Uploaded December 2025 | Updated September 2026, 1 week ago
A cool fan-made remaster of the original SMB. Gonna play through the original, see if I got Lost Levels in me, and then maybe check out some custom levels. Oh, also custom characters.
A cool fan-made remaster of the original SMB. Gonna play through the original, see if I got Lost Levels in me, and then maybe check out some custom levels. Oh, also custom characters.
![Lets Play: NITORI BOX - 19 - Extra
And heres where our knowledge of the games physics is put to the test.
[Record Date: February 8, 2013] Lets Play: NITORI BOX - 19 - Extra](https://i.ytimg.com/vi/pzhar9SGvog/mqdefault.jpg)

![Serious Sam 3: BFE - The Dark Bride in 0:55 (Single-Segment; Tourist Difficulty)
Im pretty sure this is the route improvement that nobody saw coming.
So, we found another game-breaker. Turns out, if youre right next to a wall, and you fire the Rocket Launcher at the wall at a certain range of upwards angles, you will receive a *massive* upwards boost that launches you high into the air under normal conditions. Its the most ass-backwards Rocket Jump youve ever seen. Shoutouts to Sly7745, who discovered this initially. He calls it Rocket Boosting... but really, not everything needs to be called a boost. I prefer Rocket Launching.
Anyways, the main problem with this is fall damage. Performing a full-height Rocket Launch and landing on any height near where you started will kill you instantly, even on Tourist with 200 HP. Fortunately, there is a way to prevent this: Walking Support. If the Walking Support on your model is able to grab on to a flat plane on your way up, you will stick to that plane and drop all your momentum. Ill just call this a (Walking) Support Cling. Note that Walking Support is calculated every frame, so if youre running the game at a low FPS, this becomes much less reliable. As well, it seems that your Walking Support will *also* prevent Rocket Launches from a standing position if your FPS is too high (greater than 60). To counteract this, use the console command gfx_iMaxFPSActive=60 to set your max FPS to 60 (its 10000 by default, in case you ever want to set it back).
Rocket Launching is made easier in Tourist difficulty, simply by the fact that Tourist nulls self-damage, and guess what, rockets explode. Of course, in theory, with enough HP and armor, this should be possible on other difficulties... its just that youll have to *nail* all three launches without failing. A cold run of the level (with the HP/Armor you start with) is, however, impossible to do this fast.
For reference, this route essentially cuts out the entire level. On top of what the old route skipped, this also skips the underground segment, the trip required to get up onto the walls near the start, and going around the wall at the end. To note, the latter has been made incredibly unreliable to do since the Christmas Update (which fixed some things with Sandwhale), so Rocket Launching was a welcome addition. The old route took about 3 minutes, while this route takes about a third of that. This is also now the only level you can complete in under a minute under normal conditions. You also never encounter a single enemy. The only way you could possibly obtain score on the route is if Sandwhale kills the sleeping Biomech Minors underground.
[Record Date: August 22, 2014] Serious Sam 3: BFE - The Dark Bride in 0:55 (Single-Segment; Tourist Difficulty)](https://i.ytimg.com/vi/qBrUlWcacdY/mqdefault.jpg)

![Serious Sam 3: BFE - Halloween Virus with 7Smoke
Happy Halloween. For those of you going out, stay safe, and avoid people who are literally on fire.
So yeah, Virus is a gamemode I made for SS3 sometime back, based off of Virus from the Timesplitter games. Basically, one person starts out infected, and everyone else has to try and stay away, lest they also become infected. The person who avoids infection longest wins. You can find the gamemode, along with a more detailed description, here:
http://steamcommunity.com/sharedfiles/filedetails/?id=494522565
While the event did go for about 2-3 hours, we only played about 13 different maps... And I wasnt all that happy with the majority of my footage (which has been a recurring problem, and the reason I havent posted a video on this before). This is mainly the rounds that went by rather briskly, without either the first infectee having difficulty catching anyone, or the last 2 people being literally impossible to find. Maybe I could do another video with the maps that took longer... but I dont know. Im just tired and want to get a video out.
[Record Date: October 28, 2016] Serious Sam 3: BFE - Halloween Virus with 7Smoke](https://i.ytimg.com/vi/q_8aNym2-5k/mqdefault.jpg)

![Lets Play: Mystery of Gensokyo - 36 - Difficulty
So, it turns out that Lunatic difficulty is, you know, really hard.
Also, just for reference, I cut out about 40 minutes of re-tracking. Things will get much more streamlined when we get some freaking shortcut doors.
[Record Date: January 22, 2013] Lets Play: Mystery of Gensokyo - 36 - Difficulty](https://i.ytimg.com/vi/rSzLHWW0oTs/mqdefault.jpg)
![Lets Play: Quake - 03 - Lava
Turns out, the volcano gods are highly discriminant.
[Record Date: August 19, 2013] Lets Play: Quake - 03 - Lava](https://i.ytimg.com/vi/t6vCfvftKvo/mqdefault.jpg)


![Serious Sam 3: BFE - Unearthing the Sun in 1:07 (Single-Segment; Tourist Difficulty)
All this time, the enemies only wanted to help us go faster.
So yeah, this improvement was made possible by a new technique: the Mutilator Sling. Basically, when you use the Sirian Bracelet (or Mutilator) on a large enemy, it will tug at the cord to bring you closer. While normally this ends with you ramming your face into the thing, there is one quirk in the code that can be abused: The direction and velocity youre sent in is determined at the start of the enemys tug animation. This means you can move to either side after the animation has started and jump when it tugs to get a very handy boost from the enemy. As well, if you continually jump and dont press any directions, you will lose very little velocity, meaning you can cover long distances from just one sling. While it can be used for skips like this, its also a really good speed tech in general, since its way faster than sprinting. (Just try not to rely too heavily on Scorp Generals, since their tug animation is slow as balls)
As for the skip itself, its actually random whether or not the Biomech will become aggrod to the wall (yes, thats whats happening). Itll happen more often than not, but back-up strats will need to be put in place for a full Single-Segment run. I run around a wall at about 12 seconds (ingame time) to prevent it from noticing me immediately. This *might* help, but it probably doesnt. Note that on Tourist, it will always shoot 5 rockets, so that isnt wasting any time. For the actual sling, you want to line up the Biomech with the end of the wall in the distance, and then move right during the tug animation.
Now, theres also a bit of Sandwhale manipulation going on. Firstly, after the sling, I face out into the desert to make Sandwhale spawn away from me (since he tries to spawn where youre facing). If I faced towards my destination, he wouldve been right there to greet me. Secondly, when I jump down off the wall onto the sand near the end, I do it in a very specific way. I drop down in such a way that I brush past the Magic Corner of the structure to the left. Dropping down any other way results in Sandwhale spawning earlier and eating you before you can get to safe ground again. I have no clue why this happens, but I believe in the Magic Corner.
The route on this level is only slightly different on Normal and higher difficulties. The only difference is that the Biomech will only shoot 3 rockets. While this is faster in theory... 3 rockets does not give you enough time to get into place and align the Biomech and the wall, making the resulting sling sloppy, and wasting more time than you wouldve gained. Though, you could possibly repeatedly hook onto it to stop it from moving while you get into place. This would depend on being close enough before it starts moving around too much. (And itd still probably waste more time than its worth)
Anyways, this time beats the current Single-Segment record time by a full 30 seconds, with the old time being 1:37. Sorry Jim, but the Kleer boost in this level is hate.
[Record Date: February 20, 2014] Serious Sam 3: BFE - Unearthing the Sun in 1:07 (Single-Segment; Tourist Difficulty)](https://i.ytimg.com/vi/tJPuH2w_p4c/mqdefault.jpg)