developer: Human Head
engine: modified Unreal Tournament
- atmospheric/environmental effects
- dust: debris, impacts (boulders, horse feet, etc), train wheels
- explosions: barrels (explosive only), dynamite
- fire: explosions, whiskey bombs, torches
- shards: feathers (birds), glass, watermelon, wood
- smoke: barrels (explosive; when shot), chimneys (building, train), explosions, gunshots, fire
- sparks: dynamite fuse
- weather: clouds (moving), rain, thunder-and-lightning, sandstorm, wind (swaying grass clumps)
- other: falling leaves, lightbeams (forest foilage, windows), sawdust, waterfall mist, watermelon juice spray
- collision detection: 2D; bodies break/push objects, doors push character
- cutscenes: yes
- lighting: dynamic, colored; dynamite (+ flicker), explosions, fire, gunshots, torches
- particle effects: debris, dust, leaves, sawdust, shards, smoke, sparks, watermelon juice spray
- physics
- friction, gravity, inertia, momentum
- ragdoll bodies
- bullet impact force pushes some objects (+ character back)
- boulders crush enemies
- rocks roll down hill
- see environmental interaction
- horse mane bounces and sways
- reflection: water (trees only?)
- shadows: people, horses, buildings
- textures: 16-/32-bit depth
- filtering: bi-/trilinear
- mapping: mip
- transparency: clouds, dead body fade, fire, glass, light beams, smoke, water
player character
- character: El Tehon ("The Gunslinger"); damage/gunshot direction indicator
- moves: crouch, jump, run, shoot/throw (dynamite only?), walk
- view: 1st-person
- pan/rotate: mouse
- zoom: rifles
level/world design
- # levels: 27
- location: USA - Southwest (desert/hill ghost towns), Northwest (mineshafts, mountains), Midwest (cities, riverboats, sawmill)
- cutscenes: FMVs
- level editor: UnrealEd ("Dead Ed")
- environmental interaction
- break: bar counter door, barrels, chairs (some), church pews (some), door (1 only?), glass (bottles, cups, windows), lanterns, piano bench, railings (some), rope, table leaves (some)
- open: doors
- push: drums
- ride: horse, minecar, train
- shoot: animal skulls (some spin), bar counter door, barrels (normal: break; explosive: shoot once, smoke--shoot again, explode), bells (some; building, train; swing), birds, boulders (some), cans, chairs (some), chandeliers (+ chain; swing), chimney pipes (some), crates (some), cupboard (doors open), doors (some), drums, food (cantelope, watermelon), grate (sewer; swings), hook (only 1?; swings), horses, human NPCs (hats fly off head), lanterns (swing), logs, minecar, paintings (wall; rotate, some fall), pans (swing), phonograph, piano bench (moves, breaks), planters (plant--some only + vase--break + plant tumbles up into air & falls down), plates, railing, rope, sawblades (spin), shelves, shutters (swing), signs (supported, swinging; swing), stills, stone blocks, streetlights, supports, tables (some, + leaves sway), tank (propane?), trap (swaying spiked log), vases, wagons (roll), walls (stone, some), wheels (spin, fall)
- other: thrown enemy knives stick in walls
- traps/hazards: getting crushed/shot, fire, swaying spiked log
weapons: dynamite, guns (cannon, gattling, pistols, rifles, shotguns), knives, whiskey bombs (molotov cocktails)
- bullets/shells: eject, hit ground, disappear
NPCs: birds (chickens, crows), horses, humans
inventory: ammo/weapons
- poker minigame between levels increase inventory item amounts
other