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Redneck Rampage

Redneck Rampage
Redneckrampage.jpg
Cover art
Developer(s) Xatrix Entertainment
Publisher(s)
Director(s) Drew Markham
Barry Dempsey
Producer(s) Chris Benson
Bill Dugan
Greg Goodrich
Designer(s) Drew Markham
Alex Mayberry
Mal Blackwell
Corky Lehmkuhl
Programmer(s) Rafael Paiz
Artist(s) Michael Kaufman
Claire Praderie
Jason Hoover
Composer(s) Mojo Nixon
Reverend Horton Heat
Beat Farmers
Cement Pond
Engine Build engine based on Duke Nukem 3D
Platform(s) MS-DOS
Mac OS
Release date(s) DOS/Windows:
  • NA: April 30, 1997
  • EU: 1997
Mac OS:
  • NA: 1999
Genre(s) First-person shooter
Mode(s) Single-player, multiplayer
Redneck Rampage:
Suckin' Grits on Route 66
Developer(s) Sunstorm Interactive
Publisher(s) Interplay
Engine Build engine based on Duke Nukem 3D
Platform(s) MS-DOS
Release date(s)
  • NA: 1998
Genre(s) First-person shooter
Mode(s) Single player, multiplayer
Redneck Rampage Rides Again
Developer(s) Xatrix Entertainment
Publisher(s) Interplay
Engine Build engine based on Duke Nukem 3D
Platform(s) MS-DOS
Release date(s)
  • NA: May 31, 1998
Genre(s) First-person shooter
Mode(s) Single-player, multiplayer
Redneck Deer Huntin'
Deer Stalker: A Realistic Hunting Game
Developer(s) Xatrix Entertainment
Publisher(s) Interplay
Engine Build engine based on Duke Nukem 3D
Platform(s) MS-DOS
Release date(s)
  • NA: 1998
Genre(s) First-person shooter
Mode(s) Single-player

Redneck Rampage is a 1997 first-person shooter game developed by Xatrix Entertainment and published by Interplay. The game features music by psychobilly artists. As the name implies, Redneck Rampage has many hillbilly elements in it.

Like most first-person-shooters, Redneck Rampage offers a variety of ways for the character to regenerate health or hit points. These power-ups consist of the allegedly redneck related moon pies, pork rinds, beer and liquor. A small supply of each can be carried for future use (the two exceptions were pork rinds and Delicious Googoo Clusters, which were used automatically upon being picked up. Unlike all other power-ups, Googoo Clusters could take your health above 100%, to a maximum of 150%). Each of these power-ups had distinct disadvantages: The more food the character ate, the more flatulent he became (represented by a "gut" meter in the user display), making it difficult to sneak up on enemies as the character would move forward and make a distinct fart sound frequently after eating. However, eating food did decrease the "drunk meter" slightly (see below).

When drinking alcohol, the health was restored and as an added benefit the character became somewhat less affected by enemy fire (the proverbial bulletproof). This only worked to a minor degree, and the more the character drank, the less coordinated they became. This was measured on a "drunk meter" in the user display. Toward the high end of the meter, after consuming a large amount of alcohol, the character movements would become erratic and the user would have difficulty controlling the character as he moved in directions that did not correspond to the input on the keyboard. The ingame video would also become grainy and less viewable. At the maximum drunk level, the character would simply fall down, followed by the sounds of vomiting and the loss of all motor regardless of user input. All of these effects would pass after a few minutes as the character sobered up. During this time, the character can not use weapons and is essentially defenseless. The side effects of both power-up types forces the user to use them sparingly and gives another reason to avoid damage during gameplay. However, one other power-up, moonshine, gives the player increased speed for a brief amount of time, at the end of which both the "drunk meter" and the "gut meter" were reset to zero.


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