*Apogee Fanfare plays* *fire and explosions*
*You Suck! plays* [CIVVIE]
Are you kids ready to get EXTREME?! You've played Rise Of The Triad, or I've played Rise Of The Triad
and you watched, or had it on in the background
while you were doing something I can't mention within the first 30 seconds of the video without being demonetized. Back when DLC
was called an expansion pack, and you bought it
in a store for like 20 bucks, although Extreme Rise Of The Triad
doesn't have anything new besides levels, which are all tiles
arranged on a grid like this, so the file you need to play it
is a whopping 277 kilobytes, which might have taken… *old modem run dial up sounds* it would have taken just over a minute on a 28.8k modem
to download EXTREME Rise Of The Triad. However,
it came on a CD full of goodies, like a random level generator,
and then in September of 2000, Extreme Rise Of The Triad would be
released for free on the 3D Realms website, though it's still considered
to be somewhat obscure. The new levels were designed
by Tom Hall and Joe Siegler, and if you are either Tom Hall
or Joe Siegler, stop watching now. *awkward pause* Are they gone? Okay, so Tom Hall and Joe Siegler
created what I consider to be a virtual violation of the Geneva convention
with Extreme Rise Of The Triad, and I understand that there are flaws
in the original game, I still love it, here's the thing: Extreme ROTT is one of the hardest
goddamn things I've ever played for this channel. It is an escalating series of SAW traps written onto a CD-ROM
and released to an unsuspecting public. As an 'expansion', you'd think,
"Oh, a new episode!" Nope, it's four new episodes. It's actually more levels than
were included in the original game unless you count
the multiplayer only levels, which themselves were
a novelty back in the day. I wanna refresh everyone's memory on ROTT,
I did that video, over a year ago… How time flies when you're trying to balance
playing completely unheard of slavjank and one of the eight thousand
constant requests I get. But we already did Half-Life kids,
and then Redneck Rampage, so we're back to the weird shit. So you guys need to remember some
of Rise Of The Triad's basic mechanics and enemies. You have infinite bullets.
You have a pistol, then two pistols, then an MP40, and after that your fourth weapon slot
can be used to swap out a variety of cool-ass missile weapons
that kill things good. From your basic bazooka,
the helpful heat-seeker, your devastating drunk missile,
fearsome flamewall, saintly split missile, the exemplary
excalibat, the dominating Dark Staff, and the undisputed
king of karnage spelled with a K, the absurd, the ludicrous, firebomb. *firebomb karnage* Always take the firebomb. Aside from low guards,
lightning guards that sometimes have
a secret missile weapon, and bulletproof robots, there's a few enemies that
you're gonna see a lot of in Extreme ROTT. The monks, mostly the deathfire monks
that shoot nasty fireballs at you. The ballistakraft,
the robots you can't even kill. And our old friends,
you know 'em, you hate 'em, the Triad Enforcers! You know how Plutonia uses revenants? Extreme ROTT uses enforcers like that. Except revenants are easier to kill
and don't have hit-scan weapons. There's a story here too, get this: El Oscuro, the… thing that
was the boss of the last game, as he's dying, he does a spell where he calls upon
the dark powers at his disposal to reverse time, and so the H.U.N.T. finds themselves back
on San Nicholas Island, outside the monastery again. The villain gets a do-over. I'm using a new port this time around,
ROTT-Expr, which supports ultra-wide, and only crashed on me one time
during this entire playthrough. Hell yeah! A Tomb With A View. The very first level doesn't even wait
to throw the endgame enemies at you. And the level is surrounded by sky tiles
so you could get an instant death by touching them. This will be a recurring theme throughout. Here's what most of this level is like: When the game starts with Havana Smooth, you know it's gonna be a bad time. The monks were a mistake
and they're pretty much in every level and they're usually the deathfire kind. You're gonna see me dying a lot,
even in the first level because about 99% of the maps
in Extreme ROTT are designed to kill you, over and over and over. And the fun coin collecting
and extra lives stuff… Forget it, extra lives
are not nearly as common, not that it matters,
there's a save system, but this is how many lives
I had at the end of Rise Of The Triad and this is how many lives at had
at the end of Extreme Rise Of The Triad, and I must have died hundreds of times. If ROTT is a Super Mario Bros. game, Extreme ROTT is like those Mario Maker
levels designed to murder you. This level, Up, comes very early
in the expansion and makes me cry so I can see why Pixar
would name that movie after it. Dodging my own firebomb
explosions can be a problem but I ain't taking anything less powerful when every stage so far
has started with deathfire monks. Also some enforcers with their back turned, a nightmarish maze of fire and GADs, Gravitational Anomaly Disks
if you don't remember, filled with machine-gunners and enforcers, it's a rough time,
and this is one of the easier maps. Enforcers tend to hit-scan you
when you're close enough and throw grenades when you're far away, so if you don't have a missile weapon to kill them
quickly, keep as far away from them as possible because they don't get stun-locked
like all the other enemies. So, in this map, you're dealing
with them in tight corners. One thing you'll wanna do
is to line up enforcers or monks so that they'll try to shoot fireballs or grenades at you,
but they'll hit their friend in front or take splash damage from their own attack. This is a vital tool
for surviving Extreme ROTT. This… I don't know what's
going on here or why these… what?… This level has a secret exit in it that only an absolute madman
could have conceived. Right near the end,
you're supposed to outrun these push-walls so you can get to a hallway
that leads to that exit and I could see this on the map. I couldn't get to it because running along
with moving walls slows you down because this is still weird jank
based on the Wolfenstein 3D engine. What you're supposed to do
is run and like strafe left and right in a certain way to gain speed
so you can make it in. At first, I didn't know and I quicksaved
after the walls had moved and you're thinking, "Civvie, why would
you quicksave right before exiting a level?" Oh, you'll see! So I restarted the level with nothing,
which is actually really shitty because I lost my MP40 and
none of these guys were dropping one. Back to the secret exit, Okay, Katie, how many times
did I die attempting this? I didn't know the strafing thing at first,
I couldn't really guess that, I had to look it up, but what's beyond that one wall? That's right, we're doing
rocket jumping over 2 ballistakraft. One of which does not wanna
move out of the way of the exit door. That's fine,
we're getting to the secret level. *visible exasperation* The Barracks,
one of the easier maps, since it's not filled with enforcers or monks, but not one of these guards
is dropping an MP40, I'm sure there's a secret
I'm missing or something. Oh, right, "Civvie, why do you save
your game right before exiting a level?" Oh, yeah, the floor is lava
and I've got a flight power-up, unfortunately, the walls are also lava. It's about here where Extreme ROTT
gets really extreme. Where you need to keep
picking up asbestos armor because most of the rooms are as hospitable
to humans as the surface of the sun. Nothin' But Net.
It's a gimmick level. You see? NOTHING BUT NET! AHA! This is one of the easier levels
but it gets more monotonous than it needs to because I still haven't found
another MP40 after losing the last one. Truth Or Darian. General Darian,
back from the grave, only slightly tougher because he's got enforcers
all around him and pits of lava. And enforcers. They're worse than he is. High Road, Low Road,
now this is interesting. The way Rise Of The Triad maps are designed,
you can have like hubs, because each level exit
can take you to a different map so this level has two exits that will take you
to a completely different set of levels for Episode 2 depending on which path you take. Let's take the high road. Let's take the low road. Open Fire. A million low-tier enemies
means I can actually get my MP40 back. This is hard but it's just not EXTREME! What else you got? I'm sorry, what? Yeah, that's just boulders
going upstairs, why wouldn't they? If you absolutely need to add
some EXTREME to your map, nothing like adding
a million deathfire monks. On top of platforms,
where there's lava underneath. Ah, yes, the hallmark
of good game design: trial and error. You have two choices. One choice is death. *Hellero plays* This is a good way for me
to introduce the oscurovators. They're like elevators, but they teleport you. So they're like honest ROTT elevators. Krist Kross is the boss level. Krist Kross is the boss level where you get to fight
2 Krists at the same time. You only have to kill one of them
for the level to end, it's not that hard, the bullshit platforming
to get there is way worse. You still have to survive
the other Krist as the first one is dying. Also, bring a missile weapon
from that last level because they don't give you one in Overview
right away because they hate you. Surprise! It's all monks again! Until the end when it just throws a ballistakraft
and a god mode power-up in front of the exit. However, behind one of these walls
that burns, is a secret exit. Full of monks. You've got god mode,
nothing can touch you. But I'm getting real tired of the monks. It's all monks again! It's all monks again!!! Sky Tunnels. There's a reason this is the one map
that made it into my "look how bullshit Extreme Rise Of The Triad is"
clip from a previous video. See, you gotta let the enforcers drop, and then go all the way up,
ride a platform, get a weapon to deal with all of them, and the key,
the key is floating in the sky, it's do-able, but you won't enjoy it. You know what,
I think this is too extreme. Maybe you guys can do better. I thought about covering
Extreme Rise Of The Triad whenever 3D realms released
that new port that's gonna be coming out but I realized if I showed people this,
it wouldn't be doing them any favors. Okay, what's next? So immediately strafe left
to get an asbestos armor in this level because killing the player almost instantly
has gone from a novelty to the norm. You guys like platforming? And monks? Get out of this cursed level
as soon as you can. You only need the silver key,
which is guarded by ballistakraft. 42 of them. That's more than appeared in the entirety
of Rise Of The Triad, all packed into one room. If you're quick, and you're lucky,
you can get out of it. You can go through this obstacle
course to get the iron key, which gives you a flamewall
so you can deal with all these enforcers, so you can get
the gold key and I dunno… maybe you get
the developer balls in this level, I wouldn't know I gave up
after going in hard to get a secret that
completely broke my spirit. To get there, you have to ride
on this spinning blade trap. Which is very hard to do, right?
To land on it properly. And after a few million attempts,
I was able to do it. And so that takes you into this room where you have to platform
onto a spinning blade again, and again, and again, to get to this secret which
you'd think would be awfully rewarding for how much time and effort
and death it takes to get to it. Nah, it's one extra life
and a heat-seeker. That's when I gave up on this one. Oh, The Ride! Yeah, lemme tell ya,
if you bought this in 1995, you got taken for a fucking ride! If you fall off this train,
reload your save. If you miss the bulletproof armor,
reload your save. If a monk or an enforcer gets
in your path and you're not ahead of them, reload your save 'cause
you're not finishing the level. And whatever this absolute chaos is that I'm amazed didn't crash the engine
for how much of a clusterfuck it is. Fuck you, game! Rise Of The Triad had a dynamic
lighting system before it was cool, so what if they set
the light level to zero and put enemies that
can insta-kill you everywhere. And you can't see shit! The first area drops you into
a long hallway with ballistakraft and you have to run across it back and forth
to hit 4 switches before it lets you out, with only the light of a few lamps
and Scott's Mystical Head to guide you. If you're a fan of not knowing what's going on
and dying, this is the level for you! NME Mine. So you've gotten to the end of Episode 3
and you have to fight our old pal, that Nasty Metal Enforcer. At least they don't double him up
like they did Krist because that would probably be impossible. This one is interesting because
it's not impossible, but it is damn close. In the original ROTT,
you got to fight the NME in a giant arena with lots of cover. This one… much, much smaller. With much less cover,
and I know what you're thinking, "It can't shoot through those fences right?
There's no way it could shoot through those fences!" It can. Forget those fences exist
because you can walk right through them, and so can the NME,
they might as well not be there, all they do is obscure your view of it
while you're trying to fight. I don't know why it's like this,
it's one of those things I thought was a source port bug and I had to go back
to the DOS version to check. So, not only is the NME
a brutal, brutal boss on its own, this arena ain't doing you any favors. It's surrounded by sky tiles which
are instant death when you touch them so sometimes you'll survive
getting hit with a missile only to get pushed
into the sky and you die anyway. But, with perseverance, you can kill him,
and run around dodging his still active projectiles until the game says
he's dead and the level is over. Onto Episode 4! More like
HALLS OF FUCKING ENFORCERS! Nah, but like,
the platforming, on single GADs, while walls are shifting around you,
and if you come anywhere near them they slow you down and
fuck up your ability to platform… It's not fun. Thankfully,
the secret exit is easy to find. It's not even behind a secret wall, see? There's 3 ballistakraft guarding it, but you can run right past them. But you shouldn't! *Fish Polka plays* Here's a fun thing, there isn't just
one secret level in Episode 4. There are 5! Which you're locked into now
by taking that one secret exit. Danger Mouth,
maybe a pun on Danger Mouse? That seems like a weird thing nerds
would probably make a pun out of in the 90's. This is probably one of the easier levels. Low-tier enemies,
plenty of missile weapon pickups. They make up for it. See, because you have to balance
yourself and platform between fences! And enforcers!
Can't forget the enforcers! Someone thought platforming
over these walls here, the ones that are flat
and from certain angles are invisible, that was fine! You guys see all these saves I have? I filled every slot because I had to save,
and I had to backup saves in case I did something
that would block progress forever like a wall moved wrong
or I angered Tom Hall on Twitter. I'm sorry, Tom.
I'll never do it again, Tom. Please. I'm sorry, Tom.
Please. Please… You'd think your main problem in a level called
"Welcome to the Machine" would be robots but you'd be wrong because it's enforcers. *Super Mario Bros. 3
Sky Land theme plays* For centuries, mankind
has grappled with the question "How many monks is too many?" This many. This many is too many. You get a god mode power-up and you get to run
through several armies of monks and enforcers. It's the easiest level, because unless
you're slow, I don't think you can die. A level based around using the Dog Mode, where you have to remember
that you can kinda "jump" by using the Attack
and Use buttons for the dog so you can get over these fences. And that's the end of the secret levels, but not the end of the pain. I'm glad they put the worst level towards the end,
really gives me something to shoot for. This level requires you to FIRST AND FOREMOST
remember that you have a key that drops weapons. If you don't know that, you're not getting out
of the second room of this level alive. See, a touch-plate locks you into a room with,
you guessed it, FUCKING ENFORCERS! You won't have the ammo to kill
all of them before they kill you, which is an interesting problem to have
in a game where you have infinite bullets. Nah, you have to drag all
these weapons into this tiny room so you can resupply mid-fight. There is no hint to tell you
to do this as far as I know, it's just something you have to know to do,
because you're given the option to drop your weapons, a thing you've probably
never done in the game before. Not only do you have
to drop your weapons, you have to do it in a very specific way and not fall over one of these ledges
before getting all of the weapons out there because you can't go back up there. I didn't figure this out fast enough
so say goodbye to that MP40 again! Under normal circumstances, this might be the worst part
of the map but these are EXTREME circumstances. A room full of fireballs,
and enforcers too, which you have to dodge,
hit touch-plates to proceed, grab yourself an asbestos armor over here
before getting to the last room… *Dance of the Enforcers* *explosion* Likely the most infamous part
of Extreme Rise Of The Triad, but not for the reason you'd think. There's like 25 enforcers here
and I gave up trying to kill all of them and instead went for a strategy
of avoidance after dying a couple dozen times. What you're supposed to do is get these pillars
aligned and then run across them to get to the exit. Here's your problem: only one of the five characters you can select
at the beginning of the game is able to do that. So if you started the game
as any character that isn't Thi Barrett, congratulations, you're fucked! It's possible to grab asbestos armor and rocket jump
using the excalibat to get where you need to go, you know, unless you get too close to
these enforcers and they hit-scan you to death. But you have to know,
before getting locked in this room, that you have to grab the excalibat and you have to know that
you don't kill all the fucking enforcers with it. So now's when we break out the cheats,
give ourself a flight power-up and run that clip of Tom Hall
getting yelled at by Gordon Ramsay. Fucking awful. A Boulder Vision. It's got boulders. And rotten, evil traps sometimes
but it's a nice break from the last map. It doesn't hurt my soul to play it. This one is still pretty mean,
especially this bit here with all the robots. But it's mostly straightforward
and keeps you stocked with missile weapons. You have to ride a GAD to get out of it, and the path on the left is a death trap, the one on the right is not. It just gives you a dog mode power-up
to go ten feet to the exit so I don't know… why Another map that will kill you
in the first room if you're not quick enough and don't exploit the AI's inability to properly shoot you when you're above them
and they're behind a pillar or something. When I was talking about SAW traps earlier, I meant shit like this here. You have to grab the gold key, which is here. And you need to use the jump pad, go over the turret
that's there behind the fences, get the key,
avoid the moving wall of fiery death… What I mean is that every path
you have available to you requires you to do something painful. There's another section where if you don't make the jump
to another section with the jump pad, you're stuck, there's even what
I'm gonna call a "suicide booth" which is marked with a
"YOU DO NOT BELONG HERE" tile. Yeah… That's about right… It's MONKS! IT'S ALL MONKS! The easiest part is dealing with El Oscuro, letting him do his thing
until he tires himself out and turns into a snake-head trail
before doing another chase, this time it's just way harder
because it can be and you're basically doing trial and error, doing balls-hard platforming like
this is an Apogee game made before 3D before finally arriving
at the final, final level, The Unholy Chamber. It's like the last time, where you have to destroy
all of El Oscuro's larvae, with a twist:
it's way fucking harder and you can accidentally block yourself off
from the first batch of them by hitting one of these switches. So don't hit any switches until you've hit
a touch-plate that opens these walls. Then… Well, it is a harder fight if you wanna destroy
all the eggs and get the good ending. because you have to lead Oscuro away
from the door to the egg chamber. He'll follow you right in, and since you're gonna have to go straight
for the asbestos armor to, you know, not die, that's where you're gonna get stuck,
getting wrecked by the snake-heads. Once you're able to lead him away
from the door, it's not too bad. Destroy the eggs, get out,
shoot him while he's over the lava pools, it's still pretty easy. El Oscuro is dead but it looks like I missed
one secret wall but I'm sure that's not Oh fuck! I MISSED ONE. It's right here. Fuck this game. Okay, now that we're done with- *Fish Polka plays* Just like in the original ROTT, we've got a few levels that are warp only. Like 95 Windows,
a map with 95 windows which is a pun on… you know… It's not supposed to be a warp only level but the secret exit for it is fucked up
so it's a warp only level. It's not even as evil
as most of the maps, although the enforcer placement
is still leagues away from being okay. I forgot about this one completely,
then I had to go back and do a fresh recording of it. It was supposed to be in Episode 2,
but the secret exit there is bugged. It's short, it has no enforcers or monks, and only one ballistakraft,
so it feels like a regular ROTT level. Not bad. I didn't forget about Technical Ecstasy either, I just didn't have anything to say about it. A joke level with one guard.
This one is actually the easiest level. Oh, yeah. That's the stuff. A bigger, badder version of the Vomitorium, except this one can be beaten. In theory. You're riding a single GAD
to get to the next area, where it's… sky tiles and invisible
elasto-mode pickups that will send you flying into sky tiles. Until you miraculously
make it to this room which… fills with gas?… I don't know, I do what the game
tells me and I CHEAT NOW. Woundless with weapons on, fly mode on.
Scott's Mystical Head collected. Touch-plate triggered. That's the only time this source port
ever crashed on me. So I went and did it in the original
DOS version to see what I missed. One room. I don't know why this crashed,
or what's going on, all I know is that Extreme Rise Of The Triad
is the ball-breaking Apogee platformer that Apogee never made. It's a lot of cool engine tricks
surrounded by razor wire and you shouldn't play it.
No one should play it. I feel bad for even mentioning that it exists because people are gonna find it
on Apogee's website and download it in one second. You don't think so? Because people went and played
Redneck Rampage after the last video and that game sucks.
Pro-Marathon trilogy when, Civvie?
But seriously I love RotT and I never got to try the Extreme addon and it looks like I'm better off for not having done so. I remember even at a very young age around when RotT came out it thinking it had a lot of bullshit mechanics so to see an addon devoted to its most bullshit mechanics would sour my memory of it.
Rise of the Triad was one of my childhood favorite videogames since my parents wouldn't let me have any violent games at all. Would play at night after parents went to bed. For some reason my memories for this game that it was deep, dark and rich in lore........
Fuck that! It's a terrible game after I've watch this video. lol. Thanks for the memory trip.
I haven't found a good source port for RotT, and I've tried both Winrott and Rottexpr (what Civvie is using in this vid.) Neither even booted up on the game.
How can a game based on the Wolfenstein 3D engine released in 1995 not have a decent source port?