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Maximum Action

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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Work In Progress

This article is still under construction. It may contain factual errors. See Talk:Maximum Action for current discussions. Content is subject to change.

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Maximum Action (2018)

Maximum Action (stylised as "MAXIMUM Action") is a first-person shooter developed by George Mandell and published by Mandell under the name Balloon Moose Games. It started work in August 2016 and released in Early Access on Steam on September 19, 2018. In early 2019, John Szymanski joined the project as co-developer, and by June 2019, the team was officially partnered with New Blood Interactive under creative director David Szymanski. However, Mandell parted ways with New Blood in 2020, citing creative differences. The game is still in early access.

Maximum Action takes heavy inspiration from Hong Kong cinema, especially the works of John Woo, as well as games like Max Payne and Superhot. There is a heavy focus on player movement and control, allowing the player to interact with the levels via the standard shooting and punching, but also kicking, diving and sliding. Kicks can knock weapons out of enemy hands, shatter glass windows and knock over props, while diving can be combined with a "bullet-time" mechanic to allow for precise shots in mid-air.

Note: this game features heavy Steam Workshop support; as Workshop content is unofficial, only the base game weapons will be included on this list.


The following weapons appear in the video game Maximum Action:

Overview

Every weapon can be dual-wielded in Maximum Action, and two separate weapons can be held at once. This results in a lot of nonsensical animations, where pump-action shotguns and underbarrel grenade launchers are operated on their own. However, weapons are correctly not mirrored when dual-wielded. When picking up weapons, they default to right hand use.

Weapons can be reloaded while aiming down sights, like Call of Duty: Modern Warfare (2019).

The game has a "fire on release" option for all weapons that don't shoot full-auto, where the weapon will only fire once left click is released. The game will slow down time while left click is depressed, which compounds with the core "bullet-time" mechanic, allowing players to stack the effects. When in "fire on release" mode, double-action revolvers are used in single-action, with the player manually cocking the hammer instead of just pulling the trigger like they would usually.

Suppressed versions of some weapons are available; these suppressors are unrealistically quiet, making a very Hollywood-esque "PEW" noise. Enemies are not alerted to the sounds of suppressed gunfire, unless you are close to them when firing.

Ammunition is generally sorted by weapon subtype, and not what the weapons use in real life, such as generic "Rifle" and "Shotgun" ammo, although some ammo type choices are somewhat questionable.

Moving the scroll wheel will make the player character flip their current held weapon(s); this can be done with any weapon, resulting in some fairly ridiculous animations.

Handguns

Pistols have an oddly higher amount of variation in terms of ammo types; they are "Pistol", "Pistol Heavy", and "Magnum" ammo.

Beretta 92FS Inox

The Beretta 92FS Inox appears as the "92FS", with a correct 15 round magazine.

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Beretta 92FS Inox - 9x19mm Parabellum
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The 92FS Inox in the game's opening video.
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Drawing the Beretta with a quick tug of the slide out at the game's shooting range.
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The weapon in idle.
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Flipping the pistol. Note that there is what appears to be a disembodied magazine floating at the ceiling; this is a trait shared with all the other magazine-fed pistols.
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Aiming down the iron sights.
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After aiming down the sights, the player character will hold the pistol with two hands.
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Firing a shot.
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Flicking away a magazine.
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Loading in a new one.
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The empty reload will be held closer to the camera, and doesn't show as much of the gun.

Beretta 92FS

A classic, all-black 92FS appears as the "92FS S". Apart from the colour and suppressor, the model and animations are identical.

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Beretta 92FS - 9x19mm Parabellum
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Drawing the suppressed Beretta.
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It in idle.
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Flipping it around.
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Aiming. The suppressor blocks the iron sights, making this not particularly useful.
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Firing.
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Empty reload.
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Non-empty reload. The magazine model is the same as on the Inox.

Colt Single Action Army

The Colt Single Action Army is called the "Single Action". Aiming causes the player character to fan-fire the revolver, and the rate of fire will increase accordingly.

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Colt Single Action Army "Cavalry" model - .45 Long Colt
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Drawing the Colt with a spin...
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...and then a hammer cock.
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Idle.
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Giving the pistol a toss.
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Aiming. The model completely lacks a rear sight.
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Firing...
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...and recocking the hammer. This will correctly cycle the cylinder.
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Fanning the revolver. Note the open loading gate.
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Ejecting a case. The ejector rod does not move during this.
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Loading in a new round. The player character never rotates the cylinder, so the only one chamber is ever loaded.
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Cocking the hammer again, after the reload. Note that there is no more round visible through the always-open loading gate.

Glock 17

A fourth-generation Glock 17 appears in game. It has a 17 round magazine and is known as the "G17".

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4th Generation Glock 17 - 9x19mm Parabellum
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Drawing the Glock.
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The pistol in idle.
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Throwing around the Glock.
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Aiming down the iron sights.
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Firing.
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Dumping out an "empty" magazine...
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...shoving in another one...
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...and releasing the slide.

"Letter Learner"

The Glock model returns as the "Letter Learner", a pistol that shoots neon white words of the player's choice by modifying their game files. By default, the words fired are a tutorial on how to edit the text that fires out of the gun. It has 200 "words" in a 17 round magazine and unusable ironsights, due to the word "Words" placed on top of them.

Kimber Custom TLE/RL II

The Kimber Custom TLE/RL II is present in game, known simply as "1911". A version with a suppressor and laser sight is available and called the "1911 S".

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Kimber Custom TLE/RL II - .45 ACP
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Drawing the Kimber in the white void that is the tutorial.
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The pistol in idle.
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Flipping about the pistol.
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Aiming down the sights.
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Firing the weapon.
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Empty reload.
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Non-empty reload. The markings on the slide read "CUSTOM TLE/RL II" except mirrored for some reason.
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The "1911 S" variant. Note the laser emitting from nowhere.

Ruger GP100

The Ruger GP100 is known as the "Magnum". When reloading, the correct amount of bullets can be seen fired from the revolver, however the casings appear to have been fired with the bullets, as the fired chambers are empty. This is obviously incorrect, but it does get around the common problem in videogames of not using the ejector rod to eject spent casings. Individual rounds are inserted for all reloads, except for empty reloads, where a speedloader is used instead.

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Ruger GP100 - .357 Magnum
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Drawing the GP100 by... racking the slide?
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The revolver in idle.
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Tossing around the GP100.
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Iron sights.
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Cocking the hammer...
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...and firing.
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Opening up the cylinder.
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Loading it up with a speedloader.
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Loading up one by one.
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Closing it up. Surprisingly, the player character doesn't flick it shut, especially considering what this game is.

"The Jury"

The GP100 model, modified to resemble a Taurus 4510PLYFS, appears as "The Jury". Unlike the real 4510PLYFS, it is depicted with a 4 round cylinder. It fires .410 bore shells (although the shells themselves appear to be closer to 12 gauge) and is reloaded one shell at a time, unless all 4 have been fired, in which case a speedloader is used instead.

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Taurus 4510PLYFS, for comparison - .45 Long Colt/.410 bore
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Drawing the not-a-Taurus. The cylinder appears to be rather off-centre here.
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The revolver in idle.
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Flipping it around. Here, some of the GP100's elements can be seen.
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Aiming.
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Cocking the hammer.
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Firing.
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Opening the cylinder. Note that it still has 6 chambers like the GP100; also like the GP100, the cases simply disappear when fired. Also note the fingers clipping through the front of the cylinder as it reuses the GP100's animations.
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Loading in a speedloader. Note that it has both shotgun shells and .357 rounds in it.
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Loading up shell by shell. As the shells are bigger than the chambers, they clip through the chamber walls.
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Closing the cylinder.

Tokarev TT-33

The TT-33 appears in the game, with a correct 8 round magazine. It is presumably a stand-in for the Norinco Type 54, a Chinese copy of the Tokarev that was used in many Hong Kong movies. A suppressed variant known as the "TT33 S" is available.

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Tokarev TT-33 - 7.62x25mm Tokarev

Wildey Hunter

The .475 version of the Wildey Hunter is known as the "475 Wildmag". It has a 5 inch barrel and an 8 round magazine, which is one more round than the real pistol.

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Wildey Hunter with 5" barrel - .44 Magnum

Submachine Guns

SMGs use generic "SMG" ammo and for some reason do not share ammo with the pistols, despite them all using 9x19mm Parabellum.

Calico M950A

The Calico M950A is known as the "CM950". The weapon has no front sight; instead, it seems to use a polygon line on the top of magazine as one. Of note is that the textures on the in-game weapon were directly based on the image below.

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Calico M950A - 9x19mm Parabellum
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Drawing the Calico.
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The Calico in idle.
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Flipping the gun around.
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Aiming down the "sights".
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Firing the weapon. Note that the casings incorrectly eject out the right, instead of the bottom.
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Removing the magazine. Note the fingers clipping through the magazine.
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Loading in a new mag...
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...and using the bolt hold open as a charging handle.

Heckler & Koch MP5A3

The MP5A3 (simply called "MP5") is depicted with a AKS-74-style stock stuck to the right side of the gun. It also has a rail on top and on the left side of the gun. Due to the retro art style of the game, there is no aperture or notch in the rear sight; this would result in shots going high of the point of aim in real life.

The "MP5 S" is a version of the MP5A3 with a suppressor, the stock unfolded, along with a red laser emitting out from somewhere just under the barrel.

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Heckler & Koch MP5A3 with Navy trigger group - 9x19mm Parabellum
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AKS-74U - 5.45x39mm. Image used to show the stock.
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Drawing the MP5.
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It in idle. Note the selector pointed at safe.
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Flipping it around shows off some of the white background to the model's texture.
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Not aligning the sights.
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Firing unaimed, as you don't really need to aim down sights at all for this game.
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Knocking away the old magazine with the new one...
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...loading it in...
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...and then slapping the charging handle down. This is in spite of the fact that the charging handle is never locked back nor does it do a Far Cry 3 and lock itself on empty, and in fact never moves at all.
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Dual-wielding an MP5 with an M16, showing off the MP5's strange stock.

IMI Uzi

The Uzi is referred to simply as the "SMG". Incorrectly, it is depicted as closed-bolt and the charging handle reciprocates when firing. The weapon's textures are mirrored on the left and right side, resulting in double-sided ejection ports.

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IMI Uzi - 9x19mm Parabellum
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Pulling out the Uzi.
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Idle.
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Flipping it around.
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Aiming. There is no rear sight whatsoever.
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Firing. The left ejection port does not move.
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Reloading. Note the locked-back charging handle.
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Pulling said charging handle. This animation doesn't seem to have been made with the locked-back charging handle in mind, as the player character grabs absolutely nothing to charge the gun. Also note the bolt clipping through the back of the receiver.

IWI Uzi Pro

A large, Mini Uzi sized Uzi Pro appears as the "Micro SMG". It has the top rail removed, and is depicted with a top-mounted charging handle like the other Uzi variants, and the real weapon's side-mounted handle is simply rendered as a flat texture. It has the stock from the regular Uzi somewhat awkwardly pasted onto the gun. It is never used as a stock, but is instead used as a foregrip - before aiming down the sights, the gun is held with one hand, but afterwards, the left hand will use the buttstock as a grip. Despite this, the stock grip does nothing for the recoil control; it has the same recoil with or without the left hand on the grip. It also helps that it has a much lower rate of fire compared to the real Uzi Pro. The weird stock is not present in the 3rd person model.

The weapon holds 25 rounds despite being modelled with a 32-round magazine.

Due to the retro art style of the game, the rear sight aperture is filled in, and the front sight is angled above it. This would result in shots going high of the point of aim in real life, which doesn't happen in-game.

A suppressed version with a large suppressor is also present, known as the "Micro SMG S".

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IWI Uzi Pro Pistol - 9x19mm Parabellum
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Drawing the confused Uzi.
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The SMG in idle.
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Flipping it around and getting a good view of the stock thing. Also note that the underbarrel rail has been rotated 90 degrees for some reason and the stock clipping through it.
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"Aiming" the Uzi.
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Shooting. The reciprocating charging handle would be incorrect for any of the top-mounted handle Uzis, but would be correct for the Uzi Pro, however the in-game one has a top-mounted handle instead of the real one's side-mount so... this is getting a bit confusing.
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Reloading. Like the full-size Uzi, the bolt will incorrectly lock open on empty, but it's a bit less wrong here because the Uzi Pro is closed-bolt in real life.
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Pulling the charging handle. Also like the regular Uzi, the animations don't seem to have taken the locked-back charging handle in mind, as it clips into the rear sight here.
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A couple of Uzi Pros on the ground, looking abnormally normal.

Shotguns

For all shotguns except the AA-12 and the Model 1887, a shell is loaded into the chamber upon an empty reload. They all use "Shotgun" ammo.

AA-12

The AA-12 CQB appears in the game, with a shell holder containing six unusable shells. It has the 20 round drum and is incorrectly depicted as closed-bolt with a reciprocating charging handle.

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MPS AA-12 CQB - 12 gauge
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Drawing the AA-12.
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The AA-12 in idle. Note the arm clipping into the drum; the drum also has shells visible in it that never get depleted.
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Flipping the shotgun around.
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Looking down the iron sights.
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Firing the weapon. Note the incorrect reciprocating charging handle.
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Pulling out the drum...
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...loading in a new one...
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...and pulling the charging handle.

Double Barrel Shotugn

A somewhat indistict double barreled shotgun appears as the "Super Shotgun". The left barrel will always fire first, and the player character will cover the right chamber with their hand when reloading with one barrel fired.

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Stoeger/IGA coach gun - 12 gauge
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Drawing the double barrel by twisting... something.
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The shotgun in idle.
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Flipping it around. Note the two floating shells.
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Aiming.
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Firing. Unlike the Super Shotgun of legend, this one only fires one barrel at a time.
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Opening up the shotgun. The opening latch is not used, and the player character simply presses it open.
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Flicking away the spent shells.
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Loading in some fresh ones.
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Flicking the shotgun shut.

Sawn-off Double Barrel Shotgun

The same shotgun with the barrels sawn-off appears as the "Sawed Off". The stock may also be sawn-off, although it is most common for it to be retained.

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Stevens side-by-side with the barrels sawn off (Photoshopped) - 12 gauge

Mossberg 500

A Mossberg 500A appears as the "M500 Hunting". It has a 6-round capacity, which is most likely a 5 round tube and 1 in the chamber.

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Mossberg 500A Field Gun - 12 gauge
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Pulling out the Mossberg.
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It in idle. Note that it lacks the Mossberg's top-mounted safety.
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Flipping the shotgun around and seeing the loading gate and the completely white trigger.
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Iron sights.
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Firing...
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...and racking the pump.
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Loading a shell into the chamber...
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...and then the magazine.

"M500 Covert"

A black, sawed-off version of the Mossberg 500 appears as the "M500 Covert", fitted with a large suppressor. It might be a reference to the suppressed Remington 11-87 from No Country for Old Men.

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Mossberg 500A with sawed-off barrel and stock - 12 gauge

Remington 870

A customised Remington 870 appears as the "870 Tactical". It has a Magpul M4 stock on a stock adaptor and a 6-round capacity.

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Remington 870 New Tactical Model with Magpul CTR telescoping stock - 12 gauge
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Drawing the 870 with a chamber check.
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The 870 in idle.
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Throwing it around. Note the shell floating near the stock.
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Aiming. The front sight is incredibly tiny.
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Firing the shotgun...
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...and pumping it at a rather uncomfortable angle.
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Chamberloading a shell...
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...and magazine-loading five more.

Serbu Super Shorty

A Remington 870-based Serbu Super Shorty appears as the "Shockwave". It has a shell holder containing 3 unusable shells on the right side. It incorrectly holds 6 shells in the 2-round tube.

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Serbu Super Shorty (Remington 870-based) - 12 gauge
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Drawing the Super Shorty.
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Holding the shotgun.
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Flipping it around.
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Aiming the shotgun; like the real shotgun, it has no sights whatsoever.
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Firing a round...
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...and racking the pump.
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Loading a shell into the... somewhere.
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Loading up three more shells than what the magazine can hold ...
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...and racking the pump again for some reason.

Winchester Model 1887

A sawed-off Winchester Model 1887 is referred to as the "1887". The lever is operated normally unless it is held in one hand, where it is spin-cocked instead. Shells are incorrectly loaded straight into the chamber when reloading, although they appear to teleport into the magazine tube below after they leave the player's hand. The shotgun also incorrectly holds 7 shells in a 5-shell tube.

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Sawn-off Winchester Model 1887 (Norinco replica) - 12 gauge

Rifles

The rifles, with one exception, use generic "Rifle" ammo; this ammo type is also used by the M60, Remington 700, and also for some reason the RPG.

AK-47

An AK-47 appears in game. It appears to be a Type 2, as it has a milled receiver and the distinctive stock mounting bracket. The rear sight appears very squished and misshapen, and the front sight is shorter than it should be; regardless, they still line up when aiming down them. The weapon's bolt is also misplaced too far back in-game.

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Type 2 AK-47 - 7.62x39mm
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Drawing the AK.
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Holding the weapon.
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Flipping around the AK.
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Aiming down the sights.
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Firing. Note the bolt clipping through the back of the receiver.
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Removing the magazine.
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Locking in a new one. The magazine floating at the right is what appears on the ground after an empty reload, and is also for some reason an MP5 magazine.
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Pulling the bolt back. This also makes it clip through the receiver.

Henry 1860

A Henry 1860 appears as the "Repeater". It has an oddly boxy receiver. Like the Model 1887 above, it is flip-cocked when dual-wielded. The reload animation is very wrong, depicting the rifle with a loading gate. It holds 10 rounds of a cartridge that is much longer than actual .44 Henry, and for some reason shares ammo with the game's shotguns.

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Henry 1860 - .44 Henry rimfire
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Drawing the Henry.
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Holding the rifle.
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Flipping the Henry.
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Aiming. The ladder sight is flipped up, but there is no rear sight notch in it.
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Firing the rifle...
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...and working the action. The hammer is severly misplaced on the in-game weapon.
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Phasing cartridges through the side of the receiver...
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...and chambering the round.
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Flip-cocking the Henry while dual-wielding it with a sawn-off shotgun. Note the round visible in the action.

M16A1

The M16A1 is always fitted with a heat shield and a 30 round magazine. The "M16A1 GL" variant has an underslung Cobray 37mm Launcher attached. The player does move their hand from underneath the launcher to the trigger when firing, but they do this after the grenade has been fired.

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M16A1 with Cobray CM203 - 5.56x45mm NATO & 37mm flare
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Pulling out the M16.
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The M16 in idle.
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Flipping around the rifle. Note the selector pointed at semi-auto.
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Iron sights.
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Firing.
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Dropping a magazine without using the magazine release...
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...inserting in a new one...
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...and hitting the bolt release.

Sniper Rifles

Remington Model 700 USR

A visually altered Remington Model 700 USR appears in game. It appears to have a regular length barrel and a visually altered top rail. The rifle is loaded with a 5 round magazine, a large scope and is known as the "M24A". A suppressed variant is available and is called the "M24A_Suppressed".

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Remington USR - .308 Winchester
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Remington 700PSS with Leupold Mark 4 scope and Harris bipod - .300 Winchester Magnum

Machine Guns

M60

The M60 appears in the game. It has what appears to be an M60E3 vertical foregrip in front of the M60's own. It feeds from a 100-round belt and is known as the "M60".

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M60 - 7.62x51mm NATO
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M60E3 with short barrel - 7.62x51mm NATO
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Drawing the M60.
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The machine gun in idle.
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Flipping it around and getting a really close look at the vertical foregrip.
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Aiming down the sights.
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Letting out the inner Rambo.
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Opening up the top cover.
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Seating the belt. Note the hand clipping through the gun, as the hands are placed too far forward on the gun during the animation.
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Closing the cover. The clipping can be seen very well here.
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Pulling the charging handle.

Launchers

AirTronic PSRL

The AirTronic PSRL is referred to as the "RPG". It has no stock, no rear grip, and no sights; instead, a polygon line on the rocket is used to aim, somehow. It lacks the real weapon's hammer and the rocket appears to be missing its booster charge. It somehow uses the same "rifle" ammo that is used by the M16, AK-47, and M60.

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Airtronic PSRL - 40mm
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Drawing the PSRL.
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Holding the launcher, with a rather unorthodox grip.
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Flipping it around. Note that the attachment point for the stock is present, but there is no stock on it.
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"Aiming".
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Firing. The rocket travels rather slowly.
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It eventually makes its way to the wall to explode.
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Loading in a rocket.

Cobray CM203

The Cobray CM203 is only available mounted underneath the "M16A1 GL" version of the M16A1. Like the action movies from which the game was inspired, the CM203 stands in for an M203 and fires explosive rounds. An infinite amount of reserve grenades are carried with it.

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Cobray CM203 mounted on M16A1 - 37mm flare & 5.56x45mm NATO

Explosives

Mk. 2 hand grenade

The Mk 2 hand grenade appears in-game. It does not appear to have been based on a real grenade, as it has a very plastic-like sheen on the body and the body itself is much fatter than a real Mk. 2, being somewhat reminiscent of the one in Half-Life. There is no animation for the pin being pulled nor the grenade being thrown - it simply appears in mid-air where you are looking. Like the CM203, the player seems to carry an infinite amount of grenades at all times; this also means that it can be spammed to great speed and effect.

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Mk. 2 hand grenade
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Hurling a grenade. Despite there not being an animation for pulling the pin, the pin and lever still come off of the grenade.
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Blam.

Unusable Weapons

FN Model 1910

What appears to be an FN Model 1910 appears on some of the newspaper sheets scattered throughout various levels.

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FN Model 1910 - .380 ACP