- #REDNECK RAMPAGE DOWNLOAD FOR MAC MAC OS#
- #REDNECK RAMPAGE DOWNLOAD FOR MAC SERIES#
- #REDNECK RAMPAGE DOWNLOAD FOR MAC DOWNLOAD#
Another edition of the Family Reunion contains only the original game and Rides Again.
#REDNECK RAMPAGE DOWNLOAD FOR MAC MAC OS#
The add-on was included on the CD for the Mac OS version.
#REDNECK RAMPAGE DOWNLOAD FOR MAC DOWNLOAD#
The add-on was available for download on Interplay's online store, but users had to pay $1 with a credit card to ensure that the buyer of the add-on was of adult age. The Cuss Pack is an add-on which added stronger language to the game, was released on July 22, 1997.
#REDNECK RAMPAGE DOWNLOAD FOR MAC SERIES#
This is the first and only game in the series not to use the Build game engine. Besides the game's namesake, the only relation to the previous games are of Leonard and Bubba on the box art, borrowed voice lines of Leonard from the original games sporadically used during a race, and slightly similar textures being used on some artwork and also in-game. Unlike the previous games, it was not developed by Xatrix, instead by Rage Games however, Interplay remained the owner of the IP, and thus they published it. Off-Road Redneck Racing is a spin-off racing game released in 2001 for the PC. However, one other power-up, moonshine, gave 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. The side effects of both power-up types forced the user to use them sparingly and gave another reason to avoid damage during gameplay. During this time, the character could use weapons and was essentially defenseless. All of these effects would pass after a few minutes as the character sobered up. 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. The in-game video would also become grainy and less viewable. After consuming a large amount of alcohol, the character's 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. Alcohol consumption was measured on a 'drunk meter' in the user display. This only worked to a minor degree, and the more the character drank, the less coordinated he became. When drinking alcohol, the health was restored and as an added benefit the character became somewhat less affected by enemy fire.