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Serious Sam 4

From The Cutting Room Floor
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Title Screen

Serious Sam 4

Also known as: Serious Sam 4: Planet Badass
Developer: Croteam
Publisher: Devolver Digital
Platform: Windows
Released internationally: September 24, 2020


SoundIcon.png This game has unused sounds.


Serious Sam 4 is a First-Person Shooter that follows the glorious FPS tradition of blowing monsters up and taking too much time to release the fourth main game in the series.

Unused Animals

Folders for a deer and an eagle containing their models exist in the game files, but they are untextured and not used in the game. They have animations for idling, movement, and death.

Sam4 DeerDoe.png Sam4 Eagle.png

Unused Weapons

SchemeGen_Test.lua, an example script to generate animation schemes for player models, reveal the names of a few weapons nowhere to be found in the game.

Machete

One of the weapons mentioned in the SchemeGen file. It appears to be the original melee weapon for the game, as the Combat Knife's properties is labeled as CMacheteWeaponParams in the editor and the fact that the Knife wasn't referenced in the aforementioned script file. Its model and projectile parameter files still resides in the game's files and can be restored to function again to some extent. The projectile that can be thrown via secondary fire deals 130 damage (same as the Knife primary fire) and has a launch velocity of 30. It's using the cannonball ammo icon as placeholder and its HUD icon is half the size of the other weapons', implying it was cut before the other weapons received bigger HUD icons. The player model does not play any animation when throwing the machete in third-person mode. Can only hold a maximum of 5 ammo, with the weapon being unthrowable when the player only has one ammo left.

Sam4 MacheteItem.png Sam4 MacheteFP.png

Molotov

One of the weapons mentioned in the SchemeGen file. Nothing else remains of it in the game's files. Appears to be named after the Molotov Cocktail, an improvised fire bomb.

Flamer

One of the weapons mentioned in the SchemeGen file. Nothing else remains of it in the game's files. The Flamer is the internal name for the Flamethrower in all Serious Sam games.

Nitrogen Gun

One of the weapons mentioned in the SchemeGen file. Nothing else remains of it in the game's files. A similar weapon named Freeze Gun was also referenced in Serious Sam 3: BFE, though any relation between these two weapons is unknown.

Sirian Bracelet

Leftover from Serious Sam 3: BFE.

Crossbow

A low-poly and low-res crossbow in the Weapons folder. Unknown if it was to be an actual, usable weapon as there's no first-person model for it. First seen on Croteam's Twitter in 2018 as a real-life object.

Sam4 Crossbow.png

Cut Levels

References to cut levels exist in the game files.

04a_Hospital

The scrapped side level for 04_Colosseum (The Die Is Cast). While most references to it has been scrubbed from the game files, an unused detector volume named Trigger_HospitalSideMissionVoiceOvers can be found tucked away inside a low-poly background building. Based on its placements, it appears that it would have been accessed through the end of the final city street before heading down into the ruins area by turning right to a now-locked gate. Unused Octanian Snipers on rooftops with the name Trooper_Sniper_SniperStreet suggest that the city streets leading to the Hospital would've been lined with Octanian Snipers on rooftops.

05a_Zoo

Content\SeriousSam4\Levels\01_PB\Objectives\ contains a folder for a side level named 05a_Zoo with the objective resource file MainComputer.rsc which is unused in the game. The chapter control script for When In Rome (05_Vatican) reveals that it would've been somewhere between the park with Werebulls and the first bridge with the Zealots.

07a_MentalLabs

The chapter control file for Viva La Resistance (07_Town) reveals that a side level named Mental Labs was somewhere after the Charlie encounter cutscene. Unused detector volumes for the start and end of the side level can be found on the city streets/grass terrain above the right side of the canals after the Charlie encounter.

11_Refinery

Content\SeriousSam4\Locales\enu\Sounds\Voiceovers\ contains a folder for a main level named 11_The_Refinery. Based on its numbering, it was set between The Package (10_Oilrig) and From Earth With Love (12_Tunguska). The prefix label L11O02S02 used for some of Future Sam's lines indicates that Future Sam would've appeared in the second side quest for the second main objective in the level.

Unused Dialogues

Hmmm...
To do:
Write down the rest of the unused dialogues and upload the corresponding audio file if any.

There are a few unused dialogue files pertaining to side quests..

10_Oilrig (The Package)

Three sets of unused side quest dialogues for The Package exist in the game's folder.

Twisted Little Passages

The computer terminal side quest had Sam talking at the start and end of it, but they're not used.

L10O01S01-01_Sam-Oh_words_I.ogg
Oh, words! I like words.
L10O01S02-01_Sam-Well_that_was.ogg
Well, that was entertaining, but nowhere near as good as the Interactive Fiction Renaissance of the late 20th century
which produced works such as Photopia or Spider and Web.

Side Quest #2

There would've been a second side quest in the level that featured a not-very-frozen Khnum. An audio log file from Dmitry for this exist in the game files but went unused.

L10O02S01-01_Dimitry-I_would_like_to_register.ogg
I would like to register complaint regarding taking of selfies with frozen alien creature. Selfies are form of advanced narcissism
and can be detrimental to cohesion of oil rig society, particularly when assessment of alien creature's vital status is incorrect.
To prevent repeat disembowelment, I have locked creature in room using passcode 2175,
and do not recommend the taking of further selfies.

Side Quest #3

There would've been a third side quest in the level that featured supplies and aliens trapped in a room. An audio log file from Dmitry for this exist in the game files but went unused.

L10O03S01-01_Dimitry-I_would_like_to_register.ogg
I would like to register supplemental complaint regarding alien invasion. Due to previously noted lack of requested weaponry
I have been forced to continue dealing with hostiles by locking them into variety of compartments. This strategy has
definite limits, as in case of room TKTK, which contains shipment of supplies and now also significant number of trapped invaders.
In unlikely case of reconquest of oil rig by EDF troops, passcode is 9872.

Hidden Graphics

The inside of General Brand's shorts cannot be seen in-game through regular methods. Removing the polygons for his shorts using the Serious Editor reveals a big surprise.

Sam4 BrandUntaped.png