On the tally screen, there are values for the time taken to complete a level, say, "05 - The Pit" which is 10:16 and Playing Time, which is 10:21.
I'm not sure how speedrunning admins determine if a demo was played using slowdown, but the screenshot helps verify that it wasn't. The game allows the action to be slowed down with the following command, taken from ShellSymbols.txt in the Help directory:Īs I found out, demos recorded in values lower than 1 can be played back at normal speed. Why is this method of validation so important? Well, at first I only intended the screenshot as a bonus because of the absense of the tally screen in the demo, but further exploration into the commands in Serious Sam revealed something else. However, capturing a screenshot of the tally screen and packaging it with the demo is just as effective. First, it should be noted that the tally screen, which normally appears at the end of the level describing the time taken for completion, total kills, secrets found, etc. However, I've come up with my own measures to assure that these and future runs were done legitimately. Unfortunately, I don't remember what sort of validation process was implemented in "Serious Sprint," hell I'm not even sure how it's handled for Quake or Doom. Anyone who wants to try a run like that are welcome to do so. All levels were recorded individually as to allow improvements for earlier levels without affecting the rest of the runs. These were NOT recorded like a traditional QdQ project, where the stats you have in one level are carried over to the next. These runs were recorded (using version 1.07, which is the final patched version of The Second Encounter) on Serious difficulty from scratch using the Custom Level menu, which I will explain in a bit. Since no real speed records remain, just walkthrough runs with all secrets collected, I tried my hand at some demo recording and eventually completed a set of runs for the entire game. Unfortunately it has since disappeared, although some records of its existence are still available at the Files section of Check out the demos there for some solid walkthroughs of the levels. "Sometime after the release of the First Encounter, a forum for potential Sam speedrunners appeared in the form of "Serious Sprint," which was much like Quake's SDA or Doom's Compet-N. I substituted references to the First Encounter, since referring to the right game would be nice. :)Īnd now, here's some validation stuff, shamelessly stolen from the comments I made for The First Encounter, since both games are quite similar and all that applied before still apply here.
#Serious sam 2 secrets free
However, as always, feel free to rediscover these classic games the way I have and leave me in the dust by beating my times senseless, or even record some demos on a proper, or "trick-less" route, since I know for a fact there's a demand for runs that don't skip huge portions of the levels. Hey, I really thought this game improved on the original in almost every possible way, although some of those trick rooms got on my nerves (I'm looking at you, mister lv03 bounce room). Overall, I feel that my efforts on this collection surpass those of the original game, partly because I have more experience controlling Sam, a bigger desire to make the runs as smooth as I can, and an apparent bias towards this game over The First Encounter. After finishing TFE and taking a break from recording, I started working on a set of speedruns for The Second Encounter, which brought more insane coop action back to FPS fans and, for people like me who have hardly ever played coop (and now regret), some quality single player target practice, secret-finding, and goofing off whenever possible. dem recordings which require v1.07 of the game to play. Individual level speed runs of Serious Sam: The Second Encounter on Serious difficulty.