SolaisYosei recently started working at Croteam as a designer, which gave him access to CEO Roman Ribaric. He asked Ribaric if there was something else to be discovered in Sacred Yards.
Ribaric also happened to be the design lead on the first Serious Sam.
“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. “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. I did a quick look and, yes, layout was pretty basic, a T-shaped level with no specific areas or landmarks. 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.”
Sacred Yards has mechanics that aren’t found in the rest of the game, including switch puzzles. 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. Both were early champions of Serious Sam.
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. In the end, it stayed in Serious Sam as a secret.
“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 [the] team, like originally changing the game name from In the Flesh to Serious Sam, [and] having only crazy action gameplay to speed up the development, so we can actually finally finish the game.”
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.
“If done in right order, [the secret] would give you a walk in the park gameplay, or one might say gameplay now similar to The Talos Principle or Dishonored,” he said. “But in any case, it was just the opposite gameplay result from regular Serious Sam.”
Unfortunately, no one found it, partially because Ribaric didn’t make it a counted secret. Had people known there was another secret to be found, they might have kept looking. 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.
“For me, it was easy to see something is there, but obviously I was wrong,” he said.
Ribaric considered recording a video and unleashing the secret himself, but he never did.
Instead, he told SolaisYosei to load up the Serious Sam level editor and see what he could find. Within a few minutes, SolaisYosei had an a-ha moment, pieced together the answers, and recorded a video to share with the Serious Sam community.
SolaisYosei เพิ่งเริ่มทำงานที่ Croteam เป็นนักออกแบบ ที่ให้เขาเข้าถึง CEO โรมัน Ribaric เขาถาม Ribaric ถ้า มีอย่างอื่นที่พบในหลาศักดิ์สิทธิ์Ribaric ยังเกิดขึ้นเพื่อ นำออกในสามอย่างจริงจังครั้งแรก"Davor Hunski และ Davor Tomicic ที่นักออกแบบระดับที่ มอบฉันระดับนั้น ดังนั้นฉันสามารถเข้าใจสิ่งจะทำ ที่ไป และ การสร้างเกม กล่าวว่า Ribaric "พวกเขาได้เตือนฉันว่า มีเค้าโครงของพี่ ไม่ใช่ 100% มั่นใจมีดีพอที่จะมีในเกมสุดท้าย ค่ะการดูอย่างรวดเร็วและ ใช่ เค้าโครงสวยขั้นพื้นฐาน ระดับ T-รูปไม่มีพื้นที่เฉพาะหรือสถาน แต่ฉันบอกว่า พวกไม่ชอบทิ้งสิ่งออกมา และจะเห็นสิ่งที่ฉันสามารถทำเพื่อตัวน้อย มีเป็นระดับลับ "หลาศักดิ์สิทธิ์มีกลไกที่ไม่พบในส่วนเหลือของเกม รวมทั้งปริศนาสลับ แม้มี shout ออกไปเขียนวาล์ว Erik Wolpaw และเชษฐ์ Faliszek ที่แล้วเขียนในเว็บไซต์ PC มีอิทธิพลเฒ่าเมอร์เรย์ ทั้งได้แชมป์แรกของสามอย่างจริงจังเมื่อ Ribaric ได้สร้างสิ่งทั้งหมดนี้เฉพาะ เขาต้องหลาศักดิ์สิทธิ์เป็นหนึ่งระดับหลักของเกม แต่คนอื่น ๆ ผลักดันให้กลับ ในสุด มันอยู่ในสามร้ายแรงเป็นความลับ“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 [the] team, like originally changing the game name from In the Flesh to Serious Sam, [and] having only crazy action gameplay to speed up the development, so we can actually finally finish the game.”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.“If done in right order, [the secret] would give you a walk in the park gameplay, or one might say gameplay now similar to The Talos Principle or Dishonored,” he said. “But in any case, it was just the opposite gameplay result from regular Serious Sam.”Unfortunately, no one found it, partially because Ribaric didn’t make it a counted secret. Had people known there was another secret to be found, they might have kept looking. 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.“For me, it was easy to see something is there, but obviously I was wrong,” he said.Ribaric considered recording a video and unleashing the secret himself, but he never did.Instead, he told SolaisYosei to load up the Serious Sam level editor and see what he could find. Within a few minutes, SolaisYosei had an a-ha moment, pieced together the answers, and recorded a video to share with the Serious Sam community.
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