Broken Kill Counts in Classic Serious Sam (Part 1)

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  • Опубліковано 27 лип 2024
  • An explanation why you often cannot get all kills in classic Serious Sam: The First Encounter and what the true maximum kill count is per level.
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КОМЕНТАРІ • 633

  • @bilateralrope8643
    @bilateralrope8643 5 років тому +1164

    It sounds like Croteam's biggest mistake was having a total enemy count visible to players when they knew that some spawners are set to deactivate.

    • @De-M-oN
      @De-M-oN 4 роки тому +154

      Biggest Mistake is that the spawner counts as a kill already.
      Increase kill counter when the enemy has actually spawned and not already before. Then you can only mess up the teleportations.
      But it would also "fix" it if you end a spawner too early which might not be wanted
      Or you could make the game engine more clever and calculate itself if the enemy can spawn or if its broken (no trigger etc). And if its broken refuse to load the spawner.
      Does this editor have no maperror check? Even doom editors have a tool to check the map for errors. Then the devs couldve seen the broken spawner themself

    • @De-M-oN
      @De-M-oN 4 роки тому +69

      @@eugenelistlovestruth4547 If you are a gamer who aims for 100% kills - it doesnt make the game terrible, but its an annoying problem ;)

    • @304Blaise
      @304Blaise 3 роки тому +1

      De-M-oN i

    • @DeisFortuna
      @DeisFortuna 3 роки тому +30

      @@De-M-oN Responding to your points in reverse because that's the order my brain thought of things
      Even if the level editor had an error checking feature, there's some of these things that any amount of error checking won't catch without it being frustrating to use. For example the 27 hour spawn timer. Technically a legal spawner, just one that requires mild insanity to spawn in. The fish that delete themselves when they swim into the floor? Also might not get caught by error checking, unless the level editor would require you to play through the level to check for errors. There's also the spawners that are *technically* wired up correctly, like the 36 werebulls that don't spawn b/c the triggers don't spawn on other difficulties.
      Furthermore, regarding the fact that spawners themselves increment the kill count, the problem there would be that if they didn't, and it was just the enemies that spawned in that incremented it would make it kinda difficult to accurately tell how many enemies each level had in total without counting monsters the player missed in a way that caused them to not spawn in, and even if you killed everything in the level, if you noticed that the monster count in the level changed each time you took a different route through the levels, you might initially be even more confused than you would be if you thought you killed everything and were still missing a kill or two, which you could, at first, just chalk up to "maybe I missed one here or there", which, while not good for people with OCD, is better than having the monster count potentially causing the Mandela effect.

    • @Darnokk15
      @Darnokk15 5 місяців тому +3

      Croteam read your comment and removed the total enemy count from Serious Sam 4

  • @ShMokou
    @ShMokou 5 років тому +972

    You have done serious research on this one.
    I'll give this video 1049 green beasts of 1113.

    • @icewolf4640
      @icewolf4640 3 роки тому +7

      520 likes without replies.
      well not anymore

  • @ItsHyomoto
    @ItsHyomoto Рік тому +107

    In Level 5, the spawner that has no flags set to show up on any difficulty? I have a hunch. The designer was likely trying to test some part of the level and got tired of having to deal with the twelve skeletons. A quick way to fix this would be to disable the spawners, and then forget to reenable them. When I'm talking to people about designing games, I often focus on testing and how to build in test paths that are "non-destructive" for this reason: you have to remember to undo every change you make. When testing you want to skip or add things, and it's easy to just "break" the game for convenience only to end up with twelve broken spawners 21 years later.

  • @QuakeGamerROTMG
    @QuakeGamerROTMG 5 років тому +384

    This is the kind of hyper-niche content I need in my life.

  • @Alloveck
    @Alloveck 4 роки тому +181

    The many broken spawners aren't developer mistakes, they're deep lore showing how sloppy, haphazard, and possibly overconfident Mental's rule is. He can't be bothered to make sure all of his countless hordes get correctly deployed at all. Most showed up somewhere, whatever, close enough. Gotta get back to making 100,000 psychic squids with shotguns made of lasers in place of tentacles.

  • @SeriousPony
    @SeriousPony 5 років тому +735

    You just up and solved the biggest OCD problem I had when I was 8. This video explains a lot of things now.

    • @rainermist2357
      @rainermist2357 4 роки тому +17

      Stop misusing the word OCD.

    • @danablack9499
      @danablack9499 4 роки тому +17

      @@rainermist2357 it's an acronym not a word

    • @HighLordSythen
      @HighLordSythen 4 роки тому +52

      @@danablack9499 It's an initialism, not an acronym.

    • @idontknow7870
      @idontknow7870 4 роки тому +52

      It doesn’t really matter, he’s just getting a point across. He’s just saying “this wasn’t perfect and it annoyed me” but used OCD for effect.

    • @shanestaley6595
      @shanestaley6595 3 роки тому +8

      I dont know even then, they could have ocd, you never know.

  • @TheBypasser
    @TheBypasser 5 років тому +302

    Oh my! When I read "Broken Kill Counts in Classic Serious Sam", I never expected an actual complete breakdown of every single map 0_0 Great job - as always!

  • @kaylzshter6153
    @kaylzshter6153 11 місяців тому +51

    So my best friend and I used to LAN our PCs back in highschool and we were pretty competitive when it came to games like Serious Sam, I distinctly remember us going half crazy because we could never 100% so many maps! I think I'm gonna link this video to her for sure
    Going through your channel has been a treat, even 4 years ago your quality is top notch!

  • @aps42able
    @aps42able 5 років тому +250

    I like the Sam damage sound effects every time a kill is knocked off. Alas this doesn’t let you off the hook, you still have to play SS3

    • @steinsverd97
      @steinsverd97 4 роки тому +13

      Woaaaaooo

    • @Dargonhuman
      @Dargonhuman 4 роки тому +5

      Well at least 3 wasn't nearly as much of a broken, glitchy, poorly conceived mess as 2 was...

    • @stargazer162
      @stargazer162 4 роки тому +2

      The Jewel of the Nile DLC was pretty good though, except for the terrible underground section, and to a lesser degree, the confusing layout of the first level, everything else was a lot of fun

    • @DeisFortuna
      @DeisFortuna 3 роки тому +19

      @@Dargonhuman At least 2 wasn't an endless deluge of drab colours caused by the gritty realism schtick of the PS3/360 era of games that apparently happened just for the sake of system resources, despite the fact that things like polycount and resolution aren't everything and you could make colourful games on the PS3 and 360 if you remembered to give a crap because realistic doesn't fucking mean brown, gray and desaturated!

    • @Dargonhuman
      @Dargonhuman 3 роки тому +9

      @@DeisFortuna Pretty graphics don't mean squat if the game is unplayable, which 2 is without a fan made patch that sort of fixes most of the bugs and glitches the game shipped with.
      I'd much rather have a game that looks "drab" but is playable than a "pretty" game that I can't play at all.

  • @tbone9474
    @tbone9474 5 років тому +218

    Very interesting and kleerly explained. Thanks

    • @decino
      @decino  5 років тому +46

      Sheesh.

  • @pt8306
    @pt8306 4 роки тому +29

    This could have been avoided if spawners that weren't referred to by anything with the relevant flags automatically deleted themselves, and anything that deleted itself decremented the kill counter (like the fish)

  • @scr4932
    @scr4932 5 років тому +209

    I think I heard Civvie screaming in the distance at 8:42

    • @elchubacabra2840
      @elchubacabra2840 5 років тому +39

      #freecivvie

    • @Nevermore2790
      @Nevermore2790 5 років тому +3

      I didn't hear it!! WHERE?!

    • @TheShut1
      @TheShut1 5 років тому +8

      @@Nevermore2790 Hint: just listen to the word that decino says, if you watched atleast 2 civvie's videos you'll understand.

    • @Nevermore2790
      @Nevermore2790 5 років тому +2

      @@TheShut1 Sewers? We all know the Sewer count Civvie is having?

    • @TheShut1
      @TheShut1 5 років тому +10

      @@Nevermore2790 Yes and we also know that sewer levels are Civvie's " the most favourite ones", that's the point.

  • @DeisFortuna
    @DeisFortuna 3 роки тому +100

    It feels like every single one of these was caused by a combination of simple human error, QA testers not being able to 100% every level from a view similar to the one in the level editor to see things like the broken spawners and presumably, for things like the suicidal fish, it being ten minutes before quitting time on a Friday after a stressful week.

    • @ItsHyomoto
      @ItsHyomoto Рік тому +10

      This would be easier to fix through simple validation, after all: that's most of what Decino is doing, just by hand. Testers might have noticed, but even if they've been told to get max kills, and try all difficulties, it wouldn't help the counts get fixed which would still need to be identified. What's needed is for the level editor to validate spawns, spawners and templates. This wouldn't catch all errors, the fish for example, but since 90% of them are simple flag and data errors, it would allow fixing the most obvious mistakes before testers ever get their hands on it.

    • @DeisFortuna
      @DeisFortuna Рік тому +1

      @@ItsHyomoto True, but having a debug view of some kind for the testers would *probably* help at least a little for any spawners that pass validation, but would never spawn in "normal" play, like super delayed spawners.

    • @ItsHyomoto
      @ItsHyomoto Рік тому +4

      @@DeisFortuna Well, as Decino shows: there is one. Testers can play with all the spawns and whatnot showing. So Croteam got that part! I do wonder a bit: they had to know such mistakes were possible. It really seems like, and I say this not to condemn, that they either didn't care or just thought no one would notice.

  • @SearinoxNavras
    @SearinoxNavras 4 роки тому +27

    Except for the disappearing fish and enemy-occupied spawners being unable to spawn, almost every other clause that makes broken spawners would be easy to write in an if statement and have the editor programmed to warn you about broken spawners. They could have covered this with a bit more attention.

  • @bluemik2518
    @bluemik2518 5 років тому +86

    I love when decino uploads quality content

    • @DinnerForkTongue
      @DinnerForkTongue 5 років тому +26

      That's a long-winded method of writing "always".

    • @bluemik2518
      @bluemik2518 5 років тому +9

      @@DinnerForkTongue that, my fellow subscriber, is a fact

  • @user-dc9zo7ek5j
    @user-dc9zo7ek5j 5 років тому +164

    I'm thinking that when the time comes Croteam will want you as a beta tester on SS4

    • @decino
      @decino  5 років тому +55

      Can't say no to that!

    • @LexarXaryonx
      @LexarXaryonx 3 роки тому +6

      Well....about that....

    • @juanokug4
      @juanokug4 3 роки тому +3

      @@LexarXaryonx rip

    • @DeisFortuna
      @DeisFortuna 3 роки тому +9

      There should be at least one broken spawner as a joke. Like, the joke is it doesn't actually break the kill count, but instead it's like, a broken teleporter spawner that's meant to teleport in an enemy.... That's already in bounds to begin with.

  • @aldiboronti
    @aldiboronti 5 років тому +38

    Fascinating video. It does make you wonder though why Croteam didn't more thoroughly playtest and fix the errors. Maybe they thought it wasn't worth the effort as only the most accomplished of gamers would run into these broken spawns anyway.

  • @beepthefox
    @beepthefox 5 років тому +88

    I've literally never played any of these games, but I feel like I've learned something after being recommended this.

  • @DrearierSpider1
    @DrearierSpider1 5 років тому +231

    Croteam released the source code to the engine a couple years back, would that allow source port developers to fix these errors?

    • @decino
      @decino  5 років тому +127

      Possibly. Maybe even through regular modding.

    • @nibblrrr7124
      @nibblrrr7124 5 років тому +128

      Most problems seem to be errors in the maps, not the engine. So since you can open the maps in the editor, those should be fixable there, right? And even the disappearing fish could be saved by tweaking their waypoints.
      Maybe you'd have to take some creative license/interpretation where it's not clear what the level designers originally intended. E.g. trigger completely missing, instead of just badly configured. Or like, maybe it was intended to take 27h. Just sayin'. :^)
      Also, the editor _screams_ for automated sanity checks ("This spawner isn't connected to any trigger", "This won't activate on any difficulty", etc.). Keeping track of this 3d conspiracy-pegboard-like maze of triggers & conditions in your head, yeesh...

    • @Laki99000
      @Laki99000 5 років тому +27

      I don't know. Since those campaigns are still sold with TFE and TSE on Steam and Gog you shouldn't be able to do that. Who knows though.

    • @lewsmal9959
      @lewsmal9959 5 років тому +10

      @@decino can yi enable broken spawn?

    • @davidmcgill1000
      @davidmcgill1000 5 років тому +67

      Doesn't look like bad source code. All of these look like bad map design.

  • @ryaquaza3offical
    @ryaquaza3offical 5 років тому +23

    I’m not going to lie, I always suspected something was broken given how much I’ve played this game when I was younger and rarely getting a perfect kill count despite how many times I’ve tried and killed everything in sight.
    Nice to know I’m not just loosing it lol

  • @tommy8058
    @tommy8058 5 років тому +8

    Hi Decino. I love on you that you not only dominate this games like Serious Sam and DooM etc. like just a few others. You know them inside out and what you don't know you find it out by dismantle the game to pieces and explain it little by little. So from you everyone who likes can get the whole package and that is awesome. So thank you my friend. 👍👊🤘❤

  • @meatballphilosopher5734
    @meatballphilosopher5734 4 роки тому +14

    With the rather simple mechanics behind the enemy spawns, a mod to fix them wouldn't be a Herculean endeavour to make, so I'd be surprised if such a thing doesn't exist.

  • @Smokecall
    @Smokecall 5 років тому +9

    The visual and camera editing in this was incredibly smooth and focused. Thank you for putting this together like you have

  • @MrEvilbyte
    @MrEvilbyte 5 років тому +10

    For some of us stat nerds, or trivia nerds, this is a really well made video.
    I salute you.

  • @igamesthehero
    @igamesthehero 5 років тому +70

    Interesting. This is first time I'm seeing this formant of level builder, and it looks almost identical to Hammer Builder in Source. Anyways, the kill counts reaching skies.

    • @FairweatherBaah
      @FairweatherBaah 5 років тому +31

      Yo, Level designer here- almost all older level design tools past Doom are the same style of editor. Hammer, Radiant, and almost all other games have this style. Modern games are moving toward using 3D meshes for their levels, so these things are going the way of the dodo for the most part. It's sad, since they don't have the same magic.

    • @igamesthehero
      @igamesthehero 5 років тому +12

      @@FairweatherBaah For sure, level creating has changed from years and years, I have been lately doing a Doom Mega Wad in a Doom Builder than building a TF2/HL2 map in Hammer Builder. Measurely it makes me way better and takes less time to design in older builders than nowadays. I understand why.

    • @XaneMyers
      @XaneMyers 5 років тому +10

      @@igamesthehero I've used Hammer and GZDoom Builder and I have to say, it's way easier to throw together and test something in the latter. In Hammer, each wall has to be moved separately, perfectly, without causing any leaks, and building rooms…oh, it was tedious compared to drawing a couple shapes then setting up their properties.

    • @FairweatherBaah
      @FairweatherBaah 5 років тому +8

      @@XaneMyers I get you, as someone who grew up making levels for Brush based editors I don't feel the same lethargy however. Even in semi/professional lines of work, most engines run fine while leaking and almost all maps are either cordoned (boxed in as to make leaking impossible) or just allowed to leak until they're moving on in development and start getting props and detail added.
      The main thing here is if your brain likes Additive or Subtractive design, most people seem to take better to Subtractive at first, but people who have learned Additive first take a long time to grasp Subtractive tools like Doom, where you're carving from something as opposed to creating from nothing.

    • @medicindisquise4271
      @medicindisquise4271 5 років тому +16

      The major difference between this and hammer... IT SHOWS THE LIGHTING IN EDITOR MODE! PRAISE CROTEAM

  • @GustaMeGames
    @GustaMeGames 4 роки тому +3

    really appreciate the hours of work it must've taken to thoroughly dig through all these levels. looking forward to more

  • @DarkstarArchangel
    @DarkstarArchangel 4 роки тому +5

    When I was younger with a second encounter disk I would always use the editor, this got me introduced to how games are developed.

  • @atlassarnosian555
    @atlassarnosian555 5 років тому +43

    Oh gods, it triggers me so much when I'm trying to search through literally the entire map twice and can't find where the hell all the other monsters are at. Thanks for trying to explain this.
    Y'know, I thought this is what Revolution was trying to accomplish by fixing all the enemy spawns. Was praying the same would be said in something like Fusion.

  • @eastbeast1379
    @eastbeast1379 4 роки тому +11

    That's something I never knew about Serious Sam: The First Encounter for Steam or PC had broken spawns. That's a shame that you can't 100% kill every of Mental's army. This seems like a similar situation to some of the coins and enemies not being reachable in Super Mario 64. This does makes me wonder though if Croteam did fix the enemy spawns and counter in the Xbox Original version and in the HD version?
    Oh! And to answer your question about getting out of bounds on Moon Mountain, you can actually do a glitch at the end of the level where you go towards the left hand side over the wooden fence before spawning the big orange Reptiloid, you can get out of bounds and explore over to the box rooms. This works in the Xbox Original version as well as First Encounter and Resolution.

  • @trisar2146
    @trisar2146 3 роки тому +4

    I keep meaning to play some Serious Sam one of these days. I'm sure I'll eventually get around to it. But this video is a shining example of how things can go very wrong as the tools to make things get more and more complex. It reminds me of some of the broken secrets/kill counts you can find in DOOM, both the commercial releases and many fan-made WADs. Granted, you can't break the counts with difficulty levels or accidentally deleting an item if staying strictly vanilla-compatible, since it's linedefs that trigger all that and not interacting with Things, but the concept is very similar if you make a monster spawner closet and forget to properly tag a linedef or sector, or outright forget your teleport destination Thing. And, of course, who can forget the two secret torches in The Ultimate DOOM E4M3?

  • @davidakiva7963
    @davidakiva7963 4 роки тому +3

    Dude, you put a lot of work into these. Thank you for the content.

  • @Varpushaukka82
    @Varpushaukka82 4 роки тому +1

    This made me kinda speechless. Thinking about all the research and time used doing this. And the patience. Checking triggers, waiting for 3 days to mob to spawn. Excellent job! Always nice to see work, where someone has put all the passion in it.

  • @Avaricosity
    @Avaricosity 4 роки тому +2

    Liked and subbed. Not sure why you showed up in my recommended feed, but, I'm glad I watched; can hardly wait for part two!

  • @Laki99000
    @Laki99000 5 років тому

    This is awesome tbh. I never knew about broken spawners until you mentioned them in your series so I always thought that I have somehow missed them. This is a very good analysis video and I can't wait for part 2!

  • @soulhunger1
    @soulhunger1 5 років тому

    Ah man, this is fantastic. Awesome work, it's great to see this video come after having watched and enjoyed the full Serious Sam run.

  • @SrGalindo
    @SrGalindo 5 років тому

    Loved the amount of detail and work you put into this, it's obvious you love SS, keep it up !

  • @Endru85x
    @Endru85x 5 років тому +1

    I,ve no idea about creating games, levels, etc. but i like to find bugs, broken things, and thanks to your videos i got some knowledge what could cause such things. Very educational and well explained, Sir :)

  • @memegod96
    @memegod96 5 років тому +3

    Hey, this video randomly popped out in my recommended, since i nostalgically watched some SS videos. You spent a lot of time making this video and it was interesting to watch.

  • @alanjones3569
    @alanjones3569 3 роки тому

    Wow, just wow. Bravo on this painstaking analysis. I can't imagine how tedious it was to look through those thousands of spawners looking for bugs. Thank you for all your great work.

  • @Kikiapina
    @Kikiapina 5 років тому +7

    What a fantastic and informative video. The editing is also spot on and hearing Sam grunt about each of the broken spawns was more entertaining than I'd like to admit

  • @stueyman2099
    @stueyman2099 4 роки тому

    I don't even play Serious Sam (or any other FPS really) and i found this interesting. You did a great job explaining why things didn't work as well as an excellent job editing the video.

  • @AgsmaJustAgsma
    @AgsmaJustAgsma 4 роки тому +5

    Not sure if intentional, but I love how you always play a pain sound from Sam whenever you decrease the kill count, as if hearing the number of enemies removed makes him go "Fuck! Shit! Seriously, Croteam?!"

  • @UnknownMaster-go1lh
    @UnknownMaster-go1lh 4 роки тому

    I don’t even play Serious Sam and I was pretty hooked through the video. You also explained how the system works very well. Already subbed, and I’m glad I’m did.

  • @Fazer_600
    @Fazer_600 4 роки тому +1

    Damn, the effort that went into this. Well done and really interesting.

  • @guynamederick
    @guynamederick 5 років тому +3

    It's nice that Serious Sam Fusion isn't letting some monster counts slip by because even in the HD releases (TFE HD in 2009 and TSE HD in 2010), some levels have their odd quirks when going for 100% on everything. Anyways, amazing video, I like the Serious Sam games quite a lot.

  • @user-kt3qs9ki8p
    @user-kt3qs9ki8p 5 років тому

    Very quickly these types of videos became my favourites on your channel - watched all of them, even for Doom even tho I have yet to watch the 100% playthroughs.
    Ah, and almost forgot - you def earned a new sub and a viewer!

  • @Conifera15
    @Conifera15 5 років тому

    Very nice video, I love it, thanks for sharing, i've never play Serious Sam before and it was very nice to see someone play it with some serious research :D Can't wait for the second encounter!

  • @dontcallmenice1949
    @dontcallmenice1949 4 роки тому

    Very interesting and well reasearched video. Keep up the good work. I can't wait for the second part.

  • @lastfaith7819
    @lastfaith7819 4 роки тому

    There was so much work put into this video and i appreciate it.

  • @alexbaxthedarkside
    @alexbaxthedarkside 5 років тому

    this is really fascinating to hear about how this game works Decino,
    keep up the good work! :)

  • @rolandoftheeld
    @rolandoftheeld 5 років тому +12

    This tradition persists in the modern SS games. SSHD, SS3, and Fusion still have loads of broken spawns.

    • @bilateralrope8643
      @bilateralrope8643 5 років тому +6

      That's not really a surprise. I can easily see how small errors like this could be overlooked when you're trying to hit a release date. Having testers go through every single spawner, or write some code to check them, probably isn't worth the cost of doing so.
      I expect similar errors in any game with lots of spawners.

    • @De-M-oN
      @De-M-oN 4 роки тому

      @@bilateralrope8643 So the game is slightly easier than was supposed to be 😂

    • @De-M-oN
      @De-M-oN 4 роки тому +1

      But ensure that you dont run the games uncapped.
      I had Fusion uncapped before and with a 9900k and 2080 Ti I was on 700+ fps.
      Almost all spawners were broken :D
      Limiting the fps fixed it then.

  • @mastergame1311
    @mastergame1311 5 років тому

    I love your videos, I didn't even know the kill counts in SS games were so broken. I'd love to see even more bizarre facts about older FPS games, keep it up.

  • @reptongeek
    @reptongeek 5 років тому +20

    I've been looking forward to this despite being one of those Turbo Nerds (as well as a Complete Doom Nerd) who must get 100% in everything.
    I have to ask though did anybody play test this, and if they did why did they allow so many broken spawners?

    • @decino
      @decino  5 років тому +13

      I don't think Serious Sam was meant to 100%. That or their deadline was closing in.

    • @Laki99000
      @Laki99000 5 років тому +19

      Very possibly a deadline. They had to abandon 6 more planets from alpha to make the game come out in time. So you got only Egypt. They didn't have time to check 1000 spawners on each level to see what was wrong xD

    • @bilateralrope8643
      @bilateralrope8643 5 років тому +13

      @@decino I'm thinking both. Deadlines, because they always force developers to prioritise what gets finished. Checking every single spawner to see if they work seems like a very low priority.
      As for level design, think of all the spawners that are turned off once the player advances far enough. To me, that design says that they want players to push forwards and stop enemies spawning. Otherwise, why would they have the spawner turn off ?

  • @WamBam1221
    @WamBam1221 3 роки тому

    Interesting video! Just started replaying all serious sam games on SERIOUS and its been fun, Ill watch part 2 when I finish TSE

  • @Razgard
    @Razgard 5 років тому +2

    Ok, this was deeply interesting. It's always nice to learn how our videogames work. Thanks for this video!

  • @sammichu1906
    @sammichu1906 5 років тому +1

    I don't even play serious sam, but I still found this video quite enjoyable and interesting to watch. Good work!

  • @buggy730
    @buggy730 2 роки тому +5

    I feel like the spawners they had the trigger entity trying to activate it, I think it's some of the new developers that don't know what triggering does and think activating is how you spawn an enemy.

  • @Isaacfess
    @Isaacfess 5 років тому

    *Wow great video!* I love learning about these obscure facts about my favorite Series.

  • @GronTheMighty
    @GronTheMighty 4 роки тому

    I am *seriously* impressed with your investigation! :)

  • @Westile
    @Westile 5 років тому +1

    I'm glad that in-depth SS videos are finally a thing.

  • @helispark
    @helispark 3 роки тому +1

    Having to know how much monsters are killable in each level must be kinda painful for this game, so it's nice that you made a video about it

  • @SpysCr3ed
    @SpysCr3ed 3 роки тому +3

    Gotta say that i'm not such a stats nerd but i really love the representation, i have watched those 2 like a few times already and i would love to see something similar for Sam 2 or 4

  • @Larry_P
    @Larry_P 4 роки тому

    Awesome video! Love this game it was my childhood just got done beating all the main games on Serious now it’s time for the Mental run.

  • @MrFunnyHandsInYourPants
    @MrFunnyHandsInYourPants 3 роки тому

    Goddamn man. All the hours looking for each broken in a man. I could not do it. You sir have PASSION!!!!! Thank you for your hard work!

  • @oleanderbean
    @oleanderbean Рік тому

    Thank you for posting this. I'm finding all the secrets but couldn't figure out how I kept missing so many enemies.

  • @missbradicah
    @missbradicah 4 роки тому

    I have never seen a game flaw stripped down and explained in such a way that would make no sense to me, without your brass tacks commentary.
    Sure wish I had the means to replay it now, applying what I've learned.
    17:58 That seal clap is gold, lol!

  • @tickleson8661
    @tickleson8661 4 роки тому +85

    "First thing you want to do here is destory the two furry statues" 13:57
    -agreed

    • @Quickdrawingartist
      @Quickdrawingartist 4 роки тому +2

      Honestly thought I misheard him, but was too entranced by his knowledge and well-researched mannerism.

    • @screamsinrussian5773
      @screamsinrussian5773 4 роки тому +9

      Good, this is a no furry zone

    • @snaek2594
      @snaek2594 4 роки тому +5

      @@screamsinrussian5773 says the doge

    • @screamsinrussian5773
      @screamsinrussian5773 4 роки тому +3

      @@snaek2594 the hell do you mean

    • @snaek2594
      @snaek2594 4 роки тому +1

      @@screamsinrussian5773 prof pic

  • @cordedquill4286
    @cordedquill4286 2 дні тому

    I love how you play Sam's pain noises when you find a spawner that's broken.

  • @jamstonjulian6947
    @jamstonjulian6947 5 років тому +18

    That's cool. So now you can fix all the broken spawners and do Serious Sam all over again with 100% :-p

  • @scortcher
    @scortcher 4 роки тому +1

    You are a magnificent solver of FPS games mistory of all times
    You deserve much moooor subscribers
    I love your channel and your amazing content
    Keep it up 👋👍👌🤩💎

    • @scortcher
      @scortcher 4 роки тому +1

      You really need to get PATREON ACCOUNT ❤💰
      So every one can support you
      ^_^

  • @rockethero1177
    @rockethero1177 4 роки тому

    You taught me how serious Sam enemies spawn, and I wanted to learn how to use a level editor in Sam. Thanks dude

  • @HueyTheDoctor
    @HueyTheDoctor 4 роки тому

    God I love this. You've helped us all sleep a little better at night.

  • @Neckron
    @Neckron 4 роки тому

    Great dedication of analysis man!!

  • @TosothYaKnow
    @TosothYaKnow 4 роки тому +1

    As a long-time Serious Sam fan, this is really cool

  • @xShadeThePyromaniac
    @xShadeThePyromaniac 5 років тому

    Youve done us a Great Service Decino, thanks for unraveling the mystery of broken Spawns in Serious Sam
    I never really went for 100% Kills, 100% Secrets Yes but kills never really bugged me i guess. Looking forward to Part 2 of this as well as the very likely SS : TSE pkaythrough :)

  • @user-xq9wm8gj8y
    @user-xq9wm8gj8y 5 років тому

    Tomb of ramses music feels awesome with your explanatory narration

  • @Srysiu
    @Srysiu 3 місяці тому

    yep for me this video was very fun and educational now i know every broken kill of serious sam you are great man decino

  • @bravo075
    @bravo075 7 місяців тому +2

    Stuff like those broken spawners is why you need to make validators people, either baked or at runtime.

  • @deathdealer036
    @deathdealer036 4 роки тому

    Damn you sure are seriously devoted to serious Sam. I always wondered why many times I swore I killed every enemy but it said I missed some. Thank Jesus for this video

  • @grakalockheart2980
    @grakalockheart2980 5 років тому

    This was fun to watch, its kinda like watching glitch videos explaining how games are designed.

  • @TheAzorg
    @TheAzorg 5 років тому +12

    Oh my, it's complicated :o no wonder CT messed up some spawners :o

  • @almipopp5152
    @almipopp5152 5 років тому

    I love this video. It made my day can't wait for the sequel!!!

  • @mysteriousstranger2287
    @mysteriousstranger2287 5 років тому

    My comment is nothing original. I would just like to thank you very much for your videos, their style, their topics. This is all just wonderful. Thanks Decino!

  • @kabozyUA
    @kabozyUA 5 років тому

    True underground Sam channel. I like you. I've been watching you since 2010 year.

  • @fmsyntheses
    @fmsyntheses 10 місяців тому

    You were up late playing these levels, thank you for your service

  • @QuakeGamerROTMG
    @QuakeGamerROTMG 2 роки тому

    I don't know how many times I've rewatched this video or why but here I am again
    These videos feel like home

    • @QuakeGamerROTMG
      @QuakeGamerROTMG Рік тому

      I'm here once again, I really wish we could get more Serious Sam content

  • @IDGCaptainRussia
    @IDGCaptainRussia 5 років тому

    You know in all my time with Sam (we're talking 15 years), I've never noticed that game had broken spawners (or atleast very rarely), this comes off, as a surprise infact.
    Also, this has got to be the ONLY time I've ever seen Serious Editor Classic on UA-cam ever, you went into detail with it and the inner workings of maps, and reading through these comments it seems to have quite a few people interested in it, nice.
    Oh yeah, and your not using that piece of shit revolution! Your covering it on the old fashion First Encounter, major props to you for that, I can't tell you how pissed I got where whenever people talk about the classic games, they always do it in revolution and view it as the "superior version"
    Serious Sam lacks proper youtube coverage, so it's finally nice someone went deeper into this game than most ever would have, you didn't just dip below the surface, you completely submerged under it.

  • @ArtyoumPlays
    @ArtyoumPlays 5 років тому +1

    MORE SERIOUS SAM CONTENT. I ADORE THIS SERIES
    SERIOUSLY

  • @supra107
    @supra107 5 років тому +12

    12:31 Check out those peach cheeks, eh.

  • @RealRushinRussian
    @RealRushinRussian 5 років тому +16

    That's some really solid camerawork and editing there.
    As for this being a part 1, don't you think uploading part 2 *after* uploading the full SS:TSE playthrough would be heaps better? I mean personally I don't even remember the game that well and watching a spoilery rollercoaster of debug triggers isn't exactly an ideal way to get reintroduced to it. I'm sure a portion of your audience has never played it to begin with. Besides, you could be teasing the viewers with "we can't get the final two kills here and I'll show you why in a later video". I just feel like it would be a lot better to explore the game 100% like a regular player (even if with extra knowledge at hand) would first, and *then* going into the technical side of things after.

    • @decino
      @decino  5 років тому +5

      I was planning to do the playthrough first, then analysis. No worries.

  • @zeuss194
    @zeuss194 5 років тому +4

    You know that you are hardcore into one game when you have an actual Paper minimap on your desk when you play

  • @user-xq9wm8gj8y
    @user-xq9wm8gj8y 5 років тому +1

    One thing i must admit: playing on serious without saves is not that easy by itself. Dealing with this mess to spawn enemies can ruin the day. I hope these efforts really pays off to you, decino, and you mostly enjoy the process just like i enjoy your vids. Let's go TSE!

  • @EmeraldWolfPack
    @EmeraldWolfPack 4 роки тому

    This video is gonna be super helpful. I run the HD versions and managed to route all kills for every level except Moon Mountains. The editor for HD is less intuitive so I hope to use the info in this video. Such a shame that I got every level sorted but mm being that thorn, if I can sort it then HD can be true 100%.

  • @Murr1can
    @Murr1can 5 років тому

    My uncle worked on this game, me and my brother got a free copy and had loads of fun with this game!
    Glad to see it's still played

  • @onlywithbuts1781
    @onlywithbuts1781 4 роки тому +1

    Major props for being so dedicated that you actually waited those 27 hours for that one spawn… WOW.
    I guess changing it in the editor and then running it would be considered cheating at that point x D
    There are definitely tons of spots they missed out or forgot about, mistakes happen, maybe they really didn't check thoroughly.

  • @user-sh7kw2qr3y
    @user-sh7kw2qr3y 2 роки тому

    I deadass watched this wating for a touhou fumo sale. Thanks for making yellow background videos, Decino.

  • @128Gigabytes
    @128Gigabytes 4 роки тому

    I don't even know what this game is but I liked watching this video on my break at work, thanks for the cool video I might chrck this game out

  • @NickShlyam
    @NickShlyam Рік тому

    Good job, special thanks for subtitles!

  • @ADR69
    @ADR69 5 років тому

    Yiiiiisssss! Analytics videos are the best! Almost. Killing stuff is cool too

  • @duckbuster
    @duckbuster 4 роки тому

    This also bothered me! Thanks for finding the issue and explaining it!