Difference between revisions of "Serious Sam HD"

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[[Category:Games]]
 
[[Category:Games]]
  
This page focuses on the differences between the HD and non-HD games (Tourist difficulty assumed).
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{{sda run|http://speeddemosarchive.com/SeriousSamHDTFE.html}}
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= Categories =
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[[Serious_Sam_HD/SS_any%|Single-segmented any%]]<br>
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[[Serious_Sam_HD/IL_any%|Individual levels any%]]
  
= General =
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= Additional Information =
 
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[[Serious_Sam_HD/Game Mechanics and Glitches|Game Mechanics and Glitches]]<br>
=== Physics ===
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[[Serious_Sam_HD/Additional Resources|Additional Resources]]
 
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<ul>
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<li/>You no longer gain extra altitude when jumping up slopes.
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<li/>The speed boost when jumping down slopes is smaller.
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<li/>It is much easier to stand on top of enemies.
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<li/>You can prevent falling underwater by holding jump.
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<li/>You cannot get hit by cannon balls anymore.
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<li/>Jumping on candles is now possible.
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<li/>While walking down stairs in non-HD, you will be airborne and unable to jump. In HD this is not the case.
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<li/>In non-HD it is possible to get out of bounds in some of the levels and noclip to the exit. In HD you will just fall down until you are teleported back into the level.
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</ul>
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=== Boosts and jumps ===
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<ul>
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<li/>Many boosts and jumps which require you to stand on enemies are only possible in HD (see the Tricks section).
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<li/>Single bull boosts are much weaker, but getting hit by many bulls simultaneously may result in insane boosts.
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<li/>Kleer boosts are stronger.
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<li/>Fish boosts are more effective.
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<li/>Kamikaze boosts have been removed.
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<li/>Harpy jumping is now possible.
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<li/>Cannon jumping is not possible.
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<li/>Higher difficulties no longer increase the power of the boosts.
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</ul>
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=== Enemies ===
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<ul>
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<li/>Enemies now have different textures when damaged.
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<li/>Beheaded Rocketeer/Firecracker have new melee weapons.
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<li/>Floating Gnaars do no longer follow you vertically if jumping on them.
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<li/>Kleers now always charge at you if close enough, instead of running next to you and melee attacking.
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<li/>Harpies do not get knocked back excessively when shot anymore.
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<li/>Harpies only have the gore explosion death animation.
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<li/>Highlander Aludran Reptiloids have higher health (20 rockets to 14 in non-HD).
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<li/>The fireballs of the Highlander Aludran Reptiloids can now be destroyed with rockets.
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<li/>The Electro-Fish's attack has longer range.
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<li/>Large Lava Golems have higher health (29 uncharged cannon balls to 23 in non-HD).
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</ul>
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=== Weapons ===
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<ul>
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<li/>Colt/twin colts fire 30%/20% slower.
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<li/>Minigun does double damage, but fires twice as slow.
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<li/>Rocket Launcher ammo gives 8 rockets instead of 5.
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<li/>Grenade Launcher fires up to 50% faster.
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<li/>Grenades now deal self damage.
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<li/>Fully charged Cannon fires 15% faster.
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<li/>Uncharged Cannon fires up to 135% faster.
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<li/>Switching weapons is much faster.
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<li/>In non-HD there is a few frames of lag before the shots appear, in HD they appear instantly (Grenade Launcher, Laser, Cannon).
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</ul>
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= The First Encounter =
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=== Tomb of Ramses III ===
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<ul>
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<li/>You can no longer jump over the trigger that makes the door move down.
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<li/>In non-HD you have to jump up a steep slope right before the final room. In HD a candle has been added which simplifies the jump.
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</ul>
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=== Dunes ===
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<ul>
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<li/>There are now three Werebulls instead of two in the starting area.
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<li/>You can no longer skip the arena battle by getting pushed into the door.
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</ul>
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=== Suburbs ===
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<ul>
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<li/>A Minor Biomechanoid has been added in the beginning. Killing it spawns a Kleer.
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<li/>More geometry that you can get stuck on has been added to the well and the secret platform is bigger.
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</ul>
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=== Sewers ===
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<ul>
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<li/>By getting boosted by a Kleer you can get past the moving wall without having to press the button.
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</ul>
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=== Metropolis ===
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<ul>
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<li/>You can get out of the level already in the second area by jumping on a Harpy.
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</ul>
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=== Karnak ===
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<ul>
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<li/>The spawn timing of some enemies in the arena battle has changed.
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</ul>
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=== The Great Pyramid ===
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<ul>
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<li/>The waiting time for the door to open is now ~2:10 instead of ~2:00.
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</ul>
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= Tricks =
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=== Bull jumping ===
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Performed by standing on top of a bull and jumping when it is about to attack. The altitude reached is timing dependent, but a perfect bull jump gives roughly the same height as a standard bull boost in non-HD. Getting launched by two bulls throws you even higher into the air (double bull jumping).
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=== Bull riding ===
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A really fast and relatively simple boost. Just get on top of a Werebull while it is running. Usually does not work if on even ground with the Werebull, easier to do when it comes charging down a hill. After a while it will stop to attack you, but it is possible to cancel out the attack by jumping out of its attack range and landing back on again. You can also let its attack hit you while you jump to perform a boosted bull jump.
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=== Getting anywhere with Floating Gnaars ===
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Unlike in non-HD, the Floating Gnaars do not float higher if you simply keep jumping on them. However, you can trick them to do so by jumping horizontally out of their attacking range, making them move towards you to attack. By landing on them again, you will be floating horizontally towards the opposite direction you were attacked from. Even better, if you scroll wheel jump after doing this they will keep following you upwards, meaning you can quickly reach any height. Finally, you can make them sink by crouching when standing on them.
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=== Harpy jumping and flying ===
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Just like with the Floating Gnaar, it is possible to reach any height with a Harpy. First make it fly into a wall or stun it (four bullets with the Tommygun), then jump on to its back and scroll wheel jump. It works the same way as with the Floating Gnaar, except the Harpy will continuously kick you while you are standing on it, possibly canceling out the jumps. The kicking attacks can in turn be used to gain extremely fast horizontal speed. Stun the Harpy and jump on to its head, then wait for it to start kicking you. You will start floating towards the kicking direction, and for each consecutive kick, your speed will increase. However, you will need to move towards the center of the Harpy during or after each kick to adjust your position, otherwise you will be knocked off. This is extremely hard to control as your velocity increases, so you can gain some extra time on the Harpy by stunning it, making it stop kicking for a moment. By combining the jumping and the horizontal boost you can basically fly around the levels.
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=== Super Kleer jump ===
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Involves riding on multiple Kleers to build up enough momentum to get boosted up a sloped wall. Can result in altitudes as high as a strong cannon jump in non-HD.
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=== Falling through the ground ===
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There is a glitch which makes it possible to fall through the ground by pressing crouch as you are about to land. The glitch is dependent on frame rate, altitude and the thickness of the ground geometry. The lower the frame rate and the longer you fall as well as the thinner geometry, the higher the chances of falling through the ground. It is practically impossible on 60 FPS, hence why 30 FPS should be used to perform this glitch.
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=== Turbo Laser ===
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By binding primary fire to mouse wheel, the Lasergun can fire three times as fast on 60 FPS, dealing 600 DPS (second only to Cannon).
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=== Useful console commands ===
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cht_bEnableCheats=2 - Enables the cheat menu accessed by pressing F3 when in the menu.<br/>
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gfx_iMaxFPSActive=X - Limits the FPS to X. Default is 2000.
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Latest revision as of 01:27, 13 January 2017


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