Installation instructions for the demo files are available at the web site. Thanks! = Demos = Demos have been created showing how to get each of the secrets in every level. All we ask is that you don't charge money for it, don't alter our work, and that you don't replace our names with yours. = Copyright Info = Feel free to put this on your website, print it out and use it for toilet paper, feed it to your pet lizard, or do just about anything else you want with it. If you see anything that needs to be corrected or clarified, feel free to email us and we'll update accordingly. I assume that anyone reading this has already gone through the game and tried to find the secrets on their own, and thus will be familiar with most of the areas I describe. All you'll find here is a list of the secrets and how to get them. I'm not going to waste time describing each enemy, weapon, model, and keystroke to you in agonizing detail, as there are already plenty of walkthroughs out there to do that. It’s possible to figure out how it all works using the game’s level editor, which Croteam shipped with Serious Sam back in 2001, but no one thought to look under the hood of Sacred Yards.Created: ApLast Updated: ApAuthor: Derek Plote E-mail: Demos: Andy Schott E-Mail: = Description = This is simply a list of the secrets for Serious Sam. Had people known there was another secret to be found, they might have kept looking. Unfortunately, no one found it, partially because Ribaric didn’t make it a counted secret. “But in any case, it was just the opposite gameplay result from regular Serious Sam.” “If done in right order, would give you a walk in the park gameplay, or one might say gameplay now similar to The Talos Principle or Dishonored,” he said. Ribaric thought some players might want to skip all the contraptions in Sacred Yards, so he built an additional puzzle that would let players bypass everything. “At that time, I didn’t want to force the decision using my lead powers,” he said, “as I already pushed some of my other ideas against team, like originally changing the game name from In the Flesh to Serious Sam, having only crazy action gameplay to speed up the development, so we can actually finally finish the game.” In the end, it stayed in Serious Sam as a secret. Once Ribaric had built all this unique stuff, he wanted Sacred Yards to become one of the game’s main levels, but others pushed back. Both were early champions of Serious Sam. It even has a shout out to Valve writers Erik Wolpaw and Chet Faliszek, who were then writers for the influential PC website Old Man Murray. Sacred Yards has mechanics that aren’t found in the rest of the game, including switch puzzles. But I told them I don’t like throwing things out and I would see what I can do to - at least have it as a secret level.” I did a quick look and, yes, layout was pretty basic, a T-shaped level with no specific areas or landmarks. “They did warn me that with its simplistic layout, they were not 100% confident it was good enough to have it in the final game. “Davor Hunski and Davor Tomicic, who were level designers at that time, handed me that level, so I can figure out what is to be done, where to go and to create gameplay,” said Ribaric. Ribaric also happened to be the design lead on the first Serious Sam. He asked Ribaric if there was something else to be discovered in Sacred Yards. SolaisYosei recently started working at Croteam as a designer, which gave him access to CEO Roman Ribaric. Great, now everyone can open the secret door! But it doesn’t end there.
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