Serious Sam: The Second Encounter - Level 08

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Published on ● Video Link: https://www.youtube.com/watch?v=b6Z5RBGi0xI



Duration: 2:19
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==== Level 08 - Courtyards of Gilgamesh - 2:19 ====

There's more running outside the level quite a bit, but unlike the Serpent Yards, I was able to do more to keep it entertaining at least. The hit from the reptiloid projectile at 0:27 was not intended by me, but the second hit at 0:34 was. I jump in the air just as the projectile hits and receive a bit of a boost. It's not much, but it's something, so I decided to use it. I would have done another if I hadn't taken that first hit.

At around 1:18, you'll catch your first sight of two hearts outside the level and see them getting tossed around. Here's some background on that: when you play the level normally and reach that long final yard, a secret here is to hit the button in the distance so that a heart gets thrown into the yard. However, the game will tease you, making it appear that the heart gets launched over the yard twice before finally making it. Sam's remarks at that part of the run are in response to this. Running outside the level, you can see that there's more than one heart involved for this charade. You can even grab all three hearts if you want, as they are suspended on invisible platforms (jump up them as you would a slope, or something to that effect).

Next, the teleport into the yard. You might wonder why that teleport occurs at all. It's actually a smart design move on the part of the level makers to ensure that the level doesn't get broken. Basically, in large outdoor levels where the Werebull enemies can appear, these teleport triggers are placed along the outside walls of the level so that, should you get launched too far by a Werebull, you won't be knocked out of the level completely. Instead, you'll be teleported back into the field of play, slightly confused, but still able to play. I'd say newbies to game design would be even more confused if they got stuck outside the walls of the yard, so props to Croteam for taking that into account.

Finally, some numbers. First, the exit door opens EXACTLY 10 seconds after the three giant Lava Golems are killed. Usually the triggers for opening these doors by killing monsters are hard to pinpoint, but I found this one out by experimenting. So, lingering outside for those 10 seconds isn't really a waste of time on my part. Second, after teleporting into the yard, I walk forward for exactly 5 seconds before firing rockets. This allows me to have rockets hitting the first Golem as soon as it appears. That ingame timer is rather helpful, eh?







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