Redneck Rampage is a 1997 first-person shooter game developed by Xatrix Entertainment and published by Interplay. The game is a first-person shooter with a variety of weapons and levels, and has a hillbilly theme, primarily taking place in a fictional Arkansas town. Many of the weapons and power-ups border on the nonsensical, and in some ways the game is a parody of both first-person shooter games and rural American life. It features music by psychobilly and cowpunk artists such as The Beat Farmers and Mojo Nixon. The game has been re-released on GOG.com and Steam with support for Windows and macOS. Gameplay Redneck Rampage is a first-person shooter and offers a variety of ways for the character to regenerate health or hit points. These power-ups consist of moon pies, pork rinds, and alcohol. A small supply of each can be carried for future use (the two exceptions being pork rinds and Delicious Googoo Clusters, which are used automatically upon being picked up). Each of these power-ups have distinct disadvantages: The more food the character eats, the more flatulent he becomes (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 does decrease the "drunk meter" slightly (see below). When drinking alcohol, the health gets restored and as an added benefit the character becomes somewhat less affected by enemy fire. This only works to a minor degree, and the more the character drinks, the less coordinated he becomes. Alcohol consumption is measured on a "drunk meter" in the user display. After consuming a large amount of alcohol, the character's movements will become erratic and the user will have difficulty controlling the character as he moves in directions that do not correspond to the input on the keyboard. The in-game video will 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 cannot use weapons and is essentially defenseless. The side effects of both power-up types forced the user to use them sparingly and gave another reason to avoid damage during gameplay. However, one