desert.
** ''TFE'' and ''TSE'' make you slowly lose health and burn in the sun if you go too far out of open area levels.
** Except for the Dunes, where you're just tossed back into the center of the map.
* BottomlessMagazines: Everyone weapon other than the Revolvers, Zap Gun, and the two shotguns never require reloading in the first two games.
** [[AvertedTrope Averted]] for more weapons in ''BFE''. The pistol, assault rifle, [[GrenadeLauncher Devastator]], and both shotguns need to be reloaded.
** Despite being some of the few weapons to have actual reload animations, [[EmergencyWeapon every pistol has limitless ammo.]] There's a server setting for co-op that lets every other gun get in on it, too.
** NETRICSA's descriptions for enemies that attack with non-magical projectiles usually give an explanation for why they can launch them forever - such as Rocketeers' weapons having the same techno-magical ammunition replenishers the player's pistols do, and Bombers having "a large supply of inflatable bombs in [their] pockets".
* BreakingTheFourthWall / LampshadeHanging
** In ''TFE'', NETRICSA is pissed about Sam taking a shortcut to a valley, away from their main destination, just because he wanted to kill more aliens. She chastises the player for such action.
*** The game had a secret in the very first level. Find the secret rocket launcher, use it to blow up a door, and you find caricatures of Croteam. Unfortunately, if you want to achieve OneHundredPercentCompletion, [[VideoGameCrueltyPotential you have to kill them]].
** The entire plot of ''TSE'' revolves around replacing the space ship you got in ''First Encounter''. How did the space ship get damaged? At the beginning of the game, it crashes into a "Croteam crate bus" filled with [[CreatorCameo caricatures]] of the game's designers.
** Sam frequently breaks the wall in ''Next Encounter''.
** When NETRICSA starts talking in ''II'', Sam wonders why she didn't before, following by this reply:
--> ''"Let's just say it has something to do with a bigger game budget."''\\
''[[LampshadeHanging "What game budget?"]]''
*** When fighting a boss called [[GiantSpaceFleaFromNowhere Zum Zum]]:
--> ''"This game is full of bugs!"''
* BrickJoke:
** A few secret ones between ''TFE'' and ''TSE'' involving [[spoiler: Pinky]].
** Two in ''TSE'' involve TimeTravel. One of the phone booth conversations takes place between yourself in two different levels, and another takes places between you in ''Second Encounter'' and you near the end of ''II''.
* BubblegloopSwamp: First two Magnor levels in ''II''.
* BullfightBoss: Only the first bull enemy you encounter is a mini-boss. After that they become [[DegradedBoss one of the most common enemies]]. Later you encounter a version with ''cannons mounted on their backs''.
* {{Butterface}}: The Witch Harpies in ''Next Encounter'' and ''BFE''.
* {{Cephalothorax}}: Gnaars.
** Dum Dums in ''TNE''.
* CallBack: In ''BFE''. Or rather CallForward, due to TimeTravel. Echoing a sequence in ''TFE'', a lone Beheaded Kamikaze comes running over a hill. After taking him out, Sam utters a PostMortemOneLiner... only for a whole horde of them to come surging over that same hill.
--> Sam: ''[[OhCrap Uh oh.]]''
* CatchPhrase: No particular phrase, but Sam's brand word "serious" pops up quite a bit.
** ''TNE'' has a couple of one-liners which occur every time Sam fights the werebulls, no matter on which level he is.
----> '''Sam:''' Enough of the bull already.
----> '''Sam:''' Ole!
** He tends to yell "I knew it! [[GenreSavvy I KNEW IT!]]" a lot in ''2''.
* ChainsawGood: Against Gnaars and Marsh Hoppers and even Kleer Skeletons due to its significant length, though only available in ''TSE'', the Xbox port, and ''II''. Cucurbito the Pumpkin enemies in ''TSE'' also use chainsaws.
* CharacterizationMarchesOn: In ''The First Encounter'', NETRICSA is pretty much all business for most of the game. Come ''The Second Encounter'', she's suddenly cracking a ''lot'' more jokes and acting more casual and excitable. For ''BFE'', though, she's back to all-business mode, the game being a prequel.
* CharlesAtlasSuperpower: Sam has no apparent super human powers. This doesn't stop him from tanking hundreds of bullets or multiple anti-tank rockets, ripping grown men apart, gibbing them with quick melee strikes, carrying twenty guns, dodging bullets, sprinting at 60 miles per hour, or accurately making a headshot on a moving man sized target, from 300 yards away, using a pistol, while strafing, ''without looking down the sights''.
* ChargedAttack: Grenade launcher, SBC Cannon, and ''II'''s Zap Gun.
* CheckPoint: Present in ''Next Encounter'' and ''Serious Sam 2''.
* ChekhovsGunman: You know those {{Sand Worm}}s that keep trying to munch Sam if he wanders out into the desert? Well, they do that to ''anything,'' including the [[spoiler: FinalBoss, which gives you an opening to [[AttackItsWeakPoint attack his weak point!]]]]
* CherryTapping: Ripped out hearts or skulls in ''Serious Sam 3'' can be thrown at enemies for a minor amount of damage. In addition to small damage, the attack is delayed and rather inaccurate. Killing an enemy that way yields an achievement.
* ChickenWalker: Biomechanoids from ''TFE'', ''TSE'', and ''BFE'', Torso Mech - The Nervous Chickens in ''II''.
* ChunkySalsaRule: Enemy cannons in ''TSE'' are capable for doing that.
* ClimaxBoss: Ugh-Zan III.
* ClusterFBomb: Sam in ''BFE'', as part of the DarkerAndEdgier package. Not so in the earlier games.
* ConvectionSchmonvection: Fight on a narrow bridge above a huge lake of lava, in a confined space so there's nowhere for the heat to go but where you are? Why not?
** Hell, at one point Sam crosses over a river of lava by jumping across ''platforms made of cooled lava'', which are floating barely an inch higher than the lava itself.
** Oddly inverted with the [[spoiler:destruction of the Earth. The shattered fragments of the mantle and core are still orange-hot after the Moon shatters the planet, but they visibly cool down within ninety seconds as the credits roll. With no atmosphere in space, there's nowhere the Earth's fragments could possibly vent that heat (the same reason the Earth's mantle is still hot in real life after 4.6 billion years).]]
* ColonyDrop: [[spoiler:The ending of BFE involves [[EarthShatteringKaboom the Moon falling on Earth]] shortly after Sam enters the Timelock.]]
* CoolShades: At first; gone by ''TSE'' and ''II''. [[MemeticMutation They're back]] in ''BFE'', for this game being, as the title says, before ''The First Encounter''.
* CopyProtection: Pirated copies of ''BFE'' will spawn an invincible, quick, deadly scorpion. [[http://www.youtube.com/watch?v=e91q5BtlxK0 Which is also giant and pink]]. When it was bypassed, the player would periodically start spinning wildly while looking upwards at level 5.
* CrateExpectations:
** The massive crate pyramid in ''TFE''.
** Croteam's brand crate bus... Which crashes into the UFO hijacked by Sam and becomes the reason why Sam has to purge the unclean away from Earth again in [=''TSE''=].
** ''II''. Almost every one of them contains an item.
--> '''Sam''': I hate crates!
* CurbStompBattle: ''BFE'' introduces OneHitKill melee attacks to Sam's arsenal. Among other things, he can [[EyeScream rip the eye out of a Gnaar,]] [[BeatStillMyHeart rip the heart out of a Beheaded Rocketeer]] [[OffWithHisHead or twist the face off a Scrapjack.]] Most of these come with [[HighPressureBlood ludicrous amounts of blood]] sprayed all over the camera. [[UpToEleven If that wasn't enough,]] he can then toss the newly obtained gib at another enemy - [[CherryTapping potentially killing it!]] [[CosmeticAward This nets you the "Useful Trophy" achievement.]]
* CustomUniform: Sam doesn't wear the standard military uniform the redshirts do. Neither does Hellfire.
* CuteMonsterGirl: The Hellchicks in II and Harpies in TFE. BFE features the Witch Brides Of Achriman.
* {{Cyborg}}: Many enemies are both organic and cybernetic, including the Biomechanoids, artificially built biomechanical war machines.
** One by way of retcon: the Arachnoids are changed to this in ''BFE''. In contrast to the past two games, the adult Arachnoids now have their red armor surgically attached to their skin (on the front of their torsos as well as their arms, heads, and two of their legs) and their machine guns built into their pincers.
* DamnYouMuscleMemory: One ''BFE'' achievement requires you to refrain from sprinting, aiming down sights or manually reloading for an entire campaign runthrough. If you've played any recent shooter, the temptation is very hard to resist.
* DarkerAndEdgier: ''BFE'', compared to the rest of the series. More gore and violence (though that was to be expected), a more serious story and {{retcon}} of the Sirians to be serious, though Sam's jokes and one-liners remain.
* DeadlyDodging: One of the doors in ''TFE'' requires dodging one of those werebulls at the very last second so it could hit the door to break it.
* DeadlyLunge: Kleer Skeletons in all games and space monkeys in ''Serious Sam 3''.
* DegradedBoss: Alduran Reptiloid - Highlander. Even though in ''TSE'', they've gained more hitpoints and higher resistance to cannonballs, they're just {{Giant Mook}}s.
** In ''Next Encounter'', the Alduran Highlanders are actually quite common. In one very late mission, '''six''' of these guys appear at the same time.
** ''BFE'' is full of these, most of the early bosses are only bosses because you lack more powerful weapons, though they at least have three times as much health as the normal mook versions and you fight them in an area that is to their advantage. In the case of the first one, the Major Biomechanoid, it also has the unique ability to sprint.
* DemBones: Kleer Skeletons in every game; Bone snakes and Kleerfloski in ''II''.
* DenserAndWackier: ''II'', compared to the rest of the series.
* TheDevTeamThinksOfEverything: Right before obtaining the chaingun in the City of Memphis in ''The First Encounter'', you come across a drawbridge over a pit of spikes. To cross it, you have to jump on it the moment the [[spoiler:second]] incoming Werebull tries to run over it. Shortly after, you have to face a seemingly neverending stream of Kleer skeletons. The drawbridge won't open now for your retreat, sandwiching you between the spikes and the horde. You can still rocket-jump over the pit and fire away at the hapless kleers on the other side [[spoiler:for about 15 seconds, then the drawbridge opens again without warning]].
* DistaffCounterpart: The giant female beheaded kamikazes in Double D.
** Also Sam's sister Sammy in the multiplayer mode, and Hellfire the chopper pilot in ''BFE'''s campaign mode.
* DoubleEntendre: On being told by Sam that he needs to reactivate the Sirian generators, [[TheOneThatGotAway Hellfire]] responds with this:
--> ''Oh, so you can turn things on now?''
* DifficultyLevels: ''TFE'' and ''TSE'' have one of the greatest difficulty difference in any FPS. Tourist difficulty is like disguised god mode while [[HarderThanHard Serious]], especially with extra co-op enemies, may include [[PlatformHell FPS hell]] elements and may leave you wondering if it can be completed without god mode or not. In Mental mode, enemies are invisible unless they're attacking. This includes melee enemies. And you will still run out of ammo long before you have killed all the mobs. Good luck with that.
* DifficultySpike: The final boss at the end of the PC version of ''Serious Sam II'''s final level Mental Institution. First off, if the vehicle you need to destroy the boss with gets destroyed, you die instantly. Not only that, it can summon planes that either collide with you, carpet bomb you, or just shoot at you as well as launching out cannon balls and big fireballs. The carpet-bombing planes will mess you up if you don't take them out before they let their bombs loose on you.
* DiscoDan: Dancing Denzell and Groovy Gregory, both multiplayer characters.
* DiscOneNuke:
** The Rocket Launcher, which is found at the very start of the original games if you take your time to explore the first level.
** The Flamethrower and Sniper Rifle can also be found at the start of each chapter in ''TSE''.
** You can get a shotgun about ten seconds into the first level of ''BFE''. The second offers a secret laser gun if you know where to look, which effortlessly shreds the Major Biomechanoid boss from the third level.
* DismantledMacGuffin: The medallion in ''II''.
* DisproportionateRetribution: Picking up a mere 1HP pickup might trigger an ambush with '''HORDES''' of enemies. This game is totally not friendly to {{Munchkin}}s.
** A secret rocket festival secret on a ''TSE'' level, The Pit, had a SchmuckBait 100HP bonus which spawned not just one Major Biomechanoid, but a whole bunch of these. Good luck dodging their missiles without losing what you got as a secret.
** The "secret nuthouse" in ''BFE'''s fifth level. Pick up a single 1HP pickup, get ambushed by ''three'' Major Biomechanoids. Keep in mind, this is in an area too cramped to effectively dodge their rockets, one of these was an end-level boss in the third level, and unless you've been grabbing secret weapons, you still don't have any decent weapons against them yet.
* TheDragon: Ugh-Zan III to Mental in ''The First Encounter.''
* DropTheHammer: Sam's melee weapon for most of ''BFE'' is a sledgehammer.
* DodgeTheBullet: Sam can actually do this at medium to long range, if the player is quick enough. Most noticeable in BFE. Notably, guns are hitscan when used by Sam against enemies, yet the exact same weapons used against him aren't (merely very fast), suggesting that all the projectile speeds are faster than they appear, but are slowed down from Sam's perspective on part of him being really fast.
* DualWielding:
** Getting a second Shofield allows Sam to dual wield them.
** Uzis are dual-wielded in ''TNE''.
** The Anacondas and Uzis in ''II'' are always used two at a time.
** The Gun Stacker Connectors in Double D take this to ridiculous levels, allowing you to simultaneously wield more guns than you have arms if you get enough of them.
* DummiedOut: The Laser Turret in ''II'' is seen during one of the cutscenes. It didn't make it to game.
** A Gnaar Voodoo Doll graphic would be seen in the same game as well, right as soon as you explore its' .gro files.
** In a similar fashion to ''VideoGame/DukeNukem3D'', Croteam once planned to include pipebombs in ''TFE'', which apparently were nothing more than the grenade launcher ammo thrown separately from the actual grenade launcher. The concept eventually made its actual debut in ''BFE'' as the C4 explosives.
* EarthShatteringKaboom: [[spoiler: [[DownerEnding Earth gets destroyed at the end of ''BFE'',]] by nothing short of Mental [[ColonyDrop dropping the moon on it.]] [[BittersweetEnding Sam made it through the timelock though,]] and may be able to SetRightWhatOnceWentWrong.]]
* EasierThanEasy: Tourist difficulty.
* EleventhHourSuperpower: In Serious Sam 3, you'll [[spoiler: get a jetpack during the final boss fight]].
* EliteMooks: Pretty much every enemy type has an Elite Mook version. Some examples include:
** The Beheaded Rocketeers have the red-shirted Firecrackers that fire out five shots at a time instead of one.
*** There's also the Zorg; while they are still disposable cannon fodder, they are basically Beheaded Rocketeers except twice as good in every way. Twice as durable, fire two projectiles at a time instead of one, said projectiles do twice as much damage, and they travel twice as fast.
** The Gnaars have the female Gnaars, which are bigger and have more health.
** The Arachnoid Juveniles have the Arachnoid Adults, which are also bigger and have more health.
** The Biomechanoid Minors have the Biomechanoid Majors, which have ''much'' more health, are bigger, and fire missiles instead of energy beams.
** Fiendian Demon Reptiloids in ''The Second Encounter'' are ''just like'' Aludran Reptiloids... except they are twice as tough, deal twice as much damage, and their projectiles travel twice as fast.
* EmergencyWeapon: Knife and Schofields in ''TFE'', that plus P-Lah chainsaw in ''TSE''; though subverted in that the knife and chainsaw are about on par with the coach gun in terms of close-range power.
** ''II'' and ''BFE'' turn the amount of emergency weapons up to three: the first offers the redesigned P-Lah, Zap Gun and Colt Anacondas, while the second has sledgehammer, [[HandCannon Desert Eagle]] and, at a later time, [[spoiler:Sirian Mutilator]].
* EmptyRoomUntilTheTrap: All over the damn place.
* EnemySummoner: [[MeaningfulName Mordekai The Summoner]]; Giant spiders and Spawner enemies in ''II''.
* EverybodysDeadDave: ''BFE'' wastes no time in offing every RedShirt that shows up, but by the end of the game, [[spoiler: ''everyone'' except Sam, including [[VoiceWithAnInternetConnection Quinn]] and [[NeverFoundTheBody very likely]] [[LoveInterest Hellfire]] is dead. And we do mean ''[[EarthShatteringKaboom everybody'']]]].
* EveryTenThousandPoints: It's a rare example of seeing it in a first-person shooter, especially in a series made after the year 2000. Getting lots of points in XBOX version of Serious Sam and both versions of ''II'' will award you extra lives. They also reappear in ''BFE'', but only during the coop sessions.
** Quite literally in ''II''.
* [[EverythingsBetterWithDinosaurs Everything Is Worse With Dinosaurs]]: T. Wrecks, a Biomech with a T-Rex head, in Serious Sam II.
* EverythingsBetterWithMonkeys: Sam remarks about this after killing the first zombie monkey to appear in ''TNE''. Same after destroying waves of them through the entire game.
--> '''Sam:''' ''You know, studies show that games with monkeys in them... are 30% more fun.''
** Sam nicknames the Aurigan Cave Demons in ''BFE'' "space monkeys", and after killing the first group of them encountered remarks that "the only good space monkey is a dead space monkey".
** The first boss of ''II'' is a King Kong {{expy}} named Kwongo.
* EverythingTryingToKillYou: Par for the course for the genre, although ''Serious Sam II'' surprisingly averts this, as some of the levels are sparsely populated with friendly natives who cheer you on, give you powerups, and even sometimes act as helpful NPC allies in combat.
* EvilLaugh:
** In ''TFE'', Ugh Zan III does an evil laugh after managing to stomp the player and when he first appears.
** Kleerofski in ''II'' has an even more maniacal evil laugh.
* ExcusePlot - [[http://www.seriouszone.com/ssgold/festory.php Can be read here. Tries to justify the action going on.]] ''Before First Encounter'' involved more story and retconned some of this, moving Sam to somewhere in the near(?) future and being a Special Forces soldier trying to stem the tide of angry monsters.
* {{Expy}}: New enemies Scrapjack and Khnum in ''BFE'' bear a resemblance to VideoGame/{{Doom}}'s [[TheLegionsOfHell Mancubi and Hell Knights,]] both in appearance and attacks. The Cloned Soldiers also bear a resemblance to the zombiemen, being disposable and weak human enemies with hitscan weaponry.
** The Khnums can also be considered expies of the ''Serious Sam 1'' enemy Aludran Reptiloid, Highlander. They look [[http://images1.wikia.nocookie.net/__cb20111129084856/serious/images/thumb/4/4b/Baron_3.png/250px-Baron_3.png vaguely]] [[http://images.wikia.com/serious/images/d/db/Redlizardman_hd.png similar,]] are roughly the same height, are both enemies encountered first as a boss and then as a giant mook, and they both use fireballs as their main attack. However, [[TookALevelInBadass the Khnums are stronger, faster, and do more damage than the Highlanders,]] in addition to [[ImmuneToBullets being completely bullet proof.]]
** Sam to VideoGame/DukeNukem, holding the CaptainErsatz status previously.
** Many of the concepts and enemies first introduced in ''TNE'' have appeared in ''II'' and ''3'' in this form or another. For instance, ''TNE'' has Dum Dums while ''II'' gets extremely similar Slimeballs. Ditto for Uzis, Martial Arts Masters and... shoot-as-you-click pistols for ''III''.
* ExplodingBarrels: ''II''. They don't do much damage. Also in ''BFE'', but they're much rarer and are also much more dangerous.
* {{Fireballs}}: Many enemies fire them, though they seem to be favored by GiantMook types in particular, including the Aludran Reptiloid, Highlanders from the ''First Encounter'', Fiendian Reptiloid Demons and Aludran Reptiloid, Highlander's Brides in ''The Second Encounter'', big lava golems in the first two games, Phoenixes in ''Next Encounter'', and ''BFE''s new enemies, the Khnums.
* FirstPersonGhost: You can't see Sam's feet if you look downward.
* FlunkyBoss:
** ''TFE'' has Ugh-Zan III on the first half of the battle.
** ''TSE'' has Kukulchan the Wind God and Mordekai the Summoner.
*** In a fashion similar to the above game, ''TNE'' puts the first and the last bosses into this trope, which are Diabloid and [[spoiler:Sirian Overlord]].
** Kwongo, Zumzum, Prince Chan and Mental Institution in ''II''.
** [[spoiler: Ugh-Zan IV]] in ''BFE''.
* FloatingContinent: These are floating above the surface of the planet Ellenier in ''II''.
* {{Foreshadowing}}: Late into ''BFE'', [[spoiler:A gnaar taunts Sam by claiming that Tah-Um is coming to "moon" him. While Sam initially takes this literally, if you look into the sky you can see the moon clearly visible for the first time in the game.]]
* ForTheEvulz: Mental is kind of a douche.
** The witches in Serious Sam II were former beauty queens lured in by a contest. The winners all got turned into hideous old women, and Mental was easily able to recruit them, thanks to their destroyed self-esteem.
** One of Mental's goons, Hellchick, robbed from the poor to give to the rich. Just 'cause. Mental was so impressed, he hired her.
* FuturisticPyramid: The final boss of ''II''.
* GalacticConqueror: Mental. And no, being killed in his conquests will not save you from being a SlaveMook. Just ask the Kleers, Sirians, and [[spoiler: humans]]. Races conquered and/or assimilated willingly by Mental include the Repitiloids, Zumb'uls, Zorg, Arachnoids, and and Antaresians.
* GangstaStyle: The Uzis in ''The Next Encounter''.
* GatlingGood: The Minigun, the Chaingun and the Laser Gun. This gets turned against the player in ''BFE'', where Gatling [[SentryGun Sentry Guns]] will target Sam if he enters their view. Funnily enough, he obtains ''his'' Gatling gun from one of these sentries.
* GenreSavvy: Sam exhibits this at times.
-->'''Sam:''' *sniffs* ''[[TemptingFate I smell an ambush!]]''
--> [[TheWarSequence *Cue an onslaught of Beheaded Kamikazes*]]
** After walking into a room where there'll obviously be an ambush waiting for him: "What are you waiting for? A one-liner?"
* GenreThrowback: To the old-school first-person shooters.
* GiantEyeOfDoom: Picking up a lone pill at one point in ''TSE'' spawns a "secret watcher", a pair of giant eyeballs staring at you. Shooting them reveals that they're connected to a Giant Kamikaze.
* GiantMook: Many, from adult Arachnoids to the Biomechanoids to ''BFE'''s Scrapjacks and Khnums.
* GiantSpaceFleaFromNowhere: Ugh-Zan the Third shows up on the last level, the only warning being Sam's AI warning him about seismic activity.
** [[spoiler: Ugh-Zan IV]]'s appearance is equally random. Lampshaded in that in the cutscene, you see the most of the boss arena, and then suddenly he pops into view from behind a building while there is no way he could have been there before.
** Ugh-Zan III also pops up from behind a building, where there's no way you couldn't have spotted him at the very start of the level.
* GlassCannon: Some enemy cannons take only a few hits to kill but will do massive damage to Sam.
* {{Golem}}: Lava Golem.
* GuideDangIt: The sniper rifle and the lasergun make their return in ''BFE'', although without knowing all the secret places, one might think they never ever appear in this game at all. The ammunition to these two guns is extremely rare, as well. The ''Jewel of the Nile'' DLC levels make them and their ammo more accessible.
* GunAccessories: ''BFE'''s new assault rifle, subbing in for the Thompson seen in previous games, features a holographic sight. It's ideal for picking off small enemies at range. Getting the Deluxe edition also adds a sniper scope to the Devastator.
* TheGoomba: Gnaars and Rocketeers in ''TFE'' and ''TSE''. Funnily enough, there's a Gnaar in ''II'' [[ShoutOut dressed as]] [[Franchise/SuperMarioBros Mario]].
* GottaCatchThemAll: Pieces of medallion in ''II''.
* GratuitousLatin: Parodied with Mordekai, who speaks random nonsense in Latin due to brain damage.
* GunsAkimbo: Sam's various handguns (except the [=SOP38=] in ''BFE'') can be used two at a time; the Uzis in ''Next Encounter'' and ''II'' are always dual-wielded. Ugh-Zan III goes further with ''four'' guns.
* HarderThanHard: Serious and Mental difficulty.
* HailfirePeaks: The next-to-last stage of ''TSE''.
* HardLevelsEasyBosses: Hordes of enemies (especially kleers) will mess you up, but the bosses are often easier due to the fact they are big, easy to hit, and have slow, easy to dodge attacks. Averted in ''BFE'', where the difficulty between bosses and levels is more even.
* HardModePerks: You can carry twice as much ammo in Serious mode.
* HealingFactor: Ugh-Zan III, which leads to the PuzzleBoss part of his fight. Also Sam on Tourist mode, albeit slowly.
** The same goes for [[spoiler: Ugh-Zan IV]] in ''BFE''.
** The Exotech Larva in ''TSE'' can also heal itself, though only after it loses its plasma-launching arms, and only when it's at a specific area in the room.
* HeartsAreHealth: The ♥ symbol is used for Sam's health bar, as well as the symbol used for Ultra Health pickup.
* HeWhoMustNotBeSeen: Mental himself. The only thing we've seen of him in the whole series is a boney hand. In a ''spinoff''.
* HeroAntagonist: Kukulkán the wind god. He is actually a good god who nonetheless fights Sam because he has to guard the Sirian portal
* HomingProjectile
** In ''TFE'' and ''TSE'', the alduran reptiloids, fiendian reptiloids and Ugh Zan III fires these.
*** Of the two, only the green Common Aludran Reptiloids have these in ''NE''.
** In ''II'', the number of enemy types shooting homing projectiles is bigger.
** ''BFE'', thankfully, has very little of this.
** Sam officially gets his turn to shoot lock-on stuff in ''TNE'', Homing Bullets and Heat-Seeking Rockets in particular.
* TheHorde: Mental's army of course! They're mostly made up of things like robots, zombies, clones, biomachines, war beasts, and genetically engineered species, but Mental's not above just recruiting primitive races and using their own primitive technologies (such as the Reptiloids, Arachnoids, Orcs, Zorg, and Atlantleans) to bolster his ranks.
* HumanAliens: Sirians.
* HyperspaceArsenal: Playing the game in third-person mode in the First and Second Encounter reveals that Sam pulls all his weapons out of his back pocket. Including the "longer than Sam is tall" minigun.
** The official explanation for how Sam is able to carry around 30 five-foot cannonballs on his person is: "his pockets".
* ICallHerVera: Sam's dual Shofield .45's in ''The First Encounter'' are apparently named "Smith" and "Wesson".
* IdiotHero: Sam in ''II''
* ImmuneToBullets: Kukulcan the wind god, the first boss in ''Second Encounter'', can only be killed with explosive ammunition or lasers. Or the chainsaw, though the prerequisites for a chainsaw kill include having titanium testicles.
** This also applies to [[GiantMook Khnums]] and the [[PuppeteerParasite infested attack choppers]] in ''BFE'', which can only be damaged with explosive weapons.
* ImprobableWeaponUser: Kleer skeletons and their "two metal balls chained together" weapons. They're real tools, that are supposed to be thrown so that they wrap around a person's legs and trip them up, but instead they're always used as standard projectile weapons.
* ImprobableAimingSkills: In Serious Sam 1 and Serious Sam 2, every weapon except the two shotguns was 100% pixel perfect accurate. Even the pistol and submachine gun. Sam could easily nail anything he could see from any distance, never even suffering from recoil, and never even needing to look down the sights. In BFE, he ''does'' need to look down the sights for the pistol and assault rifle, which slows down his movement, but while doing so his accuracy is again 100% perfect, and the same applies for weapons (Devastator, Rocket Launcher, etc.) without sights, even with the addition of a scope to the former with the Deluxe edition of the game. It's possible to pull off really ridiculous feats of accuracy this way; see CharlesAtlasSuperpower.
* ImprovisedWeapon: Sam uses a conveniently placed pile of metal poles to turn [[spoiler: Ugh-Zan IV]] into a giant walking lightning rod.
* InescapableAmbush: Arena-type fights.
* InexplicableTreasureChests: Present in ''II'' where they yield points.
* InsectoidAliens: Arachnoids throughout all the games, [[{{Expy}} Scorp Soldiers]] in ''II'', and Antaresian spiders in ''III''. The former two are sentient and use weapons and armor as well as their stingers for melee attack, but don't move around much. The Antaresians are seemingly less intelligent, relying on ZergRush and their natural armor, acid spit, and jaws. They also just love to make giant egg nests everywhere, including in the middle of cities.
* InstantDeathRadius: Huge Lava Golem, Ugh Zan III, [[spoiler: Ugh-Zan IV,]] Alduran Reptiloid Highlander's Bride (with a HUGE instant death radius), and, to some extent, many medium-large enemies which have long-range main attack.
* InterfaceScrew: The Witch-Brides of Achriman in ''BFE'' will use [[PsychicPowers telekinesis]] to slightly pixelate your screen, slow you down, and if you're close enough to them lift you into the air and throw you around.
* InvincibilityPowerUp: The invulnerability powerup.
* InvisibleMonsters:
** Some Gnaars in ''TFE'' and ''TSE'', especially at higher difficulties, are nearly invisible.
** Mental difficulty makes ''every'' monster constantly flash between invisible and visible.
* InvisibleWall: ''II'' was quite a heavy offender. In ''TFE'' and ''TSE'', there were invisible teleporters or jump pads which would lead back to area or nothing at all. However, ''II'' includes some in very uncomfortable positions.
* ExplosiveBreeder: The Antaresian spiders from Serious Sam 3.
* JungleJapes: M'Digbo.
* KillItWithFire: One puff of flame can ignite and kill human-sized troops, a constant stream can wear down hordes of enemies in seconds. If you're good at dodging, the low rate of ammo consumption and high damage over time makes the flamethrower one of the best weapons around. And in Mental difficulty, have fun with looking for flamethrower ammo ALL the damn time.
* KingMook: The Aludran Reptiloid Highlanders and the Uber Lava Golem.
* LanternJawOfJustice: ''TFE'' and ''TSE'' for the XBOX and ''II''.
* LastDitchMove: Beheaded bombers and biomechanoids in ''TFE'' and ''TSE''. Major biomechanoids have quite a high chance of hitting the player with that one.
* LastLousyPoint: Among other things, the game tracks and tells you your body count compared to the total of each level. Each level can easily have several hundred of them. Go nuts.
* [[spoiler:LastOfHisKind]]: [[spoiler:Sam is apparently this [[ApocalypseHow for humanity]] by the end of ''BFE''.]]
* LeapOfFaith:
** The black wall in one of the Egyptian tombs in ''TFE''.
** In ''TSE'', palace of Courtyards of Gilgamesh level had a Leap Of Faith room.
-->'''Sam:''' Those Babylonians were totally crazy!
* LegionOfDoom: Mental likes to recruit some of the galaxy's most notable villains into his army, like Ugh Zan III (an ancient deity and one of the most feared beings around), Mordekai the Summoner (one of the galaxy's most infamous sorcerers), Prince Chan, Count Kleerofski (both local alien dictators), and the Uber Lava Golem (ancient guardian of the Ally of Sphinxes). His headquarters is also the home of SelfDemonstrating/TheJoker, ComicBook/LexLuthor, and [[Franchise/StarWars Darth Vader]].
* LethalLavaLand: Half of the penultimate stage in ''TSE'' and the entire planet Kleer in ''II''.
* LighterAndSofter: ''II'' was much more brightly colored and cartoonish than the first two games, and upped the gags (while TFE had quite a few jokes, and TSE began introducing Mental's goons as horror show rejects, sun burn victims, and all around weirdos, ''II'' really upped the jokes).
** SameContentDifferentRating: ''II'' included [[SarcasmMode absolutely serious]] sceneries and lacked any kind of swearing [[spoiler:(discounting one "damn" said by Sam in the ending)]], ERSB rose the rating to M thanks to the explicit amount of blood and gore, in contrast to Australian (15+) and European releases (12+). And that's with [[ExecutiveMeddling 2K Games requesting Croteam making the game lighter and softer]] so it would appeal to younger audiences.
* LightningBruiser: Alduran Reptiloid Highlander, especially Alduran Reptiloid Highlander's Bride who is the fastest enemy in ''TSE''. And one of the biggest.
** Also, Sam himself, who can run at sixty miles per hour while carting around a minigun that's bigger than he is. ''BFE'' is not even afraid of showing him running with a ''goddamn cannon'' in his hands.
* LosingYourHead: Beheaded zombies. Especially kamikazes.
* LudicrousGibs: ''HD'' has this, plus you can carve up bodies with your knife if you want. Taken UpToEleven in ''BFE'', where you can split Werebulls in half with the cannon and blow Scrapjacks apart with a well-placed hunk of C4. Not to mention all the nasty bits [[spoiler: the Sirian Mutilator]] leaves behind...
* MacrossMissileMassacre: The rockets fired by the ''BFE'' enemy Scrapjack are weak, but they fire ''a lot'' of them. In one memorable instance in the final level, around ''eight'' Scrapjacks appear at the same time in an open canyon, and cover the entire area with rockets.
* MacroZone: Planet Magnor in ''II''. Most notable in Giant Junkyard level.
* MagicVersusScience: [[AvertedTrope Actually, the two seems to be getting along pretty well.]]
* {{Magitek}}: The Shofields that Sam wields are "technomagically" enhanced to have unlimited ammo.
* MagmaMan: Lava Golems.
* MascotMook: The Headless Kamikaze, who's even the focus of the first trailer for BFE.
* MarathonLevel:
** "The Great Pyramid", "Karnak" and "Metropolis" in ''TFE''
** "Grand Cathedral", "The City of the Gods", "Ziggurat", "Courtyards of Gilgamesh" and "Tower of Babel" in ''TSE''
** "Mental Institution" in ''II''.
** Several later levels of ''BFE'' can feel like this... but "The Guardian of Time" takes the cake.
--> Sam: ''[[LampshadeHanging Could you guys maybe attack one at a time?]]''
*** 1,700 enemies, followed by the final boss fight. This isn't a marathon, it's an ''Ironman triathlon''.
* {{Mayincatec}}: South American levels in ''TSE''.
* MightyGlacier: Ugh Zan III in ''TFE'' and [[spoiler:his father, Ugh Zan IV]] in ''BFE''.
* MissingSecret:
** The demo level for ''TFE'' has a broken secret, but this was fixed or removed in the full game. However, if you play the same level in co-op, there is a secret that becomes unreachable because it closes before the first player can act.
** Due to a few broken triggers, some secrets in Serious Sam - The Second Encounter don't exist but the secret counter still shows like they're there.
* MonsterCloset: ''Serious Sam'' does it occasionally.
* MonsterClown: The unicycling suicide clowns from ''II''.
* MonsterOfTheWeek: Taken to the form of "Monster Of The Stage" in ''TNE''. In a nutshell, some non-boss mooks will be exclusive not only on a certain episode, but on a certain level as well, unless they make their ''only'' reappearance in The Lost Levels section. Several of these include Elephant Gunner, Wicker Man, Dib Dib Dum Dum and Phoenix Bomber.
* MoreDakka: Thompson/Uzis, Laser, the Chaingun and the Minigun.
* {{Mook}}s: Oh boy are there mooks. There are literally tens of thousands of mooks of dozens of different types in any given game. They include alien soldiers, wild alien animals, alien mercenaries, zombies, robots, witches, harpies, clones, demons, ogres, and biological war machines. Mental's got a lot of resources, apparently.
* MookMaker: Mordekai the Summoner in ''TSE''. The Alcor Warship in ''BFE''. It also shoots [[FrickinLaserBeams lasers]].
* MostAnnoyingSound: In-universe: Sam ''really'' hates the screaming of Kamikazes. Nearly every game has a call back to Sam's annoyed comment:
--->'''"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA''' ''yourself.''"
* MultiArmedAndDangerous
** All 3 sizes of Alduran reptiloids who have 4 arms.
** Ugh Zan III has four arms too. [[spoiler: As does Ugh-Zan IV, though two of his are [[ArtificialLimbs cybernetic.]]]]
* MyGreatestFailure: According to the [[http://www.seriouszone.com/ssgold/festory.php original backstory]], Sam was the captain of the starship that drew Mental's attention to humanity and he threw himself headlong, even suicidally, into the fighting to try and atone.
* {{Nerf}}: Inverted in ''TNE'', where most of the guns have been boosted up significantly. For instance, the Shofield pistols have a 12-bullet clip compared to the Colts' 6-bullet drum and can shoot as fast as their ''3'' counterpart. Rocket launcher, grenade launcher, flamethrower and Uzi pistols support at least two types of ammo, with one being the "original" mode and the rest being gimmicky. But what really takes the cake here is [[GameBreaker the sniper rifle]] that takes down an Adult Reptiloid in two shots while zoomed. Needless to say, neither the original sniper rifle nor even ''TNE'''s cannon had such power.
* NeuralImplanting: An AI, NETRICSA, is surgically implanted into Sam's brain.
* NiceJobBreakingItHero: Some of the graffiti in ''BFE'' blames Sam for bringing Mental's hordes to Earth.
* NoFairCheating: You can't get points at the end of the level when using cheats in ''II''. Downplayed in the PC version of ''BFE'', where installing mods has no effect on your score but disables the online leaderboards (the game even asks you on launch if you want to turn your mods on for this session).
* NoGearLevel:
** In ''TFE'', the player loses most of the ammo at the beginning of "Alley of the Sphinxes", save shotgun shells and cannonballs which is handwaved by having Sam being forced to drop the ammo due to weight in the desert in the level's introduction message. The XBOX port even disallows Sam to ride on a magic surfboard should only he arrive on the Alley.
** After completing each chapter in ''TSE'' or ''II'', you'll have only basic weapons remaining.
** Happens in ''BFE'' at the beginning of "The Lost Temples of Nubia".
** Partially occurs in ''TNE'', which has predefined weapon sets at the beginning of each level, which means that whenever you find a secret place with a new weapon, you have to exploit it '''now''' because you'll lose it by the end anyway. It gets more ridiculous between ''The Three Halls of Harmony'' and ''The Beast Beneath The Temple'' stages: on the first, you officially possess the cannon (it's not hidden anywhere), then it disappears heck knows where until the boss battle.
* NoodleIncident: Mordekai apparently died after an incident involving "[[Franchise/EvilDead the Necronomicon, 20.000 pounds of ectoplasm and a mispronounced Latin proverb]]".
** [[spoiler: Ugh-Zan IV]] is actually the biological father of [[spoiler: Ugh-Zan III]] thanks to an accident with an experimental time machine.
** In ''Jewel of the Nile'', we learn that Sam was nicknamed "Hairy" in high school. The story apparently involves goats, and that's all we know.
* NonIndicativeName: Any of the games.
* NonMammalMammaries: ''3'' actually provides a plausible explanation for these, regarding the Scythian Witch-Harpies, who have breasts despite being a bird-like species. The harpy's datafile indicates the breasts are non-functional, and are merely an evolved form of predatory mimicry for attracting primate prey.
* OhCrap: Sam has a couple of these moments, though you can't really feel bad for him when he seems to make it his goal in life to [[TemptingFate dare the universe to try and screw him even harder]].
** The most iconic one being Sam killing a lone Kamikaze and snarking at it, only to hear a horde of them coming just over a nearby hill.
--> Sam: ''uh oh.''
* OminousMessageFromTheFuture: Sam serves as this, having been sent back into the past to prevent the BadFuture.
* OminousPipeOrgan: The ''entire'' medieval episode is this.
* OmnicidalManiac: Mental
* OneBulletClips: Present in ''3''.
* OneHitPolykill: A zoomed-in sniper rifle shot in ''Next Encounter''.
* OneManArmy: ''Sam.''
* OneUp: One of the pickups in ''II'' and in the XBOX version of ''Serious Sam''.
* OurOrcsAreDifferent: Sci-fi orcs in this case in ''II''. They have green skin and are in space suits.
* OurZombiesAreDifferent: The Beheaded units deployed by Mental's hordes are reanimated Sirian soldiers, revived with a combination of magic and cybernetics (in ''BFE'' especially, where they have a robotic eye in the place of their head). They are extremely weak when compared to the average human, but unlike most zombies they still retain rudimentary intelligence (being able to use weak, basic weapons and obey orders) as well as move at a pace faster than a walk.
* OxygenMeter: Appears when starting to run out of air.
* PainfullySlowProjectile: The main reason rockets are not as effective at a range anymore in ''BFE'' is because most enemies have actually learned to move out of the way of them, which is easy since they're very slow. In addition, ninety percent of enemy projectiles count.
* PinballProjectile: The ammo from the cannon and grenade launcher qualify for this. Firecracker shots bounce along the ground and off walls.
** ''Next Encounter'' adds ricochet ammo for the Uzis.
* PintsizedPowerhouse: Some mooks can be seen scaled down quite a bit while retaining their combat strength. One of the most memorable is a stampede of rat-sized bulls in TSE.
* PreAssKickingOneliner: Expected, since the eponymous character is thought as a parody of VideoGame/DukeNukem.
* PlotCoupon: The medallion in ''II''.
* PsychopathicManchild: Mental may count as this, since he makes mooks based off horror movies, like Curcubito the Pumpkin, lives in a building with Dark Vader and Lex Luthor, and [[spoiler: destroys entire planets by throwing their own moons at them.]] Also, when ordering helicopters for his army, he simply told his staff to make a fleet of "big mofos of helicopters".
* PsychicPowers: Witch-Brides in the third game have powerful telekinesis, in addition to the standard psychic powers of [[PowerFloats levitation]], [[BarrierWarrior force fields]], and [[MadeOfIron enhanced durability.]] Notably, the first one you meet has a short cutscene where it picks up a piece of rubble the size of a small car and uses its telekinesis to crush it into pebbles. As soon as the gameplay begins, she tries the same thing on [[BadAss Sam]], but it only does about ten points of damage to him.
* PunchClockVillain: [[http://www.youtube.com/watch?v=mVKYWVxom8U The Beheaded Kamikazes, believe it or not.]]
* PuppeteerParasite: An odd case in ''BFE'''s "Technopolyps", which infest machines rather than people -- in this case, [[OhCrap attack helicopters.]] The first time you face one, [[ImmuneToBullets you lack weapons that can damage it]] and must use buildings to avoid it until you find a [[StuffBlowingUp Rocket Launcher.]]
** PowersViaPossession: The parasite also appears to enhance the Apache's durability significantly, as its immunity to bullets now extends to anti-materiel rifles, and it can take multiple rockets before going down.
* PuzzleBoss
** Ugh-Zan III in ''TFE'', more so on the highest difficulty.
** To some extent, Exotech Larvan in ''TSE''.
** Zum Zum, and Kleerovski in ''II''.
** [[spoiler: Ugh-Zan IV]] in ''BFE''.
* QuadDamage: The Serious Damage powerup.
--> ''"Serious Damage!"''
* RatedMForManly: Within the first five minutes of playing ''TSE'', you'll be doing ''bullfighting with a pump-action shotgun''. This only serves to [[UpToEleven set the bar]] for the rest of the game.
** Just ''one'' minute into ''BFE'', you end up ''ripping a Gnaar's eye out of its socket''.
* RecurringRiff:
** In ''Serious Sam II'' a certain riff plays during battle music of Ursul Gardens, most of Planet Kleer levels, and when getting a medal piece.
** In ''The First Encounter'' a similar melody plays in Oasis and Metropolis peace theme.
* RedShirt: Sam's squadmates are given just enough dialogue in the opening cutscene to make you think they'll at least play a minor role in the story, then are promptly killed off in the first level. Other than Hellfire, all other human allies that appear later in the game suffer similar "killed-as-soon-as-they're-introduced" deaths.
** Enemy beheadeds, the lowest of them, wear shirts in a variety of colors - one of them being red.
* RemilitarizedZone: Planet Kronor in ''II''.
* {{Retcon}}: ''BFE'' performs one on the BackStory of the previous games. Sam was not [[TheChosenOne chosen]] to go back in time. [[spoiler: He was the ''[[EverybodysDeadDave only guy left alive]]'' [[RightManInTheWrongPlace and close enough to get to the Timelock,]] [[JumpedAtTheCall and took it upon himself to jump through.]]]]
** Creates some FridgeLogic in doing so, however: [[spoiler:if Sam was the only person to get through the Time-Lock, then who sent all the weapons and ammo back in time? [[ArsonMurderAndJaywalking Also, why did his pistol transform into a revolver?]]]]
* RetroUpgrade: The cannon in all games are actual cannons... that fire cannonballs filled with depleted uranium that explode after a set amount of time.
** The[=M1928=] Tommy Gun got one in both Encounter games, as it's stated they were yanked out of mothballs and refitted to the more modern 5.56 to fight against Mental's hordes.
* RewardingVandalism: Most breakable objects in ''II'' contain a useful item.
** Taken literally in ''TNE'', Under the name of "Prohibition Bonus".
* RibcageRidge: Lots of giant skeletons found in planet Kleer in ''II''.
* RoadRunnerPC: ''Averted''. most enemies can and will outrun and catch up to you if you let them. ''TSE'' and ''II'' have the Serious Speed power up to play this trope straight.
* RoarBeforeBeating: Some of the bosses in ''3''.
* RocketJump: Though it ''never'' worked in the original, it can result in excessive SequenceBreaking.
* RopeBridge: There's one in a level in ''TFE''. [[spoiler:If you complete a specific task in this level, you'll be able to cross it and access a hidden level. Otherwise, it will snap and take you to the next regular level]].
* RuinsOfTheModernAge: Seen in some of ''BFE'''s early levels, set in Cairo.
* RunningGag: In ''BFE'', helicopters getting shot down.
* SandWorm: These won't let Sam go into the open desert in ''Serious Sam III''.
* SaveScumming: In the Hard, [[HarderThanHard Serious, and Mental]] difficulties, be prepared to use quicksave and quickload VERY frequently.
* SchizophrenicDifficulty: ''TFE''. In the harder difficulty settings, "Dunes", "Metropolis", "Alley of the Sphinxes", and "Karnak" are more challenging than rest of the levels.
* SchizoTech: Kleer skeletons use old ball-and chain projectiles, in ''II'', some enemies like centaurs use classic weapons, other enemies use weapons ranging from modern to futuristic. There is also magic involved.
* SchmuckBait: In TSE, Sam can walk into a hallway with a little alcove at the end. It contains a boxing glove with a lever below it. NETRICSA suggests that Mental put it there in case Sam gets too curious. Go on, [[OneHitKill give that lever a tug]]...
* ScoringPoints
* ScreamingWarrior: The headless kamikazes.
* SentryGun:
** Cannon turrets in ''I'' and ''II''.
** Rocket and plasma turrets in ''II''.
** Minigun turrets in ''3''.
* SerialEscalation: This is done with the amount of bad guys onscreen at once. It's the most apparent in ''The First Encounter'' and ''3''.
* SetAMookToKillAMook: When factoring in the enemies' ArtificialStupidity, it's fairly easy to position Sam where one enemy can deal damage -- if not outright kill -- other enemies.
* SharedLifeMeter: The first two games will occasionally lock Sam in an arena and hurl massive amounts of enemies that have to be killed, using a boss life meter to gauge the player's progress.
* ShiftingSandLand: ''TFE'', most notably the "Dunes" level.
* ShinySense: In ''Serious Sam III'', ammo glows yellow, health red, armor blue, weapons green and key items purple. This was done to compensate the lack of spinning around mid air and sparkling in the previous installments.
** Also available in ''TNE'', even though they still float.
* ShortRangeShotgun: Averted with the multi-barreled shotgun in ''II'' which has a decent range. The single shotgun in ''I'' and ''3'' has slightly poorer range. Played straight however, with the double shotgun, which is basically a melee weapon, similar to its ''Doom'' counterpart.
* ShoutOut:
** To ''VideoGame/DukeNukem''. In fact, Sam's incarnation in ''TFE'', at least on the package, looks like a black-haired Duke Nukem.
** Another one is at the start of ''TSE'', in the form of a red phone booth (gold in the XBOX version), and its conversation.
** One boss in ''II'' is called "Boss Hugo".
** In the second level of ''TFE'' and the XBOX ''Serious Sam'', at one point a boulder drops down and starts rolling toward you. Sam begins whistling the ''Franchise/IndianaJones'' theme.
** In the first level of ''TSE'', while crossing a rope bridge he whistles the Peruvian song ''El Condor Pasa''.
** The Cucurbito the Pumpkin enemy may be a reference to the band Music/TheSmashingPumpkins as his bio states that Mental got the idea for him after listening to "a band whose name had something to do with destroying vegetables."
** To Creator/MontyPython upon picking up the chainsaw in Poland
--> ''"Oh, I'm a lumberjack and I'm OK!"''
** In ''II'', near the beginning of the first level is a [[SuperMarioBros domesticated green velociraptor that can be ridden around like a horse]]. His name is [[TheFlintstones Dino, pronounced "DEE-noh]].
** In ''II'', the list of names of the people staying at Mental Headquarters consists of himself, TheJoker, LexLuthor, [[StarWars Darth Vader]], [[TheIslandOfDoctorMoreau Doctor Moreau]], and O.J. Simpson.
** In ''II'' in the penultimate level of the first chapter he can't get past a door and at one point screams, [[TheFlintstones "WILMAAA!"]].
** Again in ''II'', the Simba chief (and his villagers) keep calling Sam [[{{Metroid}} "Samus".]]
** Later on, before facing Prince Chan, the cutscene is highly reminiscent of an old Asian movie, including voice-dubbing not matching lip movements.
** In the intro cutscene to the second level of the Kleer planet chapter in ''II'', the famous [[Film/TheWarriors "Warriors, come out to playyy!"]] scene from the film is recreated.
** In the end of the penultimate chapter, Sam calls out to the alliance fleet about to attack planet Sirius "Are you with me?" Among the responses are "Acknowledged!", "Ready!", "Affirmative!", [[Film/WhoFramedRogerRabbit "Roger!", "Rabbit!"]]
** "That was a nasty dive and I'd swear it reminded me of something... wait... let me remember..... [[Franchise/TombRaider hmmm...it has something to do with a 3rd person view and a woman...hmmm........Venice]]...hmmmm...nah, I can't remember."
*** In Double D, Sam also mentions that he knew this athletic girl once who was interested in raiding tombs for treasures and had the nicest pair of... handguns.
** ShoutOutToShakespeare: In ''TSE'' after grabbing a crystal skull:
--> ''"To be or not to be - that is a serious question."''
** [[Film/{{Aliens}} "They're coming outta the goddamn walls!"]]
** In ''BFE'' Sam can use [[VideoGame/DukeNukem3D Duke's Mighty Boot.]]
** In ''BFE'', after "scaring off" one of Mental's warships:
-->''[[ZeroWing All your base are belong to us]], [[PrecisionFStrike mother fucker]]!''
** In ''BFE'', after Sam meets the Arachnids for the first time, he whistles the [[WesternAnimation/SpiderMan1967 Spiderman]] theme.
** The posters in the secret "Yard of Fame" in ''BFE'''s first level include a few of these, such as "[[VideoGame/MonkeyIsland Look behind you, a Three-Headed Gnaar!]]" and "[[Franchise/MassEffect I'm Commander Shepard,]] [[Memes/BioWare and this is my favorite game on the Citadel.]]"
** The title screen for The First Encounter has Sam proclaiming [[GreenEggsAndHam "Sam I am!"]]
** In the ''Jewel Of The Nile'' DLC for ''BFE'', Sam talks about a NoodleIncident involving goats. Sort of like a certain [[VideoGame/Left4Dead2 Ellis trying to tell a certain story where there was a goat.]]
** In ''Double D'', the player can find the secret [[WesternAnimation/TheLandBeforeTime Grave Before Time]], with the skulls of the main characters.
*** The player can also find the [[https://www.youtube.com/watch?v=Z86V_ICUCD4 Secret Useless Machine.]]
* SillinessSwitch
** "Hippie" blood, which consists of flowers and confetti.
** A teaser for ''HD'' shows off "Super Happy Fun Time Mode" where blood and gore is replaced with sparkles, lollipops, pumpkins, and all other manner of good things. [[http://www.youtube.com/watch?v=ib2LgkIbtoA ''Sunshine, Lollipops, and Rainbows'' are probably sold separately.]]
** The [[VideoGame/CommanderKeen Dopefish]] is hidden as secrets in TFE in several places.
* SoundCodedForYourConvenience: Kamikazes, chainsaw pumpkins and pretty much any other enemy. Lampshaded in ''Second Encounter'', where the player's AI comments that she can "hear those familiar hooves coming" right before a fight with a bunch of hoofed Kleer skeletons.
* SpiderTank: There are giant spider robots in 2 sizes in ''II''.
* SpikesOfDoom: There are spikes here-there in both ''TFE'', ''TSE'' and ''II'' scattered around the game.
--> Sam: ''Spikes? I hate spikes!''
* SplashDamage: Comes from explosive weapons, as well as from the Kamikazes. Notably, playing below Normal difficulty makes the player immune to his own splash damage.
* SpiritualSuccessor: Sam could be considered a sort of unofficial successor for Duke Nukem, just without all the sexual and toilet humor. The fact that the first game came out the same year as 3D Realms' "''DukeNukemForever'' will be done when it's done" announcement doesn't hurt, either.
* SprintShoes: Literally. Picking up special shoes allow Sam to move faster for a short period of time.
** ''NE'' changes them to roller skates.
* StoryOverwrite: When end of level cutscenes in ''II'' show Sam walking through a battlefield, disappeared bodies have not only appeared again, but also they include enemies not fought in the said area. Also happens in the Dunes and Grand Cathedral cutscenes from the XBOX version.
* SuddenlyVoiced: NETRICSA in ''II''.
* SugarBowl: Ellenier in ''II''. Although it's more of fairytale land.
* SuperPersistentMissile: The magic fireballs thrown by Aludran Reptiloids will ''never'' give up trying to hit the player - they simply bounce off terain and buildings as they try to home in on the player.
* SuperStrength / SuperSpeed / SuperToughness: Sam can decapitate monsters with his bare hands, run over 60 MPH, and take hundreds of bullets, lasers, and rockets before going down.
* SuspiciouslySimilarSubstitute: ''TNE'' has gnaars replaced with dum dums, the teethy green balls with two arms, similar to the ones you may find in ''II'''s M'Digbo. Not only they're not a big threat either, they also come up in two flavours: walking and flying (with the second codenamed as [[Literature/AliceInWonderland Twiddle Dum Dums]]). They can't be invisible, however...
* SuspiciousVideogameGenerosity: Lampshaded throughout. At one point, a minor health pill runs away from you. [[TeleportingKeycardSquad Getting it]] [[OhCrap spawns enemies.]]
* TakeThat:
** Serious Sam is brought back in ''II'' because "[[VideoGame/DukeNukemForever Some blondie guy was taking forever.]]"
*** Another minor one to Duke in ''BFE'' - During one level, after defeating a wave of enemies, Sam uses one of Duke's phrases: "Damn, I'm good!" After defeating another wave, he follows up with "Damn, I'm ''better'' than good!"
** The ''BFE'' trailer ends with "No cover. All man.", one towards cover-based games.
** The "Serious Sam Help Line" series of trailers for ''BFE'' contain lots of these; at one point the operator tells someone who wants regenerating health to "stop being such a [[SoundEffectBleep f****** p****]]".
* TeleportingKeycardSquad: To the point of parody. Whenever you pick up ''anything'', expect a legion of monsters to attack you. And if it's any level after the first, another one after that.
** It gets kind of humiliating when you get your ass kicked six ways to Sunday over a health pill that restores ''1 HP''. And it's ''a secret'' to boot.
** Also happens in ''TNE'', but this time, complete with the items being CrosshairAware.
* TechDemoGame: One of the reasons of making of ''The First Encounter'' was to show off the capabilities of Serious Engine. ''The First'' and ''Second Encounter'' even had a tech demo level.
* TemptingFate: "Are you serious?"
--> Sam: ''Why yes, as a matter of fact, I am.''
* TestosteronePoisoning: To be expected in an AffectionateParody of ''VideoGame/DukeNukem'', ''VideoGame/{{Doom}}'' and other [[RatedMForManly macho]] first-person shooters.
* ThreatBackfire: A Gnaar threatens Sam that he will be [[ExactWords mooned.]] Sam isn't impressed, nor is he when [[spoiler: Mental's daughter reiterates the threat. Cue ''[[ColonyDrop the moon]]'' [[ColonyDrop falling from orbit,]] prompting Sam to leap into the Timelock.]]
--> Sam: ''[[PrecisionFStrike Oh fuck!]]''
* TooAwesomeToUse:
** Averted by providing enough ammo for all of them except the minigun. The minigun's small, for its fire rate, supply is lampshaded in its description, where they warn you that it eats through all 1000 rounds in seconds.
** Subverted in ''II'' and the HD remakes, the ammo wasting rate is lowered considerably.
** Played more straight with some of the weapons in ''3'' due to less generous ammo.
** The Serious Bombs, which clear the entire screen of enemies.
* TranslatorMicrobes: NETRICSA actively translates other languages for Sam. ''BFE'' features both old tablets with hieroglyphs and modern Egyptian graffiti in some areas. Upon looking at them, subtitles will appear in the original language, but then slowly transition to English (or whatever set language). [[WildMassGuessing This is also presumably why]] Sam can talk to Gnaars, Mental and whoever else.
* TurnsRed:
** Highlander (And highlander's bride) alduran reptiloids in ''Serious Sam 1'' fire twice as fast when heavily damaged.
** Major biomechanoids in ''Serious Sam 3'' start to fire volley of rockets when damaged enough.
* UpdatedRerelease: The first two games were released in High Definition to show off the capabilities of Serious Engine 3. Parodied in many commercials.
* VariableMix: Music becomes more intense when there are many enemies nearby.
* VideoGameFlameThrowersSuck: ''Very'' much averted. The flamethrower in Second Encounter deals a ton of continuous damage and passes through enemies, allowing you to easily ignite entire hordes if you get them bunched up. Very useful against a pack of Kleers.
* VoiceWithAnInternetConnection: Quinn in ''BFE''.
* ThePowerOfRock: Quite a good part of the soundtrack.
* TheWarSequence: ''Many, many examples.'' Hell, you might as well rename the series "War Sequences: The Game". Major battles are often punctuated with a voice aptly screaming '''[[http://www.youtube.com/watch?v=o46Rbcej5KU&feature=related "WAAAAAAAAR!!!"]]''' right before the heavy metal music starts.
** [[http://www.youtube.com/watch?v=v5JqLwyI70w&feature=BFa&list=PLA2800B6DD0C5CD8A Even persists in BFE!]]
* WhatTheHellHero: NETRICSA chastises the player in the First Encounter if, instead of heading straight for the Great Pyramid, they take a detour to the Sacred Yards instead.
-->'''NETRICSA''': I can see you're not listening to me. I told you to go straight to the Great Pyramid. But no, you had to come here. You just wanted to kill some more monsters. You think that saving the world is a joke? You're not serious at all!
* WildMassGuessing: Parodied at the end of ''II''.
* {{Wutai}}: Chi Fang in ''Serious Sam II''.
* YouAllLookFamiliar: Lampshaded in ''TSE'', where the Pumpkinhead enemy shows up twice in a row.
---> '''Sam:''' ''Hey, didn't I kick your ass two rooms back?''
* ZergRush
--> ''"Never underestimate stupid things in large numbers."''

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