This is a sub-page of Proto:Serious Sam: The First Encounter/Publisher Evaluation Build.
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The PEB prototype contains many weapons, most of which made it into the final game. However, it has three cut weapons; the Pipebomb, Flamethrower, and Ghostbuster. The Flamethrower was added to the expansion pack, but the other two have never appeared in any other Serious Sam game.
Interestingly, most of the weapons behave exactly the same as they do in the final game. In most cases, the only differences are in the art, which are extremely different from the ones in the final game, even if they often share the same concept.
Weapons#
Knife#
Like all of the used weapons that appear in this prototype, the Knife's model appears to be a rougher and earlier take on the final's concept. The blade uses a blueish texture meant to simulate a shining metal surface, and the grip has almost no detail on it.
The Knife in this prototype has multiple firing modes. When the knife is taken out, Sam will hold it in a side pattern and slash with it when the fire key is pressed. This does a low amount of damage.
After the Knife has been out for a while or the player hits the 1 key, Sam will swap how he holds the Knife so that it's positioned the same way it is in the final game. This form also does a low amount of damage.
Hitting the 1 key while the Knife is posed like it is in the final game will make Sam hold it so that the blade is facing away from him. Attacking in this form will make Sam do a stabbing animation, which does a lot more damage (seems to be close to how much the Knife does in the final game). Pressing the 1 key again in this form will make Sam swap back to the final game-style pose.
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Final |
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Colt#
The Colt revolver has a different and more primitive model in the prototype. It appears to be thinner, has a smaller barrel and less detailed textures.
In this prototype, the game shows an ammo count that shows how many rounds are left in the cylinder before it has to be reloaded. This ammo count is a little bugged when using dual Colts; the ammo count is the same as the one shown for a single Colt, but deducts one round of ammo after each Colt was shot once.
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Final |
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Pump Shotgun#
The Pump Shotgun has a much different model. It's stubbier, much darker, and generally fatter than it is in the final game. The most interesting part is that the foregrip actually moves during the pumping sequence. Every other version of the game, including the HD games, does not have the foregrip move.
This model appeared in an early pre-release video.
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Final |
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Double Barreled Shotgun#
The Double Barreled Shotgun in this prototype appears to be a much rougher-looking take on the final's design. It has the same layout, texture concepts, and shape but the model has noticeably less polygons and the textures are simple looking and low-quality.
As with its single barreled brother, the Double Barreled Shotgun appeared in a pre-release video.
Publisher Evaluation Build |
Test 1 |
Final |
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Tommy Gun#
The good ol' Thompson Submachine gun has a completely different model in this prototype. The body texture is a blueish color instead of the gray body the final one has and the details on its textures are quite blurry compared to the ones on the final's model.
Sam's left hand can be seen holding the foregrip. The final removes it, but it's brought back for the HD versions of the game.
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Publisher Evaluation Build |
Final |
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Minigun#
The Minigun has a completely different model. It has a blueish texture that seems to be made as a rough imitation of a shiny surface, a few buttons the final model lacks. The model itself is also much more low-poly than the final design, which can be seen with the visible polys sticking out near the front of the barrel.
This model appeared in Test 1 as well.
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Pipebomb#
The Pipebomb is a weapon cut from the final game. The player's left hand holds the detonator, while the player's right hand holds the pipebomb itself. Hitting the fire key will make Sam toss a pipebomb. After a pipebomb has been tossed, htting the Alt key (also used for reloading the Colts) will make Sam take out another pipebomb, which can be thrown as well. Once a pipebomb has been thrown, hitting the fire key will detonate any pipebombs that have been thrown.
This weapon shares ammo with the Grenade Launcher. It appears far more than the Grenade Launcher itself does.
An image of this weapon appeared in pre-release material meant to promote the Serious Engine.
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Publisher Evaluation Build |
Pre-Release Screenshot |
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Grenade Launcher#
The Grenade Launcher features a much more simple model than it does in the final game. Most of its body is gray, and the model has far fewer polys than it does in the final game.
Unlike the final game, the Grenade Launcher cannot be charged for it to do more damage and fly farther. It will always go the same distance and do the same damage when you press the fire key. This makes it the only weapon that appeared in the final game that has a gameplay difference from its final counterpart.
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Publisher Evaluation Build |
Final |
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Rocket Launcher#
The Rocket Launcher looks quite different than it does in the final game. The model itself uses the same design idea that the final one does, but the body is gray with an ordinate design that has a jaguar on it. The rockets loaded into it are rounded.
This model is also used in Test 1.
Publisher Evaluation Build |
Test 1 |
Final |
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Cannon#
While the Cannon is unusable in the build, its model can be found in the game's files.
Some maps in the game, such as Lava Planet Valley, have this weapon available to be picked up, along with ammo for it, but picking it up does nothing. Such areas seem to to be built with the Cannon functioning in mind, as they can be quite difficult without it.
Flamethrower#
The Flamethrower is a weapon that was cut from the final game. It appears to be a very primitive-looking version of the Flamethrower seen in The Second Encounter, but with the same odd metal texture that the Grenade Launcher and Rocket Launcher use on its body and an overall very blocky model.
In-game, this weapon is quite weak. It will take several seconds of concentrated fire to kill anything stronger than a Beheaded enemy. The afterburn effects on the gun do almost no damage. Even a simple Beheaded enemy will often not die from just the afterburn effects.
While this weapon rarely appears in this prototype, ammo is nowhere to be found. A model for it does exist in the prototype, however.
This weapon was resurrected in The Second Encounter, but with a completely new model and with its power boosted significantly.
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Publisher Evaluation Build |
The Second Encounter |
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Lasergun#
The Lasergun keeps the basic ideas seen in the final design, but presents them quite differently. While the final game has the gun held with a traditional pistol grip, the prototype has the player hold it from a strap on the top of the gun. The gun itself is a dull green, while the final gives it a more vivid green color. Batteries can be seen sticking out of the gun's side in this prototype, which were removed from the final design.
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Publisher Evaluation Build |
Final |
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Ghostbuster#
The Ghostbuster is a weapon cut from the final game. It is an energy weapon that fires a concentrated electric beam at a foe, dealing heavy damage. Even the strongest foes in the prototype cannot last more than a few seconds of concentrated fire from this gun. Its behavior is quite similar to the Gluon Gun seen in Half-Life. It uses the same ammo that the Lasergun does.
The design of this weapon is similar to the proton pack seen in the Ghostbusters movie, which is reflected in its name. The front of the gun roates, but will stay static once the player starts firing it.
While this weapon was cut from the final game, it was further developed to the point where the artist behind the final's weapon models gave it a new model. This model is used in Serious Sam Revolution as a secret weapon.
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Publisher Evaluation Build |
Classics: Revolution |
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