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Half-Life: Blue Shift (Windows)

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Title Screen

Half-Life: Blue Shift

Developer: Gearbox Software
Publisher: Sierra Studios
Platforms: Windows, Mac OS X, Linux
Released internationally: June 12, 2001


AnimationsIcon.png This game has unused animations.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
SoundIcon.png This game has unused sounds.


Half-Life: Blue Shift is the second of a number of expansions to Half-Life where you take control of ordinary, unsuspecting, beer-offering security guard and later recurring character Barney Calhoun.

It was originally made for the Dreamcast version of Half-Life, but due to its cancellation was released as a standalone expansion.

Half-Life Leftovers

All of the art, code, and sounds from the original game is in Blue Shift, most of it unused. This also includes content that was unused in the original game, such as the cut enemies.

Unused Weapons

Gluon Gun, Tau Cannon, Crossbow, Laser Trip Mine

All of the models for the Crossbow, Tau Cannon, Gluon Gun, and Laser Trip Mine exist in the game's files. Interestingly, all of their first person models except for the Tau Cannon have Barney's hands on them instead of Gordon's.

Multiplayer .357 Revolver

Hlbs multiplayerrevolver.png

The multiplayer version of the .357 Magnum Revolver is in the game, but cannot be used because Blue Shift can only be played in single player.

Suppressed Pistol

Hlbs suppressed pistol.png

The cut suppressor for the Pistol from the original game makes one last hurrah in Blue Shift. It has the same issues that it did in Half-Life: Opposing Force, as it uses the same animations and model that OP4's Pistol does.

Flashlight

In an early Half-Life: Blue Shift trailer, for a brief moment you can see the main character Barney holding a flashlight while Gordon is on the tram. No in-game model is left in the game files, however a mod named Night at the Office has the cut flashlight model under the file name v_torch.

Unused Animations

Dead Security Guard

The dead Security Guard model seen throughout the game has several unused animations. Some of these are used in the cut intro for the cancelled Dreamcast port of the original game.

HEV Gordon Freeman

Gordon's got some MIA animations.

Scientist Gordon Freeman

Scientist Gordon has some unused animations, with most of them running for his life like an idiot.

Unused Graphics

Early Name

Hlbs guardudylogo.png

640logos.spr contains an early name for the game: Half-Life: Guard Duty.

Hlbs captivationdigitallabs.png

640logos.spr also contains a logo for Captivation Digital Laboratories, one of the developers for the Dreamcast port of the original game. Since Blue Shift was originally intended to be for the Dreamcast, it's not a surprise their logo appears.

HUD Guy Icons

Hlbs hudmode.png

Sprites showing the guy in the HUD swimming, climbing, and crouching can be found. These are leftovers from the Dreamcast version of the game, where the HUD guy would change how he appears to show that the player is doing a certain action, such as climbing.

TESTIFY!

Hlbs testify.png

A graphic showing level designer Rob Heironimus that appears in this game and a few other early Gearbox games with "TESTIFY" underneath him can be found in BARNEY.WAD.

Happy Face

Hl happyface.png

The hidden happy face found in the original game's HUD textures is back!

Unused Sounds

Scientist

Most of these sounds are alternate takes on existing lines said by other actors' characters (the Security Guard and Dr. Rosenberg) in the final game, but said by the Scientist's actor instead.

Sound Clip File Name Description
sc canals1 Yes, of course, the drainage canal. I think that empties out somewhere near the freight yard. If we're lucky, we can make our way out of the facility from there.
sc canals3 No, it's too late! I can't do it! I can't! We'll never make it!
sc power alt1 Hold yourself together! If we don't get the power cells charged, then we'll never make it out of here!
sc power alt2 Get out of here! I can take it.
sc power wound1 I was hoping you'd show up. You must get this power cell charged and back up to Dr. Rosenberg. I'd help, but I'm hurt pretty bad.
sc power wound2 You can probably push the power cell through the fence into the charging station behind me. Let me see if I can get out of the way.
tele work1 We were able to contact a number of other remaining scientists, so with any luck some of them may make it here as well. We would have chosen the Lambda Reactor for an escape, but the crew there is bent on fighting the creatures, with all their hopes set on someone named Freeman. Let those fools try and fight a battle they can't win. I just want to get out of here!
sc tele xen1 Once we were able to consistently create the teleporter field, we ran into new problems. You see, Mr. Calhoun, teleportation isn't as simple as going from point A to point B. We discovered a strange borderworld that was somehow involved in the process, and this kept us from accurately predicting where any given teleportation event would lead to back on Earth. Some of the more promising research on the matter led to a device that could be attached to the strange crystalline structures we found in this borderworld. This device could then be used as a focal point and relay to aid in the teleportation. Well, in theory that is. We lost contact with the survey group shortly after the device was in place. We later discovered other methods of aiming the field, but all the equipment in this lab uses the older technology. In order any of us to get out of here alive, someone will need go to the borderworld, and activate the device. I'm afraid you're the only one that can do this, seeing as how everyone else will be needed to run the equipment. We should be able get you fairly close to where survey team had set up, but I fear the likelihood of running into alien creatures is very high. Be careful!

Security Guard

Sound Clip File Name Description
ba canal wound1 Look, I'm chewed up pretty bad and I think my leg's broken. So you better go on without me. Get yourself out of here while you still can.
ba power4 Hey, hey!

Hidden Developer Text

In the GameUI.dll file, there are remnants of Counter-Strike's UI code, such as the bomb countdown, money, etc. There's a lot more text relating to Counter-Strike in the GameUI.dll file.

Build Date

The build date for the original retail version (1.0.0.0) can be found in the disc's file "version.txt".

Sierra On-Line
1.0.0.0
71199
04-20-01